Tuesday, 31 March 2026
Putrid Politicians (Tricube Tales)
Thursday, 26 February 2026
Two Savage Worlds luck-themed house rules: Lucky Break and Karmic Balance
I've had Savage Worlds on the mind lately, after watching a few YouTube videos about it, and I'm struggling to finish my latest micro-setting for Fast! Furious! Fun! February! So I thought I'd take the time to describe a couple of house rule ideas in a blog post as my #FFFFebruary2026 backup plan.
The theme of this year's Fast! Furious! Fun! February! creator jam is "Can you hear me now?" (give a voice to the disenfranchised), so these two new rules are designed to help players who feel they are suffering at the hands of fate (and bad dice rolls), giving them more control over their luck, both good and bad!
Those familiar with my other projects may recognize my source of inspiration, but I feel the same ideas would also work really well in Savage Worlds.
Lucky Break
Players can spend a Benny to add 1 to the final total of any Trait roll. They make this decision after rolling the dice and calculating the total (meaning the player doesn't need to spend the Benny unless they know it will make a difference). No more than 1 Benny can be spent this way for each Trait roll, and the bonus must be applied after any rerolls.
If the player doesn't have any Bennies, or isn't willing to spend them, they may instead ask the GM to introduce a complication to the scene. This is always at the GM's discretion, but player input and creative suggestions should be encouraged, and the complication should drive the story forward in an interesting way.
Goal
This rule lets players nudge the roll a little, so if they nearly succeeded, they can turn their failure into a "success at cost" or "success with a complication". It can also turn a normal success into a raise.
This also helps counter the probability glitch introduced by exploding dice without needing to change any of the core mechanics (which was a downside of the fudge dice solution I've proposed in the past). For example:
- Rolling d4-2: A 18.75% chance of success now increases to 25% when spending a Benny (or accepting a complication) for a +1 bonus.
- Rolling d6-2: A 16.67% chance of success now increases to 33.33% when spending a Benny (or accepting a complication) for a +1 bonus.
While the base roll still suffers from the glitch (i.e., d4-2 is more likely to succeed than d6-2), applying +1 to the total pushes d6-2 way ahead of d4-2 -- and even if the player has run out of Bennies, they can always ask for a complication.
Karmic Balance
If a player has 1 or fewer Bennies remaining, and one of their Minor Hindrances gives them a penalty to the Trait roll, they receive a Benny. Major Hindrance work the same, except they apply when the player has 2 or fewer Bennies. If multiple Hindrances apply to the same roll, the player still only receives 1 Benny.
If none of the player's Hindrances give a penalty to the Trait roll, but the player can narratively justify why one might hinder them in this situation, they may opt to apply either a -2 penalty (for a Minor Hindrance) or a -4 penalty (for a Major Hindrance) to their Trait roll. This allows them to gain a Benny as described in the previous paragraph.
Goal
This rule gives players a way to recover Bennies during play without relying on the GM, but only when they're running low (so it won't let them build a huge pile of Bennies). It also differentiates between Minor and Major Hindrances.
![]() |
| #FFFFebruary2026 logo by Chuhan https://www.fiverr.com/chuhan14 |
Friday, 2 January 2026
Random musings: The Unicube RPG System
On my Discord server, the user Devourerofworlds expressed an interest in having a system even simpler than Tricube Tales, with the caveat that it should still be compatible with the micro-settings.
After a good five minutes of thought, here's my proposal: The Unicube system!
Each player selects a concept, a perk, and a quirk from those listed in the micro-setting. There are no traits, karma, or resolve, so ignore that part.
The GM assigns challenges a difficulty of 3 (easy), 4 (standard), or 5 (hard), taking into account the player's concept as well as any other factors. The player must equal or exceed the difficulty with a single d6 roll.
Players may use their perk once per session to retroactively lower the difficulty of the roll by 1. They may use their quirk once per session to increase the difficulty by 1 before rolling; this recharges their perk, allowing them to use their perk a second time in the current session.
That's it. Wounds and death are handled through the narrative, as and when situationally appropriate.
Wednesday, 31 December 2025
Tricube Tales sales figures for 2025
As has become my yearly tradition, I'd like to share the Tricube Tales sales figures for 2025. You can also view the figures for previous years here if you're interested: 2019/2020/2021, 2022, 2023, and 2024.
Total Sales per Month
Here are the total number of unit sales for the entire product line this year:
- Jan 2025: 1744 sales
- Feb 2025: 1247 sales
- Mar 2025: 1441 sales
- Apr 2025: 979 sales
- May 2025: 1292 sales
- Jun 2025: 1285 sales
- Jul 2025: 1562 sales
- Aug 2025: 1246 sales
- Sep 2025: 1417 sales
- Oct 2025: 912 sales
- Nov 2025: 960 sales
- Dec 2025: 1336 sales
Breakdown by Product
- Tricube Tales: 3364 sales (inc. 774 print copies) since 2019-11-08
- Solo Rules & Deck: 2116 sales (311 printed decks) since 2021-05-14
- Tricube Tactics: 776 sales (183 print copies) since 2024-11-08
- Tricube Tales Micro Edition: 70 print sales since 2023-05-20
- Tricube Tales Solo Rules: 113 print sales since 2023-03-07
- Tricube Tactics Rules Primer: 23 print sales since 2024-12-12
- Goblin Gangsters: 1289 sales since 2020-08-27
- Samhain Slaughter: 1326 sales since 2020-10-08
- Chrome Shells & Neon Streets: 1467 sales since 2020-11-21
- Metahuman Uprising: 1385 sales since 2020-12-28
- Rotten Odds: 1314 sales since 2021-01-31
- Tales of the Goblin Horde: 1308 sales since 2021-04-01
- Wardens of the Weird West: 1368 sales since 2021-06-12
- Firefighters: 1282 sales since 2021-07-06
- Horrible Henchmen: 1268 sales since 2021-08-13
- Pirates of the Bone Blade: 1339 sales since 2021-09-15
- Eldritch Detectives: 1428 sales since 2021-10-30
- Wiseguys: Gangster Tales: 1224 sales since 2021-11-20
- Interstellar Mech War: 1352 sales since 2021-11-30
- Voyage to the Isle of Skulls: 1226 sales since 2021-12-31
- Down in the Depths: 1130 sales since 2022-01-24
- Accursed: Dark Tales of Morden: 697 sales since 2022-02-17
- Twisted Wishes: 1128 sales since 2022-02-23
- A Welsh Werewolf in Llanfair PG: 1186 sales since 2022-04-01
- Interstellar Smugglers: 1286 sales since 2022-05-04
- Winter Eternal: Darkness and Ice: 1037 sales since 2022-05-17
- Sharp Knives & Dark Streets: 1183 sales since 2022-05-31
- Summer Camp Slayers: 1109 sales since 2022-06-28
- Titan Effect RPG: Covert Tales: 1081 sales since 2022-07-20
- Sundered Chains: 1021 sales since 2022-08-07
- Stranger Tales: 1060 sales since 2022-10-06
- Minerunners: 1003 sales since 2022-11-01
- Spellrunners: 1060 sales since 2022-11-22
- Christmas Capers: 986 sales since 2022-12-18
- Heroes of Sherwood Forest: 967 sales since 2023-01-28
- Tales of the Little Adventurers: 905 sales since 2023-02-19
- Tales of the City Guard: 918 sales since 2023-03-26
- Maidenstead Mysteries: 880 sales since 2023-04-19
- Interstellar Rebels: 924 sales since 2023-05-04
- Hunters of Victorian London: 858 sales since 2023-05-29
- Stone Age Hunters: 811 sales since 2023-06-23
- Paths Between the Stars: 832 sales since 2023-07-01
- Mythical Heroes: 776 sales since 2023-09-15
- Academy of Monstrous Secrets: 722 sales since 2023-10-29
- Eldritch Apocalypse: 735 sales since 2023-12-07
- Champions of Osiris: 644 sales since 2024-01-27
- Conniving Cat Burglars: 709 sales since 2024-04-01
- Tales of the Sewer Samurai: 601 sales since 2024
- Champions of Fenrir: 548 sales since 2024-07-01
- Ghost Banishers: 515 sales since 2024-10-10
- Vermilium: Tales of the Wildwood: 370 sales since 2025-01-30
- Eldritch Cultists: 338 sales since 2025-02-13
- Metal Gods of the Apocalypse: 289 sales since 2025-02-26
- Tomb Guardians: 290 sales since 2025-03-20
- Rabbit Tales: 261 sales since 2025-04-11
- Sylvan Sentinels: 210 sales since 2025-06-17
- Wicked Dreams: 254 sales since 2025-06-22
- Specters of Locksworth: 180 sales since 2025-06-26
- Road Hogs: 159 sales since 2025-07-27
- Arcane Resurrection: 98 sales since 2025-10-11
- Starbreaker: Tales From the Rim: 65 sales since 2025-12-02
- Interstellar Bounty Hunters: 5339 downloads (41 print sales) since 2020-09-29
- Welcome to Drakonheim: 3671 downloads (29 print sales) since 2021-03-10
- Interstellar Troopers: 4734 downloads (39 print sales) since 2021-04-26
- Interstellar Laser Knights: 4395 downloads (37 print sales) since 2021-05-04
- The Fools Who Follow: 1284 downloads since 2020-07-29
- Deep Trouble in Oldport Bay: 854 downloads since 2021-02-20
- Halfling Hustlers: 428 downloads since 2021-07-03
- Guardians of the Shadow Frontier: 1200 downloads since 2021-07-31
- Interstellar Explorers: 838 downloads since 2022-08-02
- Arcane Agents: 404 downloads since 2023-08-15
- Troll Couriers of the Sky Isles: 552 downloads since 2024-08-01
- The Wyrms That Turned: 160 downloads since 2025-08-17
- Minerunners (cards): 22 print sales since 2023-03-07
- Sharp Knives & Dark Streets (cards): 26 print sales since 2023-03-07
- Spellrunners (cards): 24 print sales since 2023-03-07
- Christmas Capers (cards): 13 print sales since 2024-12-12
- Eldritch Apocalypse (cards): 17 print sales since 2024-12-12
- Interstellar Rebels (cards): 14 print sales since 2024-12-12
Some Thoughts
What's Next?
Monday, 22 December 2025
Musings on an expanded Tricube Tales fantasy scenario
Something I've wanted to create for a long time is a fairly traditional fantasy scenario with adventurers roaming the land, taking on various jobs. Of course, there are already several fantasy one-pagers for Tricube Tales, but their settings are all rather quirky, and I'd like something more vanilla.
Having recently been playing a lot of The Witcher 3, I've got a good feel for the sort of jobs the heroes might take on (and honestly, it's not that different from various novels I've read or TV shows I've watched, where people post jobs on notice boards and members of the "adventurers guild" complete them for rewards).
However, I really want this to be an expanded product, with three Six-Scene Scenarios (one set in a town, one in the wilderness, and one in a dungeon).
I had originally planned to split it into a trilogy of three separate one-page RPGs, one for urban adventures, one for wilderness, and one for dungeons, meaning each would come with its own Six-Scene Scenario. They could even be combined into a single product (like I did for Champions of Fenrir and Champions of Osiris), or released as separate products in the same series (like I did for Eldritch Detectives, Eldritch Apocalypse, and Eldritch Cultists -- or Twisted Wishes, Sundered Chains, and Wicked Dreams). But unlike those other settings, these fantasy adventures all follow the same characters in the same time and place, so I worry that it would feel very repetitive to offer them as three one-pagers.
The second option would be to adjust the layout and add another adventure generator table on the right-hand side, like this:
The problem is there's not enough space for three tables, so I'd need to combine the wilderness and dungeon adventures, which isn't really ideal when they have separate Six-Scene Scenarios. It also means there would be two pages of adventure examples, so I'd be left with a blank page I'd have to use for something else.
The third option would be to have a standard adventure generator for urban adventures, then offer two alternative location tables for dungeon and wilderness adventures, like this:
The GM would then roll 3d6 for the adventure as normal, but they could pick one of the three location tables depending on where they want the adventure to take place. There would then be three pages of example adventures, meaning the one-page RPG and its adventure examples would fit onto two double-sided sheets of paper.
Of course, each page would share the same objective and complication tables, and although I could offer different examples for each, the table entries would still need to be phrased fairly generically in order to fit all three location types. Making them too generic risks stripping the table of flavor.
But the more I think about it, the less comfortable I am with the idea of having an entire double-sided sheet of paper with just adventure examples on both sides. I like having the entire game and all the adventure examples on a single sheet of paper; it keeps the product concise, and if you're running a one-shot, you don't really need too many examples anyway. Even if you want to run more adventures, the examples are supposed to be for inspiration; they're not intended to cover every possible situation.
That brings me on to the fourth option, which is to design a simple one-page RPG in the same style as all the others, with a regular adventure generator that includes a mixture of urban, wilderness, and dungeon locations. There would still be three Six-Scene Scenarios covering urban, wilderness, and dungeon adventures, and I could also offer another sheet with an example town (much like I did for Sharp Knives & Dark Streets), which would include a map and expanded locations in and around the town.
After all this, I think I'm favoring the fourth option. As much as I'd like to expand the one-pager format and experiment with different setups, I still want the core product to fit onto a single sheet of paper (otherwise I'd be better off turning it into a book). The first page is really the "one-page RPG", as it contains everything needed to play, and the second page (i.e., the back of the sheet) includes examples for each entry in the adventure generator table.
Sunday, 30 November 2025
Starbreaker: Tales From the Rim (Tricube Tales)
The latest Tricube Tales one-page RPG is another collaborative effort, this time with Brandon Verhalen of Star Anvil Studios. Starbreaker: Tales From the Rim is a Tricube Tales adaptation of Starbreaker-SAINTs and Synners Core, a setting that Brandon originally wrote for Savage Worlds.
This was quite a tough one to adapt, due to the large amount of content in the setting book. Starbreaker offers a large number of playable species, and I couldn't fit them all into the smaller format, let alone give them full descriptions, so I went for a very concise approach and included just seven species (including human) with two or three descriptive words for each.
Much like Vermilium: Tales of the Wildwood, which focused on a specific region of the world, I decided to focus on a specific planet, so the entire scenario takes place on the mining world of Echo. Even then, there are a lot of regions described in the book that I couldn't cover, so I decided to use the example locations on the second page to flesh out six major places.
There are also many enemy factions in Starbreaker, and I tried to tie several of them into the adventure examples on the second page, using both the mission objectives and the complications to reference different organizations the players might deal with.
Overall, I'm happy with the way it turned out. Even though the reader would benefit greatly from owning the full setting, the one-pager provides enough information for someone to run a few quick games.
Friday, 31 October 2025
Arcane Resurrection (Tricube Tales & Tactics)
I've recently been reading a lot of fantasy novels about a "displaced protagonist" who finds themselves sent to the past, the future, or another world entirely (i.e., Isekai). Sometimes they do this intentionally (going back in time to prevent a cataclysm), other times it's an accident. Often, they end up possessing and reviving a recently deceased host, usually that of a young noble.
The series I've read include: Magus Reborn, Rift Magus Reborn, Legend of the Arch Magus, Return's Defiance, Towers of Heaven, Spell Breaker, Dead Tired, Revenge of the Sorcerer King, Chronicles of Empyrea, The Alchemist, The Last Paladin, and System Universe. Note: This blog post isn't a book recommendation, as not all of the books were to my taste, but what I did like was the premise, and that's what inspired me to write my latest Tricube Tales & Tactics micro-setting: Arcane Resurrection.
I went with the "go back in time" premise (like Magus Reborn, Returner's Defiance, and Towers of Heaven) because I liked the way it gave the protagonist a clear overarching goal (to save the world from a major threat). I also decided to go with "possessing the body of a recently murdered young noble" (like Magus Reborn, Rift Magus Reborn, and Legend of the Arch Magus) as this immediately throws the players into the thick of things, forcing them to deal with a prominent individual's rivals, debts, and enemies.
I've found that scenarios with clear objectives tend to be the easiest to run, and I feel that Arcane Resurrection has some pretty solid goals for the players. I also included a Six-Scene Scenario with guidelines for running it with Tricube Tactics, and tied the adventure to the main plot, giving the players further leads to follow.






