Tuesday, July 28, 2026
The Mass in the Cauldron pt. 7- Ogre Treasure Hunters!
Friday, July 24, 2026
The Mass in the Cauldron pt. 6: Tokens!
Wednesday, July 22, 2026
The Mass in the Cauldron pt. 5: Writing? Ideas? Etc.
I've been focusing on the process of building the boards so far, but I thought I'd take a minute and talk a bit about the process of writing the scenarios. I've done a bit of game-related writing over the years, but it's not something I've pursued extensively.
A few years ago I wrote the Wig-Maker's Fingers for Into the Odd, which was an utterly fascinating experience (thanks for the encouragement, Max!) I've always enjoyed writing, but over the years, most of my creative energy has gone into making artwork. So, when I got back into RPGs and then tabletop games, writing felt like accessing an unfamiliar side of my creative practice. At the same time it was a very freeing experience- the speed at which an idea can be captured and to a certain extent realized in writing is so much faster than the process of making an object, at least the way I go about it.
So, I tend to start with a very messy Google doc. I jot down a bunch of ideas, and often these ideas will suggest other things to look at, and it ends up being a soup of links to Wikipedia articles and maybe some images and then bullet points and half finished sentences that interrupt each other. Sometimes I think it's better to start ideas on paper, but I type and gather info so much faster digitally than I can write by hand, so the messy document is usually where things begin.
The other point is that game writing is much different than any other mode of writing for me. It requires a whole bunch of potentially disconnected ideas, rather than pursuing a cohesive thread or narrative. The goal is to create a series of ingredients that are flavorful, unpredictable, and compelling, then hand them off to players and dice rolls to see what happens. Give the players a world, a context, throw some surprising, highly specific items and events at them, and that, at least for me, is where a lot of the fun comes in, whether for RPGs or tabletop games. It becomes more of an exercise in imagining a world and all its bits and pieces, as opposed to developing characters or stories- that's for the players.
For this undertaking I wanted four game scenarios with some specific events for each game (to add flavor and unpredictability). Cauldron has great tables for things like treasure, foraging and mutations, but I wanted to write my own versions of these for the Mass, since it feels like an unfamiliar object would have its own set of possibilities. So I ended up writing new tables for Treasure, Mutations, and Foraging.
I will admit that I wrote most of the item and event tables with Cauldron open in the background. I love the flavor and slightly jokey, knowing tone of the writing in Cauldron, and it helped to keep the things I was writing in dialogue with the game itself.
That said, as the writing the four game scenarios proceeded (I wrote scenarios and rules for the four games roughly in order, followed by tables), I did find myself leaning much more in a sci-fi direction than the magical dirty swamp that is Cauldron. Maybe a nudge was the fact that one possible treasure in the game is an actual machine gun. Which really cracks me up, but it also points to older visions of sci-fi/fantasy in which the genres blend more fluidly- think Jack Vance's Dying Earth, or Goodman Games Mutant Crawl Classics, both scenarios in which the game/story is set in a post-technological world, with magic appearing amidst the ruins of a sophisticated technological civilization. Or just the fact that early editions of Warhammer Fantasy and 40k/Rogue Trader were essentially rules compatible, so one could potentially mix and match the games at the table.
I'm also drawn to more surreal and somewhat silly visions of a technological future - the absurdist humor of Hitchhiker's Guide to the Galaxy and Red Dwarf was formative in my teenage years. Another slightly more esoteric source I recently revisited is Daniel Pinkwater's Borgel. I cannot recommend this very strange book enough. A young man accidentally goes on a surreal journey through Space Time and the Other with his 'uncle', a mysterious man named Borgel from 'the old country' and their talking dog Fafner, in a clunky old car called the Dorbzledge (that might be spelled incorrectly but it doesn't matter). Various campsites, galactic fast food stations, and a trip to Hell later, it comes to a rather uplifting conclusion, involving the discovery that one form of the Supreme Being is the Great Popsicle. (Seriously go read some Daniel Pinkwater if you haven't already, you owe it to yourself)
And there is of course visual inspiration to draw from as well- I know there are so many tropes of adventurers realizing the thing they're walking on is alive, but the first image that popped into my head is this wonderful illustration of a forest troll by the Norwegian artist Theodore Kittelsen. I grew up reading a lot of Norwegian folktales so many of his images live in my mind, and it really embodies that idea of an ancient lifeform that exists on a nearly geological time-scale, like a living mountain or a nearly immortal sloth.
In the game world, I don't find myself hugely drawn to writing a bunch of new mechanics or new games- I like to dig around in a game that already exists, but one which is open ended enough for me to envision new things without being trapped in a lot of existing lore. Cauldron fits this bill perfectly- as does Into the Odd. I'm really not interested in playing or imagining in a world with extensive existing stories, like Star Wars or Lord of the Rings. I'm much more interested in creating narratives and situations that might be fun to play in, rather than designing all mechanics of a game from scratch. I guess I would say have a story brain, as opposed to a game design brain, and that's just fine by me.
Anyway, that's a quick outline of the writing process so far. I also want to extend my thanks again to Matt Farmer (@ierthling) for a really keen and thorough and generous review of what I'd written. Matt caught so many things that would have made this unplayable, and offered numerous really excellent suggestions that will make the whole endeavor much more fun and surprising. It's not publication ready by any means, but I think it will do for a one-day event packet. I am delaying doing the final edits and formatting, though. Next on the list- making tokens!
Tuesday, July 21, 2026
The Mass in the Cauldron pt. 4: Painting and Detailing the Boards
Monday, July 20, 2026
The Mass in the Cauldron pt. 3: Painting the Boards
So the next phase in making these boards is building up texture before moving into color. I unfortunately didn't get great pix of that step- but after capping off the open ends of the boards with cardboard, I applied two coats of DIY texture paint (in this case Kilz mixed with a lot of sand), and some drywall joint compound in places to transition areas and fill gaps. I also built up the swamp terrain a little bit by adding sheets of stacked cardboard with joint compound and texture paint.
(forgive me if I go deep on process, this is just the kind of thing I find very fascinating to read from other people and it's what remains clear in my brain after doing the project.)
Next then is color. I wanted a color that hovered between the natural world and something much weirder and more synthetic, and lo and behold I happened to have most of a can of this oddball teal color that I'd used on the exterior trim of the building where I live. Perfect. Very heavy and opaque since it's an exterior paint. Another guiding principle behind this whole project is do not spend money. I haven't been able to perfectly adhere to that rule but I've made a great deal of this from materials I have on hand.
Sunday, July 19, 2026
The Mass in the Cauldron pt. 2- Boards!
As I've mentioned, one of my favorite parts of the whole tabletop games hobby is the outlet to make things fast and messy. I spend a lot of time making very fussy deliberate things (I make sculpture in the rest of my life) but game terrain especially is a chance to just fly by the seat of my pants and glue and slop things together in a way I really don't do otherwise.
The whole focal point and mystery of The Mass in the Cauldron is a gigantic unknown mass rising slowly out of the swamp that is the Cauldron. Players will have a chance to explore four boards representing the Mass, with the Mass running across all of them, gradually increasing in height across all the boards.
So, a logical (and very exciting) place to begin was building four boards with the Mass running across them. I had a bunch of leftover tile-backer board, and started off by just randomly gluing down trash and foam to build up the volume of the mass. I tend to hold onto stuff like egg cartons, oatmeal tubes, and other food containers, because they work well in situations like this. Years of making sculpture has given me an aversion to pink foam, so I'm trying to minimize my use of it. All of this is just hot glued down in place. I try not to think or fuss to much at this stage.
Saturday, July 18, 2026
The Mass in the Cauldron- pt 1.
So the real reason I started this blog was to post about an event I'm putting together next month. If you haven't heard of Cauldron, it's the best. It's totally caught my imagination. And it's a bunch of goblins, orcs and trolls hitting each other over the head in a swamp.
It's the brainchild of Hill Giant Games and I've played it enough to desperately want to play more of the narrative side of it- where your group of hapless greenskins can advance, gather weird treasures, eat pickled feet, and generally make themselves more substantial nuisances than they are to begin with.
I'm lucky enough to regularly play games with Philly Indie Tabletop, a group of like-minded nerds who mostly focus on the smaller (as the name implies) independent tabletop games. PIT has put together some events in past for Turnip and Hobgoblin, but I thought I'd like to make something happen for Cauldron. I've never done something like this before, but with the kind help and encouragement of Matt Farmer (@ierthling) I've embarked on it.
I am unfortunately not good at doing things by halves, so I've decided tackle the following before August 22nd-
- Write an overall scenario for four games of Cauldron (including outlines for each game)
- Write a zillion new treasure and foraging tables
- Build four new 2' x2' boards for the event
- Make a bunch of dedicated tokens
- And paint a whole bunch of NPCs
Deep in the Cauldron something strange is happening.
Rumors abound of a huge mass emerging from the swamp.
An ancient pressure ridge squeezed upward as the
earth shifts beneath the swamp?
Or is it some long-buried building? Is it even from the Cauldron?
Did some zealous shaman call it forth from the stars?
Dweekin the Goblin hasn’t been the same since he came
running out of the swamp, but he swears he’s seen the thing
with his own eyes, and that it BLINKED at him.
Whatever it is, the rumors also say a few denizens of the
Cauldron have explored the Mass and come away with riches,
but some have emerged changed, whether visibly or otherwise.
Many more have departed than have returned.
Should your brave, foolish or stupid band of greenskins venture forth,
they will certainly have to contend with other greedy fools,
as well as whatever perils the thing itself may pose.
Next up- building the boards! This was a blast...
This is BWAMP's fault
So this whole undertaking is explicitly the fault of bwamp.org and its mastermind Kyle Reimergartin. I blame him for several things. I was in the perfectly innocuous habit of playing RPGs with him and friends over the internet during the pandemic. this is a normal thing that normal humans do.
then he started building little guys for a game called Turnip. I was following along with interest. this progressed. he acquired GOBLINS. The sight of little goblins unlocked the Proustian memory of sitting hunched over a drafting table in my basement in my early teens, giving myself visual migraines trying to paint these weird little dudes. This spelled trouble. I had an orcs and goblins army circa 1997, probably for 4th edition. I barely played it because I couldn't convince anyone else in Cedar Falls, Iowa to spend their precious pocket money on this level of nerd stuff. That didn't stop me from creating and painting a whole ping-pong table full of terrain. This is when I learned that spray paint eats foam.
Cut to 2001 when I was heading to college and gave ALL my nerd things (a copious amount of Magic cards, some varied RPG books, and a ridiculous amount of goblins) to my neighbor so I wouldn't look like a NERD when I arrived at college. Whoops.
Cut to December 2023. I could no longer vicariously watch Kyle paint goblins. I had to paint them myself. So I ordered a bunch of night goblin spearmen. And then the abyss opened before my feet. It's now 2026 and I have so many goblins. And so many other things. And I have rediscovered a passion for building terrain out of trash. Only now I have a whole woodshop and sculpture studio at my fingertips so this is all much more dangerous. I have been posting whatnot on Instagram but I am also know the world is a vampire and blogs are somewhat (in a tiny incremental way) less vampiric than Instagram. But if you want to find me there I'm at @nervous_goblin_factory.
Also I am spending too much time this summer putting together a narrative Cauldron event for Philly Indie Tabletop and Kyle is screaming at me to blog about it so here we are. No promises. But I'll probably write and put pictures here somewhat regularly.
The Day Itself! Playing the Mass in the Cauldron
Photos by @michaelcwiatrak_art Well the day finally came! Yesterday we played The Mass in the Cauldron at Top Deck Games in West Philly. T...
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So the real reason I started this blog was to post about an event I'm putting together next month. If you haven't heard of Cauldron,...
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As I've mentioned, one of my favorite parts of the whole tabletop games hobby is the outlet to make things fast and messy . I spend ...
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So the next phase in making these boards is building up texture before moving into color. I unfortunately didn't get great pix of that...













