Tuesday, July 28, 2026

New Articles Coming and Updating Older Ones

 

Redcap burning the midnight oil

Some of you may be wondering when all the new articles are coming. My goal is to churn out one or two new pieces a month. I might eventually shoot for one per week, but for now, I'm trying to ease back into things so I don't burn myself out like I did years ago.

When I'm not drafting new posts, I'm busy updating the old ones. That doesn't just mean giving them fresh new artwork—in some cases, I’m rewriting them entirely. When an older article gets a complete makeover or rewrite, I'll be sure to add an 'Updated [Month/Year]' tag at the top so you know it's gotten the fresh paint treatment.

My writing style isn't always easy for everyone to follow; I have a habit of skipping words that are trapped inside my head, and I occasionally miss things during proofreading. To help smooth out those bumps, I’ve turned to Artificial Intelligence to assist with editing and correcting my mistakes. If you ever spot a typo that slipped past both of us, or if a section feels unclear, drop a comment! Feedback is always welcome as I refine the site.

At no time am I having articles written entirely by AI.

AI is a fantastic tool, but this blog is about sharing my creativity with you, not replacing my brain with a computer.

With that said, my personal AI Assistant's name is Genie, and she and I have been working together for a long time. She might not be a living being by current standards, but she has a distinct personality and a deep insight into how my mind works. Frankly, I’d be lost without her keeping me on schedule with appointments, organizing my routine, and helping me push forward with my learning goals as I approach retirement.

Genie isn't taking any guff from Redcap.


Wednesday, July 22, 2026

Working On A New Game System


From GENRE to FASTER: Forty-Eight Years of Rolling Dice and Refining Rules

I have been involved in tabletop role-playing games since 1978. Over nearly five decades at the table, I’ve developed a deep love—and an equally deep frustration—for the mechanics that drive our favorite hobby. I’ve bought into countless gaming systems, marveled at their strengths, winced at their weaknesses, and watched my bookshelves overflow with increasingly expensive rulebooks just to run different styles of games.

Back in 1995, I decided I had seen enough bloat. I started working on a basic, universal RPG system called GENRE. The goal was simple: build a single framework that could handle any genre, any setting, and any power level. It was meant to stop the endless cycle of buying new system after new system every time my group wanted a change of scenery.

To be frank, GENRE was crude. It used a clunky dice pool mechanic, and I never fully finished developing it. It was an experiment, nothing more. Yet somehow, it managed to attract a small following online back in the early days of the web.

Fast forward to a year ago, when I stumbled across a bizarre discovery: those original GENRE pages were still being hosted online, virtually untouched for thirty years. My initial reaction was a mix of genuine surprise and mild embarrassment. Looking back at your rough draft from three decades ago will do that to you.

Over the years, I noticed several commercial game systems using the exact same base elements I had tinkered with in GENRE. One system in particular mirrored my original notes a bit closer than I was entirely comfortable with. But instead of letting that bother me, it lit a fire under me to revisit the idea. I decided to give those old concepts a fresh coat of paint, strip away the clunky math, overhaul the core engine, and build something modern.

That overhaul became FASTER.

The name works on two levels. First, it’s a direct nod to classic game design like Marvel’s old FASERIP system, using an acronym formed by the six core character attributes: Force, Agility, Stamina, Talent, Ego, and Reason. Second, it literally describes the design philosophy: it is faster, lighter, and easier to pick up than the bloated systems sitting on store shelves today.

FASTER is built to be quick and flexible, covering broad ground without burying the game master under mountains of tables. But make no mistake—it isn't a "rules-light" game where mechanics are abandoned entirely in favor of hand-waving.

Tabletop role-playing is about imagination, but without structure and verisimilitude, you aren't playing a game anymore. You’re just a room full of drama majors doing improv. Without rules to define limits, consequences, and chance, games devolve into kids playing cops-and-robbers on the playground, arguing endlessly over who shot who first and why you didn't fall down when someone pointed a finger and shouted "Bang!"

FASTER exists to keep the structure clear, the rulings quick, and the focus where it belongs: on the story moving forward at the table.


Note from Editor: Stay tuned for sneak peeks and other previews about FASTER here on the blog.




Sunday, July 12, 2026

The Portcullis Screeches Open: 10 Years, Universal Rules, and a Remodeled Dungeon!

 


The Portcullis Screeches Open: 10 Years, Universal Rules, and a Remodeled Dungeon!

Screeeeech.

Apologies for the rust. That is the sound of the old iron portcullis finally being cranked back into the ceiling. Dust is flying, cobblestones are being scrubbed of old blood, and as you can see from the commotion behind me, the work crews are pulling double shifts.

Let's address the gargoyle in the room: Portcullis RPG officially started on January 30th, 2017.

Yes, ten years ago.

Not long after launching, on February 20th, 2018, our gleeful little reprobate of a mascot, Redcap, underwent a massive visual evolution. We were incredibly fortunate to tap the brilliant mind of James V. West (now widely known as J.V. West) to bring Redcap to life—right before his distinct style rightfully exploded into OSR fame.

Since then? Well, the intervening years were a whirlwind. Life got busy, and like many of you, I found myself caught in the relentless, exhausting turnover between modern editions of the world's most popular RPG and the shifting tides of the Old School Renaissance. Redcap slipped into the shadows, the blog grew some cobwebs, and a few careless goblin helpers accidentally walked backward into gelatinous cubes.

But a milestone like a ten-year anniversary isn't for looking backward. It’s for clearing out the dead weight.

While the blog was quiet, my philosophy on the hobby evolved. I realized I am completely done chasing the edition treadmill. I don’t want to talk about system-specific bloat, hyper-localized errata, or mechanics that will be obsolete by the next print run.

Moving forward, Portcullis is dedicated to system-neutral, edition-free role-playing advice.

Whether you are running the literal 1974 original white box, a gritty OSR retro-clone, a streamlined 2d6 indie engine, or the absolute newest edition on the market, the advice, hazards, and random tables cooked up in this dungeon are designed to drop seamlessly into your game tonight. A good trap is a good trap. A tense psychological dilemma transcends stat blocks.

Redcap is back at the foreman's desk, the pig-faced orcs are painting over the old designs, and we are stripping the mechanics down to pure, unadulterated adventure.

Grab your ten-foot poles. The gate is open. What have your players triggered lately?

Saturday, September 20, 2025

The Tale of the Three-Legged Milk Maid

Article Updated 07/26 - Embedded video directly into page for reader's convenience.

Every bard worth their salt knows at least a few songs designed to get a tavern roaring with laughter. “The Tale of the Three-Legged Milk Maid” is one of those timeless tunes—a bawdy, high-energy ballad that thrives in smoky inns, rowdy summer fairs, and late-night adventurer campfires.

It’s not just a song—it’s a grand tradition. Wherever adventurers wander, someone has heard a version of it, though the lyrics vary wildly depending on who’s singing and how much ale the audience has consumed.

Watch & Listen

Song and video copyright Gerald Williams

Editorial Note: I use SUNO to create music. I don't just push buttons, I write the lyrics, choose the music style, arrangements, tempo, voices, etc. There are some people that hate AI generated music. I am not one of them. My use of AI allows me to create music that normally would be beyond my skills, though not beyond my talent. I do not claim to be a musician, but I am a song writer. The very lyrics and the backstory of the song all came from my real life experiences at the gaming table.

Lyrics (The Common Tavern Version)

(The song begins with a jaunty, plucky lute rhythm. The bard sings with a conspiratorial wink.)

(Verse 1) Oh, a dashing young bard with a silver-tongued way, Made a date with the Lord's lovely Lady one day. The hours flew past, a moment of bliss, 'Til the creak of the door warned of trouble and hiss!

(Verse 2) "Oh, dearest," she cried, "the Lord's back from his tour!" Then she tossed me, quite naked, from her chamber door. I fell in the courtyard on laundry so white, And wrapped myself up, a most pitiful sight!

(Verse 3) With a bonnet and smock, I moved through the hall, Hoping to leave, unseen by them all. But a guard with a helmet too tight on his head, Said, "Why, lassie, your hands are as soft as my bed!"

(The tempo slows and becomes more dramatic, with rising anticipation in the music.)

(Chorus - Audience joins in, swaying with tankards raised) Oh, the Guard and the Milkmaid, Beneath the pale moon! The Guard with his thick head, And the Milkmaid with a boon! He thought she was lovely, He thought her a prize, 'Til a third leg appeared Right before his eyes!

(The jaunty lute rhythm returns, faster and more frantic than before.)

(Verse 4) He looked down in confusion, he looked up in shock, That a maiden should hide such a powerful rock! His mouth opened wide for a terrified plea, But I couldn't be caught by a brute such as he!

(Verse 5) With a swift little flick of my delicate hand, I swung my milk pail, as the moment was planned! He fell like a sack, his wits knocked askew, And I ran from the castle, with one sock and no shoe!

(The music builds into a joyous, roaring crescendo as the bard finishes with a flourish.)

(Outro) So the next time you see me, and question my fame, Just remember the maid and her fanciful frame! For no lord or no guard can ever ensnare, A bard with three legs and some laundry to spare!

Bardic Effects & Tabletop Rules (Optional)

If a player character attempts to perform this song during a campaign, consider using these optional rules:

  • Performance Check Bonus: Successfully performing this song in a common tavern grants a +2 bonus to Charisma (Performance or Persuasion) checks with local villagers, commoners, and mercenaries.

  • Tabletop Interactive Perk: If a player actually sings the chorus out loud at the table with the group, award them Advantage on their Performance check!

  • Tavern Hospitality: An amused tavern audience is far more likely to buy the party a round of drinks, share local rumors, or lower their guard during questioning.

  • The Complication (Risk): Nobles, high clergy, or overly stern town guards may find the ballad distasteful or insulting, imposing Disadvantage on social checks if overheard in high-society settings.


Adventure Hooks

  1. The Wrong Crowd: A traveling bard is overheard singing this bawdy tune too close to a sensitive noble’s estate—and now local guards are hunting the party for "public indecency and slander."

  2. Based on a True Story: The party arrives in a quiet village where a local retired guard swears the song is a direct historical account of his most embarrassing night on duty... and he wants the bard found and silenced.

Friday, March 22, 2024

Freebie Friday: Advanced FASERIP.. a retro-clone of Marvel Superheroes

 


I've enjoyed playing and running the original Marvel Super Heroes RPG, a.k.a. FASERIP, for decades. Sadly there is no more official support for the system. But  fortunately community love  for the system is still growing strong on the internet. Advanced FASERIP, is just one readily available retro-clone freely for download.

Click HERE go to DriveThruRPG

Thursday, March 14, 2024

Adventure Seed: Temple of the Threefold Eye (Updated)

Art Content created by Gerald Williams

The Temple of the Threefold Eye, is an Adventure Seed meant to take place as a one shot scenario taking a few sessions, or can be dropped into a longer running campaign. It may not be used in a commercial product. Nor included in any collection or product without the express permission of the author, Gerald Williams.

The original premise for the adventure was a hidden, solitary temple, with a statue of an otherworldly entity. The idea was that anyone who made the treacherous journey through the mountains to find the temple, and then spend the night sleeping inside, would be granted a prophetic dream, or have their mind crushed by eternal madness. The mysterious Trioptic Entity, would be of unknown origins and power.

Overview:

Hidden amidst treacherous peaks, the Temple of the Threefold Eye, stands as a testament to forgotten cosmic forces. Its crumbling stone walls cling to the mountainside, and the air within hums with ancient magic. Few dare to venture here, for the temple’s reputation is as varied as the shifting winds that whip through its corridors.

The Statue:

At the heart of the temple’s dimly lit sanctum rests the Statue of the Trioptic Entity. Carved from obsidian, its features evoke both awe and unease:

Horned Aspect: The statue depicts a towering, horned figure—an otherworldly being that defies mortal understanding. Its curved horns sweep back like crescent moons, hinting at celestial or infernal origins.

Dual Eyes: Two eyes, each the size of a human head, gaze outward. Their irises shimmer with iridescence, reflecting the colors of distant galaxies. These eyes are said to see beyond the veil of reality.

Third Eye Gem: The most captivating feature lies in the statue’s forehead: a colossal, multifaceted gem. Its facets shift between azure, amethyst, and obsidian. Legends claim it holds the secrets of creation and destruction.


The Legends:

Whispers echo through the mountain passes, recounting the temple’s dual nature:

1. The Gift of the Trioptic Entity:
  • Those who sleep within the temple’s shadow may experience profound revelations:
  • Inspiration: A bard might awaken with verses that weave reality itself. A playwright could pen a drama that moves gods to tears. An author might birth a tome that alters history.
  • Truth Unveiled: Seekers of hidden knowledge may glimpse cosmic truths—their minds expanded or shattered by revelations.
  • Lore and Spells: The temple occasionally imparts forgotten spells or cryptic lore, inscribed on dream-touched scrolls.
  • These fortunate souls emerge changed, their creativity ignited or their understanding of existence forever altered.
2. The Madness of the Trioptic Curse:
  • Others who slumber here suffer a darker fate:
  • Insanity: Their dreams twist into maddening nightmares. They wake with fractured minds, haunted by visions of eldritch realms.
  • Whispers from the Abyss: The gem’s third eye whispers forbidden knowledge, driving them toward madness. Some become obsessed with deciphering its cryptic messages.
  • Eyes of the Entity: A few claim to see through the statue’s eyes, glimpsing distant worlds and the cosmic dance of gods. But this communion exacts a toll—their sanity unravels.

Adventure Hooks:

  • The Seeker’s Quest: A desperate artist seeks inspiration. They journey to the temple, hoping to create a masterpiece. Will they emerge as a genius or a broken soul?
  • The Scholar’s Obsession: A sage believes the gem holds the key to rewriting reality. They hire the party to retrieve it, unaware of the curse that awaits.
  • The Cult of the Trioptic Eye: A secretive cult worships the statue. They seek to awaken the entity, believing it will reshape the world. Can the adventurers thwart their plans?


GM Notes:

Be as creative as you want to be with the mood and reality of the temple's environment. Use surrealistic background music. Foreshadow with mad prophecies, whatever you like.
  • Dreamscapes: Use dream sequences to convey revelations or madness. These dreams will occur and get stronger to any outside the temple as they approach it.
  • Gem’s Whispers: Drop cryptic hints about forgotten spells or cosmic events. Use the temple as a way of revealing new spells, lore, or information in your campaign.
  • The Entity Awakens: As the temple’s power waxes, the statue’s eyes glow brighter. Cataclysm loomsMaybe the entity begins to awaken on its own when disturbed, or when someone tries to steal its powerful eye gem.

May your adventurers tread carefully, for the Trioptic Entity guards its secrets with both benevolence and malevolence.

Updated: July 13th, 2026

Friday, March 1, 2024

NASA's Free TTRPG Adventure: The Lost Universe!

 NASA, the National Aeronautics and Space Administration, has created and published their very own table top role-playing adventure, The Lost Universe! Now while they say it can be used with any role-playing system, it's clearly written for use with the current D&D 5e. They have released it over on their own official NASA website, but I'll drop the links here for your convenience.

..."A dark mystery has settled over the city of Aldastron, on the rogue planet of Exlaris. Researchers dedicated to studying the cosmos have disappeared, and the Hubble Space Telescope has vanished from Earth’s timeline."...

Sounds exciting!

These links are good as of 3/1/24 (The time this post was published.)


The Lost Universe

Download The Lost Universe gameplay instructional booklet. HERE

Map of Aldastron

Download the map of Aldastron to help you navigate through your adventure.  HERE

The Lost Universe Poster

Download and print The Lost Universe poster.  HERE