Chris Strahm (aka One Man and His Dice)
Chris Strahm (aka One Man and His Dice)
@chrisstrahm.bsky.social
Writer? Designer? Actor? Director? Vocalist? Creative? - not in any capacity that could earn me a living, unfortunately. Registered Nurse. #OSR #TTRPG #IndieRPG #OnePageDungeon #SoloRPG #ZineQuest. Recently made this: onemanandhisdice.wordpress.com
Pinned
In pulp, you fight because there’s no other way. Every battle costs you – blood, pride, pieces of your soul. Part V of my dungeon deep dive is up now: Death is the Prize. Bring a blade, but don’t expect to come out clean.
Savage Frontiers: The Pulp Roots of RPG Storytelling (Part V)
The pulp hero doesn’t fight because it’s noble. They fight because the world leaves them no choice. Every swing of the sword is a pact with death – the only prize worth winning. Victory comes steeped in blood, and the cost is always a piece of your soul left behind.
onemanandhisdice.wordpress.com
Rules don’t just resolve actions, they encode values. This post looks back at early RPG design to ask a harder question: who do the rules say we’re allowed to be? A reflection on imagination, mechanics, and how the hobby learned to grow up.
The Rules That Tell Us Who We Are Allowed to Be
Tabletop role-playing games are often described as exercises in imagination. We gather around tables – physical or virtual – and agree to pretend, collectively, that other worlds exist and that we can move through them. We speak in the language of freedom: you can be anyone, you can do anything, your only limit is your imagination. However, the rules are always there.
onemanandhisdice.wordpress.com
January 25, 2026 at 3:42 PM
Imagination isn’t something you switch on at the table. It’s something you cultivate over time. Fantasy games thrive on collision, contradiction, and borrowed myths, and fiction still matters in how we play.
The Ecology of Imagination
Tabletop roleplaying is a collective imaginative process rooted in personal experiences and cultural backgrounds. Imagination is cumulative, shaped by diverse influences rather than being a binary ability. Exposure to varied narratives enriches creativity, allowing players to create complex worlds. A rich fantasy emerges from blending myths and stories, fostering collaboration and deeper engagement.
onemanandhisdice.wordpress.com
January 10, 2026 at 7:44 PM
Morale is the rule most of us skimmed for years, and it might be one of the most important ones in the game. Roll it honestly and monsters stop being numbers and start making decisions. Combat turns into drama.
Read more...
Morale: The Rule That Makes Monsters Human?
Morale is barely two paragraphs in the rulebook, yet it can transform an entire campaign. Once you start rolling it honestly, monsters stop being hit point totals and start acting like frightened, desperate beings. Combat becomes drama, survival becomes choice, and the dungeon finally feels alive.
onemanandhisdice.wordpress.com
December 13, 2025 at 5:31 PM
The humble Reaction Roll might be one of the single most elegant OSR rule ever written, turning every encounter into possibility instead of assumption.
The Reaction Roll: Bringing the Game to Life
The Reaction Roll is the OSR’s most elegant engine of chaos: a simple 2d6 table that turns every encounter into a question rather than an assumption. Will they parley, hesitate, demand tribute, or attack outright? It restores uncertainty, personality, and possibility to every creature in the dungeon.
onemanandhisdice.wordpress.com
November 29, 2025 at 11:56 AM
The Tomb of the Serpent Kings remains one of the OSR’s sharpest teaching dungeons: deadly, intentional, and packed with design lessons. A modern classic for learning how old-school play really works.
Read my blog post.
The Tomb of the Serpent Kings: The Dungeon That Kills Your Assumptions
The Tomb of the Serpent Kings, a modern OSR teaching dungeon by Skerples, challenges players by dismantling their assumptions about gaming. It emphasizes that death is part of the learning process, promoting caution and curiosity. The dungeon’s design teaches players to navigate danger honestly, fostering skill development over entitlement.
onemanandhisdice.wordpress.com
November 26, 2025 at 11:50 PM
Silent, square, and hungry, the Gelatinous Cube is the dungeon’s perfect janitor. A creature so absurd it loops back into brilliance.
Read 'The Gelatinous Cube: The Dungeon’s Janitor'
The Gelatinous Cube: The Dungeon’s Janitor
The Gelatinous Cube is one of D&D’s strangest triumphs, a monster that makes perfect ecological sense in a dungeon. Silent, patient, and relentlessly efficient, it is less a creature and more a cleaning mechanism. In its transparent embrace, we see the OSR’s love for logic hidden inside absurdity.
onemanandhisdice.wordpress.com
November 19, 2025 at 8:41 AM
The Mimic is a warning label for the entire dungeon. A bite-sized masterpiece of paranoia and design.
Read 'The Mimic: A Lesson in Trust Issues'
The Mimic: A Lesson in Trust Issues
The Mimic is more than a monster. With one chomp, it teaches players that trust is a luxury and curiosity is a risk. It’s the creature that turns every chest, door, and chair into a potential betrayal. This is the OSR at its most playful and cruel.
onemanandhisdice.wordpress.com
November 17, 2025 at 12:06 AM
Small but vicious, the stirge is one of D&D’s purest horrors. A low-level terror that teaches players fear the moment it latches on. Here’s my tribute to the tiniest nightmare in the dungeon.
Read 'The Stirge: A Love Letter to the Least of Horrors'
The Stirge: A Love Letter to the Least of Horrors
The stirge is small, simple, and often dismissed. Yet it remains one of the purest expressions of old-school danger. No drama, no grandeur, just a blood-hungry nightmare that turns low-level play into a desperate struggle. This is a tribute to the tiny terror that taught us never to let our guard down.
onemanandhisdice.wordpress.com
November 12, 2025 at 10:56 PM
Beneath a blood-red sky lies the Valley of the Sleeping Gods, a vast ring of idols and madness where mountains dream and divinity decays. Step into the myth.
Read “The Valley of the Sleeping Gods”
The Valley of Sleeping Gods
The Valley of Sleeping Gods is a secretive and ethereal realm that I have sought after, embodying a metaphysical locale brimming with mystery and philosophical exploration. It challenges conventional views on divinity and faith, emphasizing the unsettling nature of true adventure, where players confront profound questions rather than seek material rewards.
onemanandhisdice.wordpress.com
November 10, 2025 at 9:07 AM
From the mist-choked ruins of the Borderlands come the Swine-Things. Part beast, part nightmare, and wholly unforgettable. Inspired by Hodgson and reimagined for the OSR.
Read “The Swine-Things of the Borderlands”
The Swine-Things of the Borderlands
The Swine-Things are unsettling creatures that I introduced in my campaign, merging human and animal traits to evoke primal fear. Their origins link to Hodgson's cosmic horror, symbolizing the chaos beneath civilization. They embody existential dread, altering players' perceptions of wilderness and revealing that horror lies in the unknown lurking beneath the surface.
onemanandhisdice.wordpress.com
November 6, 2025 at 1:03 PM
Tomb of Horrors is a deadly, unforgettable rite of passage. A masterpiece of D&D design that killed characters and shaped generations. Read ‘Tomb of Horrors: The Adventure That Killed a Generation’
Tomb of Horrors: The Adventure That Killed a Generation
Tomb of Horrors is a rite of passage – one that teaches players the most valuable lesson in all of RPGs: everything can kill you. It’s also a product of its time, encapsulating both the creativity and cruelty of the early D&D ethos. It’s deadly, it’s iconic, and it’s unforgettable.
onemanandhisdice.wordpress.com
October 27, 2025 at 8:06 AM
AD&D 2nd Edition never quite found its footing, caught between old-school design and the narrative revolution. But in its missteps, it carved out a space for some truly unique ideas.
Read “AD&D 2nd Edition: The Edition That Never Stood a Chance”
AD&D 2nd Edition: The Edition That Never Stood a Chance
AD&D 2nd Edition arrived with lofty goals and a polished look, but its timing was unfortunate. Caught between the rising tide of narrative-driven games and the fading traditions of first-wave D&D, it never truly found its identity. But in that limbo, it left behind some of the most intriguing ideas in RPG design.
onemanandhisdice.wordpress.com
October 26, 2025 at 8:04 PM
MÖRK BORG is a doom-metal hymn to chaos and creativity. Beneath its screaming yellow pages lies a design philosophy as raw as it is brilliant. Read “MÖRK BORG and the Gospel of Doom Metal Design”
MÖRK BORG and the Gospel of Doom Metal Design
MÖRK BORG is a scream set to layout. A doom-metal sermon disguised as an RPG, it tears down the walls between art, apocalypse, and play. Beneath the noise and nihilism lies a design ethos so sharp it cuts through decades of tradition: beauty in decay, freedom in chaos.
onemanandhisdice.wordpress.com
October 21, 2025 at 8:23 AM
Don’t let The Black Hack’s simplicity fool you. Beneath its scrappy charm beats one of the cleverest OSR hearts in modern gaming – fast, human, and beautifully brutal. Read “The Secret Brilliance of The Black Hack”
The Secret Brilliance of The Black Hack
The Black Hack looks deceptively simple – a few pages of minimalist rules that strip D&D to its bones. Beneath its scrappy DIY surface lies one of the smartest pieces of game design in the OSR: a system that remembers what made the old games great, and what made them human.
onemanandhisdice.wordpress.com
October 20, 2025 at 11:20 PM
Back after a few chaotic weeks (work, illness, life!) and surprised to find we’re halfway through #OSROctober2025ag/OSROctober2025" class="hover:underline text-blue-600 dark:text-sky-400 no-card-link">#OSROctober2025. I’ve posted my full list of prompts – from The Black Hack to Vancian Magic – with essays coming soon! #OSROctober2025 #OSRtober2025
Catching My Breath (and Catching Up!)
After a few weeks away (thanks to work, illness, and life being life), I looked up and realised OSR October was already half over. Here’s my complete list of prompts and responses for the month – from overlooked rules to misunderstood magic – with promises to expand each in the coming weeks. Consider this a quick resurrection roll and a reminder that the dice are still rolling at One Man and His Dice.
onemanandhisdice.wordpress.com
October 19, 2025 at 7:35 AM
Only lawful orders must be obeyed. Officers: your oath is to the Constitution, not a man. Enlisted: unlawful orders — like targeting civilians — must be refused. Always.

#MilitaryOath #DutyNotObedience #DefendTheConstitution #UCMJ
October 7, 2025 at 1:05 PM
From TSR castles made of paper to the creation of Dragonlance itself, Harold Johnson has stories you won’t want to miss. I sat down with one of the unsung architects of D&D’s golden age to talk Slavers, Dragon Days, and the secret of why the game still works 50 years on.
‘The Game That Changed the World’: A Conversation with Harold Johnson
In this wide-ranging conversation, TSR veteran Harold Johnson pulls back the curtain on the birth of Dragonlance, the roots of the A-series Slavers modules, and the improbable path that took him from theatre and biology into shaping the game that changed the world. Along the way, we touch on TSR castles built from paper, conventions past and present, and the enduring secret that makes Dungeons & Dragons thrive: the creativity of the players themselves.
onemanandhisdice.wordpress.com
October 3, 2025 at 9:49 PM
Before Mordenkainen, before Greyhawk, Gary Gygax was Sub Commander Gygax, sallying forth with the “Curse of Yig” in a galactic postal wargame called War of the Empires.
Read how this obscure 1966 ditto-printed experiment foreshadowed RPG culture as we know it today.
When Empires Fall
Before Dungeons & Dragons, before Chainmail, before the TSR juggernaut, there was War of the Empires. A ditto-printed postal wargame run by a “Master Computor,” complete with newsletters, medals, and cosmic aristocracies. Gary Gygax himself once role-played as Sub Commander Gygax, bearing the “Curse of Yig” in a galactic struggle. The game died, revived, and died again, but its DNA can be traced through the entire evolution of the hobby. This is the forgotten prehistory of sci-fi gaming.
onemanandhisdice.wordpress.com
September 15, 2025 at 5:47 AM
What really fuels the OSR/NuSR? Not the rules. Not the dice. It’s imagination, composted from pulp, myth, metal, and even the trashiest zines. The broader your influences, the richer your game.
Imagination as the True Currency of Play
Imagination is the true currency of fantasy gaming. Dice and rules are scaffolding, but it’s fiction – the myths, stories, and half-baked pulp tales we absorb and remix – that fuels the OSR and NuSR. The broader your influences, the richer your game becomes.
onemanandhisdice.wordpress.com
September 14, 2025 at 7:44 PM
Ever wondered what happens when you give Zeus hit points? Or when Elric of Melniboné gets written up like a goblin with better hair? My latest retrospective dives into Gods, Demigods, and Heroes (1976) – the strangest, most audacious of the OD&D supplements.
A Critical Retrospective on OD&D Supplement IV: Gods, Demigods, and Heroes
Gods, Demigods, and Heroes is one of the strangest supplements TSR ever published. Less a rulebook than a statted-out mythology handbook, it dares to reduce Zeus, Odin, and even Conan to hit points and armour class. It’s gloriously audacious, wildly inconsistent, and ultimately more interesting as a cultural artifact than as a play aid. Yet within its messy pages lies the spirit of 1970s D&D. It’s reckless, playful, and unafraid to cross boundaries.
onemanandhisdice.wordpress.com
September 13, 2025 at 8:17 AM
Steel, shadow, and dice – what makes a weapon truly matter at the table? My latest post dives into the old-school debate over damage, mastery, and dual-wielding, and why it still sparks fire in today’s OSR/NuSR circles.
Damage, Expertise, and the OSR/NuSR Divide
The eternal debate over weapon damage is more than a question of dice. Should every weapon strike for the same? Or should swords, spears, and morning stars feel distinct, bound by reach, heft, and mastery? This piece explores how old-school rulings on expertise, dual-wielding, and weapon length still echo in today’s OSR and NuSR design debates, where the balance between simplicity and realism shapes not only combat, but the very soul of the game.
onemanandhisdice.wordpress.com
September 8, 2025 at 8:15 AM
Some dungeons hold dragons. Some hold treasure. Then there’s the Tomb of Horrors, which holds only your hubris and a demi-lich with a very dark sense of humour. Johnny Nine-Fingers went in so you don’t have to (but you probably will anyway).
Johnny Nine-Fingers Reviews S1: Tomb of Horrors
The Tomb of Horrors isn’t a dungeon. It’s a grudge. Every wall, pit, and false door is Acererak’s way of sneering at your pride and daring you to press on. Johnny Nine-Fingers ventured inside and came back with fewer eyebrows, more curses, and a story to tell. This is about surviving the cruellest puzzle-box in RPG history.
onemanandhisdice.wordpress.com
September 6, 2025 at 5:13 AM
There are dungeons… and then there’s Tomb of Horrors. The killer dungeon that tested egos, devoured characters, and made legends out of survivors. In my latest blog, I dive into the history of S1, Gary Gygax’s cruel masterpiece, and why it still matters nearly 50 years on. Dare you enter?
Tomb of Horrors: The Killer Dungeon That Refused to Die
First published in 1978, S1: Tomb of Horrors is less a dungeon crawl and more a cruel puzzle-box built to humiliate adventurers. With Acererak’s traps, illusions, and the infamous green devil face, the tomb became a rite of passage – and a graveyard – for heroes. This essay explores its origins, its publication, and why, nearly fifty years later, we still return to die within its halls.
onemanandhisdice.wordpress.com
September 6, 2025 at 4:17 AM
Day 31: REWARD. Not treasure, not XP – the real reward is the people we play with, the stories we share, and the chance to look back at the journey. Thanks to everyone who took part in #RPGaDAY2025. See you next year!
RPG a DAY: Day 31 – Reward
The final reward of RPGaDAY2025 isn’t treasure or XP – it’s community, reflection, and the joy of creating stories together. Thanks to everyone who joined in. See you next year.
onemanandhisdice.wordpress.com
September 3, 2025 at 7:06 AM