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Roleplaying Games, Fiction, Myth, War, and Steel

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The Family RPG System

-=[ Articles & Essays ]=-

Articles & Essays

Articles, essays, Substack archive links, and site feature updates from Gorgon’s Grimoire for readers who prefer the old web.

DAD Design & Worldbuilding Articles

External Substack essays on DAD design, fantasy society, old-school assumptions, worldbuilding pressure, and campaign-scale practical problems.

DANDINO and the Skinner Box Character Sheet

A DAD design article about menu-first character construction, splatbook option culture, system mastery, and why world-first play preserves broader player agency.

Your Fantasy Capital Is Not Mathematically Impossible: Population, Magic, and the Hub-and-Spoke Kingdom

A fantasy worldbuilding article about population, capital cities, magic, logistics, and the hub-and-spoke model of premodern kingdoms.

Culture Begins with the Sacred

A grouped series of DAD worldbuilding essays about creating believable fantasy societies from sacred beliefs, institutions, moral order, and inherited culture.

Culture Begins with the Sacred: Building Realistic Human and Demihuman Societies

Part one of a worldbuilding series arguing that believable cultures begin with sacred beliefs, moral order, divine reality, authority, death, and the people’s place in the cosmos.

Culture Begins with the Sacred Part II

Part two of the Culture Begins with the Sacred series, continuing the method for building fantasy societies from theology, sacred history, institutions, and social order.

Culture Begins with the Sacred III - A Map Is Not a Culture

Part three of the Culture Begins with the Sacred series, focused on why geography and maps are not enough to create a culture without belief, sacred order, and institutions.

Wizards of Public Works

A grouped series of DAD worldbuilding essays about magical infrastructure, civic authority, maintenance, sanitation, roads, ports, fortifications, and campaign consequences.

Wizards of Public Works: Civil Engineering and Magical Infrastructure

Part one of the Wizards of Public Works series, explaining why magic changes the amount of labor in civil engineering but does not replace surveying, design, maintenance, authority, or knowledge.

Wizards of Public Works - Part II: Building Roads and Navigable Waterways

Part two of the Wizards of Public Works series, focused on roads, waterways, construction sequence, infrastructure design, and the practical limits of magical civil engineering.

Wizards of Public Works - Part III: Water, Cities, Ports, and Fortifications

Part three of the Wizards of Public Works series, covering waterworks, urban infrastructure, ports, fortifications, and how magical power interacts with civic systems.

Wizards of Public Works - Part IV: Power, Law, Maintenance, and Failure

Part four of the Wizards of Public Works series, examining power, law, maintenance, obligations, institutional control, and how public works fail when systems break down.

Wizards of Public Works - Part V: Civilizations, Consequences, and Campaigns

Part five of the Wizards of Public Works series, connecting magical infrastructure to civilization, campaign consequences, domain play, ruins, and long-term setting history.

Addendum I: When the Chain Breaks

An addendum to Wizards of Public Works about lost knowledge, declining magical infrastructure, broken chains of craft and authority, and why later societies may inherit works they cannot reproduce.

Wizards of Public Works - Addendum II: Practical Magic for Sanitation and Environmental Protection

An addendum to Wizards of Public Works focused on practical magic for sanitation, environmental protection, waste, water, and the civic problems that fantasy settlements must still solve.

Coin Marks, Bullion Marks, Fraud, and…

A DAD design article from Gorgon’s Grimoire discussing coin marks, bullion marks, fraud, and the practical handling of money in fantasy campaign play.

There Is No Balance: Risk, Role, and Encounters in Damsels, Adventurers, and Dragons

A DAD design article from Gorgon’s Grimoire discussing balance, risk, role, and old-school play assumptions.

The Family RPG Campaign Toolkit

The articles below belong to the Toolkit shelf. They cover The Family RPG Campaign Toolkit as software support for DAD, GOV, and The Family RPG System.

The Family RPG Campaign Toolkit illustrated main menu preview.

Why the Campaign Toolkit Switched to Illustrated Menus

A look at why The Family RPG Campaign Toolkit moved from flat button-grid menus to illustrated DAD and GOV menu scenes with clickable hot spots, tool highlights, and game-line identity.

DAD NPC Creator NPC Record page preview.

DAD NPC Creator Page Guide

A practical guide to the DAD NPC Creator, covering compact non-player character records, professions, class group progression, proficiencies, attacks, gear, links, notes, and exports.

DAD Expedition Planner Party, Members, Wages, and Hirelings page preview.

DAD Expedition Planner Page Guide

A five-page guide to the DAD Expedition Planner, covering expedition members, hirelings, wages, mounts, supplies, route planning, cargo, transport, funding, ledgers, exports, and campaign binder handoff.

DAD Character Creator Character Record page preview.

DAD Character Creator Page Guide

A six-page guide to the DAD Character Creator, covering the character record, equipment, proficiencies, priest spells, wizard spells, known spells, spellbooks, and long-form notes.

First Look at The Family RPG Campaign Toolkit Launcher

A look at the public beta launcher for The Family RPG Campaign Toolkit, including the DAD Player Tools, Adventure Master Tools, GOV tab notation, and the release-version note on Developer Tools.

The DAD Character Creator Rebuild Is Taking Shape

A screenshot-heavy feature comparing the old DAD Character Generator against the rebuilt parchment-style DAD Character Creator in The Family RPG Campaign Toolkit.

Why Banking Would Be Local, Not Centralized, and Why That Reinforces the 20-Mile Adventuring Radius

Uses hard-currency economics to explain why fantasy banking would remain local rather than central-bank driven, and why that reinforces a focused twenty-mile adventuring radius.

Publisher Notes on Licensing and IP

These Substack posts are kept here as publisher notes. The public creator license guide remains on the Licenses page.

They Want It in Code? Then It Comes with a License

Discusses why software, VTT, miniatures, and other IP uses require clear licensing instead of assumptions.

Want to Work with a Publisher’s IP? Here’s How to Make It Happen

A practical public note for creators approaching publisher intellectual property and permission.