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Idea Chest: The X-Files
The X-Files was a groundbreaking American TV series that premiered in 1993 and continued until 2002 (later seasons were released in 2016 and 2018.) Created by Chris Carter, the show explores the world of unsolved paranormal cases and government conspiracies. The story follows two FBI agents, Fox Mulder and Dana Scully, played by David Duchovny and Gillian Anderson. Mulder believes in the paranormal, while Scully is a skeptic and a scientist. Their contrasting beliefs form the backbone of the series, as they work together on “X-Files”, mysterious cases ranging from the truth behind alien existence to government cover-ups.
This is my most modern (and probably most mainstream) Idea Chest franchise to date. However, with the main series ending its run in 2002, I suspect a number of readers may have never experienced it. I was in my early 20s when the series started and connected with it right away. While this was very much a modern show, I always felt that there was a lot of good stuff to be mined here. The following are just some of the examples of ideas that I believe could be lifted and dropped into the fantasy TTRPG of your choosing.

Fox Mulder and Dana Scully: The iconic duo that introduced us to a world of conspiracies and the paranormal. Serving the Dubious Crown: Mulder and Scully work for the US government. However, it’s not long into the series before they start to question the motives of their superiors or perhaps the government itself. Emulating this and creating a campaign where the party serves a kingdom or empire with a murky agenda could be interesting. PCs might be dispatched to investigate arcane anomalies, politically charged missions, or even interdimensional threats.
Over time, the party will likely become aware of the shady side of the government. However, they may need to wait to confront those in power until they have gained enough evidence and influence in the realm to make a difference.
Balancing Myth Arc with Side Quests: The X-Files offered viewers “mythology episodes” mixed in with “monster of the week episodes”. The former touched on the overarching story of alien conspiracy, while the latter tended to be standalone episodes that might explore a cryptid or some other paranormal phenomenon.
Consider having a central myth arc in your campaign that slowly unravels, punctuated by self-contained quests. This structure allows players to enjoy immediate adventures while building towards a larger, more complex narrative.

William B. Davis portrays C.G.B. Spender, a.k.a. The Cigarette Smoking Man, orchestrating things from the shadows. The Untouchable Puppeteer: The “Cigarette Smoking Man” was the epitome of a shadowy puppet master, weaving plots and plans into the narrative without ever dirtying his hands. A villain like this might be seen in the courts of power, whispering in the ears of kings or leading councils, yet they are never where the blame can be laid. This villain’s machinations are intricate, and their presence is a constant reminder to the players that there are bigger games at play. As your party encounters this figure, let them grapple with the infuriating reality that direct confrontation is impossible, at least for now. Instead, they must unravel the web of deceit, cut the strings of the puppet master, and expose the true nature of the adversary, all while dealing with personal connections that make the quest not just a matter of justice, but of personal closure and revenge.
The Dynamic Duo: While most of these ideas would work in a standard game, sometimes a full table just isn’t in the cards. Taking inspiration from Mulder and Scully’s relationship, a campaign with just two players can explore deep character development. One character could be driven by faith or belief in the mystical, while the other relies on logic and evidence. Their differing views would create plenty of role-playing opportunities, especially when their beliefs are challenged by the adventures they undertake.
The Mysterious Benefactor: Both “Deep Throat” and “Mr. X” helped Mulder and Scully with their investigations. However, neither were totally reliable and neither could be fully trusted. Consider introducing NPCs who provide information with their own agendas. These characters can offer crucial insights but leave the party questioning the validity and motives behind the help they receive.
The Reluctant Ally: Modeling after Assistant Director Skinner, create an authority figure who navigates the treacherous waters of the government with the party. They can act as a buffer between the players and higher powers, providing support while remaining distant and bound by their duties.
The Eccentric Helpers: The Lone Gunmen are perfect templates for quirky allies who offer assistance with a side of humor. Create a group of street urchins, oddball mages, or eccentric artificers who can aid the party with intelligence, unconventional wisdom, and gadgetry, all while providing comic relief.
Secret Societies and Hidden Agendas: Inspired by the show’s shadowy organizations, introduce secret societies that manipulate events for their own ends. The players could find themselves caught in a web of intrigue, where discerning friend from foe is as challenging as the quests themselves. The NPC who provided invaluable aid to the party two sessions ago may merely be using the PCs as pawns.
Conclusion
That’ll do it for this week. Are you familiar with the X-Files? Can you think of any good source material that I have missed? Leave a comment if you can and let me know. Thanks for stopping by and don’t forget—The Truth is Out There.
For maps & plot hooks, go here.
For my Idea Chest posts, go here.
For some random tables, go here.
Want to help me to compile a list of TTRPG conventions? Click here.
Finally, for a bit about me and some general stuff, this is the spot.
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Vintage Ads From Dragon Magazine #83
This week I’m back with some more vintage ads from the pages of Dragon magazine. This week I’m looking at issue #83, from March of 1984 and featuring cover art by Denis Beauvais.
As I’ve previously mentioned, unless you happened to live in close proximity to a local gaming store, it was likely that you would have never been exposed to many of these products. However, by 1984 Dragon Magazine could readily be found on the shelves of Waldenbooks or B. Dalton locations in almost any suburban mall. This helped to spread the word of diverse offerings in the TTRPG market to more casual fans.
Atlantean War Mastodon
Kicking things off is this striking mini from Ral Partha Enterprises. Ral Partha was a prominent manufacturer of miniatures for TTRPGS and wargames at the time. This ad showcases the company’s new additions to their range of fantasy miniatures.
It’s not really clear whether the Atlantean War Mastodon was intended for TTRPGs or fantasy wargaming, though I suppose it may have found a home with either. I’ve always been fascinated with the whole wargaming scene but I’ve never had the time (or money) to take a deep dive into the hobby. I will say that back during this time period, it was common to see all manner of miniature wargames represented even at local gaming conventions.
The miniatures of the time were typically made of metal (often lead or a lead alloy) and were sculpted at a scale compatible with most RPGs (often 25mm, as specified in the ad).
Witch Hunt
Next up we have an ad for an RPG titled Witch Hunt, which supposedly allowed players to take on the role of either magistrates or witches (presumably with access to real magic) during the Salem Witch Trials.
I have no recollection of this game or the publisher StatCom Simulations Inc. However, I found some interesting information about it over at Wayne’s Books. If you’re not familiar with his site, it’s worth a look, especially if you like peeking back at some of these old titles.
The main reason I chose to include this ad in particular was to point out what a diverse selection of games were being churned out in the 1980s. There’s just something magical to me when I think about all of these people (at a time when very few people even owned a home computer) creating these games and throwing their hats into the ring.
Villains & Vigilantes
Of the ads I’ve selected for this post, Villains & Vigilantes probably saw the most mainstream success. It was also the only one of these products that I happened to own at the time. Designed by Jack Herman and Jeff Dee and published by Fantasy Games Unlimited, V&V was one of the earliest TTRPGS to tap into the superhero genre.
As you might expect, the game prompted characters to create their own heroes to adventure with, using easily recognizable powers. The game was available as a boxed set, which included an introductory adventure, a reference screen, and dice. The game stuck around for quite a while and was supported with a number of adventure modules and at least a couple “rogues gallery”-type publications featuring colorful NPCs for use with the game.
As a teen, I was immediately drawn to the Jeff Dee art in all of the products. Jeff also provided art for a number of D&D and AD&D products during this time period.
DM’s Records
Again, just adding this one because I love the entrepreneurial spirit of it all. Here we have an ad for various “DM’s Records” for monster, spell, and party stats, as well as a time record sheet. These were almost certainly created for D&D or AD&D and churned out there, in hopes of them catching on. I love looking back and seeing stuff like this. I hope they sold a bunch.
Game Master
This period of the 1980s saw one of the first big influxes of home computing. While still not commonplace in every household, owning a computer was certainly something that was becoming popular. As you might expect, the crossover between home computer users and TTRPG hobbyists was considerable. Even a couple years prior to this I can recall sitting in a Radio Shack with my buddies and gleefully generating random d20 rolls on a TRS-80. Game Master, the product featured in this ad, was an early application for managing your D&D game.
Conclusion
That’ll do it for this week. Covid knocked me out last week, so I needed to get myself back into the saddle. Have you had any encounters with any of these products? Did reading through these bring back memories of any others? Leave me a note and let me know. Thanks for taking the time to visit. In the meantime, stay warm and good gaming!
For maps & plot hooks, go here.
For my Idea Chest posts, go here.
For some random tables, go here.
Want to help me to compile a list of TTRPG conventions? Click here.
Finally, for a bit about me and some general stuff, this is the spot.
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Have You Ever Used a Real-World Map for Your Campaign?
If you have visited my blog previously, it’s probably fairly obvious that I fall into the camp of those who enjoy tinkering around with maps. I spend far more time creating maps and adventures than I do actually playing. To me, it’s another part of the hobby that I find very rewarding. However, I realize that some people don’t enjoy it and others simply don’t have that kind of time to spend on prep.
For those of you who may be short on time or inspiration, one little trick we would use back in the day was to use a real-world map as a template for some or all of your campaign map. It’s a resource that’s versatile and can be adapted with minimal effort for a variety of settings.

My friend Mike used this park map for years to represent the western portion of his campaign setting. For instance, I grew up in upstate New York and my family would frequently vacation in the Adirondack mountains. Back in the early 1980s when I first got heavily into role-playing games, there were always paper road maps lying around. These mundane maps became the campaign setting for my high school AD&D group. Oh, I made the scale larger and changed most of the names. However, it provided me would a workable map on a very limited budget. A few years later, my friend Mike used a map of Mount Desert Island in Maine for the western side of his Fantasy Hero campaign.
These days there are quite a few resources out there, allowing people to easily craft their own maps. However, real-world maps can still be useful. The geological features in our world have been crafted by eons of history. If you are wanting to create your own map but time is precious, maps from our world can be a great place to start. Simply choose an appropriate area, trim a bit here and there, and you’ll be on your way with geography that makes sense. Using a little artistic license, it’s relatively easy to take a real-world map and sprinkle in some fantasy elements where you see fit. A mysterious forest here, an ancient ruin there, and before you know it, you have a living, breathing world that your players can explore.

Years later I recreated Mike’s campaign world in Campaign Cartographer. As you see, the western third of the map is simply Mount Desert Island. It occurs to me that since returning to the hobby I haven’t been exposed to much other than my own games. I’m curious to hear what is common for other game masters. Do you lean toward using published campaign settings? Do you run your games in your own world and create your own maps? Alternately, do you tend to leave the overland stuff a bit more abstract and only focus on adventures and encounters?
That’s all for now. Thank you for stopping by and I hope you have a great week. Good gaming!
For more maps & plot hooks, go here.
For my Idea Chest posts, go here.
For some random tables, go here.
Want to help me to compile a list of TTRPG conventions? Click here. Finally, for a bit about me and some general stuff, this is the spot.











































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