The journey to pen & ink mastery: 15 lessons learned

It started in October 2023. I used to fill sketchbooks with superheroes and sci-fi vehicles when I was a kid, but I hadn’t really touched it seriously in decades. Then I came across one of the marvelous Sketching From The Imagination books from 3DTotal, and it blew my mind! The idea of drafting my own concept art to summon up interesting ideas for the novels and games of Salt Mystic intrigued me.

But I sucked. And I’m hoping to keep that in the past tense, but we’re not there yet.

I wrote here before about some art advice I’ve picked up along the way, one of which crippled my drawing for a very long time. That post contains a couple of sketchbook updates to keep me honest and working to improve. It’s not super fun to share a journey because I would prefer anybody stopping by Grailrunner to check us out think that I’m a powerhouse of creativity and master craftsman of the imagination.

Still, maybe I’ll get better if I’m periodically embarrassing myself!

Then I took a road trip with my wife this past summer to the Mississippi Blues Trail and came across a hardbound compilation of 1890’s era Harper’s Magazines. I wrote that up in I Found a Pen & Ink Masterclass in an Old Antique Mall. Suddenly, traditional pen & ink became an obsession as I saw what Charles Dana Gibson and Franklin Booth and guys like that could do! My Booth research culminated in Franklin Booth: Engraver of Light and a trip out to see the Indiana house where he grew up and kept a studio. I also got the chance to interview a modern-day ink wonder-worker with Mateusz Lenart.

So what’s your process to learn and practice?

Two sketchbooks now. One is for drawing from imagination or freehand with cobbled-together references. That’s to work on my ability to reproduce things I’m looking at with tweaks and from different angles, and to experiment and be messier. For the other sketchbook, I generate a clean reference digitally with stock images, AI elements, or a combination of these, then trace the outline with a light table and work from the reference for rendering.

Any particular destination in mind here?

I’d like to combine the visual storytelling of Norman Rockwell, the ink style of Bernie Wrightson, and the sci-fi visual innovation of Juan Gimenez. That isn’t too much to ask, is it? Specific artists I’m looking at for their ink work are Charles Dana Gibson, Franklin Booth, Sergio Toppi, Bernie Wrightson, and Joseph Clement Coll.

Wrightson. I mean…do yourself a favor and take a look at these!

So what have you learned?

Let’s do the countdown, shall we? Fifteen things I’ve learned in practicing traditional pen & ink and analyzing the masters:

#15 Using references is not cheating

I’ve got a love/hate relationship with using references because copying things wasn’t why I originally got onto this train, you know? Still, images in my head fade too quickly for me to look inward and draw what I see there. You do what you’ve gotta do, right? It’s been enlightening for me to see just how many professional artists use photographs and composite stock images for their references.

#14 Professionals work in layers

The masters lay down their structure, they build deep shadows, they add texture, and their pictures often look terrible in progress as it seems they’re destroying their own work. Then it somehow, magically, takes shape in the final product. The picture doesn’t have to spontaneously drop onto the page fully formed. It builds in layers. To be honest, I’m still struggling with this one, but I know there’s truth here.

#13 Strategic overlaps simulate depth

I couldn’t figure out why my grass, weeds, and trees in practice landscapes looked so awful and flat. It was driving me crazy. Then I took a photo of some plants growing by a lake near my house and made a strong effort to make the thick blades translucent and allow some shadow of a leaf behind it to be implied. That was a watercolor painting, but it got me thinking. Then a Stephen Travers tutorial on Youtube spelled it out for me that I was rushing my plants and tree limbs with flicks of the pen when a few strategically placed blades or limbs up front with detail, contrasted with flicks behind them and shadows below them would imply exactly enough to look FAR better.

#12 Texture matters more than hatching

I know this is true, but I can’t make my hands do it. Driving me nuts, honestly! But I’m abusing hatching and slapping lines everywhere to add shadows and it’s looking like washed-out, hairy messes at times. I see a guy like Alphonso Dunn teaching texture and realize what I’m doing wrong. You’ll see a couple of leaf studies in the accountability sketchbook below where I bottomed out on this. It’s something I’m keeping in mind as I work to improve, not something I’ve mastered.

#11 Simplify the reference and find the story

Photos capture everything. Reproducing them is compelling. It feels like practice. Then when I’m done, somehow the photo looks fine with all that detail and my drawing looks like a bowl of spaghetti fell on the paper. I’ve come to realize that “focal points” and “guiding lines” in a drawing really work, and that the viewers’ eyes really can be steered. Practically every professional artist seems to be saying the same thing on this – start with what story you want to tell, then draw only that. Just hint at everything else, and try not to even do that.

#10 Contrast is what pulls forward on the page, not line weight

I had been getting the impression from on-line inker tutorials and an Arthur Guptill book that dark shadows and heavy line weights look like they’re closer and lighter lines look farther away. In the sketchbook at the bottom of this post, you’ll see a drawing of a girl and a horse with a spilled water bucket where this came home for me. I needed the girl and horse to look closer, but there were dark shadows behind them in the stall, which crippled me. I mean, if I darken the shadows, the figures will be lighter and will look farther away when that’s the opposite of what I wanted! I realized with that one that contrast is what draws the eye, not darkness, so uniform shadow behind them is A-OK.

#9 Leave rest areas

This is a study I did of a Franklin Booth masterpiece. I usually feel a strange compulsion to fill the entire image with stuff. Can’t help it. Seems like the job. Then you see a composition like this where he leaves that wide open space for water, and you really get the importance of leaving something without details to keep things from getting busy.

#8 Shadows should be bold, should connect, and should be interesting

I first learned this from a watercolor artist named Matthew White. He kept going on about “connecting your shadows”, and “make them interesting”, and for a long while, I had no idea what he getting at. In my head, if the reference has deep shadows, then add them. If it doesn’t, then don’t. Then you realize at some point that you’re not trying to copy the reference and there are emotions at play here with values, shapes, and configurations. Just like a bass guitar anchors music and things sound thin and weaker without it, the deep shadows are an anchor for the image.

#7 Outlines are okay, but be smart about them

“Things in the real world don’t have outlines.” That was the art advice that threw me for decades. I couldn’t see how to draw something without putting a pencil or pen to paper at the edges. With pencil, it was easier to smudge and add gray areas, so not quite as bad. But when you switch to pen & ink, every time the tip touches the paper, it’s crisp black. Walter Crane in Line & Form stated something in words that I was noticing with the ink masters – you can avoid outlines entirely by effective use of contrast.

However, outlines can also be fine with a smaller tip (like 0.005 liners) or if you break them up in the highlighted areas where the light is hitting.

#6 Think in clumps and masses for hair

Trying to draw hundreds of lines to simulate hair is crazy. It turns out that hair, much like foliage and grass, can be clustered into value patterns – basically grouped highlights and grouped shadow shapes. In the highlighted area of hair, a few well-placed strokes hints enough for the viewer’s brain to fill in the rest.

#5 Work in larger formats if you can

I think in 5 x 8 and 7 x 10 formats because sketchbooks often come like that, and it’s where I’m always putting my drawings. I have found, however, that many of the impossibly detailed drawings that catch my eye weren’t made in a pocket sketchbook. They were on much larger Bristol board or something like it. They were built large with room to breathe, and became sharp and complex when shrunk down in reproduction on the page or on a website. This comes to mind when I’m squinting at a drawing and switching to my finest liner to try and make something visually impressive at a small scale.

#4 Line hierarchy

As a kid or in school, I drew with just the one ballpoint pen and never considered needing different thicknesses. It wouldn’t have dawned on me to do so. Those early 20th century ink masters were using dip fountain pens which flexed to allow for varying thickness – but good luck keeping yourself in reasonably priced fountain pens and ink these days. Ahhh- but brush pens! Like the Pentel Sign Brush Pen that has that cool, stiff and tiny brush you can push on. And liner sets like Pigma and Uni, with multiple options to choose from. I have found that varying line thickness is visually appealing, and strategic use of bold lines for emphasis and lighter lines for highlights can help lead the viewer’s eyes.

#3 A good drawing can save bad rendering, but a bad drawing is hopeless

A weak composition or poor drawing absolutely cannot be saved by even superb hatching and shadows. It just looks like mud, and mistakes on faces or eyes or with the perspective are obvious no matter how awesome your rendering. I’ve seen that pencil drawings restrain me too much and make the drawings too clean, which I need to fix. But I’ve also seen how wobbly and searching my lines are when I don’t do a pencil drawing. I’m wondering if a very light, minimal pencil drawing that I use like a jazz score might be the compromise I need.

#2 Restraint looks better than over-working – the viewer needs less than you think

I over-work my drawings. Definitely. It happened even today, with me thinking this very thought. Every pass of hatching on the most recent drawing in the sketchbook, I thought to myself – easy…that’s probably enough. Then I kept hatching. I don’t know why. It’s crazy. Anyway, professional artists render much less than feels like they should. They hint where I draw. I’m especially bad with eyeballs; some of the professional works I’ve analyzed barely stroke the pen to suggest eyes where I’m drawing little ovals and working like crazy to make it look good. Nah…restraint is better than spelling everything out. Stop early.

#1 You can still fade distant objects with pen & ink

This one’s funny. I’ve tried a few landscapes where, like a dummy ignoring the lessons even in this post, I’ve meticulously tried to simulate everything in the distance and modified the hatching to experiment with every kind of value you can imagine. Then, I was watching Stephen Travers (below) draw a building on the shore with a city in the distance. I thought to myself as he got started – oh, man, is that detail going to look like a big, messy pizza when you’re done! But he used much thinner lines and wider spacing with fewer marks in the distance to avoid rendering everything equally and it looked amazing. The focus was right where he wanted it – on the building up close.

Okay, that’s a pretty good list. Let’s see that sketchbook then!

Let’s do it. Be kind.

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And that’s what I wanted to bring you today. I hope it’s okay to share these lessons learned as I go, even though I’ve got so much room to improve.

Till next time,

It takes me seven years to write a novel – and I plan to fix that!

Oh, wow, if you could have been with me at a rainy beach in New Hampshire in 2015! I had a half-day to myself, off from work with a rainy New England afternoon free. I drove from Portsmouth where I was working down to Hampton Beach. It was cold, gray, and everything was closed for the winter. There was one couple on the beach trying to make a romantic walk of it, but it was the slow, drizzling, mean kind of cold rain that soaks into your bones.

Most of the framework and plot of the novel I’d been writing for years had been rattling around in my head since my time in the Navy in the late 90’s. That’s a long time to cook the soup! I get that. And I’d been writing that book, my first one, for over 6.5 years. Almost 7. But I was close. All the threads I wanted to tie up were pretty much tied. I was planning to see if I could just park near the beach, prop open the laptop there in the car to the pat-pat of light rain, and see what I could do to carry things over the finish line.

There’s a statue of a lonesome woman staring at the sea there. I was down the beach some from her, facing the water same as she was. It was a great vibe, honestly. Not physically comfortable, but amazing for creative inspiration. And I did it! That last image…the last conversation…the final closeout I’d been looking for…it went onto the page all by itself. I couldn’t believe it! No one in the world to tell about it, and no one would probably even understand what a big deal that was for me, but it was truly done. Not rushed and not compromised.

Done, the way I wanted it.

What’s the big deal about that?

Writing a novel is challenging to every aspect of your life. Time spent writing is time away from your family. It’s time not working on your day job. And it’s hard – ridiculously hard! Stories grow more complex than you wanted, and characters change from what you made them to be. Dialogue that sounded awesome in your head repeats back as strained, alien, and as plot dumps when that wasn’t what you intended at all.

I was trying to earn my way, be a husband and a father, but still turn visions in my head into something real that could say something meaningful and outlast me: a world people could step inside. But I felt selfish every time I wasn’t playing a game with my wife or watching a movie with my daughter or taking my son fishing. Writing a novel is one of the hardest things I’ve ever done, but also one of the most life-altering. It changed me for the better.

Okay, so what are we talking about here?

It takes too long. That’s what I’m saying. Need to fix that. I’m over 4 years in to the novel I’m writing now. Not cool if I’m still banging away on it for three more years.

Talk to me, Grailrunner – how do we speed up the creative process?

If you’re a novelist, like the kind of folks who might read Grailrunner and nod, you feel the tug of two opposing forces:

  • You want your story clean, logical, tight, like a well-made blade
  • You write in spirals, rewrites, loops, hollows — messy, intuitive, iterative

Tell me I’m not alone in that. Anyway, it feels like a flaw to rewrite because it feels like starting over. I’m thinking in layers, but trying to polish before I’ve built the foundation.

But it struck me recently that concept artists have figured this out!

Many visual artists, particularly concept artists, work in ways that seem counter-intuitive. They don’t sit down with a crystalline vision of what they expect the final image to look like. Instead they check the brief and then:

  • Lay down marks, then react
  • Let accidental shapes guide the next decision
  • Build texture before form
  • Play off of unexpected accidents
  • Iterate forward, not backward

I wondered for myself then – this idea of a visual artist pressing ahead with abandon, careless of the final picture, knowing there will be revisions later but enjoying the process for itself and riffing off what they lay down – could that help me?

And?

Here are five principles I’m locking in for myself – maybe they’ll be helpful for you:

1. Generate the back cover text now

I built the entire cover for the book, including the artwork, but more importantly the back cover text. I printed it off in glorious color and even folded it into the size and shape of the final product so I could hold it in my hand. I needed that kind of focus on the story I’m telling (and why) to help me trim shiney bits and bobs that kept raining down from the sky. It’s a laser beam now. Anything not feeding that back cover promise is out!

2. Tell someone the one-line summary of what the book is about

My brother surprised me with the question when I was hip-deep in an action sequence and I hated my ill-prepared, off-the-cuff answer so much I called him two days later with a sharper and better one. Now, it’s like a mantra in my head helping me stick to that promise too. Like the back cover exercise, but even tighter!

3. Get to know the characters better before forcing them into a pre-defined plot

I spent some quality time just extrapolating for myself on what the main folks care about, what they’ve been up to when they’re not “on screen”, and some great backstory that might never make it to the page. AI tools like ChatGPT can accept your work-in-progress manuscript and engage with you in full conversations in those character voices. Crazy way to create a work of art, but an interesting way to immerse yourself in your own story!

4. Draft without editing – for real this time

I press ahead now on the chapter at hand. Just blast it out as intended, almost in a rush, to lay out the skeleton of what’s supposed to happen and let these people do what I know they would do. Tomorrow, I’ll go back over it again and catch the nonsense and the plot holes, the contradictions. Like the concept artist checking the brief, but then just laying down random marks according to what seems right, I’m applying that to the written page. The difference is the freedom now to avoid stopping constantly, in real-time, to worry over whether something makes sense right now and stop to fix it immediately.

5. Accept it when cool things need to die because they no longer fit

Oh, it’s hard! I liked Ilianore a lot, but you’ll never meet her. The climactic spearing from the sky – pretty sure that’s gone too. A midnight flight on a train – also gone. I’m trying, man. I’m trying to turn things loose now when they seemed so amazing but just don’t match up with where things are going or what these people would do. I’m considering short funerals for some, but for sure I’m pasting some of that old text into a document to save in a folder somewhere in case it ever needs to come back to life. Director’s cuts, sort of.

Anyway, that’s what I wanted to bring you today. These principles are speeding things along for me, at least. And I’m noticing a lot less hair growing on the plot these days. Less massive revisions are even necessary. Let’s hope that’s the process working its magic and not also my imagination.

Till next time,

Classic D&D Adventures Revisited: Dungeon Magazine Experimental Podcast

Here at Grailrunner, we chase imagination as craft. Anything we can bring you that lights the fire of your creativity is fair game, with a special bend towards speculative fiction and fantasy. If you’ve got a willingness to tinker, you should find something here you can use, remix, or otherwise refine for whatever literary, roleplaying, or artistic wonders you’re cooking!

Today’s freebie is a really interesting one for the tabletop crowd, especially anyone who gets that nostalgic, electric feeling when you crack open old-school adventure content and your brain instantly starts building rooms, traps, villains, and bad decisions.

What’s the idea?

We wanted to turn classic modules from old Dungeon Magazine issues into a listen-able conversation

So, we generated a podcast-style episode using Google’s NotebookLM “Audio Overview” feature: one of those “wait…this is actually useful” tools that can transform your source material into an audio discussion format.

And the source material we fed it is a proper slice of RPG history (which you can download for free thanks to the folks at the Internet Archive – links below):

That’s the on-ramp period: Dungeon Magazine still finding its voice, still doing that early TSR-era thing where the tone can swing from earnest peril to delightfully oddball in the space of a page. It’s an incredible “creative compost pile” for modern GMs: hooks, maps, structures, pacing tricks, and that evergreen lesson that adventures are engines.

What is this (and what is it not)?

This is not a replacement for reading the magazines. It’s not “here are the adventures word-for-word.” Think of it as:

  • a guided audio tour of themes, adventure structures, and GM sparks
  • a way to re-encounter old material when you’re driving, cleaning, sketching, or prepping
  • a fast way to ask: What’s in here that I can steal, remix, and make new?

We like AI tools as levers: ways to turn raw source inspiration into momentum, while still being upfront that AI was used.

Why Dungeon #1–#5?

Because they’re early enough to feel like a time capsule, but polished enough to still be usable at the table. The first five issues show the magazine’s core promise: a buffet of adventures with different moods and play styles. Exactly the kind of variety that keeps a campaign from turning into one long corridor.

Also, if you’re the kind of creator who likes grabbing one great detail: an encounter concept, a villain posture, a dungeon rhythm, and letting it domino into a whole scenario, these issues are loaded with that stuff.

Why NotebookLM for this?

NotebookLM’s Audio Overview is basically a “make my sources talk back to me” button. Google describes it as turning documents and other materials into an “engaging discussion.” blog.google

And that’s the magic. The format doesn’t feel like a lecture. It feels like you’ve got two curious nerds in the room pulling interesting threads out of the stack. For RPG prep, that’s gold because prep is often just asking better questions about material you already have.

What’s the Grailrunner angle?

If you’ve read our recent posts, you know the theme: build year by year, make interesting things, share freebies, keep the creative engine running.

This podcast episode is exactly that energy and another little proof-of-concept that says:

What if “reading old RPG material” became listening to it think out loud and THAT sparked your next session?

Smash the Podcast Announcement image below to give it a listen for free:

I’d love to know what hits you:

  • Which issue had the best “I’m stealing that” moment?
  • Did the audio format surface anything you’d normally skim past?
  • What should we feed NotebookLM next: old Dragon editorials? a run of White Dwarf? classic sci-fi pulp?

We’ve got a lot cooking for 2026, and if the last year taught us anything, it’s that the best stuff often starts as a weird little experiment you almost didn’t try.

Till next time,

A lost card game of the wild American west

A “bunny trail”is defined as a digression or tangent in a conversation, writing, or research that strays from the main point, often hopping from one related but different topic to another, like a rabbit darting through fields; it can be a useful, curiosity-driven exploration or a time-wasting distraction.

I sometimes feel like that describes me a little too well.

Anyway, happy new year! Let’s kick 2026 off with a new bunny trail and some freebies! This one’s for card game enthusiasts, folks interested in gaming history, and I’m adding a twist for game masters of RPG’s that would like to add some authentic wild west gambling into their next campaign.

Cool?

Before the holidays, I read a biography of legendary lawman, Wyatt Earp titled Wyatt Earp: The Life Behind the Legend by Casey Tefertiller. Great read, by the way, but not my point today. I catch odd things in between the lines sometimes when I’m supposed to be paying attention to the main storyline, and one thing that snatched my attention early was Earp’s passion for a card game I’d never heard of called Faro. It sounded awesome; I was surprised it wasn’t more popular now. They used to call it “Bucking the tiger” because some card decks had tigers on their backs. And of course that only makes it more awesome.

How do you play?

The main mechanic of the game is as follows:

One dealer, multiple players. Standard 52 card deck with no Jokers. Before them on the table is a spread of cards on which they’ll place their bets representing one each of a suit (so Ace is 1, then 2-10 and the face cards). The particular suit on the table doesn’t matter – just what kind of card it is. This layout is just a spot for players to put their chips as they bet on which cards the dealer will draw next each round.

The dealer draws one card at first to “burn the card”, which means nothing other than there needs to be only 3 cards in the final hand so this makes the numbers work. Nobody bets on that one.

After that, the dealer draws two cards at a time, the first being the “losing card” and the second “the winning card”. If you’ve got chips on a “losing card”, the dealer takes them. If you’ve got chips on a “winning card”, the dealer pays you out that many chips. The dealer doesn’t place any bets.

The plaque labeled “High Card” is a bet you can make that the second card will be numerically higher than the first card. Again, if you’re right, then the dealer pays you out however much you bet. Dealers can entice you to take advantage of that bet by upping the payout ratio (“High card’s paying out two to one next hand!”)

That abacus device was called a “case keeper”. You slide the beads to keep track of what cards have been drawn so players can know better what’s left in the deck to be drawn. It makes the game much more exciting towards the last few hands as you have better information.

The final hand of three cards is handled differently: players put a penny on the card they bet will be drawn first, then their chips on the card they’re betting will be drawn second (with the third and final card assumed).

Sounds fun. Why don’t people play this anymore?

It appears the house odds aren’t sufficiently in their favor to make this as profitable as poker or some other games. I’ve played it fairly many times now as dealer and can vouch for this – my family broke the bank more than once. Any ties where the dealer draws the same type of card twice go to the house, but that and the probabilities of the game just don’t pay enough, it seems.

And the cheating, which we’ll get to shortly.

So cowboys played this?

Oh yeah, big time! Anybody moving cattle to sell them in the bigger towns and with a little extra money in their pocket couldn’t wait to get as drunk as possible and play Faro. The house knew when to give out free drinks to shift the odds more in their favor, and when to send pretty ladies over as well for more distraction – offering rooms upstairs of course.

You mentioned cheating?

Oh, man was there cheating! Have a look at this book titled Faro Exposed: or The Gambler and His Prey by Alfred Trumble. It was published in 1882 and details the wildest machinations and sleights of hand that dealers would employ to make it all but impossible for players to win. And I heartily recommend this book if you’re at all interested in this game because it’s an incredible read.

The introduction of a mechanical means of dealing called a “dealing box” was supposed to give the gambler a sense that he was dealing with a fair game as it doled out cards one at a time through its apparatus. Supposedly, this took the sleight of hand and manipulations of the dealer out of play, but Trumble walks through multiple chapters worth of how that was also nonsense.

Here’s a funny quote from the book:

“But the reader will ask. Are there no honest gamblers? I answer no. Emphatically no. The sun shines not upon one honest gambler in all this broad land.”

Where did you get the stuff to play?

Here’s where today’s freebies come in! I made everything in Photoshop so it can be printed out on regular 8.5 x 11″ paper and assembled on the table. If you have a card deck, printer, scissors, and tape, you’re good to go. I included poker chips and pennies just for completeness but unless you have a Silhouette Cameo or a lot of patience, you’ll probably just use tokens or coins instead. That’s fine.

I wanted it to look cool and authentic though. The cards came from a Wiki Commons reproduction of 1880’s era cards. The coins too.

There are several pdf’s in the download:

  • A: The Faro card layout itself in several pages for accuracy on size – print and place per the instructions.
  • B: The Faro case keeper in 2 pages – just print and assemble per the picture. You’ll use pennies or tokens in place of the abacus beads and just slide them along the dowels in the image.
  • C: Some tokens to use (if you choose) on the Faro case keeper as well as the Tiger logo
  • D: Some poker chips and pennies (if you don’t have any handy yourself)

That looks great, thanks! Anything for roleplaying gamers?

Trumble’s extensive descriptions of cheating methods made me wonder if this wouldn’t be a lot of fun in a roleplaying campaign – something quick to drop in to a wild west scenario in the ruleset or storyline of your choice where players could actually play the card game, gamble authentically, and be cheated. The game master could drop clues that cheating was happening, and dice rolls could decide how obvious that is and which authentic cheating methods were occurring.

Here’s what that wound up looking like:

Roll two D6’s to decide the situation from the table, then use Perception rolls (or whatever your ruleset uses for that) to decide whether it’s noticed or not. If it is noticed, then the table offers details on the clues to drop and also the consequences if the player decides to do something about it (first notice only – after that, guns come out!)

Here’s that table in a printable pdf as well if you think that sounds interesting:

If you’d like a high resolution 24″ x 14″ jpg of the Faro table to have a playmat printed (like I did), just click the image below for that. I used Frogigo (link here).

And that’s what I wanted to bring you today. I hope you’re as intrigued as I was – it really is a fun game, and the images of sly dealers and drunk gamblers, the ensuing gunplay, that all was just fuel for my imagination. We played this like crazy over Thanksgiving and Christmas. My dad especially loved it.

Anyway, till next time,

Merry Christmas from Grailrunner!

Best day of the year. No doubt at all. I love Christmas in all its crazy-train, circus-riot, flashing chili peppers. I’m sorry if it’s not your jam, and I completely get that for some people. But for me, it’s a warm, crackling fire and pumpkin pie, making the dog wear a goofy sweater, eating at Harvey’s in Kansas City at Union Station, snacking on exotic candy and cookies from World Market, and just enjoying family.

I hope yours has in store for you whatever warms your heart.

2025 was another fun building year for Grailrunner. We published our bibliomancy RPG Salt Mystic: Book of Lots in the Spring and submitted to the Ennie Awards. No dice on the Ennie’s (see what I did there, bibliomancy fans?) but a good experience nonetheless. Following that, we rebooted the Grailrunner store, including the Discovery Series of t-shirts and also started selling our first art prints there. Click the “Shop Now” button to check that out.

Upcoming, we’ve got two Grailrunner novels still in the works: Mazewater (set in the Salt Mystic universe) and a horror novel likely to be titled Line (set in what we hope to launch as a series of blues-saturated highway terror stories we’ll call Highway of Ashes).

We’re also refreshing the art on the Salt Mystic tabletop skirmish game. That’s particularly exciting because feedback has always been that people wish we hadn’t gone with the 3D art of the original. We’re fixing that, so be patient. So far, they look fantastic – there are just a lot of them and only so much time in the day (and budget).

I’m hoping in 2026 we can at least get started on a marvelous idea that’s been bubbling around the Grailrunner creation station for a few months now: a fantasy fishing roleplaying system to be called Dreamwater. If we can get this put together, and if you at all see the attraction of sitting by a beautiful lake with a fishing rod in hopes of catching a magical fish that speaks and possibly changes into a fighting beast, then we’ve got your back with this one. Will be amazing.

Anyway, thanks for hanging around with us this year and stopping by to see what nonsense we get up to. I’m always interested to see where people are that read our posts – drop us a note here or on the Facebook page to stay in touch. Let’s hope we can keep finding novelties of history to tell you about, fascinating creators to interview, great pulp science fiction of the past to highlight, and amazing freebies to send your way. Have a look here to see if you missed anything cool.

Anyway, in celebration of the year and this holiday season, I wanted to point you to some beautiful and nostalgic Christmas illustrations to enjoy.

To honor Christmases of the past, I came across a few vintage Christmas illustrations and links to their sources that sent my mind reeling. I love the windey-turney path by which we got so many of our Christmas traditions, and these really caught my eye:

In 1821, a small illustrated paperback titled The Children’s Friend: A New-Year’s Present, to the Little Ones from Five to Twelve was published. It contained quite possibly the first mention and illustration of Santa’s reindeer and sleigh and predated Twas The Night Before Christmas by 2 years. It may have even inspired Clement Clarke Moore to write that poem, which of course gave us the core of our modern Santa Claus.

Here’s that image (if you’re curious), and a link to the entire book in which it was published.

And of course the famous cartoonist, Thomas Nast fine-tuned the Santa we know and love today in his wonderful illustrations, many of which are compiled in a book titled Christmas Drawings for the Human Race. Here’s a link so you can take a look at the entire book. It’s a real treat to see some of these masterworks and know as you appreciate the craftmanship and warmth that these very pictures are what taught us how the jolly old elf looks and makes his way. In many ways, Nast described all this for us, and he did it to help heal America from its wounds from the Civil War.

Here are a few of those gorgeous illustrations, which are hilarious and charming. You really should take a few minutes to go see the full series of art pieces. They’re important history, but also just magical.

That’s what I wanted to bring you today. I wish for you all the joy that you can wish this Christmas and for a shining, prosperous new year.

Till next time,

Huge Grailrunner freebie – an interactive concept art masterclass for free!

Friends and neighbors, this one’s different.

For years we’ve been talking here at Grailrunner about how imagination works — why certain images crack open your brain, why odd bits of history or art or game design suddenly ignite a whole setting, and why creators keep coming back to the well even when the world’s noisy. We’re always on the lookout for new ways to break into exciting and innovative designs, imagery, and above everything ruling it all…to tell new stories.

OK, so what’s the freebie?

Hold on – a little context first. It was a life-changing experience for me personally to write and design our most recent publication, SALT MYSTIC: BOOK OF LOTS, a western-themed science fantasy roleplaying game book built around the fortune-telling mechanic of bibliomancy. I’ll tell you why. To build out the world of our signature IP at Grailrunner, I needed a ridiculously huge amount of outlandish concepts, crazy ideas, and just cool, new stuff! I kind of went down the deep well of concept art techniques like mind-mapping, thumbnail sketches and iteration, shape carving, scribble ideation, and mood boards. That stuff is like adrenalin for an imagination, honestly!

It was so impactful, in fact, that I wanted to go deeper. Yet it struck me that art school and super expensive concept art classes with some of the working masters in this field aren’t going to make sense for me. I imagine they don’t make sense either economically or logistically for a lot of folks like me. So it got me thinking I’d like a simpler, streamlined, but focused way of drilling deeper into JUST the parts of concept art that would help me – the techniques that help break your imagination’s walls to explore new ideas.

Sounds great. What did you do?

We don’t charge for AI-generated stuff at Grailrunner, and we always point out its use. In fact, we’ve built out some pretty amazing stuff that we give away just to experiment with possibilities and hopefully inspire anybody that hangs out here with us. If you keep coming back here, maybe you’ll buy a book or a game or drop a LIKE on our Facebook page. That’s the idea.

My absolute favorite giveaway so far has been an entire board game mockup set in the seas of Tolkien’s Middle Earth. Awesome. I just got a Silhouette Cameo 5 for my birthday, so I’m planning to break that puppy in with the printable tokens and cards there.

And specifically now for concept art techniques?

I curated a portfolio of concept art masters, provided an outline of content for my ideal coursework for a class, and instructed ChatGPT to act as the composite concept artist (meaning all those people) and write the chapters one by one for my outline as well as a preface and afterword. Then I went chapter by chapter and had it generate impactful exercises unique to each section which a student could conduct on their own with an internet connection and pencil and paper.

I mocked up illustrations of concept art techniques and examples to ensure the book is illustrated well and clear in what it’s saying. Then I bundled all of that into a professional textbook template and converted it into a pdf.

Inside you’ll find:

  • A step-by-step ideation → thumbnail → refinement pipeline
  • Practical exercises after every major section
  • Guidance on using digital tools without letting them boss your imagination around
  • A tone that assumes you’re already creative — we’re just lighting the boosters

That sounds nice. Your header says it’s “interactive” though. What’s that about?

I told you here that I’ve used AI tools to resurrect old masters and have them critique my own art to provide detailed feedback on what I could improve. That works surprisingly well, so I added instructions in the Preface on how to upload this very pdf to a student’s own instance of ChatGPT then have the AI act as the composite author critique their own uploaded exercises.

I mean. That’s totally possible and crazy to think we can do that kind of thing for free now. Anyone upset about AI being used like this needs to…and I say this with love…recognize this kind of workflow is an unstoppable industrial revolution. Your competitors are doing it.

Give me a download link, man! You’re killing me.

Grab the masterclass, run through the first exercise tonight, and then show us what you made. We’re still building this creative network in public — the more people who are sketching, painting, kitbashing, and worldbuilding alongside us, the weirder and better things get.

Enjoy, and make sure to let us know what you think.

Till next time,

Let’s talk to Mateusz Lenart: award-winning game director and modern-day pen & ink master

At Grailrunner we thrive on conversations that sit at the crossroads of imagination and craftmanship. Mateusz Lenart doesn’t just know the place – he’s set up shop there and is drawing crowds! From his role as Creative Director at Bloober Team (Layers of Fear, Observer, Blair Witch, The Medium, and the Silent Hill 2 remake) to his own powerhouse artwork – especially in traditional pen & ink, Lenart brings an artist’s eye, a comic reader’s energy, and a storyteller’s genius into the ever-shifting worlds of modern games and illustration.

Welcome to Grailrunner, Mateusz! And welcome to our ongoing series titled:

1. When we spoke to game designer, Jake Norwood (The Riddle of Steel), he mentioned a fascinating Polish RPG called Dzikie Pola. Polish fantasy author Krzysztof Piskorski (Tainted Grail) is a long-time target of ours for an interview to cover his incredible fantasy worlds. And if we’re talking Tainted Grail, we’re talking illustrator, Piotr Foksowicz – also Polish. And here you are, scaring the crap out of us with groundbreaking psychological horror in video games! Is there something awesome in the water over there?

Well, I can’t reveal too much just yet, but what I can say is that at Bloober Team we’re very much committed to pushing the boundaries of psychological horror. We’ve recently announced another remake in the Silent Hill franchise – this time going back to the very beginning with the first game – and not long ago we released Cronos: The New Dawn, another horror experience from our studio. Our portfolio has always been about exploring the darker corners of the human mind, and we intend to keep building on that tradition with future titles.

2. You mentioned in a previous interview that American comics from the 90’s were a big inspiration for you to get into art. Can you elaborate on which comics or graphic novels stood out for you, and especially tell us why that was?

A lot of what inspired me came from whatever I could find in the newsstands in Poland — Kioski Ruchu and the like. As most of the kids I devoured the Spider-man and Batman series in particular, even though it wasn’t always easy — my parents weren’t thrilled about me reading them! Those American comics were flashy and visceral, with dynamic art, dramatic panels, and strong emotions. Todd McFarlane’s Spider-man work was unforgettable — the exaggerated lines, the energy of the webs, the theatrical villains.


Beyond the American stuff, European comics played a big role in shaping me, too. I was deeply influenced by Thorgal by Grzegorz Rosiński, and also by the Yans series from the same author — their storytelling, the textures, the atmosphere — all of that showed me other ways comics could work. And then there were lighter, fun reads like Asterix, which taught me humour, caricature, and the power of visual pacing.

3. If I’d peeked over your shoulder as a kid, what would I have seen on the page—spaceships, monsters, superheroes, or something stranger? Why?

Honestly, a bit of everything. I was a pretty meticulous and disciplined kid — I somehow knew early on that learning anatomy would help me in the future, so you’d probably see a lot of sketches of hands, muscles, poses, often copied from anatomy books. At the same time, for fun I was constantly drawing fantasy characters — monsters, elves, knights — usually with little RPG-style stats written next to them for strength, dexterity, and so on.

You’d also find plenty of comic book pages. I loved inventing huge worlds and epic storylines, though most of them lasted maybe two or three pages before I’d abandon the project and jump to the next idea.

And, of course, there was always a darker tone in what I created. I don’t really know why — maybe because the darker stuff always felt more alive to me: more dynamic, more energetic, more full of contrast. That fascination with atmosphere and intensity stuck with me and never really left

4. Polish art, architecture, and history thread through your work. Can you share a specific real-world reference or point of inspiration, maybe even folklore, from your country that shows up in your illustration or concept art?

To be honest, there weren’t that many Polish references in my earlier work. Occasionally they appeared — for example, in The Medium I illustrated the towers of St. Mary’s Basilica in Kraków — but Polish architecture or folklore was never my main source of inspiration. At that time I was probably more fascinated by the topography of Middle-earth than by Poland itself.

That has changed a bit in recent years. I’ve become much more interested in Slavic mythology, and it’s starting to influence the way I build my own stories. One small experiment was a short comic I created called MURKALURK, which tells the story of an unlucky bard who crosses paths with Slavic demons. Right now, I’m also working on a bigger project — a fantasy world that draws heavily from Slavic myth and culture. So you’ll definitely see more of that in my future work.

5. Awesome. Simply awesome. Why traditional pen & ink? I’ve got to say, when you mentioned 19th century master, Franklin Booth in a previous interview, I got incredibly excited. The guy was on a different level of genius! You also cited Gustave Dore, Bernie Wrightson, and Joseph Clement Coll. What is it about that kind of art that attracts you?

There’s something incredibly powerful about telling a story only with line and value — no color, just light and shadow, rhythm and texture. For me, pen and ink has always felt like the purest way of drawing, where every stroke is deliberate, every line carries weight.

I’ve also always been better in black and white than in color. When I discovered artists like Franklin Booth or Joseph Clement Coll, it opened my eyes to how far you could go with nothing but ink — whole worlds built out of contrast, atmosphere, and detail. There’s a timelessness to that style that I find endlessly inspiring.

At the same time, I was very drawn to traditional printmaking techniques such as aquatint and linocut. I remember being deeply impressed by the works of Józef Gielniak, especially his Variations for Grażynka, and by Mieczysław Wejman’s aquatints like The Cyclist. When I was a student, I actually imagined myself working with those techniques professionally. But life took a different turn, and I didn’t continue down that path. In a way, pen and ink became a perfect substitute — it gives me a similar sense of precision, rhythm, and texture, without the technical limitations of printmaking.

6. Re-cycle

Your animated short Re-cycle is a striking, personal work. What first inspired the idea, and what challenges did you face in bringing it to life? Looking back, how did it shape or grow you as an artist?

I’ve always been someone who can’t focus on just one thing at a time — which is both a blessing and a curse. I started out as a concept artist, but quickly became fascinated with 3D, animation, design, lighting, and filmmaking. It was also a period when Polish short animation was experiencing a renaissance, with creators like Tomasz Bagiński, Damian Nenow, and Grzegorz Jonkajtys making work I deeply admired and wanted to create myself.

I honestly don’t remember exactly where the idea for Re-cycle came from, but, like many of my projects, it carries rather somber tones rather than cheerful ones. It was an interesting project — had I finished it in two years, it might have completely changed the path of my career.

In reality, it took seven years to complete because I kept being pulled into other work. By the time I finished, I was very tired of it, and the technology I had used was already outdated. Looking back, it taught me a lot about perseverance, about balancing multiple interests, and about how long-term projects shape your patience and vision. I do want to return to animation, but to do it properly I’ll need a lot of dedicated time to fully immerse myself in the craft again.

7. Our readers will kill me if I don’t ask about The Medium and Silent Hill, for which you served crucial creative and director roles. What can you tell us about those experiences bringing true psychological horror into the world that made you better as a creator? Did anything from your ink drawing practice or comic-book eye make its way into these massive productions?

Working on The Medium and Silent Hill was incredibly satisfying, but also very different experiences. On The Medium I served more as an art director — helping to shape the Other World — and getting to build an environment inspired by Zdzisław Beksiński’s work was a deeply powerful experience. Trying to translate that kind of surreal, decayed atmosphere into something the player could actually move through taught me a great deal about tone, detail and restraint.

Silent Hill was a step up in both scale and responsibility: the stakes were higher and my role covered design, art and direction. Revisiting one of the most iconic names in horror history is never easy, but it was hugely rewarding. The biggest challenge there was balancing respect for the original material with the need to bring something new and playable to a modern audience — and doing that across a large, multidisciplinary team forces you to be both precise and flexible.

My ink-drawing practice and comic-book eye absolutely found their way into those productions. The lessons of black-and-white work — composition, the economy of line, the power of contrast and negative space — translated directly into how we thought about lighting, silhouettes and level composition. Likewise, the way comics use panel rhythm to control pacing informed how we staged encounters and revealed information to the player: timing, framing and the gaps you leave for the audience’s imagination are universal storytelling tools.

Finally, these projects made me a better creator because they pushed me to scale my instincts. Working on a single illustration is a private act; working on a game means sharing to others your visual language, iterating under constraints, and learning when to cut or simplify for the sake of atmosphere. Film, comics and games aren’t as far apart as they seem — they share the same fundamentals: composition, emotion and the building of tension — and those cross-medium influences keep feeding my work.

8. When you need to design something truly frightening, what rituals or shifts of perspective get you into that mental space—and do you step back out of it deliberately, or carry it until the work is done?

It really depends on the situation. Very often, the things that frighten me most are those that aren’t meant to be frightening at all — finding that uncanny element in an otherwise ordinary scene creates the strongest tension. When you work on horror for a long time, though, you almost become numb to it. Stepping away and then returning to the work helps a little, but you can never truly see it with fresh eyes again. That’s why outside feedback is so essential — we rely on it constantly.

As for rituals, I don’t think I have any special ones. Creating horror, for me, is like any other kind of work: it’s a mix of knowledge, experience, and ideas. To paraphrase Stephen King, most of the time I feel more like a craftsman than a visionary — applying what I know to get the job done. Of course, there are moments of revelation, flashes of inspiration, and when they come you have to grab them and use them. But most of the process is simply the hard, patient work of solving problems over the course of a long production.

9. When you start concept art for a new character or environment, what’s your first step—gesture, thumbnail, written note—and how do you know when that early sketch has ‘spark’ worth pursuing?

It’s a difficult question, because the process can vary a lot. Technically, I almost always start with silhouette, shape, and energy on the page. There are countless tutorials that talk about the power of form, proportion, and so on, and those things are important — but for me the idea itself is what really pushes you forward.

Sometimes a written description of a monster or a character is already enough to spark something interesting. Other times, you have to brute-force your way toward a good idea through dozens of iterations, hoping that at some point something will ‘click.’ References also play a huge role in this stage. Collecting and studying them often triggers unexpected solutions — they can turn a generic design into something unique.

Recognizing the moment when a sketch has enough spark to move forward is always tricky. In my role as creative director, I often have to make that call, and it’s easier when you’re not personally involved in the painting itself. In my personal work, I usually just follow what excites me most, even if I can’t fully explain why. Sometimes it’s purely instinct — you sense there’s something worth pursuing, and you trust yourself to chase it. I’m also aware that, in doing so, I may be overlooking ideas that others would consider stronger.

10. Anything else you’d like to tell us about, including how we can see more of your work?

I try to stay as active as I can creatively. As I mentioned earlier, my biggest problem is that I always want to do everything at once. I’m still working at Bloober Team on our next title — it’s a long process, and one I’ll only be able to share more about in the future.

On the personal side, I recently released a comic/illustrated album called Murkalurk, which was received warmly and motivated me to start working on a larger comic project, loosely inspired by Slavic mythology. Right now, I’m deep in the stage of building characters and writing the story, which is why I haven’t shared much new work online lately.

There’s also my ongoing series The Knight’s Tale, created in traditional pen and ink. I hope to find the time to add new chapters to the story of that lost knight. As always, there’s never enough time and far too many ideas.

Hopefully, you’ll be able to see some of these new projects soon on my social channels — mainly on Instagram.

Thank you for the talk.

Thanks for your time and the wonderful art you’ve sent along for us to appreciate! Hopefully we can connect again in the future to see what you’ll have been up to!

*

Mateusz Lenart is an impressive bridge strung between ink and pixel, between the quiet scratch of a pen and the thunder of a horror score. His work reminds us that the best creators aren’t defined by tools but by vision: a sketchbook line that can grow into a world, a half-remembered comic that becomes a camera angle, a personal short film that seeds a new way of seeing. At Grailrunner, we often say “Dreams are engines. Be fuel.” In Mateusz’s hands, those engines are ink-black, smoke-stained, and unstoppable. And we can’t wait to see where they carry him next.

Till next time,

Let’s trace 18th century sites for a shipwreck and a town’s founding!

Some glorious times when you troll around in old journals and historical accounts, you come across an adventurous soul of long ago that made the absolute best of truly magical opportunities, braved unbelieveable dangers, and came out on top.

I’ve got one for you today that became an obsessive research project ultimately leading to a road trip, locals in a town library gathering around the table with me, and a moment of awe (for me at least).

Welcome back to an ongoing series we call…

I went into my study a couple of weeks ago looking for something to read. It’s a lifetime of books collected in there, so there was no telling what I would pick up. I grabbed one titled Journal of a Tour in Unsettled Parts of North America in 1796 & 1797 by a guy named Francis Baily. Here’s a copy for free.

What’s interesting about that?

Baily was 21 years old, and for reasons he never gave, he came over from England for 2 years and visited an America that was brand new and wide open. What this guy was able to see and do in those 2 years was incandescent. It was an opportunity of a generation to go where he went, and Baily made it happen.

He landed in Norfolk, visited Baltimore and Philadelphia, describing them wonderfully such that you could all but see them in your mind’s eye. He described the road from Lancaster to Philadelphia as “paved with stone the whole way, and overlaid with gravel so that it is never obstructed during the most severe season”. Little nuances like that just popped for me – like the little museum in Philadelphia founded by a “Mr. Peale” which had just opened. I fell into the habit of leaving ChatGPT on voice mode so I could ask it as I read what became of some of the things Baily saw and people he met. (Peale’s collection got busted up later and distributed to places like the Philadelphia Academy of Natural Sciences.)

He visited “the new city of Washington” where his “first walk was to the President’s House”, which was to be the White House and was still under construction. Of Washington itself, he said “not much more than one-half the city is cleared; the rest is in woods; and most of the streets which are laid out are cut through these woods” Also, “The canal and the gardens, as well as bridges, which you see marked down in the plan, are not yet begun”. And finally, “Game is plenty in these parts, and what perhaps may appear to you remarkable, I saw some boys who were out a shooting, actually kill several brace of partridges in what will one of the most public streets of the city”.

He went to New York and said: “…it is an irregularly built place, consisting principally of little narrow streets, though some of those which are newly laid out are broad and handsome, particularly Broadway, extending nearly a mile in length.” You see something like (explaining why it’s called ‘Broadway’), then he says “The inhabitants of New York are very fond of music, dancing, and plays; an attainment to excellence in the former has been considerably promoted by the frequent musical societies”. I mean…Broadway….in 1796. Music already. Crazy!

Honestly, I marveled at every little inn or hut where he stayed as he described the meals, the ramshackle rooms, sleeping in a drafty barn with a smile on his face at what he was doing. I hadn’t read two chapters of this before I really, really liked this kid.

Okay, that does sound fun. But you mentioned a shipwreck site?

Right. Baily’s adventure really picked up once he left Pittsburgh on the Ohio River headed Northwest at first, before ultimately bending south. He’d booked passage with some people looking to found a new settlement, specifically a friend he’d made named Samuel Heighway who’d purchased some land in modern-day Ohio off the Little Miami River and was trying to get there with some agricultural equipment and a handful of settlers. Why was Baily accompanying them? Who knows! He just did, and it wound up awesome.

We need to keep in mind that American rivers in 1796 were crazy dangerous and nothing like the placid, dammed wonderlands they are now. At this point in the tale, it was a cold December with the Ohio half-frozen with ice blocks as big as houses sailing past at great speeds.

Dec 21, 1796: “We were awakened out of our sleep with a noise like thunder, and, jumping out of our beds, we found the river was rising, and the ice breaking up. All attempts would be feeble to describe the horrid crashing and tremendous destruction which this event occasioned on the river. Only conceive a river near 1,500 miles long, frozen to a prodigious depth (capable of bearing loaded wagons) from its source to its mouth, and this river by a sudden torrent of water breaking…Conceive this vast body of ice put in motion at the same instant, and carried along with an astonishing rapidity, grating with a most tremendous noise against the sides of the river and bearing down everything which opposed its progress – the tallest and the stoutest trees obliged to submit to its destructive fury!”

Should you decide to read this marvelous book, I won’t steal from you by describing all that happened to them at that spot in the river. I called it a shipwreck, though. Remember that much at least.

Dec 25, 1796: “Here am I in the wilds of America, away from the society of men, amidst the haunts of wild beasts and savages, just escaped from the perils of a wreck, in want not only of the comforts, but of the necessities of life, housed in a hovel that in my own country would not be good enough for a pigstye, at a time too when my father, my mother, my brothers, my sisters, my friends and acquaintance, in fact, the whole nation, were feasting upon the best the country could afford. I could not but picture to myself the fireside of my own home…”

Despite incredible danger from drowning, frostbite, starvation, and exposure, it was also on Christmas day that Baily wrote one of my favorite quotes of the entire book. Keep in mind the conditions he was under as he wrote this:

“…there is something so very attractive in a life spent in this manner, that were I disposed to become a hermit, and seclude myself from the world, the woods of America should be my retreat; there should I, with my dog and my gun, and the hollow of a rock for my habitation, enjoy undisturbed all that fancied bliss attendant on a state of nature.”

Ultimately, they constructed another boat and got underway again in February after an unforgettable winter at that lonely place on the Ohio.

You didn’t find the site of that shipwreck, did you?

It wasn’t easy, but yes – I absolutely did. The girl at the Barnes & Noble counter who sold me a map of West Virginia asked me if I was doing some traveling. When I told her what I was looking to do – collect and trace the little clues Baily noted in his journal and leverage ChatGPT and the map to find the exact spot – she only said with eyes widened, “That sounds amazing!”

We’re talking 228 years later, with few proper names provided – and the ones that ARE provided are rarely in use today. What this looked like for me, as I was on a business trip out of town doing this, was me in a Doubletree late at night leaned over the map poring over Baily’s account and tracing any likely touchpoints with my finger, asking ChatGPT as if in conversation things like “He mentions Capteen Riffle, south of Grave Creek – what would that likely be referencing?” To which I would receive answers such as “That likely refers to modern-day Captina Island, across from Powhatan Point, Ohio.” Knowing that AI is wrong as often as it is right, I fact-checked in Google along the way to confirm each touchpoint.

  • He “got fast upon a riffle near Brown’s Island” near modern Weirton, WV
  • He passed “Buffaloe Town”, which is modern Wellsburg, WV
  • He went aground 1/2 mile above Wheeling (still exists!)
  • He put ashore near Grave Creek (near modern-day Moundsville, WV)
  • He passed “Capteen Riffle” near Powhatan Point, OH and claimed he made 9 miles that day to “Fish Creek” near modern-day Martinsville, WV. That bad estimate of his pained me somewhat later.
  • He put ashore at a plantation recently built by an Irishman named Daily (no later records), and was told the river was entirely frozen.
  • Baily and Heighway walked “about 5 miles” down the banks of the river to Fish Creek, meaning Daily and their boat (at that time, though not the final shipwreck site) were 5 miles upstream of Fish Creek (and his 9 mile estimate was wrong). 5 miles upstream of Martinsville is modern-day Proctor, WV. That’s where Daily’s plantation was.
  • Baily and Heighway went back to Daily’s after seeing that indeed, the river was frozen solid at Fish Creek and took the boat downstream to a safer place the next day, saying it was “about a mile to a place which we had observed yesterday on our walk, and which we conceived more secure from the bodies drifting downriver from the one we were in”.

Whoa. We don’t need that kind of detail. Just say what you know and how you know it.

Look at that sharp bend in the river just south of Proctor, about a mile down in fact. Here it is on Google Earth:

Remember how he described the ice blasting down the river. Imagine the eddies and more stationary water just past that bend, and using the trees and shoreline of the bend itself to weather the incoming debris and ice. It makes sense that they would see the area with trees now on the southern shore, northeast of the buildings you see in Proctor and across from the Long Ridge power station on the north as safer than staying at Daily’s plantation upstream where the river was straighter. Baily reported that Grave Creek (Moundsville) was ~9 miles upstream of where they were moored, so that aligns with the site being very close to Proctor.

No, this is the place. If I’d been close enough, I’d have driven there to take a look. I chuckled and called my dad I was so excited!

You mentioned a town’s founding?

At one point, they have to leave the river and hire wagons to make it “between forty and fifty miles off” where the land Heighway had purchased “lay for the most part amidst a desert wilderness, where no wagon had ever approached”. Baily described his time with Heighway:

Mar 7, 1797: “The town he had laid out at right angles, nearly on Penn’s plan, with a square in the middle, which he told me, with a degree of exulting pride, he intended for a courthouse, or for some public building for the meeting of the legislature; for he had already fallen into that flattering idea which every founder of a new settlement entertains that his town will at some future time be the seat of government. He also described to me, and walked over, the ground where he intended to make his gardens, his summerhouse, his fishpond, his orchard…” Continuing, “I believe he was as happy as if he saw them all before him. Whereas, for myself, I could behold nothing but a wild uncultivated country, full of lofty trees and prickly shrubs; and when he showed me fishponds and his serpentine walks, I could only discover a little standing water, and a few deertracks.”

That bit absolutely fascinated me: to see the very image of a town’s founder in the very first days, with only survey sticks in the ground, and the men who’d just climbed off the wagons with him taking axes to trees to build the first houses, and the founder laughing as he walks his imagined town.

I googled Samuel Heighway and found that his town became modern-day Waynesville, Ohio. Since I wasn’t too far from Cincinnati at the time, I checked Google Maps to see how far the drive would be.

And you drove there?

Yeah, I had to. I was getting too excited about all this. That Baily was inspiring me.

And?

Just a little town. Nice, actually. I walked from one end to the other trying to get a feel for where these guys would have been walking…where they would have laid the first buildings. It looks like this on Google Earth (Waynesville):

I tried the Chamber of Commerce to see who managed the historical markers, to see whether there was a town historian or something. They directed me to a town historical archive in the Waynesville library. The wonderful librarians there had a similar reaction to the girl at Barnes & Noble, and I gathered a bit of a crowd telling them the story I was researching. My objective, as I told them, was to find the very spot where these men stood as they first laid out the town.

One of them ran to the back computer promising to find something. Another gave me an exhaustive tour of the archives and started pulling various items off that might be helpful. Really, those ladies were fantastic.

I found this:

That broke my heart a little. Heighway didn’t stay, and in fact moved to Cincinnati in 1813 and died around 1815.

Also found this, an actual cabin Heighway built:

But what helped the most was this:

It’s a reproduction of Heighway’s original plan for the town: the one he showed Baily. Check how close the buildings are to the Little Miami River, and the fact that the first street was called “Water Street”. I saw Main Street on the map, and modern-day Waynesville is just up the hill from the river with a big old Main Street now. If that’s the same Main Street location, then where in the world was “Water Street”? I hadn’t seen it before I came to the library.

I took the plan back to the librarians and asked them what they knew about Water Street. An older lady who was sitting with them heard me and leaned back, thinking, “Water Street? We used to have a Water Street. That’s where the old mill was.”

The old mill? That sounded promising. “What happened to the mill?”

“Oh, they tore that down when they built the new highway.”

“You’re killing me. That’s what I’m looking for. I’m sure of it. Where would that have been?”

She pondered, scratching her chin maddeningly, “Oh, that’d be down in Corwin.”

I thanked everybody and blasted back to the car to drive down hill and across the river. I say “river”, but it looks like this now:

At one point, it clicked for me, stepping out of the car right across the Little Miami from Corwin and into a cornfield, why Waynesville is where it is up on the hill. The river would have flooded over the years, so they moved to higher ground. Main Street is just up the road. The plan showed Water Street and the first buildings right where I was standing.

Here:

I can’t tell you that’s the precise spot where Baily chased behind Heighway as they laughed and joked what would become of the land, amid the hammering and axe chops.

But it sure felt like it to me.

Till next time,

A game designed by Tolkien and the Monkey King (and it’s free!)

Oh, man have I got a great freebie for you today! I’ve been experimenting, pushing AI tools to their limits, these last 2 weeks to see just what’s possible in prototype gaming. I’ll tell you the story behind this, what all I did, then introduce a game which I’ll give you for free.

It has struck me recently that the future of entertainment is quite possibly on-demand, immediate & fully customizable media. I’m talking about having a random idea for a board game for example, and having the ability to describe it simply and have a color printer, 3D printer, music generation service, and AI tools spit out a polished, playable game with all its components ready for the table.

Is that what I did? Kinda sorta. That’s coming, but this was a lot more painful to bring to life than all that. AI tools are like a super creative and talented idiot whose attention wanders off while they generate random things, useless things, ripoff copies, and sometimes…some brilliant times…something magical.

Anyway, it started with me wondering what a naval boardgame would be like if it was designed by Hannibal of Carthage, Admiral Horatio Nelson, J. R. R. Tolkien, and the Monkey King of Chinese folklore.

Welcome back to our ongoing series titled:

Where in the world do you come up with strange ideas like that?

I don’t know. It happens. Then I have to see it. Then I lose two weeks of my free time. Then you guys get free stuff.

So, who were these people and why did you choose them?

Hannibal of Carthage (c. 247–183 BC) was a brilliant Carthaginian military commander, best known for leading his forces — including war elephants — across the Alps during the Second Punic War against Rome.

I wanted the greatest, most innovative military mind in history. Arguable, I know, but I see Alexander the Great as a talented nepo-baby who inherited a lot of his advantages. I get there are others who could contend for that, but Romans used to put their babies to bed telling them to be good or Hannibal would come for them.

Horatio Nelson (1758–1805) was a British admiral and one of history’s most celebrated naval commanders. Famous for his bold tactics and inspirational leadership, he secured a string of decisive victories for Britain during the Napoleonic Wars.

This was going to be a sea warfare game set in Tolkien’s Lord of the Rings universe, so I wanted the greatest naval genius of history. His victory at Trafalgar was so resounding it established British naval superiority for a century.

J. R. R. Tolkien (1892–1973) was an English writer, philologist, and Oxford professor, best known as the author of The Hobbit and The Lord of the Rings.

This idea of sea battles in Middle Earth came to mind writing this article for Grailrunner speculating on the unfinished sequel to Lord of the Rings. It was the Professor’s setting, and he would bring unique insights to bring it to life.

The Monkey King is a Chinese folk hero from Journey to the West. A mischievous trickster with immense strength, magic, and a shape-shifting staff, he defied heaven before becoming a companion on a sacred pilgrimage — a lasting symbol of rebellion and wit.

I love trickster characters. Always have. This particular one is great for throwing the table over and over-the-top madness. I definitely wanted the rules of this hypothetical game to reflect that somehow.

And these three historical figures and a mythological simian were going to design this game then?

Right. This was the initial prompt. The design session was hilarious, and ChatGPT did an amazing job bringing these folks to life and crafting some basic game mechanics that applied their unique perspectives. Over the next few days in whatever free time I could manage (and during conference calls…sshh), I wound up having to exhaustively point out inconsistencies and vague points, iteratively asking for elaboration in the developing rules. Let’s say it was an ugly baking and the kitchen got messy, but the final ruleset honestly looks great and unique. Lesson here is be patient, don’t trust anything, don’t accept first outputs for anything, be super clear what you want, and give it feedback as you go.

I’m being honest in this experiment, by the way. I intentionally did NOT design or suggest any rules or game mechanics. The point was to explore what I was presented, not design it myself. All I did was ask questions and point out when the designer contradicted itself.

So you wound up with a ruleset. Nice. How about game components?

I was so fabulously surprised by the quality and consistency of the game components. I swear to you, no matter how cool these things look, I did absolutely NONE of the artwork, the graphic design, concept art, or logos. I used Photoshop like crazy, but that was only to clean these things up (like adding a “the” when ChatGPT refused to do or making a grid consistent across similar cards, that sort of thing).

I just scrutinized the rules, asking for elaboration when things didn’t make sense, and when I saw a component like a marker or a tracker of some kind get referenced, I would ask ChatGPT to design them one by one. Lessons learned here: never bother asking for a printable pdf – it’s useless at that, assume there are contradictions and inconsistencies you’ll need to fix, and only ask for designs one at a time. Once it had established a really attractive watercolor art style, I forced it to stay close to the same style for consistency in design. You be the judge on that, but these wound up some very attractive and playable components.

What is gameplay like?

Funny, actually. I had Admiral Nimitz and Admiral Yamamoto, two more innovative geniuses of sea warfare, playtest in a simulation of the rules (just another simulation in ChatGPT, asking it to act as these two historical figures and play a game of the rules it had designed). Yamamoto chose the Elven fleet and built his game around precision strikes & ambushes. Nimitz chose Orcs and favored layered defense and overwhelming counter-punches.

Oh yeah? Who won?

Nimitz was pressing Yamamoto hard, but a Leviathan broke up his fleet and put him at a disadvantage. In the end, Yamamoto won by being more adaptable to the ever-changing conditions of the battlefield.

So how exactly are the personalities of these 4 designers reflected in the rules?

  1. Admiral Horatio Nelson

Nelson’s mechanic is command by negation, which requires the player to choose a personality profile for each ship captain and issue broad commands for each ship at the beginning of each turn. During each ship’s activation, that captain may or may not carry out the order as desired, and that is determined based on consulting a table. It flavors the strategy of the player, making you think about personality compositions of the fleet and what you’re likely to encounter. You have only so many “Negate” and “Emergency Negate” plays you can make before you have to surrender to the fog of war and trust your captains.

2. General Hannibal of Carthage

Before battle, players draw secret asset cards to recruit legendary sea-beasts, conduct some genius battle maneuver, or craft devastating magical artifacts. These assets are hidden until revealed at critical moments, enabling double-bluffs.

3. Professor J. R. R. Tolkien

Each ship’s captain not only has the personality profile, but also dual Morale and Loyalty tracks, which are recorded on Living Loyalty cards. Orcs are motivated by plunder, personal grudges, and displays of brutality. Elves, by beauty, prophecy, and preservation. Men, by gold, honor, and survival. Disregarding a faction’s ethic by orders in battle or allowing the morale to suffer from specific battle conditions can result in mutiny or refusal to act.

4. The Monkey King

A “Celestial Event Deck” is drawn each round, representing maddeningly unpredictable supernatural occurrences that shift the seas and circumstances. It’s chaos every round, and it can turn the tide in your favor if you’re quick thinking and flexible, or it can crash your dreams into burning wrecks.

It sounds really fun. Have you played?

Some solo playtesting, yeah. It’s not perfect, and there are times you have to wing it and just go with whatever makes sense. Yet it hangs together surprisingly well. I’m not taking this any further, and we’re definitely not developing this for sale, but was super fun and satisfying.

What about the vision of immediate, on-demand game prototypes? Possible?

Oh yeah, just not now without a lot of manual work. I tried Meshy to generate some actual miniatures I could 3D print, and got something. I could tell at a glance they were going to need a bunch of cleanup in Blender before I tried printing them, and I was honestly exhausted with this process by that point. So nope, I went with printout standees for which you’d need the plastic stands. I stole some of those from a Gloomhaven box I had sitting around.

Still, if you’re asking me whether this on-demand, completely customizable future is possible based on this experiment, I’d say absolutely we’re headed into that world. I see a place for ChatGPT connected to a color printer with card stock, a 3D printer, and maybe a Silhouette Cameo or something like that for perforation (to avoid all that annoying scissor cutting), and you could really have something once the large language models mature a bit more.

Anything else to say before the download button?

Well of course! There’s a theme song for the game. You really need to hear this. Remember, I didn’t design anything, including the logo at the top of this article. Neither did I write the lyrics or the melody. I just gave ChatGPT some direction on what sort of lyrics I was looking for with some example songs and the mood, iterating a few times for the right verses and choruses, then fed that into the Suno music generator with some more direction on Celtic, ethereal folk music and whatnot. Then I listened to a few and picked the best.

And honestly, I love it! It’s called No Oath Can Hide. Smash the button below to listen. Here are the lyrics.

Alright, then. Show me a download button!

Sounds good. I hope you like it, or at least that can use some of these accessory goodies in whatever homebrewed games you’re dreaming up. The DOWNLOAD button links to a zip file containing everything you need to play apart from dice and some plastic stands for the ships, which means the stuff illustrated and listed below.

I hope you love it. What an amazing experience, and I’m looking forward to hearing what you think of all this. Don’t try to sell this anywhere though – it’s basically a glorified fan fiction that should be available for free.

Till next time,

Yes, there’s a Grailrunner theme song now

Since we kicked off Grailrunner around 2016 or so, I’ve intentionally left out references to me personally or the contractors I work with. My thought was to keep this super professional and focus on inspiring ideas and cool tools or giveaways that prod other people’s imaginations. Grailrunner Publishing is just a network of like-minded folks that help me put new things into the world, with the potential for other like-minded folks to (hopefully) catch a spark here and unleash their own.

I’ve noticed, however, that a lot of Youtubers are finding these days that their audiences seem to want to know more about them personally, beyond whatever terrain building tips or historical curiosities they talk about. Then occasionally, we get asked the magic question:

Who is Grailrunner?

So for giggles, I’ve rewritten the ABOUT page to tell the origin story and shed a little light on that, specifically recounting the strange experience I had in a rock gorge in Oman in 1997 that poured jet fuel into what became Grailrunner and our signature property, Salt Mystic.

No fairy tales. No gimmicks. That happened. Go read it to see what I mean. Over a decade later when I read that C.S. Lewis had a similar experience that turned into the Narnia series, it struck a chord with me big time. But anyway, in order to celebrate this slight shift in the Grailrunner approach to you guys, I thought it would be awesome to have something cool and free for you to enjoy.

So I wrote a Grailrunner theme song.

I was going for Springsteen/Bob Dylan-style poetry with a modern rock vibe, and I wanted to include a variation on our slogan: “Dreams are engines. Be fuel.” Not an easy task, I’ll grant you. It wasn’t a pretty process. I’m also bad about mixed metaphors, so if you detect any traces in the lyrics of shifting imagery, just be cool about it.

Here’s a link to hear it.

Here are the lyrics, by the way.

And no, that isn’t me singing. I used Suno, an AI app, to take the lyrics and generate a bunch of variations – all in a rock & roll direction but with some tweaks on other styles to get something nice that didn’t sound like everyone else. I think it turned out fantastic.

Anyway, let me know what you think about all this. And if you liked the song, I’d especially appreciate hearing that as my wife thinks it’s too loud and fast. We kind of all need to tell her how wrong she is about that.

Till next time,