The GROGNARD Files
Episode: Dirk’s Dossier – More Gladiator Chat and More
Host: Dirk the Dice
Date: December 24, 2025
Overview
This episode of The GROGNARD Files, hosted by Dirk the Dice, is a special “Dossier”—an extra collection of content and outtakes not heard in previous main shows. The focus is on explorations of new RPG experiences, in-depth discussion of a mass “Gladiator” Savage Worlds campaign, and a spotlight on the evolution and culture of Swedish RPGs, featuring interviews with Graham Botley and Magnus Sita. The episode blends playful banter, mechanical deep-dives, and evocative tales from the RPG community, providing rich insights for fans old and new.
Key Discussion Points & Insights
[00:18] Introduction: The Dossier Approach
- Dirk explains the rationale behind the “Dossier” episodes: cutting-room extras, musings, and patron perks, presented with an informal, "talking to myself" vibe.
- Sees similarities between these dossiers and musical deep cuts like Springsteen’s Nebraska: "Am I comparing Dirch Dossier to Nebraska, arguably Springsteen's most influential work? Yes, that's what I'm doing." (03:05, Dirk)
- Teases the structure: news from recent conventions, a deep-dive on recent gladiator campaign developments, and more from the acclaimed interview with Swedish RPG historian Magnus Sita.
[04:21] Into the Dungeon Revived: Convention Playtest
Blythe recounts a session of a new adventure variant:
- Played "Into the Dungeon Revived" at Owlbear and the Wizard Staff convention, a twist on Chris McDowall’s Into the Odd.
- Key Mechanics:
- No to-hit rolls, just rolling for damage—speeds up combat, increases tension.
- Dice improve or worsen based on circumstance (advantage/disadvantage).
- Encounters are quick, "fights last two or three rounds and they're quite tense." (06:12, Blythe)
- Added simple character classes and flavorful abilities, but retains the minimalist core.
Notable Reflections:
- "I've run Into the Odd games and sometimes wondered, is this working for the players? Does this mechanic work? But having now experienced it as a player, I think it really does." (06:24, Blythe)
- The system permits more progress and pace compared to traditional D&D.
- Players must act proactively—any monster attack is guaranteed to hit, so defensive or clever actions become crucial.
[08:06] Savage Worlds Gladiators: System Design & Campaign Structure
Graham Botley discusses his design process and the appeal of Savage Worlds for gladiator stories:
- Initially wanted an RPG that handled minion rules, leader types, black powder, and magic for various campaign genres.
- Savage Worlds provided the right balance for flexible, modular sessions.
- The Gladiator module aims to support both campaign depth and one-shots, with special attention on varying archetypes (intellectual, brute, agile).
- Players run multiple gladiators in a stable, accounting for injuries and downtime.
- Base-building and Ludus management are integral—players experience both arena action and out-of-the-ring decisions.
On System Flavor:
- Gladiators can be designed for unique playstyles beyond brute force: "You can build a gladiator based around intelligence or speed or agility or brute strength or just, you know, bloody toughness." (13:40, Graham Botley)
- The crowd is a living mechanic, influencing play through momentum—a piece refined in partnership with Pinnacle Entertainment:
- "We wanted you to have almost a momentum-type mechanic. So when you're winning, you keep winning, but that can get derailed." (17:43, Graham Botley)
[18:57] The “Monday Night Fight” Campaign: Actual Play and Reflections
Dirk and Blythe elaborating the scale and flavor of the group Gladiator campaign:
Campaign Logistics
- Large organized play: 5 GMs, 20+ players, each with unique characters and scheduled weekly combats.
- Game Masters act as in-world political figures, adding a strategic layer and sense of spectacle.
- Financial constraints, monster budgets, and victory conditions all add to the emergent play.
Thematic Play
- Not pure arena slugfests—every fight has unique, creative challenges and win objectives.
- Banter, betting (not with real money!), and a lively Discord community amplify the engagement.
- "For the People of the Empire, it's a form of entertainment, isn't it?... about entertainment more than anything." (19:54, Blythe)
Memorable Moments
- Players at first treated it as all-out blood sport; required orientation towards creative, goal-based play.
- Resource shortages led to memorable substitutions ("couldn’t afford a good monster... compromised with a bison" (20:36, Blythe)).
- League tables for player performance, with points for impressive (“raises”) and objective-based accomplishments.
- Comedic asides about not laundering RPG money through the real estate market in Salford (21:36).
Reflections on Play
- Savage Worlds’ tactical depth underscored; campaign intended as easy-to-run, found to require more prep (token management, stat-matching, encounter design).
- "It's not like a vague theater of the mind story game, is it? It's kind of quite a detailed combat game, really." (23:58, Blythe)
[25:14] Roses and Thorns: Campaign Postmortem
Dirk offers a personal retrospective:
Successes
- High engagement, anticipation, and creativity from participants.
- Emergent character development—the “hindrance” system fueling ingenious solutions (kayaking on a shark, poetic play reports, in-game rivalry).
- "A character had a hindrance that they couldn't swim... killed one of the sharks, dragged it... sat on it like a kayak..." (26:18, Dirk)
- Out-of-ring social RP: Play reports, poems, and cross-group storytelling (e.g., Mardrak the Poet).
Challenges
- Logistical hurdles: Betting minigame and in-game council meetings didn’t coalesce due to time management.
- "It needed a bit more coordination to encourage the participants to engage more." (28:19, Dirk)
- Player-vs-player combat, though fully consented, proved uncomfortable—highlighting the emotional stakes and limits of RPG competition.
Lessons Learned
- Next time would lean on Savage Worlds' abstracted chase rules for setpieces (e.g., chariot races), less focus on micromanaged tactics.
- Emphasize “Spartacus”-style palace intrigue, social climbing, status-based play over maximized combat mechanics.
- "The emphasis should be on developing the status of the characters rather than gaming the edges to maximize actions." (32:45, Dirk)
[34:41] Interview with Magnus Sita: Writing, Fandom, and the Swedish RPG Scene
Magnus Sita shares his journey and philosophies:
Entry into Professional RPG Writing
- Started in 1982 via homebrew adventures, moved on to writing digestible material for friends and conventions.
- Progressed to published work (Dragonbane, Mutant Chronicles, Cubicle 7, Target Games, Free League, etc).
- Notes shift from highly gatekept publishing in the '90s to a vibrant, open, community-centric modern RPG scene.
Reflections on Fandom and Community
- "The fans are as much a part of the game creation as the writers." (42:51, Magnus Sita)
- Cites Mörk Borg as a creative game-changer, inspiring wide community participation via open licenses.
- Celebrates the Swedish RPG industry's tight-knit, non-competitive outlook, collaboration, and the role of online communities (e.g., RPG.nu).
Maker Culture and Geek Fandom in Sweden
- Swedish RPGers came from Tolkien/scifi fandoms; cross-pollinated with LARP communities, bookshops, and maker culture (minis, terrain, dioramas).
- Describes a diorama brought to a Free League convention by a first-time GM as an example of tactile creativity and collective spirit.
- "This mentality is what really brings energy to me as well now..." (50:45, Magnus Sita)
Openness and Encouragement
- Urges established creators to nurture, not gatekeep, new talent:
- "A fan today can be the next Mörk Borg. ... If Old Geese like us encourage the young people, they will create much better stuff..." (44:58, Magnus Sita)
- Critiques "star" culture separating fans and creators, favoring collaborative, DIY ethos.
[51:29] Closing Thoughts
- Dirk thanks guests and patrons, highlights community initiatives (Grog Meet, online events, book club, Discord), and announces a book giveaway for Outside the Box: How Sweden Conquered the World of RPGs.
- Offers warm seasonal wishes and encouragement to listeners.
Notable Quotes & Timestamps
-
On minimalism in RPGs:
- "The famous Into the Odd mechanic of you don't roll to hit, you just roll the damage..."
– Blythe, 05:02
- "The famous Into the Odd mechanic of you don't roll to hit, you just roll the damage..."
-
On emergent play:
- "Having now experienced it as a player, I think it really does [work]...it's quite exciting because at any moment it's not going to miss, it's going to hit me."
– Blythe, 06:24
- "Having now experienced it as a player, I think it really does [work]...it's quite exciting because at any moment it's not going to miss, it's going to hit me."
-
On mechanical innovation:
- "We wanted you to have almost a momentum type mechanic. So when you're winning, you keep winning, but that can get derailed..."
– Graham Botley, 17:43
- "We wanted you to have almost a momentum type mechanic. So when you're winning, you keep winning, but that can get derailed..."
-
On collaborative RPG culture:
- "The fans are as much a part of the game creation as the writers."
– Magnus Sita, 42:51
- "The fans are as much a part of the game creation as the writers."
-
On nurturing new creators:
- "If Old Geese like us encourage the young people to do that, they will create much better stuff than we ever did. But we need to be open...and not be gatekeepers."
– Magnus Sita, 44:58
- "If Old Geese like us encourage the young people to do that, they will create much better stuff than we ever did. But we need to be open...and not be gatekeepers."
-
On uncomfortable PvP in RPGs:
- "It just didn't feel right. All the appropriate safety tools and consent was in place, but it was uncomfortable when a player struck another player with a sword so hard that they were bleeding out..."
– Dirk, 30:00
- "It just didn't feel right. All the appropriate safety tools and consent was in place, but it was uncomfortable when a player struck another player with a sword so hard that they were bleeding out..."
Timestamps for Important Segments
- Introduction & framing: 00:18 – 04:20
- Into the Dungeon Revived discussion: 04:21 – 08:06
- Graham Botley/Savage Worlds Gladiators: 08:06 – 18:57
- Campaign play & reflections: 18:57 – 25:14
- By-the-numbers campaign review: 25:14 – 34:41
- Magnus Sita interview: 34:41 – 51:29
- Wrap-up and closing thoughts: 51:29 – end
Tone & Style
True to the GROGNARD Files’ signature voice, the episode is convivial, self-deprecating, and enthusiastically nerdy. The hosts and guests blend detailed mechanics talk with storytelling and humor, always circling back to the communal joy (and sometimes chaos) of RPG play—past and present.
For Further Engagement
- Patreon: Access future dossiers and participate in Grog Meet and other events.
- Community: Listeners returning to roleplaying will find a supportive Discord and organized play resources.
- Ongoing Giveaways: Review or share the podcast for a chance to win Outside the Box: How Sweden Conquered the World of RPGs.
Summary prepared for easy reference, with clear markers to help any listener (or lapsed gamer) jump back into the episode’s most relevant and enjoyable discussions.
