Saturday, April 4, 2026

My Love Versus All Of Time And Space Preview

 


Hi everyone and welcome to my blog! Today I wanted to switch things up a bit and provide you all with a preview for my new, upcoming TTRPG My Love Versus All Of Time And Space. I’ve had so much fun working on it, in large part thanks to the inspiration of the beautiful art Miguelangel Bastidas is creating.

In My Love Versus All Of Time And Space you play as a Summoner capable of summoning Guardian Spirits of Fire, Earth, Water, and Wind. These Guardians you summon happen to be quite attractive, and predictably, romance of one sort or another ensues as you fight your way across the hex map of Rumantica defeating robots, angry creatures, and undead.

Most enemies have a weakness for a certain weapon type or a certain element. There’s a lot of strategy in combat as you figure out which Guardian to summon to exploit different weaknesses.

You start out with one Guardian, who you can either choose from the 8 I’ve provided or you can roll up your own using tables in the back of the book. As you explore the map of Rumantica, you’ll find temples that you must clear and defeat the Guardian at the back of the temple to acquire them into your party.

And for those of you who aren’t interested in romance, don’t worry! You can be a platonic pal to your Guardian Spirits! The “My Love” part of the title can be either romantic or platonic.

The Guardian illustrations by Miguelangel are GORGEOUS though and I tried to include every kind of feature that people, men, women, or nonbinary, will find attractive in the Guardians. For this preview, I wanted to show you three of them today.

 

Rudrinia

Rudrinia is feisty, mischievous, and always gets lost in the details. She’s a Fire Guardian, if you couldn’t tell by her flaming hair. Her pose here is inspired by pin-up, like most of the Guardians.

 


Nubenzal

This is Nubenzal. He is stern with a fiery temperament but secretly loves cute animals. He is another Fire Guardian. I think he’s so gruff and handsome!

 


Eedei

Eedei is a Water Guardian. She’s gentle but loves to tease others. She has a lovely singing voice and likes collecting shiny things.

 


I have more Guardians that are being illustrated right now, and from what I’ve seen, they’re coming along great! I’m excited about this project! It shares DNA with my game, Cyuteemon, in that you collect Guardian Spirits, but this is a game for adults, unlike Cyuteemon.

It is a roll-under dice system with three Stats. I felt that it was a good system to use to keep things both simple and strategic with all of the other abilities and spells added to the game.

This game is built from the ground-up to be played solo, but I’ve been playing it one-on-one as GM with my husband to playtest it and he’s been having fun, so it’s definitely possible to play with another person.

I hope this small taste of my game has interested you. Stay tuned to my blog for updates and releases!

Also, my weekly Newsletter goes out through Substack. It would be lovely if you subscribed to it so you can keep up to date on all of my articles and Sarah Solo projects! You can find me here on Substack.

Also, also! If you would like to see more of Miguelangel Bastidas's art, you can check out his Fiverr here.

Friday, April 3, 2026

Artefact Review

 

Hi everyone and welcome to my blog! Today I’ll be reviewing Artefact by Mousehole Press, a game you can find on itchio here. It’s a wonderful creation tool for designing backstories for items in your game world. I’ve had so much fun with it that I thought I’d share some of my thoughts about it and also share a magical weapon’s backstory that I created using Artefact’s rules.

To start, I discovered Artefact thanks to my husband. He introduced me to his physical copy of Artefact and explained the premise, that it’s a game you play to create magical items and their backstories, and I was immediately swept away by it. I enjoy worldbuilding and creating items for my world’s I’ve “built” is a part of that. Artefact provides a detailed structure to design magic weapons and their histories.

Not only is Artefact useful for creating weapons and other magical items, but it’s also a relaxing game as well. Throughout the book you are reminded to dim the lights, listen to some music, and just breathe as you reflect on your creation.

I found this to be nice as I’m the kind of person who zooms through everything. I tend to rush and not appreciate things until after I’m finished, so being reminded to just breathe and think really allowed me to appreciate the process of creating, as well.

You don’t need much to play Artefact, just something to write and draw on and something to write with. The game includes a soundtrack, which I found lovely. I liked that I didn’t need dice or cards to play. Not that I don’t like these implements in my solo games, but it meant I could take Artefact on the road and play in the car if I wanted to, which is always a nice touch.

The magical items you create in Artefact can be sentient or semi-sentient. They react and change based on their Keepers, or wielders, as well as during significant events during their lifespans. You answer prompts in a certain order and this will help you establish Traits and a history for your item. Yes, this is a journaling game. You will be writing a lot. I know that’s not for everyone, but there is something satisfying about reading over what you’ve written when what you’ve written is as detailed as Artefact allows for.

This is a slow-moving game, or at least it was for me the first time I played it. That’s because the author encourages you to take breaks as your magical item passes from one Keeper to the next. I like that it gives me time to reflect and think, but I could also see someone just going ahead and skipping this part to keep on writing while they’re inspired.

I’ve played Artefact three times already. I’ve used all of the items I’ve created in different games. I’d like to share one of the histories of a magical item I made using Artefact to give an example of what journaling the game could look like. The Artefact I made was a shortsword that my reoccurring character in many of my games, Winona Wrath, used in Four Against Darkness. I had acquired a magical sword in 4AD and knew that was the perfect time to pull out Artefact to learn more about the sword.

Here’s the tale of the shortsword, Heartbreaker, written using Artefact’s promps and rules.

 

The shortsword was tempered in the heat of a great forge by the legendary Elven smith, Aoric. He used the most powerful ore in the land to forge the blade, Dreadsilver. Dreadsilver is strong enough to kill a dragon and pierce through magical barriers. Aoric named the sword Heartbreaker, for all the widows created due to its use in battle.

Heartbreaker is a force of its own and thinks of its Keepers as comrades. It is a very loyal sword. Heartbreaker was forged in the city of Lihtos in Echodia during the Imperial Age and longs to return someday, though the city is full of undead in modern times.

Aoric was once forced to use Heartbreaker to kill a woman he was in love with who turned out to be a thief, stealing his weapons for her anarchist rebellion faction. He dealt her the killing blow after a thrilling battle. Legends say she cursed him with her last breath, but the truth is she died immediately when she was stabbed the final time.

Of all its comrades’ predilections over the years, revenge is the most confusing to Heartbreaker.

The first Keeper of Heartbreaker after Aoric was Rhangyl. He was a rogue from the same faction as Aoric’s lover and murdered Aoric in revenge and took Heartbreaker.

Rhangyl was a Moon Elf, a former slave, who escaped and now lived a daring life as a rebel against the Empire. He eventually left the faction when his ideas for revolution were considered too extreme.

He used Heartbreaker to kill an evil Human noble and freed all two hundred of his Elf and Gnome slaves. Rhangyl eventually tracked down his own old slave master, a man named Gael Spanghero, and slew him in a duel. But Gael cheated and used a poisoned sword in the duel and mortally wounded Rhangyl.

Before Rhangyl died he gave Heartbreaker to a new Keeper, a freed Gnome slave named Palmyn. Palmyn used Heartbreaker to become one of Xosnea’s most famous monster hunters of the Imperial Age. Palmyn used Heartbreaker to slay the legendary Fire Giant, Buwar. She also belonged to the highly competitive monster hunting guild, the Beast League.

She traveled to Wocrex and fought many battles with the Lich, Deeghis, though she never successfully defeated him. She did save a great hero from Deeghis’s tower once. It was the Elf warrior Zhoron Zinra, who had once been a fellow slave.

Eventually Palmyn was slain by the orc Urgan in a duel to the death. The sword entered Urgan’s treasure stash until decades later when two treasure hunters found it in the orc’s old lair.

The treasure hunters were two Humans: Cleeve Ermyn and Marian Bothy. Despite their mutual distrust, they were sometime-lovers, and shared ownership of Heartbreaker.

Eventually Marian ended up with the sword when the two split after the distrust between them became too great. Marian died in a dungeon, leaving Hearbreaker to sit in waiting for centuries for a new Keeper, who happened to be Winona Wrath.

 

As you can see, I was inspired greatly by the prompts in the book and developed a detailed history of Heartbreaker, whose Traits ended up being Romantic, Loyal, and Spectral. I decided to define these Traits as she deals +1 damage against any enemy who has just harmed someone she loves when she wields Heartbreaker.

I love journaling and I love games that make me really think about the kind of world I’m building. From the story above, I created numerous characters that I can bring up again in future stories set in the land of Xosnea. That’s an exciting prospect for any worldbuilder.

I highly recommend Artefact to anyone who enjoys journaling games with minimal set-up, as well as for GMs of pretty much any game who want to create a deep history concerning a magical item.

Thursday, April 2, 2026

Actual Play Of Mork Borg Part 2

 

Hi everyone! This is Part 2 of my Actual Play of Mork Borg solo! I hope you enjoyed the first one, which you can find here on my blog or here on Substack. In this Part, the four women of the Crisis Rangers travel back to the city with Karva. Is Karva truly a thief? Will she steal the relic they just earned in the crypts? There’s more action ahead in Part 2!

 

Part 2

It should take two days to reach Galgenbeck from the crypts. Luckily there is an ancient road that leads from the crypts to the city. Outside waiting for the Crisis Rangers is Graft’s ever-loyal donkey, Leslee. She carries a cart full of their belongings. Leslee is a strong beast, and sometimes they take turns sitting in the cart during long days of travel. They have 8 rations. That should be just enough to get them home to Galgenbeck. If they are quick on their feet, however, they might just make it to Galgenbeck early.

They make solid progress on the first day. They might even make it to Galgenbeck by the next morning. The weather is favorable, and so far there haven’t even been any brigands on the road demanding a toll. That night each of the women eat a ration and spare an extra ration for Karva. Eldar bitterly says they now don’t have enough rations for everybody for a full second day of travel. Merkari says the weather seems fair and they should make Galgenbeck in the morning or early afternoon.

They go to sleep that night, though Von, not trusting Karva, stays up to keep watch.

Von doesn’t see Karva move from her spot on the ground she is sleeping on, but Von does see movement in the trees. She wakes the rest of the Crisis Rangers and they ready their weapons. Two Scums appear from behind the trees, each holding a knife. Merkari is struck from behind by a third Scum with a knife for 3 HP. The three Scum surround the four Crisis Rangers. Karva is still asleep soundly. Merkari wastes no time in charging at the Scum that stabbed her. She slashes him for 3 HP with her longsword. He staggers backward, injured but still standing.

Eldar summons her imp companion, Buster. Buster hates Eldar but is beholden to her and must do as she commands. Buster attacks the injured Scum. He slashes him with his claws for 1 HP and giggles fiercely.

Von attacks with her warhammer. The injured Scum somehow manages to dodge her attack. Graft casts a power called Electroclasm. It deals 4 HP damage to the first Scum, 2 HP damage to the second Scum, and kills the injured Scum. There are now two Scum left.

The first Scum targets Von, who he can see is still injured from her fight with the Goblin earlier in the crypt. Von is quick on her feet though and dodges his knife. The second Scum targets Graft, sensing she may be more powerful than her companions with her spellcasting ability. He slashes at her for 2 HP and poisons her with his toxic blade. Merkari, enraged at seeing her close friend injured, attacks the Scum who hurt her. She stabs her blade through his heart, killing him immediately. Now there is one Scum left. His hand holding the blade starts to shake, but he does not flee. Eldar whacks him with her staff for 4 HP. Buster attacks next, clawing out the Scum’s eyes with a strange glee, killing him.

The Scum are defeated and Karva suddenly wakes to find the forest covered in blood and littered with bodies. She tiredly asks what happened. Perhaps thinking this is all a dream, she falls back asleep before any of the Crisis Rangers can answer.

They spend the night healing their wounds, though Graft will need to see a doctor once they return to Galgenbeck for her poisoned injury. Luckily, they make it to Galgenbeck later the next morning.

Galgenbeck is a huge city that offers a wide variety of services. Graft spends some silver going to see a doctor that can heal her poison. Merkari buys a supply of ten rations and sells the bottle of wine she had found for 100 silver. Graft buys a sword but does not throw away her femur. She feels it’s lucky and will keep it as a back-up weapon.

They stay at an inn and eat and enjoy the drunken brawls that go on there. Von even gets involved in one herself, but ends up with a black eye. Karva does not give them any silver for her transportation to the city but says her “gravedigger’s guild” has a chapter in each of the larger cities and if the Crisis Rangers ever need a favor just ask. She leaves the party.

Later that day they navigate the complicated streets of Galgenbeck with ease. Merkari has lived here her entire life and knows the city by heart. She finds Ferin, their friend who happens to be a psychic information broker. It was according to him that Eldar is the one holding back the apocalypse.

They give Ferin the brooch they found in the crypt, and he gives them each 50 silver.

Ferin has known Merkari since she was a child. He is a very old man; no one knows how old. He is partially blind and going deaf, but his wits are as sharp as ever. He was once an official prophet of the city of Galgenbeck, but in recent years has been forgotten due to the new prophets that have entered the city and taken over with their doom-sayings. He has been reduced to living in a small hovel in the slums of Galgenbeck.

Ferin also happens to dabble in magic. He thanks them for the brooch and it immediately goes into one of his many hidden pockets on his robe.

He informs them that an old watchtower nearby has been taken over by a serial killer who is studying necromancy. Of course, this immediately enrages Graft and she says it is their duty as good citizens of the Dying Lands to handle the situation. Ferin says the killer has stored treasure at the top of the tower, but the tower is overrun by his summoned undead.

Buster, hiding in Eldar’s large backpack, giggles. He can sense that they are going to be doing some killing already and is excited.

Ferin draws them a crooked map to the tower. It is about three days out of town. Merkari will need to buy more rations, or else they will need to hunt and forage on the way there.

Ferin says the killer is a wanted man and the delivery of his head to Galgenbeck’s guard tower will net them extra silver and possibly a favor or two from the city guards.

Merkari thanks Ferin for his information and the Crisis Rangers prepare themselves for the journey. Merkari buys some extra Rations and a few medicine boxes.

They rest at the inn until the next morning and leave Galgenbeck for the watchtower bright and early. There is a light drizzle that gets harder as the day turns into the afternoon. Though they make good time with even Leslee the donkey moving faster than normal, as afternoon becomes evening the road becomes muddy, fog sets in, and visibility diminishes. They decide to camp early for the night.

They settle under some large trees for shelter as the rain goes on into the night and they each eat a Ration. As midnight nears the rain finally lets up and they decide to get some sleep, though Merkari volunteers to keep watch.

As the night drags on, Merkari swears she hears some extra rustling in the bushes. It could be an animal, but it could always be something much more dangerous. She wakes the other women and they ready their weapons as the rustling gets closer to them. Suddenly three Goblins emerge from the thrush and darkness, wielding knives with hungry eyes.

Merkari does not even give them time to react. She attacks one with her sword, striking it for 1 HP as it dodges out of the way almost just in time. Eldar releases Buster from her satchel and strikes at the first Goblin with her staff. Her staff does little against the Goblin’s tough skin, but it distracts the Goblin long enough for Buster to lunge at it. He scratches the Goblin for 1 HP with his claws. Von attacks next with her warhammer. She kills the Goblin with a strong bash over the head. Now there are two Goblins left. Graft attacks with her shortsword. She misses the Goblin she was aiming for as it is quicker than it looks.

A Goblin targets Merkari with its knife and lunges at her. Its knife scratches her scale armor but doesn’t injure her. The second Goblin attacks Eldar. It stabs her in the shoulder for 4 HP.

Merkari, enraged to see her friend bleeding, attacks this Goblin. The Goblin somehow parries her attack with his small knife and a sharp sound cuts through the dark of night as their blades clash. Eldar, bleeding but still on her feet, swings her staff at the Goblin. The attack does little against the Goblin’s hard skin. Buster, giggling that Eldar has been hurt, attacks the Goblin that hurt her nonetheless. He scratches at the Goblin but it moves and he hits nothing but air. Von also misses her attack, as does Graft.

A Goblin takes a swing at Von with its knife. She parries with her hammer. The other Goblin sneaks up behind Von while she’s parrying and stabs her for 2 HP.

Merkari attacks again. She misses. The Goblins are just too quick. Eldar hits a Goblin on the head with her staff for 1 HP. Buster giggles and attacks the same Goblin with his claws. He misses. Von attacks with her hammer. She hits the Goblin for 1 HP. Graft casts Electroplasm. She hits the first Goblin for 3 HP and the second for 2 HP with electricity. The first Goblin panics and runs away, leaving one Goblin left who stands its ground.

It attacks Von with its knife. Its knife cuts her fur armor but that’s it. Merkari attacks it. She slices her longsword through the Goblin’s chest, killing it.

The ground is muddy and bloody and Eldar is injured badly. She uses an elixir and starts to recover quickly. By now it is almost morning. There is a light drizzle, but the weather has improved drastically and they decide to start traveling again rather than try to sleep with dead Goblins around them.

They manage to get lost and go off on the wrong path. The map Ferin drew is not well-designed with landmarks. They will require an extra day of travel to reach the tower.

They eat their Rations that night and all are tired from the long day. The rain has stopped but it is foggy and hard to see even with their campfire. As the night wears on, they find themselves drowsy and argue over who will keep watch.

Suddenly a group of four travelers emerge from the darkness. They look hungry and tired. They say they are pilgrims on their way to a temple but got lost in the fog and smelled their campfire. They offer six silver for four Rations.

Eldar is about to say no, but Merkari agrees on the condition that they camp together tonight and that they keep watch. The pilgrims do not have any weapons except quarterstaffs but promise to wake up the women if danger approaches.

Luckily, there are no encounters that night and the women catch up on their rest. When they wake, however, the pilgrims are gone and have taken four more Rations. Eldar curses Merkari’s kindness. Buster laughs maniacally from inside her satchel.

The light drizzle continues into the day. They stay on course, despite the environment becoming thicker with thrush and trees.

That night they eat their Rations and camp as the rain finally lets up. Merkari volunteers to keep watch again. She feels bad about the pilgrims stealing their Rations the night before. The night is uneventful and in the morning the weather is fair at last. They travel all morning and reach the watchtower by the early afternoon.

 

That’s it for Part 2! Stay tuned for the dangerous delve into the watchtower!

My Love Versus All Of Time And Space Preview

  Hi everyone and welcome to my blog! Today I wanted to switch things up a bit and provide you all with a preview for my new, upcoming TTRPG...