
Lately, a big chunk of my working hours have been spent writing, play-testing, and re-writing When Nightmares Come, my next set of war game rules for Osprey Wargames. Leaning into a modern-era, supernatural horror theme, Nightmares blends narrative scenes and RPG elements with successive combat encounters as the players hunt down a terrifying, otherworldly menace.
This post will be light on specifics for many reasons, the least of which is the kinks are still getting hammered out in certain areas. But I can say Nightmares is built on the Exploit Zero/Nightwatch/Insurgent Earth core, so players can expect a solid, mini-agnostic game with a relatively shallow learning curve. Read the book in an afternoon, run your first game that evening.


Like it’s cousins, Nightmares is designed for solo/cooperative play. It offers distinct character classes, along with a menu of Abilities, Skills, and Gear options, so players can create a team of unique Investigators and Monster Hunters. Add a variety of supernatural Adversaries with customizable traits and a simple campaign system that offers different paths for players to improve character abilities, upgrade gear, and cultivate favors with NPC organizations, and the possibilities for dangerous and engaging games goes through the roof.
Despite all the debate, discussion, re-working, we’ve been having a blast telling stories, making characters, collecting monster minis, and killing them.


More details as things develop, but I wanted to showcase some of the work that’s been going on behind the scenes for When Nightmares Come.
Thanks for stopping by. One last bit of advice: do NOT fumble your rolls when you interact with an Arcane Nexus.

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