Ballad Hunters: Thomas the Rhymer
Get the full intelligence
Search transcripts, export clips, track mentions, and explore all topics from “Ballad Hunters: Thomas the Rhymer” inside PodZeus.
In this episode of RPPR Actual Play, host Raz Baton welcomes game designer Tristan Zimmerman to run a one-shot of 'Ballad Hunters,' a gumshoe-style RPG set in 1813 England and Scotland, where folk ballads are coming to life with supernatural consequences. The players—Frederick Hobbs, Jane Ingram, and Rosie Grace—serve as agents for Walter Scott, the future author of Ivanhoe, tasked with mitigating the chaos caused by ballads manifesting in reality. The adventure centers on the Child Ballad 'Thomas the Rhymer,' which brings the party into Elfland after a wake where the ballad is sung. There, they discover Princess Amelia, kidnapped and trapped in a golden cage, and Mr. Weathers, transformed into a horse by the ballad’s magic. Through clever use of their compass verses, investigative intuition, and creative problem-solving—like using a giant-sized Jane Ingram to escape the castle—the party uncovers a conspiracy involving Bannister Tarleton, a real historical figure known for his role in the slave trade and military governance. They resolve the crisis by painting over the words on magpies to break the spell, reverse time, and free the captives. The episode concludes with a dramatic reunion between Amelia and Colonel Fitzroy, complicated by historical truths and the players' unexpected choices, including refusing to bring back a dead woman from the wake. The session ends with reflections on the game’s unique blend of folklore, textual analysis, and emergent storytelling. Key takeaways include: 1) Ballads in this world are not just stories—they are living forces that rewrite reality when sung; 2) The compass verse mechanic empowers players to creatively manifest ballad imagery to solve problems; 3) The game rewards deep engagement with the lyrics, as the answers to mysteries are embedded in the text; 4) Player agency shapes the narrative—choices like refusing to resurrect the dead or using a giant character create unique, memorable outcomes; 5) Historical figures like Tarleton and Amelia are woven into the narrative to deepen thematic resonance; 6) The game encourages players to treat folklore as a living, evolving text, not just a static myth; 7) The solution to the ballad’s curse is not brute force, but symbolic, poetic, and culturally grounded; 8) The game’s design fosters collaborative worldbuilding, where players and GM co-create the rules as they go.
Ballads in 'Ballad Hunters' are not just stories—they are living forces that rewrite reality when sung.
The compass verse mechanic empowers players to creatively manifest ballad imagery to solve problems.
The game rewards deep engagement with the lyrics, as the answers to mysteries are embedded in the text.
Player agency shapes the narrative—choices like refusing to resurrect the dead or using a giant character create unique, memorable outcomes.
Historical figures like Tarleton and Amelia are woven into the narrative to deepen thematic resonance.
…and 3 more takeaways available in PodZeus
Introducing Ballad Hunters and the 1813 Setting
Tristan Zimmerman, the game's author, introduces 'Ballad Hunters,' a gumshoe-style RPG set in 1813 England and Scotland, where folk ballads are coming to life with supernatural effects. The game draws inspiration from historical works like 'Pride and Prejudice' and 'The Madness of King George,' and features a unique mechanic where players are folklorists working for Walter Scott to prevent ballad-related chaos. The episode begins with character creation and rule explanation.
Character Introductions and Compass Verse Assignment
The players introduce their characters: Frederick Hobbs, a haunted veteran of the Peninsular War; Jane Ingram, a wealthy trader with a mysterious past; and Rosie Grace, a self-taught Ahudite with a divine worldview. Tristan assigns each player a compass verse from the Child Ballads, which will allow them to manifest the ballad’s imagery during the session. The mechanics of the compass and checkmarks are explained, emphasizing creative problem-solving over rigid rules.
The Wake and the Descent into Elfland
The party dines with Walter Scott in Edinburgh when a guest, Colonel Fitzroy, brings up the death of Princess Amelia. Scott’s bizarre claim that she’s alive in Elfland causes tension. As the conversation escalates, the party’s compasses alert them to an imminent ballad manifestation. They rush to a wake where the ballad 'Thomas the Rhymer' is sung, causing them to be pulled into Elfland, a surreal castle realm where time and reality are distorted.
Exploring Elfland and Uncovering the Conspiracy
Inside Elfland, the party finds Princess Amelia trapped in a golden cage and Mr. Weathers transformed into a horse. They explore the castle, encountering strange rooms and the ominous Magpie Room, where magpies spell out words from spoken phrases. The party deduces that Bannister Tarleton is behind the abduction, using a contract to bind Weathers to his service. They realize the ballad’s curse can only be broken by erasing the words on the magpies.
The Escape Plan and the Magpie Solution
The party devises a plan to paint over the words on the magpies to break the spell. Frederick volunteers to return to the castle, climb the apple tree, and paint all the magpies while the others wait. The plan succeeds, and they return to the real world, now free from the ballad’s grip. They then face a crossroads, using Jane’s compass verse to reveal a hidden path through the woods.
“This is the first group I’ve run this scenario for that saw the magpie room and just immediately bounced off it, said, nope, this is some weird, creepy nonsense. We want nothing to do with this.”
“The solution to the ballad’s curse is not brute force, but symbolic, poetic, and culturally grounded.”
“Ballads in this world are not just stories—they are living forces that rewrite reality when sung.”
Host
Guest
Ballad Hunters
media
Thomas the Rhymer
other
Princess Amelia
person
Elfland
other
Frederick Hobbs
person
Jane Ingram
person
Walter Scott
person
Mr. Weathers
person
Rosie Grace
person
Tristan Zimmerman
person
Monster of the Week: Occult Con
RPPR Actual Play • 2h 25m • 4/2/2026
Dungeons and Dragons 5E: Ptolus – The Night of Dissolution – Episode 8
RPPR Actual Play • 1h 40m • 4/16/2026
Delta Green: The Labor of Dogs – Episode 6
RPPR Actual Play • 1h 40m • 4/23/2026
Dungeons and Dragons 5E: Ptolus – The Night of Dissolution – Episode 9
RPPR Actual Play • 1h 55m • 4/30/2026
Mothership: The Oblivion Broadcast
RPPR Actual Play • 2h 46m • 5/14/2026
Get the full intelligence
Search transcripts, export clips, track mentions, and explore all topics from “Ballad Hunters: Thomas the Rhymer” inside PodZeus.
Start discovering podcast insights today
Start with a 7-day trial and explore a growing catalog of popular podcasts. No credit card required.
No credit card required • 7-day trial • Cancel anytime
