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Saturday, January 5, 2013

It Looks Like the Monthly Tunnels & Trolls Hangout is a GO!

Looks like there is plenty of interest in a monthly T&T game run via G+ Hangouts. I'm very happy ;)

I'll be putting the house rules doc together (it's mostly a T&T 5.5 with some elements of 7.5) and posting it here when it's done. Do worries if you have one set of rules or the other - it all works out in the end ;)

I'll try and set a time / day before midweek coming up. I'll see if I can sneak a Friday Night in - no guarantees.

I'd like to get character generation done ahead of time, so after the roster is set I may do some mid week 30 minute hangouts to get that sorted out, along with any questions.

I'm not gathering names for the game just yet - I have 2 reserved slots, 4 open and maybe we'll go with one back-up slot. Give me a few days to work out the logistics.

The plan is to run The Dungeon of the Rat by Mike Hill. Hey, you knew it would have to be something to do with rats ;)

Flailceratops For Tunnels & Trolls

Thanks to James for commissioning such awesome art!
For far too long the Flailceratops has been kept in the backwaters of the OSR. Today, he gets added to the ranks of Tunnels & Trolls!

Flailceratops 

Monster Rating: 125

Combat Dice: 13D6 + 63

Special Damage: 4/ - Breaker Breaker (one of the characters taking damage from the Flailceratops has a random piece of armor or wielded weapon broken as per the 5th level spell)

Most intelligent creatures that are lucky enough to spot a Flailceratops before it spots them do their best to avoid it. These large, lumbering creatures drop no treasure, and their "Flail Head" has been known to destroy armor and weapons of it's opponents. Even those that survive the encounter and vanquish the beast are often poorer for the experience.

(i prefer T&T 5.5 for most things, but I like Spite Damage and Special Damage for my monsters, and talents for my PCs. I guess I like a 5.5 / 7.5 hybrid sort of game ;)

And Just Like That, The Deluxe Tunnels & Trolls Kickstarter Funded - In a Day and a Half



If you've followed this blog over the last few months, you know I have a love / hate relationship with Kickstarter Projects. If you've followed this blog over the last 2 years or so, you'll know I have a real liking to all things Tunnels & Trolls.

The Deluxe Tunnels & Trolls Kickstarter has surpassed it's $26k (it's actually past $27K right now) goal in a day and a half. It still has 31 days to go.

Holy shit.

I think it's safe to say it will fund better then most OSR RPG projects. Beyond that, I make no predictions ;)

I'm happy to see Tunnels & Trolls being brought back from the brink of death without the involvement of a certain unauthorized third party. I'm happy to see so much excitement for a game that has changed little since 1975. I'm happy because I just love the system, okay? heh

Rick has set a release date of August 2013 but actually hopes to ship in June. He might beat Dwimmermount out the door if he hit's June ;)

If Deluxe T&T runs late, or fail to update on a regular basis, I will be sure to shake the tree ;)

Friday, January 4, 2013

Judging Interest For a Tunnels & Trolls Session

With all of the excitement brewing due the recent launch of the Deluxe Tunnels & Trolls Kickstarter, I thought it might be fun to run a Tunnels & Trolls session, using the T&T 5.5e rules (mostly), once a month or so while getting ready for the release of the Deluxe T&T Rules.

It would be over G+ Hangouts, most probably using Tabletop Forge, and I fully expect to be using Dyson's Delves for at least some of the dungeon levels (although I reserve the right to steal inspiration from far wide).

I would be using Talents from the 7 / 7.5e rules, and I'd explain their use beforehand.

No need to own the rules, you can grab a free copy of the T&T 5e Quickstart Rules at RPGNow, but if you want to be a caster it might be helpful. Not necessary, just helpful.

I'm in NYC, so the timing would be Eastern - probably 8PM to 11PM (give or take) and I'll figure out the day of the week later.

This isn't a sign up page yet - just trying to judge interest before making this a "Go!" ;)

Butt Kicking For Goodness! When is a Beta Not a Beta?

Pathfinder MMO - So, I've been listening to the Fear the Boot Podcast the past couple of days, and there was recently a 2 parter in which Mark Kalmes of Goblin Works is interviewed about the Pathfinder MMO. Interesting stuff and a decent thing to listen to during your commute. One thing really stuck out in my head though - Goblin Works expects players to pay to play in the Beta.

Think about that for a second. Pay a monthly fee for the privilege to play in an unfinished product.

Now, the spin is a decent attempt but still falls flat - the "Alpha" will be the bug stomping phase, the "Beta" will be the content adding phase. In iter words, the claim is "The Beta" is not "A Beta". The bug stomping is going to be done by bots and in house playtesting, which means there will still be a shit load of "bugs" in "Beta.

I know Goblin Works is a small company, but if you need to charge you playtesters for the right to test your game for however many months the Beta lasts, maybe your finances aren't where they need to be to make this game a success. Just a thought.

Side note - The idea that one should not call game developers / writers / publishers / whatever to task for running late with their Kickstarter Projects because "if you rush them they may just release a rushed product" is a crock of shit.

The fear that criticism might damage their fragile mental health? If you are going to ask for money in return for your own creative product, expect some criticism when you fail to deliver on the promises.

If you were the type of student that did every term paper and project in college on the last weekend / last night / handed the shit in late, you are going to be late with your Kickstarter Project unless you do some major changes in how you apply yourself to these types of events.

Excuses are only good the first time they are used. After that, we don't want to hear it. Falling on the sword and admitting you "fucked up" works a lot better then us reading about yet another head cold that has sidelined a creative type. As the vast majority do this work on the side, if you are sick enough to stay home from work, you probably can sneak some time in at home on the computer catching up on your project.

Shit, there were supposed to be actual updates, weren't there?

Far West - Weekly updates from here on out. Slowly the folks running these Kickstarters are learning communication is key, especially when you are really late (Powerchords is years late and it's constantly being updated)

Metamorphosis Alpha - Weekly updates from here on out. Am I detecting a trend here?

Tremulous - no updates since mid October. The physical product is due this month. No updates on the forum side either. Reality Blurs needs should consider joining others in weekly updates ;)

Trollish History - From Yassa Massa! to Spirit Mastery - The Evolution of a T&T Spell Over the Editions



I originally posted this in February of 2011, but it seems like a fun one to revisit, what with the Deluxe Tunnels & Trolls Kickstarter having launched last night.


Troth asked earlier this week if 2nd level Spirit Mastery spell in the 7e Tunnels & Trolls rules had it's roots in the 2nd level Yassa-Massa! spell from earlier editions. So I opened up my copies of earlier editions to take a peek.

These are copied word for word, tense for tense, punctuation for punctuation, capital letter for capital letter, etc. So yes, earlier editions were a bit unclear...

T&T 1e: Yassa-Massa! To be used only on previously subdued monsters / foes. Total strengths I.Q. & Charisma. Will permanently enslave monsters with with ratings lower then the above total.

T&T 2e: Yassa-Massa! To be used only on previously subdued monsters / foes. Total strength, I.Q. & Charisma. Will permanently enslave monsters with with ratings lower then the above total.

T&T 3e (1st UK ed): Yassa-Massa! Previously subdued Monsters or foes are permanently enslaved if their Monster Ratings are lower then the combined Strength, I.Q. and Charisma of the caster. Monster must have surrendered or lost half his Constitution or M.R. for Spell to work.

T&T 4e: Yassa-Massa! To be used only on previously subdued monsters / foes. Total strength, I.Q. & Charisma. Will permanently enslave monsters with with ratings lower then the above total.

T&T 5e: Yassa-Massa To be cast on previously-subdued monsters / foes. Will permanently enslave if victim's ST, IQ and CHR are less then that of the wizard, or if the MR is less (and remains so).

T&T 7.5e: Spirit Mastery This spell enslaves its target to the caster"s will for as long as the total of the caster's INT, WIZ and CHR are greater than the combined total of those three attributes for the target. If the victim has a Monster Rating, it's MR must be less than the caster's total for INT, WIZ and CHR.

So, basically, in 1e the foe had to be subdued first. I'm no expert on the earlier T&T rules, so if there are subdual rules in in T&T 1e I can't find them. It's also poorly written and typo'ed, but it was a work in progress back then.

As for 2e, again with the subdued condition I can't find, but at least the spells power can be figured out now.

UK 1e makes sense, explains the condition the monster / foe must be in for the spell to work. I could use this spell

4e is the same as 2e - same problems.

5e is the same - how the heck do you do subdual damage in Tunnels and Trolls editions 1-5? Hey, found an answer dating back to 2001 from Tori Bergquist- I suspect this houserule was well in use, just never made it to the rules. 5.5e has info on "Pulling your punches", but it isn't what the Yassa-Massa spell needs to fulfill it's requirements.

7.5e changes the name and no longer needs the foe to be subdued, which is good, as I don't think 7e has the rules for it either (I'm too tired to check). Oh, and it replaces STR with WIZ in the spell power. Oh, and it may not be permanent - watch out if your WIZ drops during use.

So there you have it, the evolution of a Tunnels & Trolls spell from 1e to 7.5e.

Turning Tricks For Tunnels & Trolls

Alright, I won't literally be "turning tricks" for T&T, but the excitement surrounding the Deluxe Tunnels & Trolls Kickstarter certainly has me infected too. So, expect some T&T stuff from me, including me stating out some classic OSR monsters as T&T Monsters - complete with some high quality stock art that I picked up on a previous Kickstarter (I'll link that when I get the first post up later tonight).

Additionally, I'll need to go through my T&T Collection and see what I have duplicates of - they may just find their way into a contest later this month. My collection is fairly extensive ;)

I will also be doing a short piece on T&T for another blog - I guess I'll be "guesting". When it goes up, I'll make sure and link it here.

Don't forget, if you've never played Tunnels & Trolls before, you can grab a Free Quickstart version of the rules by clicking the T&T picture on the right (or just click HERE).

Thursday, January 3, 2013

The Kickstarter For Deluxe Tunnels & Trolls is Live!



I am a bit of a Tunnels & Trolls fanboy. The system is simple and fun. Is it a simulation? Hell no! heh

In any case, they just (within) the last hour as I type this have raised over $2,200 out of their goal of $26K for the Deluxe Edition of Tunnels & Trolls. In less than an hour...

Me, I'm in for $160 (that's the 10 softcover copies for your gaming group level).

A copy for me, one each for my six players and three to give away on the next fall. Everybody wins ;)

(if you have a large, local gaming circle, this level might be an inexpensive way to get in on the Kickstarter on a per person level)

Give it a peek. I can attest to it being a fun game (and the only RPG my wife has ever let me run for her - once only, but at least she had fun. she told me so herself)


The Tenkar's Tavern Wand of Wonder - First 63 Possible Results

I figure we need at least 100 different possible results to stat out our new Wand of Wonder. I'll start it off - feel free to add your own to the comments - I'll add your entries to the soon to be growing wand list.

1 - Caster talks like they just sucked down helium - all squeaky and high pitched - last for 1d6 turns.

2 - Target inflates to 1 size category larger. Target begins to slowly float away. Target will drift in a random direction at a speed of 3" for 1d6 turns and can take no other actions. If successfully struck my a piercing weapon, target will deflate in 1d3 rounds, flying at a speed of 24" in a tight circle before coming to a stop. All creature within 30' must save vs breath weapon to avoid be knocked down for 1d4 rounds. Bladed weapons have no effect and blunt weapons double the targets floating speed for 1 turn.

3 - 2-5 Rainbow colors missiles fly from the wand, striking as many targets as there are missels for 1 pt of damage and requiring a save vs spells or suffer -4 to hit from blindness for 1-4 rounds.

4 - A 3' Tall Pink Elephant appears in front of the caster, followed immediately my a 3' long White Mouse. Mouse chases elephant. Miniature chaos ensues.

5 - Target (if medium or smaller) is suddenly enveloped in a round rodent exercise ball. Ball rolls away in a random direction with trapped target at a speed of 18", rolling over targets in its path for 1d6 damage. Ball rolls away for 2d6 rounds before disappearing, leaving behind a disoriented target (-2 to hit for 2d6 rounds). If target is larget, it's head is now encased in a round rodent exercise ball. Targert gains an AC bonus of 1 due to extra protection around it's head.

6 - Target salivates uncontrollably (Mark Chance)

7 - Target and all he wears or carries turns deep blue in color. This effect is contagious, anyone the target strikes likewise turns blue, as does anyone they strike, etc. Any attack the wand-wielder makes against anyone 'blue' inflicts double damage, or is at -4 save in the case of attacks that do not inflict HP of damage. (ScrivenerB)

8 - Target and Caster exchange body for 2d6 round. Each must save vs spell or perform all action at -2 due to the unusual nature of the new body. (Neophage)

9 - The wand turns flexible like a rubber band and hangs loosely from the users hand. It becomes unusable for 2d4 rounds.  (Gerardo Tasistro)

10 - The wand produces a school of very confused and very hungry piranhas. They are ejected with enough force to strike a target up to 30 feet away. A target struck takes 1d6 hit points of damage from the biting. (Neophage)

11 - Target turns into a demure numph and caster turns into a randy faun for d10 rounds. (Roger Brasslett)

12 - For the next 2d6 rounds or until the target is dead, for every 10hp of damage the target takes, an identical twin of the target falls out of the targets body and either 1- Runs away screaming in terror, 2- Runs away laughing maniacally, 3- Runs away sobbing hysterically, 4- Runs away saying "hut! hut! hut!" and/or humming action music while doing rolls and flips all "action hero" style. (Ben Aldrich)

13 - Extinguishes all flames within a 60' radius. (Mark Hassman)

14 - Teleports target to a new random location within 1000' of the wand. (Mark Hassman)

15 - Negates all magic including items in 90' radius for 1d6 hours.  The magical abilities of the items returns at the end of the effect.  (Mark Hassman)

16 - Water begins gushing from the wand for 1d10 rounds.   Volume is a 1-2:  relative trickle, 3: stream, 4: river. (Mark Hassman)

17 - An unholy, piercing cry emits from the wand, the air grows heavy and dense with shadow, and the temperature drops substantially for d4 rounds. The target must save vs. wands at +3 or lose initiative for the next combat round. (Noah Stevens)

18 - Target's mouth and nose fill up with angry ants. Like, entirely full. Takes 1d6 damage, CON save to not pass out. Regardless, target can't use mouth (and thus talk/cast spells/drink potions) for rest of encounter. (Stuart K)

19 - The wand tears itself free of the caster's hands and strikes the target for 1d6 damage. It lands on the ground at the target's feet. (Ian McDougall)

20 - Target and caster change places, wearing and carrying each other's clothes and items. (Keith Sletten)

21 - 2d20 chickens pop out of the wand and flutter in the air for 1d4 rounds, giving cover and generally having the same sort of effect as a cloud of smoke would in your game. (Chris Blauwkamp)

22 - Contents of target's digestive system teleported to ethereal realm. Target loses 1d4 strength if they do not spend their next two rounds eating. (Stuart K)

23 - Roll again, increase duration from "rounds" to "hours". If you roll an effect without a duration, use that effect, but roll for an additional effect. (Eric Franklin)

24 - Roll again, increase duration from "rounds" to "days". If you roll an effect without a duration, use that effect, but roll for an additional effect. (Eric Franklin)

25 - Roll again, increase duration from "rounds" to "weeks". If you roll an effect without a duration, use that effect, but roll for an additional effect. (Eric Franklin)

26 - The target rolls a Save vs Magic; if he saves then streamers & confetti shoot out of the end of the wand. If he fails then a 6d6 Fireball shoots out of the wand. (gil hayes)

27 - An unholy, piercing cry emits from the wand, the air grows heavy and dense with shadow, and the temperature drops substantially for d4 rounds. The target must save vs. wands at +3 or lose initiative for the next combat round. (Noah Stevens)


28 - The wielder must Save vs Magic; if a save is made grows a red beard and shrinks to Dwarf height for 2d4 rounds. If a fail, same result but is female and talks like Mae West. (Charles W)

29 - Bright hot white sparks shoot out of the end of the wand, firing out about three feet. The sparks resemble a giant sparkler (a la 4th of the July) for 2d6 rounds and are extremely flammable. (matt jackson)

30 - A tiny cloud appears above the target's head and begins a small downpour which lasts for 2d6 rounds. The rain soaks the wearer and everything on their body in mere moments. (matt jackson)

31 - One of the wielder's eyeballs (1-3 right eye, 4-6 left) pops out of their head and begins circling the wielder.this continues for 1d6 hours. As long as the wielder is awake, they cannot be surprised and receive a +2 modifier to all initiative rolls. (matt jackson)

32 - The target is covered in a six inch thick layer of Gregoriic mud, renown for its skin beautifying properties. Target is completely covered, eyes, nise, ears, etc. (matt jackson)

33 - Target's clothing is immediately replaced with a pink tutu and ballet slippers. (matt jackson)

34 - All beasts of burden (horses, donkeys, mules) within 100 feet aree immediately turned into giant chickens. Effect lasts for 2d6 rounds. (matt jackson)

35 - A large burlap sack full of potatoes appears ten feet above the target's head. Gravity immediately takes effect. (matt jackson)

36 - Uncontrolled Excessive Flatulence: target must Save vs. Spell to avoid; failed save results in 2d6 rounds of sudden uncomfortable bloating, churning of stommach/lower intestine as well as a 4 in 6 chance of "Blowing a raspberry". Upon such odorous release, all within 10 feet of subject must make an immeadiate Save vs. Breath Weapon or fall to ground for one round, coughing and gasping for fresh air . (Charles W)

37 - Target is overwhelmed by desire for the nearest being of the gender opposite their normal orientation, priority is given to beings of a different race. They will become infatuated with that being and try a cheesy pickup line on them. The effect lasts for one hour. (Brett Slocum)

38 - The target's legs have a mind of their own. Every round, the target moves in one or more random directions. The effects lasts 1d6 rounds. (Mark Chance)

39 - Over the next 2d4 rounds, all of the target's teeth fall out. For another 2d4 rounds, the target grows serrated fangs in their place. After this time, the target gains a bite attack that does 1d6 points of damage. The process reverses itself after 1d4 days. (Mark Chance)


40 - Frosty Beer:  A table of beer appears between the caster and the target filled with a variety of beers and wines. (Mark Hassman)

41 - Summons Creature: 1d3 creatures are summoned. Half the time the creatures will react favorably to being summoned. (Mark Hassman)

42 - Flaccid Metal: All metal items droop and begin to drip to the ground.  2d6 rounds later they will resort to their original form but unequipped. (Mark Hassman)

43 - Flaccid Calcium: The target's bones suddenly become jello and cannot support the weight of the target's body. Target becomes large bobbing blob able to do little more than moan and roll around. (matt jackson)

44 - The Bearded Lady: A massive beard begins growing from the target's chin at a rate of d6 inches per round. Quickly it will become long enough to entangle the target and hamper movement and activities. (matt jackson)

45 - 44D: The target's chest suddenly sprouts an impressive set of breasts, size 44D. Most likely the target will be impressed with themselves. (matt jackson)

46 - Dance: Everyone within 120' radius will be overcome with the need to dance for 1d8 minutes.  (Mark Hassman)

47 - Payback: One person in the vicinity will realize an ally has not delivered on a promise.  The person will be overcome with a need to harass the other about why they have not received the order. (Mark Hassman)

48 - Baubles: The wand will begin to spew bubbles, each containing a gem. The gems are nearly worthless but appear valuable.  Save vs. Bauble. (Mark Hassman)

49 - Cement Shoes- Target is suddenly trapped by large, concrete boots upon their feet. The concrete cannot be broken, removed, or destroyed for 1d6 rounds. They are too heavy for even the strongest creature to lift, completely immobilizing the target. (matt jackson)

50 - The Market Crash - Suddenly all coins within 100' explode, each coin causes one point of damage to anyone carrying the coin. The remaining bits of coin can be collected and melted down if anyone wishes to do so. (matt jackson)

51 - Inner Drum - The target's inner ear pops violently causing the target to become disorientated and confused. Target receives a -3 to all actions for the next two rounds. (matt jackson)

52 - LOL (lots of love) - The target's heart is bursting with love and demands that the target attempts to get to his love at all costs, even risking his life if needed. (this is in reference to what my mother in law thought LOL meant.) (matt jackson)

53 - Getting Boned - Target's bones tear their way out of their flesh like a man peeling off a tight and uncomfortable suit of clothes doing 2d6 damage. Possessed with an intense rage, the animated and still-muscled bones, losing organs and anything else not fastened in place, proceeds to stomp, squish, fling, and flail the discarded skin-bag around for 1d4 damage per turn, for 1d3 turns. At the end of the effect, the target's rage dissipates and all senses return.

It is not unheard of for the target to be able to re-enter the bag of sloughed off skin, but doing so requires presence of mind, the ability to ignore pain, and a good sense of internal harmony among one's organs.

Often considered to be a career-ending experience for either target, or caster, or both, although so far, no one has died from the experience. (Anthony Boyd)

54 - Sneezo: Caster begins sneezing uncontrollably for one round (unable to take any normal actions). All mucus expelled during this round merges and animates to form a small slime creature (1d4 hp) with large eyes that loves, follows and attempts to cuddle with the caster for one week. If the caster dies during this week Sneezo will fill and animate the body for the remainder of the week becoming a raging, magic slinging, berserker. (Jacob Hurst)

55 - Blue Bolt: A small shower of bright blue sparks shoots from the tip of the wand, which then falls from the caster's hand, becoming embedded in the ground (as an immoveable rod) for ~3 rounds. During this time, static electricity begins to build within 30' of the wand causing the hair of all creatures within this radius to rise. At the end of this time a bright blue bolt of lightning, visible within 3 miles, strikes the wand dealing 3d6 damage to anything within 30' and freeing the wand. (Jacob Hurst)


56 - Targets head turns into that of a Rabbits. Can only communicate in squeaks. Cannot cast spells that require verbal component. Can be understood if Speak w/Animals is cast. Due to huge eyes, gains +2 to spot secret/hidden doors. Gains Hear Noise as appropriate level Thief. Effect lasts 1d8 hours. When effect wears off, target has no recollection of transformation. (Glenn Collier)

57 - Here is another. Bubbles shoot out of the wand for 1 round. The next round the room, chamber, cavern, whatever becomes a gravity free zone. If above ground a dome of zero gravity is centered on the target with a radius equal to the distance between the wand and the target plus 1''. The bubbles and zero gravity last a turn. (gil hayes)

58 - Bubbles shoot out of the wand for 1 round. The next round the room, chamber, cavern, whatever becomes a gravity free zone. If above ground a dome of zero gravity is centered on the target with a radius equal to the distance between the wand and the target plus 1''. The bubbles and zero gravity last a turn. (gil hayes)

59 - Here is another. Bubbles shoot out of the wand for 1 round. The next round the room, chamber, cavern, whatever becomes a gravity free zone. If above ground a dome of zero gravity is centered on the target with a radius equal to the distance between the wand and the target plus 1''. The bubbles and zero gravity last a turn. (gil hayes)

60 - Target must save versus spell or think he is a famous person. If the roll fails the target grabs the nearest staff-like item, raises it over their head, slams the end to the floor and yells "You shall not pass!" as loud as they are able. The target remains like a stone statue for 2d6 rounds or until attacked/knocked over/etc. (matt jackson)

61 - Persistent thread of smoke emits from wand, snakes toward nearest monster. Thread will snake through cracks, under doors, etc. Will lead user to monster. Will lead monster to user. (Dave Inacave)

62 - Your fingers pop off and begin crawling around like worms. They have a movement of 2 and will seek to get away from you. If a finger is held against the hand that lost it, it will reattach, but continue to wiggle for another 1d4 rounds, after which it returns to normal.  (Seth Clayton)

Roll 1d6. 1-2, it's the wielder's fingers. 3-4, it's the target's fingers. 5-6, both the target and wielder's fingers are affected.

The target begins sneezing uncontrollably for 1d12 rounds. Each round the target sneezes once and a random body part polymorphs into the same body part from a random creature (gaining any special abilities associated with that body part). The target may still act, but suffers a -1 penalty to all actions. After the duration, the target sneezes one final time and returns to normal.

1d4
1 - head
2 - arms
3 - torso
4 - legs

1d12
1 - elephant
2 - donkey
3 - dragon
4 - giant bat
5 - giant spider
6 - giant snake
7 - hyena
8 - giant frog
9 - giant crab
10 - giant rat
11 - lion
12 - bull
(Seth Clayton)

63 - The caster knows the target's approximate direction, distance, and condition. This information is at the forefront of the caster's mind at all times, and remains so even after the target's death. A Remove Curse spell can lift the effect. (Ian McDougall)


64 - Swaps the hair of the caster with that of the nearest person regardless of gender or race. (PeterAmthor)

65 - All metal objects within 30 feet of the caster(except magically imbued items) become transparent, appearing to be made of glass or crystal. However, this transparency doesn't affect the strength or durability of the item, and it will remain just as solid as it was previously. This effect is permanent. (Tim Snider)

66 - A burst of poetic magic flashes from the wand. Those caught in the radius can speak only in rimed couplets. The effect lasts for 3d6 hours. (Mark Chance)

67 - Tickle - Target begins to laugh uncontrollably. They drop any weapons, wands, books, captives, or anything else in their hands, and move in one unit of measurement in a random direction, with random facing for 1d4+1 rounds, unable to do anything, either minor or major other than laugh and stumble around. On the next round major action following their random moves, they must remain still while they pee themselves. After that they may behave normally, but lose one-half their charisma until they change or wash their clothes. Naked characters regain their charaisma the following day. (Doug Medesha)

68 - Borrowed Time: Target is Slowed and wand user is Hasted for one round, then the effect reversed. This continues for 1d4+1 rounds, if either is killed during this time, the other is Slowed for the rest of the duration. (seaofstarsrpg)

69 - Come and Get It!: The wand broadcasts a call to all predators within 500' which makes them extremely hungry and informs them that yummy prey is here. When the predators arrive they will preferentially attack that wand's target (99%) or the wand's user (1%) with a +1 bonus to attack as they just look so tasty. (seaofstarsrpg)

70 - The Sword is mightier than the wand!: The wand transforms into a random magical sword, with which the wand's user is granted proficiency in, for 3d6 rounds. The sword is affixed to the user's hand during this time and cannot be put down, transferred or disarmed. (seaofstarsrpg)

71 - Go Fish - The wand is actually a telescoping 12-foot Yamame Tenkara fishing pole (www.tenkarausa.com) that extends when "cast." In additon to all the funtionality of a ten-foot-pole-plus-two, whenever a party member has only two HP remaining, a rainbow trout of cures light wounds appears on the end of the line (wand must be extended at the time.) (Doug Medesha)










Picking at Poison - Some More Thoughts

I posted some ideas yesterday on how to use poison in your OSR campaign without it necessarily being  "Save or Die"! I want to tighten those ideas up.
5 x Poison Level is the damage for a failed save. Successful save takes half. Note, a successful save will never take a PC below 0 HP. At worst, they will be at Death's Door.
At the most basic, a poison would be rated by levels. Most traps would be within a level or two of the dungeon level, so most traps in a 3rd level dungeon would be rated at third level. 
Most creatures would have poison rated at their HD, so a 5 HP poisonous snake would be rated level 5.  Depending on the creature, the poison may be a higher level, and / or have a bonus or penalty to the save.
For example: A Giant Centipede would be rated Level 2 for poison, but the save would be made at + 4 
I would also rule the damage takes place at a rate of 10 HP per minute (real time) until it's run it's course. I enjoy the antics my players come up with to try and save their collective asses, and the time limit built in would lead to one hell of a challenge. Do not tell the players how much time they have - let them sweat. If you want to allow a rerolled save if someone wants to suck the poison out, some other bizarre actions, go for it. At the very least, let them make the effort even if it will be fruitless (I would allow a roll of natural 20 to work in nearly all cases, but it doesn't give back the damage that has already taken place - it just prevents further damage;)
This all assumes the poison is from a bite, prick, slash, etc.

Contact, airborne and ingestive are other ways that PCs can be poisoned.

For contact poison, i'd rule that wearing gloves protects the PC, but if they don't know they touched a poisoned surface, those gloves may be deadly to them or others minutes or hours later. Fun fun ;)

For airborne, you could go with damage, or treat it somewhat like a Stinking Cloud spell, except that removing yourself from the area will not immediately lessen the effects.

Ingestive poison could do damage, incapacitate or cause retching and the like (think food poisoning).

Damn! After thinking about all these fine uses and the role playing potential, my players may need to watch out this Saturday night. Then again, they are exploring Rappan Athuk ;)


Wand of Wonder, Wand of... Might?

I haven't introduced a Wand of Wonder in a campaign in like - forever. I don't recall them being all that powerful, but they were fun as hell so use / watch get used.

It was rare to get a truly offensive benefit from it, but the distraction and roleplaying reactions from the players always made it a "wonderful" addition.

I remember there were alternate lists for effects other than the table included in the DMG for the wand - probably from The Dragon or the like.

That being said, what would you all think about putting together a new table(s) via the community posting comments and the like for some unique Wands of Wonder Tables?

It would work plug and play in any OSR game and is probably a prefect fit with the DCC RPG too.

(yeah, I heard them read a letter about a "Rod of Wonder" in a 4e game on the Happy Jacks Podcast as I was driving in and immediately thought "that's not the Wand of Wonder I recall")

Wednesday, January 2, 2013

What Would Speed Up Game Play for YOU as an OSR DM / Player?

I'm still tilting with windmills over here, just in case you are wondering ;)

Alright, what slows your game sessions down? What would speed them up (besides cutting out all of the bullshitting, but what fun would that be ;)

For me, it's the damn tables. My original 1e DMG from back in the day has worn pages where the Combat Tables are, we referenced them so much. THAC0 literally was a blessing.

Thank god the Item Saving Throw tables were barely referenced, as there was no way in hell those were being memorized.

For everyone that claims to memorize all their charts, I can probably five players who can't, or won't. More power to you, but I still need the numbers to reference.

What behind the scenes activities by the DM can be streamlined to facilitate smoother play by all at the table without losing any of the gameplay?

Any DM'ing secrets you wish to share, or do we have to resort to torture? My gaming group is fairly skilled with torture. And fire. Oh, and combining the two with a flaming mine cart and a screaming orc...




Butt Kicking For Goodness! "M" is for Monsters, Monte, Mike and Maelorum

Is it a personal attack if someone points out that the project you collected "real money" for is "really late"?

Only if you feel guilty.

Onward to the updates!


Swords & Wizardry 
Update #43 · Jan. 02, 2013 ·
We got the following email from the printers today: "looks like your title is finishing up in bindery and will ship by the end of the week." So we were hoping they were going out earlier this week based on the email we received in December but we wanted to keep you all posted. We have already received the Coloring Album and Bill's Module. The re-print on the few pages we had to correct on the rulebook did push us back a few weeks and we apologize. We are glad it was caught in time to fix though. Also the Monster Book, Monstrosities, is in the final stages of layout and will be going to the printer very soon.  (In summary - I should not expect a shipment anytime soon, as I'm getting the Monster Book and have already had my pockets picked for $22 shipping)

Maelorum, an epic Gamebook
An important update.


It's one of those "Backers Only" updates. Here's the gist of it - he had 6 folks volunteer to playtest but only one bothered to actually give feedback. So, who fucked us over? Ourselves. Go figure. Release will be delayed and will not ship in January as planned. No, it will ship TWO WEEKS LATER. Holy shit, in the RPG Kickstarter Universe of Earth K, that is practically shipping early ;)

Numenera: A new roleplaying game from Monte Cook

I just realized - we haven't gotten an update from Monte since December 5th. I guess he is too busy working on that dungeon level for The Grande Temple of Jing ;)

Axes and Anvils

Hey! Look! Axes & Anvil hasn't been updated since December 7th. It was due in November. No worries though, because the nearly month old playtest doc is nearly playable. This has to get moved to the "overdue" list next round. Hey, at least Mike isn't building some random dungeon level for a trickster god.

Nystul's Infinite Dungeon


Wait, another Mike Project! Two in the hopper. This was due in September. Soon to be in layout. Laast update, December 13.

Cairn

No, I didn't back a THIRD project from Mike, but guess what? This one is late too:


Lateness
Update #12 · Dec. 22, 2012 · 13 comments  
So everyone here at the Castle has been burning the midnight oil but it turns out there is only so hard you can push before you aren't going any faster. Everything is going well, just not quite as fast as we had hoped. Some stuff has shipped - some is shipping now and some will ship after the holiday. I know this is disappointing to those of you who intended gifts. I would like to make things right. The "extras" are going out. The mousies are going out - but slow. The storybooks are simply late. If you would like something else, let me know. I am also willing to do a non holiday story for ya, donate some books to a local charity in your name, send art, even offer refunds - just say the word. What I want most is happy backers! The Core Book is being finalized now and we are all pretty proud of it. As soon as Jeff can lay it all out it gets PDF delivered to you and we send it off to out fulfillment people who will get you your hard cover copies. Then the adventure begins!


In truth, the lateness isn't all that bad in the RPG Kickstarter Universe of Earth K, but the Kickstarter promised "MOUSE: Perfect bound print edition. We will have this done and to you before Christmas! You also get the PDF so you can read it while waiting for your book to ship! Instant gratification? You bet! Estimated delivery: Dec 2012"



Pick Your Poison! - On the Quest For the Perfect OSR Game

Poison is a frequently discussed topic in the OSR realms, as it so neatly ties into the whole Save or Die topic.

I usually find myself somewhere between the two extremes of "carebear" and "killer DM". I like the IDEA of save or die. I like the idea that a character, no matter the level, can be brought down by fate. At the same time, the all or nothing of it can annoy me, both as a DM and a player.

I tend to use poison very sparingly as a DM because I don't find it fun to haphazardly cut down my players. I'd rather they die at the end of a spear than a pin prick.

So, I'm toying with an idea to use in place of Save or Die, at least when it comes to poisons. In a way, it can actually be a Save or Die, but as it deals damage and no auto death, it may fit in better with some styles of play and groups.

At the most basic, a poison would get rated by levels. Most traps would be within a level or two of the dungeon level, so most traps in a 3rd level dungeon would be rated at third level.

Most creatures would have poison rated at their HD, so a 5 HP poisonous snake would be rate level 5.

Poison damage would be 5 x Poison Level in HP damage - save for half. So that 5 HD Poisonous snake would do 25 pts of damage, 13 on a save. That will kill many characters outright if they are level appropriate, especially if they have taken previous damage.

I would also rule the damage takes place at a rate of 10 HP per round until it's run it's course. I enjoy the antics my players come up with to try and save their collective asses, and the time limit built in would lead to one hell of a challenge.

Again, brainstorming out loud.

A Simplified OSR Stat Block - On the Quest For the Perfect Game

As I start my Don Quixote like quest for the perfect OSR system, I've come to realize that my quest doesn't start at the usual beginning. What I mean is, it doesn't start with classes, races, stats - because in the end, that is fairly inconsequential. The rules for the players isn't what needs to be simplified - most players love creating characters, tweaking stats, picking spells and the like. In truth, that can be bolted on from any OSR system if needed.

No, we need to take the engine that the players rarely if ever see and rebuild it with one thing in mind. Ease of use. We want to lighten the DM's load, so he can spend more of his time running the game session and less of his time running "the game".

So, the first thing I'm attacking is Monster Stat Blocks. Some of these can turn into a virtual run on sentence depending on the system. This is something I feel I need to simplify, as it it frequently referred to in game.

Without further ado, here's an my current idea for a OSR styled stat block. First I'll show it, then I'll explain it.
Ogre L 90’ (5) 17 / 1-10 / 4+1 {19} / Low / CE [4-190
These 9’ tall lumbering humanoids are known to eat their victims raw.
Alright, first we have the monster's type, in this case "Ogre".

The next two are "size" and "movement speed".

The bolded number in parenthesis is the Ogre's AC, followed by it's "base hit number" or THAC0.

Next section is the attacks it gets - in this case a single 1-10. If it got multiple attack, they would be separated by a comma.

Next up is "hit dice" followed by "average HP" (for the times you just down't want to roll - I was also thinking of given a low med / medium / high medium selection of numbers)

"Low" in this case refers to Intelligence.

CE is Chaotic Evil.

"4" is the Monster's Leve, and "190" is the XP value of the creature with average HP

The line of description is just that. It's a seed to get the DM in the right frame of mind for the creature, without the need for a full blown ecology and break down of it's society. Those parts are not needed in a game session, they are needed in game prep.

As an aside, I could just as easily turn the THAC0 into a +3 bonus in this case. Which I might do, as I think it might be cleaner.

Then, knowing PCs' AC (assuming AC -10 through AC10), you just add the bonus to PC's AC, take the total and add to the to hit roll. 20+ and it's a hit.

Tuesday, January 1, 2013

What I Want From an OSR Ruleset - Gaming Perfection According to Erik Tenkar

I've been thinking of what I would want from my perfect OSR ruleset, and I came up with the following:

1 - A front end as crunchy as the players want it. Anything from Swords & Wizardry simplicity to ACKS styled skills / proficiencies, so long as they are all "on the same page" with the amount of crunch they want.

2 - A back end easy enough for the DM to run with minimal reference to charts, tables, monster descriptions, spells and the like. A one sheet for combat, spell summaries, monster summaries and the like would be ideal

3 - Whittled down to it's core, a DM should be able to run the game with a 8 x 11 sheet of paper, folded in half like a booklet (and of course, whatever adventure he is running). Oh, and a readable typset for that sheet. Shit, might need 2 sheets (which would make 8 pages)

4 - Players should have everything on their character sheet that they need to play a session. Spells, experience charts, attack charts - whatever.

5 - Spells should be simple enough to explain in 2-3 sentences. Anything longer means it's too damn long.

6 - A unified skill mechanic. I think Stars Without Numbers does this very well. I'd yoke it.

7 - There should be a Player's Section and a DM's Section in the rulebook. These would full explain the game rules and such, which would be referenced on the above mentioned sheets.

I'm open for more ideas. Not sure where I'm going with this just yet, or even if I'm going anywhere with it. I just know I want the job of the DM simplified behind the scenes so he can spend the time running the scenes.

Kinda brainstorming out loud as it were ;)

Time to Award the Prizes From The Santa Clause as a DCC Patron Contest

We had some amazing entries. What we lacked in numbers we certainly made up for in quality. Everyone is a winner. Really. Everyone that entered will get a prize ;)

David Fisher   - As the artist, we grant you a Tenkar's Tavern Tankard. I'll need you mailing address. If you are outside the states we'll figure it out. I'll see if I can order it a send it to you direct. Woot!

+duncan mcphedran  - For your Reindeer Antics, we grant you DCC #69: The Emerald Enchanter. This is a print copy. If you already have it, we'll work something out. Donated by Time Snider

+Dak Ultimak   - For introducing us to Santa's Naked Little Helpers, you are granted a copy of AL 3: Through the Cotillion of Hours. Again, this is a print copy. As always, if you already have it, we'll make lemonade. Donated by Purple Duck Publishing

+Doug Medesha   - We can no longer get the vision of a Bowl Full of deer Guts out of our head, we grant you Attack of the Frawgs in Print. You know the speil. Donated by Thick Skull Adventures.

Neko--Kun - As Black Peter is all the rage this year, we grant you the current issue of Crawl! Again, it's in print. Donated by Dak. Yes, that Dak.

Koewn / +Mark Bober  For your fine attempt at the project without full knowledge of the rules, we grant you a copy of The Dungeoneer Compendium of Issues 1-6 from Judges Guild. I have to mail you the f'er. Shit, I have lots of stuff to mail.

Stuart K - Anytime a bag can develop teeth, it scare me. We are granting you a copy of Knowledge Illuminates donated by Tim Shorts of the Gothridge Manor Blog, in the hopes you will take the bag away.

Joshua Ward - Damn, Santa's bag is empty. Send me an email, tell me which Toys For the Sandbox you would like and I'll hook it up.

Four 2kcp members - duncan, dak, doug and mark.  1d4

1

+duncan mcphedran I need the email addy you use at RPGNow - you have a $5 credit coming to you.

Thanks to all. I'll try to make the next contest just a tad easier ;)

Mini Review - Old School Renaissance Handbook


I started "gaming" back around 1980. Stayed active until 1997 but remained as a collector and reader and wanna be gamer. It wasn't until 2007 or so that I actively returned to gaming. Even before I was "returned to active duty", I had found Castles & Crusades and my door to what would become the OSR had opened for me.

I am OSR through and through, and I'll be the first to admit that we have a huge variation of rulesets in our niche of the RPG hobby. When I saw that the Old School Renaissance Handbook had been released, I was psyched. Not because I thought I needed it, but figured it might remind me to take some second looks at rulesets I may have quickly passed over previously. Sometimes having a huge selection to choose from leads you to inadvertently limit your choices.

I'm happy to have been reminded about games like Dungeon Raiders and Dungeon Squad (this was not a reminder - somehow I had never previously heard of Dungeon Squad). It makes me want to take a second look at Microlite74. It does so with a nicely bookmarked PDF and a convenient listing of the games looked at, along with hand links to find them online (and their pricing). Very handy stuff.

I just wish it was more accurate.

I know the OSRIC issue has already been fixed, but the one with Dungeon Crawl Classics is just as large if not larger. 168 pages? 468 is a lot closer. Could it be a possible typo, replacing the "4" with a "1"? Maybe, but then the level limit is listed as 5, when it should be 10. It's 70 monsters in the book (not counting variations and dragons, demons and such), not 16. Add yes, believe it or not it comes with advice for DMs. I suspect someone went from the DCC Beta PDF and assumed it was the full deal. It would have been far better to omit this section all together then to put in inaccurate info.

Quickly corrected and now "print friendly"! Huzzah!

It's a quick read, especially if you are like me and find stated out characters to be a bit boring after the first few.

Still, the information is good, especially if you want to show an non-OSR friend the different styles of rules available. It's like a "cheat book" of OSR cataloging info. Well, so long as you get the right info. Hopefully corrections are made before this goes to print.  Corrections made!


Updated 1/1/13 - Here's The "Where The F' Are They?" List of (Nearly All) Overdue RPG Kickstarters I've Supported

The below list is of RPG Related Kickstarters that were estimated to ship (I am using the ship date for the physical item, not the PDF if there is one) December 2012 or earlier.  I was going to add Indiegogo projects to the list, but they are so few (and this list got so long) I'll summarize as follows: LotFP stuff that I supported over the summer has not shipped, but Indiegogo doesn't force an estimated shipping date . Barrowmaze II shipped on time!

Updated 1/1/13
Small side note - I find that the longer a Kickstarter goes past it's due date, the less I care about the product. Running long leads to apathy and kills good will.

Colors for Actual Ship Date are as follows:

Red: Hasn't shipped and is (or will be based on new estimates) significantly overdue. This includes projects that have been shipping in dribs and drabs for months. If all backers dont have what they pledged for, it's in red.

Orange: Late but shipped, or recently missed a shipping date and hasn't shipped

Green: Shipped on time. Holy Shit!

DungeonMorph Dice
Goal: $5,000     Total: $20,620     Funded: May 22, 2011
Estimated Ship Date: July, 2011     Actual Ship Date: December, 2011

Adventurer Conqueror King System
Goal: $4,000     Total: $11,648     Funded: August 6, 2011
Estimated Ship Date: November, 2011     Actual Ship Date: April, 2012

Far West
Goal: $5,000     Total: $49,324     Funded: August 25, 2011
Estimated Ship Date: December, 2011     Actual Ship Date: Not Shipped (and has missed interim ship dates)

Far West - last update 12/26 (almost a month ago)- updates approximately monthly -  First the main / lead artist flaked out in the middle of the job (and claimed to have finished work he hadn't completed), then Gareth got sick, "Far West" as a title will now be cropping up in unrelated media, making marketing a pain I suspect - If this hits ONLY the one year late mark, I'll be impressed. Backer portraits were due about a week after the last update - haven't seen it yet nearly a month later.  Cubiclde 7 has gotten involved in the process, so the new guarantee of Dec 2012 for the PDF is hopeful, I've lost fucking hope - NEVER FUCKING HAPPENED -  6 out of 12 Chapters are not complete yet - Note - this project will be AT LEAST one year late.

One year+ late and 5 weeks between updates and can't even fulfill it's later promises (such as seeing the new backer portraits (Why? Because they all aren't done yet) - sure, maybe they are on the forums, maybe not, but update via the damn system you used to take our cash).

Know what the sad thing is? I've gotten to the point I no longeer care. This will be going directly to a shelf.

C&C Classic Monsters
Goal: $4,000     Total: $9,108     Funded: December 2, 2011
Estimated Ship Date: January, 2012     Actual Ship Date: May, 2012

Quantum Roleplaying Game
Goal: $13,000     Total: $47,747     Funded: December 30, 2011
Estimated Ship Date: April, 2012     Actual Ship Date: Not Yet Shipped

Quantum RPG - last update 12/13 -  beta is now over - time to actully set the rules in stone - To be honest, I'm no longer excited about this project. I suspect when it ships it's going straight to the bookshelf. I'm beginning to see a trend here. I am beginning to no longer care about shit I already paid for, because publishers can't get their shit together. Talj about making a "One Time Only" sale. Still no new estimated completion date.

Astonishing Swordsmen & Sorcerers of Hyperborea
Goal: $6,000     Total: $13,216     Funded: January 15, 2012
Estimated Ship Date: April, 2012     Actual Ship date: July, 2012 and still ongoing completed I believe

Adventurer Conqueror King System Player's Companion
Goal:: $4,000     Total: $20,622     Funded: March 16, 2012
Estimated Ship Date: July, 2012     Actual Ship Date: Not Yet Shipped  

ACKS Player's Companion - last Update 12/30 - Updates approximately twice a month. Updated ship date 1/13 -feedback from early release PDF has been applied and the contents revised - PDF released into the wilds . Hardcover copies expected 2nd week of January 

Story Forge
Goal: $12,000    Total: $21,736     Funded: March 20, 2012
Estimated Ship Date: July, 2012     Actual Ship Date: July, 2012

Dwimmermount
Goal: $10,000     Total: $48,756     Funded: April 14, 2012
Estimated Ship Date: August 2012     Actual Ship Date: Not Yet Shipped (New Estimate 4/26/13 2013 PDF has slid back 2 week, not sure how that effect the actual ship date)

Dwimmermount - Last Update 12/28- Updates Weekly. Absolutely the best thing Travis (and James) have done is give weekly updates. In the Way Way Back, where updates were few and rumors were many, folks were getting might uppity, and with good reason. There was certainly a loss of some goodwill during the Way Way Back Times, and Travis is putting the effort in now, but things would have been so much simpler if updates had been weekly from the start, especially with the wide margin the ship date is being missed by.  BTW, the Progress Graph is annoying and tells me little except to remind me of how late this project already is. Strangely enough, this seems more late that Far West even though it isnt - I suspect that is due to all of the initial hype. Oh, and the "draft" is complete.

King For a Day
Goal: $800     Total: $4,844     Funded: May 1, 2012
Estimated Ship Date: September 2012     Actual Ship Date: Not Yet Shipped (new estimate -December 2012)  No F'n idea, but Jim now says January 15th for completion. I don't believe it.

King For a Day - Last update 12/31 Updates Approximately every other day now. Jim has learned that being joking about your project's lateness while announcing your new Kickstarter isn't the way to keep your supporters happy. Late is late. Notice this post and the amount of red? 

Artisan Dice
Goal: $300     Total: $91,542     Funded: April 7, 2012
Estimated Ship Date: April, 2012     Actual Ship date: May, 2012 and still ongoing completed now I do believe - this suffered from overwhelming response. If you are going to be late, let it be because you have too many customers ;)

Adventures Dark & Deep
Goal: $2,500     Total: $7,459     Funded: April 15, 2012
Estimated Ship Date: July, 2012     Actual Ship Date: Shipped September, 2012 - I was only in at the PDF level, but congrats for hitting the ship date ;)

Myth & Magic Player's Guide
Goal: $5,000     Total: $24,076     Funded: May 7, 2012
Estimated Ship Date: August 2012     Actual Ship Date: Not Yet Shipped

Myth & Magic Player's Guide - Last update on 9/29 was in relation to it's sister project. PDF released to the wild, no hard copies yet. Last update related to this project was 9/21, about 6 weeks ago. Not the way to remain in contact with your customers. TWO MONTHS NO UPDATES! The forum folks are getting angry, especially at the lack of communication.

Appendix N
Goal: $1,000     Total: $18,893     Funded: July2, 2012
Estimated Ship Date: July, 2012     Actual Ship Date: Not Yet Shipped (New Estimate Late September November December ? 2012  Pick a card, any card...)

Appendix N - Last Update 12/20 - Updates about once a week - Brave Halfling is like your cousin who is always late to appointments - whether it's a Kickstarter or a pre-order, the quality has so far been excellent, the timeliness has been poor. PDF versions of the releases look to be on time or close to it going forward - physical products is going to be a wait n see in my opinion.

Nystul's Infinite Dungeon
Goal: $2,000     Total: $16,017     Funded: June 3, 2012
Estimated Ship Date: September 2012 (New Estimate October November  2012? No estimate)

Nystul's Infinite Dungeon - infrequent updates - Last update 12 / 13- Estimate for physical delivery is November 2012. greatly expanded offering from initial description. pre-layout version in PDF for backers - no idea when it will release

Dwarven Adventurers Boxed Set
Goal: $1,250     Total: $136,487     Funded: July 25, 2012
Estimated Ship Date: September 2012 Arrived 12/3

Dwarven Adventurers - Shipped


CHAMPIONS OF ZED: Zero Edition Dungeoneering
Goal: $4,600     Total: $8,077     Funded: June 16, 2012
Estimated Ship Date: August, 2012     Actual Ship Date: Not Shipped

Champions of Zed - last update 11/5 - once this project started running late, the updates stopped. Maybe there is info at the forums, but is it too much to ask for an update via Kickstarter every two weeks?  2 months between updates, but project is now in layout. No new estimates completion date. Someone remind me why I backed this project... I seem to recall someone is working on getting this out the door, but I can't find the link.
Update for CoD:Update #15 - For backers only · Nov. 05, 2012 · 1 comment
Hi all!

I'm very glad to say the last piece of art is finished (and amazing), the last tweaks to the rules completed, and as of today, Champions of ZED is in layout.  Kara Leonardia will be working her magic over the next few weeks to produce the final pdf and print versionof CoZ.  I'm as eager as anyone else to see what she does with it, but I've told her to take the time she feels she needs to do it right. I appreciate everyone's patience, but I want to assure all that the extra time taken on the art and editing thus far has been well worth it.

Names - you will all be credited as backers of course, but if any of you want a different name listed than the one I have through Kickstarter, please email me and let me know so I can change it.

Some of you have no doubt noticed my presence on the web is not what it used to be.  As some of you know, I joined an Americorps program in August assisting with disaster relief.  As a consequence, my internet time is severely curtailed.  Its best to contact me by email directly - Boggswood@gmail.com- rather than through Kickstarter, if you have a message.  I'm usually able to go through my email every two or three days.  My new duties haven't had much bearing on CoZ however, as it has largely been in the hands of others to complete, but I do apologize for not being on top of timely updates for those who've been wondering where the project stood.

While Kara works on the layout, I'll be putting together the pdf of The Mines of Wexcham and doing some work on the cover.  Will update again when there's more news.
Oh, lastly, It's been pointed out to me that the CoZed development forum is down since (I think) yesterday.  I don't know why that is but I assume it is just temporary.  That forum has largely served its purpose anyway, but if it turns out to be permanently down, I'll look into some other forum options.
- Dan

Tabletop Forge
Goal: $5,000     Total: $44,413     Funded: July 9, 2012
Estimated Release Date: August, 2012      Actual Release Date: Not Yet Released (Beta Released)

Tabletop Forge - Updates approximately every 2 weeks - last update 12/11. Its software. Software doesn't play nice. Updated software looks to be a huge improvement. Process is slow with some members of the original team flaking out. I may need to actually spend an hour toying with Roll20 at some point, as it seems to be much further along.

Race To Adventure
Goal: $40,000     Total: $52,117     Funded: July 24, 2012
Estimated Release Date: Dec, 2012     Actual Release Date: Early 2013 (New Estimate)

Race To Adventure - Last update 12/31-Updates about once a month - Board Game - "What's this mean for us, though? Well, even with the games assembled in the next couple weeks, there's plenty more that needs to happen before we can get them hurrying along to you. 

We need to get the games through safety testing, figuring that'll take at least a few weeks. Once the testing is passed (we hope), then we can begin the process of getting the games and expansions shipped to the places they'll be shipped from. That could take, honestly, a month or more by itself, because international shipping and subsequent customs clearance is a time consuming matter, and a very, ah, rubbery variable. For our international customers, we hope to do our shipping directly from Europe where feasible, to manage costs and reduce timeframes there. For our domestic customers, the ship-out can only begin once the main shipment arrives at the Alliance warehouse in Fort Wayne, Indiana. All in all that's probably a couple months out when the variables get added up."

Fantastiqa
Goal: $10,000     Total: $23,580     Funded: August 9, 2012
Estimated Release Date: Oct, 2012      Actual Ship Date: November 2012

I need to find time to play this with my family. Box weighs a ton and a half ;)

Axes & Anvils
Goal: $1,000     Total: $35,000     Funded: August 11, 2012
Estimated Release Date: November, 2012     Actual Release Date: ?

Axes & Anvils - Last update December 7, 2012.  That's almost a month ago. It just went past due date. Playtest document available to backers. My guess? Jan / Feb  2013 for release.

Swords & Wizardry
Goal: $10,000     Total: $78,000     Funded: September 4, 2012
Estimated Release Date: November, 2012     Actual Release Date: ?

Swords & Wizardry - Last update December 27 2012. Updates 3 times a months or so. It just went past due date. My guess? Feb 13 (there were some missing pages in the PDF, so fixing the PDF means delaying the ship - January at earliest)

There's a crapload of RED now.

If I missed any I'll post them, then add here for the next update.

Just as a quick note, Spears of the Dawn is on track to possibly ship MONTHS early.
If this happens, Kevin should get a special award ;)

Not due yet, but funding is complete:

Horror on the Orient Express: Call of Cthulhu by Chaosium

Tremulous

Numenera

Maelorum, an epic Gamebook

Magicians: A Language Learning RPG

Boss Monster: the Dungeon-Building Card Game

Dungeon Heroes - Your Lunch Break Dungeon Crawl

Agents of Change: The Time Travel RPG

Spears of the Dawn

FATE Core

To Be or Not To Be

Adventures Dark & Deep Player's Manual

The Skies Over Danbury


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