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Showing posts with label acks. Show all posts
Showing posts with label acks. Show all posts

Sunday, January 5, 2025

New Release - ACKS II Revised Rulebook



ACKS II Revised Rulebook recently went on sale and is currently the #1 seller on DTRPG. I have fond memories of ACKS I and even did some playtesting of Domains of War in Manhattan YEARS ago. Damn, good times.

ACKS I felt and read like B/X D&D or Labyrinth Lord, with some fantastic house rules (proficiencies, racial classes, domain playAdventurer, Conqueror & King) and a new take on an old and proven system.

ACKS II is all this and more, completely rewritten to escape WotC's abusing gip during the OGL drama; at first glance, it feels "tighter," more focused, familiar, yet unique.

Over the next few weeks, I'll dive into ACKS II, and you'll see my responses here and on The Tavern's YouTube Channel. I like what I've seen thus far.

The Adventurer Conqueror King System™ Imperial Imprint (ACKS II) is the new edition of the acclaimed bestselling fantasy role-playing game. It offers everything you need to enjoy epic fantasy campaigns with a sweeping scope. Whether you want to crawl through dungeons, experiment with alchemy, crossbreed monsters, run a merchant emporium, raise an undead legion, or conquer an empire, ACKS II supports your playstyle. The ACKS II Revised Rulebook features:

18 character classes, each with 8 quick-start templates featuring pre-selected proficiencies, spells, equipment, and encumbrance that let you start playing in minutes!

110 proficiencies carefully selected to help you customize your character to your taste without risk of skill traps, min-max chains, or feat taxes.

378 spells carefully calibrated for long campaigns that ascend from dungeon delves to pitched battles with armies. Magic doesn't have to make a game world implausible or unbalanced anymore!

Dungeon delving mechanics that let your adventurers interact with the subterranean environment by spelunking, rappelling, traversing, and more.

Wilderness expedition rules that bring the challenges and dangers of the wild to life, including mechanics for wilderness survival, inclement weather, and more.

Sea voyage and naval warfare system with mechanics for boarding, grappling, ramming, rowing, sailing, and siege weapons.

Combat mechanics that play like a realistic simulation of ancient hand-to-hand battle at low levels and a cinematic emulation of the legendary exploits of demigods and heroes at high levels.

Stronghold and domain rules that allow you to establish domains, rule realms, take vassals, establish a senate, and more.

Hijinks and hideout rules that let high-level thieves run their own criminal guild or spy network, dispatching their ruffians to racketeer, smuggle, surveil, and steal.

Magic research mechanics that go beyond spell design and magic item manufacture. Crossbreed monsters, construct golems, practice necromancy, and engage in magical experiments with unforeseeable consequences.

Mercantile venture system that let you set up a trade routes, build and manage caravans and merchant fleets, start and run businesses, engage in moneylending, and more.

Mass combat mechanics, with scalable rules for raising and organizing armies ranging from dozens to hundreds of thousands of soldiers, maneuvering them on the strategic theater, maintaining lines of supply, and fighting pitched battles and sieges.

And much, much more!

 The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on Rumble or YouTube - Tenkar 

Tuesday, October 24, 2023

Kickstarter - Adventurer Conqueror King System Imperial Imprint (ACKS II)


Welcome to the new edition of the bestselling fantasy role-playing game. Adventure, conquer, and reign.

The first system I ran upon returning to the GM's table was AD&D 1e / OSRIC. The second system I ran was the Adventurer Conquerer King System, and it felt like B/X tuned up to 11, in all of the good ways. From what I've read of ACKS II, I'm eager to get behind the DM's screen and run some ACKS again :)

The Adventurer Conqueror King System Imperial Imprint (hereafter referred to as ACKS II) Kickstarter is going strong out of the gate. As I type this, it is less than 9 hours after launch and it has already raised over $180K. Phew! The OSR is still going strong.

ACKS II is being released in a total of three books, the Revised Rulebook (the core rules and player-facing), the Judges Journal, and the Monstrous Manual. The core three books in PDF come in at $50, the Revised Rulebook in Print & PDF is $75, and the Revised Rulebook in Print & PDF with the Judges Journal & Monstrous Manual in PDF is $100. I'm in at $175, with the three books in Print plus PDF, along with a Referee Screen. The $175 price point is good through 10/26 before the price goes up to $200.

Since the inception of the Old School Renaissance in 2008, there have been countless retro-clones of D20 fantasy games.  Any gamer seeking an old-school RPG has a thousand options. But ACKS II isn't like any of those games. Because with ACKS II you get:

Endgame action that's more than just a treadmill of higher HD foes. Build and run domains, conquer your enemies in grand wars, break the laws of magic with ritual experiments,  run a criminal syndicate, even anoint yourself a god and empower yourself with the worship of your loyal subjects. The experience point mechanics integrate campaign activities into the core gameplay loop, enabling your character to level up in new ways as his temporal power grows!

Epic pitched battles as grand as any in fiction or history. Don't settle for so-called "mass combat" rules that can't handle battles bigger than a few hundred combatants. With ACKS II you can field armies that measure in the hundreds of thousands and fight hordes that make the earth shiver.

Integrated in-game economics that make sense. Naysayers will claim that fantasy adventure worlds can never have plausible in-game economies. ACKS II proves them wrong with a robust economic system that's easy to use because we've done all the heavy lifting for you.

Sandbox setting design that emphasizes player agency. Our clear,  comprehensive  (and comprehensible!) guidelines, based on the top down zoom-in method in our book Arbiter of Worlds, help your world come to life.

Fractal design with modular rules. ACKS II is designed to let you focus on what matters to your campaign, diving as deeply as you want into any area of the game knowing that it just works at every level. 

Scaling complexity with an easy-to-learn new player experience.  ACKS II is structured such that the players only need to learn a narrow slice of the rules to start playing, and then incrementally scales up the mechanical crunch as the players improve their mastery of their game.  

Customizable and transparent construction tools. We open up the hood and let you see how the ACKS II engine runs. Build your own custom classes, spells, magic types, monsters, and more, knowing that anything you create will mesh well and balance properly with the canon material. 

Fearsome fighters that can change the course of a pitched battle.  Say goodbye to "quadratic mages and linear fighters" and embrace epic heroism. Combat mechanics for cleaves, sweep attacks, and special maneuvers allow your fighters to conduct a symphony of slaughter on the battlefield.

Thrilling thieves that lead the way in dungeon delves and urban adventures.  In ACKS II, thieves are skilled experts from level one. With special mechanics for shadowy senses, hasty searching, hijinks, and more, thieves can finally steal the spotlight.

Whatever you've ever wanted to do in a fantasy world -- ACKS II already does that.

 

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. The Tavern DOES NOT do "Paid For" Articles and discloses personal connections to products and creators written about when applicable.

DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat cast on AnchorYouTube or wherever you listen to your podcast collection. - Tenkar    

Friday, April 8, 2022

Deal of the Day - ACKS Domains at War: The Complete Set (OSR)

I remember participating in a Domains of War playtest in Manhattan years ago. We had a blast using mass combat rules in the environs around Dwimmermount. In my humble experience, everything published for the ACKS system has been excellent, and easy to migrate to the OSR system of your choice.

Today's DTRPG Deal of the Day is ACKS Domains at War: The Complete Set. If you've ever wanted to bring mass combat and the intrigue of war to your OSR campaign, here's your chance to do so at an affordable price.

Until tomorrow morning at 11 AM Eastern, ACKS Domains at War: The Complete Set in PDF is discounted from 14 bucks to 5.60, a 60% discount!

Domains at War™ brings the full sweep of fantasy warfare to tabletop gaming and role-playing campaigns. The Domains at War Complete Set offers three interlocking systems to cover the full sweep of military struggles in a fantasy, ancient, or medieval world:

  • A quick mass combat rule system for use in any role-playing game that uses concepts like hit points and armor class
  • A comprehensive campaign toolkit for use in ongoing games, fully compatible with the Adventurer Conqueror King System's rules for mercenaries, strongholds, magic, and rulership
  • A fast-playing tactical wargame derived from these systems, so that playing a battle generates outcomes like what you'd get if you fought it out on the one-on-one roleplaying scale

The Domains at War Complete Set comes with two rulebooks, Campaigns and Battles, as well as 12 pages of printable full-color counters for units, leaders, spells, and terrain and a 4' x 3' PDF battlemap for tabletop warfare.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern. 

You can catch the daily Tavern Chat cast on YouTube - Tenkar

Friday, April 9, 2021

Deal of the Day - Aryxymaraki's Almanac of Unusual Magic (ACKS / OSR)

I really enjoy the Adventurer Conqueror King System as more than just a ruleset but as a resource. The way ACKS defines classes makes for a great template that can be ported over to almost every other OSR system. Today's Deal of the Day is Aryxymaraki's Almanac of Unusual Magic for the ACKS system. Normally 10 bucks in PDF, until tomorrow morning, Aryxymaraki's Almanac of Unusual Magic is on sale for a mere 5 bucks in PDF.

Within the pages of Aryxymaraki’s Almanac of Unusual Magic, you will find four new kinds of magic-user, each of which uses magic in new and exciting ways:

  • Dwarven earthforgers inherit an ancient tradition allowing them to draw on the spark of the divine found in all creation to power their magic.
  • Gnomish alchemists are experimenters whose concoctions range from ‘helpful and safe’ to ‘incredibly poisonous’.
  • Terran engineers are scientists and builders from another time, whose inventions and tinkering certainly appear magical to most non-technological societies.
  • Warlords draw on the chaotic energy of battle, taming it with their practiced tactics and leadership to ensure that their side wins.

These new classes are built for use with Autarch’s Heroic Fantasy Handbook, which provides rules for ceremonial and eldritch magic. Because they use eldritch magic, the new spells (and tactics) described for the gnomish alchemist, the Terran engineer, and the warlord constitute more than one hundred new eldritch spells usable in any campaign that includes eldritch magic, even one that doesn’t include any of these new classes. Of course, it wouldn’t be an ACKS supplement without full builds for all of the classes and spells, and the source factors for gnostic magic, allowing you to build your own content to expand what’s in the Almanac.  

Magic is all around you. Are you a forger of creation, an engineer of wonder, an alchemist of the unknown, or a lord of war? Discover what kind of unusual magic speaks to you, with the help of this Almanac!

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat podcast on AnchorYouTube or wherever you listen to your podcast collection.  


Monday, August 17, 2020

Crowdfunding - Aryx's Almanac of Unusual Magic (ACKS)

 

I'm a huge fan of the Adventurer Conquerer Kings System (ACKS). It's a modular OSR system that draws upon B/X yet breaks it down and rebuilds it. It's that rebuilding that I find so useful in my old school gaming campaigns, even if I'm running with Swords & Wizardry.

I'm also a huge fan of alternative magics, as it just seems to make magic more, well, magical. Aryx's Almanac of Unusual Magic seems like it will scratch two itches.

The Almanac is a 56-page treatise on new and unusual magic. Within the pages of the Almanac, you will find four new kinds of magic, each of which uses magic in new and exciting ways:

Dwarven earthforgers inherit an ancient tradition allowing them to draw on the spark of the divine found in all creation to power their magic.

Gnomish alchemists are experimenters whose concoctions range from ‘helpful and safe’ to ‘incredibly poisonous’.

Terran engineers are scientists and builders from another time, whose inventions and tinkering certainly appear magical to most non-technological societies.

Warlords draw on the chaotic energy of battle, taming it with their practiced tactics and leadership to ensure that their side wins.

All of these classes use variants on ceremonial magic, introduced in the Heroic Fantasy Handbook. Three of them use eldritch magic, and many of the spells on their spell lists are described in that book. The fourth (the dwarven earth-forger) uses a new kind of magic, gnostic magic, which relies on using the power in existing materials and can have terrible effects should a practitioner try to avoid that requirement.


Every campaign is a law unto itself, and you as Judge can include as many or as few of the elements of the Almanac in your campaign as you desire. Each class is entirely self-contained, and none of them rely on the addition of any of the others. Because they use eldritch magic, the new spells (and tactics) described for the gnomish alchemist, the Terran engineer, and the warlord constitute more than one hundred new eldritch spells usable in any campaign that includes eldritch magic, even one that doesn’t include any of these new classes.


Of course, full builds for all of the classes and spells, and the source factors for gnostic magic, are included as well, allowing you to build your own content to expand what’s in the Almanac. Build your own gnostic spellcasters, or use the additional spell design factors to create your own new spells. Even in a book that’s largely new player options with these new and exciting classes and spells, we include something for the Judges out there. Magic is all around you. Are you a forger of creation, an engineer of wonder, an alchemist of the unknown, or a lord of war? Discover what kind of unusual magic speaks to you, with the help of this Almanac!

10 bucks for the PDF, 15 for the PDF plus at cost POD.

The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support The Tavern

I Thank you in advance - Tenkar 

Saturday, August 4, 2018

Guest Review - Adventurer Conqueror King System - An OSR title that refines the past to create a new standard in gaming!



I'm always open to pitches for guest posts. When Christopher Bishop approached me and told me he had a comprehensive review of ACKS written and ready to go, I was anxious to see it. Seriously, one of the best put together reviews of any product I've read in the OSR. Doesn't hurt that ACKS is probably my second favorite system in the OSR (Swords & Wizardry is my first love, but you knew that). Chris has a blog over at Rolling Bones. This review can also be read there in its original format - Tenkar 

The reviewer is writing this review using his own personally bought copy of the product

Adventurer Conqueror King System (or ACKS) came into existence back in 2011. It was right at the height of the OSR's first big boom, where most of the products went from PDF only affairs to offering more traditional dead tree format. While there have been literally well over a hundred different variations of old D&D rules, you would be deceiving yourself to think once you have seen one you have seen them all.

ACKS did not come on to my radar until much later through a Bundle of Holding offer. At the time I was playing 5E and Swords and Wizardry. Swords and Wizardry will always be near and dear to my heart, but I found myself wanting something with a little more teeth. Something that really took the old idea of character progression into something other than just more advanced murder hobo adventures. Sure as a DM I have control over the world my players are in and all the intricacies available therein. But having a mechanics system in place to handle the heavy lifting sure is nice.

I was looking through my DrivethruRPG library and what pops up but this package from Bundle of Holding I purchased a year and a half ago. I began skimming the product and was kind of shocked at what I was seeing. I had assumed (boy never a good thing to do) that it was another B/X clone. Not a bad thing mind you, but not exactly what I was looking for. What I found was something else.


Image by Ryan Browning ©Autarch LLC 2011-2018

Becoming an Adventurer

First of all, let's discuss or define what a B/X game looks like in comparison to more modern renditions of Dungeons and Dragons. B/X typically only took you to level 14. Levels 1-3 were the basic level of the game chiefly revolving around dungeon crawls. Levels 4-14 were focused on the exploration of wilderness environments, and once characters reached level 9, the idea of ruling a small domain with many servants or followers to assist you. Race and class were one in the same with only humans actually selecting a class type and the others being relegated to racially stereotypical pursuits.

Humans
ACKS keeps the same level scheme of 1-14 but changes several other aspects up quite a bit. First of all, ACKS provides many classes in the core book beyond the standard affair. Humans have the options of being Fighters, Mages, Clerics, Thieves, Assasins, Bards, Bladedancers (clerics that are slightly more functional at fighting and mobility at the cost of wearing certain armor types), and Explorers (rangers of a sort more focused on actual outdoor survival without the spell component).

Non-Humans
Nonhumans instead of being one singular class are divided up into different aspects of their society. Elves can choose from Elven Nightblades (think sorcerer/assassin) or Elven Spellsword (fighter/mage combo). Dwarves have Dwarven Vault guards (typical iconic dwarf), and Dwarven Craft priest (combine cleric and fighter together without the hefty restrictions of a paladin).

No halflings appear in this rulebook (though do not worry they do appear later in another product) and nonhumans do still get restricted on level gain, though this is less of an issue with ACKS leveling system ending at 14 for human classes.

Optimization in droves
ACKS utilizes a proficiency system. While this is not a new idea, the way it is utilized is both efficient and really changes ACKS from being just another retroclone restating the same tired ideas. Within ACKS, Proficiencies fall somewhere in between feats and skills. Couple this with the use of templates and you can really make a customized version of whatever class you decide on that further individualizes without having to make yet another class.

Proficiencies are unique to certain class types. There are of course shared proficiencies, but by and large, this is more within a template (something I will go into more detail about on the Players Companion review). This makes a sword and board fighter operate differently from say a 2 handed fighter. The Mercenary template for instance: you throw in 2 proficiencies, Combat reflexes and Manual of Arms and a customized equipment package flavored to the more iconic mercenary role and voila your fighter is instead a professional soldier for hire.


Image by Ryan Browning ©Autarch LLC 2011-2018

Magic by the numbers
Magic in ACKS will be both familiar and unique compared to other OSR systems. I realize that is a fairly vague statement. So in most d20 systems wizards have a pool of spells in their spellbook. ACKS is no different in this. Where the differences come in is how those spells are utilized. Normally arcane spellcasters are restricted to only using those spells they have memorized unless we are talking about 3.X era Sorcerers. The problem with Sorcerers is that not everyone wants a spellcaster that does not have to "pay" in the traditional sense for their power. What this did is set what some looked at as an unfair imbalance to the more traditional mindset of spellcasting based around Vancian rules.

ACKS, however, says any spell in your repertoire can be used provided you have the spell slot left to cast it.

This might seem like a minor change but in effect what it does is make the magic-user more flexible. Now the spellcaster can safely go into dungeons knowing that not only do they have offensive magic usable but also all those oft unused utility spells that could potentially make or break an encounter. I was skeptical at first until I saw this in practice. It worked very well and was in no way overpowering. The limitation of so many spells cast per day keeps it railed in while giving the benefit of far more utility.

ACKS has little touches inserted all over the place to individualize itself. The author encourages folks playing spellcasters to add little signatures that are aesthetic in name but really help to flavor their caster individually. The example that is given in the book is of a necromancer character that whenever he casts magic missile the magic manifests as a shard of a bone. It is a simple nonmechanical storytelling the device that still helps to further the idea of not relying on a hard mechanic to define your character.

Fantasy economy done right
One of the surprises and delights of Adventurer Conqueror King System is the extensive study of 4th-8th-century history that the authors have done. A great deal of analysis has gone on to properly represent from a socioeconomic point of view the very real financial and labor challenges living in that era would have produced. Your first introduction to this is the equipment section, in which equipment availability by market size, as well as pricing conventions based upon supply and demand. This is not done in a time-consuming fashion. Everything is lined up in easy to follow tables that very quickly let the Judge scan for the market type based on domain size. In a clear manner, this tells the Judge how to price objects, if they are available, and if not if it is possible to get the product in and how long it will take.

A lot of folks hear the word tables, and that turns them off thinking this is going to be a game where they have to nonstop consult table after table. I am here to tell you, the information is oriented in a fashion in which it's easy to find in a time of need without disrupting gameplay for long periods of time. Later when the rulebook begins discussing domain management and creation, the game offers meticulous detail about acreage, production of resources based on peasant morale, population, and natural sustainability. A desert offers different financial and logistical differences than an overgrown forested region. All of this is presented in a fashion that a Judge can find and use with ease.

Image and information presented ©Autarch LLC 2011-2018

This land is my land
It was always the intent of Dungeons and Dragons B/X era gaming to guide players from lowly dungeon delver to wilderness explorer, to notable and important heroic figure and eventually to ruler. While a system to do this has been included in just about every iteration of D&D since B/X days, only in the BECMI rendition is the concept actually given real depth in the core rules. Yes, supplements have been offered in one fashion or another, but a supplement makes it more of an optional thing than an actual feature or focus of the game.

ACKS chooses to instead really dial in this oft-neglected aspect of gaming. Sure your adventurers will dive into pits of despair. But around 3rd to 4th level they spread their wings and begin to focus on exploring the wilderness surrounding them. As tales of their heroics spread, so does their notoriety. The movers and shakers of the land begin to take notice, and with this also comes those who will seek the players out.

However, this is just where the fun begins. In order to create a stronghold or a domain, the players must first clear or "conquer" the surrounding hexes from their chosen build site. This is the only way they can hope to attract not just followers, but peasants and commerce to come to their domain. The costs in labor, time, pedigree of hireling required (engineers for instance) is laid out in digestible bits that neither overwhelm nor undersell the reader.

Once the project is complete and the domain established now the mechanics of actually running a realm come into play. With such an eye for historical accuracy and logical population disbursement (you won't find a town of 50,000 people in a medieval desert setting where it would have been impossible to sustain it) you can easily weight the requirements of maintaining and growing your kingdom.

Creation defined 
A lot of products shy away from the idea of letting players construct or build things. Specifically, most of this kind of detail did not become available until the 3.x era of gaming, and even then as an afterthought or option without the true details needed to fully convey this process. ACKS, however, does not shy from tackling this topic.

Complete rules are given for creating magic items, researching and creating new spells, building magical constructs, and necromantic minions and more. What is more interesting is that it also gives rules on how to infuse this into the domain aspect. A mage might have a few apprentices, which instead of just being fluff actually serve the purpose of advancing the mages personal goals and acquisition of power. This is done through harvesting ingredients, researching spells, writing scrolls or a myriad of other various functions. Your retainers, hirelings, and followers are more than mere torch wielders and trap finders.

This idea that a player can create items worthy of the magic item index is not new, but rarely has it been portrayed in the common sense fashion that it is in ACKS. Once again all of this is presented in an easy to follow fashion that is modular, use it or don't use it at your leisure. If you want the total ACKS experience use it, but if you just want it to be basic, the game runs fine without it.


Summary of my thoughts on ACKS
ACKS is not a retro-clone as much as it is a reinforcement of the B/X foundation, then a layered approach of adding complexity to this style of gameplay. All this is presented in a very modular format. Meaning you can easily remove this aspect if you dislike it as a gamemaster without breaking anything. I think that is important to folks who look for flexibility in a system. It can be as complex or as clean a B/X inspired game as you want it to be. The foundation has been refined to perfection so that other aspects of ACKS can sit comfortably atop it.

The core rulebook follows a very predictable pattern in how it presents information. Chapters roll into one another in a common sense placement. You can tell time and understanding of gaming has clearly helped the author to conceive a functional layout. Every chapter progresses on the groundwork of the chapter before it in a clear and concise pattern.

The author has constantly worked towards individualizing the product. Attack Throws or To hit numbers are neither the Thac0 system nor the ascending system as it is used in 3.x products. It falls right in the middle still following an ascending pattern and more common sense approach of simply needing to add the respective armor class to a base roll to figure out the number needed. Unarmored foes start as Armor Class 0, and armor increases positively from there.

The artwork is superb with gorgeous color cover art and amazing interior Black & White illustrations. The author's tone is easy to follow and even subject matter that would have put me to sleep in other games is presented in a fashion to keep the reader interested. Most of this is done by using constant examples to make the idea shown click.


Where can you buy it?
You can pick up Adventurer Conqueror King at RPGNOW or Drivethrurpg. Most of the products come in PDF form or you can Print on Demand the core rulebook. You can pick up the Softcover for $35.00 with PDF as well or $40.00 in Hardcover with the PDF. There is no price difference between buying the PoD version with or without the PDF currently so it is the best of both worlds!

Join me in 3 weeks for a review of the ACKS Players Companion. I plan to go through each one of the ACKS products as all of them offer a bevy of different options worth exploring even if you do not intend to run ACKS itself.
Until Next Time,
Keep rolling them bones
Chris

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Thursday, June 21, 2018

Deal of the Day - Adventurer Conquerer Kings System (ACKS) PDF 2 Bucks



Until tomorrow, June 22 at 11 AM Eastern you can snag the Adventurer Conqueror King System PDF for the dirt cheap price of 2 bucks (instead of the normal 10).

If you play B/X or Labyrinth Lord, you already know the core system but it has its own flavor:

  • Play 12 different classes, including the fighter, mage, thief, cleric, assassin, bard, bladedancer, explorer, dwarven craftpriest, dwarven vaultguard, elven nightblade, and elven spellsword.
  • Easily customize your character using a unique, optional proficiency system. Make your fighter a berserker or your mage a necromancer!
  • Buy, sell, and trade common merchandise, precious silks and spices, and even monster parts and magic items in a balanced and integrated game economy.
  • Construct strongholds, establish kingdoms, and carve out a realm for your character.
  • Run a thieves' guild and send your minions to carouse, smuggle, steal, and commit other hijinks.
  • Establish a wizard's sanctum and explore the forbidden arts. Crossbreed horrific monsters in an underground laboratory, enact powerful magical rituals, build golems, craft magic items, or even transform yourself and your followers into undead monsters.
  • Build and run a living world for adventure on a grand scale. With game mechanics built to support emergent play, ACKS is the ultimate RPG for sandbox campaigns.
Probably my go-to system after Swords & Wizardry, I had a blast running ACKS and still use it as a resource.

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Check out the ACKS "Kilodungeon" Kickstarter Secrets of the Nethercity, currently funding.


Sunday, June 17, 2018

Kickstarter -Secrets of the Nethercity (ACKS / OSR)



I've slowly been playing catch up after NTRPG Con. Didn't help that my desktop's hard drive was failing before the con and I had to replace the computer on Friday (and had to reschedule the recording of the return of... yeah, let's get that recorded before I mention it) Then my smartphone died. Yep, it's been that kind of week.

Just trying to explain why, being that I have an unformatted word document of Secrets of the Nethercity, I won't be referring to the document with this post. I will get to it, hopefully over the next few days. When I've read it I'll post a follow-up.

So, let's peek at Secrets of the Nethercity. It includes the following:

  • An epic "kilodungeon" with 240 location entries spread across 20 different dungeon sub-regions that can be explored in a nonlinear fashion over the course of your campaign 
  • 12 new monsters, including the chryselephantine statue, faewyrd, hydropian, and terror of death
  • 30 new magic items, including the bag of faerie seeds, the funerary barge of the cults, horn of the eagles, scepter of sacred power, and shadowcowl robe
  • 4 new character classes, including the elven cultist, hierophant, and warlord
  • A special appendix providing step-by-step worksheets to adapt the Nethercity to your favorite campaign setting
  • A home base (the city of Cyfaraun) for use by your adventurers in between dungeon delves. The city is presented in summary format in the adventure itself, and the city and the sewers below it are presented in more detail in a supplement called Capital of the Borderlands (available at $20 and above pledge level). With every bonus goal, we'll expand the city and sewer levels!
So, why "kilodungeon"?
The Nethercity is bigger than an ordinary dungeon (like Sinister Stone of Sakkara) but not as big as a megadungeon (like Dwimmmermount). Get it? Kilo instead of mega... Let's just read on.
What are the price points?

10 for the PDF of Secrets of the Nethercity. 20 for the Nethercity and Capital of the Borderlands supplement.

30 for the softcover of Secrets of the Nethercity PLUS the Nethercity and the supplement in PDF.

40 gives POD at cost coupons for both books, PDFs of both books AND and early access playtester version of the PDF.

I think I'll be in for 40 bucks. There are other levels with many other goodies, but 40 is my sweet spot.


Wednesday, June 13, 2018

The Tavern Chat Podcast - Episode #28 - GMF Update, #ConManKen Update and Kickstarters


I can't believe we've hit 28 daily episodes of The Tavern Chat Podcast. Thank you all :)
It's a pretty full episode (and four full weeks of daily podcasts). We look at the Gygax Memorial Fund and the POD AD&D 1e reprints over at RPGNow - is there money going to the GMF from these sales? What's #ConManKen up to and where is he at? Oh, and Kickstarters. Can't forget the Kickstarters ;)
Link to Episode #28: https://anchor.fm/tavernchat/episodes/Episode-28---GMF-Update--ConManKen-Update-and-Kickstarters-e1ksq0

Link to The Curse of Roslof Keep Kickstarterbit.ly/Roslofkeep

Link to Vault of K'Horror A Tunnels & Trolls GM Adventure Kickstarter:   http://bit.ly/VaultHorror

Link to Secrets of the Nethercity Kickstarter:  http://bit.ly/Nethercity

Friday, January 13, 2017

Bundle of Holding - Adventurer Conquerer King System - ACKS Collection


I can't believe I would have missed. this if it hadn't been pointed out in a comment on the previous post. I used to check the Bundle of Holding site every few days but I've gotten lazy. In any case...

Grab this bundle!

ACKS is a great system, kinda like Labyrinth Lord with racial classes (note, I didn't say Race as Class - there is a difference and ACKS handles it well) Then you have the ACKS Player's Companion. You want a set of rules, charts, costs and balance checks to create new classes for the OSR game of your choice? This is the book for you.

Looking to handle larger combats or military actions? Check out the Domains of War books. Lairs & Encounters is practically worth the price of admission to the Bonus Collection (currently just under $20) on its own. Don't forget Dwimmermount. Even if you don't run it as is there's simply a huge amount of material to mine.

I strongly suggest the Bonus Collection if you can afford it.

You have just over 17 days to close the deal, but don't wait too long... you might forget ;)

Sunday, May 22, 2016

Adventurer Conquerer King System (ACKS) System Resource Document

During today's recording of the latest episode of the Path of Legends Podcast, the Adventurer Conquerer Kings System was brought up in regards to how it handles characters dipping down to and below zero hit points. My cohost, +Vincent Florio mentioned that ACKS had a System Resource Document (SRD). I didn't believe him at first but he found the link. Vince was right. ACKS has an SRD.

Here's the ACKS SRD link. The chapters are in plain text, it's no frills but it's definitely useful and even better, it's free ;)

Strangely enough, I was supposed to play in the first session of ACKS for my gaming group in a couple of years last night, but I was exhausted from a week of illness and an afternoon and evening of socializing with my old gaming buddies. I'll have to wait till next week.

Thursday, December 17, 2015

Kickstarter - Lairs & Encounters (Autarch - OSR Sandbox Supplement)


I like Autarch. I like the company a lot. They managed to salvage Dwimmermount and the Adventurer Conquerer King System (ACKS) is a solid system that my group will be returning to in the new year. It annoys me to no end that their Lairs & Encounters Kickstarter has escaped my notice until now. It's funded with 11 10 days to go.

Needless to say I backed this the moment I saw it, but for the curious, this looks to be an amazing sandbox tool. Here's the skinny right from the kickstarter:
Lairs & Encounters is the ultimate supplement for fantasy RPG sandbox campaigns. Designed for use with the Adventurer Conqueror King System™ (ACKS™), it is readily compatible with other fantasy role-playing games built on the same core rules. In Lairs & Encounters you will find: 
- More than 135 ready-to-play monstrous lairs - that's at least one lair listing for every possible monster lair mentioned in the Adventurer Conqueror King System. The lair listings are designed to be used both as dynamic points of interest that can be discovered while wandering through the wilderness and as obstacles to a would-be ruler’s attempt to secure land for a domain. 
-New subsystems for sandbox play, including rules for populating 6-mile hexes with lairs based on the terrain and extent of settlements in the region, and rules for searching for lairs in the wilderness factoring in terrain density, aerial reconnaissance, splitting up to cover more ground (never split the party!), and more. 
-Additional mechanics for monsters, including ability scores for monsters, proficiencies for monsters, and young monsters. 
-A complete system for taming and training monsters, with details on the lifespan, roles, tricks, trained and untrained value, supply cost, training period, and the trainability modifier of every monster in the game.   
-A complete system for creating your own unique monsters. In the ACKS Player's Companion we gave you mechanics to create balanced new character classes and new spells; now we bring our same rigorous attention to balance and customization to monsters.
Even better is that you get a draft copy in PDF when the Kickstarter funding completes. Damn skippy! I won't have to wait to start putting it to it's paces ;)

Tuesday, October 6, 2015

RPGNow Deal of the Day - Book of Lairs (ACKS / OSR)



Holy crap!

I almost missed this, and if I had missed it y'all would have been screwed. Or at the very least, out of luck.

+Simon Forster 's very own The Book of Lairs in on sale for $3.08 in PDF. It might be a weird price point but the Book of lairs isn't weird, it's simply awesome. Did I mention the art is my the magnificent +Jim Magnusson and his wife?

Need something to throw at the party at a moments notice? It's all here. One page for the map, another page for the creature themed encounter. Approximately 70 pages of such goodness. So easy to print out what you need, when you need it.

And it's dirt cheap. At least for the next 15 hours or so.




Friday, October 2, 2015

RPGNow Deal of the Day - The Sinister Stone of Sakkara (ACKS Adventure)



ACKS (Adventurer Conqueror Kings System) was one of the first Kickstarters I backed. I'm excited to see they are putting out some adventures for it.

The Sinister Stone of Sakkara is an adventure for levels 1 to 3 written for ACKS. It clocks in at 80 pages for the PDF and surprised me by having some full color interior art.

I haven't read enough to offer a proper review, but I've been happy with Autarch's releases in the past. I expect this to be no different, and at $2.50 until sometime tomorrow morning, I suspect it's a steal.
Over a millennium ago, when the borderlands were in the dark grip of the Zaharan Empire, the empire’s sorcerer-priests erected a profane temple to house the terrible artifact known as the Stone of Sakkara. Using the Stone, the sorcerer-priests could birth monsters and abominations with frightening ease and magically command the loyalty of chaotic creatures. The Stone brought its evil masters great power throughout the fell empire. 
In the centuries since the fall of Zahar, the Stone has lain dormant and forgotten. Now it has awakened, and warbands of beastmen have begun to gather sacrifices to power the Stone’s birthing pools again. Local farms and hamlets have been sacked and pillaged, and entire families have gone missing. The local legate has too few men to even patrol the border; he has none at all to hunt down the source of the evil. Adventurers are needed… 
AX1: The Sinister Stone of Sakkara is a ready-to-play adventure presented for use with Adventurer Conqueror King System™ and other d20-based fantasy role-playing games. AX1 includes a two-level dungeon filled with chthonic horror along with a friendly stronghold from which your adventurers can explore the region. The Sinister Stone of Sakkara is the perfect introductory adventure for a campaign starting in ACKS’s official setting but easy to adapt to your campaign setting of choice. Begin your rise from adventurer to king today!

Sunday, October 6, 2013

The End of One Campaign Brings on a Fresh Beginning

We've had a real tough time getting the group together on a regular basis since mid July - summer distractions and other assorted events kept things dragging, and the gain and then loss of two players changed the party dynamics. It didn't help that I had just kicked off the new DCC RPG campaign at the start of the summer, replacing the AD&D / OSRIC campaign in Rappan Athuk.

The feedback from my players was the first campaign we played, ACKS in Blackmarsh, was still the game they always thought back on. The characters resonated, the setting had meaning and their actions had impact. I ran it as a "seat of my pants" sandbox, which was stressful, yet exciting at the same time. We also used Obsidian Portal for weekly character updates and players that made weekly recaps got bonus expo. Player drops and gains caused us to move on from this, but the style seems to fit my players and me more than anything else we've done.

So, last night we put it up to a player vote - start anew or not, and if so, what rules and style and such?

The results were pretty much as follows. Start anew, with a sandbox styled campaign. For the rules, AD&D came up but Swords & Wizardry Complete was the ruleset decided upon. Very close to AD&D and it allows me to houserule the shit out of it, which I will detail some of at the end of this post.

Choosing a setting was a bit trickier. Greyhawk folio? Forgotten Realms gray box? Then I remember +Rob Conley excellent Points of Light from Goodman Games. I copied the descriptions of the 4 settings into the Hangout's chat box, and it was quickly decided to use Southland. Just enough to kickstart a campaign without being bogged down in excessive details.

Rules chosen? Check

Setting Chosen? Check

Obsidian Portal set up? Check

Then we discussed house rules, which we are liberally borrowing from other OSR games.

- Cleave, as per the ACKS rules. Will probably use the ACKS charts for death and dismemberment too.

- All ability score bonuses range from + 1 to + 3 and penalties from -1 to -3

- Liberal multiclassing, assuming the player can give an in game logical reason for the class combo

- Few class / race restrictions. Explain to me why you want to play the combo in terms of the game, not the rules

- No level limits on single class demihumans

- Thief skills and the like will be based off of the single save (much like in Crypts & Things). Unskilled use of skills will need an 18 (adjusted by ability bonus / penalty) to succeed, and take 10 times longer to accomplish

- Luck - I like the use of luck in the DCC RPG game, and here's my attempt at a variation for other OSR games:
     All characters start with 5 points of luck, adjusted as follows - Thieves + 2, Clerics + 1, Monks + 1 and Halflings + 2 (race and class bonuses are cumulative)
     Once per encounter, a player  can decide to burn luck after rolling a die
         1 point spent equals + 2 to the roll
         2 points spent equals a reroll
           Halflings can spend their "once an encounter" luck ability on another PC at twice the                    stated cost - 2 points or 4 points
     At end of the adventure (not session - usually 1-3 sessions) players get back some luck, but in        no case more than they started the campaign with:
           Thieves get back 1d4
           Clerics / Monks get back 1d3
           All other classes get back 1d2
           Halflings add + 2 to the roll

Friday, May 24, 2013

Delving Into Dwimmermount - A Look at Last Night's ACKS Session From a Player's Perspective

Yes, I actually got to PLAY in a session of Dwimmermount. If all goes as planed, I'll be playing in many sessions of Dwimermount with my ACKS Wonderworker (pretty much a M-U/Cleric hybrid class), which is a bit of a change for me as I tend to not go for the classes that have d4 for HD and no armor ;)

I was surprised to find out I wasn't the only Wonderworker and even more surprised when the other Wonderworker cast a Magic Missile spell with 4 missiles. At least 4th level, I suddenly felt like a one-trick pony, but that's later in the story.

Rathman and the other party members - a crazy cleric, a dwarven fighter, a halfling fighter / theif, a thief and the previously mentioned wonderworker comprised the party. I also brought along Grud, my protector and shield bearer. Grud was the only chance I'd actually get to roll some dice in combat ;)

My mission, if I chose to accept it, was to say a prayer in the room with all of the rats, which, come to think of it, we may have found.

You see, when we got to Dwimmermount, there were rats with a mission carrying coins clenched in their mouths heading up the stairs to Dwimmermount. Old coins of Ancient Dwimmermount in nature. I suspect we were watching the restocking of the dungeon. Still, right off the bat, we had rats with coins, so I felt right at home.

On the way up the mountain we encountered some dwarves that had a nicely secured base. They were there to observe comings and goings on the way to Dwimmermount. We knew we had found a good place to retreat to when the night was over.

After nearly deciding to open a glowing door in the mountain but deciding it was just too dangerous, we continued following the rat parade to an iron door that someone had propped open with a statue.

The first room inside was ankle high in rats, who seemed to stop here to get their bearings before moving on to later destinations. There was a soft glow of light coming from behind a closed door which some of the rats were able to pass beneath. Upon peeking, it was revealed there was the sheen of oil on the other side of the door, so out halfling rolled a lit flask of oil under the door to light the slick - hilarity ensued (and just reinforced my previous observation that players setting fires).

Behind the door was another group, so I summoned Berserkers (it's my one useful trick) and set the quartet to kill.Other players also attacked, as did my henchman, but it was the assortment of berserkers that stole the show in my humble opinion ;)

After the combat the party questioned a survivor and found out they were there to oil up a talking head and ask it questions about Dwimmermount. We then took turns buffing the head and asking questions before trekking back to the dwarves (and killing some kobolds along the way).

All in all, a great time with some excellent players and an amazing DM. +Tavis Allison , +Jason Paul McCartan , +Joe D , +Miguel Zapico and all the rest - great game! Looking forward to next week :)


Tuesday, April 16, 2013

Autarch's Latest Kickstarter - Domains at War


The last time I tried mass combat in an RPG with actual rules was the old Battle System rules for AD&D. That did not work out so well.

I'll know better in 6 months or so if Autarch can pull it off with Domains at War. Judging from the ACKS rules, I'd say they have a pretty god chance for success. I'm in for 35.

I must say, I was impressed with the airing out of the Autarch track record at the Kickstarter site:




Backing a Kickstarter entails risks as well as rewards. As project creators, it's important to us that you are aware of the risks and have a chance to evaluate what we're doing to minimize them.

* DISAPPOINTMENT *

Any time you pick up a new gaming product, there's a risk that it will fail to live up to your expectations. Using Kickstarter increases this risk. Because you will be the first to get your hands on Domains at War, you won't have the chance to read reviews or get word of mouth feedback before deciding to invest your gaming dollars in it.

To minimize this risk, we made the Free Starter Edition available for you to download before pledging. Its simple rules are the core of the Domains at War system, and should give you a good idea whether it's something that will appeal to you. If you're still not sure, you can start with a $5 pledge and download the manuscripts of Campaigns and Battles, then increase your pledge if you like what you see. If not, you can cancel it at any point before the campaign ends.

Because we'll be using the Kickstarter funds to cover illustration, layout, and printing, you won't be able to check out the final production quality of Domains at War before deciding to pledge. However, Autarch has earned a reputation for high production values and excellent customer service with our previous Kickstarter projects, and we are eager to live up to this standard.

* DELAYED REWARDS *

Although it may be reassuring that we've done successful Kickstarter projects before, you should be aware that we also have a track record of not meeting our estimated delivery dates. It's not uncommon for game creators to run late, but we are firmly committed to getting our Domains at War rewards to you on or before the promised dates. The key to doing this will be to learn from the mistakes we made in each of our previous projects.

ADVENTURER CONQUEROR KING: Funding ended 8/6/11; PDFs delivered 2/1/12; hardcovers shipped 4/12/12. We launched this Kickstarter before the requirement to set an estimated delivery date, but it's fair to say we expected to have the rewards ready sooner than we did.

Our mistake with this first Kickstarter was to not limit the scope. Unlike Domains at War, we did not have the manuscript for ACKS finished when we launched the Kickstarter. This worked out well for a new company; the process of communicating with backers gave us lots of great ideas for how to make ACKS better, and we're glad we took the time to incorporate this feedback into the finished product. The problem was that ideas resulting from this collaboration also made the book longer than we originally anticipated, leading to delays.

Now that Autarch has been around a little longer, we're still dedicated to collaboration with backers, but we can apply this to other projects we have on the drawing board. As a Domains at War backer, you'll have the chance to provide input on drafts of the upcoming Auran Empire Campaign Setting, which we intend to contain all the information you'll need to play out D@W battles and campaigns in this fantasy world. We now have the luxury of waiting to crowdfund a product until it already has the invaluable benefit of feedback from the people most likely to use it at their gaming tables.

PLAYER'S COMPANION: Funding ended 3/16/12. Estimated delivery for PDFs 5/12; actual 12/16/12. Estimated delivery for hardcovers 7/12; actual 1/28/13.
hardcovers shipped 4/12/12.

Some of the delays on this project were due to not learning from our mistakes - the bonus goals added substantially to the scope of the project. We also ran into a new mistake, a bottleneck in our work flow with the internal organization of the PDF.

What we've learned is to plan for at least two ways to achieve each step on the way to creating the rewards. Domains at War has a higher funding target than any of our previous Kickstarters because we've double budgeted for key elements of the process; even if a supplier or contributor takes the money and runs, we'll have funds on hand to cover our backup. To further avoid bottlenecks, we've also set internal deadlines to tell us when it's time to stop waiting for plan A and go with plan B. We hope that this extra redundancy in Domains at War's scheduling will allow us to actually beat our estimated delivery dates if everything goes smoothly, and still meet them even if it doesn't.

DWIMMERMOUNT: Funding ended 4/14/12. Estimated delivery for PDFs 6/12, 8/12 for hardcovers. Current estimate 8/15/13 for Labyrinth Lord version, 12/25/13 for ACKS version.

The Dwimmermount rewards are still outstanding, and mistakes we made in setting up this project mean it's been a long and difficult journey to the point we're at now where we have full confidence in our estimated ship dates. The lesson we've learned is that there is no getting around bottlenecks that depend on the unique work of an individual. To avoid delays, their work has to be finished before the Kickstarter launches, and others need to be able to take the remaining steps toward fulfilling the rewards even if individual issues intervene.

Only Alexander Macris could have written the complete draft for Domains at War, just as only James Maliszewski could have written the Dwimmermount draft. Having that draft already in place so that someone else could use it to deliver the rewards is an essential safeguard against delays. Although Alex is far and away our most valuable player, Autarch is a LLC with seven members in two cities. Barring a disaster big enough to affect the entire Eastern seaboard, one of us should be able to fulfill our promises to you with Domains at War.

* UNFULFILLED REWARDS *

By far the worst risk you face in backing a Kickstarter is that you'll pledge your money and never get the rewards you were promised in return. You can reduce this risk by only backing creators whose track record demonstrates that they're worthy of your trust. We hope that our (eventual) successes with ACKS and the Player's Companion, and our commitment to stand by our Dwimmermount backers despite all of the difficulties on that project, speaks to our trustworthiness.

To minimize your risks of giving us money and getting nothing in return, we've made sure we can set delivery estimates within a six-month window following the time we'll charge your credit card. Being within this window gives you the best chance of getting your credit card company to process a chargeback if it looks like we're going to fail to deliver your rewards or respond to your request for a refund. There's absolutely no reason to think this might happen; we've gone above and beyond the Kickstarter terms of service in offering refunds to Dwimmermount backers. Still, we really hate the idea that you might get completely burned by putting your faith in us, and it's reassuring to know we're leaving your own options open in the event that something goes totally wrong on our end.

* CHALLENGES *

Although we're confident that our experience as publishers will let us handle any problems that emerge, Domains at War involves kinds of printing we haven't handled before. During the time we've been developing this Kickstarter we've received proofs of our maps, counters, and play aids. We're confident that we'll be able to produce these rewards with the same quality we've brought to our other projects, and we plan to share the basis for this confidence with you in weekly project updates.

* ALTERNATIVES *

We hope you'll decide it's worth taking on the risks involved in backing this Kickstarter, but it's important to emphasize that this won't be your only way to get hold of Domains at War. We expect that all the items that go into the Complete Domains at War Set will be available in stores within a few months of the time that Kickstarter backers receive them. (Retailers who back the project will have them sooner!) All these items, as well as the PDFs and the components of the Deluxe Domains at War Set, will be available for purchase online around the same time. The only things you won't be able to get once the Kickstarter closes are free shipping, the rewards that involve creative contributions to the finished product, the chance to provide feedback on this and future projects, and acknowledgement in the credits for having helped make Domains at War a reality.




Sunday, March 31, 2013

Cleaving in Crypts & Things (and Swords & Wizardry Too)

One if the neat little rules I enjoyed in ACKS was the ability of the classes to "cleave". Down your opponent, and you get a free attack on a nearby one. If you were one of the "fighter" classes, you could cleave a number of times up to your level in a single round assuming you are able to continually down opponents. Pretty neat.

In practice it works much like the Fighter getting 1 attack per level for creatures under 1HD, but a miss ends the chain and it scales a bit with level.

There is no such rule in Crypts & Things or Swords & Wizardry, but it's an easy one to add and fits the Swords & Sorcery genre in my opinion.

I would actually treat every class in Crypts & Things, with the exception of the Magician, as if they were a Fighting class for the purpose of the cleave rule (much like all classes can backstab in C&T). Therefore, Barbarians, Fighters and Thieves would get to attempt to cleave up to one time per level per round while the Magician would be limited to a maximum of a single cleave per round.

Hopefully we get to kick the Crypts & Things campaign into motion this weekend...

Tuesday, March 19, 2013

Questions (and Answers) as to Why I'm Going to Run Crypts & Things With My "Lapsed Gamers Group"


One of the players in my "Old Gaming Group" and very good friend of mine, sent me an email earlier tonight asking me why i chose Crypts & Things for the "Getting the Band Back Together" Sunday Morning Campaign.

The questions he asked were spot on, so I figured I'd share the questions (and answers)

Tony is asking the questions, and I'm the one providing the answers ;)

I have a soft spot for the 'dark' low magic fantasy worlds since during junior high / high school and college I was always reading novels such as Elric and F. Leiber stories as most of us were back then.

I know you talked about this on your blog a bit and again I think Crypts and Things is a great choice but I am curious why you didn't pick some of the other systems that I have read about on your blog.

Q - OSRIC - Was the main reason it too expensive for Chris and Barry to get into?  Is it a bit too complicated for a new player?   You gave me a copy of rules which I am thankful for but I never read it so I don't know much about the system but I planning on reading soon. 

A - OSRIC is AD&D 1e without Unearthed Arcana and the subsystems that no one really used. It's what i run on Saturday Nights - It's also a beast of a book to read (about 400 pages) - PDF is free, oversized pocket paperback is about 10 bucks ( think) plus shipping, but 400 pages is a lot of reading to expect for lapsed / returning / new gamers - smaller typset too.

Q - Pathfinder - Not old school like Bry wanted?  I don't own this but if I am correct it is based off of D&D 3.5 right?  So definitely not the D&D we grew up with but still D&D 3.5 is a cool system.  agreed?

A - It's a good system but very "crunchy" (heavy rules wise), much more crunchy than i enjoy these days. I would have loved it during my college years. The Beginner Box for Pathfinder is as crunchy as I'd ever go, but I feel more relaxed with the OSR games.

Q - Bry mentioned D&D 4.0.  I know you won't run that game and I don't like it either. Assume we both don't like it since it it too much like an MMO. I never played but with all of those rules a single combat must take forever (very much not like an MMO ironically).  I do own the books and I do like the fact that two players of the same class would be different because you select powers but it was way too 'crunchy' as I have heard you say in your blog. Is that the main reason you don't like 4? 

A - Combat as you have surmised is a horror. The crunch factor is huge, but the way the powers are set up, possibly not as bad as Pathfinder. But you need to use battlemaps and minis (some may say otherwise, but as written and designed, you do), and that's not how I roll. That, and "Healing Surges" still make no sense to me ;) If you want to listen to a podcast of actual 4e gameplay, try Drunks & Dragons - it's entertaining

Q - Adventurer Conqueror King - I don't own this one. why not this system?  Too difficult for a new player? Not enough like D&D for Bry?

A - ACKS is a fine system. I ran it over the spring / summer of last year. We used some classes from the beta version of the Companion, which were slightly broken (too powerful). I'd run it again, but as many of the classes / races seem setting specific, I'm waiting on the setting to flesh things out.

Q - Dungeon Crawl Classics?  - again I don't own.  curious why it didn't make the cut?

A - I love DCC. I had a blast running some session in the summer and fall. The book is HUGE! (nearly 500 pages) and  would have scared folks away. All that being said, I plan on converting some DCC RPG releases to C&T down the line. I think they'll fit really well.

Q - Savage worlds ? - I don't' own this either.  Not enough like D&D?

A - Definitely not like D&D. I don't fully "grok" the system. That being said, I'm dying to run some Soloman Kane ;)

Q - LofP - you gave me the rules and magic book. I have looked it over.  looks cool but a bit over the top horror which is not really the way we played back in the day so I can see why you didn't pick that.  right?

A - LotFP WF was tempting and the rules are available for free in PDF. That being said, I'd have had to have houseruled the shit out of it to get me where I want it, and that kinda defeats the purpose. Also, I think folks would have complained with the "only fighters ever increase in combat ability" part among others.

Q - Dark Dungeons - you gave me this book - I have not read it yet but again wondering why you didn't pick this?  looks cool.

A - No particular reason except it hasn't been on my radar recently. Well, and it suffers from being huge in page count, which is fine for active gamers, not great for lapsed gamers.

Q - Finally - Tunnels and Trolls. I have an 1986 paper back called.  'tunnels and trolls' the complete fantasy game rule book.  I think you gave this to me.  I know you like the system.  why not this one?  not D&D?

A - I love me some T&T. I really do. I want to run the game and I'm looking forward to the new edition releasing this spring. Not D&D, which is what folks wanted. T&T 5e is NOT the clearest set of RPG rules ever written. Not what i wanted to use to entice folks back to the Dark Side after 16 years of not gaming ;)

Friday, March 1, 2013

Some Dwimmermount Rewards Are Shipping - Labyrinth Lord HCs and ACKS

Labyrinth Lord rulebooks (both Core and AEC) as well as the Adventurer Conqueror King System rulebook were offered as rewards during the Dwimmermount Kickstarter. The publishers of these products have taken it upon themselves to ship these out now, and not wait on the unknown progress of the rest of the Kickstarter, which I think is an excellent way to provide customer service.

From Dan Proctor, writer / publisher of LL:

"For those interested, I just want to confirm that all hard cover copies of Labyrinth Lord and the Advanced Edition Companion that were ordered through the Dwimmermount Kickstarter shipped today. The PDFs were delivered several months ago. I also want to make sure people know that James Maliszewski did in fact pay me for all of the orders. I asked him to deliver the money for this long back, well before his personal difficulties arose, because I wanted to ensure that I would be able to deliver the books in case anything unforeseen happened. At the time it seemed unlikely there would be any snags, but I was sort of looking ahead in a paranoid fashion I guess, and we now know that snags did in fact arise. Although I have every confidence James will eventually complete and deliver Dwimmermount, it is now clear that Dwimmermount may not be fulfilled for some time. In light of this, I want to take care of my supporters and customers by fulfilling this one component of the Kickstarter that I have control over. I did take some hit due to unforeseen shipping expenses associated with this, but I did not take an overall loss. That's why even though some customers very generously offered to pay for the additional shipping, I have declined those offers. As a supporter of Dwimmermount myself I know many people already have a lot of money invested in the project."(I did the bolding to point out what a stand up guy Dan is)

As for ACKS, from Tavis' update on 2/22 on Dwimmermount:


A number of backers added to their Dwimmermount pledges to receive copies of the two rules systems the mega-dungeon is written for, Labyrinth Lord (and its Advanced Edition Companion) and the Adventurer Conqueror King System (and its ACKS Player's Companion). Those who pledged for the PDF versions of these books should already have received their copies. Email support@autarch.co if you didn't receive them and I'll help resolve it for you.

Our original plan was to combine shipping on the print copies with the Dwimmermount hardcovers, but Dan Proctor at Goblinoid Games and us at Autarch have decided to go ahead and send our books separately at no additional charge to the backers. I believe everyone who pledged for the print copies has now been sent an email confirming their shipping address, and that the LL books are on their way. I sent Game Salute the addresses for the ACKS books earlier this week but haven't gotten confirmation that they are in the mail; I'll reply to the individual email threads as soon as I have more information.

(Update from 3/1 via G+ from Tavis Allison)

I don't have confirmation yet from Game Salute that the ACKS books have shipped - their warehouse guy has been out sick - but we're doing the same thing (and taking the same hit).


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