RPGNow

Sunday, May 15, 2011

Bard Put to Bed - Next Project...


Well, I sent off my take on the Bard for Swords & Wizardry last night - we will see if Matt has a place for it in Knock Spell #6.  If he doesn't, I'll post it up here.

I had a blast working on it, even with all the things i wound up NOT using (like the turning table for Charm / Changing Crowd Reactions), additional languages spoken (I figured being given a chance to READ almost anything was better balanced), new spells / songs (would have added major length to the submission - they can always be added later), instruments (and a bonus to use them) - this stuff was cut not because it wasn't useful, but because it wasn't needed.  Short and sweet.

So, what next?

The TrollGod informed the members of Trollhalla that Fight On! #13 is going to be dedicated to Ken St. Andre, for all his work on RPGs (Go Tunnels & Trolls!).  Maybe I can work on a T&T submission to Fight On!

Hmmm... I probably need a deadline ;)

Saturday, May 14, 2011

Building a Better Bard - Final Tuning - Part VI (Swords & Wizardry)



I'm trying to put the finishing touches on my S&W Bard - dropping some ideas for now (like using the Cleric Turning Table for charming) but I may add options later.  Simpler is better, and I need to get this done this weekend and get it sent off to Matt.

Wish me luck ;)

Is it Just Me...

or is Blogger still acting a bit flakey?

Ah well, in any case, I have dirt under my nails from gardening, paint all over my hands from - you guessed it - painting and I'm trying to post with my feline daughter sitting on my mouse and purring incessantly.  I guess I'll give Blogger a few more hours before I post anything worthwhile.

Still, I feel a bit like Christian today - gardening AND home improvements and it's not even 4:30.  I just need to squeeze in some gaming and it's a trifecta ;)

Friday, May 13, 2011

And Then There Were...

Well, I'm really hesitant to post the next part of my Building a Better Bard, as it is written down in random notes that I collect, prune and purge as I post them to the blog.  With Blogger having some "issues" recently, I'd hate to post something and then have it disappear (like yesterday's post did for a bit ... but now, its back).

So I'm gonna round out the Bard in Pages, then copy it over to Blogger.  Crap, I  really should use that nice Print to PDF Button on these posts to save everything.  That would make way too much sense ;)

I'm kinda happy I was too busy to post much the last few days... I think some of my fellow bloggers can relate to this man:


I feel his pain.  Its been that kind of a week...

Damn You Blogger!

EDIT - Blogger is obviously up!

Blogging my Blog via Blogger
Seemed wise at the time.
Now it's down and
All I can do is whine ;)

Wednesday, May 11, 2011

All Dressed Up With Nowhere to Go...

I was all set for the first session of a new Tunnels & Trolls Campaign (via Google chat) that a couple of fellow bloggers are involved in when the GM had to cancel for real life issues. Alright, I wasn't all set as I hadn't even bought weapons for my Wizard and I barely made it home in time, but I was close to being set ;)

It was all for the best. I need to flesh out my Wizzie and allergies have been kicking my ass this week. I doubt I would have made it to the planned end of the session at midnite. I was lights out last nite at 1015, which was probably for the best.

Still, I am psyched. I miss the C&C via FG2 campaign that is currently on indefinite hiatus. This should be a blast when it gets up and running.

Building a Better Bard - A Bard Gotta Have Skills - Part V (Swords & Wizardry)


Yes, our bard needs some skills to go along with his non-offensive song list.  Originally, I wanted to use the Charisma Score's determination of the number of henchmen / followers to directly correspond to the number of uses of his various skills / powers, but that strays a bit far from S&W's way of doing things.

Lets see:  From the thief, we will give him Hear Noise, Read Languages and Delicate Tasks (Pick Pocket Only) as a thief of equal level.

From the Fighter: Bard Sub-Class in NOD Issue #1 (it's an awesome publication and the first issue is free, so grab a copy for yourself) we are going to borrow Inspiration, Legend Lore, Fascinate and Heroism.  Really, why reinvent the wheel when the wheel is pretty damn good?

Weapons:  All but two-handed melee
Armor:  Chain Mail, Ring Mail, Leather (no shield)
Attack: As Cleric
Save: As Thief

Next up - the experience table

Tuesday, May 10, 2011

Mini Review - CC1 Curse of Crosskey (Labyrinth Lord w/ AEC)

Curse of Crosskey is a Labyrinth Lord (with the AEC) adventure for character levels 3-4.  As with most of the adventures that fall under the general banner of the OSR, you should be able to use this with S&W, C&C, OSRIC or any of the other D&D / OGL based rulesets.  Good, that's out of the way.

Take off the cover, OGL and title / contents page and it comes in at 11 pages for $1.99.  Not a bad return on your investment, but if you want to get a real return on your cash you will need to invest time and effort.  This is a sandbox style adventure that starts with the ::SPOILER ALERT!!!:: players getting shipwrecked on a mysterious and magically infused island.  So yes, the plot hook is very specific: your party is forced into survivor / explorer mode.  As you need to put them in that situation, how you set things up is very important, thus your investment of time and effort.

There is a lot that is hinted at in this adventure that can be fleshed out by the GM... heck, it probably needs to be fleshed out.  Especially the ideas to conclude / continue the adventure.  In many ways, I feel this is less a sandbox adventure as it is a sandbox micro-setting.

Three new magic items and two new monsters round things out.

From the blurb:

The Western Star, sailing on a clear sea, is suddenly caught in a mysterious storm appearing out of the blue. Skies darken as fierce wind and driving rain lash at the ship, sending it crashing upon the shore of Crosskey Island. Those fortunate souls that survive must find rescue before their supply of food and water run out. Some of the passengers seem to have plans of their own. Will the "Curse of Crosskey" finally be revealed?

Apparently I Work Better With a Short Time Limit

I'm working fast and furiously on the Bard for S&W with the hopes of getting something complete enough to submit to the next Knock Spell. The cutoff is May 15th, so I've got 5 days to go. Knowing me, that is better then having 15 days to go, as I'd probably let that clock run down to 5 days before getting myself moving.

Need to work on class abilities and the expo charts next, then tie it all into one neat package.

Monday, May 9, 2011

Building a Better Bard - Singing Spells - Part IV (Swords & Wizardry)


Part of my love of Bards probably goes back to the Spellsinger series of books by Alan Dean Foster.  It wasn't the best fantasy series, but for me, it defined that "Bardic Moment".  Bards are cool.  Bards also need spells.

So, here's my proposed spell progression:

Level Spell   1     2     3     4

Bard    1       1
Level   2       2
            3       3
            4       3     1
            5       4     2
            6       4     3
            7       4     3     1
            8       4     3     2
            9       4     3     3
          10       4     4     3     1
          11       5     4     3     2
          12       5     4     4     3
          13       5     5     4     4
          14       5     5     5     4
          15       5     5     5     5

And the proposed spell lists:
(M = M/U Spell, C=Cleric Spell, D=Druid Spell)

1st Level Spells / Songs
1 - Charm Person (M1)
2 - Detect Magic (M1)
3 - Hold Portal (M1)
4 - Light (M1)
5 - Read Language (M1)
6 - Sleep (M1)

2nd Level Spells / Songs
1 - Cure Light Wounds (C1)
2 - Mirror Image (M2)
3 - Phantasmal Force (M2)
4 - Hold Person (C2)
5 - Detect Evil (C1)
6 - Pyrotechnics (M2)

3rd Level Spells / Songs
1 - Suggestion (M3)
2 - Protection From Normal Missiles (M3)
3 - Silence 15'R (C2)
4 - Protection Against Fire (C3)
5 - Slow (M3)
6 - Obscuring Mist (D2)

4th Level Spells / Songs
1 - Charm Monster (M4)
2 - Confusion (M4)
3 - Hold Monster (M5)
4 - Neutralize Poison (C4)
5 - Clairaudience (M3)

To Be Eighteen Again

My son turns 18 at the end of the month. Amazing how time flies. I remember sitting down and helping him with math homework in elementary school. Now he wants an Emergency Medical Technician Course for his birthday. Basic math to EMT... overnite it seems.

When I was 18 I lived to game. If we were off for a week from school, we probably gamed each and every day. Dungeon Magazine was gold when it first came out, as I devoured adventures as a GM like they were going out of style.

Work? As little as possible. School? Grades came easy for me. College was a vehicle for more gaming, work was there to buy more gaming books.

I had little focus, no idea what I wanted to make of my life.

My son has found his focus. Grades may not come as easy for him as they did for me, but he's about 10 years ahead of me at that age. I didn't find my focus until my late 20's.

Can ya tell I'm proud? Of course, I still need to turn him into a gamer like his old man ;)

Building a Better Bard - Part III (Swords & Wizardry)

Looking at the Bard, I see him with weapon training a bit better then the thief, so we will give him the Cleric / Druid / Monk combat chart.

As for Saving Throw, he will save as per the Thief / M-U table.

His Prime Attribute will be Charisma. To make it more relevant, we will give him an extra 1st level spell / song for a Charisma of 15 or better.

As for spells / songs, we will raid the spell lists of the M-U, Cleric and Druid. He will gain spells / songs at a slower rate then the main casting classes: at Bard - 1 : 1st level spells, Bard - 4: 2nd level spells, Bard - 7: 3rd level spells and finally at Bard - 10: 4th level spells. Spell progression table and spell lists are being tweaked (and probably hard to format on my iPad, so they will need to wait at least until tonight).

I want to make using an instrument beneficial to the Bard, so I am thinking using a two handed instrument while casting a spell / song adds 2 levels to the caster's effective level (but it also means no weapon in hand while casting).

I still need to work on other class abilities...

Sunday, May 8, 2011

The Draconic Archeologist: Bringing You The Death Angel - The Dragon #6


Ah, the cover to The Dragon #6 - again, a little fan-artish, but still better then the hippy dragon from the first issue.

Reading the early Dragon issues, you would think that games like Metamorphosis Alpha or The Petal Throne were going to be the long term keepers.  They seem to have just as many articles, and with less crunch, more fluff - in many ways giving more value then the D&D articles.  As I'm focused on the D&D articles, that means I'm skipping on some major parts, like the in-depth Legions of the Petal Throne Painting Guide by M.A.R. Barker himself.  I didn't know anyone really cared that much about painting the military figures for an RPG.

There were ads for both OGRE and Monters! Monsters! (a T&T variant).  Kinda warms my heart.

Then we have an article on Determination of Psionic Abilities that were introduced Eldritch Wizardry.  I didn't realize that there weren't any rules to determine such in EW.  I may need to reread that.

Hmmm, an article on morale in D&D.  Way too chart-ish for me use, but the hobby was in love of huge charts back in the day, so it is a sign of the times.

The Featured Creature was the Death Angel.  Nearly impossible to permanently defeat, I don't recall these creatures making any of the MMs in AD&D.
The ad for the D&D Geomorphic Dungeons is interesting - no wonder I never liked to leave empty space on the graph paper when I mapped dungeons out in high school - TSR didn't like empty space either!

Saturday, May 7, 2011

Mini Review - Chthonian Stars Core Setting (Traveller)


You enjoy your sci-fi, but you also have a hankering for horror.  Maybe your Delta Green campaign just didn't have heavy enough weapons for your taste.  Well, someone put your Cthulhu in my Traveller, and the combo is awesome!

I really enjoying working my way thru the Chthonian Stars Core Setting for Traveller.  It's not a mash-up I would have thought up on my own, but its a very good match. The books is full of short fiction, which normally I can't stand, but in this case it is very evocative of the setting and a good tool to engage the reader.

It scales down the default Traveller setting to just our (now fully colonized) solar system, and I think the change in scale works very well in making the horror more immediate.

Character generation is changed a bit from regular (Mongoose) Traveller, as many careers have been adjusted to the new setting.  New space ships, which makes sense, as they are made for traversing the solar system.

We are given three short adventures, which is nice, but I would have appreciated a page or two of adventure seeds.  Maybe I missed them, as flipping thru a PDF does have disadvantages over print.

Overall, I'm very excited by the Chthonian Stars Core Setting.  I might find a use for my Traveller core rulebook now.  If nothing else, the setting book deserves a second read thru.

From the Blurb:


2159 AD. It is a good time to be alive. The nations of the world still exist, but they have become more civilized, and we have expanded into the rest of our solar system. But, alas, it is not to be our time. Something approaches, a thing on an orbit from far away. Seemingly a large shard of dark matter, this object is known in obscure prophecy as the Chthonian Star. It is awakening things long thought lost or dead, things that have slumbered awaiting its return. The Unified World Council sends out special teams of sanctioned Wardens, whose job it is to ascertain the new threats to human life, to learn everything they can about them, and fight them wherever they are found.

Chthonian Stars is an original Lovecraftian horror setting for Traveller.

This Core Setting Book:
  • Provides a detailed exploration of our fully colonized solar system, only a few hundred years in the future.
  • Introduces exciting new optional character design rules, including advantages and disadvantages, as well as career half-terms.
  • Introduces new rules for fear and madness, as well as optional rules for character survivability.
  • Brings to life many familiar Lovecraftian horrors for Traveller, as well as a host of new and original ones.
  • Details more than a dozen new spaceships.
  • Includes three ready-to-run adventures, to get groups running quickly.
  • From the award-winning team that brought you CthulhuTech.

Building a Better Bard - Part II (Swords & Wizardry)


Geordieracer cost me about 90 minutes of sleep this morning.  I was foolish enough to check my phone for emails as I stumbled to the bathroom, and I caught his comments on the Bard I'm looking to write up.  Using a variation of the Cleric's turning table to affect the Bard's reaction from others is a nice twist.

S&W doesn't have a Morale Rating for monsters and NPCs, but I'd suggest a successful check against the table will encourage hirelings / henchmen to hold out just a little bit longer.  A "D" result may make them even stronger in their resolve, but you would still have to roll, and a "1" would still be a failure.

Same chart could be used to swing the natives more in your favor IF they can understand the Bard.  It could also be used to see if the Bard makes a little coin as the party stays at the local inn.

See what you did to me Geordiracer?  My precious sleep was stolen from me so I could think about THIS! heh...

Thanks GR, it was a great seed to get me thinking.  Keep 'em coming.

(BTW, that's Roman Numerals in the title - its a "two", not an "eleven" ;)

Friday, May 6, 2011

Free Adventure From Expeditious Retreat


Advanced Adventures #10:  The Lost Keys of Solitude is free thanks to Joe Browning thru this monday.  Normally 7 bucks, the man is just giving it away.  Do him a favor and grab yourself a copy.

See, if you followed his blog, you wouldn't need me to tell you ;)

Building a Better Bard (Swords & Wizardry)

Well, actually, it's more like building "A" bard for S&W in the first place. NOD #1 has a Bardish class (closer to a Skald in my vision of things) built upon the fighter class as a base.

For my vision of the Bard, I'd build it upon the thief. Thief HD, weapons, combat chart, armor restrictions (I'd add chain mail to the mix). I need to go thru the S&W spell lists to figure which are appropriate for my vision of the class. Pick Pockets is the only thief skill I see it keeping.

Then I need to define a charming ability, lore, inspire bonus... the little things that make a "bard" a "Bard".

I've been hooked on bards since issue 56 of the Dragon (that version is a little too powerful for my taste these days).

Free Comic Book Day is Tomorrow

I know we are all looking forward to Free RPG Day, but tomorrow is Free Comic Book Day. It's a good day to remind your local comic book shop that you also play and buy RPGs.

I have a feeling Thor is going to be heavily pushed in any comic book store you walk into this weekend. Ack, I need to find some time to catch that movie myself.

Yes, I like comic book hero movies, I just don't have much of an affinity for comic book RPGs (or MMORPGs either - City of Heroes was way too much Running-Around-the-Block for my taste).

Thursday, May 5, 2011

Taking a Peek at Some Free Mags

The great thing about RPGs in general is that they thrive on ideas.  As a GM, I can find ideas from almost any source, but it's pretty cool when I can find them for free.  Now, the magazine I'll be highlighting are in PDF form and are NOT OSR - but two are for Pathfinder (so much of it is easy enough to mine) and the other is from Mongoose (which means it is simply full of stuff).  Besides, just because you dig the OSR doesn't mean it's an exclusive relationship.  You are allowed to see other games.  really.  I won't tell.

So, let's move on to the mags:


Highlight of Pathways issue #3?  The article that list the items from #30 Intelligent Magic Items - All I need is a one or two sentence description to drop these into S&W or T&T, and that's what we are given. Perfect.  Worth the price of admission Rite there (bad pun).


Game Geek issue #17 - Not up to the standards of Pathways (much closer to fanzine then magazine), the article on mounts and warhorses should be pretty portable.  The rest?  Ehh


Signs & Portents #91- the grandaddy of the 3, it also has the most to offer.  How about a 13 page adventure for RuneQuest II?  Suitable for use with OpenQuest or conversion to the OSR rules of your choice.  Saweet!  Or some hooks for Traveller (about as old school as you can go) and even an adventure.  Maybe some enchanted tree offerings for your game?  It's here and more.  Heck, there's even some EarthDawn stuff inside.  Talk about flashbacks.

There ya go.  Some free loot.  Go forth and read...

Looking For My Stray Thoughts...

As I was lying in bed last nite, in that weird not-quite-asleep state (I was waiting for my son to come home from his 4 hr Auxiliary Police shift) when the thought for a damn good blog post occurred to me. I really liked it. I know I did, because working it out in my head helped keep me awake.

Of course, it has totally escaped me now. I can remember thinking about it, but I can no longer remember what "it" is. Or was. Whatever. Sigh.

Better luck next time I guess...

Wednesday, May 4, 2011

The Draconic Archeologist: What the Heck is an Anhkheg? - AKA The Dragon #5


When I started this series of posts, I optimistically thought I would be doing something on the order of 5 posts a week on The Dragon.  Reality, I think, will put it at 3 a week or so.  So be it.  Focusing on the D&D stuff contained within.   Now, on to The Dragon Issue #5.

First things first - this is a cool cover.  More like fan art than professional, but very Swords & Sorcery-ish.  No hippy dragon either.

Lets see, what do we start with?  A seven page article / thesis on Witches in D&D titled:  Witchcraft Supplement for D&D.  Unknown author as apparently he (we know from previous issues women don't play D&D) failed to attach his name to his submission.  Like many of the early D&D articles, they don't follow a standard format.  What?  You say you want an example?  Okay:


WITCH MAGIC
Witchcraft, including those spells which resemble Clerical or wizard spells,
will not effect Djinn, Efreet, or Clerics of any alignment. These 3 character types
are immune to witchcraft.
All witches (except for a Priestess) have saving throws equal to warlocks.
For your saving throws against witchcraft, treat all witch magic as a “spell” on
the Saving Throw Matrix.
A good witch may normally perform 7 spells per day from the following
table. There is, however, a 4% chance that any good (Lawful) witch encountered
is ancient, thereby qualifying her as a Priestess. A Priestess may use the ten ordinary
spells daily, and once each week may employ one of her own, more powerful
spells. (Be sure to check every good witch encountered for category.)


Yep, I think I'll pass too.

Hey, look at that.  Two short Metamorphosis Alpha articles from James Ward.  I forgot the man could write quality (sorry, I'm still bitter about Crusader Magazine).

Featured Creature - The Anhkheng:  I don't know who named the silly thing, but the art is by Erol Otis, and it still resonates 35 years later.  Amazing stuff.  Oh, there's some stats and a paragraph of fluff.  Sorry, I'm still looking at the art.


Yes, the abundance of fiction is still annoying me.

Wizard Research Rules - it includes a nice random magic weapon table.  Look at that - True Ring Making - I think I'll make one for my Hobbit... I mean my "Halfling".

Which of course leads us to the famous article - Gandalf Was Only a Fifth Level Magic-User.  I've seen this discussed on the 'net since I first found out about the 'net.  Interesting read.

Damn it!  Thrity-two pages isn't so long when u take out the ads and fiction and non-D&D stuff...


Games I Own But Have Played - The World of Darkness Trilogy

Vampire the Masquerade

Werewolf the Apocalypse

Mage the Ascension

The above were my introduction to the World of Darkness.

My first purchase was Werewolf. I picked it up at the Complete Strategist in NYC while killing time for the bus to the Poconos. My God, but I read that thing cover to cover on the 3 hr ride. I was hooked by the fluff. It was that good.

My next purchase was Vampire. It was good, but not great. I tried to get my gaming group into the ideas of playing in the World of Darkness, but there were no bites.

Then I found Mage. This spoke to me. I could see the stories playing out in my head. Pure awesome. I bought some sourcebooks. The group had no interest. In the end, I lost my interest.

I do have a decent sized collection of 1st edition Storyteller System game books. Haven't looked at them in over 15 years. There they sit. Gathering dust. Like some sort of undead creature, just waiting for the moment someone breathes life back into them. They've waited all this time, they can wait longer. Time has passed them by, at least from my perspective. If I wanted to play a modern day mage, I'll be pulling out the Dresden Files...

Singing of Swords and Wizardry and Gold...

I know Matt is looking for submissions for the next Knock Spell. I'm toying with the idea of building a Swords & Wizardry Complete Bard class. I'm still bouncing between a skald or minstrel base for it. I've been partial in the past to the Bard from issue 56 of the Dragon, but I think that it would have to be toned down a bit to even use as a base.

If I start to build it, I'll post the process as it goes. It's quite possible even if I do complete it, I'll still miss the deadline. Life, both personal and work, has recently gotten very busy.

Tuesday, May 3, 2011

Mage: The Awakening Demo Part 3


If anyone is willing to give you a 3 part demo of their game - grab it!  Heck, that's 3-6 gaming sessions for free - if it doesn't hook you by then, it ain't for your group!  Alright, maybe you need a rule book to go with it, but I'm sure a good GM will find some steal-able ideas for the system of their choice.

Part 1

Part 2

From the Blurb:


A Nest of Vipers
Welcome to the third installment of Gloria Mundi, the demo chronicle for Mage: The Awakening. The players might well have been wondering about the other mages in
the Boston area and what response they might have to the power that Adam has unleashed. How do mages govern themselves? Do the characters have to fear repercussions for their roles in this drama? The characters are about to find the answers to these questions, and they might well wish they had remained ignorant.

Mini Review - The Wizard's Test (A Tunnels & Trolls Solo)


In case you've missed it, I'm a huge Tunnels & Trolls fan.  You can never have enough T&T, and I'm happy to say the Trollgod agrees with that statement.  The Wizard's Test is the fifth solo to come from the hands of the Trollgod this year.

When it comes to solo adventures, they are really hard to review.  Solos, more then any other type of adventure, are very easy to spoil by revealing too much of the plot or story.  They are programed, there is no GM to add new twists if the player already knows what is in store.  Therefore, less from me is more.

Still, I can safely report the following:  It's an adventure for use with the 7.5 edition of the rules.  The artwork is well done.  We are offered two sample characters to use: the first is a 3rd level Warrior with 63 adds, the other is a 1st level Rogue with 13 adds and no spells.  I strongly suspect the warrior will have a greater chance to survive, but as always, it depends on the decisions you make.

I've yet to run thru it... just read the intro and flipped the pages to read some random pieces.  Ken's voice is great as always and paints an entertaining picture.

32 pages for $2.95

From the blurb:

So, you think of yourself as a warrior and a proven adventurer? But do you have what it takes to serve as an agent of the Death Goddess?  Find out as The Wizard's Test challenges your wit and prowess in some very sticky situations indeed. This is a solitaire Tunnels & Trolls adventure for a human or humanoid warrior or rogue of level 3 or lower.

The Future is Now

I'm a huge advocate of PDFs and electronic books in general (as long time readers of this blog should remember). I love me some PDFs. Read great, less filling (of my storage space).

PDFs have been a slowly evolving method of publishing, as it's strength (the ability to replicate a printed book) has also been it's weakness (in general, it does little to do more then replicate a printed book).

Greg from Dark Horse Publishing has been pushing the envelope with his latest - The Aqualii Temple. It's not remarkable because of it's content, it remarkable because of the way that content is presented. The illusion of the "click and pop up" feature is the first I've seen of it, and its a novel approach at adventure presentation. As I've said in the past, this method seems ideally suited for solo adventures.

I'm waiting on the print copy of Zak's Vornheim to arrive, as I find the PDF difficult to read. My interest in punk rock was limited to the Ramones, this seems more like the Sex Pistols. I'm hoping the print version brings it all together. There does seem to be some really good ideas about running city adventures buried in all the noise. Damn you Fins! Move my mail!

Monday, May 2, 2011

Waiting is the Hardest Part

I'm waiting on my package to arrive from Finland so I can finally review Weird Fantasy Grind House Edition and Vorheim, The Complete City Kit.

Yes, I have them in PDF from when I ordered them in early April, but I figure the fairest review would cover the print and PDF versions side by side.  I will say this much - Weird Fantasy's PDF is much better laid out then the earlier Deluxe edition.

Someone needs to speed up the postal service ;)

Nine Years Eight Months is a Long Campaign

Nine years and eight months to take down Osama is way longer then any of my AD&D campaigns ever lasted...

For those that don't know, I was a First Responder here in NYC on 9-11. I lost a good friend and fellow gamer when the towers came down. I saw the destruction of that act of war first hand and understand very well that but for the Grace of God I would be counted among those lost that day.

I find Osama's death isn't as satisfying as I expected it to be. Don't get me wrong, I'm glad we got him, it just doesn't close anything. The reality is we just kicked the hornet's nest.

I'm already getting text messages from other members of the service expecting this to be a wake up call for American Sleeper Cells. Joy o' joys!

Be safe. Be alert. Above all, remember America... I mean "Team America" and the song America - Fuck Yeah! (you'll have to google it - still haven't figured an easy way to link on the ipad)

Sunday, May 1, 2011

The Draconic Archeologist: Someone Put Empire of the Petal Throne in My Dragon #4!


It's all Empire of the Petal Throne, all issue!

Alright, not quite but close to it.  There is a joke D&D article with literally nothing worth mentioning.

Finieous Finers does drop the S-Bomb (split between 2 panels, but still).

Oh, and some really bad pictures of miniatures.  Not sure if they washed out when scanned to PDF, or if they were just crap from the start.

Great issue if you are a EPT fan.  Not so great otherwise.

I'm Not Much Into Supers, But I'm Gonna Miss The Cape


In case you missed it (and it isn't all that hard), The Cape was a mid-season replacement series that was about, you guessed it, a superhero known as The Cape.

I liked Vince, a former cop that was framed for "bad stuff" that he didn't do, who faked his death and became The Cape with the help of a circus based criminal organization.  I enjoyed the cheese.  The over the top bad guys.  River from Firefly as Orwell (I have a crush on here damnit!) was awesome.

This series crashed so hard in the ratings that the 10th and final episode is only available online.  How's that for a kick in the ballistic armor?

I never got into Superboy, Smallville, the series that stars the Commish with a family of supers... I never found a live action TV series that did a superhero well IMHO - until I found The Cape.  It was almost plausible, or to put it another way, the need for me to suspend disbelief was minimal compared to other series in the genre.

Now it's gone.  Much like Firefly.  Well, actually, Firefly was much better.  The Cape was more like a beer n pretzels type of series whereas Firefly required some investment of time and brains to fully enjoy.  Still, I miss them both.

I'm half tempted to dig out my copy of Icons and design myself a Cape character myself, but I always swore I'd never do "supers" again ;)

Saturday, April 30, 2011

Does Game Mastering = Riding a Bike?

It recently occurred to me that it's been about 14 years since I last ran an RPG session.  Amazing and kinda depressing at the same time.  Two years ago was the first time I rode a bike in 11 years (and it had been 12 years before that singular bike ride).  Riding a bike took me a few minutes for my body to remember everything, but after that it was natural.

Digression: (not game related) That singular bike ride 13 years ago needs a special mention.  It was in the South Bronx during the tail end of the crack epidemic.  My unit had arrested a number of, for lack of a better name, crack heads.  Our van was full of bodies, and as my arrestee had been on a bike, it was my responsibility to get that bike back to the Station House.  It was a bit over a mile, so I figured I'd ride the bike back,  Bad idea.

I was about 3 blocks from the arrest scene, coasting down hill, when the unit's van pulled up along side me with their emergency lights on.  Over the loudspeaker I heard: "The bike has no breaks!"  I tried the hand breaks and sure enough, nothing.  No breaks, lots of intersections and downhill.

"He says you gotta use your feet!"  "When you slow down!"  Slow down?  I was accelerating!  Here's a cop in tactical boots, full uniform with awkward gun belt going downhill without breaks being chased by a marked police van.  The van began getting to the intersections before me to stop what little traffic there was.  I tried dragging my toes to slow down but it didn't seem to be working.

At the end of the downhill was a junkyard, it's entrance at the end of the street I was on.  Thankfully it was open, and I travelled about 30 or 40 yards over assorted garbage and mud before wiping out on the hood of a junker.  Surprisingly, I managed to escape with little injured but my pride.  Well, that and the front tire of the bike looked more like a "U" now.

As the van pulled into the junkyard, I dragged the bike with me as I approached it.  Needless to say, both cops and perps were having a good laugh at my expense.  The kicker?  My perp didn't want the bike.  Said it wasn't even his.  He found it the day before.  He never expected anyone would try to ride it when he got arrested... at least until he saw me thru the van window and started screaming to my fellow officers that the bike had no breaks.  I left it in the junkyard.

End digression.

So, what I  want to know, or at least get some ideas about, is will my GM'ing chops come back, or will I be relearning my skills all over again.

Oh, and how do I avoid the disaster of 13 years ago if I get myself back behind the DM screen?(preparation and system knowledge is obvious - if you don't know a systems holes, it's like riding a bike w/o breaks... downhill... both ways... in 2 feet of snow ;)

Enjoying the Park Despite the Weather

Its overcast with a chilly breeze, and yes, I'm in shorts and sandals, but me and the dog are enjoying ourselves in the City's latest "Green Park".

Lots of greenery and grass. Lots of peace. No baseball or soccer fields. Just a whole lot of nature within walking distance of the house.

I want to get back to writing more Tales of the Blue Knight and this is the background that should help spark the process. There is just something about these peaceful islands of green that make one want to create.

For once, the city machine done did good.


- Posted from my iPhone

Friday, April 29, 2011

Danke!

If I tried to thank every blogger and publisher of free material whose writing I've enjoyed in the OSR, I'm sure I'd miss more folks then I should.

So, instead, here's a big Thank You to the great peeps in the blogosphere. I enjoy what you write and I appreciate it.

Okay, enough mushiness, time for a beer ;)

Dungeon Potty Tricks - Or - Where's All That Crap Go?

Earlier this morning as I answered nature's call, I got to thinking about the disposal of waste in dungeons. It's not like most published dungeons include privies or bathroom stalls.

It's bad enough that most dungeons have no ecology whatsoever. Where's the food source? The water source? The removal of waste material?

It does explain the need for Gelatinous Cubes as your not-so-friendly sanitation department. Get in the way of this refuse processor and you yourself may find yourself being disposed. Imagine the mad mage that created the first Gelatinous Cube - his finest creation's sole purpose is to clean up dungeon refuse. How depressing is that?

Beyond all that, how does an adventurer get to doing "his business" while in a dungeon? Do you spike the door shut to give yourself some uninterrupted time? It's bad enough as a cop when you need to use a public restroom for anything but the basics - that gun belt has to hang somewhere. How does the plate mail clad adventurer with sword, shield and bow accomplish this feat?

Inquiring minds want to know ;)




Thursday, April 28, 2011

Aqualii Temple from Dark Horse Game Design is Live!


Actually, it's more like released on RPGNow, but since it isn't your usual adventure module, Going LIVE! seemed like more fun :)

Greg has been putting out some excellent stuff for a while and I'm glad that the Aqualii Temple should receive some decent visibility on RPGNow.

I will not be reviewing it, at least not initially.  Read page 2 to figure out why ;)

Nice work lad... now get back to work!  (maybe on a solo adventure - this format may work very well with solos too)

The Draconic Archeologist: Where All the Women At? (in The Dragon #3)


There are times I truly wonder how women ever entered this hobby.  Hell, I know they are a minority, but articles like Notes on Women & Magic - Bringing the Distaff Gamer into D&D weren't doing the hobby any favors.

Lets see, we'll make women roll Strength Scores on a d8 and a d6 - giving them a range of 2-14.  Why?  Why change the dice?  Oh, and females don't have a Charisma score, they get Beauty instead.  Roll that at 2d10.  Unless of course, they are lawful or neutral clerics - in which case they can't use Beauty.  Do they get a Charisma score instead?

So, wimin' get their own expo tables and HD tables that differ from the norm.  That's okay tho', because wimin' with high beauty scores get to cast special spells:  "Fighting Women (warriors) may incorporate the spells of Seduction, Charm Men or Charm Humanoid Monster depending on their level and beauty scores (see spells of seduction, et al)."  


Look at this ditty:  Horrid Beauty
This may be cast by any witches regardless of their beauty score but
beauty will affect how the spell will act. Direct sight of the witch within
16” is required to have an effect.
Grotesque witches — beauty score 2-5
Ugly Witches — beauty score 6-9
Ordinary witches — beauty score 10-12
Beautiful witches — 13-16
Gorgeous witches — 17+
Grotesque Witches will scare the victim! Those with 3 or fewer hit
dice will be scared to death! 3+1 or more hit dice will flee as from a fear
spell with morale lowered by 2 points for 4+(1-6) turns.
Ugly Witches will scare those with 2 or fewer hit dice to death.
Others will flee as from a fear spell with morale lowered by 1 point for 2-
(1-4) turns. Beautiful Witches will Seduce all with 4 or fewer hit dice as
with a 6th level seduction spell, no saving throw. 4+1 hit dice figures
may have a saving throw. Gorgeous Witches will seduce all with 5 or
fewer hit dice as with a 7th level seduction spell no saving throw. 5+1
may have a saving throw at -1.
Ordinary witches may have either effect on a 50/50 basis. Cast dice
for every figure individually. Duration — 6 turns (longer in the case of
seduction spells).

There's 4 pages of this crap.  From Len Lakofka no less.  I know it's a sign of the times it was written in but I still find it offensive.

Maybe the Birth Tables for D&D will have some redeeming features... hmmm, two pages of endless and convoluted tables.  I like tables.  I don't like these tables.  Ah well.

The Finieous Fingers strip holds up over time.  Thankfully.

The Healer class is interesting, but as a class that wears no armor and doesn't get it's first cure wounds spell until 3rd level (and has no damage wielding  spells) I see it's survivability to be near nil.

The Scribe is an interesting Specialist.  Not the least of which is because he has "the ability to read and copy magical writing from Scrolls and Books of Spells into the Spell Books of Magic-Users and Clerics. Only Scribes may do this, for there exists a curse upon all magical writing which causes any but Scribes, who know the counter-spell, to go permanently and incurably insane (Remove Curse not-withstanding). Scribes may belong to any of two vocations; either they transcribe magical spells or clerical spells." I never knew clerics had sell books.  Go figure.

Cool.  A Samurai class.  Eww, critical hits with their special weapons.  Dexterity increases at certain expo totals.  Why?  Why does every new class variant break the rules in bizarre ways?

A New View on Dwarves.  Hmm, this article actually works.  Cleric and Thief Dwarves.  Expanded abilities and penalties for the race.  Doesn't seem to break anything.

A New D&D Subclass:  The Berzerker.  Uhm, at higher level these berserkers change into Wererats or Werebears.  Why?  Really, why?

Hmm, now we get the Idiot Class and Jesters.  Maybe this was an April Fools issue.

In any case, I'm tapping out.  Some gems, lots of garbage, even for the time in question.




Exciting Times

Lets see. What am I excited about these days in our little corner of the hobby?

(you'll have to find the links either above or to the left, I'm posting from my iPad)

There will be a new module release from Greg Christopher for the Errant RPG - Greg has posted a demo of what it should entail - suffice to say, it is way beyond hyperlinking and should take the electronic adventure format in a whole new direction. Greg, burn that midnite oil and get 'er done!

James Raggi is mailing out the ordered copies for Weird Fantasy Grindhouse Edition and Vornheim - the Finnish Post Office tends to ship to NYC really quickly - hopefully it happens again.

I need to download a copy of Blackmarsh from Bat in the Attic Games. It screams Greyhawk nostalgia to me. That, and Rob always puts out good stuff.

Oh, and I still need to read my newly acquired issue of Sorcerer's Apprentice. This weekend would be a lot of fun if I didn't have to much work to accomplish at the house. ;)

Wednesday, April 27, 2011

The Draconic Archeologist: Sidetracked By Some Sorcerer's Apprentices

Lookie what the Ebay Gods granted me!  I got my hands on Sorcerer's Apprentice Issues 1, 2, 5 (already had),  9/10 (ditto), 14 ('nother ditto) and 13 (needed that one).  At some point I'll be offering my duplicate issues as prizes for as an as yet undecided contest - no idea when.

Very very cool acquisitions.  Heck, issue #2 even has an article by author Poul Anderson - On Trolls and Others - which looks, you guessed it, pretty cool! ;)

I do love the way mini-solos were integrated into the magazine back then, squirreled away on each pages, so you really did have to flip around for the next part.

I may have to do a side by side comparison of The Dragon #1 and SA #1 at some point.  As covers go, SA #1 has The Dragon #1 beat by a mile and then some.  You probably can't tell from the pic, but the wizard is holding a record labeled: Cythulhu's Greatest Hits.  How awesome is that?

Alright, I need to read these babies - I did notice that Spite Damage made it's debut in issue #13 (you can either thank or curse Roy Cram for that 5.5e and later rule).

Tuesday, April 26, 2011

The Smell of AD&D

You know those certain smells that bring you back to a different time? I just had a whiff of early 80's AD&D after dropping the kid off at his training earlier... ocean air, just a tad ripe with low tide lifted on a cool breeze.

Back when I read the DMG and PH from front to back and side to side every breathing moment, these books were my constant beach companion. I didn't care about the water, the waves, swimming... a blanket and some AD&D was all I need to waste away an afternoon at the beach.

Man... more stuff I need to bring out of storage. Maybe they'll have some of that sea smell still...

Full Circle

So, I am back to the desk I had in September, sharing an office with my boss. He seems fairly happy about the whole thing. I wish I watched the Sopranos, as he likened me to one of the characters - apparently I have the talent of being unobtrusive during privileged conversations, then offering my (apparently valuable) opinions when asked. Ehh... All things considered I preferred my own office.

I did surprise myself with the amount of game related sticky notes I had accumulated at my old desk. Note so sure I can make the same accomplishment here. Sharing an office has more distractions then running solo. Besides, not much of my game related stickies look like anything vaguely work like ;)


Monday, April 25, 2011

Mini Review - Woodland Warriors RPG (Swords & Wizardry)

In case you missed it, Woodland Warriors was released last week on RPGNow.  If you can't guess by the creature on the cover, it's an RPG similar to Redwall (I have that game packed away somewhere) and Harvesters (based on the C&C ruleset).  You get to role play some woodland creatures in a game loosely based on Swords & Wizardry.

Why do I say loosely based?  It's strictly a D6 based game.  Yes, even combat uses a lowly D6.  Don't get me wrong, I'm a big Tunnels & Trolls fan... I like my D6s by the buckets.  Still, its a bit jarring to go into this with a preconceived notion of a D20 based game and come out holding D6s.

Does it work?  From what I can see it should.  You may need to get past measuring distance in "paws" instead of "feet", but it's a cut concession that the kids may enjoy.  Still, most of the mechanics and stats are easy enough to convert back and forth to the Core S&W rules.

Combat may take some getting used to (I had the combat section multiple times to understand the Hit Dice / Combat Dice resolution, and the ability to roll less dice for an "add" to the remaining dice.  I've got a feeling it would have been easier to grasp w/o all the D&D baggage I came in with.

Advancement is limited to 6 levels (limited advancement is also a feature of Harvesters), which is probably enough for younger gamers.  Sometimes, less is more.

Rounding it all out is a sandboxie setting and an adventure to get the party started.  All in all, a very complete package that should work well with younger gamers or an experienced group looking for a change of pace.  Just remember to leave the polyhedrons behind.  All you need are some D6.

From the blurb:

WOODLAND WARRIORS is a fantastic little role playing game suitable for kids and adults alike. It uses the popular Swords & Wizardry Core (with modifications to more closely suit the genre) which itself is based on the original role playing game of medieval fantasy adventure. Fans of any animal-based fiction, comics, fairy tales or cartoon movies will love this game.

Set in the Alder Vale, Stonewell Abbey is a place of learning for the Kind and Murkenhill Fort is a bastion against evil. Players take the role of Mice, Moles, Hedgehogs, Squirrels and Badgers, who must protect their homes against the Verminous Rats and Weasels that pour down from the Murkenhills, intent on pillage and plunder. Danger and adventure awaits - are you brave enough to put your sword to the defence of The Alder Vale?

The Draconic Archeologist: Just Have a Sip of The Dragon #2

Well, the PDF looks better then this blown up thumbnail.  It's actually a fairly cool Conan-esqe type cover.  I like it better then Hippie Dragon from issue 1.

Let use take a look at what issue 2 gives us, the D&D player.  Oooooo... Look, Monkish Combat in the Arena of Promotion.  Three pages of some combat system for monkish combat that I can't make heads or tales of.  Still, it just goes to show you can tack any system to D&D and someone will try and make it work.

More fiction, including fiction that continues from Dragon #1.  I assume somebody was reading it.

Moving on to one of the regular features - Hints for D&D Judges Part3: The Dungeons.  Here, we are given a nice random table for trapped chests.  Looking at the chart, half the chests in the author's campaigns are trapped.  Hmmm... spring loaded daggers... poisoned gas... poisoned daggers... acts as Mirror of Life Trapping... when opened and enraged spectre comes out?... all members within 5' lose one level of experience... WTF?... all members within 5' lose one magic item... you have got to be kiddin'.... chest is intelligent and acts as if a 2nd - 9th level magic user?... show me the somatic components it can do...wait... 60,000 chocolate centered gold pieces worth a copper each?  This DM is going DOWN!  Well, he does mention some less usual magic items too.  Leaving out the Stoner Stuff - Ring of Magic Missiles, Bag of Infinite wealth (that might be a Stoner Item) - ideas to change forms of magic items (a dagger that acts like a Wand of Fireballs and such) round out the article.

Fiction from Gardner F. Fox.  Might be great stuff.  Skip.

Interesting article on Quetzalcoatl.  Not sure how it fits the medieval fantasy setting of D&D, but interesting non the less.

Creature Features give us the Remorhaz and an awesome Erol Otus full color piece from 1976.  Pretty cool.

Holy crap but there is a lot of fiction in this issue.

Finally!  There we go, a new class for D&D.  The Alchemist.  The dude makes potions.  Making potions is really useful in the middle of a dungeon.  Why is his title for 2nd level "Cleric"?  They may use only one-handed weapons (except magic swords).  Do magic swords jump from their hands?  Interesting as a class for NPCs, maybe.

D&D Option: Weapon Damage - A  system of weapon specialization for fighters and thieves.  It increases the weapon damaged rolled (not a straight add).  This could work.  I may have to yolk this.

Alright, wrapping up so I can peek at Dragon #3 tomorrow.

The First One Back Always Blows...

The first day back after vacation is always rough. There's that five day pile of work you have to plow thru, five days worth of work gossip you have to catch up on, and in this case an office I have to vacate (I'm being bumped my a newly assigned member of the service of a high rank). I'm beginning to wonder why I bother unpacking boxes these days. At least I'm only moving about 15 feet this time.

Still, I found time for some blog reading during lunch, obviously some time to blog post and shortly I'll be squeezing some time to read The Dragon #2. Yeah, I could be packing my desk up, but I'll do that tomorrow ;)

Sunday, April 24, 2011

The Draconic Archeologist: The Birth of The Dragon - Issue #1

Sorry to say, but issue #1 of The Dragon isn't much better then it's cover, which is a tie-dye psychedelic trip of sorts... which for the time (June of 76) it may have resonated better then it does now.

Issue #1 stands in at 32 pages, which isn't bad (and I believe is longer then any of The Crusaders that have been published - Dragon certainly fits more words on the page, but I digress).  My first turn off?  The about of space devoted to short fiction.  In all my years of reading The Dragon, I don't think I EVER read any of the fiction.  It just never appealed to me.  So, in my eyes, a waste of space.  In your eye, it may have some value.

Getting back on track a bit, we get a D&D article on How to Use Non-Prime-Requisite Character Attributes.  I have no idea why it refers to the non-prime reqs.  In any case, this convoluted system requires you to roll percentile dice, then refer to a table that will tell you to roll a certain number sided die (4 sided, 6 sided, etc) then take the new number generated, multiply by the stat score in question, then roll below or equal to that number to determine success - thank god this never became official.  I would have left the hobby for sure.

Magic and Science - Are They Compatible in D&D? by James Ward.  Better then the previous article.  Better then his Crusaders.

Languages by Lee Gold (of Alarums & Excursions fame) - Interesting take on learning new languages in D&D and languages in general in D&D.  Common does not necessarily equal "native" language for humans.  This article is a small gem.

This issue's Creature Feature gives us the Bulette (pronounced boo-lay).  For 30 years I've been calling it a Bullet.  Ah well, live and learn.

Hints for D&D Judges in this issue deals with mapping the wilderness for your players.  The wilderness is a pretty lethal place.

Mighty Magic Miscellany expands leveling for Illusionists to level 14, with expo and spell charts.  Also, new spells at spell levels 1, 2, 3, 6 and 7.

Hobbits and Thieves for The Dungeon Board game - I guess the cease and desist from the Tolkein Estate was still in the mail.

So, a gem, some useful pieces and a scary piece of poo as the first D&D article in the magazine.  Hopefully, Issue 2 picks up just a wee bit of the slack.

Happy Holy Days to Those That Do!


Happy Easter (and Passover) to all that celebrate.  Hope everyone had a good weekend!

Saturday, April 23, 2011

What I Hope You Won't Find on This Blog

I assume that patrons of this fine establishment expect certain things when they walk thru the tavern door and pull up a barstool.  RPG talk, some personal thoughts, rarely comments about a current newsworthy event, maybe some updates in the personal life (adult beverages you must supply on your own - this is a BYOB tavern).  Going to the tavern is supposed to be a good time.  I try to leave my Rants that aren't game related off my bog.  (Yes, you will still suffer from my occasional Gaming Rants)

I don't think anyone really wants to hear my political views on my gaming blog.  I could be wrong:  Screw the Libs, F' the Conservatives, damn leftist Democrats, evil Right Wing Republicans - maybe if I could write a balanced article turning the above into OSR devils and demons it might be post worthy... otherwise, does anyone really want to hear that kinda shit from me?  Holiday dinners start going downhill the minute someone mentions politics in my family.  The last thing I want to do is bring that kinda crap into the tavern.

Same thing goes for religion.  For the most part, I'm going to try to avoid discussing anything resembling real life religion, unless its good wishes for a Holiday or something else in passing (oh, or if I can find some good gaming mileage out of it - gaming mileage = less offensive).  When I stumble across a post dealing with real life religion on the gaming blogs I read, it's never a positive post.  It's always lambasting one group or another.  You don't go to your neighborhood pub expecting or looking for such and my intention is you will never find it here.

I'm the last person that thinks a gaming blog needs to be 100% game related.  I do think there are certain topics that don't fit comfortably with the rest.  Each will do with their own as they see fit, which is the beauty of blogging.  I'm just voicing my opinion of what fits on my blog and what doesn't.

Friday, April 22, 2011

Back From the Vacation Within a Vacation - Still Stirring Up Muck

I never expected to get much of a response to my little rant last night.  Boy, was I mistaken.  Thanks to all you who let me blow off some steam at the (minor in the grand scheme of things) injustices I vented about last nite.  Those that follow this blog know I'm usually laid back.  Sometimes shit just needs to be said.

Anyhow, I'm still way behind with my reviews.  I'm going to need to stea... "borrow" some time at work next week to catch up.  Heck, I eat lunch at my desk.  I may as well use that  time for something useful.

Oh, my little girl found a new hiding place yet again (as she didn't want to leave the country living vacation).  At least when I find her she doesnt run and look for a new spot to hide.  She just waits patiently for me to pick her up.

Before I forget, A.C. Moore has a 40% sale on painted plastic figurines... I picked up some dragons earlier tonight.  I'll try and post some pics tomorrow.  The 2-Headed Gold Dragon Rowks!

Thursday, April 21, 2011

When Did Our Hobby Become Controlled By a Bunch of Elitist Pigs?

Alright, maybe "Controlled" is too strong a word.  Still, when did we decide that to be part of the "in crowd" we had to conform to a bunch of rules that aren't written in stone (or really, written anywhere), but are subject to the whims of whoever is enforcing said rules.

Case in point #1:  RPG Bloggers Network - If a blog from a company that writes adventures and Fantasy Grounds 2 modules isn't RPG enough, then what is?  What is with the elitism?  Besides, 95% of the blogs there I've never even heard off.  So, if you don't qualify to be a member of the network, is it really a strike against you or a point in your favor?

Case in point #2:  RPG.net - It's a place I never post at, and rarely visit.  The number of self designated authorities on any subject I find annoying, and in general they don't seem to be very receptive to new posters.  The permaban (nice word) of Greg Christopher is interesting, as it seems to be more of a reaction to his stated purpose of creating controversy to generate traffic for his blog then the actual post.  His blog generates no income, his games are released for free - where is the commercial aspect he was banned for?

Another day, another reviewer or moderator, either of these would have passed inspection, yet we allow people with their own biases and agendas one crapload of control over this hobby.

Or do we?  I never tried to join the RPG Bloggers Network.  I always figured I'd never make the cut, not because my blog isnt decent (I hope it is) but because I refuse to conform to some arbitrary and indistinct set of rules just to be part of the club.  Screw that shit!  I've got my own club - just look at my blogroll on the left.

As for RPG.net?  I never liked those forums for the reason I stated above.  I'd get myself permabanned too just to make a point, but I'd have to sign up for an account first and what's the point in that? ;)

Whereupon the Kitty Became a Tigress

This morning was the yearly vet visit for my kitty Ashley (who as graced this blog in the past).  I'm up here in the Poconos, where the vets are nicer (and cheaper) then the Big City.

The appointment was for 1050 - by 0950 Ashley was nowhere to be found.  My mother's 2 cats didn't have a care in the world, but mine somehow read it was vet day, and promptly found herself a new hiding spot.  It took me nearly half an hour to find her.

I knew it wasn't going to go well as Ashly tried to take a swipe (through her case) at a 200+ pound pony that the owner insisted was actually a breed of mastiff.  Yep, my kitty was primed.

She handled the vet tech well that weighed her - 9.7 pounds, and seemed to calm down as we awaited the vet.  In comes the vet to sweet talk her and her hiss was fairly impressive.  The vet tech went to get a towel to try to restrain her for the exam and shots and then quickly moved up to the leather gloves that went past her elbows.  I wasn't going to ask for the usual nail trim at that point.

Just what I look for in my mornings... feline stress.  Once we were home, my weretiger was back to normal, no stress and no grudges for her ordeal.

Just think, last year the vet was so impressed with Ashley's markings she must have brought it up three times during the exam.  This year, they couldn't finish the exam quickly enough.

This post alone will probably keep me off the the RPG Bloggers Network as being too little game related.  Trust me tho', this incident will find its way into a game session in some form or another ;)

The Draconic Archeologist - A Final Look at the Strategic Review

ChicagoWiz asked in my comments to my previous post for my opinion on the Strategic Review run, now that I've read them.  My feeling is this:  it makes for a very telling snapshot of TSR during the time period.

Over the course of 7 issues, it goes from 6 pages to 20 pages - and it about to be reborn as The Dragon.  Initially, it was little more then a newsletter.  In the end, it was a magazine.

It gave us first view of new classes, races and magic items.  At the same time, it shared space with war games.  As TSR saw that D&D was turning into it's cash cow, they needed a magazine that could be devoted to it (and have a name that was a bit more reflective of it's contents).  Strategic Review was a fine name for a war gaming magazine but not really appropriate for a magazine devoting more and more space to Dungeons & Dragons.

First and foremost, one must remember that EGG was the primary voice of the company, and when he felt vocal on a subject, he surely let himself be heard. As an example, here is a snippet from the editorial of issue 2:  Donald Featherstone once said in WARGAMER’S NEWSLETTER that he believed Arnold Hendrick’s chief talent and claim to fame lay in his “pinching” of Fletcher Pratt’s Naval Wargame — alluding in all likelihood to similarities between Mr. Pratt’s game and the set of rules for naval miniatures authored by Mr.
Hendrick. I concurred with what was said in WARGAMER’S NEWSLETTER, and when the good Mr. Hendrick “reviewed” CHAINMAIL in a highly uncomplimentary manner I ignored what was written, for surely most hobbyists could be assumed to be able to read this “review” for what it was worth and in light of Mr. Hendrick’s talents otherwise. As an example of the comments he made regarding CHAINMAIL, the most amusing was his assertion that heavy cavalry was rated too high, imagine! In a period where the armored horseman dominated the field of battle, heavy horse are too strong! Anyway, the learned Mr. Hendrick subsequently “reviewed” DUNGEONS & DRAGONS, again in a very uncomplimentary manner — after all, he had gone so far as to play a game of D&D as a Cleric, completely armed with such edged weapons as spear and arrows . . . Again, this so called “review” was so obviously inaccurate and biased that I ignored it completely, although numbers of letters and telephone calls from irate D&D fans who had read the comments and wished to let me know that the “review” outraged them assured me that Mr. Hendrick would not escape totally unscathed. Eventually the magazine which retains Mr. Hendrick as a “reviewer” did print a contrary opinion — how could they ignore a counter-article written by Mr. James Oden, President of Heritage Models, Inc.? This brings me to the point of this editorial. The axe that Mr. Hendrick has been grinding so loudly and long has been exposed.


I don't think you can get more Gary Gygax then the above piece.  Classic.  Simply classic.

I enjoyed my reading of the Strategic Review.  It was like reading a piece of history.  The fun kind of history ;)

Wednesday, April 20, 2011

The Draconic Archeologist - Closing Up the Strategic Review With #7

Strategic Review #7 (or Vol. II, No.2) is the last issue of Strategic Review before morphing into The Dragon.  This last issue clocks in at 24 pages (including covers, so really 20) which makes it about 3 times the size of issue #1.

So, what does issue 7 offer us, the OSR or Old School gamer?

Well, EGG gives us an article on D&D magic, but really, its more then that.  It's a critique of the magic-user class and it's early players.  Heck, it could even be seen as a critique of power gamers and rules lawyers that try to distort the meaning of a rule.  That being said, EGG states that a Magic Mouth spell can cast spells that are solely verbal.  I think I missed that first go round.

Joe Fisher gives us Part 1 of a series of articles - Hints for D&D Judges:  Towns
In it he gives the starting Judge (when did Dungeon Master become the "in" title?) some pointers on providing a starting town for the new party of adventurers.  We would consider the hints very basic these days, but those were very basic days.

Mighty Magic Miscellany gives us some artifacts this time around:  The Cup and Talisman of Akbar, The Staff of the Priest Kings and The Brazen Bottle.

The Creature Features gives us a first look at the Catoblepas and the Denebian Slime Devil (of which the less said, the better).

EGG gives us a second article:  D&D is Only as Good as the DM - Let me quote from the opening paragraph: Successful play of D & D is a blend of desire, skill and luck. Desire is often
initiated by actually participating in a game. It is absolutely a reflection of the
referee’s ability to maintain an interesting and challenging game. Skill is a blend
of knowledge of the rules and game background as applied to the particular game
circumstances favored by the referee. Memory or recall is often a skill function.
Luck is the least important of the three, but it is a factor in successful play
nonetheless. Using the above criteria it would seem that players who have attained
a score or more of levels in their respective campaigns are successful indeed. This
is generally quite untrue. Usually such meteoric rise simply reflects an incompetent
Dungeonmaster.



To summarize - slow down the advancement if character level is going too fast.  Don't give away expo like its a xmass bonus.  Remember:  By requiring players to work for experience, to earn their treasure, means that the opportunity to retain interest will remain.  Words of wisdom.


And thus end our review of the Strategic Review.



A Short Vacation on My Vacation

Yep, I've actually gone away for a few days on my vacation.  Got to the Poconos a little after 2 pm (I left 2 hrs later then planned, as my kitty found herself a new hiding place).  Still, she was good on the ride and happy to be up here.

This is the first time I've brought absolutely no reading material except what is on my iPad or laptop.  Definitely made for lighter packing, and the laptop coming in at 11" doesnt hurt either.

I expect to get some decent reading in from my "to read list", but as I am heading back to the city in time to prep for Easter, its a short getaway.

God bless my father, he has my 2 birds and the kid's 2 cavies to take care of for the next few days ;)

Damn it!  I keep trying to touch my laptop's screen, and its not a touch screen.  Damn you Apple!  Damn you to heck!

Tuesday, April 19, 2011

The Draconic Archeologist: Sing It To Me Baby! - Strategic Review #6

Strategic Review #6 (or if you are following at home, Volume 2 #1) gives us the first view of the Bard class for D&D.  If you have your AD&D Plater's Handbook, you might want to refresh your memory– or not.  The AD&D Bard broke more rules... lets just say it broke many rules and was a fairly broken class.

The D&D Bard was a jack of all trades.  He fought as well as a cleric (but without the weapon restrictions), he has the abilities of a thief half his level (rounded down), get's access to magic-user spells (but at a much slower pace), can charm, legend lore... he really is a jack of all trades.

We get some magic instruments for the ladies man too.  Not bad for his first showing.  Too bad it went down hill for the class with AD&D.

I barely remember the old Dungeon! board game.  One of my non-gaming friends had it in junior high, and the few times I played it was with him.  If you still have a copy, Dwarves and Clerics are added to the mix in this issue.

Sage Advice gives us  some corrections for the Greyhawk supplement.

Crap, almost forgot the Alignment map that I skipped over in my Bardic excitement.  Apparently Werewolves are almost (but not quite) Lawful Neutral.  Even better is Liches are on both the LG and LN side.  I could really dig being an all powerful undead Lawful Good Lich Paladin.  Hmmm, Paladins are REALLY REALLY Lawful Good, Liches are just Lawful Good.  Ah well, there goes that hole in the alignment chart I was hoping to drive a semi thru...

Tuesday Nite Netflix - From Paris With Love


I feel like I'm watching a runaway train and the wheels are about to come off.  I hope it gets better.  Maybe.

I can't stop watching.  I think the action scenes are blinding me to the general stupidity of the whole thing.

God help me.

Dungeon Crawl Classics Beta Coming on Free RPG Day


Goodman Games is releasing the Beta Rules for the DCC RPG in digital format for Free RPG Day.  They will also be releasing a free print Adventure Starter, which will include one low level and one high level adventure.

I'm actually excited about this year's Free RPG Day now (basically because I have no idea what anyone else is releasing).  All that and a look at the rules in Beta.

You can read more about it at Goodman's site here.
Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

Blogs of Inspiration & Erudition