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Sunday, August 25, 2013

Highlights From the 2nd Session of "Doom of the Savage Kings" (DCC RPG)



Last week, some amazing die rolls by the party's arcane casters changed the direction and tempo of Doom of the Savage Kings a bit. Gone were the Jarl and his men. Added this session was +Erik Jensen 's gaggle of 4 peasants, handily recruited from the village's lynch mob ;)

Highlights from the session (vague spoilers but spoilers none the less - you have been warned)

- Dealing with the crone and trying to decide which party member would marry her for the help she offered (they decided on one of the "gaggle" of zeros)

- reminding the "lawful" character that killing in innocent so that you can use the now deceased body in a manner benefiting the party is NOT a lawful act ;)

- Looting the Jarl's Hall and finding little of true value

- Dealing with the Jarl's seer, and getting nothing but frustration

- Finding the "box within a box"

- The party Wizard has now cast TWO consecutive spells with a "natural 20". He so badly wanted to leech off of the halfling. I had to point out that even the roll he had would have destroyed half the village with his Scorching Ray, and he would be better ofhf notching it down one result. Sad Wizard. Happy, not burning village and dying villagers.

- Watching one of the "gaggle" get killed from a fellow party member's fumbled attack roll. The funnel finds itself some times.

- The funnel strikes a second time, as a snake-like thing swallowed another member of the "gaggle". And then there were two.

Third session of Doom of the Savage Kings is set for next saturday night.

I'm impressed with how well Google Hangouts / Roll20 handled 7 players (10 characters to start - 8 by the end of the session). Of course, somehow I had forgotten to upload the 2nd and 3rd maps for the adventure - brain fart - but seamlessly did so mid session. Huzzah!

Saturday, August 24, 2013

Thoughts on a NYC Area "PubCon"

Yesterday afternoon (and a good chunk of the evening) I hung out with +Joe D and my beautiful wife Rachel. It was her first time ever to the Complete Strategist in Manhattan. She's a trooper ;)

Afterwards, we settled into Rattle N Hum, a truly amazing NYC Pub. Great place for a bite a and few brews after some heavy "game shopping".

Anyhow, to cut to the chase, Joe brought up the idea of a NYC PubCon. We've discussed this before (while at the same pub), so it's certainly something on our minds. I can guarantee you it won't be at Rattle N Hum, as the space is limited and the cost would be more than painful.

We are still in the early stags of brainstorming this. We figure Spring 2014 at the earliest, and probably one of the outer boroughs of NYC to keep the prices down. It would also be more of an informal con I suspect than a "professionally" run one - closer to a "gameday" with adult beverages and good food. Aimed at Old School Gaming, but not limiting itself necassarily to the OSR.

The place I have in mind is blocks from the subway, easily accessible by highway and has a legit (not hourly ;) hotel within walking distance. Not sure how many would need a hotel, as this would probably be one day only at this point, but just throwing it out there.

Just trying to judge the interest in this before working out more details (like how much it may cost us and finalizing a location).

Heck, my wife even said if we move forward with this, I need to teach her how to game so she can join in ;)

We're open for input...

Review - Five Ancient Kingdoms - Men & Mettle (Part 1 of 2)



There are three books and one adventure (and dice if you buy it in print) in the Five Ancient Kingdom set, so I'm going to try and go through the books in order. I doubt I'll be able to cover everything, but I'll do what I can.

Men & Mettle is the first volume of the three rulebooks. The default setting is bases off of the Muslim / Arab / Middle East of 800 AD or so (sorry - I don't use CE)

First things first - a small observation: The organization of the rules is not exactly what I'm used to these days, although it is reminiscent of the "Original Boxed Set". Basic explanation of task resolution, followed by classes, followed by subclasses, followed by stats and character generation rules. I'm used to stats, classes, character gen... So, I needed to adjust to the flow of things.

FAK uses d6s for everything. "1"s are read as "0"s all of the time. There are NO exceptions (at least none that I've found thus far). FAK reads much like an OSR ruleset, but I suspect it plays out very differently while retaining a similar feel.

The core classes are Hero (fighter), Magician, Saint (Shaman for those that don't follow monotheism) and Thief. Pretty much the standard fair. What really ups it a notch are the subclasses. There are eight - two per core class. Each subclass's description takes up about 3 or 4 sentences. That's it. It's really a prefect way to handle it if you ask me. Just enough to make them different - not so much that they seem like a whole new class.

Characters have both an alignment (Law / Neutrality / Chaos) and a Motivation (fortune / glory / power / etc). Calling into play your character's motivation can have a mechanical bonus as well as a story effect. Heck, it's mechanics and a roleplaying nudge all in one, which is surprising when the author refuses to label FAK an RPG in the classic sense. I suspect that is much about splitting hairs myself.

The character stats are the ones we know well: STR, INT, WIS, DEX, CON and CHA. Heck, even the order is classic. High prime reqs give and expo bonus, low scores give an expo penalty. High and low scores give an assortment of bonuses and penalties respectfully.

Stats are rolled using 4d6, drop the lowest counting all "1"s rolled as "0". The player may place the scores in any order they desire.

Hero Points are your Hit Points and are rolled each adventure (1 Hit Die per level, roll adjusted by class, all "1"s are "0").

Social Status is also rolled at character generation (and probably should have come before the description HPs, as Social Status is not determined each session but one time only). 3d6, giving a result of 0 to 18 - escaped slave to nobility. Social Status also determines starting gold - multiply by 10 and add 20 (although the example used later in this section neglects to add 20, so that might have been changed).

Last major thing to determine for starting PCs is their starting "advantage". Anything from extra wealth, failed magician apprentice (with some spell use), combat bonuses, story hooks - all are possible - 36 possibilities in all, it goes a long way to making characters unique and the concept easily translates to other OSR games.

Part 2 of the review will deal with mechanics, combats, saving throws, retainers and the like.

Friday, August 23, 2013

Hunting Down the "Ghosts of Dragonspear Castle" (D&D Next)


Yep. I did it. I picked up the GenCon exclusive "Ghosts of Dragonspear Castle", a D&D Next Mini Campaign over on Ebay for a surprisingly fair price (less than I paid for RQ6 in paperback at retail last year).

I haven't read it yet. Heck, I have barely peeked at it.

It will be reviewed over the next week or so (I need to read Five Ancient Kingdoms first).

I notice they credit Davis A. Trampier as one of the numerous artists. I'll need to make that my "Easter Egg Hunt" as I read through it ;)

Thursday, August 22, 2013

Dungeons & Dragons the RPG - Alas, I Knew You Well (D&D GenCon 2013 Presentation)


Sadly, adter watching this video I now know what "Dungeons & Dragons" means - recycled fiction, 2 MMORPGS, lego like ugly ass crap with one recognizable character from the Drizzt series of books and it isnt even him, iOS Battlegames, iOS Boardgames, re-released 20+ year old computer games and if you are lucky there might be an RPG - but that's just to drive sales for all of the previously listed money makers.

Yes, I know this shit is a business, but WotC has gotten so corporate it's scary.

They will never sell the D&D trademark, but perhaps, one day, an RPG titled Dungeons & Dragons will live up to it's heritage in the hands of others.

Micro Review - Labyrinth Lord Gnome Class (Free OSR)

Now THAT'S a Nose!


I really can't make Labyrinth Lord Gnome Class a mini review - as the actual product less it's cover is a page long.

So Micro Review it is.

Magic User / Thief hybrid class that get's advanced (+2 level) thief skills and comparable MU spells for the same level. It's a bit over powered at early levels, but screw it, it's free, right?

My one concern is the lack of the OGL in a product that claims LL compatibility. No impact on gameplay, but I do believe that is a violation of the applicable licenses.

Wednesday, August 21, 2013

Is D&D Next "Close Enough to Emulate" the OSR, and is That Good or Bad?

I REALLY need to catch up on the latest release of the D&D Next rules, but as I'm sure others already are caught up, I pose the following questions to my readers:

- Are the rules close enough to the OSR to emulate OSR / Old School style gaming - or is this just a simplified 3x with some other pieces bolted on?

- Have they figured out the simple / complex - basic / advanced in the same campaign paradox that they were trying to implement? Does it do what it "says on the box"?

- If it can come close to Old School style gaming, is that good for the OSR in general or a sign of the forthcoming gaming apocalypse?

D&D Next Playtest is Coming to a Close - Is It Actually Done?



Got this in my email this morning:
A few days ago, the D&D team announced that the next playtest packet will be the last in the public playtest. That’s why it’s more important than ever that you provide feedback. Today’s survey focuses on content that was updated in the August 2nd playtest packet, such as feats and classes.
So, if the public beta is done, does this mean the rules are ready to be finalized?

My group tapped out of the playtest in late spring of 2012 and I really haven't followed the updates all that much recently.

I know the initial vision of all things for all editions is pretty much out the window, but for those of you that have kept up with the beta, do you think we have a winner or another loss of market share?

Tuesday, August 20, 2013

Mini Review - Gygax Magazine Issue #2


I guess Two is better than One ;)

I wasn't all that impressed with issue #1 of Gygax Magazine, as it was full of a significant amount of "here's my Old School Cred" and very little material that was worth something to "Old School Gamers".

Issue #2 of Gygax Magazine has measurable value for "Old School Gamers". There are other games represented too (including The One Ring, which is tempting me to sit down with the rules and maybe learn them).

So, what old school goodness do we have?

First, the Jeff Easley cover. Well done and very evocative of the classic Dragon Magazine covers from the mid 80's. It sets a nice tone.

Next up is Leomund's Tiny Shelter - Len Lakofka talks about death in AD&D. A bit chart heavy for me these days, but certainly the type of article you would find in a classic issue of The Dragon.

Jon Peterson has an article about what might be the earliest version of the D&D rules. Yep, he's the guy that wrote Playing at the World. The article is a good chance to see if you like his style of writing. It's a very interesting article at that.

Ken St. Andre +Ken St. Andre writes about ordinary characters in fantastic worlds. No game rules, just ideas and thoughts. Systemless.

The Old School Renaissance gets some attention from +Vincent Florio .You know, the guy behind ENnie winning Mazes and Perils. A decent article to point those interested in the OSR in the right direction.

+Jeff Talanian presents an article on adding some Lovecraftian strangeness to run of the mill fantasy. Or even taking it further, and moving on to "strange new lands" inspired by Lovecraft and Clark Ashton Smith and leaving the stale fantasy behind. Again, systemless but easily used for inspiration with the OSR ruleset of your choice.

The Blighted Lands are a peek at +Luke Gygax 's upcoming campaign supplement. It looks to be AD&D compatible. The dead tree version will even have fold out maps. My one complaint is that the introductory adventure starts out with three paragraphs of text to be read to the players - my group will zone out some where after the third sentence ;)

Did I mention the very nice maps? I'll be eagerly awaiting my print issue to arrive in the mail.

Heck, there's even a page of Order of the Stick :)

Well, there's other stuff too, but I must say the amount of articles aimed at and usable by old school gamers like me is impressive. Issue #2 of Gygax Magazine has leveled up.

Well done.

Contents for issue #2 of Gygax Magazine

Tactics in Samurai Battles by Tim Kask

The evolution from wargaming to role-playing by Ernest Gary Gygax Jr.

Hitchhiking in Doctor Who by Jay Libby

Leomund's Secure Shelter by Len Lakofka

A forgotten grimoire and its curse by Jon Peterson

From one geek to another by Jess Hartley

Building a winning spellbook for Mage Wars by Bryan Pope

Heroes, kings, and champions by Ken St. Andre

The old-school renaissance by Vincent Florio

Weird vibrations by Jeffrey Talanian

The inkubus by Gordon Dritschillo

The hare and the hill giant by Shane Ivey

Special Attraction

The Blighted Lands by Luke Gygax

The Kobold's Cavern

Super-science in fantasy games by Eric Hindley

Dueling through the AGEs by Rodrigo Garcia Carmona

Lost wonders of Caelmarath by Brian Liberge

Comics:

Full Frontal Nerdity by Aaron Williams

Order of the Stick by Rich Burlew



Why Do You Go to Gaming Conventions?

GenCon is over, but there are other cons left for the year.

So, why do you go to gaming conventions?

Is it to...

   play games?

   shop the vendor room?

   attend seminars?

   meet various gaming friends?

   meet publishers?

   pick up con exclusive releases?

all of the above? some? none? other stuff?

Let us know...

 

Monday, August 19, 2013

Mini Review - The Twice Robbed Tomb (Labyrinth Lord Adventure)


The Twice Robbed Tomb is a nice little adventure for LL or really any OSR system of your choice. It's not huge and is probably playable in a single session, unless you have to herd an unruly pride of cats like I do every Saturday night, in which case it may take multiple sessions ;)

Ah, to be a teenage boy w/o
the internet again ;)
I always appreciate it when a publisher includes a players' map, as I run my games online using Roll20, and I hate inadvertently revealing secret door and traps to the players before the proper time. Purple Duck is pretty good with including an unkeyed map for use in VTTs, and this time is
no exception.

I'm not so sure about the level spread. A party of 6 2nd characters will probably get their asses handed to them. I'd personally move the range to 3-4, with 5-6 characters, but that's because I'd hope to see most of the party survive. Maybe I'm not "Old School" enough... heh.

I do like the adventure. Just enough surprises to keep it fresh, some "save or die" moments that give the observant players ample warning and just enough to play in a night of gaming. For 2 bucks it's damn close to a steal.

From the blurb:

The long-disappeared loot of Pheniket the Pharaonic’s tomb was indeed a mere distraction, a few baubles hidden from the looting rebels. The opening of the tomb fifty-odd years ago allowed some of Pheniket’s almost completed efforts to come to fruition, and a demonic being known as a succubus has set up in the uncompleted lower level of the tomb, served by a large pack of ghouls attracted by the necromantic powers of a node of negative energy secured by Pheniket in his last days.

To build her power, the succubus, Invexia, has used her powers of temptation to start a campaign of corruption and seduction, using greed to bring gullible adventurers to Pheniket’s tomb. She knows of the other of Pheniket’s creations, a portal to the Plane of Shadow that he used to control his fledgling kingdom. It is this nexus of power that subsequent plunderers unknowingly seek. She solved the entrance requirement- a certain astrologically-shaped golden key- and is now sending charmed catspaws to ‘sell’ maps and keys to greedy adventurers, bringing loot, prospective undead soldiers, or perhaps even playthings and minions to her spider’s web beneath the Twice-Robbed Tomb…

A Labyrinth Lord adventure for 4 characters of 3rd level, or 6 or more of 2nd level.

First Look at "Five Ancient Kingdoms" ("OSR" Ruleset)


What is Five Ancient Kingdoms? Apparently it's NOT an RPG but a Fantasy Adventure Game. Semantics aside, if you like OSR gaming (and are a bit of a completist) this is probably something you should take a look at.

It comes in with 3 booklets, a short adventure and a set of 4d6. These aren't your usual d6, as where one would normally expect to find a "1" you find a "zero" instead. I need to look deeper to find out how that effects the usual number spread.

So, you get your six "OSR" stats, which are generated using 4d6, drop the lowest and re-roll Zeros. You get the usual 4 core classes (even if they are renamed) and a butt-load of subclasses.

You also get "advantages", which is almost like a prior profession / skill acquisition. You get one randomly determined at 1st level.

Hit Points are randomly determined each session. That's damn interesting.

Alright, enough random observations from the first booklet - time to read this a bit more in depth.

Available in print only I believe, but a PDF version would look nice on my iPad ;)

Sunday, August 18, 2013

Just a Wee Bit More Fiction - "The Door" (Swords & Sorcery)

Following up on "The Contract" and leading up to "Who Knows What", "The Door" is the next part of my submission to the Librium Mysterium. Heads up to +Tim Shorts , +Ken Harrison and the rest ;)

The dwarf ran his hands along the surface of the tower door. It was made of stone, but his fingers could feel light etchings along the surface.

“Val” the dwarf paused to spit before proceeding, “as you suspected, this door was made by the hands of my kin. If we open it in the wrong manner I suspect it will lead to death.”

The sorcerer acknowledged the dwarf’s observations by summoning their recently hired “apprentice treasure finder”.

“Meg, have you estimated the height of the tower yet? ‘Cause even if you haven’t, we need your skills here” as Val gestured at the dwarven made door.

The young man scurried down off of his nearby perch, where he had been scanning the tower for additional ways of egress. He failed to find any.

“Why do they call this the Tower of the Purple Sorcerer? It’s not purple, it’s grey.” Ever the observant was Meg.

“It isn’t the color of the tower, but the title of the one that built it. Powerful sorcerers rarely use their birth names and colors often have other meanings. In this case, the sorcerer in question was insinuating that he was of high noble birth, perhaps royalty or the bastard son of such. After nearly 400 years, I assume he is dead. Hopefully his treasure remains. Which is why you are here. Tenkar says the door is of dwarven make, possibly trapped. Time to earn your share lad.” Val gestured towards the door in question.

“Aye lad, I suspect it is trapped. We’ll look for prying eyes as you do your work.” Both the dwarf and the sorcerer made their way to the nearby outcropping that Meg had previously used.

The young man focused himself on the stone door. Running his hands along it’s surface, he felt the nearly invisible etchings Tenkar had found before him. This was no simple lock to pick - there was no visible lock. Instead, he ran his hands along the stone surface surrounding the door.

There!

One. Two. Three barely perceptible raised stone buttons, invisible to the eye but found by well trained hands.

One of these will open the door, Meg thought to himself. The others are probably trapped. Which one? Dwarven door - dwarves are short - the bottom button.

As Meg pressed the bottom stone button a soft “click” was heard from above before the stone door swung down and outward on a pivot approximately 1 foot off of the ground. Meg threw himself to the side, the heel of his right boot ripped off by the falling stone slab.

“Lad, didn’t they teach you to open dwarven doors from the side?” Tenkar asked of the now dirt covered and one boot heel short Meg. “Keep getting lucky like that and you may actually earn that share” the dwarf said with a grin.

“Val” Tenkar let loose a globule of spittle inches from the still prone Meg, “can you shed some light for us before we go in. Place is as dark as a tomb. Which is a good sign, I might add.”

My Family / Friends Went to Gen Con, and All i Got Was a Lousy...

Some of you went to Gen Con this year. Hope you had a blast.

Most of us didnt get to attend.

For those that did, what items did you pick up for friends and family.

For those that didn't get to attend, what exclusives do you wish you had a chance to get.

For me, it was Gaming in the 'Verse for the new Firefly game, but I can grab that for 10 bucks in PDF on RPGNow if I decide I really want it.

The DnD Next exclusive would have been nice, but as I have less desire to even catch up on reading about the updates (let alone download the actual updates and no desire to play) that's a loss that I can easily suffer through ;)

DCC Session Recap - Doom of the Savaged Judge



Last night was our DCC RPG session and our second session since the funnel that kicked things off.

Warning - minor spoilers follow for Doom of the Savage Kings.

The party was in search of the village of Hirot, and were almost there when they saw a large group emerge from the mists - 3 dozen peasants in a mob with a tied and gagged young woman at the front and the town leader and his guards bringing up the rear.

Hail and well met? No...

Halt! What is going on? No...

Instead, fizzled Charm spell at the obvious leader of the armed men, followed by the Wizard stating he's casting Sleep while the Elf states he's casting Choking Cloud on the soldiers.

Wizards rolls a natural 20. Elf rolls... a natural 20. Halfling offers to boost the sleep spell to "all hostile targets in 200'"

Now I need to have the Wizard and Elf roll initiative against each other. Wizard's sleep comes off first. Choking Cloud on the Jarl and his men follows.

32 peasants plus the ties and gagged on - asleep.

Jarl rolls nat 20 against sleep and nat 19 against the Choking Cloud - his men and their horses are not so lucky.

Jarl runs and gets chased down and killed.

Party takes no damage - not even an attack in their direction.

We end the session (which was over 2 hrs of blabbing before we kicked things off anyhow).

I have until next Saturday to figure out the new direction of the adventure.

The Doom of the Savage Kings savaged me, but it was a f'n blast to watch it play out ;)

Saturday, August 17, 2013

And the ENnie Winner For "Best Free Game" is... (Hint - It's an OSR Game)



The Mazes & Perils RPG - Vince and team took home the gold for best free game.

+Jon Marr from Purple Sorcerer took home the silver for Best Software for his Crawler Companion app / software for the DCC RPG (Roll20 got the gold, so you know it was a damn tight race).

Gnome Stew won gold as best website (and best blog - which seems strange but cool too) and Dungeon World grabbed gold for best rules. Lot's of other winners that I don't care much about, but you can read the list over at ENWorld.

edit: Can't find this on the ENWorld site right now, but apparently Goodman Games won the fan choice silver award for Best Publisher.

GenCon 1993 - Looking Back 20 Years to My One and Only - I'm Spell Jammin! I Hope You Like Jammin' Too!

There are certain memories of my one and only GenCon that majorly stick out in my mind.

Meeting the guys at Palladium Games, buying Rifts and getting the core book by Kevin Siembeida and Kevin Llong signed is certainly one of them. They were very approachable guys (even if Kevin S has turned into the C&D Nazi in later years). GenCon lead to the infestation of Rifts in my group for a long time, even if I was never the one to run it.

It's also where I bought Dangerous Journeys, EGG's first major RPG after getting the boot from TSR (Cyborg Commando is far from a "major" RPG).

Then there was the SpellJammer set up that was being run by Slade Henson when I found it. It was a large, space asteroid thing with dozens of miniatures and terrain elements. You chose a miniature and wandered around until you got killed - or something like that. It was impressive.

I observed for a few minutes before jumping in as another player died. I wasn't sure exactly what was going on, but Slade was really hamming it up, so whatever it was, it was fun.

Suddenly, Slade turned to me and said (I'm paraphrasing after 20 years): "You think you can handle running this for 5 minutes? I gotta take a leak!".

That shit-ton of panic hit. How the fuck am I going to run this? I don't even know what the rules are.

"It's simple - high roll on a D20 wins - one hit kills. Play it up, be descriptive. I really gotta hit the can. Just 5 minutes."

So I did it. I actually have no memories of how well I did. I think I was too damn nervous to be able to remember. I do recall Slade was gone for over 20 minutes. It apparently was a bit more than a piss break ;)

In any case, he thanked me and I moved on to the next shiny in the room. But I can say, for about 20 minutes, I ran a TSR event at a GenCon. I just wish I could remember the details ;)

Friday, August 16, 2013

"Dungeon Robber" is Picking My Pocket - It's Stealing Time!

Damn +Tim Shorts for linking Dungeon Robber on G+ earlier tonight.

I've wasted over an hour, Tim! And I'll be wasting more!

Damn youuuuu!


Kickstarter - Myth & Magic Player's Guide Update - Bonus Material Round 1 - New Races and New Class - or - WGAF!?!


Really, WGAF about new material when we haven't gotten the material we were promised? We were promised updates with every 10% of the M&M Player's Guides shipped - and haven't gotten an update since the first mention nearly a month ago.

I sense some Nystulian magic at work...

The update is "Backers Only" but fuck that - leaving the link to the PDF out tho:

Hello Everyone,
As part of the bonus material earned in the Kickstarter, we promised a few races and two new classes, the Runecaster and the Witch. 
Well..... 
For your patience, and for the general reason that we love to create cool stuff, we fleshed out ALL the popular races from the poll and we rocked the Runecaster and Witch!!! 
This first PDF contains a bunch of new stuff. Five of the six new "core" races, some monstrous races, including Thri-Kreen, and the Runecaster class. 
Next week, we'll post the Eladrin core race and the Witch core class. 
After a short time to digest your comments and playtesting, art will be laid out and the whole thing will be delivered as one big shiny PDF of Goodness.

Thursday, August 15, 2013

GenCon 1993 - Looking Back 20 Years to My One and Only - Arrival and Breakfast and Badges, Oh My!

I remember arriving in Milwaukee the night before GenCon of 93. Paul (miss ya lad), Tony and myself apparently got robbed by the car service we used to get from the airport to the hotel (as we were told by a later driver who refused to take out cash).

Our hotel was no where near the venue, but that mattered little. The room was relatively cheap, although we had to remind the staff we had asked for a roll out bed. We were good friends, but not "that" good.

It was a restless sleep, knowing we wanted to get there early so we could get our badges and get inside to the Con goodness.

The next morning we learned something important - apparently New Yorkers are the rarity in ignoring "Don't Walk" traffic signals. The looks we got were interesting if nothing else. The homeless guy picking thru the trash can wished us "good morning" and didnt try to shake us down for pocket change. Truly we were in the midst of culture shock.

We hit a diner for a quick and cheap breakfast (especially compared to NYC pricing) and got on line for our badges. I had signed up for way too many events, including workshops and tournaments and lord knows what, but the biggest thrill was just to be there. We had never seen so many gamers together at one time, and that was just the line for the badges.

I have pictures of that line with us on it packed away somewhere, but the images are burned into my mind, especially the goofy smiles we all had.

The smiles just got bigger as the days went on.

Next - of Rifts and Dangerous Journeys...

Surprises From the Dusty Sky...

In the midst of all of the Kickstarter and other pre-orders that are shipping now to arrive in time for GenCon madness, I received this piece of awesomeness from the mind behind ...and the sky full of dust blog.


I just had to post the magic before I post the more mundane reviews to follow;)


We need more parts to solve the puzzle. Who has the other pieces...

Wednesday, August 14, 2013

Besides Frog God and Goodman Games, Are Any Other "OSR Companies" At GenCon 2013?

I know the OSR likes to punch above it's weight when it can, but off hand I can't think of anyone other than Frog God and Goodman Games seriously representing the OSR at GenCon this year.

Truth be told, I haven't been paying that close attention. It's been 20 years since my one and only GenCon (there is a post there for later) and I think it's even less about the game playing and more about the game selling these days then it was back then.

Still, I'd love to hear about the other companies / small press that are making their mark at this year's GenCon...

Any Gen Con Plans for Those That Aren't Going?

Are you doing anything to celebrate NOT attending GEN Con 2013? ;)

Tuesday, August 13, 2013

Thoughts on a "Friday Fanciful Encounters" Series of Postings For the DCC RPG


In case you haven't noticed, I find the DCC RPG art both evocative and inspiring. I've started using pieces of art from the DCC RPG rulebook for the new series of Magic Mayhem Monday posts, two of which have already been posted.

I'm thinking of doing something similar with some of the larger pieces of art. This time, I want to use them to inspire some encounter or room write ups. I've got some ideas for the above piece, but it may not get done by this Friday (the regular job has been running long the last few weeks and will be for the foreseeable future).

Any ideas on how to make this work even better than my basic idea? Anyone want to join in on the fun? ;)

Raggi Posts the Plans for the LotFP WF Referee Book Crowdfunding Project

I'm not sure about this one myself. I really like the LotFP's WF Referee Book and think it would make a fine, stand alone product, but I dont need another copy.

Unlike the WF Rules & Magic Book, this is a read once and done. You dont need it at the table and only the DM really needs a copy.

Also, unlike most other crowdfunded projects, you arent getting the actual book but store credit at the LotFP store (and you still need to pay shipping) to buy the book and perks.

Eh, I'll let Raggi explain (its a lot to read - here's the direct link):


Lamentations of the Flame Princess Weird Fantasy Role-Playing Referee Core Book: Procedures and Inspirations

Perk Levels

$1 Ref Book Haters
You don't want the Ref book, but you do want some of those sweet, sweet extras, so you can use this perk level to get those and to hell with the Ref book!

$10 PDF
Ref book PDF + PDFs of all stretch goal adventures.

$35 Referee Book Standard Edition
Voucher for the cost of the Ref book + all stretch goal adventures for the LotFP store. You will pay shipping for these items through the LotFP store when the book is released. You also get the PDF. The Ref book will have two bookmark ribbons, exclusive for backers.

$50 Referee Book Exclusive Cover Edition
Voucher for the cost of the Ref book + all stretch goal adventures for the LotFP store. You will pay shipping for these items through the LotFP store when the book is released. You also get the PDF. This Ref book will have cover art by x which will be exclusive to this version of the Ref book and will not be used by LotFP ever again. This version of the book will be numbered! The Ref book will have two bookmark ribbons, exclusive for backers.

$75 Both Referee Book Combo
Voucher for the cost of two Ref book + all stretch goal adventures for the LotFP store. You will pay shipping for these items through the LotFP store when the book is released. You also get the PDF. You'll get both versions of the Ref book, and both will have two bookmark ribbons, exclusive for backers.

$350 Retail Package
20 copies of the normal Ref edition of the Ref book (with the two bookmark ribbons) with free shipping. Notes on additional copies and substitutions below.

Extras

These extras are available as add-ons for all backer levels. All prices include shipping and will not increase the shipping cost of your Ref book order. However, due to the weird nature of crowdfunding and how stretch goals and bonus stuff intersects, I am announcing that only 50% of all money put into extras count towards stretch goals.

At the end of every day I will update on what the "Effective Funding Level" is.

$20 T-Shirt

Simple LotFP logo on a color that YOU choose! Sizes Ladies' S-XL, Mens' S-XXXXL. Printed on preshrunk 100% cotton Gildan Heavy Cotton shirts. (add $4 for sizes XXL and above).

$15 12-Dice Set
Opaque red dice with white numbering:
1x d4
1x d6 (numbers)
3x d6 (pips with a Dead Sign in the 1 spot)
1x d8
1x d10 (0-9)
1x d10 (00-90)
1x d10 (000-900)
1x d12
1x d20
1x d30

$50 Slipcase
A nice thick 1.8mm full color slipcase designed to hold this Referee hardcover and the Rules & Magic hardcover (which is not included in this campaign!).

$5 Thulian Echoes PDF
Zzarchov Kowolski (Lamentations of the Gingerbread Princess, The Gnomes of Levnec, A Thousand Dead Babies) is helping out by letting LotFP release his new adventure. Zzarchov of course gets a cut of every purchase of Thulian Echoes.

$15 Thulian Echoes Print + PDF
Zzarchov Kowolski (Lamentations of the Gingerbread Princess, The Gnomes of Levnec, A Thousand Dead Babies) is helping out by letting LotFP release his new adventure. The print version will be exclusive to this campaign. Zzarchov of course gets a cut of every purchase of Thulian Echoes.

$10 LotFP Note Pad
48 page, A5-sized note pad (with cover artwork by Satine Phoenix!). The first half of the book has graph paper on one side of the spread and lined paper on the other, and the second half has hexes instead of graph paper - perfect for your mini One Page Dungeons and Wilderness needs.
Stretch Goals

$1000 BASIC GOAL

This will get the Ref book printed. I'll do the layout myself, it will be proofread by the wife. Very basic stuff that will get the book out the door.
Once this goal is reached, existing backers will get an email with a list of possible stretch goals, and backers will have 24 hours to vote on which should be the next goal. The goals as they stand now:

+$700 Pro Copyediting
The book will go to an outside copyeditor.

+$1200 Pro Layout
Layout for the book will be done by Tigerbyte, who did the layout on the Rules & Magic hardcover, The God that Crawls, The Monolith from beyond Space and Time, and Isle of the Unknown.

+$2300 Full Color Layout
The layout will be in full color.

+$2300 Indexes
A comprehensive index covering both this new Ref book and the Rules & Magic hardcover will be in this book.

+$2800 Developmental Editing
The Ref book is going to be one part advice and procedures, one part game tools, one part inspiration, plus intro material for new Refs. To help everything flow more smoothly and to help create a more impactful book, a developmental editor will be brought on board with this stretch goal.

+$2800 Color Section
A 4 page insert with full color art, like the one that appears in the Rules & Magic book, will be part of the Referee book. This goal may be reached multiple times.

+$3000 Custom Slipcase Art
You want brand new, exclusive artwork for that slipcase? Better reach this goal.

+$3700 Module Reprint
Older, out of print need to be reprinted. Reaching this goal will get one of the following adventures reprinted: Tower of the Stargazer, Death Frost Doom, The Grinding Gear, Hammers of the God. The value of the adventure will be added to the LotFP store voucher backers received so you get it just the cost of added shipping if the goal is reached. This goal may be reached 4 times, once for each adventure.

Monday, August 12, 2013

Magic Mayhem Monday - Holly Hobb's Pipe of Perfect Peace (DCC RPG Magic Item - OSR Conversion Notes in Comments)


Holly Hobb is one of the earliest adventuring halflings of historical record. Holly, who preferred to be called by his last name Hobb, as Holly was unsuitable for an adventuring halfling, enjoyed peace and quite whenever it could be found and even when it couldn't. He would often stop to smoke his pipe in the darkest and deepest dungeons and crypts, in the firm believe that a calm mind led to calm success. Not every creature agreed with him.

Thus it was that he searched out The Blue Wizard, and convinced him to craft a pipe of wonder. The price Holly paid is not recorded in history, but it is believed that a piece of his soul was used to enchant the pipe that bears his name.

In the hands of a non-halfling, Holly Hobb's Pipe of Perfect Peace appears to be an ever ready magical pipe. The tobacco is always fresh and properly packed. Smoking the pipe relaxes the mind. After 5 minutes of smoking the pipe, the PC heals 1d4 Hit Points or 1 point of Spellburn. He must also make a Stamina Save of 12 or better or fall into a magical slumber for 2d10 rounds from which he will not awake until the duration is up. The pipe can be used for healing once per day.

In the hands of a halfling, Holly Hobb's Pipe of Perfect Peace shows it's true powers. In addition to the above healing properties (a halfling only needs to roll a Stamina Save of 5 or better to avoid falling asleep) the halfling can use the pipe to cast Choking Cloud and Sleep each once per day as if he were a Wizard of the same level. Int does not effect the spell check but Luck does. On a failure, the spell is lost for the day as usual. On a roll of a natural 1, the halfling mistakenly inhales too much smoke and takes 1d4 damage and is unable to act for 1d3 rounds as he recovers from the smoke inhalation.


Are There Any Gen Con Releases You Are Anxiously Awaiting?

Amazingly enough, I can't think of anything off hand.

So, what are you expectantly expecting to be released at Gen Con?

Sunday, August 11, 2013

Trying to Decide My Magic Mayhem Monday Entry For Tomorrow

I'm having fun designing magic items based on the art in the DCC RPG rulebook.

I have a few possibilities to use for tomorrow's item.





Hmm, 3 out of 4 are staffs or wands this time around. Go figure.

If you have a favorite, let me know. One of these will get stated out for the DCC RPG sometime tomorrow.

Review - Lich Dungeon Level II - A Dungeon Out of Time


When I say that Lich Dungeon Level II is "a dungeon out of time" what I mean is that it doesn't fit into modern gaming sensibilities, even those built around the OSR. It is a product of the late 70's / early 80's, even if it was written in modern times.

What are some examples?

Boxed or highlighted text for the DM to use as a memory refresher / quick description for the
party? not present. You better have a full working knowledge of every nook and
cranny of this level before running it, or your players are going to go back to texting / surfing / talking amongst themselves as you read a single room's complete description to yourself to refresh your memory. Actually, back in "the day" I don't recall many dungeon rooms having paragraphs of lengthy description, which is probably why we didn't need boxed and / or highlighted text for the most part.

A pole-arm random table with 16 possible pole arms? Present. This is more like a small gem and makes me want to break out my AD&D 1e books to see what each one looks like.

No blank spots on the map - every hex is used. Sure, that's how I drew dungeons when I was 15 - but then again, I was 15.

Doors. WTF is it with all of the doors? Level II is the level of doors it seems.

Fun. I can tell Frank had fun writing this. There are many parts that I had fun reading. The thing is, this is one of those "silly" dungeons, and unless your players are in the mood for such, it will get old - fast. If they are in the mood for such, there's lots to like.

Gygaxian ecology explained? Yep


So far for me, it's a mixed bag. The problem I have with mixed bags when it comes to gaming is sorting it out to the point I can comfortably use it. Time to dig deeper for that.

Lich Dungeon links at The Tavern

Free OSR Adventure - Cave of Seiljua (One Sheet Dungeon)



 +Tim Shorts released Cave of Selijua on OBS last September and I missed it that time around. Heck, I only found it because Tim posted a link on his blog about another blogger converting it for use in Stars Without Number.

If you are like me and somehow have been deprived of this hand drawn dungeon now's you chance to grab it for free.

BTW, it's got trolls ;)

From the blurb:

Ragnar has slandered a fellow clansman, but fled before he was brought before the Thing.  The jarl orders the players to return Ragnar...alive.  The jarl believes Ragnar is hiding in an old cave within the wildlands.  A place once hunted often to thin out the horrible creatures that lived there.

This is a mid-level, one page, viking themed adventure.  No stats have been included since I've used the one-page dungeon theme.  Enjoy.

Mini Review - Charnel Crypt of the Sightless Serpent - (AS&SH Adventure)



Strictly speaking, The Charnel Crypt of the Sightless Serpent is not new, having previously appeared in an issue of Knockspell. That version apparently has been tightened up by +Jeff Talanian with new maps, new art and has been updated to the released version of the Astonishing Swordsmen & Sorcerers of Hyperborea rules.

So, how does it stand up?

Pretty well.

I'm not comparing it to the original Knockspell version, as that would require me to dig out my original Knockspells ;)

Charnel Crypt of the Sightless Serpent is a nice S&S flavored adventure. Sure, it's written with AS&SH in mind, but all that really means is that it can be used with just about any OSR ruleset you can think of with little effort. The hook alone screams Dungeon Crawl Classics to me:


All of which reinforces my thoughts on stealing liberally from AS&SH for my DCC RPG campaign.

There are two included maps - the outdoor map for the immediate vicinity of the crypt, and the dungeon map of the crypt itself.

The first map is little more than a tool for the GM and it lacks bell, whistles and details. The second map, the crypt itself, is well done and has more then one way for the party to enter. It's undead heavy, but it is a crypt ;)


I'm really enjoying the art (sample above) as it does a great job of evoking the flavor of the adventure. Were I to run this in Roll20 (for DCC of course - for a party of 2-3 level characters) I'd have the art ready to as player handouts.

Damn, I really want to run this as there is even the possibility (using DCC) of a spell duel, but my DCC party is just 1st level...

Oh, and it should work damn fine as an adventure with the OSR ruleset of your choice.

From the blurb:

An adventure in HYPERBOREA designed for 4–6 characters of 4th to 7th levels. For use with Astonishing Swordsmen & Sorcerers of Hyperborea™ and other traditional fantasy role-playing games.

A millennium has passed since the Green Death swept across Hyperborea. In that bygone age of pestilence, a noble family fled the City-State of Khromarium. Far beyond the walls of the city, they entombed themselves in order to elude the inescapable plague. Their necromancer placed them in a deep slumber from which they never wakened. Also he summoned a mythical serpent to guard the vault, a beast reputed to shed gems for tears from eyeless sockets. Tales speak of this beast as the Sightless Serpent. Now, a knave of Khromarium claims to have witnessed the legendary beast. For a pittance he will lead your party to its trail . . .

Saturday, August 10, 2013

Majus By Michael Curtis - In Hand and PDF

I think these bookmarks will be Minor Contest Prizes
I was a backer of the Majus Kickstarter by Goblinoid Games. It's a modern magic RPG written by Michael Curtis and powered by the classic Pacesetter System (Chill, Timemaster, Sandman and others). I had lots of fun running Pacesetter games in my college days and having Michael Curtis writing one was icing on the cake.

I woke up to my RPGNow code in my email this morning and returned from visiting my mother in law to find my printed copy in my actual mailbox. It's a good day.

Of course, yet more for me to read and review ;)

Did I mention the non-watermarked layout layout?


Free Stuff Today Only From Purple Duck Games

Today is +Mark Gedak 's birthday, the man behind Purple Duck, and he has put some stuff out there for Free TODAY ONLY:
Following Daniel Bishop example of giving things away on his birthday. I've put the following things written by me up for free today. Get them if you haven't yet. 
Purple Mountain I 
A Score of Trapped Chests
Legendary II: Legendary Weapons  
I wish I could offer something newer but most of my time now is spent in layout and not writing. 
Feel free to share the link so that nobody misses out. 

Review - Lich Dungeon Level II - Old Vs New "Non System Specific" Stat Block

My first introduction to the "Non System Specific" stat block employed by Eldritch Ent was in Lich Dungeon Level I. I found it needlessly confusing for something aimed at OSR gamers and the straight forward stat blocks that are employed in the vast majority of adventures aimed at such systems.

Here is a sample of a stat block from Lich Dungeon Level I which I reviewed in May of 2012:

Painfully annoying to convert, and really, if it's aimed at old school or OSR rulesets, why should one have to convert at all?

Here's an example from the recent release of Lich Dungeon Level II:


The conversion from percentile to straight up plusses based on a D20 are included for you, which is a big step up. Still, it's not easy to read and is repeated in total in the back of the PDF for each monster encountered. That results in on heck of a needless page bloat. The above works well for a bestiary in the back of an adventure, but not when it's used to fluff out an encounters "page space".

Now here's an example from a recent release, The Last Candle:


The above is about the most I want when I'm running an adventure and looking at an encounter or dungeon room or whatever. It also aligns fairly closely to classic stat blocks in adventures.

So, to recap. Lich Dungeon II has an improved stat block compared to Lich Dungeon I, but it's still needlessly bloated. The adventure itself has some charm to it. More on that later.

Friday, August 9, 2013

Random Winners From the Latest Poll

I promised to award $5 RPGNow Gift Certificates to two random commenters on the Unofficial Poll - Artwork Behind Your Text in RPG Purchases or "Plain Vanilla"?

And the winners are:

+matt jackson and rachel ghoul

send me your emails so i can send out those gift certificates :)

edit: send to tenkarsDOTtavern at that gmail thing

Review - Lich Dungeon Level II - Prelude (Some Things Never Change)



Remember that "Non System Specific System" or as I prefer to call it "The Stat Block Fluffer and Obscurer" is back in Lich Dungeon Level II 

It's easy to convert from one OSR game to another. Hell, there is little conversion needed at all.

Here's an example of the definitions of the stats used with the "Non System Specific System" or whatever it is called now:


And this is better than the usual OSR stat block because...

Welcome to "needless conversion for every encounter". Sigh.

The above get's presented in full with the encounter and again at the end. My biggest gripes with Lich Dungeon I seem to still be present.

Ah well, at least the stat block issue is out of the way. I mean, it's a hell of an issue for me, but at least I can put it to the side for now.

Time to read this sucker...

Thursday, August 8, 2013

Lich Dungeon Level 2 is Out - It Has to be Better Than Level 1, Right?


In case you missed my coverage of the 1st Level of Lich Dungeon back in April of 2012, I'll link it here (it's actually a 3 part review)

In summary, it wasn't as bad as I had actually expected and pulled off the "1970's Nostalgia" fairly decently, but didnt compare well to more modern dungeon releases. Well, that and the "Non System Specific System" stat blocks were annoying as all hell. Reminded me a bit of Mayfair Games products, and not in a good way.

So, 15 months later Lich Dungeon Level 2 is out from Frank Metzner.

Is there an interest in having this reviewed?

Level 2 is about 50% larger in page count than level 1, but there was lots of bloat in the page count of level 1. So, there's lots of room for improvement or just repeating last year's annoyances.

If you are interested in a review, let me know and if there is enough interest I'll grab it in PDF.

Since We Are Talking About Iridia - How About that "Freecity of Haldane"?


I've been a reader of +Christian Walker 's musings on RPGs since the very beginning, and through it all, The Freecity of Haldane has always stuck out as something special to me.

Detailed enough to seem real, but not so detailed that the details get in the way of running it. Probably my favorite presentation of an urban environment I've come across in my years of gaming.

Thanks to +matt jackson for making me think of such things today and to mwschmeer for keeping the archives ;)

Wednesday, August 7, 2013

Some Thoughts on the Book "Playing at the World"

Let me preface the following by mentioning that my BA is in History. In the late 80's and early 90's, I read a shit ton of dry, historical writing.

We are now in 2013, and Gaming at the World is "dry, historical writing".

It's not bad at all. Actually, it's very informative. I just find that I can only stomach reading it using the Kindle app on my phone when I'm in the crapper, waiting for the bus or something else that is of a limited yet random time frame.

I tried reading it in bed on my iPad and it put me to sleep. Apparently getting that History BA in my 40's would have required much more discipline than it did 20 some odd years ago.

If you want an interesting history of RPGs that can actually be engaging to read, try Designers & Dragons (currently out of print - soon to be a multi-volume release from Evil Hat). If you want a textbook approach to many of the background events leading up to D&D, Playing at the World could very well be your cup of tea.

Ambition & Avarice - Print Copy in Hand


I came home today to find my print copy of Ambition & Avarice waiting for me. Good stuff, especially as I've been involved in playtesting the system pretty much since it's earliest version.

Even better, the layout is nice and clean. Sure, I knew that from the PDF version, but it's still nice to see it in print ;)


Tuesday, August 6, 2013

Unofficial Poll - Artwork Behind Your Text in RPG Purchases or "Plain Vanilla"?

Simple poll.

Simple answers, unless you want to explain your choice.

Do you like artwork behind your text in the RPG products you buy, or "plain vanilla"?

One random commenter will get an as yet undecided prize from The Tavern's prize closet.

Mini Review - CE 4 - The Seven Deadly Skills of Sir Amoral the Misbegotten (DCC RPG Campaign Element)


I got to run a playtest session of CE 4 - The Seven Deadly Skills of Sir Amoral the Misbegotten a week ago Saturday with my group. The timing was perfect, as we were short a few players and that is something the Campaign Elements series by +Daniel Bishop specializes in - handling parties of all sizes.

It was just the right length for the time we had to game and had a built in hook to move on the next adventure. Roll play and combat all rolled into one. All that and one of the PCs gets a nice, small boost. This is a location I expect the players will wish to return to at some point.

So yeah, the CE series works as billed - suitable for parties of almost any number and level and are easy to slip in where needed in your campaign.

From the blurb:

In years long past, Gryffon Keep was a border fortification guarding a somewhat well-used roadway. In that day, the keep was placed in the trust of Sir Harold Amoral, one of the greatest warriors available to the then Lord Duke. Time has changed the land, and brought the keep low, and Sir Amoral has become little more than a figure of fable and children’s story. That the ruins in the forest were those of fabled Gryffon Keep have been forgotten by most, and the area is now known to locals as the Forest Ruin.

Although history has faded to legend, the ghost of Sir Amoral still haunts the ruined keep. During his lifetime, he sought to hoard his martial knowledge so that it might never be used against him by a mortal foe. Now, after death, he regrets this parsimony, and seeks above all to pass on his skills to those who are worthy.

The catch, of course, is that the ghost believes that only he can determine who is (or is not) worthy – and, of course, his methods for doing this are deadly.

The Campaign Elements series is designed to help judges create persistent campaign worlds, as well as deal with patron quests, divine requests, and the sudden need to “Quest For It”.  Whether it is because you are short on players one evening, or the wizard needs to locate a new spell, the Campaign Elements series has you covered.

Each of these areas is short enough to be played through by most groups in only a single session.  That doesn't mean that the value of the area is limited to a single session – each adventure includes notes on “squeezing it dry”…effectively getting the maximum re-use from your investment.

An adventure for Dungeon Crawl Classics characters across multiple levels.

Monday, August 5, 2013

Numenera - No Longer an F'n Eyesore (thanks to a friend)

This is the crap I was bitching about last night:


and this is the corrected version:


which version would you rather read?

(why I had to jump through fucking hoops to get an actual, readable, usable version of Numenera that I paid good money for is beyond me)

13th Age Arrives in Print - A Fine Example of Using Art and Print on the Same Page

Hard to focus with a cat tail in the upper right corner ;)
I need another vacation just to read gaming material ;)

I had a lot of goodies arrive today (including my Google Chromecast, but that's a whole 'nother story) but the main item was 13th Age.

I can't vouch for the rules in 13th Age any more then I can for Numenera at this point, but I can say I'll be reading the rules for 13th Age before Numenera. The layout is is quite simply much more pleasing to my eyes, and that's half the battle ;)

The right way to integrate text and art on the same page



Sunday, August 4, 2013

Rant: What the Hell Is It With PDFs and the "Artistic Watermarking" (or whatever the f' it's called)?



I hate, with a passion that burns, PDF gaming releases that have artwork behind the text. WTF do you call it? Watermarking? Layering? An eyesore? A waste of my printer's ink? All this and more?

I hated it when WotC did it and I hate it even more now. It does NOT make your product more useful. It does NOT make your product easier to read. It does NOT make you product a piece of art (real piece of work is more likely). It does NOT make it easier for me to print a handful of pages out at home for my own legal use without killing my printer.

The above example is from Numenera, but it could have been from any number of RPGs that have come down the pike over the last few years.

Really makes a PDF much less useful than it should be.

Save the wicked annoying art shit behind the text for the printed version. In truth, I hate it there too, but at least I expect it there.

Maybe there are ways to turn off the layers, but I dont see it.

Whatever happened to KISS?


Drinking Some "Ginger Beard" English Beer


I don't do many beer posts, but when I do, I hope to make them count ;)

The label on Ginger Beard is of a red headed dwarf complete with braided beard. You don't get more "fantasy dwarf" than that.

It's a sweet beer with a ginger burn on the tail end. I'm currently sipping it out of a scotch glass. If I'm going to cut back on beer due to calorie intake, beers like Ginger Beard that are made for sipping are the way I'm going to go.

Four tankards and a half pint out of five for this one (the extra half is for the awesome label).

Mini Review - The Last Candle (OSR Adventure / Micro-Setting for levels 1-3)


I've been falling behind on my reviews, so I'm starting the "catch up" phase with The Last Candle by +Greg Christopher of Chubby Funster Games. You know Greg - he wrote the recent OSR release Ambition & Avarice (recently went POD too).

So, what makes The Last Candle special? Quite simply, it is written to give you and your players many game nights of play.

First, its a micro-setting of sorts. It includes a map and descriptions of the Satrebonne River Vally (immediate setting).

Secondly, it includes a base of operation for the players - The Priory of Chaurillon (alright, it's really spelled the French way, but I don't grok French) It is detailed with locations of importance and NPCS. So now we have both general setting and urban location for the group.

Last we have the Eagle's Eyrie, which is an excellent dungeon. You really do get a complete campaign starter with this.

I playtested the Eagle's Eyrie and ran it for my weekly group. It proved to be a suitable challenge with some fun role playing opportunities within. No PCs died during the playtest, but that was due to some very smart playing on the part of my players ;)

Really, for 4 bucks it's hard to go wrong.

Here's a bit of advice from the adventure:
...it must be noted that you have enormous freedom to customize the challenges in this module. There is plenty of extra space on the campaign map for you to add your own content, content from other modules, or just random wilderness encounters. You are encouraged to give the NPCs their own agendas and have them work independently toward those agendas while the players are busy with other tasks. For example, the players might return to the Prieuré after exploring the Eagle’s Eyrie to find that xxxx xxxxx has been lynched for practicing foul magics. This occurred because the players told xxxx xxxx how they saw xxx healing an injured man. Actions should have consequences and every NPC has their own agenda. 
You are also encouraged to give the players significant freedom as they investigate the region and the dungeon at their own pace. This is intended to be a mini-sandbox where the players can explore in the manner they desire.
From the blurb:

The Prieuré de Chaurillon lies isolated in the upper valley of the Satrebonne river. The empire that once protected it has fallen. Barbarian hordes now roam the land. Once tamed borderlands have become infested with monsters and foul beasts. The monks of the Prieuré are all that remain of their ancient order. They stand alone against the darkness of the age; The Last Candle of their faith.

This module provides the Dungeon Master with everything they need to build an entire campaign in the Satrebonne valley; a full-color campaign map of the entire region, wilderness encounters, struggling towns that could benefit from player protection, locations of interest to explore, a fully-detailed priory compound protected by a palisade, descriptions of prominent NPCs, plot hooks to draw the players into the world, unique items to add to your game, a complete dungeon complex to explore, and guidance on how to weave it all together.

Against the Slave Lords - Good Fit for the DCC RPG?


It's been ages since I read any of the A series of modules, even though A1 (along with G 1-3) were the first actual (A)D&D adventures I even owned.

I received Against the Slave Lords for my recent birthday and was wondering if it would make a good for for the DCC RPG.

A1 should fit well if I recall correctly.

Damn, more goodies to read :)

Any ideas on how well the rest of the series would fit the DCC RPG?

Which Comes First: Game or Story?

Yeah, it may be a weird question, but with some of the recently released high profile RPGs (Monsters & Magic, FATE Core, Numenera) there are many an OSR gamer that will be looking under the hood of other game systems with different assumptions than "classic" play.

What do I mean? Generally, in an OSR game, the two general assumptions are "let the dice roll what they will" and "Rule Zero" - the DM will make decisions for situations that aren't explicitly spelled out by the rules.

Basically, the dice rule and the DM rules and the game proceeds, often in unexpected directions, and randomness can be an awesome thing. The game leads to the story.

My general gut feeling (and it is very general) is that the recent releases listed above put the story before the game. Even Numenera has aspects that, upon a quick perusal, remind me of what is generally referred to as "storytelling games".

Eh, I'm getting crotchety in my old age. Change means new learning, and new learning aint as easy at 46 as it was at 16 or even 26.

Still, the new games are sure purty to look at ;)




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