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Tuesday, September 17, 2013

Sometimes I Forget I Own the Wilderlands Boxed Set



As I begin my delving into the City-State of the Sea Kings, it reminds me that I own the Wilderlands of High Fantasy boxed set. Which is cool, but I wish I owned the Judges Guild originals.

Ah, for a time machine. I remember my trips to the Complete Strategist in the late 80s and early 90s, where pretty much every Judges Guild product was on sale for original cover price - it lined the floor on the left side of the left isle. To my teenage eyes, it looked cheap and poorly put together compared to the TSR (and Role Aids) releases. To know then what I know now.

Sure, I've picked up some of the releases in PDF over the years, but original Wilderlands releases? I'm sadly lacking. I'll need to fix that at some point in the future.

The maps in the boxed set surely do rock :)

Monday, September 16, 2013

I Think the Backup Game for the "Low Turn-Out" Game Nights Will Be...


Tunnels & Trolls.

The answer was kinda staring me in the face. It's an extremely easy system to adjust on the fly based on part numbers / power.

The 5e rules have a free PDF that covers a decent spread of levels, including spells. And it kinda makes sense to use T&T, as I have 10 copies for the deluxe Tunnels & Trolls arriving whenever the Kickstarter finally ships - enough for the group and then some (yes, there will be a blog giveaway at some point).

Non-solo T&T adventures are rarer then for most system, but I do have access to a few, and there are more online I can grab in PDF.

I still want to run my SWN / Starships & Spacemen mashup at some point too. Too many games, so little time...

Dice - Often Imitated, Never Replicated


The one thing I miss about gaming at a real, as aside from a virtual table, is the dice.

Don't get me wrong, virtual dice can be fun too, and the ability to game in your underwear is hard to beat - it's just that the physical act of rolling dice with all of the sights and sounds can't be replicated. Imitated maybe, but not replicated.

Well, that and the cat can't dream about how she's gonna knock your virtual dice around.

I admit to having a dice fetish of sorts. At least once a year I buy a pound of dice, or a 100 die grab bag and see what I get.

Do you too have a dice fetish? ;)

Sunday, September 15, 2013

Review - City-State of the Sea Kings - Part the First - Looks Good, Easy to Read (Judges Guild Wilderlands)


You know how I bitch and moan about some gaming books having layout that simply distracts from the words on the page, thereby making it difficult to read (Numenera, I'm talking to you)? City-State of the Sea Kings (henceforth referred to as CSotSK) does not suffer from that distraction. Simple layout, easy to read with black and white art, CSotSK has the proper "old school" feel for a work that is the first in a line to bring the Wilderlands back into print.

That doesn't mean it's all perfect. I'm glad the grey highlighting was explained by the author as a comment to a previous blogpost (it's there to highlight GM information) it would probably have been better served using a lighter gray for the highlighting. If you, like me, tend to read in poor lighting so as to not keep the significant other awake, the darkness of the highlighting can make things a tad difficult at times. Sure, I could read in better lighting - but that would cause other, non-gaming, issues ;)

The map (which is two sided) is excellent. I comes attached to the inner cover with a small bit of a rubber cement like glue. No stains to the map or the books itself.

I expected CSotSK to start out with detailed hex listed by numbers, but I was pleasantly surprised that it starts with the important settlements on the Isle of the Blest (which is the Isle this book covers). It lists them by hex number, but it isn't ordered by hex number. Having the population centers grouped together works well, especially when one is trying to read the material. I guess I'm used to sandbox styled products that list everything by order of hex number, which isn't easiest way to read material (although it does make for easy look up).

Currently, I'm at the beginning of the book, just reading about the settlements. I really want to skip ahead - I always do it seems, but if I'm going to do this right I need to go in order.


Something Was Left Off of the Review Pile List Voting... Ghosts of Dragonspear Castle for D&D Next... I Suspect It's NOT a Loss



As I've said on earlier posts, my review pile is much larger than my free time will ever allow me to dig through it.

That being said, Ghosts of Dragonspear Castle probably should have been included on the list of games to be voted on. That was an oversight, but probably not a loss.

My experience with D&D Next is mixed - it brought the core members of our gaming group together, and then nearly destroyed the same when the first Friends & Family update to the Beta (or at least, the first update AFTER we were accepted) made the game far more "wonky" and less playable then any of us desired to play. Yes, most of us moved on to ACKS, AD&D/OSRIC and now DCC as a group, but the final taste that D&D Next left with us was not a good one.

Now, after pretty much ignoring the Beta updates (both regular and Friends & Family) as my interest was no longer there, I thought the first "print" version of the Beta rules would be a good place to take a new look with fresh eyes.

It appears to me to be some hybrid of AD&D 2e / D&D 3.5 and the kitchen sink thrown into fill in the gaps. Alright, maybe not so bad as to deserve the kitchen sink line, but it doesn't seem to really do anything that hasn't already been done by a previous D&D rules system.

As for Dragonspear Castle the adventure? It's a campaign railroad, but so is every adventure path. It's not poorly written, but doesn't excite me - at least what I've read thus far. Probably won't read further either.

I'm kinda glad I forgot to include it in the voting - I might have actually have had to read this in full ;)

How Often Does Your Group Game?

My RPG group of friends generally plays every Saturday Night via G+ / Roll20, but recently we've had some cancelled nights - the most recent being last night, when I canceled the session due to events on my end.

Still, attempting to get 30 to 50 y/o somethings together on a weekly basis, in face or virtually, is set up for failure. We are no longer college students with responsibilities we can blow off - we now have "adult" responsibilities - it sucks ;)

So, I'm thinking to change things around a bit. I'll run 2 DCC sessions a month, and we'll leave the other Saturday nights open for open gaming - I could run a side game, one of the others could try running something, maybe a game or two of Drinking Quest.

Open game nights would be just that - no harm, no foul if you can't make it (which is why I was asking about RPGs suitable for small groups and easily picked up). It might relieve some of the coordination stress (although admittedly, emergencies come up, as I well know) of folks blocking out every Saturday Night on their calendar.

So, how often does your group get together? Do you use something like "open game nights" to break things up?

And the Random Winners of the "Pick the Top of the Review Pile Are...

I'm awarding 3 $5 RPGNow Gift Certs to random readers of the blog that voted for items for the top of the review pile. The lucky folks are:

Peter V

Dell'Orta

DerrikB

I'm also awarding 1 $5 RPGNow Gift Cert to a random voter on the G+:

+Joshua Ramsey

I need the above to email me at tenkarsDOTtavernATgmailDOTcom so i can send the prizes.


Saturday, September 14, 2013

Moving to the Top of the Review Pile is... City-State of the Sea Kings


The readers have voted, and City-State of the Sea-Kings has made it to the top of the review pile here at the Tavern. I'll start digging into it heavy tomorrow.

Close behind it will be the Adventures Dark and Deep Player's Manual.

Rounding out the top 5 are Five Ancient Kingdoms, Whitehack and Arrows an Indra.

The above will all have multi part (or continue) reviews. Those not in the top five, as well as other items that crop up (like some DCC RPG adventures - hint, hint) will get the usual mini-reviews inter-spread amongst the longer reviews.

Tomorrow I'll award the random RPGNow Gift Certs. One will be awarded on the G+ side and three on the blog side.

Fun stuff.


On a personal note - the family dog has been in the local animal hospital since last night - she had two seizures late last night and one overnight at the hospital. She seems stable now, and we hope to take her home tomorrow night. She's already on three meds twice a day for her heart condition and it looks like we'll be adding a new medication to the mix. She's soon to be 12, and we treat every day we have with her as a blessing. We'll gladly take kind thoughts and prayers for her well being. She doesn't get into many photos, as she can't jump up on my desk like my cat can ;)

Pay What You Want - Westward Basic (Open D6 Steampunk Western)


There. I said it. Westward is a "steampunk western". Wasn't there a TV series a little while back that hit on both themes?

Personally, I really like the D6 ruleset, even in it's various flavors. I have fond memories of WEG Star Wars, and it's a simple enough system to learn with a decent amount of options. Well, that and the core D6 books are free. As in, well, free. Oh, and OGL. So have a blast.

Westward, the "steampunk western" comes in 2 flavors. "Pay what you want" (slightly crippled - no printing, no copy / paste, etc) and a full usable (printable) version for 10 bucks. The contents are the same in each, and neither requires other rules - they are self contained.

So, here's my advice. Pay NOTHING for the PWYW version of Westward. Set some time asides, as it's over 350 pages long with some decent color art. If you like what you see, and want to actually use it, as a GM or player, plop down the $10 for the full, printable version. Why pay twice?

I do suggest grabbing a copy of Westward, even it it's just for ideas in other games. The price is right.

From the blurb:

Westward Premium is the HighResolution version of Westward.  Buy the Premium Edition to remove the watermark, enable copy and paste, and printing!

In the distant future, a massive crew of brilliant explorers and their families set out to start a new world in a massive starship, the Chrysalis, but instead, they find Westward, a desolate and barren landscape ripe with adventure and danger! Far from Earth, their starship crash lands on this massive planet. This is where they form their colony, the Capital City. With scarce resources and a need for more, Humans begin expanding away from the city. With the need to survive, people turn to the ever-evolving Steamtech to stay alive. The places between the city and its prefects and forts are the Badlands. These regions are wild and known for outcast Humans, called Ferals, and bandit raiders. Amidst the treachery and betrayal of the steamtech-laden Capital City, or the danger and adventure of the desolate wild badlands, there are tall tales to tell. What is yours?

Westward is a fast paced, cinematic role playing game that uses OpenD6, made popular by West End Games. Whether by air or land, players can travel to every corner of the Westward world, exploring their imaginations and finding the new frontier!

For 3 or more players, playable in 30 minutes. (is this 30 minutes from opening the book to running the first adventure, or 30 minutes sessions? Either is intriguing.)

Friday, September 13, 2013

"Review Pile" Voting So Far Has "City-State of the Sea Kings" on Top

As of this posting, City-State of the Sea Kings has 21 votes between the blogside and G+ (G+ has been fairly quite).

The other front runners are Adventures Dark and Deep Players Handbook, Arrows of Indra, Five Ancient Kingdoms and Whitehack (all with 10+ votes).

There's a complete listing of the slush pile (and vote placing) going on on this post.

Voting is open until tomorrow (Saturday night). I'll close the voting whenever tomorrow's game session wraps up.

For every 20 vote posts (unique, you can only vote once but may vote for up to 3 items to be reviewed) or fraction of 20 posts, I'm putting a $5 RPGNow Gift Certificate into the random prize pool. The blogside currently has 2 GCs in the pool (to be awarded Sunday) and the G+ side currently has 1 GC in it's pool.

Help decided what gets moved to the top of the review pile!

(max of 5 gift certificates will be awarded on the blogside and a max of 5 gift certificates will be awarded on the G+ side - other reviews may crop up of shorter products / immediate gratification / just because - but for the major reviews, the readers will be selecting the order)

How Encumbering is Encumbrance in Your Campaigns?

Do you strictly track encumbrance? Hand wave it? Ignore it? Give everyone in the party Bags of Holding and hope it all goes away?

I find myself somewhere between ignoring and hand waving. Trying to jump over a pit trap? What are your carrying. Otherwise, I dont give it much thought, as the play is the game, not the number crunching.

Still, LotFP has a decent semi-abstract encumbrance system that doesn't seem to be overtaxing.

How do you handle encumbrance in your games?

Thursday, September 12, 2013

New Bundle of Holding - Pay What You Want for a Bundle of FATE


Lets see, for as little as $4, you get FATE Core, FATE Accelerated, Spirit of the Century (my personal introduction to FATE), Full Moon and Ehdrigohr.

Beat the average price folks are paying (as I type this, its a hair over 12 bucks) you also get Starblazer Adventures, Legends of Anglerre, the Kerebos Club and any future additions to the bundle.

If you are "FATE Curious", this is you opportunity to get a ton of FATE for a really cheap price.

Did I mention it's all DRM free?

It's one hell of a Bundle of Holding

I'm in at $14 myself ;)

Vote on What Gets Moved to the Top of the Tavern's Review Pile - Because it's a Damn Big Pile!

I have a shitload of stuff to review, and I'm failing badly at doing so. Work is taking up more time then it had (which means overtime and more money to spend on goodies, so I'm not really complaining) but it does mean free time is at a premium.

So, I'm letting you vote on what gets moved to the top of the review pile (one random voter gets a $5 RPGNow credit, so there is an added bonus in voting).

In no particular order:

Adventures Dark & Deep Players Manual - a AD&D 2e "what if".

City State of the Sea Kings - a new Wilderlands sourcebook / campaign.

Five Ancient Kingdoms - a new arabic twist to a classic ruleset - and no D20's either

Whitehack - a nice, compact OSR style game that steps away from the OSR

Arrows of Indra - OSR gaming inspired by the subcontinent of India

The Dungeon Alphabet, Expanded Third Printing - do I need to explain what this is? ;)

Stoneheart Valley - just noticed the S&W version says "Pathfinder" on the cover - that's going to make for some confusing retail sales.

Tome of Horrors 4 - the latest monster book from Frog God

The Free City of Eskadia - a city book for C&C

Call of Cthulhu 6th Edition - cause Halloween is right around the corner

Army Ants RPG - 'cause I almost forgot ;)


I'll leave the voting up through Saturday evening.

Vote on the blog or G+. Vote for up to 3 choices. All picks get equal weight.


Do You Use Alignment in Your Campaigns?

I use it, but there are times I wonder why I bother.

Alignment is rarely a driving force in any of the games I've run, and my interpretation of the different alignments and the interpretations of my players rarely meet. Yes, even after reading the exact same section in the rules. Needless conflict ;)

I'm beginning to wonder if more general good / indifferent / evil type of axis would be more effective in future campaigns for my usual group. More latitude and less "various interpretations".

So, do you use alignment as is? Do you tweak it? Drop it all together?

Wednesday, September 11, 2013

Name Me Some Good Games For "Pick Up and Play" Roleplaying

The last few months for my gaming group have been hit or miss - at times, of the 8 in the group, only 3 or 4 can make a session. Not an easy way to move on with a campaign of DCC that usually has 6 or 7 players / PCs when we game.

And yeah, that is a sign of the summer months, but I'd like to be prepared in any case.

This means the sessions we wind up short either become yap sessions (not bad in and of itself) or get canceled outright.

So, looking for ideas of RPGs that can be run with little set up, short rules, easy to throw and adventure together, doesn't rely on niche protection and can handle small parties.

Throw your ideas and me and lets see what sticks ;)

First Look - City State of the Sea Kings (Judges Guild Wilderlands)


This book is more massive than I expected. City-State of the Sea Kings clocks in at 380 pages and a map. The map itself is two-sided. One side has the numbered hex map of the Isle, the other side has the map of the city. Both are very well done.

I didn't realize that this is one of the last projects that Bob Bledsaw senior had an active hand in (but I found out that and more reading the foreword - good thing I didn't skip that like usual).

It uses the "Judges Guild Universal System" for stats, which is easier to understand and convert (for me at least) then the system used in Lich Dungeon and the like. Still would have preferred OSR generic, but the system used has history behind it and is familiar to many.

Layout is easy on the eyes (I do wonder about all of the highlighting throughout the text, but maybe that will sort itself out with a solid read).

You probably could run a full campaign from beginning to end on this isle.

I want to move this to the top of my review pile - but that pile is getting friggin huge! Still, City-State of the Sea Kings is calling to me - loudly.

Tuesday, September 10, 2013

What is Your Favorite OSR "Clone" Ruleset?


I have a fairly decent list of OSR ruleset to the right of this post, but I'm sure it's incomplete.

Anyhow, my favorite OSR "Clone" (and a clone is in no way needs to be a prefect copy of the source material in this definition I'm using - it's more flavor and spirit than rule and letter) would be Swords & Wizardry Whitebox Edition if you are going by the actual boxed set. There is something about the box itself that just makes it special. The Deeper Delving Boxed set fails to recapture the same magic.

If I want an AD&D feel without the clutter, I'd go S&W Complete. Labyrinth Lord AEC comes damn close, but the need of two rulebooks compare to the one of S&W Complete is the tie breaker for me, if you will.

So, what are your preferred "clones"?


Monday, September 9, 2013

Quick "Overdue Kickstarters" Updates for September 2013


I know my mostly regular update is long overdue, so here are some quick pieces to hold you over ;)

Appendix N - I got mine, but most folks ain't got their. Folks are getting antsy.

Far West - there's talk about the PDF of the rules being released this month. Normally I'd laugh dismissively, but I just had my backer portrait emailed to me, so I can actually say "there's been some progress".Still hopelessly late.

The Perfect Beer Drinking Vessel and Private Keg! - not a gaming product, but I'd really like this by the end of the year. Updates fairly frequently.

OpenQuest 2 - just got the PDF today. Reminds me a bit of RQ2. I need to sit down and read this. I also need more time to do all of the things I want to do. Almost off the list.

Tunnels & Trolls Deluxe - didn't hit a GenCon release. Foolish me, I though it actually would ;)

Kingdom Death: Monster - delayed. Not a surprise. Yes, I bought into the miniature boardgame porn. Fuck you all, I'll make my wife play it with me...

Dungeon Deck: Quests - last update 9/7, stating that the overdue project still hadn't shipped from India - promised and update when there was something to update, so I guess a month later it still hasn't found its way onto a boat.

Tavern Cards - last update 8/4. Estimated to ship back in April. It's not the lateness so much as the lack of communication that irks me.

The Skies Over Danbury - Dungeon World Adventures - Barely late, but the last update was back in June, and it was awaiting layout by an overworked, over committed, layout artist. Ah well.

Tales From the Fallen Empire: Sword and Sorcery Setting - was it really due back in January?

Myth & Magic Player's Guide - 2E Revived and Updated!!! - he says it's shipping. Supposedly 98 shipments went out, apparently to folks that don't do social media, as I've failed to spot a copy "in the wild". Who knows, maybe one of my readers has a copy and can show us - for real yo!

Quantum Roleplaying Game: An ALL NEW Science Fantasy RPG - it's been a month since the last update, which wasn't much of anything. Can we just put a fork in this one? I've lost all interest. April 2012 was so long ago...

Dwimmermount - I really wish Tavis and company all of the best, but this project is cursed. It's given me lots of blogging material, so maybe I've already gotten my monies worth... or not. I'm one of the asses that went in for the vinyl maps.

Nystul's Fiascos - one for all, and all for naught. Thank God I didn't put in at the "Dwarven Stein" level to round out my drinking vessels collection. Shift responsibility away from "Mad Mike" and on to others - Mike is slick, I'll give him that.

Ogre - maybe in time for this Christmas?

Risus - this was due back in August of 2012 - I'm kinda glad I missed that boat



Games from the Basement - The Primal Order



So, I'm currently digging through what is now the living room closet (formerly my bedroom before renovations) as I'm looking to add some soundproofing to the back of it (my son's room is on the other side). In the course of moving stuff out of the top (nearly all gaming material) I came across this gem - The Primal Order from Wizards of the Coast from back in 1994.

Yep, that's before they bought out TSR and grabbed D&D and all of the rest.

Now, look at the back cover (or at least, the part of the back cover I took a picture of.

Notice and game missing from that list?


I guess TSR - They Sue for Real was the sleeping giant they didnt want to stir up.

I never used this. Heck, i barely remembered I owned it. Interesting to look at after 20 years...











Sunday, September 8, 2013

What is Your Favorite Classic "Old School" Gaming Module / Adventure?



I was thinking about all of the great (and not so great) modules I picked up in my teens and early 20's - mid 80's to early 90's - and I find myself surprised that my favorite modules of the era are not from TSR. Heck, they aren't for (A)D&D at all.

Instead, they are for RuneQuest 2 - the Chaosium edition.

Pavis and Big Rubble, because in truth, they are just two parts that make up one exciting sandbox.

I ran this in both RQ3 and RQ2, using the Chaosium boxed sets that I picked up at a con held at Columbia University back in 86 or 87. The boxes had some shelf wear and crushing going on, but their contents were intact. It didn't hurt that I picked up a HC of the RQ2 rules from the same vendor.

I suspect if I had found Judges Guild's Wilderlands back in my early gaming days, my answer to the question would have been made a bit harder to come to - probably the same conclusion, just not so clear cut.

So, what's your favorite classic "old school" gaming module / adventure?

Mini Review - Tome of Horrors 4 (S&W Monster Book)



I'm a big fan of The Tome of Horrors Complete for Swords & Wizardry. It's a hefty tome, but it adds so many options for OSR styles gaming as far as monsters go, it's almost indispensable. Almost. The price is a horror for many, even if the hard cover includes a PDF copy in the price.

Did I mention my wonderful cat knocked a glass of water off the desk and onto my copy of The Tome of Horrors Complete below? That was a year or so ago. Damage was minimal and obviously she (the cat) still lives.

ToH Complete isn't so complete anymore, with the addition of Tome of Horrors 4. $44.95 for the print + PDF (and 5 bucks for the Pathfinder version and 50+ pages - Pathfinder certainly can be a bloated system). Is it worth you dollars?

It depends.

Are you a completist? If you own ToH Complete, you'll certainly want ToH4.

Are you a monster junkie? This is a well presented monster book with awesome art and an adventure seed for each monster.

Are you writing your own adventures for you group? You can keep them on their toes by introducing monsters from the ToH series.

Are you running a published campaign / series of modules / megadungeon? Much less valuable for you.

ToH4 is very well done and is worth the price for me, but it may not be for you. It's a bit of a niche product. Monstrosities is probably the monster book to start with if you need a basic monster book for your OSR campaign.

Saturday, September 7, 2013

What is the "Worst" Kickstarter / Indiegogo Project That You Supported?

I know I need to do an updated "Overdue Kickstarters" post (the post is a bit overdue itself) but I figured, in the meantime, I'd ask you, my fine readers, about the worst Kickstarter you supported.

Worst, BTW, is for you to define.

For me, there are a lot of contenders, but only one true wearer of the crown. Quite simply, Axes & Anvils. Worst of the worst. The RPG industry equivalent of Attack From Planet 9, if not in final quality (we don't know yet) but certainly in execution. I've enjoyed on some sick level the sheer amount of horse shit that went into Nystul avoiding responsibility for the project and any sort of accounting for the monies raised.

There you have it. My worst of the worst Kickstarters. What's yours?

What is Your "Go To" Non OSR / D&D Ruleset?

I ask this question, because although I own a crapload of RPG systems, I run OSR / AD&D / DCC pretty much exclusively these days.

I'm tempted to run an OpenQuest 2 game for a few sessions when it ships (I supported the Indiegogo).

Still, all that being said, I'm open to other systems, so long as the crunch isn't much. And yes, I know about Savage Worlds, just have trouble wrapping my head around it at times (love the Solomon Kane RPG tho', go figure).

So, any thoughts or ideas?

Friday, September 6, 2013

Mini Review - The Haunting of Larvik Island (DCC RPG Adventure)



I've been running a DCC RPG campaign since the start of the summer. My herd of cats will be finishing up (I hope) Doom of the Savage Kings tomorrow night and I need to decide on some options for the party to head to next.. Larvik Island is a strong possibility.

Last fall I ran Attack of the Frawgs, the first DCC RPG release from Thick Skull (aka +Stephen Newton ) and my players had a blast with it. Just as importantly, I did too. The Haunting of Larvik Island looks to kick that experience up a notch.

Here's the players' intro:
For centuries the legendary exploits of the mighty warlord Larvik have inspired storytellers and adventurers. Despite his glory, Larvik’s fortunes were lost in the war between his sons following his death. What remains of his legacy is a dangerous island bearing his name and the legend of its treasure accessible only once every 35 years. 
That time is at hand! Will your party be stout enough to explore the island, defeat both natural beasts and lost souls, and decipher the mysterious markers Larvik left behind? Will you uncover the lost caverns before time runs out and the secret is hidden for another generation, or will you merely become another footnote in the history of the many who have fallen never to return chasing the legend of Larvik Island?
Yep, Larvik has an excellent DCC feel to it and can handle 1st to 2nd level characters, which is good, as it's quite possible that some of the PC's may hit level 2 before the end of the adventure.

New magic items, new diseases (did we have old ones?) and some interesting background pieces add value to the adventure.

My guess is about 2 evenings of play from Larvik for the average gaming group and probably 3 nights for mine - as I said earlier, it's like trying to herd cats with them sometimes...

There is a nice selection of wilderness and cavern locations and maps. The player handouts are spot on (and will work well in a VTT like Roll20 and the like). The maps will suffice for online gaming, but I do appreciate when publishers like +Purple Duck Games add unkeyed maps for online play, and wish other PDF publishers would follow suit (hint hint ;)

If I have a critique, its the addition of the slight watermarking on the pages to make them appear like aged paper on the corner. While it doesn't interfere with reading AT ALL, it will use more ink than is needed to print this out - and I print out all adventures before I run them (I dont print out the handouts, as Roll20 handles that awesomely).

All in all an excellent addition to the DCC RPG collection of adventures. Hopefully over the next couple of weeks we'll have some session reports to add to the mix - assuming my group heads off in this direction - damn cats!

Thursday, September 5, 2013

What is Your Most Disliked RPG Setting?


This is the opposite question of last night's topic, but I think it's just as valid:

     Which of the RPG settings that you've played in / run / read did you like the least?

For me, it's Council of Wyrms. I read this, so it as a power gamer's heaven (and a DM's nightmare) and promptly put it on the bottom of my gaming pile. Shit, I haven't cracked the box open since then.

Did ANYONE actually play this?

Wednesday, September 4, 2013

What is Your Favorite Fantasy RPG Setting?

I made my argument for Greyhawk here. It was an easy choice for me, but I readily admit there are other strong choices:

Glorantha, Harn, Forgotten Realms, Birthright, Ravenloft, Whatever the world in Palladium Fantasy is called, Middle Earth, Spelljamer - they all had their own magic.

Favorite world I've never played in or run a game in? The Wilderlands.

Greyhawk was my first, and therefore my first love, if you will.

So, what's your favorite fantasy RPG setting? Is there a setting you want to play in but never have?

30 Day D&D Challenge - Day Four - Give Me the World



Day Four is "Favorite Game World".

This really is a no brainer - the answer is "The World of Greyhawk". And not one of the boxed sets either, but the original folio.

Back in my High School years, the group I ran decided they wanted to take over the Wild Coast when they hit name level. We didn't have much in the way of rules for running battles and campaigns on the scale of major wars, so I had to scratch some rules out by hand. I wish I could find those rules now. I'm sure they sucked, but 17 and willing to take a chance and say "here ya go - lets do some strategic battles with these rules and random tables I just wrote up" impresses the 46 year old me ;)

They did conquer much of the Wild Coast, but they were never able to hold it. Greyhawk to the north didn't look kindly on a new a powerful southern neighbor, and the Pomarj certainly didn't like the happenings to their north.

Besides, it wasn't called "The Wild Coast" for nothing.

Good times :)

Tuesday, September 3, 2013

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


There a lot in this little booklet of Men & Mettle. Enough to make you think about ways to borrow or steal for other OSR style games. Which is good, because the OSR works best when you you create the RPG equivalent of a Mongrelman to your own desires ;)

Hit Die and Hero Points for example. Heroes get Hit Points, but monsters and most NPCs just get Hit Die. One Hit Die equals one Hit of damage from a PC. If a player takes a hit, each Hit Die of damage is equal to 1d6 of HP loss, Kinda speeds up combat, which is probably already sped up by the focused use of D6s to resolve everything. Yeah, it takes a few readings to get the whole thing down, at least it did for me. YMMV.

Encumbrance and Movement is less about counting pounds of weight (although there is some of that) and more about bulk and ease of movement (or lack there of). Interesting way to handle it, especially for someone that generally hand waves this shit with most of the games I run. I tend to rely on common sense, and this seems to be much like common sense.

Experience Points and Level Advance should feel familiar initially - kill things and take their stuff, but there is more - taking damage and surviving, visiting strange lands, finding and messing around with artifacts and keeping to your alignment and motivation. Then there are "milestones" - events that are so important, so striking, they immediately advance the character to the next level. Of course, this is discussed in Book 3, and we are just about halfway through Book 1 ;)

Combat is the next part, and I expect that will need a post all it's own. It's different than what I am accustomed to, but it seems to work - and at the same time, it confuses the hell out of me. I expect I'll need to run a mock combat or two to full grok it - which I will do for the next post in the series.

Five Ancient Kingdoms is certainly an interesting read...

30 Day D&D Challenge - Day Three - Playing With Gods

I wasn't always partial to Clerics. The fighter type classes and magic-users were my "go to" classes back in my high school and college years. Heck, I even had the stats (thanks to Unearthed Arcana) to roll a fighter that dual classed with illusionist - it made for very believable Phantom Plate armor castings ;)

These days tho, clerics tend to be my go to class if a) I'm playing and not DM'ing and b) I'm not picking a class to fill perceived party gaps.

I like clerics (especially dwarven ones when the rules or the DM allow) as they are damn versatile. I can get my hands dirty in combat, with AC and HP that should help with survivability. A decent attack chart, decent damage weapons, undead blasting and of course spell casting.

What isn't there to like? ;)

(just don't ask me to be a "healbot" - okay? heh)

Monday, September 2, 2013

Review - Adventures Dark and Deep - Part the First - New Classes and Old (AD&D "What If?")


If Champions of Zed is OD&D as it may have been if it wasn't rushed out the door without proper editing and consultation between the two diverse playtest groups being run by Gygax and Arneson, the Adventures Dark and Deep is a possible AD&D 2e if it retained the Gygaxian flavor that was lost in the actual 2e release.

ADD is, if nothing else, a clone of AD&D 1e with lots of new options and classes. It reads much like 1e to me just more user friendly, which is a compliment. ADD cleans up much of what was broken in Unearthed Arcana (sometimes known as AD&D 1.5) and fixes it.

Much of the draw of Adventures Dark and Deep are the new character classes, which can be easily dropped into any AD&D 1e / OSRIC campaign with little effort. I've always felt an affinity to Bards, and +Joseph Bloch has an excellent version included. The Jester subclass reminds me of the old NPC class from Dragon Magazine - I remember my sister playing one.

Cavaliers and Paladins are again class / subclass. Not the way I would run it, but the precedence is there from UA.

Mystic is a new subclass of Cleric. An unarmored cleric (but not of the fighting Monk type) this is the mystic of legend. "The mystic must live a life of self-denial and poverty". At best an NPC class with my group - as none will ever be able to keep this vow ;)

Savants are a new subclass of Magic-user Mage. Their spell list is a bit of a cross over of mage and cleric geared around information finding and the like.

Thief-Acrobats are back as a split from the regular thief class at 6th level. I didn't like the class split in UA and my opinion hasn't changed. I still feel it should start as it's own class at level 1, but Joseph is following Gary's probable intentions. I just happen to think Gary was wrong on this account.

Mountebanks are another subclass of thief trained as con men with some minor magic casting ability. I like it. I like it a lot.

Of course you have the normal list of classes from AD&D - less Assassins and Monks. No real loss losing the assassin class, but I do feel the absence of the classic monk. Sure, it wasn't really a European flavored class in the classic sense, but it helped define AD&D for me.

Joe introduces a skill system, which I'll get to with my next post in the series. I think the next review post will be the next part of the Five Ancient Kingdoms series of posts.

 

30 Day D&D Challenge - Day Two - I Like the Short Ones

The old SNL song comes to mind about "Short People", but I've always been partial to Dwarves and Halflings. Alright, not ALWAYS. Back in my early days I played humans almost without exception.

These days, however, I prefer Dwarves and Halflings. Both come with built in roleplay possibilities, and there is little that more versatile than a dwarven cleric (asuuming the ruleset supports it). Viable frontline fighter and decent diving caster and undead destroyer.

Look at that - two days in a row ;)

Sunday, September 1, 2013

First Look - Champions of Zed - An OD&D "What If"

Champions of Zed is a Kickstarter that I truly thought would never reach completion, so I stopped reading the infrequent updates for the most part. Which was foolish, apparently, as the finalized PDF was linked in the last update and even the previous update. Huzzah!

Was it worth the wait? Too early to tell at this point. In many ways, it hews close to the 3LBBs, but in others it goes far astray. I've been picking my way through the PDF in an admittedly haphazard fashion, hit the combat section and I stalled with some major head scratching.

In any case, Champions of Zed is Original Dungeons & Dragons as it "might have been":
To the extent possible, that is what Champions of ZED is. Champions of ZED aims to be very, very close in fact and spirit to the original three game booklets published in 1974, the earlier, recently recovered draft known as Beyond This Point be Dragons (aka the “Dalluhn Manuscript”), related materials directly from the two authors, and relevant portions of the Medieval Miniatures rules of 1971. The overriding goal has been to harmonize the collaborative genius of these two men, minimize the post publication input of others, and reset to zero the worlds greatest fantasy game, as only an inquisitive and careful editor can. Nevertheless the purpose for creating Champions of ZED is not simply to please a limited group of game Grognards interested in historical what-ifs. Rather Champions of ZED is designed to serve as a pathway to a different and neglected style of collective world building and open, exploratory gaming, or as it is often called, “Sandbox” play.
That's one hell of a goal, and it's going to take me a while to determine how many of those posts it actually hit. It's strange, in many ways I feel like I'm reading one of those classic Marvel Comic "What If"s I used to enjoy back in the early 80s. Familiar yet strange.

I give huge props to Daniel Boggs for including the following text:
Reproduction:
Any number of print or electronic copies of this supplement, in whole or in part, may be freely made by any purchaser for their own fair use and for the temporary use of any players participating in a Champions of ZED game with the purchaser or for the temporary use of students being educated by the purchaser. Copies may also be made for review purposes. 
No copies may be made for sale or open distribution without the express written consent of D.H. Boggs.
It may be a while before I get to review this properly, as I still need to finish Five Ancient Kingdoms and Whitehack first.

Gygax Magazine Issue #2 in Hand - Deja Vu All Over Again!


Listen Cat! You are too young to remember Dragon Magazine. I don't care how old you are in cat years either...
I reviewed Gygax #2 last week based on the PDF version. Now that I have the print version in hand, I want to make some further observations:

- this sucker feels like a Dragon Magazine from the mid 80's. I fully expect the cover to pull away from the staples after a few more flips thru the mag.

- I used to read Dragon as much for the ads as I did the articles. While I have no problem skipping the ads in the PDF version, I want to read the ads in the print version. I found myself looking for an ad for the Dragon Bones Electronic Dice Roller and Cyborg Commando.

- City-State of the Sea Kings - It's just a small ad but I'm so in. See, those damn ads work.

Again, issue #2 of Gygax is a marked improvement over the first issue's "hey! I'm cool! Let me tell you why!" self congratulatory back slapping. There were parts of the first issue that were really good - I just got turned off by all the "look at me" bs.

The Digital Orc Line-up is Back in Print (LL / OSR)

Mmmmm... beer!
+Dylan Hartwell , AKA the Digital Orc has just done a second print run of some of his more popular titles: The Blasphemous Brewery of Pilz: Extra Stout Edition, Menagerie of the Ice Lord and Verloren. I have them all and enjoyed each of them, but needless to say The Blasphemous Brewery of Pilz: Extra Stout Edition was my favorite. It reminds me that I need to get everything together for some home brewing this fall.

Of course, everything above and more is available at the Digital Orc storefront on RPGNow in PDF.

Now, I know a bunch of folks are going to Con on the Cob in the Akron area of Ohio in October, and by a bunch I mean "more than two".  Dylan himself will be running some Labyrinth Lord slots. Looks like the OSR will have some representation - very cool.

Wish I could go myself, but my next scheduled vacation isn't until Thanksgiving week. Ah well.

30 Day D&D Challenge - Day One - Making the Undead Deaderer and Such ;)


I don't normally do these "blog challenges", as most times I have way too many post ideas bouncing around my head to pay attention to yet more distractions, but this one seems like fun. So, I'm going to play along :)

I got started playing D&D (technically AD&D) back in my Junior High School days - late 1979 or early 1980 - 7th grade in any case.

My friend Kenny was introduced to AD&D at his school, and being best of buds decided he needed to share it with me. So, one afternoon after school, we sat down and he put me through a dungeon. My character's name was Cyrus (named after Cyrus Vance perhaps) and he was a human fighter. Really, for you first character, especially while playing one on one, is there any other character to choose?

I remember that I killed a bunch of skeletons and recovered a + 1 sword. The rest is kinda fuzzy, but that's because I both knew nothing about what I was playing and was so engrossed in the game on so many levels (story / first person persona / mapping / new fangled dice/ etc) that it was like an information overload. All that didn't matter, as I was hooked.

After the adventure was complete, Kenny had to call a classmate to see if I had leveled (of course I did - you had to bite the carrot to be fully hooked). You see, Kenny only had the Dungeon Master's Guide - limited resources and funds back in those days.

By the following summer, my parents got me the DMG, Plater's Handbook and a set of dice to start me on my own way into the depths of D&D.

Saturday, August 31, 2013

An OSR Styled Game That Fits on a Single Sheet? Dungeon Delvers (PWYW)



I've often thought about stripping down an OSR styled ruleset to it's very essence, in an attempt to get it to as few pages as possible.

+Brent Newhall has gotten it down to a single sheet of paper with Dungeon Delvers, and I'm impressed. A few d6 and a single sheet of paper and you can experience some old school gaming. Will it be as complete as S&W, LL or one of the others? No, of course not. It would make for an excellent game to run at a convention tho' - print out a half dozen copies of the rules, provide some d6s and you are ready to go.

It's priced as Pay What You Want - so you can grab it for free and then throw a few coppers in the virtual RPGNow tip jar if you find it valuable.

At some point I'll need to run a playtest session to see how this works in actual play, not just in quick read, but it looks playable and the price is certainly right.

From the blurb:

Dungeon Delvers is an ultra-portable one-page D&D variant.

Dungeon Delvers packs a lot into one page: rules for attacks and saves, 4 classes, 3 races, spells, healing, conditions, and monsters. The system uses only a d6. There'll even be a rock-paper-scissors system for rolling a d6!

Here's what you'll get:

A two-page PDF containing the rules on one page, and an expanded spell list on the second page. The spell list includes spells for wizards and clerics levels 1 through 3 (that's a lot of play time).

A one-page PocketMod PDF of the rules that can be printed and folded into a booklet that will fit in your pocket.
An .azw3 file containing the rules and expanded spell list, for use on newer Kindles.
A .mobi file containing the rules and expanded spell list, for use on older Kindles.
An .epub file containing the rules and expanded spell list, for use on iPads and other eReaders.
The System

All rolls are 1d6. Roll 1d6 each for the 6 classic abilities. Attack rolls succeed on 5-6. All other rolls are ability rolls, which succeed if they roll less than or equal to the relevant ability. Ability rolls are used both as skill checks and as saves.

Fighters deal extra hits per level, rogues get a bonus on ability rolls, wizards get one spell per level to use at-will, and clerics can cast any one spell of their choice once per day (more at higher levels).

Quotes From Gary Gygax's Role-playing Mastery - Designing Games, 'Cause Everyone is Doing It



What follows is a short quote:
"Before a single rule is written or even thought about, the designer must make three important decisions concerning his game-to-be - its genre, its period and its scope." p138, Role=playing Mastery, Gary Gygax
First, I'm surprised there is even a chapter on Designing Your Own Game in Role-playing Mastery. Not that it surprises me that folks would want to do so - I had a tile type dungeon game I designed 20+ years ago (long gone) that was part board game / party RPG. Many players are frustrated game designers to some extend. It just seems like the waste of a chapter, as it doesn't go nearly deep enough into the topic to be of much worth.

That being said, the above quote could be easily used with the idea of "campaign design". Rappan Athuk vs Barrow Maze vs Razor Coast vs Blood Island vs Greyhawk vs  Wampus Country vs Forgotten Realms vs etc... each plays out very differently using the same or similar rules.

"Know your players" and the rest should fall into place.

Friday, August 30, 2013

First Look - Whitehack - Old School With Some New School



I must admit, for a person who suddenly has much less free time on his hands I have a
plethora of excellent RPG systems to read. I'm not just talking the big guys of Numenera and 13th Age, but Five Ancient Kingdoms and now Whitehack.

Whitehack does have one huge advantage over the rest - it's a mere 32 pages (less the OGL).

I'm dead tired after the 7 hr install session that was Fios (all hail Fios), but after visiting my mother in law tomorrow afternoon, I plan to give this a solid read.

Much thanks to +Christian Mehrstam for putting a copy in my hands. My cat appreciates it too ;)

Indiegogo Fundraiser for Chris Pramas - Cadaver Bone, A Dark Fantasy Anthology


I don't read hardly as much fiction these days as I used to, but I'll gladly read some to support a good cause.

I do wonder what +Chris Pramas will do if he blows past his 10K goal to support his surgery. Maybe a fund to support game creators in similar circumstances?

Here's a brief summary from the Cadaver Bone Indiegogo page:

Short Summary
Would you like 17 short stories from award-winning writers of novels, games, comics, TV shows, and movies? And would you like to help me pay for spinal surgery? Read on! 
My name is Chris Pramas and I've been working as a game designer, writer, and publisher for the past 20 years. I am the founder and president of Green Ronin Publishing, and you may have enjoyed games of ours like Mutants & Masterminds, Dragon Age, A Song of Ice and Fire, and DC Adventures. I need an operation and my insurance is not going to cover all the expenses.

I have a pinched nerve in my neck and I’m going to get a double spine fusion operation in September to fix it. My insurance will not cover the whole thing so I have turned to author friends to put together a dark fantasy fiction anthology called Cadaver Bone. Each author is donating a brand new story and the proceeds will go to paying my medical bills. I’m going to have cadaver bone in my neck; you should get Cadaver Bone for your favorite e-reader! 
Confirmed authors for the Cadaver Bone anthology are: Cecil Castellucci, Christopher Robert Cargill, Richard Dansky, Ed Greenwood, Matt Forbeck, David Gaider, Steve Kenson, John Kovalic, Robin D. Laws, Jess Lebow, Colin McComb, Chris Pramas, John Rogers, Lucien Soulban, Melinda Thielbar, John Scott Tynes, and James Wallis. See below for bios of all the authors. They are a talented bunch and I am so grateful for their help. 

Home Today Having Fios Installed - Which Will Mean at Some Point - No Internet - Scary!

Even the idea of having no internet for just a few hours is strangely unnerving. Until I remember I have my Clear Wireless Internet Hub - lol ;)

Seriously, how do these D&D adventuring party's go anywhere without Google Maps, GPS, google search for the monsters' weaknesses, finding the location of a good inn and all of the other goodies ;)

Thursday, August 29, 2013

When is a "Kickstarter" NOT a Kickstarter? When it's The Unspeakable Oath Subscription Drive (CoC)

The RPG that I plan to get some serious mileage out of next year (and maybe this year in late October) is Call of Cthulhu. I supported the Orient Express Kickstarter for it and I'm dying to get some play out of it.

So when I saw The Unspeakable Oath (a CoC mostly quarterly magazine) was having a subscription drive, I had to jump in and jump start my CoC gaming.

Four issues in print and PDF for 30 bucks plus shipping is a steal. Bonuses added in for subscribers as certain subscriber totals are met? It's like having stretch goals for an already complete project ;)

Do you need a better reason to get one of the higher quality gaming magazines on the market?

A Look Back at the Diverse Selection of RPGs I Ran "Back in the Day"

I played just about ever RPG back in my high school and college days, and when I say I played just everything, I mean I ran just about anything - I was the main DM / GM in the group.

Regretfully, I no longer seem to have the affinity to quickly pick up and understand diverse rulesets these days. In my younger days, I ranged far and wide:

MERP - I still remember some crazy NPC chasing the party yelling "Bola?!? Bola? You want bola? I give you bola!" as they ran in terror. This morphed into Rolemaster, which then killed the campaign under too many rules

Swordbearer - we never got further than character generation regretfully, but I did use the Dwarven Halls adventure in AD&D.

Star Ace / Timemaster / Chill / Sandman - I ran them all, but I do vividly remember a player's space fighter being destroyed around him, and he was left floating alive in space during the battle.

Traveller - more character generation than anything else, but I did run a few one or two shots - the planned campaign never seemed to materialize.

Warhammer Fantasy Roleplay - we had a campaign that lasted for months, before the party's spell caster inadvertently cast a fireball with himself as ground zero. Did I mention he carried like a dozen glass flasks of oil?

Paranoia - OMFG, but this was a blast to run. Killing players without remorse - Here come the clones! Amazing in small doses.

Top Secret - fun for one shots, there was little interest in playing this more than a handful of times.

Gamma World 1e - I think we played a 2nd session, but I'm not sure. There just wasnt much love for it in my group. First game I bought with my own money as a teenager (during my first trip to the Complete Strategist in Manhattan).

Star Trek (FASA) - tried to use it in conjunction with the Command Deck game for it - we never got to a second session.

Mechanoids - a single session

Palladium Fantasy - we played the digest sized published adventure with the red cover - and always talked about going back to it but never did.

Call of Cthulhu - a handful of one-shots, usually in October

Runequest - I got the 3rd edition of the rules for Christmas one year and never understood the sorcery rules. Grabbed the 2e rules, Pavis and Big Rubble at a con at Columbia University, and ran 2e for a summer and then some as a sandbox type setting. Fun times.

Conan (TSR) - ran a few sessions before we all decided we preferred D&D by far. Wasn't even fun as a change of pace.

GURPS - always wanted to run it more then I ever got the chance to, two campaigns ended in the first session with TPKs. Ah well.

Elric - one session. It deserved more, but I dont think any of us had a handle on the setting and expectation at that time.

Champions - this was the boxed set. Balancing the powers got way too confusing. I've never enjoyed supers games much anyway.

Spacemaster - I ran this for a two player group for the better part of a year. Still don't think I knew half the rules, but it didn't keep us from playing and having fun.

Cyborg Commando - The Complete Guide to RPGs gives this 3 1/2 * - I give it 4 shits. My God, but this was awful. I can't believe I made my group even try to play it, but we did. I'm still trying to live it down.

The Morrow Project - one of my players really wanted to play this, so he gave me his rules. We got as far as character generation. Ah well.

Pendragon - we tried, really we did. Not enough stuff to kill for my old group ;)

Toon - I ran a few sessions when the group was short a player or two. It was a fun change of pace.

Boot Hill - we ran a session that seemed more like a single unit miniatures war game. No one wanted a second bite of the apple.

The above is a fairly complete list - I suspect there are a few I've inadvertently missed. Still amazes me that I had a decent handle on such a diverse selection of rules.






Wednesday, August 28, 2013

Quotes From Gary Gygax's Role-playing Mastery - The Creator - The... Kirk ;)


Another quote from Role-playing Mastery:
"The game master is the creator, organizer, and arbiter of all. His most important functions during play, though, are more mundane. He is nature. He provides sensory data, and finally he fills the roles of the living things the PCs interact with during the course of the session." Role-Playing Mastery, page 48, Gary Gygax
What sticks out to me is the "sensory data" part of the quote. This doesn't mean just sights and sounds, but even touch and smell.

Back in '93, at my one and only GenCon, one of the GMs we had for the tournament we went through was in a wheel chair. I never asked if it was a permanent or temporary situation for her, as the question would have been damn awkward, but I suspected it was the former.

In any case, she had a sense that she was hooked on describing - the sense of smell. Cooking, burning, blooming, rotting - she nailed them all with verbal descriptions that brought the actual smells to mind. Which was scary in a way, as they didn't seem to be integral to the plot (and I suspected she was filling these parts in on her own) but that sense of smell made the session she ran seem more real than any of the others I played in over those four days. Maybe the most real of any session I've ever played in.

Strange, we speak of "gamer funk" at cons and how it assails out nostrils, but we often forget to use that same sense of smell when describing events and such in our game sessions.

Haven't thought of that in a while. Interesting what a single quote from a book can dig up in one's memories.


Mini Review - The Dungeon Alphabet - Expanded Third Printing


+Vincent Florio another post with Ashley, just for you ;)

I have the original printing of The Dungeon Alphabet packed away somewhere, but I saw the expanded third printing last Friday when I was at The Complete Strategist here in NYC. I had to grab the new copy.

The shit rocks even more than before.

Like tables? It's got you covered.

Michael Curtis captures a piece of the soul of the OSR and smacks it down on a page and then does it again and again, consistently.  Did I mention the Erol Otis art?

The PDF version on RPGNow says it has 48 pages, but it's actually updated to the 3rd edition - so it's 64 pages or so. If you bought it in PDF back in the day like I did, you can download the updated version for free. That's damn cool!

If you don't have a copy, you probably should.

From the blurb:

An A-to-Z Reference for Classic Dungeon Design

Now updated to the same text as the third printing! This newly expanded version includes 16 additional pages of content, new endsheets, and new interior illustrations!

Designing dungeons is as easy as A, B, C! The Dungeon Alphabet compiles twenty-six classic dungeon design elements in one place to assist the game master in creating subterranean challenges. A is for Altar, B is for Books, and C is for Caves: the Dungeon Alphabet has advice, hints, and randomized tables that bring new life to your adventures. Suitable for any rules system, the entries are accompanied by outstanding art from classic fantasy illustrators, with a foreword by noted game designer Zeb Cook

Tuesday, August 27, 2013

Last Week Was My Lowest Post Count Since 2011 - I'm Failing My Initiative Rolls ;)

Work has been busy this summer, and it's been keeping me rather busy, as you can tell from my slowly decreasing post count here on the blog. Maybe I just need better time management skills ;)

In any case, I was going to try and organize a Virtual Con type of thing for mid to late September for Swords & Wizardry, but with VirtuaCon 13 the weekend of October 18-20 it seems kinda redundant. I've noticed a fair share of Old School and OSR games recruiting on VirtuaCon 13, so maybe a nice cold weekend in the winter, when no one wants to leave the comfort of their home anyway for the S&W Online Weekend. Work has to calm down by then, right?

The Unofficial OSR Zine's release is getting pushed back to late September / Early October at this point. We have some excellent submissions that I need to organize and well as an article or two to write myself before moving this over to the layout god. If you know of an easy way to grow my own fully mature clone to speed this up, let me know.

A DCC RPG Appreciation Day / Week was penciled in to mid October, but maybe moving that to November to avoid overlapping with VirtuaCon 13. I do have vacation the week of Thanksgiving.

Yep, I need a clone. Simulacrum would want to kill me the moment it knew I exist if I recall correctly, so science over magic in this case ;)

Rediscovered Book - The Complete Guide to Role-Playing Games by Rick Swan (published 1990)



It's amazing what a little emergency cleaning before the installation of Fios can dig up ;)

The Complete Guide to Role-Playing Games by Rick Swan was apparently an 88 cent pick up at Odd-Job (pretty sure that discount chain is defunct now).

Sweet cover art by Phil Foglio too.

Looking at some random reviews:

GURPS 4 stars (4 seems to be max)

Rolemaster 2 1/2 stars

Mercenaries, Spies & Private Eyes 3 1/2 stars

Role Aids 3 stars (wasn't this a line of supplements and modules for use with (A)D&D?

Tunnels & Trolls 3 stars

AD&D 4 stars

High Colonies 2 1/2 stars (never heard of it)

High Fantasy 1 1/2 stars (ouch - and never heard of it)

Supervillains 1 star (Bamn! Pow!)

Alright, I may have to alternate some pulls from this book with EGG's Role-playing Mastery for future postings...

Anyone Know Where This Amazing Dwarf Came From?



I was just sent this in my email by a friend who stumbled across it on the net.

Anyone know the artist? Source (book, game, etc)

This is SO much my vision of Tenkar Calishun it just isn't funny :)

You Hit it on the Head! Helmets in 1e

I was listening to the Roll for Initiative podcast on the commute to work this morning, and they brought up one of the obscure rules for helmets in AD&D 1e - intelligent adversaries attacking an unarmored head 50% of the time.

As such, I remember we always bought helmets for our PCs and then had no use for the rule.

The thing is, I always thought of the AD&D combat system as abstract - it wasn't blow by blow and it didn't have hit locations, so this rule is a rule that kind of breaks the rules that were already in place by default.

Did you / do you use the unarmored head gets the shit beat out of it rule when running you AD&D / OSR games? Why / why not?

(damn, I should ask about "weapon speed" in a later post ;)

Monday, August 26, 2013

Character Class as a Role - or - Niche Protection Before MMORPGs

Tallifer made a comment in regards to my previous post that became a bit "thought provoking" for me. Here's the relevant bit:
"It is interesting that you recognize the existence of roles even in old school games."
Here's the deal Tal - we recognized the roles the different classes played in the game, even if we didn't label them Tank, DPS, Controller, Healer and the like. The roles changes for the classes as the game and character levels progressed.

Fighters (and their subclasses) were the front line fighters and the main damage bringers for at least the first few levels, before liberal use of fireballs and lightning bolts changed that balance. They had both the hit points and armor class to hang with the big baddies.

Clerics were always the premier healers. Druids made a poor substitute and Paladins served as little more than a bandade in that role. Hold Person as a 2nd level spell made Clerics decent Controllers at 3rd level and beyond. They could also on occasion fill in for a front line fighter when needed

Thieves were rarely the big damage dealers, but their skills with traps and locks kept the party alive in other ways.

Magic-users were weak as shit for the first few levels (but Sleep was always one hell of a game changer). At 5th level, Fireball, Lightning Bolt, Hold Person and the like change much of the DPS and control focus to the simple and fragile Magic-User.

And of course I'm leaving out the multi-classing, UA classes and different race adjustments that sneak into the picture.

This all being said, I don't recall us ever saying "we need X to fill the Y role". Still, you knew a balanced party included one each of the core four classes. While fighter subclasses did a decent job in filling the same niche as a fighter, the druid, assassin and illusionist generally made poor substitutes for their more popular siblings, but in the hands of the right player, even this could be overcome.

So yes, even 30+ years ago, we recognized there were niches or roles that a successful party needed to consider. It just hadn't occurred to us to limit ourselves by labeling the roles like MMOs do, which then carried over in many ways to table top role-playing.

The problem with MMORPGs is that if you aren't the best at what your "role is", then you are wasting the time of everyone else in the party. Limited to 4 slots or 6 or x in the party, you need to make every character count. Which makes MMOs seem more like an exercise in math and statistics than an actual game to me these days.

All of which might have little to nothing to do with Tallifer's excellent quote, but it got me thinking along my own set of ideas on the topic ;)

Do You, As a Player, Have a Preferred Class Type?

I've noticed in my gaming group that some players gravitate towards certain classes or roles.

Arcane caster, any kind of caster, fighter, thief - it seems most players have character types that they feel most comfortable with.

As for myself, I tend to GM more much more often then I play. When I do play, I'm willing to fill any unfilled role the party needs - and if the needs are filled, I'm looking to play a bard or some other class / class combo that can fill multiple roles as they come up. I don't THINK I have a preferred class, but if I did, it would be the "jack of all trades" type of character.

Do you have a favorite class or role to play in a party?

Sunday, August 25, 2013

Quotes From Gary Gygax's Role-playing Mastery - About Understanding the Rules

And now a word from the author of Role-Playing Mastery:
"Knowing the rules of the game is not nearly as simple as committing the relevant passages to memory, because memorization does not bring understanding. It is not only important to know what is written in the rules but to also perceive how the parts of the rules fit together and work in harmony with each other. This later task is certainly achievable, but it is not always easy." Gary Gygax, Role-Playing Mastery page 24
It's kinda funny to read the above, as I always thought I had mastered AD&D, but I did so by eliminating weapon speed and not always enforcing spell segments and the like. So long as the changes applied across the board, PCs and adversaries alike, it worked.

When I ran a few DCC RPG story arcs last summer and fall, I didn't realize how little I knew until I ran the first session with characters that actually reached 1st level. I ran a hodgepodge of AD&D and DCC, and it worked, but mostly because I kept the action moving so the players wouldn't readily notice the discrepancies.

This time around, I think my knowledge of the DCC RPG is stronger, but it still has a way to go. I'm one of those that learns better not so much by reading but doing.

I'm also learning how the various twists within the DCC game truly makes it unique, which weren't so obvious to me from reading alone.

In any case, as I (re)read Role-playing Mastery over the next week or so, I'm going to pull out quotes that I find interesting. Hopefully, you will too.

Rediscovered Book - Role-Playing Mastery by Gary Gygax - Multiple GMs / Same Session



I have no idea when I first picked this book up, but judging from the shape of the spine I strongly suspect I never read it. I certainly have no recollection of any of it's contents.

So, I randomly opened it to pages 86 and 87, where Gary talks about "group size" and using GM assistants or even co-GMing. Interesting stuff.

The he says the appropriate ratio is 3 to 4 players per GM / assistant.

Was this really the case back in the early days of OD&D? I remember stories of a dozen players or more being run by one GM.

Heck, last night I safely juggled 7 in my DCC campaign and figure 8 is my safe max. Most groups I've been a part of have had 5 or 6 players plus the GM.

Was running games with multiple GM's actually feasible back in the day? I haven't heard of any games being run in that manner these days.

Damn, I suspect there are a lot of blog topic seeds inside this small book...

Is the Default D&D Next Stat Bonus a +1 Average?


So, I've been looking through Ghosts of Dragonspear Castle (not the best name - maybe they should have used +Matt Finch 's Tome of Adventure Design for some other naming ideas). I've just been flipping through thus far, enjoying some of the art (I suspect it's all recycled from different editions, which is cool but a bit jarring at the same time).

Then I came to the supplied pre-gens. Humans have a total stat bonus of + 7, demihumans have a total stat bonus of + 6.

Which means you could simply change all of the DCs and other rolls by one and return the average stat bonus to zero - but then they wouldn't look so heroic I guess.

I dunno, it just kinda stood out and hit me. If the totals were around + 3 or 4, I doubt I would have noticed.

In any case, I am able to read the stat blocks and have a pretty good idea what is going on, so this is still much closer to the D&D I know than 4e ever was.
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