The Mouth of Mentius
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By Gina Marie FunkWitch Pleas PublishingOSR/5e/DCCLevel 5 As the ashes of
the last battle between Sydonia’s Sidereal Sailors and the Unseen Web
settle, the...
8 hours ago
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.
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.
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.
| Listen Cat! You are too young to remember Dragon Magazine. I don't care how old you are in cat years either... |
| Mmmmm... beer! |
"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 GygaxFirst, 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.

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.
"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 GygaxWhat 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.
"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.
"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 24It'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.