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Sunday, September 21, 2014

The OSR for the Lapsed Gamer - Free PDFs - OSRIC

OSRIC - Old School Reference and Index Compilation

Doesn't sound all that sexy when you actually break it down, does it? Well, it wasn't supposed to.

OSRIC was initially envisioned as a safe harbor for publishers that wanted to post "old school adventures." As it was a reimagining of AD&D 1e, it would allow publishers to use it as a reference for their "old school adventures", without stepping on the toes of WotC and falling back directly on Wizard's 1e IP.

It's was officially released 1/20/07 (with a preview that had released on 6/23/06)

OSRIC v2, which is the version one is most like to encounter online (or at Lulu) is written with the idea of actually being used as a reference in play, whereas OSRIC v1 was written with the idea of it being used as a reference for published material. OSRIC v2.2 is the latest version available.

It includes the usual AD&D 1e classes with the exception of the Bard (who never fit in the first place system wise) and the Monk (who was usually out of sorts setting wise). Strangely enough, Swords & Wizardry Complete includes the Monk but drops the Illusionist. Just an observation.

OSRIC is the 1e Player's Handbook, Dungeon Master's Guide and Monster Manual rolled into one comprehensive volume. Even if you still like running with your original 1e rules, having OSRIC as an additional reference at the table doesn't hurt.

It drops Weapon Speed (which I don't recall ever being in a group that used the rule, let alone understood it.) It retains segments as a time measurement in combat and spell interruption if hit while casting.

OSRIC plays close enough to AD&D 1e that I was able to run a campaign with both 1e books and OSRIC being used at the table interchangeably. Sure, the experience point tables are tweaked a bit to change the math, but all in all, it is simply a much easier to read and understand rewrite of the original AD&D 1e rules.


Some history about the Why's and Wherefore's OSRIC (as supplied by +Guy Fullerton )

http://www.knights-n-knaves.com/phpbb3/viewtopic.php?p=11108#p11108
...plus the post immediately following it.

http://www.knights-n-knaves.com/phpbb3/viewtopic.php?p=11245#p11245

http://www.dragonsfoot.org/forums/viewtopic.php?t=18307

http://www.thedelversdungeon.com/forum2/viewtopic.php?t=81

+Stuart Marshall , OSRIC's Editor in Chief, would prefer you play with your original AD&D 1e books when possible  http://www.dragonsfoot.org/forums/viewtopic.php?p=1306092#p1306092

OSRIC Pocket SRD (Free PDF and OBS $13.50 POD)

OSRIC v2.2 (Free PDF and Lulu various prices POD)

OSRIC v2.2 (Black Blade Publishing $21.00 HC)

add reviews, reflections, impressions, experiences, corrections and the like to the comments below.

next up will be Basic Fantasy RPG

The OSR for the Lapsed Gamer - The Timeline

I figure if we are going to present the OSR RPGs in some sort of order, actual release dates should have some sort of influence on that order. Then the question became: "has anyone done such a list?"

The answer is yes. Thanks to +Rob Conley mentioning it on his Bat in the Attic blog a few year back, I found out that +Guy Fullerton had put together an amazingly comprehensive list - with a spreadsheet no less, that offers an OSR timeline until June of 2012. For the sake of our needs, I've filtered the list by system releases.

I'm going to use "full" release dates, not previews and such, so the initial order of the free OSR releases that are being highlighted will be:

OSRIC - 1/20/07

BFRPG 2/17/07

Labyrinth Lord 8/4/07

Swords & Wizardry 10/15/08 (note - S&W comes in 3 versions and a number of rule sets use it for the base of their variant. Each version of S&W will get it's own post. The variant rules will get a post at the end where applicable)

Dark Dungeons 5/26/10

LotFP Weird Fantasy Roleplaying 7/26/10

Mazes & Perils 8/7/12

Delving Deeper 3/18/13

BLUEHOLME Prentice Rules 1/9/13

Seven Voyages of Zylarthen 6/1/14




Saturday, September 20, 2014

Planning a Series of OSR Posts for the Lapsed Gamer

I've gotten a number of emails recently from folks "coming back to the hobby" after 20 or 30 years and looking to reignite the fires. Say what you will about 5e, but it is certainly bringing attention back to the hobby of RPGs. I can't say it's going to grow the hobby as a whole (but it should, at least initially), but I have noticed an uptick in lapsed gamers looking to find their old love. 5e might have stirred the spark, but the OSR is where they feel at home.

The problem with the OSR is the sheer number of choices and flavors one can find. Heck, it's not just systems themselves, but subsystems, as both Labyrinth Lord and Swords & Wizardry both come in three flavors each.

Now, for those of us immersed in the OSR, this isn't daunting, it's exciting. For a lapsed gamer whose old gaming books are long since gone and is looking for a current version of the rules, in PDF or print, there's a crapload to sift through.

I'm planning to start a series of posts highlighting the various OSR systems and point out the classic sources they seek to emulate as well where they differ. I'll be starting with the systems that are available in one form or another for free in PDF and then move on to the ones that have a cost involved in the basic rules. The end of the series will wrap up with the more extreme variants that are drawing inspiration from the old school games but may have stepped a bit further afield.

The initial list I plan on looking at includes:

Labyrinth Lord
Swords & Wizardry
Delving Deeper
Basic Fantasy RPG
LotFP Weird Fantasy
OSRIC
Mazes & Perils
BLUEHOLME Prentice Rules
Dark Dungeons
Seven Voyages of Zylarthen

I'm open to further suggestions I may have missed. The free Myth & Magic Starter Guide is NOT on this list, as I have no idea how well the system will be supported.

As always, open for input :)

Kickstarter - Slumbering Ursine Dunes (Hill Cantons Mini Sandbox)



Remember last night's post where I mentioned the "elevator pitch?" Well, I find this to be an effective elevator pitch:
Straight from the Hill Cantons, comes a mini-sandbox played the hell out of by six play groups and over 40 players. Run, play or splice up 50-plus pages of mayhem and weirdness in this Slavic mythic-inspired (with an acid fantasy-twist) adventure for Labyrinth Lord or a well-aged fantasy rpg of your druthers.
Evocative and exciting. Tells you exactly what is in the tin. Short. (not +Tim Shorts , but there can be only one ;)

Looks like Slumbering Ursine Dunes is going to be yet another Kickstarter that I'm backing. And look, it's already hit a stretch goal. Go figure ;)

The great thing about this project is two things actually:

1 - you can go to the Hill Cantons blog and get a pretty good idea of the writing style of the current Kickstarter

2 - if you support for as little as a buck, you can download the text only version of Slumbering Ursine Dunes. If you like what you see, up your pledge. If you don't, you're out the cost of a can of Coke.

Did I mention the art rocks too?

Friday, September 19, 2014

I'm Not a Kickstarter Expert, But I Play One on the Internet - 5 Rules Inquiring Minds Need to Know

I'm averaging 2 to 3 inquiries to look at pre-release Kickstarters per week at this point, and this doesn't include the heads up I get from my readers to point out some of the winners (and losers) that are out there.

It can be a bit overwhelming at times, and there are ones that I'd like to highlight here at The Tavern, but I've fallen a bit behind. Trust me, I'm working on it, but my days of five, four or even three posts a day seem to be far behind me.

In any case, to help me maintain what little sanity I currently retain, I'm going to throw a few helpful guidelines out there to my readers and others that send me Kickstarter leads:

1 - Don't bother sending me links to the latest 3.5 / 4.0 / Pathfinder Kickstarter. Even if it is "has ideas usable with any edition of your favorite game" those ideas are not going to be worth the price of full admission for me and my readers. It's a waste of your time and mine.

2 - Do give me your elevator pitch in the email. If you can't get me interested in 2 to 3 sentences, how do you plan to get the masses interested?

3 - RPGs are my bread and butter, especially with Kickstarter and the like. Well, and beer related products. If it isnt a game or beer-ish, that pitch really better be good.

4 - If it's a pre-release page you are linking to, expect direct feedback. If you don't wan't direct feedback, send me the link when you've gone live. Then you can expect public feedback.

5 - "Good, Bad... I'm the Guy with the Boomstick!" (to paraphrase Ash) - If you bring my attention to your project I'll point out the good and the bad as appropriate, assuming I post about it at all. Be sure you want me to post about it BEFORE calling my name three times in the bathroom mirror (Candyman reference).

I try to go into these Kickstarter (re)views with an open mind but organization is not my strong point. Make your emails short and informative and enticing enough that I want to go to your Kickstarter / Indiegogo / MyLittlePony Crowdfunding site.

The time you save me upfront I will return to you when I look at your site.

Thank you.

The Management






Brainstorm Podcast #2 is Live - Let's Talk about Balance in the Game


Join +Vincent Florio , +Glen Hallstrom and myself in the 2nd episode of the Brainstorm Podcast, where we talk about balance in the game - encounters, classes - all of the good stuff.

We had a lot of fun doing this episode and it shows :)

Indiegogo Has Effectively Done Away with Campaign Deadlines - To Infinity & Beyond!

You know about Indiegogo's "Flexible" campaigns - those are the ones that keep your money even if they fail to fund.

Now Indiegogo is taking it in the other direction - funded or not, the campaign no longer ends.
Continuing Your Success on Indiegogo 
We have heard from many in our community the desire for and positive impact of the ability to keep their campaigns open beyond the deadline.  Since our mission is to democratize funding, we believe we must continue to pioneer this industry through innovation until all people can fund what matters to them – whatever it is, wherever they are or however they’d like to do it. 
To that effect, we’ve launched a new pilot program that will let campaigners continue raising money even after their campaign deadline, providing a new way to deepen their engagement with funders. 
By allowing campaigns to continue after they reach their goals, this turnkey pilot project reflects the increased use of Indiegogo by businesses, artists and activists who seek to attract and develop new audiences. The new functionality will enable campaigns to:
Continue receiving contributions from around the world
Maintain the exposure, SEO and links that they’ve already built during their campaign, without having to start elsewhere from scratch
Capitalize on the existing web traffic
Manage ongoing funding and communication efforts from a single location
Utilize data obtained through Indiegogo’s Campaigner Dashboard and Google Analytics integration 
As the world’s largest online funding platform, Indiegogo routinely looks to customer feedback to help drive the innovation of new products and features to improve the user experience.  The pilot program will be open to select campaigns starting today – including Tens and TrackR bravo – and will expand to all campaigns that have reached their initial funding goals in the coming months.  Stay tuned…

Thursday, September 18, 2014

Evil PCs - Do You Allow Them?

I remember quite vividly when AD&D 2e dropped assassins and half-orc when jumping editions. I was upset that TSR had dropped evil classes and races from the realms of PC use. This, after playing in 3 groups in 2 different states and seeing just one evil PC - a half-orc assassin. I really should have been more upset at the filing off of the serial numbers of the demons and devils between editions.

It isn't even like any of those groups had a hard and fast rule against evil PCs - we just used the commons sense rule of "even evil doesn't have to be a dick!"

These days, I'd probably allow an evil PC if he player were able to explain up front how they could play the alignment and NOT be a dick to the rest of the party.

So, do you allow evil PCs? Yes? No? Why? Why not and all that other shit that comes prepackaged with these types of questions ;)

How Much Scheduled Gaming do You do at Cons?

It seems to me you never have enough time at conventions to do all the gaming you want to do. Or, more accurately, you schedule more gaming than you can enjoy. This is what happened at NTRPG Con for my wife and I - the days we had two games on the schedule were literally overwhelming and exhausting. In my mid 40's I no longer have the stamina I had in my mid 20's.

Oh, and don't forget needed to leave time for pick-up games.

I figure in the future we'll limit ourselves to one scheduled game each day.

So, how much gaming do you try to squeeze in at conventions?

Wednesday, September 17, 2014

Boozing it Up at the Gaming Table - Yea or Nay?

+Vincent Florio had a post yesterday at The Evil GM talking about booze at the gaming table. I had an answer. I was going to post over at Vince's blog, but then I went down to the local pub for dinner and my evening bartender took good care of my wife, my son and myself. As I type this, I remember why I don't drink and DM - I simply can't stay focused enough to herd my usual party of cats.

Back in my college days I refused to allow beer at the RPG table (board games and the such were enhanced by the drinking tho.) I always felt it was difficult to keep the party on track when they were three sheets to the wind.

These days, in the middle of my middle age years, I find myself imbibing liberally during gaming sessions I'm a player in, but I totally abstain when I run a game. I can have difficulty enough staying focused while sober ;)

So, were do you stand with drinking at the gaming table? Or do you say fuck standing up, and just fall off to the side? ;)

Of Simulacra, Emulations, and Transmogrifiers (Guest post by Richard J. LeBlanc, Jr)

(This morning we have a guest post by +Richard LeBlanc , he of New Big Dragon Games and the D30 Sandbox Companion fame. I'm honored that Rich decided to post this here at The Tavern. You can read more of Rich's thoughts over at his blog - Save vs. Dragon)

Of Simulacra, Emulations, and Transmogrifiers.

I've long held that Apple products were superior because... well.. they were Apple products. If you've ever read the book "Insanely Great," you know what I'm talking about. Steve Jobs hired graphic designers and typography experts, in addition to others in various and diverse fields, and it was these things that helped make the Macintosh the truly brilliant product it was. (Granted, we really have yet to see if Apple can maintain its true vision with their visionary gone.) So here I sit, 30 years after the first time I touched a Mac*, and though many PCs now offer the same kind of command over type and layout, I am still a Mac person. How is it I do not hold that same place of honor for the intellectual property protected by the OGL? (You know what I'm talking about. The beholder, carrion crawler, displacer beast, umber hulk, rust monster, githyanki, githzerai, slaad, mind flayer, kuo-toa and yuan-ti all hold such non-OGL status.)

If I see a crappy replicant (sic) property like a Transmogrifier on the shelf at the local dollar store, I'm the first to make fun of it for the sad knockoff that it is. So why am I okay with calling my rust monster a "corroder"? Why am I okay with calling my carrion crawler a "carrion creeper"? Or calling a beholder an "eye beast"? If I were an IBM clone person, maybe it would be easier for me to understand why I'm okay with this, as the concept of an alternately named clone is part-and-parcel of the deal. Which obviously brings me to the concept of retro-clones in general. Why don't I look at something like Swords & Wizardry and say to myself, "Hey! That's the Transmogrifiers of old-school RPG gaming?" From my point of view, what it comes down to is intention.

Matt Finch's goal (or so I believe it is safe to assume) was never to make a cheap knock-off of LBB D&D to be sold dirt cheap at the local dollar store in order to take advantage of those kids who just couldn't afford the real thing. Swords & Wizardry is obviously a labor of love (something I assume of retro-clones in general). By comparison, I don't look at a Transmogrifier and think, "Wang Wěi** must have made this product out of his deep love for the concept of the Transformers, and because one just cannot get a Transformer without having to stalk eBay and throw down a few hundred bucks even without an original box to get one, he must have lovingly made this crafted product in an attempt to share his passion with everyone else."

I currently find myself halfway through writing the monster listings for the Basic Psionics Handbook, and this thought has stayed very top-of-mind. It's amazing how many archetypal psionic monsters are not open content. In able for me to port them over to my BX psionics system, I have no choice but to rename them. Otherwise, I will infringe outrightly on the intellectual property of Wizards of the Coast as outlined in their Open Gaming License. In essence, what I am doing is creating what amounts to an alternate universe where the names are similar to those known by AD&D players, but may only be familiar to dedicated BX players (as these creatures have never made it into those editions—e.g., what point is a mind flayer in BX that has no psionics?)

In some ways, I see my duty with the Basic Psionics Handbook being two-fold. First, and most obvious, it is to try remedy BX's psionics deficit by attempting to create a psionic system as simple as it should be (be no more) for those players. But second, it is to bring a set of monsters to that edition that, while they hold a dear place in the hearts of many an AD&D player, have never had the chance to grow such roots with BX-exclusive devotees. And here's the rub... I may not use the original names for the following, well-established psionically-endowed creatures: githyanki, githzerai, mind flayer, slaad, ustilagor, and yuan ti. Instead, say, "Hello!" to the astral gish, limbo gish, mind thresher, zlod, intellect seeker, and wan-ti.

I must also state, that while I am trying to capture the spirit of these creatures, I am also trying not to just duplicate their old stats in the new format. I am trying to create (in some ways) my own interpretation of them (usually for the sake of simplification and seamless integration to this new psionic system). My goal is not to knock them off in order to "put one over" on the masses. Rather, it is to translate them into the system I have created, making them available (in most cases, for the first time) to many a BX/BECMI DM. I liken it to the translation of a book from one language to another. For example, a literal translation of something like Sun Tzu's "The Art of War" might prove more than a little clunky. (Just try pasting a few passage into any online translator and I'm sure the results will leave something to be desired.) Instead, those of us who want to read the book but do not speak Chinese (regardless of dialect) rely on folks like Ralph D. Sawyer (whom I chose for little reason other than he translated the paperback copy that I own). He takes that original text and interprets the original author's words and intentions for the audience.

When it comes to this sort of verisimilitude, am I Ralph Sawyer, or am I Wang Wěi? Am I an impassioned advocate, or am I a flagrant, self-serving huckster?

Are these types of workaround names (and the associated content) acceptable because: 1) we have learned to accept them (given the proliferation of retro-clones already bearing such simulacra, 2) we know they are a product of passion in the face of license limitations, or 3) both? Or are they unacceptable because they have more in common with the Transmogrifier—we know they're not the real thing, and will NEVER be the real thing, regardless of how much passion they have going for them?

I wonder if it's more like going to a party and drinking Pepsi, even though you're a Coke person, because the host only bought Pepsi. You'd really prefer the Coke, but you know you can't get one, so Pepsi is "acceptable" under the conditions. But with every sip of that Pepsi, you'll just be reminded that it's just not Coke.

FOOTNOTES
* As a side note, the friend responsible for me having access to that 1st-generation Macintosh in 1984 is the same one that gave me my first d30 in 1981.
** I'm just going with the most common Cantonese given name and surname here.

Tuesday, September 16, 2014

Do You Use "Big Bad Evil Guys" in Your Campaigns?

This topic came up in a recently recorded Brainstorm Podcast episode - Do you use BBEGs and if so, how do you go about designing them?

For me, I rarely go into a campaign with a BBEG fleshed out, let alone thought out. I always figure my players will designate some NPC their nemesis and I'll go from there, but then again, my parties are like herds of cats, you never know where they are going to go.

Then again, I've played in some campaigns that have very effectively utilized BBEGs, so maybe it's a deficit in my DMing skills that leads to the leaving out of bBEGs in my games.

So, where do you stand with BBEGs? Yay or nay? Power behind the throne or in the face power manipulator?

How Big Should the Sandbox Be?

I've written about this on the blog before, but the forthcoming "Tenkar's Landing" crowdsourced project has got me thinking about it again - how big does your sandbox need to be?

What I like about the island that Tenkar's Landing rests upon is that it is limited in scope - about 65 miles long and 15 miles wide on average. Assuming 6 miles from center to center of each hex it puts the total land mass at just under 1000 square miles. That's a lot of exploring.

Can the party leave the island? Sure. Tenkar's Landing is a trading port after all. I do have much of the surrounding area mapped too (but have few if any plans to detail just yet). Hopefully the players and their characters will find enough excitement on the island to occupy themselves for a good long time.

Crowdsourcing the sandbox of Tenkar's Landing should be an interesting experiment. An island with the ruins of an extinct advanced civilization colonized by a now failing empire to be detailed by a dozen or two creative types from the OSR community. I may want to be a player in the resulting sandbox...

So, how large a sandbox do you like for your campaigns and why?

* note - this will be a crowdsourced project, not a crowdfunded project. By the community, for the community.


Monday, September 15, 2014

It Looks Like the "Tenkar's Landing" Crowdsourced Project Will be a "GO"



There appears to be enough interest in giving the Tenkar's Landing crowdsourced project a shot. So, here's where we stand:

- I HOPE to have this kick off at the beginning of October. No guarantees. Work has been a summer of hell. Let's see how fall falls into place.

- We need a better name than "Tenkar's Landing" for the island. Tenkar's Landing is just the major town / port. It was a colony of a trading nation that is now a failed nation. The town itself is self sufficient and has a relatively strong mercantile influenced government.

- There are remains of an advanced civilization long passed scattered around the island. At a certain point, magic and technology are indistinguishable - that is the case here.

- There are no traditional native human / demihuman communities. All are immigrants from elsewhere. Aside from Tenkar's Landing there are some small scattered hamlets / enclaves.

- Hexes are either 5 or 6 miles across. Not a huge difference, but we'll figure it out in the next few weeks.

- Hexes 1214 and 1314 are desert with obsidian shards and strange ruins scattered about. Magical or nuclear devastation, to be decided. Strange beasts abound.

- Hex 1213 is broken mountains and craters.

- Dungeons, Castles, Towers, Ruins indicated are those that are commonly known. East of the river near Thocar's Castle is hardly explored.

- Some folks have requested hexes already. I'll do my best to honor those.

- I'll probably open up a G+ community page and a Obsidian Portal page when it gets closer to going live.

- There is no default system, but as I'd like this to be usable with everything from S&W and LL to the DCC RPG and everything in between, the less system stats the better.

- Figure a sandbox for levels 1-8 or thereabouts.

Alright, back to catching up on some 1500+ pieces of email




Announcing "The Brainstorm Podcast" - 30 Minutes or Less or it's *Free (*it's always free)

Wild Games Productions has added an "edition free" podcast to it's stable - "The Brainstorm."

It literally is a podcast about brainstorming ideas for RPG games (primarily edition free.) Use the ideas, abuse the ideas, submit ideas - the podcast really is there for the listener in this case.

So, join your hosts +Vincent Florio , +Glen Hallstrom and myself ( +Erik Tenkar ) at The Brainstorm Podcast.

(Episode 2 of the Tenkar & The Badger Podcast should be dropping any time now too - so much Tenkar, so little time)

Sunday, September 14, 2014

How Important are PC Spellcasters in Your Campaign?

I remember when I ran AD&D (1e and 2e) back in my college days clerics were rare as PCs. If the party was lucky they had a Paladin with his laying of hands ability and a crap load of potions. Magic-users weren't much more common, and once I banned Bladesingers from ever again being used in our group, I'm not sure we ever had one again.

It certainly made writing adventures for the group a bit of a challenge, as the party was built more for head on combat than it was stealth or death from afar. I also found myself using less NPC spellcasters, for the few I used were damn tough on a party that lacked a response. Remeber, the goal at the end of the night is for everyone to have fun.

In the playtest of The Unmaking Campaign, we lake a magic-user. So, no sleep spells to save our bacon. No web, invisibility or fireballs as we rise in level. I doubt +Jason Paul McCartan is going to change the campaign to conform to the PCs - this is, of course, a playtest. Instead, it will force us to overcome out shortcomings.

So, how important are PC spellcasters in your campaign?

Idle Thought's of Tenkar's Landing - Crowdsourcing a Small Sandbox


I was working on this sandbox way back in the spring of 2013 and aside from the maps and a few notes, I've done nothing with it. Stuff got put to the side and the plate can only hold so much.

I got to thinking about Tenkar's Landing again last week, but the plate these days is so much smaller and it's stacked so high I can't see much of what is on it anymore. I want to get some use out of this as I do like the map (used Hexographer for those that are curious.)

So, my idle thought is this - crowdsourcing the development of the island. Give my readers a hex (5 or 6 miles across per hex - it's not a huge sandbox but as I have the surrounding area mapped, it is expandable) each and let them have at it and see what the end result is. I'd keep hex 1311 for myself, of course ;)

As I said, and idle thought, and even at that, I'd still need the time to set things up and organize it. Consider this post a simple gauging of interest into the concept of passing out the 30 some odd hexes on the island and the dozen and a half that are on the map but across the waters.




I Forgot to Add "What" to My To Hit Bonus? (DCC RPG)

Last night was another session of our DCC RPG campaign being run by +Craig Brasco . This is the campaign with Graygor, my damn near mutant warrior, he that has bonuses on 5 of his 6 stats (and no penalty on the last. He of the amazing hit points, due to his lucky roll adding his luck bonus to his HP every level in addition to the usual stamina bonus. He really is a monster.

Apparently, he's more of a monster than I realized, as I forgot to add his luck modifier to "attack rolls with one specific kind of weapon."

It's not a hidden rule, but it is one that passed me by when I read the details of the warrior class.

As his reward earlier in the campaign was a non-magical mithril two handed sword (+ 1 hit, + 2 damage) he started out with a bit of a bite. He's also got + 1 hit and + 1 damage due to his strength score. I just never realized he could get yet another + 2 hit with his swords due to his luck,

Didn't make him miss any less ;)

I wonder what else I've overlooked while reading the DCC rules.

Still haven't managed to pull off a single Mighty Deeds of Arms. trust me, it's not for lack of trying...

Saturday, September 13, 2014

Most of Us Seem to Have a Default Class / Race When We Play - What is Yours?



Although I always offer to play whatever the party wants or needs, the truth is I have my comfort zone - I tend towards human or dwarf for the race (although I do enjoy playing the occasional halfling) and the class is usually cleric, fighter or a cleric / fighter multiclass (or just a cleric that considers himself a front line fighter - sometimes wisdom doesn't apply across the board.)

I always feel a little awkward playing a magic-user - too few choices at low levels, too many at higher ones. Thieves are okay, but I'd probably never play a straight up thief - multiclassed with magic-user or illusionist though, and that thief just became a stellar thief ;)

Which is strange, because in my early days of gaming, after I played my first fighter (and my first character Cyrus) I don't think I ever went back and played a straight up fighter. The gods themselves know I NEVER played a cleric back in those days. Paladin, ranger, magic-user and the occasional bard from Dragon #56. Sure, I DMed a lot more than I played, but when I did play, vanilla fighters or clerics were not on my list of what to play.

These days I have a 1st level DCC Warrior and a 1/1 Dwarven Fighter / Cleric in Swords & Wizardry Complete.

Maybe it's because my first character upon my return to gaming (and my embracing the OSR) was a Dwarven Cleric in Castles & Crusades in an online Fantasy Grounds 2 Campaign who happened to be the best combatant in the party.

Or maybe it's because I just happen to like dwarves...

Do you have a default class / race when you play?

Can there be "Too Much Tenkar?"



If all goes well, episode 2 of Tenkar & The Badger should get released on iTunes and such this weekend. Crossing fingers and other superstitious necessities. This is the +Harley Stroh episode that threw format and preplaned sections out the window. Yes, this is where +Jason Paul McCartan and I realized you could "sandbox" a podcast.  And there was great rejoicing.

Episode 3, the +Zach Glazar episode, should follow in about a week, assuming the stars align and no major shit happens. Best laid plans of mice and men and all that shit.

There should also be "something else" that may release on Monday. Similar yet different. I've said all I can say - I can say no more (unless someone gives me permission to say more.)

So, too much Tenkar?

Perhaps.

As I side note I'm nearly 1,000 unread emails in the hole. So, if you emailed me and I haven't responded, it's probably because I haven't read it. Sorry. Working to catch up as work becomes slightly more manageable on the side of "real life."




Friday, September 12, 2014

Kickstarter - Time of the Dying Stars: Book One (Small Niche Games)


+Pete Spahn is at it again. Yep, he's got another Kickstarter out, this time for fiction in the World of Amherth plus gaming material. Time of the Dying Stars: Book One stars a dwarf named Tenkar showcases a dwarf named Tenkar a dwarf named Tenkar makes an appearance in the story. Now, that in and of itself should sell this Kickstarter, but wait, there's more:

Yet another Spahn, +James Spahn of Barrel Rider Games, will be contributing Labyrinth Lord classes to the project. Two Spahns, not related except for love of the game.
Time of the Dying Stars: Book One is the first of three books set in the City of Dolmvay. It is a collection of interlinked short stories that follow the events leading up to an ancient prophecy. This novella provides insights into the city's politics, religions, and the lives of everyday citizens. It also features cameos of favorite NPCs such as Tenkar the Tavernkeep, Dyson the Cartographer, and others. Time of the Dying Stars: Book One is a must-have for OSR Game Masters running adventures in the City of Dolmvay.
The Kickstarter went up today with a modest goal of $500. as I type this it sits at $479 in less than 24 hrs, with a full month to go.

+Pete Spahn 's work speaks for itself. Grab the PWYW City of Dolmvay and see what Pete's previous Kickstarter has wrought :)

Gaming Future - "Uncle, I Want to be a Dragon!"

My not quite 4 year old niece was over on Tuesday and she decided she wanted to "see trains" about 20 minutes before 7pm, which gave me 20 minutes to walk to the pedestrian overpass, catch a rush hour train or two and get back in time for my scheduled Skype call with +Vincent Florio .

We caught two trains (and just missed a diesel) before I told the young lady we had to head back home.

"Why?"

"I have a phone call with a friend in a few minutes, and we need to go now."

"Whose your friend?"

"Vince"

"Where does Vince live?"

"Texas"

"Mommy has a friend that lives in Texas. Only one friend in each state. Vince needs to live in... Tennessee!"

"Heh. I'll let him know."

"Whatcha gonna talk to Vince about Uncle?"

"Well, we are going to talk about Dungeons & Dragons."

"What's Dumgems & Dragons?"

"It's a game where you play heroes, and the heroes explore the wilderness or the underground and they beat up monsters (I left out the -and take their stuff - part)"

"I wanna be a monster! I wanna be a dragon! Or a troll! Or a dinosaur! Or a alligator! Can I be a dragon, uncle?"

"Sure Pinky, You can be a dragon."

"Uncle, can you teach me about Dumgems & Dragons when I get older. 'Cause I'm only 3 now."

"Heh. Yes Pinky. I'll teach you about Dungeons & Dragons whenever you want. Remember uncle's dice, and your own dice? You use those dice in Dungeons & Dragons."

"I'm going to breath fire!" and she proceeded to puff her cheeks four times, blowing out air before taking a needed breath for the next puff.

She's not yet four, and already she has the gaming bug and an amazing imagination.

Something tells me she will be gaming sooner than later...

Thursday, September 11, 2014

Session Playtest - The Unmaking Campaign - Swords & Wizardry


I run Swords & Wizardry fairly regularly, but it is rare that I get to actually play in a session. Come to think of it, NTRPG Con was my first session of S&W as a player. Damn.

So, when +Jason Paul McCartan asked me to join the playtest of his forthcoming The Unmaking Campaign for S&W, I was all over it like a pig in mud.

The playtesters besides myself are +James Aulds , +Zach Glazar , +Nathaniel Hull and +joseph browning . Yep, you may recognize some of those names. Needless to say, Jason has his hands full ;)

I'm playing a Dwarven fighter / cleric. Actually, our party is well rounded with fighter and thief types and even a monk. No magic-user, which may be a problem down the line, or not.

I don't want to give too much away, as it is a playtest of an upcoming product, but there were some highlights - quotes even - that should be shared.

- "Religious Looting" - when the dwarven fighter / cleric entered the abandoned tavern and immediately started liberating the casks of ale BEFORE looking for signs of survivors (or the dead)

- "Man can live on ale, but feed a man just bread and he will die of thirst." - direct quote from above dwarven cleric when asked about his obsession with ale and his desire to feed town-folks with it before considering actual food.

- "Stay behind the halfling!" - when you think about it, that can never be a good situation

- "If you are going to die, die in front of a church." Yep. Been there and done did. Ouch!

I really need to sit down with Jason and decide how much of the story I can divulge. I don't want to give away any secrets but I do want to share some of the excellent scenario Jason has shown us thus far.

edit - I forgot the follow:  "He dropped like a Tenkar."




Idle Thoughts and Dulled Senses

Four pints and two shots. For some reason, this day get's harder, not easier, as time goes on. Good food and good company was had at the pub. My wife and son kept me good company, and my bartender John understood the meaning of the day.

I am behind in many things. OSR Superstar is awaiting the responses of the judges for the final round. I have not been hounding them, as work on my end has been hot and heavy. My daily posting has been cut in half from the usual numbers over the summer, and not just for lack of free time. I am mentally exhausted. I should prod them I think. PROD!

Emails have gone unread in some cases for weeks. Again, it's as much lack of time as it is lack of energy with what little time I have free. Retirement can not come soon enough.

As I told my wife over lunch, I don't drink on this day to forget what I saw, heard, and learned on 9-11-01. I drink to take the edge off the pain. To fuzz out some of the details. Forgetting even a moment of the day would be a crime, and I refuse to do so.

+Jason Paul McCartan is running a game tonight. I'm playing in it. Jason, you are so fucked ;)

Dedicated to Paul Benedetti - Lost 9-11-01 - Friend and Gamer


Today is 9-11.  13 years after 9-11-01.

If I had responded to the actual mobilization point I was supposed to arrive at, there might be nine more names to read of those that were lost that day. I was supposed to arrive at the foot of Tower 2, but never made it past the masses of folks near City Hall that were already fleeing the Towers.

I lost a good friend that day. I had 4 good friends that worked in and around the World Trade Center on 9-11-01. Three walked miles and miles to get home that day. One never made it home. All were from my core group of gaming buddies and best friends dating back to High School.

Paul, you are sorely missed. You were there when the towers were attacked in '93, and I remember hearing about the 70+ flights you had to walk down. The second time they were hit you never had that opportunity.

Roll those dice and roll them well. The rest of us will join you when our time comes, and we'll pick up where we left off.

Rest well.

Paul Benedetti, age 32 when taken too early.


Tuesday, September 9, 2014

Bundle of Holding - Ptolus and More (Monte Cook)


There is a campaign worth of material in Ptolus for those that want to spend a campaign exploring a city. Over 800 pages of city based campaign material. Damn!

I have the hardcover version of Ptolus, and it is good. I'll probably never run it as it, but that doesn't make it any less good. I really do need to mine it for it's bit's and pieces.

You also get the Player's Guide to Ptolus, The Banewarrens, Chaositech, The Night of Dissolution and two Campaign Journals. All for $19.95 when you grab the Ptolus Bundle of Holding

Beat the average and you get:

Books of Experimental Might I (retail $9) and II ($7)
Complete Book of Eldritch Might (retail $13):
Books of Hallowed Might I (retail $6) and II ($7)

Not sure if beating the average is needed for the OSR crew interested in Ptolus, but what you get in the basic package is pretty damn good.


First WotC 5e "Cease & Desist?"

Thanks to +Tony T for the heads up.


Link to the post at 5e Spellbook Generator

Here's the text in full:
Dear Fellow RPG fans, 
Thank you guys for supporting my work and spreading it out through the multiverse. I am glad it has gotten enough attention to have finally garnered a cease order from Wizards of the Coast. 
Unfortunately, I would not like to make any real legal trouble to myself, so I have taken down the spellbook generator as it is. I will be providing (give me a week or so) the code as open source, not including any database with the spell information. If at any time, the Wizards decides to release an OGL for 5e, I will be more than happy to bring this back online. 
I am really touched by how many people have sent me inquiries already about the spellbook generator. If you guys would like to continue to support the right and need for players to have tools such as this, feel free to email Wizards of the Coast and voice your concerns! As a DM and a player I wanted a tool in which to help my group out and together, a ton of you guys came and made that dream come true. As much as I understand why I was served a cease order, I am also saddened at the need for it. This generator did not help you play the game at all, it just made it so that you as a player could easily go through the beautiful content Wizards has provided. You still needed a PHB to play, so you've already given Wizards your money. 
Good luck to all you gamers out there. This will not be the last you have heard of the spellbook generator! For other resources, feel free to check the about page. Use them until Wizards takes them down too!

Proudly,
Philip Vuong 
*UPDATE* - Open source code available here. 
NOTE TO WIZARDS - I am only open sourcing the code that I have written and own. I will not be distributing any underlying database or datasource containing the spell information to populate the application.

How Magical Should a Setting Be?

I'm not asking if there should be magic in a setting. This is fantasy roleplaying, and magic items are the default there. Instrad, what I'm asking is "how much magic should there be/"

Obviously, this is a personal taste type of question, and the answer may change depending on the type of campaign one wants to run.

For me, it's whether or not you are going to embrace the idea of a "golf bag of magic swords." As a DM, you need to have an answer for that question before you kick off the campaign. As I am currently running Castle of the Mas Archamage with one of my two groups, the answer is simple. I (and my party) are embracing it. I might need to drop in a "golf bag of holding" while I'm at it, as the swords are accumulating for my party (although little else is - it may just be the paths they've chosen throughout the mega dungeon).

So, is magic "rare and magical" or "abundantly marvelous" or something in between in your campaigns?

Monday, September 8, 2014

How Balanced Should Encounters Be?

4e had a fairly precise formula on how to properly balance and design encounters. 0e had none. I suspect 5e will have some, but we won't see exactly what it is before the new DMG releases.

With all that being said, how important are balanced encounters? Is it more important to have balanced encounters with new players that are just getting their sea legs than for experienced gamers?

Does edition have much to do with balanced encounters? Would 4e break if adventure writers strayed from the formula?

If you favor unbalanced encounters, is the overall adventure balanced? This would be my preferred method of play FYI.

Do you as a DM / GM give hints to your players that they might be in over their heads?

Just a few not so random Monday morning questions...

Sunday, September 7, 2014

Guest Poster - Review - Adventures in the East Mark (Pat G)


(the following is presented by a GUEST POSTER)

A great many years ago, an old Welshman, told me in lilting Celtic tones of a mysterious game unlike any other he had seen before. A game a young lad such as myself might be interested in.  There was only one place to find it in the city - a shop in a rough area frequented by purveyors of illegal substances and women, and no doubt men, of easy virtue. The shop had a turreted front entrance, with an iron grate for a door. The hairy, bearded proprietors were known to be surly but would part with goods if plied with money.

If this sounds like the beginning of a quest, it was. The trip to that store marked my introduction to D&D and role playing in general.  The "old" Welshman was probably only in his early 40's and was in the same amateur theatre group as my parents. The store was indeed as described, the legendary Fandom II in its first location on Rideau street in Ottawa. The proprietors were more slightly grumpy hippy than  surely dwarf though.  A school friend and I started with the original box set, made a quick detour through basic and Red Box and settled into AD&D for all of high school.

A lot of game free years had passed when a few years ago, we started a family game of  3.5 with my daughters and a couple of friends. This was great fun but how the system had changed, multi-class, prestige classes,  feats, races beyond count and rolls for everything.  It was great fun but as campaigns do, it died a natural death.  I am mostly a historical miniatures player but that campaign left a hankering for some rpg. Pathfinder was more of the same as 3.5 and 4th ed - frankly I never liked superhero games. Bouncing around the gaming related parts of the internet exposed me to something called OSR - Old School Rules. Since I am now old and I like rules it seemed worth looking into. OSR lead to me finding an odd chap named Tenkar on G+ who runs some sort of on line tavern and a hangout that lead to a shiny PDF of Adventures in the East Mark landing on my hard drive.

So as someone coming back into RPGs after a long absence, what can I say about Adventures in the East Mark? Adventures in the East Mark is an English translation of the original Spanish Aventuras en la Marca Del Este. Developed by Pedro Gil and others as an updated version of the Red Box, it achieved such success in Spain that a kickstarter was setup to translate it into English. Initial impressions  i.e. the cover art, were nice - Red Box all over again - but 143 pages? Red Box was never that big was it? And then I "cracked the cover" or  in reality scrolled to pages 2 and 3 and saw the map of East Mark. Definitely echoes of Tolkien but also all those other fantasy realm posters of my youth, not too technical not overdone,  just wonderful.  This required an immediate scroll through the whole thing. East Mark is filled with page after page of artwork. There is everything from marginalia to full page spreads.   It captures the classical fantasy feel without being as "old skool" as the original monster manual cover.  This is a very, very pretty book.

So while pretty is nice, what's inside?  If you are familiar with the OGL (Open Games License) project, you will find no real surprises in the mechanics. Six attributes, 3d6 each giving simple bonuses.  Nine Character classes including Elf, Halfling and Dwarf all nods to the "race as class roots" of D&D give you plenty of scope to customize your character without burying him or her in minutia.  Levels are limited to 20, lower for the race-classes, with higher to be added in later boxes - just like the original.  This is not an issue for me because, I always preferred the low level campaigns.

The equipment section hearkens back to first edition roots with the trident being the most exotic of the weapons. Non-combat related items are extensive including numerous transport options. As with all sections of the book, the illustrations are simple but of very high quality.

The battle sequence is nicely laid out 10 minute turns broken into 60 - 10 second assaults making spell durations easy to remember. Combat is IGOUGO based on a party initiative roll though individual initiative is offered as an optional rule. Attacks are carried out using a D20 roll on a level vs AC matrix chart with modifiers for strength and weapon bonuses. Damage is by weapon type again with modifiers. Monster have a slightly different chart based on hit dice. There are a few modifiers for light level and changing weapons and the much vaunted two weapon combat is dealt with in one simple sentence. Criticals are relegated to an optional rule. Miniatures and grids are mentioned but again are optional.  Missile combat is exactly the same as close combat but with a few appropriate extras like aimed shots.  Very straight forward. Oddly for such a simple system, mounted combat, aerial combat and underwater combat all get a few lines.

Healing is also very straight forward; 1d4 per day of full rest, no surges, no non-magical shortcuts. Saving throws for various attacks are by class and level which results in 9 separate if small tables. This is a little out of keeping with the simplicity of the rest of the rules but then the players need only consult the table for their character class. At the end of the combat rules is a section on maritime travel and combat which I suspect is due to the nature of the East Mark world.

Moving on to magic. As expected, Magic users spells have to be memorized and once they are cast they're gone until you can sit down for a bit with your grimoire. Clerics get to pick and choose, drawing on divine power as needed.  Elves get spells as magic users up to 10th level and Paladins act as mini-clerics. The spells list are extensive and are laid out by class and level for easy access. They cover the usual range of harming, healing and informational spells. There is enough variety in the lists to allow players to customize their character without the need for specific sub-classes like healer or elementalist.

The Adventures and Misadventures section gives some basic information on organizing your party and adventuring in the outdoors or under it. Strangely, how to deal with traps is found here rather than with the rest of the thief class information. There is a very useful section on hirelings, were to find them, what they come equipped with and how much their starting salary is (by race no less). A useful tidbit  for any system.

Moving onto loot, the Magical Objects and Treasures section  shows  how much loot to give out by hit die of foe defeated and duplicates the monetary exchange table found in the equipment section. Non-coin based treasure is covered in a useful level of detail. Magical items range from simple +1 and buff items through scrolls and potions and onto a few Wondrous Objects. Not a large section, it is geared toward giving the narrator the ideas and information to customize objects to a specific campaign.

Monsters - remember how I mentioned this is a very pretty book? The monsters are especially so. Most creatures in this section have an accompanying illustration with only the slimes, jellies and fungoids  left to the reader's imagination. The style varies from the cartoonish Gibbering Gobber to a Gnoll worthy of display in a gallery and that's all on one page.  What is never lacking in the art is the old school feel.  In terms of the monsters themselves, all the classics are here from Ankheg to Zombie with a few East Mark specific monsters for seasoning. There are also some guidelines for customizing and creating monsters.

With the foundations out of the way, the book moves onto describing The East Mark proper. Over a handful of pages the reader is given a little of the history and geography of the East Mark without giving so much away that the narrator is confined by it. If you will, the history is a frame to support the beautiful maps mentioned earlier rather than a box to confine the narrator.

Rounding out the book are two adventures suitable for starting characters. They can be played in order or as standalone adventures. They should give starting players a taste of what to expect and a chance to learn the rules and exercise their skills. Finally there is a list of the backers who supported the translation. They all deserve thanks for spreading East Mark to the English speaking world. Oh and more beautiful maps at the very end.

I would like to mention a comment I have seen in other reviews of East Mark, and that is concerns about the use of the metric system in this game.  Having grown up with proper British Imperial measurement and moved on to metres and litres, all I can say is a metre is close enough to a yard so get over it. Five foot step or 1 metre (3 foot)  shuffle, it really doesn't matter as long as you are consistent.

This is where I was going to write a bit about why an old timer or newcomer should pickup Adventures in the East Mark. Having gotten this far, I discovered that what is commonly called "1st ed" by some parts of the OSR community refers to first edition Advanced D&D and not the original D&D three book white box I started with. So I went off to take a look at that paragon of  "1st ed" rules reborn - Osric.  Osric is very much like the AD&D I remember and then some. It is a great set of rules in its own right.  But Adventures in the East Mark offers something else: intimacy. In East Mark, the rules cover the basics and little more. In AD&D and its descendants including Osric, there is a rule for almost everything and the GM is there to enforce the rules. If you want to do something different you have to talk to the narrator and work it out together. As a grey bearded grognard more concerned with playing than winning, this is what I like so much about East Mark. Rather than putting the GM and players on opposing sides of the table, Adventures in the East Mark lets the GM say "Hey, let's go explore this world I made".

Highly Recommended

Pat Gilliland http://irregularwarbandfast.blogspot.com/

(there is also a PWYW quickstart of The Adventures in the East Mark which you can get at the link)

An Indiegogo That Won't Liftoff - Traveller LIFTOFF RPG



I really enjoyed the heck out of Traveller back in it's early days. I started with the black box Starter Set and was soon anding booklets for all of the professions, adventures and more. My experience with Mongoose Traveller is limited, but it seems that for the most part, it stays true to the eraliest edition of Traveller.

When I stumbled across the Traveller LIFTOFF RPG site a few months ago, I was pretty excited that the German licensee of Traveller wanted to put out an accessible Starter Box for Mongoose Traveller. I figured if it ever came out, I'd be on it like a pig in mud.

Color me surprised when I saw there was an Traveller LIFTOFF Indiegogo project for said Starter Box. Fixed funding too, so if they don't reach their goal, they don't get your money. The way it should be.

Color me extremely disappointed when the mentioned goal was 100,000 euros (today that converts to $130,000 US). For Traveller. Seriously, it's a fine game but the following just isn't there. After a week they've raised less than 2,400 euros. With just over 3 weeks left to go, they'll be lucky to hit 10,000 euros. So yes, this project is not going to happen - at least not at this point in the game.

If this were to succeed, the boxed set would start at $65 US. Which seems like a lot for a game where you can get the digest sized rules for $20. There really doesn't seem to be enough added value in the box and certainly not enough to raise $130,000 to get this off the ground.
What happens if LIFTOFF doesn’t get funded? 
We do want to share our dream of introducing new and young players to Traveller, but at the same time we have to be realistic. So what happens, if we don’t reach our funding goal? Indiegogo will automatically return your investment. Of course it also means there won’t be a LIFTOFF box. 
However, we will keep the Players’ Handbook and the Referee’s Handbook as plain text documents available for download at 13Mann’s website. No further changes will be made to the documents though and there won’t be any illustrations or deckplans available.
If nothing else, the rules are free. Here's the link to the rules of the Traveller Boxed Set that will not happen.

Saturday, September 6, 2014

Kickstarter - Quests of Doom - Swords & Wizardry Modules (Frog God Games)


Hot off the heels of their successful 5e Kickstarter, Frog God Games is porting the Quests of Doom over to Swords & Wizardry (Pathfinder too, but that really, if you read The Tavern, odds are good that your aren't a regular Pathfinder player).

So, what do you get with Quests of Doom?

18 Adventures in total, themed and written by as follows:

(3) Demons & Devils - Bill Webb and Clark Peterson
(3) Vampires & Liches - Casey Christofferson and Bill Webb
(1) Lycanthropes - Steve Winter
(1) Elementals - Michael Curtis
(1) Lycanthropes & Elementals - Skip Williams
(1) Men - Jim Ward
(1) Monstrosities - Matt Finch
(1) Men & Monstrosities - Casey Christofferson
(1) Giants - Michael Curtis
(1) Dragons - Jim Ward
(1) Giants & Dragons - Ed Greenwood
(1) Bugs - Bill Webb
(1) Blobs - Jim Collura
(1) Bugs & Blobs - Matt Finch + Bill Webb

Very nice assortment of authors.

$55 for the print and PDF shipped to the states is a fair price. And it will all be integrated into the Lost Lands setting

Wherein the Party Gets Damaged by Pink



Last night was the "B-Team's" more or less monthly delve into the Castle of the Mad Archmage using my houseruled version of Swords & Wizardry Complete. We play it for shits and giggles. My group has no intention of moving on to another dungeon or location. The group has faith that their DM (myself) isn't looking to unjustly hose them, and in return I often pull back the curtains a bit after an encounter or a room has been successfully conquered or bypassed. I'm also fast and loose with the expo, as we only get together once a month. I feel a bit like the Wizard of Oz ;)

CotMA can be played straight or slightly gonzo. I try to run it slightly gonzo while keeping a straight face. Not always easy, but I think it adds to the experience for all of us. Besides, all mega dungeons have gonzo to them - it's just a matter of how much. Even Rappan Athuk had the magical slot machine...

One thing that stood out to me (and was missed in +Douglas Cole 's Gaming Ballistic session write up which shouldn't be missed) was when the party took "pink damage" - no save allowed. Ouch! I wonder if that was an easter egg critique of her music. Heh

We really are having a blast with CotMA.






Friday, September 5, 2014

When Exceptional Strength Was the Rule, Not the Exception


Back in the early 80's, it became readily apparent to us - and by "us", I mean my gaming groups both in NYC and the Poconos, that fighter types "needed" exceptional strength or they were no better than a cleric without spells.

Sure, I know differently now, but in looking back there were many things in AD&D that encouraged min-maxing. All of which made the game less about the players and the roleplay and more about the characters and the rollplay. It was like Spinal Tap and "this one goes to Eleven". And we had no idea.

Myself and most of my gaming circles at the time cut our teeth on AD&D. Basic D&D was a child's game to us (we were after all, teens, and it was important to play an "adult" version of Dungeons & Dragons.

Unearthed Arcana came along with weapon specialization and barbarians with a d12 HD and doubled bonuses for Dex and Con and we almost saw the issues. Almost. We quickly banned cavaliers and barbarians (and no one wanted to play a thief-acrobat, so it was a non-issue) but the new spells, new character generation, weapons specialization and the like? We kept it all. It fed our teen desire to be even more better. More super.

Now I look at 5e, and in many ways it makes me think of 1e. It's certainly closer than 3e or 4e are to that venerable edition to the rules. Except now, with 5e, stats matter less and all characters are damn near super.

Which is why my OSR clone of choice emulates pre-1e. I want exceptional players more than exceptional characters these days...

(not that exceptional players CAN'T have exceptional players - it is not mutually exclusive - I just want to emphasize player skill over character abilities in my old age)

 

Thursday, September 4, 2014

Are You Experienced? Methods of Awarding Expo in the OSR

+Vincent Florio and I were bouncing some observations of awarding experience points back and forth throughout the day today. Although there are definite rules that cover awarding expo in the various editions of D&D and it's clones, it seems to be one of the things that is most often houseruled.

Some folks keep the gold recovered for expo - some don't, or they tweak the way it's awarded.

Some award expo for cool acts, or doing something in character, or great roleplay, or achieving goals and the like.

Some go the 2e way, and award expo for actions that are class related.

Yes to expo for magic items found and kept or no?

Tweaks depending on the frequency of the group gaming - more often, smaller rewards, less often, greater rewards.

How do you award expo? Do you go by the book or do you have your own houserules? If you go by the book, which edition or clone's rules do you follow? Is it the same as the edition you are actually running?

Inquiring minds want to know ;)

More Judges Guild - The Original, Revised & Expanded Tegel Manor



Another of my recent eBay acquisitions. Technically, it's a Gamescience product and not Judges Guild, but this is the reprint that Gamescience did for the 89 (or was it 90) Origins Convention. Only 100 copies were printed, and this copy is in mint condition.

One huge advantage of the Gamescience version of Tegal Manor is that it is not printed on newsprint.

I also grabbed some inexpensive Judges Guild D&D and AD&D adventures. When I pick up the DM reigns for the weekly group again (I'm enjoying my current turn in the player's seat) I'm torn between running Lost City of Barakus and a series of Judges Guild adventures from back in the day.

Ah well, plenty of time to figure all that out ;)

Wednesday, September 3, 2014

Apparently The Tavern is the OSR Equivalent of Rush Limbaugh...


Interesting comment from the Ten RPG Blogs Everyone Should be Reading thread on ENWorld from this weekend. Although I do rant (and give rant warnings prior to the worst of my rantings) it far from the majority of the content on this end. Heck, it isn't even a significant minority, unless one includes my Kickstarter posts as rants. Damn, maybe he's upset by my Gor RPG project post. Or the magazine that's not a magazine (although I do agree with Venger, calling it Draconic regularly-updated-post-hub-willing-to-share-profits wouldn't have had the same ring to it ;)

Ah well, to each their own. trancejeremy, we hardly knew ya...

I'm still gassed that The Tavern was included in a top ten list, which is very cool. We're up there with very esteemed company. Check the list yourself - they're all - Tavern included - excellent gaming blogs.

Damn, I guess this podcasting schtick I'm doing on the side really does make it like talk radio.

Tuesday, September 2, 2014

Far West - So Close, yet So Far - Missing Deadlines Since December 2011 (Wayward Kickstarter)

Far West. Far from Done. These are the voyages of the RPG Far West. It's bold, daring mission. To miss more self imposed deadlines than any other Kickstarter. DaDaaaDaDaDaDaDaaaaaDa!

Lets see, what has happened in the gestation span of Far West:

- consistently missed deadlines dating back to December, 2011. Then November 2013. January 2014. Most recent missed deadlines to release the PDF: June 2014, July 2014, August 2014. I know I missed at least a half dozen in between. Always the release is just over the horizon.

- Cubicle 7 was brought in to distribute the print version in June of 2013. In mid October 2013 we were promised actual copies being printed. As of September 2, 2014, Cubicle 7 cut their losses.

Now for the quote of quotes, the definition of a messed up Kickstarter:


At worst, I figure I am no more than a week to 10 days behind schedule. That must be that new math shit they teach in college these days. At worst, assuming the promised December 2011 delivery, I'm seeing 138 weeks behind schedule. At best, given the promises from last October, about 39 weeks.

It's comical. Hell, it could be made into a drinking game. At this point, I'd take nearly ANY game, as I've lost all hope that Far West will be any more coherent or complete upon any possible future publication. Because as Annie says, tomorrow is always a day away. Far West is coming tomorrow...


Monday, September 1, 2014

We Just Finished Recording Episode 2 of the Tenkar & The Badger Podcast with Harley Stroh - Holy Sh!t

About an hour ago we ( +Jason Paul McCartan and myself) just finished recording the latest episode of the Tenkar & The Badger with +Harley Stroh .

Holy shit doesn't come close to covering it.

We stayed on topic and totally off any format we had intended to stay upon. Basically, it was a sandboxed podcast.

Personally, I can't thank +Harley Stroh enough for joining us tonight and yes, we will definitely have him back.

I'm still drinking some black & tans to bring myself down to a comfortable state after the highs we legally hit with Harley ;)

Sunday, August 31, 2014

Leaving Off the "R" in OSR

Sometimes I think we as a hobby are too big on labels, especially the labels we put on ourselves and the corner of the hobby we love.

I thought we were going to have a Donnybrook yesterday on a G+ thread related to the first episode of the Tenkar & The Badger podcast, simply because a listener went off on a tirade that none of the definitions of the OSR put forward in the episode was right - we were all wrong and only he had the proper definition of the High Orthodox Church of the OSR. Which just went and proved a point - it is a fucking nebulous thing to define as we all bring our own gaming baggage into the pew with us.

OSR

Old School... Revolution... Revival... Resurrection... Regurgitation... Retread...

Maybe the "R" should be for Resolution. The resolution to keep Old School gaming alive, whether it be D&D, T&T, RQ, RM, MERPS, WFRP, Traveller, Bunnies & Burrows, Empire of the Petal Throne, Champions, GURPS, FASRIP or whatever your old school game of choice is.

In the grand scheme of things, our hobby is a small one. We should be embracing our commonalities, not excluding those that may have cut their gaming teeth on a system that came out a year or two after a white box (or more accurately, wood grained box) that very few of us actually had a chance to play with back in the day.

That my resolution.

Well, that and keeping the extra crotchety grognards off my lawn ;)

Audio From the Hangout with David Wilson Brown / eXtra-Dimensional Publishing is Live on iTunes


While episode 2 should be posted by the end of the week, +Jason Paul McCartan has uploaded the audio from the interview with +David Wilson Brown that we conducted earlier this month via an On Live Hangout on G+.

Now you can listen without the need to look at my goofy headphones ;)

We present to you Tenkar & The Badger, Special Episode #1

Roll For Initiative Podcast - What To Expect When Playing RPGs in Different Settings - Your Bartender is a Guest Host ;)


Earlier today I sat down at the virtual gaming table to discuss the differences in play and expectations between conventions, organized play, home gaming and G+ gaming with +Vincent Florio and +Glen Hallstrom.

May we present for your listening pleasure Roll For Initiative Podcast Vol 3 Mini Issue 1.

I had a great time. Hopefully the three of us can get together and do this again sometime in the future ;)




Looking at Some of the Differences Between Convention, Organized and Home Play of RPGs

+Vincent Florio and I have had some recent discussions about the differences between Convention, Organized and Home play of RPGs and we will probably be discussing it more today.

As I see it, some of the basic differences are as follows (this is by far not a complete list):

Convention Play - in convention gaming, the adventure itself is what the players are invested in, not so much their characters (which are general pregens - there are exceptions to this, such as the Mythus Tower sessions run by +Matt Finch and +Bill Webb at NTRPG Con). In a convention set up, the classic Tomb of Horrors or +James Raggi 's fairly recent The Monolith Beyond Space and Time work much better than in a home environment (and would never be part of organized play). If a convention adventure results in a total party kill, it doesn't kill a campaign. Houserules are rare and always announced prior to the session.

Organized Play - in organized gaming, groups across the world are playing through the same series of adventures. There will be no house rules, because it is designed so that players could theoretically move from one group to another with ease. Adventures generally have a rigid structure to ensure similar play across different groups. Adventures begin and end in a self contained manner, and the links between adventures are pretty much on rails - there is little if any opportunity to "sandbox" in organized play, and sandboxing would make similar play between groups running the same series of adventures near impossible.

Home Play - home play is probably the most traditional sort of play for most player. It is also the hardest of the three to apply a general definition to, as some groups run sandboxes, some run linked adventures (muck like organized play), some run episodic campaigns (where adventures or adventure arcs have little connection to each other.) Character development plays a large part of home play (and to a lesser extent organized play.)

The above is certainly not complete. There can be some bleed over between the three basic types of play and I'm sure I left of a crap ton of wiggly bits that would make the above definition less well defined.

I'd love some thoughts and input on the above.


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