RPGNow

Saturday, October 11, 2014

Kickstarter - Dragonwars of Trayth - Tabletop RPG (Pathfinder / OSRIC) - Revised with new Pics and Awesome Legal Threat!


It is hard to review a Kickstarter based on initial impressions, but we all do it. Kickstarters succeed or fail based upon their hook, and Dragonwars of Trayth - Tabletop RPG is no exception.

The latest hook is available here, at http://www.dragonwarsoftrayth.com/gauntlet%20osric.pdf

It's a single encounter of a larger adventure. There is some kind of
contest where, if you run the encounter with your gaming group and submit a video recording, you would be entered to win the first six adventures in the series in print. That is, assuming the Kickstarter even succeeds, which is far from a given at this point. You have until the 17th of October to submit your entry.

If this encounter is the best example they have to show, it's a very sad thing. Sure, its a death trap, but not a very exciting one. The way it is set up pretty much requires the use of a battle map. Now, not that I have ever played Lazer Tag, but it was pointed out to me that the map is very reminiscent of a Lazer Tag Arena.

The maps, by the way, are reminiscent of old MS-DOS RPG games and the maps and graphics you would encounter. This isnt a good thing. I can't sample how bad the world maps look, as they are only shown in the video, but you can see a sample of a dungeon map below (yes, this is a matter of taste - some may love the retroDOS look of the maps - I see it as an eyesore, especially when compared to the amount and relative quality of the art.)


Oh, before I forget - needless add ons. T-shirts, lanyards, water bottles, mugs - even messenger bags.
These have fucked up far more Kickstarter projects than they have ever helped. Not a good sign that they are so prominent.

I should also point out that, at least as far as I can tell, Dragonwars of Trayth - Tabletop RPG is NOT an actual RPG, but a setting and series of adventures. It is not a self contained ruleset and you'll need either Pathfinder or OSRIC (or some other OSR / D&D clone ruleset) to use it.



edit: I've been blogging for over 5 years and NO ONE even threatened me with a lawsuit (although a few might have offered to meet me in a dark alley.)

here it is folks - the first, the only, threatening to sue you for things I can't but fuck it, let me send it as a private message on G+ anyway:

well, I've saved this little ditty too :)

Friday, October 10, 2014

Jim Gives us the Brain Dead Undead Dwarf


Did I mention that I really love +Jim Magnusson 's work? It was really good when I first found Jim's stuff, but recently he's been hitting the ball out of the park. It looks like there's an undead dwarf in The Tavern's cellar!

You can grab Jim's blog at Aenglum and sample other pieces of his art.

And if you want to go the extra step, you can support his Paetron project!


Thursday, October 9, 2014

Looking for the Definitive "OSR" Definition? Old Shit Rules!

It seems like today is the day to define what "OSR" truly means.

Who am I to fail to play the latest round of the game?

OSR - Old Shit Rules!

If it it looks like, feels like, plays like and smells like old shit, it's OSR.

"Shit" in this context is defined as: When something is really cool, awesome, or in someways really interesting.

Sure, you could go here or here for other definitions of the day, but by tomorrow, they'll be obsolete. Old shit will always rule ;)


Do You Use Local Superstitions in Your Campaigns?

For the Halloween episode of The Brainstorm Podcast, the plan is to cover the topic of
"Superstitions" in campaign use. This means we are probably recording this episode next Tuesday night.

Now, I could rack my brain thinking up a handful of superstitions that would be handy to drop in game, but I figure it's more fun to have my readers help. So, hear's what I'm going to do with you:

- Add a superstition or three to the comment section below this blog post before midnight, Saturday, October 11th, 2014

- Listen to the Halloween episode of The Brainstorm Podcast soon after it goes live to the masses. If you hear your submitted superstition mentioned AND are one of the first two to comment that you heard your superstition mentioned (comment on this same here post) on the podcast, I'll send a $10 RPGNow gift certificate your way.

Pretty simple, right?

In any case, I'll put all submitted superstitions into a numbered table for random superstition generation (to be posted both here on the blog and downloadable at the Brainstorm Podcast website) and will also suggest it as a source of inspiration for the Tenkar's Landing Crowdsourced Sandbox Project

Those That Came Before - Previous Civilizations on Tenkar's Landing



The island referred to as "Tenkar's Landing", named for it's main commerce and shipping center, was colonized about 200 years ago by the unnamed (and now fallen) empire to the north. There were few indigenous humans, demihumans or humanoids on the island at the time of colonization, and those that were there hadn't established any types of civilization larger than the occasional hamlet or forts built by adventuring types.

There were, however, civilizations that had existed hundreds of years prior.

The first of these was more advanced than the current technology level - think renaissance or possibly even steam punk. They used constructs to dig deep underground and occasionally built above ground, and the remains of the above ground towers and such can be seen in The Ruins of Azagath. What brought an end to them is unknown, but Azagath is a cursed place with craters, leaning towers and mutated creatures roaming the ruins.

The second race would be very similar to Picts, a tribe that came from the far west. They settled the island, mostly avoiding the north, and their burial cairns dot the island. Some conceal the entrance to a single chamber, others are many rooms and many levels deep. Only a handful have been fully explored and many of these cairns are rumored to be trapped or cursed. In some places, the stones no longer mark the entrance to the burial chambers below.

(that should be a decent enough background seed for others to work off of)

Wednesday, October 8, 2014

"Tenkar's Landing Crowdsourced Sandbox Project" G+ Community Goes Live (ish)!



I've had a few requests to open up the G+ Community for the Tenkar's Landing Crowdsourced Sandbox Project for those that can't wait for the weekend when I hope to have all my ducks in a row.

So, it's open. Use the link above and ask to join. I'll approve you as quickly as I can.

For now we are going to use Swords & Wizardry as the base ruleset, if for no other reason than it uses both ascending and descending AC in it's stat block which gives us basic compatibility with all of the core clones. Whitebox, Core or Complete - use what you want. That being said, the less crunch used, the better. This is, of course, subject to change at the will of the community.

I'll need to work on the other core deity, quick write up of the native population, 30 second history and a bit more on the Town of Tenkar's Landing itself. Then the true creativity, that of the community, begins.

Oh, and start assigning hexes. That won't happen until this weekend. (those that made requests in mid September will have until the 15th of October to confirm)

Of Gods and Men - Religion in "Tenkar's Landing" - Part 1


I'm thinking of using two established churches in the setting of Tenkar's Landing (and of course there are other religions in Tenkar's Landing, just not established.)

Probably the most influential, especially on the north side of the island, will be the Church of Bazadan, "The Just One". Initially brought to the island when it was a colony of "The Empire", it is now a separate church with it's own hierarchy from that of it's "parent" church. In the remains of the empire, the Church of Bazadan is referred to as "The Hand of Justice."

Clergy are known as "The Just Ones" or "The Hands", mostly by the average peasant and town folk, and nothing is quite as exciting as watching a "Hand" disembark from a merchant ship in Tenkar's Landing coming to blows with the local "Just Ones." "Hands" and "Just Ones" see the other as heretics.

The "Just Ones" are invariably armed with long sword and shield, and their shields are usually painted with a fist holding a sword upright. The "Hands" usually wield maces, but have been known to wield other weapons that have been bloodied in previous battle but now deceased heroes of the faith.

On the island and in the remains of the empire, Bazadan is worshiped, or at least prayed to on occasion, by members of the military, mercenaries, town guard and watch and the nobility. His name is invoked prior to any trial to ensure that justice is the final result.

From a rule perspective, "Just Ones" are required to wield long swords. They also find it difficult to lie, preferring silence to intentional deception.

Next up will be a nature god of sorts...




Tim Shorts Wants You to Show Your Maps - Why Aren't You?



+Tim Shorts , he of Gothridge Manor (All Hail his Lord and Master!) has put out a call to the mappers of our blogosphere:
Hear ye! 
Hear ye! 
Will all the map makers of the realm gather round.  Sheath your quills, we will not have another ink fight like last time. 
+Dyson Logos  please refrain from crosshatching +Simon Forster 's forehead.  And that Jackson fellow, +matt jackson +matt jackson drawing contour lines on the Most Wanted posters while amusing it is illegal.

Where was I?  To all maps makers out there, if you would, please share your most favoritous map.  It may be difficult, but chose only one and show the world.
+MonkeyBlood Design  ,  you can stop drawing fill in dirt in the dirt.  It's dirt.  

Please pass this along and see if we can get back to yapping about the important things in gaming and in life.  Fluffy trees or bare trees.  Contour lines or boobie hills.  Filled in squares or detailed roofs.  
+Michael Prescott  yes, that does look like its a 3D map of a horse and yes it is ironic you drew it on a horse. 
If you think you suck at maps, share one anyway.  The only way you can suck is if you don't share.
Shit. I may have to dig out one of my own. It will suck. Guaranteed ;)

Tuesday, October 7, 2014

The Brainstorm Podcast Episode 7 - Fleshing Out the "Big Bad"



Yesterday episode #7 of the Brainstorm Podcast hit the interwebs, and there was much rejoicing.

I must say, I think with each episode +Vincent Florio , +Glen Hallstrom and myself are hitting higher and higher notes. Maybe not in quality of content (that's for you to judge) but in the interpersonal chemistry department. Episode #7, Fleshing Out the Big Bad was simply a blast to record. We're having fun recording the podcasts, and I suspect you'll enjoy listening to them.

We recorded two more episodes tonight, one designing deities and one about reskinning monsters. they'll be out in a few weeks. At least one of my blog readers was mentioned and quoted during the recording of the second episode tonight.

I've been talking with the others about some cross promotions between The Tavern and The Brainstorm. The deities episode has an open call / challenge to the listeners, and when it releases, I'll be supporting it with a giveaway here at The Tavern. Expect more cross promotions / giveaways as we get further along.

Good times!

Hawk & Moor - Initial Impressions (D&D History)

I'm not far enough into Hawk & Moor to give a review (10% into the Trilogy according to the Kindle app), but I can give me initial impressions.

- It's approachable and an easy read. In some ways, it reminds me like a Time-Life book, but with abundant footnotes.

- The author admits to connecting the dots and filling in gaps. Not necessarily in a bad way, but with sometimes conflicting source material there are times one needs to make a best guess. There are a number of direct quotes, which is very helpful.

- It succeeds at "paining a picture", as I find myself visualizing certain scenes in my head.

Is it as true to it's source material as Playing at the World? I don't, but Hawk & Moor seems to give more opinions or rather, interpretations, whereas Playing at the World is a drier read with an impartial author's voice.

In any case, I'm thoroughly enjoying Hawk & Moor. At this rate, I'll probably have a review ready (and the trilogy finished) in another week to ten days.

How Do You Know When Your Campaign is Over?

Sometimes as DMs we plot out the direction of our campaigns. Players being players, if you give them any sort of freedom it is doubtful they will follow the path of least resistance.

How do you know when your campaign is over?

Player apathy? DM apathy? Player goals reached? Just feels like it? The itch for something new?

I will freely admit as a DM I probably have about 6 months before the next great campaign idea hits me - usually for my players, the desire for change lags behind my own.

When is the right time to bring your campaign to an end, and is it necessary to have everything tied up neat in a bow, or can it end like the second book in a trilogy, with more stories to be told, but in this case no one to tell them?


Monday, October 6, 2014

Roll20 Usage Report for the 3rd Quarter of 2014 - We're #20!

First, I need to point out that only 15k players of the 600k registered users of Roll20 participated in this survey. I know myself and my group didn't participate, but then again, none of us follow the Roll20 forums with any regularity.

I suspect FATE will see a bump in the next survey due to it's ENnies, as will the OSR (as I'll ensure my groups and readers of The Tavern that use Roll20) have their votes counted.

In any case, even getting 15k responses from players (and 25k for games - meaning GMs I suspect) is still pretty impressive. 4.1% of games run on Roll20 identify as AD&D, OD&D or OSR. Nearly 27% identify as Pathfinder, 3.5 at nearly 18% (so 45% are effectively playing 3x), 4e is around 11% and the new baby in the D&D era of games, D&D 5e comes in at a hair over 12%.

Over 70% (give or take, as more than one choice could have been chosen) of the games being run on Roll20 are D&D in heritage. Interesting numbers.




Do You Re-Skin Monsters in Your Campaigns?

You know the feeling. Orcs, goblins, ghouls and the rest of the Monster Manual - they are all known by the players the moment you start to describe them. Heck, you probably can't finish the ghoul description before the cleric in the party yells out "I turn them!"

In one of the episodes of The Brainstorm Podcast that we are recording tomorrow night, +Vincent Florio , +Glen Hallstrom and myself are going to be discussing "re-skinning" monsters in a campaign - methods to keep your players guessing. Sometimes it's as simple as making the ghouls cursed instead of undead - watch the surprise on your players' faces when the swarm of ghouls ignores that guaranteed "Turned" result ;)

Here's you chance to get your ideas mentioned on the podcast. Do you re-skin monsters in your campaigns and do you have any special methods or techniques for doing so?

How Important are The Gods in your Campaigns?

I remember the games I ran back in the early 80's - low on details, high on dungeons. Cleric's worshiped some unnamed force until I bought the Greyhawk folio, and even then it just was a name filling a caption on the character sheet.

After seeing the detail given in Dragon Magazine to the racial and Greyhawk deities, I tried my hand at designing my own deities (notice I don't mention Deities & Demigods, as it always seemed more like a high level monster book it my eyes.) Although I want to say they were well designed, I can't find the notebook that contained them, and I suspect they were pretty crappy. Still, I used them in my own home grown campaigns, which always seemed to take up more time preparing the background for than was ever used in game.

Now, I've swung back the other way, where deity details are glossed over in my campaigns. One of the nice things about the limited sandbox of Tenkar's Landing is I can probably get away with detailing just 2 or 3 deities to begin with without worrying about whole pantheons.

How important are deities in the campaigns you run and / or play in?


Sunday, October 5, 2014

And Now a Different Version of the "Tenkar's Landing" Area Map

I had totally forgotten that +Michael Garcia had this map done for an uncompleted project we had been working on. The artist goes by the name "Diamond". Literally, that is all we know besides his statement "I release it to the public domain."

I guess this was the first donation to the crowdsourced project ;)

So, we have two versions of the map to work from.

I still need to settle on a scale...



Latest on "Tenkar's Landing" Crowdsourced Sandbox Project



My goal is to open up the "Tenkar's Landing" Crowdsourced Sandbox Project next weekend to those that wish to participate. I know some folks have already stated an interest in certain hexes, and my plan is to grant the wishes of those that have shown such an interest in advance.

The idea is that the island that the project takes place on can be dropped into most campaign settings with little issues, so I'm avoiding things like pantheons and I am describing the off map areas as declining empires / smaller kingdoms to explain why the island is "mostly" left along by outside political forces.

No, I haven't named the island, but that's okay, as I suspect it will be known under a few names in any case.

There will be a G+ Community for the project for those that want to participate in it and share ideas. You do not have to participate in the community to participate in the project - it will be there for those that want it, nothing more or less.

At this point I'm trying to decide if we should go systemless or use one of the OSR Rulesets as a base. Heh, maybe that should be a discussion for the G+ Community when it goes live ;)


Checking Out "Hawk & Moor" (D&D History)

I have my BA in History (which I am sure uniquely qualified me for my career in law enforcement) and I love reading up on the history of RPGs in general and Dungeons & Dragons in particular. We are talking the history of my hobby, and finding out new bits and pieces I hadn't know prior is like opening a Christmas present early on Christmas morning when you are 8 years old. Simply magic.

Regretfully, Jon Peterson's Playing at the World is a bit to scholarly for me to read with any consistency. I always return to it, but I've been doing that for 6 months and I'm not even halfway thru it. His appearances on the Save or Die Podcast are some of their best episodes, but I can only digest Jon's writing in small doses.

Designer's & Dragons was a very informative and entertaining read the first time thru, and I'm thoroughly enjoying the expanded, four volume set that is being released on Kickstarter. I'm currently plowing my way through the second volume of that series on my Kindle app.

Last night I found Hawk & Moor on Amazon in the Kindle store. I'm not even sure how I found the series. Probably during my search for RPGs that Amazon sells at a discount with Prime shipping. In any case, I found Hawk & Moor, obviously a play on "Greyhawk" and "Blackmoor".

THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design. Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced. Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination.  
HAWK & MOOR tells the story of Dave and Gary, and the many other people whose efforts gave first life to the game we know and love today. Arneson had spectacular ideas, but Gygax knew how to refine them. Collaboration soon turned to conflict as Arneson believed his game was being taken from him, and Gygax crystallized systems where incomprehensible riddles had stood before. Both men were creative geniuses, but the game they created from Gygax’s Chainmail (1971) was the end result not only of their teamwork, but also of their clashes and disagreements.  
The HAWK & MOOR series chronicles that first legendary game to arise from the Golden Age of Fantasy Role-Playing. This is a special trilogy edition, featuring the full texts of Books One, Two and Three in a single comprehensive volume.  
The tale begins with HAWK & MOOR Book One, The Dragon Rises. Herein you will find Gary’s life story, the history of Gen Con and the Castle & Crusade Society, and details concerning the conception of Castle Greyhawk. This first book also includes new revelations pertaining to Arneson’s Blackmoor and its influences; tales from the Blackmoor Dungeons and Loch Gloomen; details on Gary’s first dungeon adventure; an exploration of the links between H. P. Lovecraft, Robert E. Howard, and the earliest underworld adventures; the secrets of the asylum which inspired Castle Greyhawk; and much more.  
HAWK & MOOR Book Two: The Dungeons Deep tells the tale of all that came after Blackmoor in the World of Greyhawk. Herein you will find the adventures of Robilar, Tenser, Terik, Murlynd, Lessnard, Quij, Otto, and Zagyg the Mad himself. Mysteries such as the Old Guard Kobolds, the orc hordes, the Thouls, the Black Dragon Labyrinth, the Great Stone Face, the demon lord Fraz-urb’luu, the Jeweled Man, the Nine Demigods, the Isle of the Ape, and the slide to Cathay are all explored as well.  
HAWK & MOOR Book III: Lands and Worlds Afar spans the years 1973 through 1975, when TSR surged forth to conquer the wargaming industry and to spread the hobby of fantasy role-playing far and wide. A tragedy in January 1975 forced the reformation of TSR, planting the seeds which would cause E. Gary Gygax to lose control of the company in the even wilder years to come. This devastating loss was worsened by aggressive legal challenges brought forth by the estate of Edgar Rice Burroughs. Nevertheless and through it all, TSR soldiered on. This book is not just a compendium of business maneuvers, however; it is a chronicle of adventure. The dread domains of the Tomb of Horrors, Castle Greyhawk, the Temple of Elemental Evil, Dungeonland and the Temple of the Frog are all unveiled herein through the eyes of Ayelerach, Bigby, Burne, Erac, Erac’s Cousin, Jaroo, Mordenkainen, Robilar, Rufus, Tenser, Terik, Yrag and many other heroes of the Greyhawk campaign.  
Together, these volumes comprise 202,300 words on over 500 pages, supported by over 1,300 footnotes and annotations. 
From what I can see it is only available in Kindle format. $3.99 a volume or $9.99 for the trilogy. Free if you have the Kindle Unlimited package for $9.99 a month.

I was surprised to see that Hawk & Moor: The Steam Tunnel Incident is free for everyone in the Kindle store. Maybe I should have started with this one, as I could have gotten a feel for the author's writing style without having to lay out cash and find out the history of this infamous incident in the early years of the hobby.

I'll follow up with a review as I get deeper into the series, as I just scratched the surface last night. It does look promising.

Saturday, October 4, 2014

Thoughts of an Idle and Intoxicated DM

So, after 9 rounds at our local pub to celebrate my son's first full time job, I got to thinking.

Basic Fantasy RPG is less than $5 in print, and even ships free if you have Amazon Prime. I now have all that BFRPG offers in print for less than than 20 bucks. Rule book and 5 adventure books. All free in PDF.

I have a year plus worth of gaming goodness with my next campaign if I go with BFRPG, and that's not including what is only in PDF at the moment.

Amazing the clarity that lack of sobriety can bring ;)

Have You Ever Played Multiple PCs in a RPG Session?

When I first started playing AD&D back in the early 80s, it wasn't uncommon for players to run two PCs apiece, especially if there were only two or three players (besides the DM.)

Heck, it wasn't uncommon for the DM to throw his own PC into the mix, especially in the "shared world" context of "there was no world besides dungeons anyway." DM PCs were handled by the group at large, and never we allowed to search for traps or find secret doors - just too bloody convenient for the DM if they could bypass the traps and find every secret door.

So, when did we turn away from multiple PCs and henchmen (who were always ready to step up as a new PC if their master took a dirt nap?)

You could argue with the power creep to the classes with each edition, there was less and less need for additional characters in the average party, but that doesn't explain why those playing retroclones tend not to play multiple characters and have few if any henchmen and hirelings in their groups.

Another question bouncing around my head thanks to Save or Die Episode 99.

Friday, October 3, 2014

A WTF are They Thinking!?! Kickstarter - Castles & Crusades: Blacktooth Ridge (T.V. Pilot)

1 - Stinking pile of poo
2 - A future failed TV pilot
3 - An editor's nightmare
4 - A money pit
5 - The third part of the Whitman Trilogy
6 - All of the above


I'm not making this shit up. D20 Productions (Ken Whitman) is looking to Kickstart a C&C TV Pilot with a funding goal of $5k.

The Knights of the Dinner Table web series had a goal of $60k (hit 69k)

Spinward Traveller's TV pilot had a goal of $30k and nearly hit $50k.

Blacktooth Ridge can do it for about a 10th of the other Kickstarter's goals?

Is Ken Whitman banking a film studio these days?

In all seriousness, the idea that the folks behind the one "D&D"-esque ruleset that has more editing issues than the rest of the OSR combined is going to be working on a TV pilot with D20 Productions with as little as a $5k budget should truly be entertainment enough. I can only imagine the confusion as the actors read scripts from the Trolls that are missing blocks of text...

If the sample video on the Kickstarter site is any example of the expected finished product you be throwing good money at a failed pilot.

If this were to have been another web series, it might be passable, but even public access cable would refuse this.


Does "Old School" Mean "Rules Light?"

Obviously, the answer is no. Chivalry & Sorcery, RoleMaster, Bushido and even AD&D are not rules light systems. So, why is it that, in general at least, we think of the OSR as a "rules light movement?

I think the answer to that lies in the ages of those writing the clones and their derivatives. They try to capture (with much success) the feeling and magic of old school gaming while making the rules more digestible and presented in an easier to follow format. The charm of the original rules was not in their presentation, but in the style of play those rules encouraged.

That, and as we get older, KISS (keep it simple, stupid!) makes gaming easier, especially on the aging eyes ;)

AD&D wasn't necessarily as complicated as it now seems in retrospect, but the horrible organization of the rules spread over two books made it difficult to master. Even early editions of Tunnels & Trolls suffer from horrible organization of the rules, making what should be a simple system difficult to learn by the book.

Some thoughts that came to me while listening to the latest Save or Die Podcast (with special guest Jon Peterson)

Thursday, October 2, 2014

The OSR for the Lapsed Gamer - Free PDFs - Lamentations of the Flame Princess: Weird Fantasy

So, where does LotFP: Weird Fantasy fall on out list of D&D clones? At it's core, it is a B/X clone, but that falls quickly to the wayside as you read the classes.

It is a race as class type of system, but each class is purposefully given it's own niche. For example:

Only fighters can increase in combat ability. No other class get's more than a +1 to their to hitroll.

Dwarves are the HP powerhouse. They get 1d10 per level for HD and they can carry more than other classes. They also get a + 1 to their Constitution modifier for HP.

Elves can cast spells and get a 1d6 for HD (as opposed to the magic-users 1d4). I don't recall if they can use armor or not, but "Player Character Elves are those gifted individuals that are trained as both Fighters and Magic-Users."

Halfling get by far the best saves in the game, but that's about it.

Clerics are pretty close to the norm. They DO get a spell at first level.

Magic-users are what it says on the tin. You'll need to read the spell descriptions carefully, as there are enough that have been changed from the source material to keep you guessing.

Specialists (Thieves). This is where Weird Fantasy shines. The D6 mechanic that is substituted for the % rolls for thief skills is something I'm tempted to port over no matter which Old School ruleset I'm running with. Worth the price of admission on it's own, and when the price is free, it's hard to pass up.

Weird Fantasy does not have a monster book or section. DMs are expected to make each one unique. Or, just borrow from a different OSR game. Trust me, it will work.

Weird Fantasy is basically a B/X clone with some very unique house rules. It will feel familiar and yet not for those coming from the originals or their more direct clones, but the art free Weird Fantasy PDF is certainly something that every OSR gamer should have on their virtual bookshelf. As for the full version of the PDF or Print - just be aware, the artwork, while very good, may not fit into everyone's social norms for sex and gratuitous violence.

If you can find the older Grindhouse Edition, the Referee Book is priceless with the advice it gives.

LotFP Weird Fantasy (Free No Art PDF, PDF with Art $5, Print 21.18 Euros)


Wednesday, October 1, 2014

Kickstarter - Time of the Dying Stars: Book One (LL Fiction / Sourcebook)

Yeah, I know I mentioned this already a few weeks ago, but as I'm doing The OSR for the Lapsed Gamer series of posts, I figured I'd point a finger again at +Pete Spahn 's Time of the Dying Stars, which will be both fiction and a sourcebook for his world of Amherth (but could easily be ported elsewhere.)

Now, you don't have to support the project to benefit from it, as Pete's going to release it in a Pay What You Want format at RPGNow. No, you want to support it because your want the cool stuff that comes from supporting the projects, like a printed copy of the book, copies of Small Niche Game's other releases, new Labyrinth Lord classes by Barrel Rider Games and the chance to see a dwarf named Tenkar try to save the world, or something like that.

If you want an idea of the kind of work that Pete puts out under the Small Niche Games imprint, check out The City of Dolmvay. Also PWYW, so please, grab it and find Tenkar's Tavern within it's very pages :)

How Important are Ability Scores in the Games You Run?

White Box D&D had, at most, + / - 1 for high or low ability scores, but later supplements changed that. By the time we got to AD&D, the + / 1 range was 4, and don't even mention Exceptional Strength for fighters and their sub-classes.

I tend to favor a range of + / - 3 for the games I run these days, but taking a step back from DMing (not completely, but in large part) for the summer-plus, has gotten me to look at ability score bonuses again.

When a 13-18 is a "plus one", actual scores become much less important. Depending on how heroic of a game you want to run, that plus one might be all you need. Conversely, it keeps the characters from being hosed by a horribly low score, as really, a minus one isn't that huge of a penalty.

How much of a role does ability score bonuses play in the campaigns you run?

Tuesday, September 30, 2014

The OSR for the Lapsed Gamer - Free PDFs - Dark Dungeons

Nothing is as motivating as being told "your doing it wrong" when you know you are doing right. On that note, we proceed onto the 5th entry in The OSR for the Lapsed Gamer series of posts.

May we present to you Dark Dungeons.

No, not the Dark Dungeons of Jack Chick fame, which is what you will probably think of if you were gaming in the 80's and 90's, and not the soon to be released movie of the same title based on the original Dark Dungeons comic tract.

I'm talking the Dark Dungeons retroclone, a restatement of the D&D Rules Cyclopedia, not that you'll see that mentioned anywhere in the work itself or the website where you can find the download.

The D&D Rules Cyclopedia was itself a rewrite of BECMI, mostly without the I if I recall correctly. The I is mostly here.

Race as Class is one of the defining features. Your classes are Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, Mystic and Thief. I had a brain fart with the Mystic class until i realized it was the Monk class. No idea how it was named in the Rules Cyclopedia and my copy is hidden on a shelf somewhere.

For sheer size Dark Dungeons gives OSRIC a run for the money, coming in at nearly 350 pages. It includes rules for mass combat, ship to ship combat, foraging, skysailing, advice on encounter balance, questing for immortality - even if you weren't planning on using Dark Dungeons as the ruleset for your next campaign, there is a ton of interesting stuff to steal borrow for use with the OSR ruleset of your choice. It's also a complete ruleset on it's own.

Dark Dungeons (Free PDF in 3 different formats for computer viewing, printing professionally and printing at home - at 345 pages who the fuck is printing this at home? / Print SC $14.67 / Print HC $26.26 / Print Deluxe HC $89.95)

Kickstarter - Drinking Dice - Make any Game a Drinking Game


I like the Drinking Dice project. I'm not sure why, but crossing this with Drinking Quest could just lead to inebriation ;)

So, I'm in for 100 dice, with the plan of giving out a pair to everyone that attends the Tenkar's Tavern NTRPG Con gathering next June at - NTRPG Con. A free drink and some dice, what could be better than that?

The project is funded with 4 days to go, so give it a go :)

(maybe between now and then I'll think up a small game to use the dice with, instead of using them in pre-existing games)

The Partially Impartial Eye

As I do the series of posts on the OSR for the Lapsed Gamer, one thing I try to maintain is impartiality when highlighting the different rulesets.

In doing so, I've reminded myself of just how many of the OSR styled rules I've played, run or both.

Castles & Crusades - 2 short campaigns as a player via Fantasy Grounds 2

ACKS - run via Google Hangouts / VTT

DCC RPG - run and played via Google Hangouts / Roll20 (all that follows used Hangouts / Roll20)

OSRIC / AD&D 1e - run and played, using OSRIC and 1e interchangably

S&W Complete - run and played

LotFP Weird Fantasy - played

Which still means that the vast majority of the rules I'll be mentioning I HAVEN'T experienced in actual play. So many rules, so little time. If I make a statement based on a read through of a rule set that isn't accurate in actual play, call me on it and I'll correct it.

Monday, September 29, 2014

The OSR for the Lapsed Gamer - Free PDFs - Labyrinth Lord

Labyrinth Lord. The first OSR game I found, assuming one doesn't count Castles & Crusades.
Certainly the first one I found freely available in PDF in it's special "no art" version.

Yes, there are non-free versions of the PDFs with art. Content is the same, so consider the art versions as a donation to the publisher.

Labyrinth Lord is a re-presentation or re-working of the B/X rules, and it tries to replicate the look and feel of such.

The core book for Labyrinth Lord is the LL Revised Edition. If you are looking to play something compatible with your old B/X modules, this is all you need.

LL: Advanced Edition Characters allows you to play the classes from AD&D using the LL rules. In some ways it is very much like S&W Complete, but LL:AEC requires the core Labyrinth Lord rules - it is not a stand alone product.

LL: Original Edition Characters brings the OD&D White Box emulation to the Labyrinth Lord Ruleset. Again, you need the core Labyrinth Lord rules to use this supplement.

There is a certifiable shit ton of support material for Labyrinth Lord. Where as Swords & Wizardry has spawned over a dozen derivatives of it's rules, doing a search at RPGNow for "Labyrinth Lord" leads to over 350 related products (S&W comes back with less than 140.)

Labyrinth Lord is probably the best supported of the OSR rulesets, with adventures, settings, classes, monsters and more just waiting to be used. And even though we always say that OSR products are 90-95% compatible across the various rulesets, Labyrinth Lord is 100% compatible to the largest amount of source material right out of the box.

Labyrinth Lord and Swords & Wizardry are probably the "Big Two" of the OSR clones and it's impossible to go wrong with either one.

Labyrinth Lord is published by Goblinoid Games

Labyrinth Lord: Original Edition Characters (Free PDF / Art PDF  3.95/ Print SC $8.95)

Labyrinth Lord: Revised Edition (Free PDF / Art PDF / Print SC $21.95 / Print HC $31.95)

Labyrinth Lord: Advanced Edition Characters (Free PDF / Art PDF  $6.95 / Print SC $22.95 / Print HC $32.95)

BrainStorm Podcast – Think Tank #5 - Talking about Towns



Yep, thirty minutes, more or less, talking about designing towns. We give you both less and more ;)

If you want to upload it to your Podcast catching app, search for "Think Tank"

BrainStorm Podcast – Think Tank #5

Sunday, September 28, 2014

It's Not Your Dad's OSR... or Maybe it Is

There have been some truly stupid discussions / disagreements in the OSR over this weekend, with much of it having to do with what constitutes the OSR, when the OSR began, when did the OSR self identify as well as a request to dig up gaming dirt on James Mal because the person in question is too lazy to do so for himself.

Drama. Lot's of it.

It did get me thinking about the definition of the OSR. Well, not the actual definition, as it's a nebulous and personal thing formed by one's own gaming experiences. I'm referring to how I define the OSR, based on my experiences, and I find myself with a ying / yang situation, as it has two faces to me. Two definitions that overlap. Or, more precisely, one definition encompasses the other.

The first definition sees the OSR in terms of older editions of D&D and it's clones and derivatives. If the rules can be traced back to AD&D 2e or an earlier definition, it's OSR.

The second definition sees the OSR as encapsulating all old school gaming and it's clones. There is no defined cut off date for this, but I'd probably use 1997 as my personal marker (unless one finds a better one) as this is the year I stepped away from gaming for 10 years or so. It's an easy mark for me to remember. This definition includes examples like Traveller, Gamma World, Star Frontiers, Tunnels & Trolls, Rolemaster, RuneQuest, Bushido, The Fantasy Trip, WFRP and dozens if not hundreds of others. The games of my youth and early adult hood. The golden and silver years of my gaming.

So, for ease of reference not just for myself, but my readers, I am going to be using the following definitions here at The Tavern.

OSR - D&D and it's clones and derivatives. If the rules can be traced back to AD&D 2e or an earlier definition, it's OSR.

OSR-E (OSR-Expanded) - an RPG released in 1997 or earlier or one of it's clones. Short and simple.

Again, these are my definitions for use here at The Tavern. Just trying to keep things organized both on the blog and in my head ;)

How Much do you Improvise as a DM?

Remember those Decks of Encounters TSR put out back in the day? I used to grab a half dozen cards at random, pick three or fourI thought I could work with, and that would be the outline of my session for later that afternoon.

I'd use one card to set things up and the others depending on the direction the party took things. Figure out the connections between the encounters on the spot and let things fall where they may. The only real drawback I had is I rarely wrote down the details afterwards, so I had a fairly bad sense of where that arty had been without them catching me up. But it was fun.

I haven't run a game like that in nearly 20 years. Not that I don't improvise these days, but I haven't gone back to the "lets figure out this adventure" type of gaming that I experimented with in my college years.

So, how much do you improvise in your average came session? Does improvisation mean you can prep less? Does it lead to more record keeping?

Saturday, September 27, 2014

The OSR for the Lapsed Gamer - Send in the Clones, There Ought to be Clones

So, the more I looked the more I found OSR RPGs that use Swords & Wizardry as their core (as well as RPGs that used other clones as their core, and a whole boatload of clones and derived systems.) A whole lotta games.

Where did I find such a listing?

taxidermicowlbear

Never heard of it? Neither had I. But my, it is a site of link goodness for clones and derived games of ALL editions of D&D. Yes, even 4th.

It includes a list of 16 RPGs that are built upon the Swords & Wizardry Rules and 3 built off of the Labyrinth Lord rules

Then there are the clones built directly off of OD&D, Basic and AD&D 1e and 2e. About 60 or so. not including the games listed at the end that branch off a bit further but still have solid roots in D&D mechanics.

There is a lot to dig through, some of which is totally new to me.

I'll be cherry picking some of the free ones for the final parts of the first section of the OSR for the Lapsed Gamer series of posts, but I see no reason why one couldn't jump ahead and find a gem or two on their own.


The OSR for the Lapsed Gamer - Free PDFs - Swords & Wizardry



What can I say about Swords & Wizardry that I haven't said before?

It seeks to emulate the original edition of D&D - the White Box. Depending on the flavor you choose, it also grabs inspiration from the various OD&D supplements.

Swords & Wizardry White Box emulates what it says on the tin - the original edition of D&D without digging into the supplements. Biggest shock to most gamers? No thief class, just clerics, fighters and magic-users.

Swords & Wizardry Core was the first of the Swords & Wizardry "trilogy" to be releases. It includes the thief class and will be more familiar in feel for those that played Basic D&D.

Swords & Wizardry Complete was the last of the "core" rulebooks to be released. The PDF went free last November. This includes all of the classes AD&D players (or those that played with all of the OD&D supplements) would be familiar with, with the exception of the illusionist.

Probably one of the attractions of Swords & Wizardry is that both the Core and White Box rules are available in RTF format - which means one can design their own game using the S&W rules in an editable document or create a house ruled document to distribute to your gaming group.

Here's a short list of S&W derived games (and I know I'm missing more than a few so help a brother out and add them to the comments below):

The World of Onn, Crypts & Things, Renegade, Corruption, Woodland Warriors, Ruins & Ronin, Blood & Bullets, Ancient Mysteries & Lost Treasures, Sabres & Witchery and Pars Fortuna(these will get covered to a lesser extend further on in this series of posts)

Probably the biggest change in Swords & Wizardry from the originals it seeks to emulate is the single saving throw. I wasn't a fan of the change when I first found S&W, but after having run and played with the single save for well over a year, it's fine in practice. Another noticeable change is that Armor Class is expressed in both ascending and descending order, so you can use either depending on the preference of your group.

Swords & Wizardry is strongly supported by Frog God Games.

Swords & Wizardry White Box Rules (free PDF / RTF, print $9.99 SC, $18.99 HC Lulu)

Swords & Wizardry Core Rules (free PDF / RTF, print $14 SC, $24 HC Lulu)

Swords & Wizardry Complete (free PDF, print $34.99 Frog God Games)

Friday, September 26, 2014

No Good Deed Goes Un-Pundited

Apparently, The RPG Pundit has taken offense to my series of posts about The OSR for the Lapsed Gamer. Somehow, I'm involved in revising history and defining the OSR in lieu of his own definition of it.

I figured I'd explain my thought process for those like the Pundit that feel it's necessary to assign me motivations that aren't my own.

Lapsed gamers from the "golden age" of gaming, roughly prior to 2000, the year D&D 3e released, are most likely (not all, obviously, but those that have found The Tavern after years away from gaming aren't likely to have been VtM players) to have been players of 2e or earlier. These are the editions covered by the basic "retroclones."  Strangely enough, this is what I blog about.

The retroclones are generally rewrites of the originals that are, at the very least (and IMHO), better organized and easier to digest. Initially, I'm highlighting the retroclones of the various D&D editions that are free in PDF. Afterwards, I'll mention "other old school" RPGs that are free in PDF, like the free Tunnels & Trolls quickstart, Stars Without Number, Legends (Fantasy Trip) and similar titles.

After the free in PDF RPGs, we move on to the clones that are only available at some sort of cost, like ACKS and DCC. Then, we'll move on to the other clones and / or still in print RPGs, like Tunnels & Trolls, Traveller, Runequest, OpenQuest and others.

As for Encounter Critical and Mazes & Monsters, they would fall into the "other old school RPGs."

Why am I doing this? Because there is an interest in it and I enjoy doing it.

For those that aren't interested in this series of posts and find it offensive that I may leave out your favorite but obscure game, so be it. It's not for everyone and it is not intended to be a history lesson of the OSR. It's more like individual snapshots in time and space.



The Brainstorm Podcast #4 Released Today - And it's now on iTunes


Yep, you can now listen to the Brainstorm Podcast via iTunes.

So, what are you waiting for? Listen to +Vincent Florio , +Glen Hallstrom and myself talk about gaming shit stuff.


The OSR Gaming Forums Take it up a Notch - Now I Might ACTUALLY find a use for a Forum



Over the past weekend the OSR Gaming forums were down. Whether it was a DOS or just an internet hiccup, I don't know. I do know that it prodded +Vincent Florio to take another look at his OSR Gaming Forums set up, and from what I can tell, the revised forums turned it up to eleven (yes, obligatory Spinal tap reference included.)

So, what's new?

- a real time IM system - so I can harass those that are currently reading the forums when I log in. Huzzah!

- dice rollers - so you can run games in the forums, use it for character generation for your non-forum game, play some craps, etc.

- all posts have +1 Google plus feature - I'm sold - G+ is my social media method of preference (although I am expanding my friends on Facebook recently) - I'll need to try this feature

- RSS Features for all forums - cool for those that use such features - I don't, cause I'm generally too lazy

- The ability to use Tapatalk from any smartphone to use the forums - I'll judge this once I've used it enough to have an opinion

- An Articles section to post up adventures, hooks, characters, etc - cool, as it kinda make the forum into an online magazine, at least in part, without calling it a magazine. Vince, how about OSR Gaming Mag for the new forum site? ;)

Thursday, September 25, 2014

Taking a Look at ENWorld's Hot Roleplaying Games (Hint - the OSR places fairly well)


I stumbled across this earlier today while bouncing around the web. Very interesting numbers. I'm not surprised to see 5e having over half the the attention of gamers / posters / bloggers online, but I am surprised to see where the OSR places. A solid 5th place, right after FATE.  The thing is, if you add in OD&D and 2e to the OSR numbers, it comes it at #3.

And folks wonder if the OSR has a voice these days (well, I assume some folks wonder.)
Over 1000 sites and counting! What's the current zeitgeist? What are the hottest games being talked about right now? This isn't a list of sales figures; it tracks what's currently being talked about using a top secret algorithm. Each game is also conveniently linked to a search for discussion about it right here on EN World, should you want to find out more. The spotlight list changes from time to time. The red and green arrows show a game's general trend over the last 90 days - is it being discussed more or less than it was in the previous 90 days?



How important are Taverns in Your Campaign?

Taverns. They are a staple of fantasy roleplaying.

"You are in the tavern when a mysterious man approaches you."

"Sitting down at a table in the local tavern, a man bursts through the door and crumbles in a lifeless heap. In his right hand he holds an envelope addressed to (some random PC)."

You know the spiel. You've payed it or run it or read it in a commercial adventure countless times.

So, do you detail the taverns that get used in your games? Do you name the tavern, it's workers, the patrons, detail the food and drink and pricing? Or is it just a backdrop to kick things off for the night?

Tell us your thoughts.

Wednesday, September 24, 2014

and the Free Basic Fantasy RPG Print Package Goes to...



Alright, I broke out my Gamescience percentiles and ignored any results above 57.

Rolled a 05

Which means +Peter Schweighofer , you win the Basic Fantasy RPG collection of books in print.

Peter, I'll need you to contact me at tenkarsDOTtavern at that gmail thing so I can get this sent to you via Amazon.

Thanks to all that commented. There wouldn't be a blog without the community that's has formed around it. I can't thank everyone enough.

Huzzah!



THIS is Why I Blog

I don't blog for the money, as there is little to none to be made. If anything, it costs me money.

I don't do it for fame, because really, what fame is there to be made?

No, I do it for moments like this:
Good Morning Erik (Morning at least on the USA East Coast),  
I downloaded the free BasicFantasy and Field Guide items this morning with great delight. 
OSRIC is excellent and indeed, as you recommended, the BF array closely tracks with the feel of OSG (old school gaming? I don't know my acronyms yet).   
Both systems collectively turn my old lapsed gears and it is a wonderful feeling.  A feeling of simple joy.  What an elusive condition, simple joy: an ice cream cone when you're a kid, or tossin' the ball with your Dad, or a new bike.  New houses don't do it, fast cars don't do it, beautiful women don't do it (though we can make a strong case for them), exotic vacations, power and promotion in our careers . . . it's a long list.   
Just fucking give me simple joy.   
And I was going to buy a vineyard.   
Please tell the primary parties at OSRIC and BF how they have touched a man many miles away.  A different kind of sorcery.  I don't have a gmail account or whiddle with Facebook so I can't contribute to your comment sections.  Supply those men my email address if you like.   
I owe them money.   
Thanks again for everything.  Looking forward to Pod-2 from Tavern Radio.  
Best,  
-Rick  
"Gnoll fritters for EVERYBODY!"
Alright. I'm done. Can't top this. Time to turn out the lights ;)

I think Swords & Wizardry is up next...

Tuesday, September 23, 2014

The OSR for the Lapsed Gamer - Free PDFs - Basic Fantasy RPG


Basic Fantasy RPG is pretty much a bridge between 3x and the older editions of D&D. It was the first OGL based game that was meant to emulate Old School play and be used as such (OSRIC was originally written to make it easier for publishers to write old school adventures).
What Is Basic Fantasy RPG
The Basic Fantasy Role-Playing Game is a rules-light game system modeled on the classic RPG rules of the early 1980's. Though based loosely on the d20 SRD v3.5, Basic Fantasy RPG has been written largely from scratch to replicate the look, feel, and mechanics of the early RPG game systems. It is suitable for those who are fans of "old-school" game mechanics. Basic Fantasy RPG is simple enough for children in perhaps second or third grade to play, yet still has enough depth for adults as well. 
Basic Fantasy RPG is an Open Source game system, supported by dedicated fans worldwide who have contributed hundreds of pages of rules supplements, adventure modules, and other useful and enjoyable game materials...
It succeeds in this goal of replicating early D&D based RPGs very well, not just in the look, feel and mechanics but in presentation too.

Probably the most amazing thing about the Basic Fantasy RPG is the quality of the supplements and adventures, available for free in PDF and at cost in print.

How inexpensive?


Less than 11 bucks for the rules and two campaigns with multiple adventures in each. Personally, I really like BF1 Morgansfort: The Western Lands Campaign. It has a B2, Keep on the Borderlands feel while still being different

Here's what I'm going to do. One random commenter on this post will get the above three books in print sent to their home. US residents only, as this will be shipping via Amazon Prime. Don't fret, everyone can grab the above and more for free in PDF directly from the Basic Fantasy RPG website.

You need to comment by 930 PM Eastern Time, September 24th, 2014 to be considered.

Magic Shops - Do You Use Them?



There are times that I think magic shops (and their inclusion or exclusion) are one of the more controversial aspects of a campaign.

If you have one (or more) it makes magic common and no longer as special. If you have none, where do the player's sell off their excess magic (assuming they have any) or spend their gold in bulk?

I have no problem with the apothecary or scrivener adding an occasional permanent magic item to their inventory of wares, but I shudder at the idea of magic shops popping up like used car sales men:

"This here wand of fireballs was just used by the mage Bobulast to clean vermin out of his storage cellars. Hardly been used. Command word? Oh, that's an extra 50 geld."

If I did have a magic shop, I'd want it to be more like an antique shop with perhaps an anti-magic effect over the shop, preventing items from being misused against the proprietor.

"That there is a rare piece. One of a kind even. Look at the patina on that blade, shows it's age and it's heritage it does. You'd want to leave the patina. I wouldn't clean it more than a slight buffing or you'll ruin it's value. Yep, might only be a blade of minor power but it has a history well worth it's weight in gold. Er, careful with that snow globe. Iffin it drops we may find ourselves in the midst of a snow storm, magic protections or not. Remember, you break it, you bought it."

So, do you use magic shops? To what extent?

Monday, September 22, 2014

Brainstorm Podcast Episode 3 - Let's Talk Alignment

Join +Vincent Florio , +Glen Hallstrom and myself, +Erik Tenkar as we talk about alignment in your favorite editions of D&D.



Find us at the BrainStorm Podcast.

Kickstarter - Broken World - A Post-Apocalypse Tabletop RPG


Let me see if I have the lineage correct: Apocalypse World, the game without failure, just complications, begat Dungeon World, and there was much rejoicing as the hordes of fantasy role players could now play a game without failure, just complications.

And so it was that Dungeon World begat an offspring, one that would climb the no longer so high gates of the land of Kickstarter, and the offspring it left unto the Worlds was a broken one. A Broken World to be exact.

This Broken World was to be a post-apoc RPG.

Say what?

Didn't this all start with Apocalypse World, which is by it's very name "an apocalypse world?" Did we come full circle so soon? No one wanted to do a Star World or Cthulhu World or even Land Before the World?

A retread of the game that started this line of gaming? Which has already hit over $9k against a $3k goal.

Shit. I need to quit my job and roll out some games written with the Apoc Engine. Maybe tack on some fate. FATE World. Ka-Ching!

Sunday, September 21, 2014

Wayward Kickstarter - CHUGS, a Collectible Drinking Card Game


What could be wrong with a collectible drinking card game?

Well, perhaps we'll start with the graphic above, where apparently they can't spell. What exactly is a "Collec Table" game anyway? I guess it's CHUGS. (edit: maybe it can be spelled both ways, but the spacing of the graphic is STILL wrong, and the "i" is more proper than the "a".)

Hey, shit happens, even when one is looking to raise $18k Canadian for a drinking game with misspellings right on the tin.

19 backers - $3,000 raised. Basic buy in for the game is 20 bucks. So, where did all of the extra money come from? Well, having a $1k backer and a $500 backer does that pretty well. That's half the current funding right there.

So, how many are in for the basic buy in of 20 bucks? 4 backers. Yes, 4.

Oh, and first created, zero backed.

Now, we only get glimpses of backers in groups of 10, so with 19 backers, we only get to see the first 10. Two of those 10 have supported previous projects - for 8, this is their first. Two have the same last name. Gee, it's like stuffing a tip jar, right? Need to put some money in so others follow.

I actually liked The Chugs CDCG Starter Kit: Includes: 1 – Starter Deck, 1 – Chugger, 6 – Chug Shots, 1 – Ugh Chug Shot Glass/cards. Estimated retail: $74.00

Guess how much it is if you want to back the project? $100. Is that some new sort of math they're teaching up in Canada?

And it's collectible in that each deck has a 31% chance of having a rare, ultra rare or autographed card in the deck. Yes, that's what makes in collectible. Or rather, "collec table."

Steer clear of CHUGS for your drinking game needs. I'd rather point you to Drinking Quest.

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




Tenkar's Tavern is supported by various affiliate programs, including Amazon, RPGNow,
and Humble Bundle as well as Patreon. Your patronage is appreciated and helps keep the
lights on and the taps flowing. Your Humble Bartender, Tenkar

Blogs of Inspiration & Erudition