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Saturday, September 10, 2016

OBS' Offensive Content Policy - 1 Year Later (First in a series)





In late August of 2015, a product entitled Tournament of Rapists was noticed on DriveThruRPG/OBS. The title and publisher’s description drew immediate and harsh criticisms from across the blogosphere (including here at Tenkar’s Tavern - (WTF Were They Thinking? Tournament of Rapists (OGL), Aug 27, 2015), lead to at least one publisher pulling their materials from the site in protest (Exploding Rogue and DTRPG, Aug 30, 2015), and even drew harsh condemnation from such industry leaders as Erik Mona of Paizo while, in other circles, the product’s publisher received strong support. Within a few days of the beginning of the affair, the matter was abruptly resolved by the publisher voluntarily pulling the product and the introduction of a new content policy from OBS CEO Steve Wieck on September 1.

Rather than satisfying either side of the controversy, both groups expressed displeasure with the new policy and the solution that it presented. Publishers sometimes seen as controversial, such as James Raggi, expressed concern over the possible far-reaching impact this new policy may have on creativity and participation within the industry while heated discussions carried on at rpg.net, reddit, and other sites. In the end, the policy put in place offered no hard and fast guidelines for what would be deemed offensive or not, instead harkening back to the old adage “we’ll know it when we see it”. Community opinions on whether this system would be immediately abused in attacks against particular publishers or if it would be overly permissive were just as heated as the original discussions about Tournament of Rapists.

It has now been over a year since the policy was put into place and we at the Tavern decided to dig a little deeper. We spoke with Scott Holden, Manager of Promotions and Business Intelligence at OBS to see what impact the new offensive content policy has had at OBS.

TT: With an already existing "Adult" filter, is there any reason for OBS to have a content review system for matters other than copyright/trademark infringement?

SH: We believe so, yes. If you did a Venn diagram of adult content and offensive content, there would be overlap, but the two things are not synonymous.

TT:  The majority of the OBS review system as originally cited boils down to "We'll know it when we see it", in an attempt to avoid "bright line" rules. Is this still the case, or has the system become more rigidly structured?

SH: That is absolutely still the case. Each instance is handled individually, and we discuss it internally after we've all reviewed the titles thoroughly. Only once we've all chimed in and given our "vote" do we take any action. And to date, as the record shows, our policy leans toward acceptance and leniency.  

TT: Since the policy has been put into place have any products not been approved or been removed that fell afoul of "know it when we see it" after having been identified internally?

SH: Thus far we have only reviewed titles reported by customers, and per above, no RPG titles have been banned. (We have banned a few non-RPG titles.)

TT: To date, what is the feeling on the level of success of the review process?

SH: I think we're quite happy with it. Everyone on our staff who has chimed in on these titles has been very open-minded, even when they might have been personally offended or at least made uncomfortable by some of the material in question. And the results speak for themselves. From the customer side, very few people seem to have tried to abuse the system (and I think it's both interesting and telling that the couple who have done so almost certainly did it out of resentment for the system itself). The policy and the tools have been working pretty much as intended.

TT: Looking back to the Tournament of Rapists controversy that led to the policy being implemented, how would the new policy have caused OBS to have handled that matter differently?

SH: I think there would be little change. The title would have been reported at release; we would have suspended the title for thorough review and discussed it with the publisher.



Since the policy’s implementation, the number of products reported for review to OBS is about thirty. Among RPG products less than ten items have been reported as offensive. These products have been spread across seven publishers, five authors, and seven complainants. Of the reports filed, only one complaint was found by OBS to be abusive.

“Interestingly, the only customer account to have reported multiple titles (three of them) did so as a revenge tactic against our temporary suspension of another title while it was pending review,” reported Holden.

Among non-RPG titles, six items have been reported as offensive, while the remaining products have been RPG products submitted over IP violations (whether intentional or unintentional). These numbers exclude “community products” (e.g. DM’s Guild) for which complaints tended towards IP reasons.

Further, between six and eight titles, all non-RPG, have been banned since the implementation of the policy. Five of those titles belong to a single publisher and were removed after the reporting of a single product lead to the removal of an entire product line.

To date, OBS in unaware of any publisher pulling their materials in protest of the Offensive Content Policy.

The results can be viewed in a number of ways. One could say that one third of products reported among RPGs are solely abusive complaints. One could say that the number of complaints is so small as to have no real effect on the industry. But the numbers don’t tell the full story of the impact of the policy, and in our next installments we will be questioning several publishers and authors on both sides of the issue, four of whom having had direct experience with the policy.

Bob Brinkman has been playing RPGs since the days of OD&D. Recently he has written for both the Goodman Games Fifth Edition Fantasy and DCC RPG lines and has completed a project for the Crossroads to Adventure books for GP Adventures. He co-hosts the monthly Sanctum Secorum podcast focusing on Appendix N in relation to DCC RPG.



The Gamemaster's Allies & Adversaries Journal (Systemless / Fat Goblin Games)



Earlier this week, Fat Goblin Games sent me a copy of The Gamemaster's Allies and Adversaries Journal. Simply put, it's PDF fillable sheets (and printable, non-fillable sheets too) for NPCs, guilds and organizations, as deep as you need or as sparse as you want. Heck, there's even a family tree.

If you're like me and often run adventures off the cuff, inventing history and personalities on the spot as your players go off in directions you weren't prepared for, sheets like this will save your ass when the party loops around 6 sessions later and are looking for that NPC bartender you made up on the spot. Just put him on a sheet the moment you created him and he'll never be lost again ;)

Disclaimer - Yep, I got this for free. If you want a copy, its $2.95 for the various PDFs in the package. I may scare my players in my next campaign, as I'll actually be organized. No? More organized maybe? Anyhow, each purchase through the above link is 15 cents or so in my pocket. I'm mentioning this because I think the product is well worth the price. Don't buy it solely to put nickels in my pockets. They have holes.
The Gamemaster's Allies and Adversaries Journal is perfect for game designers, novelists, and especially gamemasters wanting to keep track of all non-player characters in their world. 
This product is designed as a blank journal for you to catalog all the various non-player characters you’ve created for your campaign world. The book is broken down into 6 chapters. 
Major Non-player Characters is for those important NPCs. World-shaking villains, emperors, and kings, and mighty wizards. These are the types of characters that shape the lands and it’s people for good or bad. 
Minor Non-player Characters are important, but typically on a more personal level. They can be allies and family to the player characters, local adversaries and royalty, or just the local innkeeper. 
General Non-player Characters are characters that are minor in your campaign, but the players will often meet more than once. These can be travelling merchants, town guards, woodland hermits, talking animals, and so forth. 
Simple Non-player Characters are typically one-time encounters or spare personalities you can use in a pinch. Store owners, travellers at the inn, citizens of a village, and anything else you might have created or think you might need one game. 
Guilds & Organizations is a catch-all for any groups that several NPCs might belong, such as thieves guilds, royal families, adventuring parties, tribes, etc. 
The Family Tree section provides several blank forms for characters and NPCs that have important family ties to others in the setting. These are Simple, but space is given to expand upon.  
PDF Version: This version is 21 pages long  and includes a single copy of each form with no background and minimalistic design. Perfect for printing out as many copies as you want and including them in your own compilation. 
PDF Version 2: This version includes the 286-page version of the print book. 
Form-fillable files: Zip folder including each form as an individual pdf and form-fillable. 
Print Version (premium): This book is 286 pages with decorative backgrounds and design. Divided into 6 chapters. Will be available soon.

Friday, September 9, 2016

What Do We Find in the Chest? (The Dungeon Fantasy RPG - Article Submitted by Steve Jackson Games)

Disclosure - Earlier in the week, Hunter Shelburne, Community Manager over at Steve Jackson Games, inquired if SJG could submit an article to The Tavern regarding The Dungeon Fantasy RPG (powered by GURPS). I said "send it over and if deemed appropriate we'd run it." We'll I think it's an informative article regarded The Dungeon Fantasy RPG Kickstarter, a project I have already backed for $50 and we are "running it." No recompense of any sort was offered with the submitted article, no recompense of any sort was requested nor would any have been accepted. - erik tenkar



What Do We Find in the Chest?

By Matt Riggsby

GURPS has long had a reputation as the Lego-brand bricks of gaming: you can do anything with it, but you have to put the pieces together yourself. It’s actually easy to play once you get to the table (the whole of GURPS boils down to “roll this number or less on 3d6”), but it can be a lot of work to get you there. The Dungeon Fantasy RPG, Powered by GURPS gets you to the table, with complete dungeon-crawling rules in a single box.

The Dungeon Fantasy RPG contains five slim volumes, covering character generation, adventuring, spellcasting, monsters, and an adventure, and requires no other books. The emphasis is on playing this particular game, not on being all things to all gamers. Part of it is the stripped-down rules set, distilled from the mature, battle-tested GURPS Fourth Edition rules. That doesn’t mean incomplete. Considering the starting point, “stripped down” is still comprehensive, but it’s just rules for fantasy, including what’s useful (monsters, spells) and excluding what isn’t (lasers, automobiles).

Just as important, it provides guidance on how to use those rules for both players and GMs. For example, professions – guided menus for building character types (wizards, warriors, etc.) – don’t abandon you to a list of traits. They provide advice on how to shape the character you want: pick these skills from a short list to make your thief a burglar or those for a stealthy killer. The volume on monsters kicks off with detailed advice on ways PCs can deal with them, only one of which is doing a Leroy Jenkins, and then detailed advice on ways GMs can use monsters against heroes. You don’t have to be a veteran for this.

And there are more subtle aspects which make it an easy-to-use product. Breaking the set into five books rather than one or two means there’s more to pass around at the table. If you’re in a group where most players don’t own the rules, it makes a real difference. There’s no math more complicated than a little multiplication. And professions, which GURPS players will recognize as templates, are reformatted for easier reading.

Finally, it performs a remarkable balancing act, retaining the flexibility of GURPS while remaining true to the specific nature of the game. If you want to build a unique character from scratch, the rules are all there, and still compatible with the rest of the GURPS rules universe. But you don’t have to go there.

If you tried GURPS but left because of the pre-game overhead, this is what to come back to. If you’ve heard of GURPS but were overwhelmed by the size of it, this is where to get on. If you just want a fantasy game that has robust, flexible rules that let you do – or at least try – anything you think you should be able to, and maybe even has some reality checking lurking in the background, this is the one to try. Everything you need is in that box.

Confirmed - Fantasy Flight Games No Longer has the Games Workshop Licenses

What follows is the complete press release from Fantasy Flight Games released earlier today. We are keeping the original formatting and the included links. Some of the text by go beyond it's allotted space, and for that we apologize in advance.

It will be interesting to see where the license(s) go in the future.

9 September 2016

A New Path Forward

Fantasy Flight Games and Games Workshop Conclude Their Business Relationship
#FFGames
 
In 2008, Fantasy Flight Games first began publishing great games set in the amazing Games Workshop universes. From the earliest days of the partnership, Games Workshop played a key role in the Fantasy Flight Games library, helping us further develop roleplaying games like Dark Heresy and Warhammer Fantasy Roleplay, while creating and establishing new board games like Chaos in the Old World and Forbidden Stars, and Living Card Games® such as Warhammer 40,000: Conquest and Warhammer: Invasion.
Games Workshop has been a fantastic partner for the past eight years, and we’re thrilled that we had the opportunity to work together and bring so many new and exciting games into the world. As much as we have enjoyed creating these games, our current licensing term is coming to an end. 
Beginning February 28th, 2017, Fantasy Flight Games will no longer offer for sale any games in conjunction with Games Workshop, including Talisman and all games taking place in the Warhammer Fantasy and Warhammer 40,000 universes. 
We’re extremely grateful to our friends at Games Workshop for giving us the opportunity to play in the worlds that they created, and we wish them nothing but the best in their future endeavors. 
For more details, please keep reading in the FAQ below.

What is the timeframe for the conclusion of the business relationship?

All upcoming products for Games Workshop-licensed games have already been announced and will be released in upcoming months. All Games Workshop-licensed product lines will leave the Fantasy Flight Games catalog on February 28th, 2017.

What does this mean for Fantasy Flight Games products created from Games Workshop properties?

As stated above, after February 28th, 2017, product lines dealing with Games Workshop properties will end and will no longer be offered for sale by Fantasy Flight Games.
 All upcoming products for these product lines have already been announced—there will be no new announcements of additional Games Workshop-licensed products. All announced, currently unreleased products will be released before the conclusion of the business relationship between Fantasy Flight Games and Games Workshop. 
The full list of product lines leaving the Fantasy Flight Games catalog is:

What does this mean for Warhammer 40,000: Conquest Organized Play?

Organized Play support for Warhammer 40,000: Conquest will conclude this year at the Fantasy Flight Games World Championships. After the 2016 World Championships, there will be no Organized Play support for Warhammer 40,000: Conquest. 
Retailers: All pre-orders for Warhammer 40,000: Conquest Store Championship Kits and Quarter 1 Tournament Kits have been canceled. These kits have been discontinued and will not be released. Retailers will not be charged for these kits.

Deal of the Day - E-Z DUNGEONS: Caverns of Chaos (Fat Dragon Games)



You know about the E-Z DUNGEONS series of releases I hope. Print at home dungeons modeling that fold down for minimal storage. Damn near weightless. Oh, and of course, unlimited pieces, as you print it yourself.

Well, for the next 23 hours, Fat Dragon has put E-Z DUNGEONS: Caverns of Chaos on sale from $12.99 to $3.90. Yep, 70% off.

Here's the details of what you get:
Caverns of Chaos provides you with a completely modular cavern construction system. Easy to build and featuring lush graphics, this set includes flowing lava falls, a modular bridge system that includes our exclusive no-slip construction system that allows you to put miniatures on inclines, a massive dragon skeleton, stalagmites, tiered terrain, and much more. 
This PDF includes: 
Modular cavern walls (1", 2" and 4" lengths)
Modular bridge and ledge system, expandable
Modular elevated floor models (6 styles/heights)
'L' wall intersection
T' wall intersection
'X' wall intersection
Cavern wall opening 2"
Cavern wall opening 4"
Flowing lava fall
Lava tiles (multiple styles)
Water tiles (multiple styles)
Crevice tiles (multiple sizes)
Massive dragon skeleton
Stalagmites (small)
Stalagmites (large)
Exclusive no-slip construction technique that allows miniatures to be placed on slopes
Disclaimer: +Tom Tullis , the man behind Fat Dragon Games, is a supporter of The Tavern and it's Community. He also does some awesome releases with print at home modeling. Did I mention he's a really nice guy? I  need to kick the boy out and turn his room into a gaming room to display all the cool gaming stuff I have.

In Print - Polyhedral Dungeon (Infinibadger Press


Yep, after months of waiting, Polyhedral Dungeon is now in print. It's $7.99 for the B&W SC Print & PDF and $9.99 for the Color SC Print and PDF.

If you bought the PDF prior, check your email. Jason sent you a discount link for the print versions of Polyhedral Dungeon.

Looking for a review? There are five at PD's RPGNow page.

Looking for a play summary? That I do have :)

Yes, I had a blast and I groked the rules pretty quickly, which has most often NOT been the case for me when trying recent releases that are not direct decedents of D&D.

Disclaimer: Jason is a good friend of mine. I've podcasted with him and gamed with him. He and I have late night conversations at times. I ordered the print color version the moment I saw the email in my box yesterday. I subsequently got reprimanded by Jason, as he had intended to send me a copy. That how much I enjoyed playing Polyhedral Dungeon :)

About Polyhedral Dungeon:
POLYHEDRAL DUNGEON is an ultralight modern take on old school roleplaying. Using the new and simple to use and extend POLYHEDRAL SYSTEM, you can have countless hours of fun delving into dungeons and stealing dragon's hoards. 
Features of the game include: 
Create new characters for play in about 5-10 minutes. 
Choose from the classic old school character tropes, but with slight twists. Play classic dungeon crawls with a flexible unified system that’s easy to learn and extend - make up your own content, or use any of the official Expansions, including The Advanced Rules which provides many new options for play, The Book of Monsters which expands and explores the Monsters in the game, The Book of Loot for more complete treasure and loot options, including many unique items, and The Book of Magic, which expands Talents and rules for magical and divine characters. 
Designed for quick pick-up play as well as to handle large groups of players who have little experience in tabletop roleplaying - a perfect beginner’s game and still fun for experts. 
Pocket-sized, so that you can take it wherever you’re going. 
Includes dice printed in the page margins in case you forget your own, or if you need to make a secret roll as the Judge! 
Includes a Giant Badger! 
Also includes The Crypts of Bes-Amat, a free adventure showcasing how simple it is to create and run adventures for the game and system, as a separate download. 
The book comes in a fully layered and bookmarked digital version, in both color and grayscale formats. Full sized character sheets are available in both formats too. There is also a downloadable full-sized cover that can be used to make your own print-at-home version! 
Both Polyhedral Dungeon and the Polyhedral Roleplaying System are also going to be released under an open license soon, allowing third parties to create and release content for it. Details on that are still being finalized, but as soon as they are, the product will be updated to reflect it and details will be listed on our website.
Edit - it was asked in the comments to this post: How do you use printed dice in the margin of the page to make rolls? 

Answer - open to a random page and use the graphic of the die you needed to roll.


Thursday, September 8, 2016

New Release - The Wizard's Spellbook (Labyrinth Lord / Lulu POD)



+James Spahn is probably best known these days for White Star and his White Box releases for Swords & Wizardry, but many will remember he was also a skilled and prolific writer of Labyrinth Lord releases.

Well, James just added another notch to his Labyrinth Lord belt, The Wizard's Spellbook.
Arcane Incantations at Your Fingertips! 
The Wizard's Spellbook compiles all the magic-user spells from Labyrinth Lord and the Advanced Edition Companion into a single digest-sized tome so you won't have to waste time searching for the right one! Compact and compact, this practical product will help take the hassle out of playing a magic-user in Labyrinth Lord or any other B/X RPG. 
A complete spell list organized by level, with each level of spells broken down alphabetically for easy reference. Included in the spell list are notes on whether a spell is reversible and check boxes to mark whether your character knows a given spell or has it memorized that day. In addition, the list notes whether the spell is Basic, making it equally useful for players who are not using the Advanced Edition Companion. 
The complete spell description of every single spell found in Labyrinth Lord Revised Revised and the Advanced Edition Companion. 
Optional rules for including Cantrips into your Labyrinth Lord or B/X game.
All that for $4.99 in print. 82 softcover pages.

Disclaimer: James is a good friend of mine. I sent him the copy of Swords & Wizardry Complete that started his transformation. I think this release is super cheap and I'm grabbing it for myself and I don't even play Labyrinth Lord these days.

Mini Review - Goldenrod Guide: A Guide to Swords & Wizardry Combat (Open Gaming Store)



The other night +John Reyst and I got to talking. I've kinda slacked of on doing reviews. John would like some of the OSR products at his Open Gaming Store reviewed. Two needs. Simple solution. So I don't pick titles that I'm predisposed to, John is going to pick the titles (today is an exception, as Goldenrod Guide: A Guide to Swords & Wizardry Combat struck me as fitting fairly well with Ale & Advice column dealing with Swords & Wizardry Combat)

I made it clear to John that the reviews are going to be my truthful feedback and I was going to identify them as being comped copies from the Open Gaming Store. He agreed without hesitation. I'd say it is in John's best interest to pick the better apples for me to review ;)
Goldenrod Guide: A Guide to Swords & Wizardry Combat is written by +R.J. Thompson . If you don't know who R.J. is, he is the brave soul that picked up the mantel of Swords & Wizardry Appreciation Day from me. His system of choice? Swords & Wizardry.

Now, what I'm holding in my virtual hands is optional combat rules for Swords & Wizardry Complete. For those that aren't familiar with S&W Complete, think of it as AD&D 1E, where all the complicated rules that few if any groups used are thrown out. The ease of use of Basic D&D with the class options of AD&D 1e. Some groups bemoan the loss of some of the more in depth rules, sensing a loss of the granularity and options. GG: A Guide to Swords & Wizardry Combat allows one to add some of those options and depth back in.

The great thing about GG: A Guide to Swords & Wizardry Combat is that the options are modular. You can mix and match for the most part without anything breaking. New rules for two weapon fighting, disarming, called shot, unarmed combat, disengaging combat, missile combat, critical hits and more are here as well as weapon proficiencies, weapon specialization and fighting styles. Heck, even tournaments are covered. There literally is something for everyone.

While much will be familiar to the former AD&D player, some is new and almost all is tweaked to better fit the simpler Swords & Wizardry rule set. Its an excellent mix of options to add to your S&W game. There are a lot of content squeezed into these 16 pages. I suggest you stick with adding a small handful of options at a time, see what works for you, discard what doesn't and then move on to more options if you so desire. They do generally add some complexity but they also add flavor and depth to the combat system. The flexibility and modularity of Swords & Wizardry is impressive.

May your gaming never grow boring :)




Deal of the Day - GM's Miscellany: Urban Dressing (System Neutral Edition)



Today's Deal of the Day is GM's Miscellany: Urban Dressing (System Neutral Edition)

Normally $13.99, for the next 23 hours it's $6.99 - half off.

The PDF clocks in at 178 pages of urban adventuring flavor.
Tired of your towns and cities being boring, bland places in which your PCs show little or no interest? Want to bring your towns and cities alive with cool, interesting minor features of note? Then GM’s Miscellany: Urban Dressing is for you! Presenting tons of cool, interesting features for common urban fixture such as shops, stalls, thieves and so on GM’s Miscellany: Urban Dressing provides the harried GM the tools to bring such features to life with interesting and noteworthy features. GM’s Miscellany: Urban Dressing presents the material originally appearing in: 
Barroom Brawls
Dragon and the Thief
Random Urban Encounters
So What’s It Called, Anyway?
So What’s The Tavern Like, Anyway? (my favorites)
So What’s The Tavern Like, Anyway? II 

Urban Dressing: Alleyways
Urban Dressing: Docks
Urban Dressing: Graveyards
Urban Dressing: Guildhalls
Urban Dressing: Market Stalls
Urban Dressing: Parks
Urban Dressing: Pirate Town
Urban Dressing: Sages
Urban Dressing: Shrines
Urban Dressing: Temples
Urban Dressing: Theatres
Urban Dressing: Thieves
Urban Dressing: The Watch
Urban Dressing: Traders & Craftsmen
New Material: More exciting encounters, as well as comprehensive details on monuments, ruined buildings and wizard’s towers

Post 6k - What I've Learned Over the Course of 6,000 Blog Posts

Art by +Glen Hallstrom 

Hard to believe that this is the 6,000th post here at The Tavern. I have no idea how many words that makes but its a lot ;)

I've learned much over the course of 6,000 posts and over 7 years of blogging.

- You can't please everyone. I know we've all heard this line before but it is so true with blogging. There's always some voice in the wilderness screaming out "I don't like X, you need to post more Y!" and "90% of what you post is negative and I want puppy dogs and rainbows!" I get it. Really I do. The thing is, I don't aim to be negative or positive with my posts. I aim for honest posts. My thoughts. My observations. My conclusions. For those that are looking for something The Tavern doesn't offer, there are millions of blogs out there and more than one will fill your needs. Sorry to see you go but you need a place that fits you better.

- Don't take it personal. Yep, another familiar line. You would think after 20 years as a cop, subject to large amounts of verbal abuse based solely on the uniform I wore, this advice would be easy to take, but it isn't always so simple. Some folks see a prolific blogger and OSR personality and figure they can increase their social standing by taking a few potshots. Your initial reaction IS to take it personally. I know there are times I have in the past. I'll try and do better in the future.

- Screenshot everything! If you quote someone for some stupid shit they say, screenshot it and include the screenshot in the post. It keeps them honest. This goes for G+, Facebook, blog comments, etc.

- Be an "equal opportunity offender". If you are going to put fire to the feet of those preying upon the gaming community, share the pain regardless of gender. Whether the excuse is ADD (Abusive Dishonesty Disorder), Congenital Con Crud, The Widow Defense or others, treat them all the same. Don't accuse. Spell out the facts and support those facts with, what else? Screenshots.

- Treat people as they treat you. For my community, that means respect. For certain disruptive personalities, it means disdain. Sorry. If I have no use for you, you probably had no use for me first.

- Community. Its why I post. Its the fuel that keeps me going. The wind beneath my wings. My extra-healing potion (we don't do "healing surges" in the OSR ;)

I'm working on some ideas for the future of The Tavern. It will include adding some voices to the mix, part time bartenders if you will. Hopefully it will also increase the visibility of the rest of the OSR.

Yes, I have ideas. Dangerous, I know.

Thanks for sticking around for the ride thus far and hopefully we will share the ride for a long time to come.

Erik

art by +Denis McCarthy 



Wednesday, September 7, 2016

Far West - No Refunds Until Its Done! (and then we'll talk about it)

Wow. No asking for refunds until release and even when the PDF releases its only then that "(you) can discuss refunds with me (Gareth)."

But hey, "beta versions" of stuff next week.

What?

You don't believe it?

Wanna buy a bridge instead?

Partially delivered?

Did I here a mic drop?

Wherein Your Humble Barkeep Get's a Dedication in Victorious: Manifest Destiny

Few things make me smile more that having someone with inestimable talent dedicate something to little 'ole me.

Damn. Mike, you've left me nearly speechless.

I know, hard thing to do but you did it.

If my readers haven't checked out Victorious yet, you are doing yourselves a disservice. I'm not a huge fan of supers in my RPGS but Mike has found the perfect mix of Victorian history, steampunk and super-heroics. Rach and I had a blast at NTRPG Con playing in Mike's Victorious game.

Heck, even if you don't play Victorious, grab Manifest Destiny. It's a great alt history piece and I love all history.

It's built off of Castles & Crusades, so anyone from White Box through 3x should be able to grok it with few if any issues.

Alright. I'm all verklempt. Carry on...

Tavern Chat Tonight - 9 PM Eastern - It's Been a Helluva Week

Yep, its that time again. Time for the weekly Tavern Chat using the chat widget on the right side of this page.

As most of you know, it's been an interesting week since our last Tavern Chat.

What will tonight's topics of conversation be?

You tell me ;)


Adventures in Middle-Earth Player's Guide Preorder is Now the Actual PDF! (D&D 5e)




Just got notification in my email.

Adventures in Middle-Earth Player's Guide is Live!

224 Pages.

God, I think I just lost the afternoon...



The Player's Guide gives you the Middle-earth setting-specific rules and guidance to create your characters and adventure in the world of The Hobbit and The Lord of the Rings using the OGL 5e ruleset.

Character creation features Cultures and Classes designed for Middle-earth to help you get deep into the setting from the very start of your adventures. New rules add excitement to your journeys and encounters, and chart the corruption of the Shadow in the unwary or unwise.

The Quest begins with this lavishly illustrated, hardcover Adventures in Middle-earth Player’s Guide, followed by the equally beautiful and useful Adventures in Middle-earth Loremaster’s Guide. You can start playing right away with this Player’s Guide, and the latest edition of the world’s most popular roleplaying game rules.

Rivendell
Adventures in Middle-earth: Players Guide contains:
• 11 Middle-earth specific playable Cultures
• 6 New and unique Classes
• 13 New Backgrounds custom-made for Middle-earth
• Middle-earth appropriate arms and armour
• Unique Journey rules
• New rules for Corruption
• New Audience rules
• Rules for The Fellowship Phase
• Middle-earth maps (as the end papers) for Players and Loremasters

Adventures in Middle-earth Player's Guide is 224 pages long, in full colour.

Kickstarter - DRAGONLOCK 2: Fantasy Village Terrain for 3D Printers (Fat Dragon Games)



Everyone knows +Tom Tullis and Fat Dragon Games, right? Fat Dragon is known for its "Print at Home" paper terrain. It is THE company in that specific field of our hobby and is known for quality releases.

Yesterday, Fat Dragon went live with DRAGONLOCK 2: Fantasy Village Terrain for 3D Printers. Yep, a Kickstarter campaign to supply the files for one to print your own gaming terrain at home, assuming you have access to a 3d printer. If you have access, it's by far the most economical manner in which to build up a limitless terrain collection.


Me, I don't have a 3d printer and I have no immediate plans to own one. Heck, I wouldn't have had any idea of what I would do with one if I did own one if it wasn't for this project. Now though, the temptation is there. You can print as many copies as you want of any piece (so long as you have room to store it)

DRAGONLOCK 2 had a modest goal of $500 when it launched yesterday. As I type this it is at $41,000 with 34 days to go.
DRAGONLOCK™ (patent pending) is an all-new interlocking terrain system that allows you to create fully modular, multi-level 28mm scale village terrain for your RPG or wargame on your home 3D printer. Each set is delivered in a downloadable .stl format via our online distribution partner DriveThruRPG.com, and once you have the set, you can print as many pieces as you like and never run out or need to purchase more. This new terrain system is the culmination of eleven years of gaming terrain design experience. 
By supporting us through Kickstarter, you get bonus models that won't be available later, and access to free stretch rewards. We have been in the 'print-and-play' terrain business for over eleven years, and have successfully delivered seven previous Kickstarter projects, so you can pledge with confidence that we will deliver a high-quality product on time. 

Tuesday, September 6, 2016

How Much Actual "RPG News" is There to Report?

Lets be honest - there is very little actual "RPG News" to report on and any website that claims there is, is either fooling themselves, their readers or both.

Why do I say that when there is an extremely well trafficked website that bills itself as "The source of RPG News and Reviews?" Because they confuse announcements and sponsored fluff as news or news facsimiles. Some random new gaming Kickstarter from your friend in the industry is now news.

No, it is not. It may be interesting information to your readers, but it's not news.

"News" is WotC announcing an OGL for 5e or The Gygax Trust licensing it's IP. It is not announcing some obscure Swedish RPG Kickstarter or the latest virtual issue of Dragon going live (which it does every month, like clockwork) Those are "announcements." It's information. It's something which you might expect in a trade magazine.

However, this is what they are listed under:


GURPS turning 30? It's a "sponsored" article (and kudos to ENWorld for finally making that fact more prominent after the pushback on the "it's a fine fuzzy line between news, promotion and outright advertising" stupid statement) but it falls under RPG News Updates. So, sponsored articles? "News", of course.

That "red highlight" as well as the "This is a sponsored post" are new.
Yep, you can thank this "abusive personality" 
Press releases? File them under "News" at ENWorld:


Why "pay(s) a bunch of folks to post press releases?" Because the truth is there is little actual news and being the source of RPG Informational Updates, Press Releases and Sponsored Content sounds so... not very sexy.

As for investigative reporting? Never bite the hand that feeds you.

Am I being too dogmatic about what constitutes actual "RPG News?" Perhaps. Maybe my definition is too narrow. I certainly think ENWorld's definition is far too wide and dilutes the value of any true news to be found, lost in the mire of sponsored content and press releases filed under "News".

Once you, the reader and consumer of ENWorld content, realizes what that actual content is, you'll best be able to make your own informed decision as to it's value.

Addendum:

After I wrote this post a Taverner forwarded me the following:


If one is an "abusive personality" for pointing out shortcomings in how a "News Site" flags "sponsored content" and how it pimps the reinvention of the history of someone like Gareth Sharka, I'll gladly take the mantel upon myself. Because if they had done nothing wrong, they never would have changed the way they flagged "sponsored content". The criticism would not have been "legitimate criticism." I stand by my postings.

I would, however, like a link or links to the posts from these "mean spirited personalities." That infers there is more than one. Who else then? Oh, right. Morrus doesn't read them.

Morrus won't read your comments. Your feedback is irrelevant. Critique and criticism have no place in a community that covers it's ears and hums so it can't hear you. Until it does. But it won't acknowledge your criticisms even as it takes actions to correct them.



Ale & Advice for Swords & Wizardry - Clearing Up Combat


Welcome to the inaugural Ale & Advice for Swords & Wizardry column. I'll be your bartender for the day ;)

We have a number of questions pending answers. Today's questions are regarding combat and were sent in by Carl B. Carl states:
I am new to S&W, and also I haven't played any RPGs for a couple decades now, so bear with me.  :-)  I do understand the intent is for the Referee to adjust the rules as they see fit, but I think it's important to understand and try the rules as they are written before deciding to make tweaks. 
Q1 - In the S&W Complete Rulebook, on page 36, there are 6 steps for combat.  The first step is to check for surprise; it says that "If one side is surprised, the other side automatically gets to take actions before the first initiative roll.  If they also win that initiative roll, this means they will have taken two actions before the other side has had a chance to do anything".  However, under the "Determine Initiative" step, it says that "If this is the first round and one group was surprised, the other side gets to go first automatically, without having to roll a die". These seem contradictory to me. It looks like the group that was not surprised gets a free attack (assuming the other group was surprised), and then it's not clear to me if there is an initiative roll after that, or if the not-surprised group gets initiative automatically.  Can you clear this up?
A1 - You are correct that if one side is "surprised" and the other is not, the side that is not surprised gets a free attack or action. After this free attack / action, roll initiative as normal.
Q2 - Under section 4, it says that "Each combatant on the side that won initiative may move, or may fire any missile weapons" (and then the other group may do the same). Then in step 5, it says that "Each combatant on the side that won initiative makes any melee attacks (if in melee range) or casts spells" (and again, the other group does the same).  This seems to be saying that in a round of combat, each combatant can do *both* a missile attack and melee attack; there's no mention of having to choose one or the other.  Is this actually the case?  I've been ruling that once someone is in melee combat, they can't fire missiles, as this seems reasonable to me, but I was hoping to get confirmation that I was handling it as intended.
A2 - In this example, "any melee attacks or cast spells" could be restated as "any melee attacks or cast spells if the combatant hasn't taken a prior action." 
G3 - OK, last question: on page 41, under "Spells", it says that "If the spell-caster suffers damage while casting a spell, the spell is lost".  What does "lost" mean?  Does it mean that the spell the spell-caster was going to cast is now no longer prepared for that day, or just that it's no longer available to cast that round, but still available for later use that day?  For example, if a first-level magic user goes to cast Magic Missile but is wounded before he gets the spell off, can he try to cast it again the next combat round, or does he have to wait until the next day?
A3 - "The spell is lost" means that it is counted as having been cast (although it has no effect). The caster would need to memorize the spell again before being able to attempt to cast it again. It's a good reason to keep your spell casters off the front line ;)
Thanks for stopping by The Tavern for some Swords & Wizardry Ale & Advice!

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Kickstarter - Embers of the Forgotten Kingdom (Systemless Art & Lore Book)


I've been drawn to +Andreas Walters Kickstarters like a moth to a flame in the past. When it comes to gaming art, he has an eye for it that I've yet to see be matched by others. Yes, I have a weakness for art :)


So, what is Embers of the Forgotten Kingdom?
Embers is a systemless art and lore book set in a dark medieval fantasy world inspired by the Dark Souls video game. The book will be a useful addition to any player or GM repository who is interested in dark fantasy, dark souls, or even unique character and creature concepts. In addition to the book, we are also offering adventures written for D&D 5th Edition, Pathfinder and Shadows of the Demon Lord written by none other than Ben McFarland and Robert J. Schwalb.
Not a bad lineup of writers and a nice selection of systems to have the optional adventures written for. Of course, OSR is not on the list but 5e is easy enough to convert to OSR gaming.

In truth though, I'm more interested in Embers for the art. I've seen pieces of this project in different stages leading up to the Kickstarter going live, as Andreas sought some feedback from me. I can say this without any doubt, the art will impress and then some.

I'm always looking for the right visuals to enhance the campaigns I run. A few screenshots of the at within Embers popping up in my player's Roll20 Screens is going to make for some enjoyable gaming ;)

Monday, September 5, 2016

Extra-Life is Coming Up in 2 Months - Join the Team - Team Tadpole!


(guest posting)

It’s two months until Extra Life.  For those of you not in the know, this is a 24-hour game-a-thon that raises money for the Children’s Miracle Network Hospitals.  That’s right—we’re playing games in order to support sick children.  Last year, Extra-Life raised over $6.5 million in unrestricted funds for our nation’s hospitals—specifically for support of children and research into children’s diseases.  Cool stuff.

I’m sure lots of you out there are participating, and I know that Erik here at the Tavern is a believer and a supporter (and I am, it's a damn good cause - ET).  I bet if you send him word of your doings, he’ll give a little shout out (yep, I will share out any and all Extrta Life events).  But I got here first darn it, and this year I have not one but two Extra Life events that I’ll be participating in.

Extra Life comes to Carnage Con!  November 5th at CarnageCon in Killington, VT, a group of us will be running 24 hours of gaming in support of Extra Life.  We’re starting out with a DCC tournament where audience members and players donate money to mess with the game (and this just in, we might be streaming live).  We’ll be rolling through Carnival of the Damned while folks are throwing exploding balloons, pieces of healing candy, and minions of the Black Jester into the mix.  Then, a midnight game of Fiasco at the bar followed shortly by an Extra-Life exclusive release of a Call of Cthulhu scenario by one of the big names in CoC (you’ll have to pass a Library Use roll to find out which one).  As that winds down, we’ll start up Kids Helping Kids—four hours of games for children including board games and a couple sessions of MCG’s No Thank You Evil.  Finally, we’ll feature a head-to-head competition of some former Iron GMs as they run a bit of survival horror, again with audience intervention.  Running in parallel we’ll have 24 hours of 5e put together by Adventurer’s League.  Lots of action.  And of course, we’ll have a raffle of great items, with all proceeds going to Extra Life to help the kids.  So come on up to Vermont—it’s a great convention full of Old School goodness, and we’ll be having fun raising money.

If you’re not going to be at Carnage, and you’re not doing your own Extra-Life, you can still help (I know—will wonders never cease?).  November 18th, starting at 6 PM EST, I will be running Rappan Athuk around a table with a bunch of friends—the way Orcus meant it to be played, except that I’ll be breaking out a 5e translation.  This event is sponsored in part by Frog God Games and it’s just possible that some of the Frogs will pop in to run a few hours of something new and exciting that they are working on.  Sort of an exclusive preview type thing.  Jealous?  Well don’t be, you all can play along because we’ll be live on Twitch and accepting donations for all kinds of hijinks.  Get your name on the big screen? No problem.  Send a hoard of dragons down on the players—just say the word (and, um, put your money where your mouth is, of course).  We might even get folks in as NPCs for a bit.  We’re also hoping to get donors some FGGG (Frog God Games Goodies).

If you’d like to support my efforts to raise money for Extra-Life, please visit my personal fundraising page or visit the team page at www.extra-life.org/team/FrogGod and drop us a few bucks.  Remember, we’re going to be playing twenty-four hours of non-stop RPGs.  We’re gonna be suffering here—please help out any way you can (and did I mention it’s to help kids?  sick kids!)!  And if you’re running your own Extra-Life event, please tell your friendly bartender to help you get the word out too.

Thank you.
Edwin Nagy

We'll be posting more on this. I'm retired now and I'm sure Rach could use 24 hours away from me in November...

Who Will be Ken Whitman's Sean Fannon?

When Sean Fannon embellished Gareth Sharka's "press release" with words such as "icon" and "stalwart" and tried to keep the narrative positive in the comments section. he was doing more than just "sharing an announcement". Sean put his own reputation on the line to endorse someone who is seen by many as a polarizing individual in the gaming hobby. Yeah, I'm trying to be PC ;)

So, who is going to do the same for Kenny Whitman, the lovable thief (allegedly), con man (most assuredly), misapproriator of Kickstarter funds (you admitted to it Kenny with an interview published on a blog) and general ass. Who will be Kenny's knight in shining armor, willing to put their own reputation on the line so he may thieve (theoretically) from the gaming community again. Jolly? Er, no. Larry? Won't happen. Marc. Perhaps.

But no. Kenny doesn't need any of that. No, Kenny believes that blogs like Not Another Dime (for Ken Whitman) are going to be his savior. Don't believe me? Head over to NAD and see for yourself - although I'll give you a peek:

"Gammers", aren't you glad to see how well thought of you are?

Sunday, September 4, 2016

How Important are UnKeyed Maps (Player's VTT Map) In Your Adventure Purchases?

As I sketch out future creative plans I got to thinking about maps. They are extremely integral part of most any published adventure. As I run nearly all of my games via Roll20, a virtual table top (VTT) I really love importing the maps (preferably unkeyed) from any adventures I wish to use (which is why I want most of my purchases in Print / PDF bundles, but that's a whole 'nother topic). Add in Fog of War and you have a very efficient way to run your table.

So, how important are blank / unkeyed maps in your adventure purchases? Is the extra feature appreciated? Is it's omission a deal breaker or do you just not care because you don't use them?

Inquiring minds want to know...

On Affiliate Links, Advertising and Sponsors



I've always tried to be open and forthright here at The Tavern. Have I always succeeded? Sadly, no.

As many, if not most, of you know, clicking on links for RPGNow or DriveThruRPG and making a purchase generates revenue for The Tavern. Generally it's 5% of the purchase, but may be less if a Gift Certificate is used. What many of you don't know is that there is a cookie attached to that click, which will credit purchases made within the next 2 weeks to The Tavern, so long as a new cookie doesn't replace it.

Going forward, we'll be mentioning the presence of an affiliate link whenever one appears in a post. You can remove the affiliate link by using "copy" on the link, pasting the link into a new tab on your browser and deleting from the last "?" or "&" in the link. No one should be forced to use an affiliate link when they make a purchase, although I most certainly do appreciate it when you do. For reference, I make mention of the 5% revenue generated at the top of this page, under the header art and above the RPGNow banner.

The Tavern does not currently accept advertising or traditional sponsorship. To paraphrase The Pundit, "if we did we would still call your stuff shit if we thought it was shit." We'd also need to declare such a relationship prominently in any postings where it could be consider a conflict. Making a "tag" indicating it is "sponsored" wouldn't cut it. Does anyone look at the tags at the bottom of these posts anyway?

Generating revenue is important for the long term success of The Tavern, but not at the expense of the community that IS The Tavern.

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

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