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Monday, February 7, 2022

New Release - Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer (Labyrinth Lord)

Time to get the disclaimer out of the way. I've been following James Mishler since his early days as a licensee of Judges Guild Wilderlands setting. Although that project overwhelmed James (and understandably so) it showed that James truly has a handle on the sandbox/hex crawl style of setting. James and Rob Conley (Bat in the Attic James) are cut from similar cloth.

Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is one of James' more recent releases, and James was kind enough to send me a comp copy of the PDF. I did not request it, and James did not offer it to me. It simply arrived in my email earlier today. I'll follow this post up with a review at some point in the next few weeks.

At first glance, this is an impressive campaign. It claims to support years of gameplay, and that certainly looks to be the case. 

The one thing that sticks out prominently to me is that there are FOUR versions of the setting map - "One map with all the names, location symbols, and mountain passes with hex numbers (identical to the PWYW map available separately), and one such map without hex numbers. One map without all the names, location symbols, and mountain passes with hex numbers, and one such map without hex numbers."

I really love this touch. I can hand out a map to my players without giving away all of the secrets this way ;)

How much is the Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer? 15 bucks for the PDF and PNG maps. 

The Isle of Eldisor Hexcrawl Campaign Cyclopedia & Gazetteer is a 76-page campaign guide describing the Southlands of the Isle of Eldisor.

Jordvann was once a land dedicated to Law and Good, until the rise of Eldisor, the Devil’s-Son, who together with his hordes of giants, dragons, trolls, ogres, orcs, and goblins conquered the land, reduced the people to slavery, and brought down Fimbul Winter, which caused empires to fall world-wide. Eldisor ruled for 400 years, until he was slain or brought low during a rebellion of his captains, the Old Evils. Fimbul Winter ended, and civilization rose again elsewhere, while the survivors on the Isle of Eldisor sought to stay alive between the warring Old Evils.

Now, descendants (or claimed descendants) of exiled Jordvanner have settled the southern verge of the southern portion of the island, building colonies and rebuilding civilization among the monstrous and savage peoples of the isle. Little is known of the Isle of Eldisor, and what little is known is merely myth, legend, and rumor. The adventurers can partake of the return to the Isle of Eldisor in many ways – find and recover the lost treasures of the ancient civilization; discover, ally, and trade with the savage descendants of the Jordvanner; battle the remaining hordes of evil giants, dragons, trolls, ogres, orcs, and goblins; or seek to re-establish the lost realm of Jordvann and protect the native peoples from the inroads of the colonial factors.

The setting is presented as a Hexcrawl sandbox, and includes the following details:

  • History of the Isle of Eldisor.
  • Details on the Colonial Powers.
  • Geographical information, including specific regional encounter options.
  • The Jordvanner (including the four descendant peoples – the wild Cavemen, the sorcerous Gray Folk, the monstrous Morlocks, and the savage Tribesmen, as well as their cousins, the barbaric Kruski berserkers and vikings).
  • 13 Gods, Demi-Gods, and Demons of the Isle of Eldisor and the Continent.
  • 36 Myths, Legends, and Rumors.
  • Complete Campaign Notes on making the Isle of Eldisor experience more immersive and unique.
  • Details on the Weather on the Isle of Eldisor, still recovering from Fimbul Winter.
  • A complete Hexcrawl Exploration Procedure to determine encounters and the discovery of minor ruins and settlements.
  • A gazetteer detailing 156 major settlements, strongholds, ruins, and lairs.
  • New monsters, including the Mammoth, Northern Titan, Giant Troll, and Multi-Headed Troll.
  • An Appendix N detailing literature inspirational to the campaign.
  • There are four separate maps included in PNG format:
  • One map with all the names, location symbols, and mountian passes with hex numbers (identical to the PWYW map available separately), and one such map without hex numbers.
  • One map without all the names, location symbols, and mountain passes with hex numbers, and one such map without hex numbers.
  • The map is 52 hexes east-west by 34 hexes north-south; each hex is 6 miles across, providing more than 50,000 square miles of adventure!
  • The map is also provided in the book, divided into eight sections for easy reading.

The Isle of Eldisor Hexcrawl Campaign can provide a Judge and their players with years of adventure!

Designed for use with Labyrinth Lord, easily adaptable to any Old-School RPG or even Fifth Edition!


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Far West Kickstarter - An ACTUAL Update From Feb 1, 2022 - More Promises

Now, it should be noted that Gareth was informed of the Far West Forums being offline from one of The Tavern's readers. Never let it be said that we don't care. I'd have notified Gareth myself via the only medium he communicates via - Twitter - but he has me blocked. Ah well.

Now, on to the update:

Gareth-Michael SkarkaCreator

February 1, 2022

Greetings, All -- 

Several updates in this email, and we're busy as a cow’s tail in fly time, so I'll get right to it:

1) The manuscript has been handed off to Eric Trautmann (my business partner, formerly of West End Games) who is well underway on the layout, and should be done soon.

2) All additional spot illustrations requested by Eric have been delivered to him.  You can see one of them here, illustrating the "Artist" skill (in this case, a musician):

3) Once complete, we'll be delivering the PDF to you.  While layout is underway, meanwhile, I am conducting reviews of US-based printing companies, checking on prices, scheduling, and quality -- the pandemic-related supply chain issues, as you may have heard, have made overseas printing problematic.  Shipping from printers in China, for example, can take as long as 18 months or more.  So US-based it will be.  I'd rather not go the print-on-demand route, so I'm looking at offset printers -- -the costs will be higher, but, to be honest, this project is already a money-losing operation, so that's not a massive concern (but I would obviously like to keep it reasonable).

4) To that end, before physical delivery, I will be asking you all to email me directly with your present address.  Obviously, since this project has taken so long, there will be many of you who have changed your residence.  I will make an announcement of when I need that info.

5) We have been the victim of some malicious bastards who decided to mess around with our websites -- last week, backer John Fiala notified me that the forum on the FAR WEST website was spitting back fatal errors.  I hadn't touched anything on the site in over a month.  When digging, I discovered that somehow, the entire database for the forum had been removed.

Today, I discovered that the Adamant Entertainment website had been vandalized.  Somehow, somebody had managed to gain access to the admin account.  Luckily, I had a "back door" account set up (in the event that I ever forgot my login info, etc.) -- so I used it to gain access to the site and I deleted the offending account before it could do more damage.  UN-luckily, that account was the genuine admin account, so literally every post and page created by the account was deleted as well.  POOF.  The entire site is now empty.  

I have changed all of our login info, passwords, etc., on every site, and increased our security.  The amount of work that is currently staring me in the face is formidable -- so much so that I'm considering just starting from scratch on the Adamant site, and foregoing a forum entirely on the FAR WEST site (in favor of a dedicated Discord channel).  We'll see.

I know that the ridiculous amount of time this project has taken has made me some enemies out there, but still -- this has really been a gut-punch.

Anyway -- that's it for today.  Back to work.  I hope that you and yours are staying safe and healthy in these most peculiar times.

Gareth-Michael Skarka

Lawrence, Kansas

1 February, 2022

Before this fiasco known as Far West, I used to be a supporter of Adamant Entertainment. I literally couldn't give two fucks about Gareth politics, as he put out a crapton of good product. At some point, that morphed into producing no product and spewing politics non-stop on Twitter. It seems, for some, social media literally is a curse.


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Sunday, February 6, 2022

Themed D&D Adventure: Rick & Morty

Themed D&D Adventure: Rick & Morty
I should be finishing up packing my house for my move next week, but I'm taking a break and re-watching Rick & Morty (waiting for my medication to kick in....).

Now I know this isn't OSR, but Ha$bro did make a Rick & Morty D&D box set. I keep seeing it in the stores as I travel and I've never picked it up, mostly 'cause it's not OSR and I don't know if I need another ruleset I'm probably not going to play. I did wonder about it though, because it might be a decent gaming-entry for some new players.

I have bought an adventure game-box or twelve in the past, but the majority of them were probably the old Basic Set from Waldenbooks. At one point they were practically giving them away and it was cheaper & easier to just buy a set for the dice than it was to track down a gamestore (especially when you're a kid with no means of transport) to get replacement dice. I was a fan of the D&D 3.5 gamebox because it was just a well designed piece of kit.

Anyway I'm pretty clueless about the Rick & Morty Boxed set.....is it just a "regular" set with comics and some light theming, or it is just straight-up Ricktastic?

A quick search and I did find a decent review online. It looks like it is just packed with show references and it looks like the players can play the family (not Rick) or an add-on fighter named "Meatface". Surprisingly enough there is even a playthrough.....so if you don't think you'll pick the set up you can watch it?




I'm thinking if we get a Season 6 I need to spend the $30 and pick this thing up. Then I need to come up with a drinking game that can go along with the season premiere and once everyone is slightly tanked break out the box set and play The Lost Dungeon Of Rickedness: Big Rick Energy.

Should be good to go by this fall......man I'm not sure I can wait that long. Maybe I should look at something for NTRPG?

Saturday, February 5, 2022

New Release - Traveller: Explorer's Edition (A Single Buck!)

I started my Traveller experience with the Traveller Starter Set. My God, it was an amazing experience and my only regret at the time was a lack of an experience point system (heh - I still harbour that regret)

The Traveller Explorer's Edition is a mere buck. I strongly suggest, that at that price, one can easily make a decision on whether to dive in further to what Mongoose Traveller has to offer, game on with what one has, or forgo any further. 

Simply a bargain.

Traveller is the science fiction roleplaying game of the far future. The Traveller Explorers’ Edition is an introduction to the game for newcomers that provides all of the tools you need to create adventures or even an entire campaign. Create bold scouts and intrepid scientists who travel into the unknown aboard their trusty Type-S Scout/Courier, a rugged exploration ship perfect for the job.

Dock your ship at advanced starports, visit strange worlds, encounter alien beings and animals, and take on the challenges that the galaxy sets before you.

The Explorer’s Edition provides all core game rules for Traveller, plus a universe creation system that allows referees to create new star systems on the fly for their players to visit and explore…

The universe awaits. Welcome to Traveller!


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New Release - Adventure Module V2 - Red in Tooth and Claw (OSR from BRW Games)

I've been attempting to make a special effort to reveal any connections I may have to the various products I highlight here at The Tavern. This post is no different. 

I've known Joe Bloch for a number of years (and got to meet him face to face for the first time at the Gygax Magazine launch in Brooklyn back in January of 2013 - my God, 8 years ago!)

When Joe put out his AD&D 2e "What If Gary had Written 2e Clone" Adventures Dark & Deep, it showed me that Joe really knows the OSR and game design. I ran his Castle of the Mad Arch Mage for well over a year. Joe's knowledge of Greyhawk is second to none. 

Joe's latest release is Red in Tooth and Claw, an adventure written for Adventures Dark & Deep but usable with an OSR ruleset. It's 2.95 in PDF and 5.95 in Print plus PDF

The southern verge of the Sesve Forest is beset by evil. Woodsmen are slain, villagers’ flocks and herds are rended asunder, and no one seems able to stem the tide of evil. But this is no ordinary pack of wolves threatening the forest precincts; they strike with supernatural cunning, behave with human-like strategy, and show a pure evil unknown to nature.

You and your companions must explore the southern edge of the forest and root out this pack of evil beasts before they strike again, and bring peace once more to the region. This adventure is the second in a trilogy of adventure modules, but can easily be played as a stand-alone module.

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Friday, February 4, 2022

New PWYW - Mere Anarchy (1-Sheet RPG)

I've always enjoyed Dirk Stanley's work, and actually snagged some of his adventures for the Far Away Land RPG before I even bought the core rules. Quite simply, he does good work. Dirk, Vince Florio, and I even did a short-lived podcast for the Far Away Land RPG. 

(edit: Doh! And yes, that is Dirk's artwork at the top of this page)

So yes, I know Dirk. Yes, I am likely biased. But that's okay because Mere Anarchy is priced at PWYW pricing for two pages (1-sheet) and your risk (and investment) is literally nil (unless you tip Dirk for his fine work.

I suspect Mere Anarchy would work best as a convention game. Simple to learn, everyone can be given their 1-sheet of the game AT the game, and all one needs are some d6's.

Mere Anarchy is an ultra-lite, 1-page (front and back) rpg that uses a simple 2d6 system. You can learn the game and make characters and get started playing in minutes.

The game features unique and simplified systems for many things like NPCs and monsters and generating treasure.

  • Overview of basic mechanics
  • Character creation (with optional rules)
  • PC Advancement
  • Combat
  • Magic (freeform system)
  • Gear
  • NPCs & Monsters
  • Treasure

 
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Thursday, February 3, 2022

Borderlands & Beyond for RuneQuest - Glorantian Classics Reprint Print plus PDF Sale (over 50% off)

I've recently been bitten (again) by the RuneQuest Bug. I last ran a RuneQuest Campaign over 30 years ago, using the RuneQuest 2nd edition rules and the Pavis and Big Rubble box sets. It was an amazing summer of RuneQuest fun, and although we didn't call it a "sandbox" back then, it was certainly the first sandbox I ran.

I noticed last night that on the Chaosium website, they offer Glorantian Classics: Borderlands and Beyond for $18.99, in print plus free PDF - basically half off the regular price. Not owning a prior version of Borderlands (but remembering the rave reviews of it from years ago) I promptly ordered the hard copy and started perusing my newly acquired PDF.

I'm inspired to run a RuneQuest Campaign again, with Pavis & Big Rubble, as well as the Borderlands at my disposal. Apparently, I ordered a PDF copy of Pavis & Big Rubble from DTRPG in the past, and I'll be uploading that to my iPad, much like I've uploaded Borderlands. Edition changes don't phase me, as I've been running all editions of various D&D / OGL adventures for years using Swords & Wizardry rules. So long as the players don't know what the "true" stats should be, any stats you present as a GM are the "true" stats ;)

So, what do you get in Borderlands & Beyond?

This is an updated and reformatted 300+ page reprint of ALL of the information from the original Chaosium Borderlands boxed set, Plunder, and Runemasters.

Rick also included additional Plunder items, expanded Runemasters character histories, and loads of background info from Nomad Gods and Wyrms Footnotes magazine. The interior is lavishly illustrated with dozens of new pictures from Simon Bray, Dario Corallo, plus loads of oldies but goodies from Lisa Free, Luise Perrinne, Gene Day and Rick Becker.

Note, this is the last of the Glorantian Classics line Chaosium has in print.


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Wednesday, February 2, 2022

Bundle of Holding - Goodman Gems

Looking at one of the latest Bundles of Holding, I am quite impressed by the quality works included at these price points. Truth be told, I believe I already own everything, if not in print than in PDF. That says a lot IMHO.

With the Goodman Gems bundle, you get The Adventurer's Almanac, the DM Campaign Tracker, PC Pearls, and GM Gems for 9.99. If you increase your buy-in to about 26 bucks, you also get The Dungeon Alphabet, The Monster Alphabet, The Cthulhu Alphabet, 50 Fantastic Functions for the D50, and How to Write Adventure Modules that Don't Suck.

It's a pretty damn strong collection overall.

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Tuesday, February 1, 2022

Giantlands - Reviewish - Book 1, Part 1 - Damn It Tenkar, Where Are the Rules?

To be honest, I did not purchase Giantlands with high hopes. At $130 plus shipping my expectations were severely muted. That being said, I can honestly say, the editing is, by far, better than any of the peeks we've had of various TSR3 products that have not been released yet. Surely, not a high bar to meet, but one that has been met and exceeded.

Now, on to the cover of Volume 1 of Three Booklets, Spirits Guide. Yes, I know that looks awkward, but there it is. 

Giantlands: Science Fantasy Roleplaying Game Playable with Pen, Paper, Dice & Masks

Maybe it's just me, but we never played with masks back in the day OR today (but occasionally we did play with hand puppets, like the Rocky & Bullwinkle Game from TSR). This makes it seem like masks are expected to be used as part of gameplay. It should be noted that masks are NOT included in the box, but pencils are, as well as dice and some tokens.

At first glance, the art looks above average to pretty damn good. Jeff Dee did some interior art, and the other artists did fine jobs overall.

We start with the description of the 5th Age. If you've played an RPG with a default setting before, you probably already know much of the script.

This is followed by the section The Fun of Roleplaying. If this is your first RPG, do read it. Also, my sympathies, as this should likely not be your first RPG. That applies to MOST RPGs. It's not a knock on Giantlands specifically, just a general note.

Definition of Terms comes next. At four pages, it does a decent job of defining terms used in RPGs in general and Giantlands in particular. 

Core Guidelines is the next page and really feels like it could have been included with The Fun of Roleplaying Section. Again, as a gamer, this section can likely be ignored by most.

The What Do You Need Section ("the following is a list of what is needed for a game of Giantlands") is where I find myself blinking and shaking my head. Spirits (players), Spirit Keeper (GM), Dice, Sigil Coins (tokens of a sort. Four are included in the box, but you could substitute coins), Pencil (the cover says "pen", but that's nitpicking), Paper, Imagination, Lusory Attitude (basically the ability to immerse yourself in the game - yeah, Gygaxian word) and lastly Masks and Costumes.

Now, let's pull that last piece out on its own.

Masks and Costumes

Masks are a way to help us stay safe while stepping even more out of our everyday selves and into other roles. Decorate your mask with Sigils, human or animal features, or anything else that makes you feel more like your character. Costumes of any kind also help us and others to imagine more deeply and suspend disbelief in the fantasy

Does the above paragraph make anyone else cringe? It certainly makes me cringe. Needless to say, no masks or costumes are included with Giantlands but they are included in the What Do You Need Section of the rulebook.

Now, I'm not saying that an RPG with masks and costumes can't work, but marketing such to old-school gamers is likely the wrong market to aim for.

But wait! There's more on Costumes and Masks a few pages later. 

Costume and mask creation is an important part of playing Giantlands.

We strongly and sincerely suggest you craft your own.

Playing dress-up is great fun, but it comes with game benefits too. The costume rules state that if you wear a mask, you may add +5 to each of your Ability scores. If you wear a full-body costume, you can add +10 to each Ability score.

I'm an adult. I don't play dress-up. 

But it seems as though Costumes and Masks are NOT required to play Giantlands, just highly beneficial with in-game bonuses that literally make no sense. 

"Hey, bring blue dice to my game table and I'll make sure you get +1 hit for the rest of the session" is not the way to design a game.

Damn, where was I?

Oh yes, the Play of the Game Section. This is another section that makes me scratch my head, specifically Step Three. Actually, everything from Step Three on. Fuckit, there's too much to type. Here's the page for review purposes only:

There is no sample adventure in the box (and I just confirmed that Volume 2, the Keepers Guide, lacks such). It appears that the assumption is that the Spirit Keeper will know how to design an adventure for Giantlands, but the rules thus far seem to be directed at players new to RPGs in general.

How do you NOT include a sample adventure for a totally new game system? Even a free one on the website would suffice. From what I can tell, the only download on the WFD website is for a Giantlands character sheet. At 2 bucks, BTW.

K, I'm burned out. 

Tomorrow Night on the Talking Crit LiveStream, we'll do a Giantlands Session Zero - Character Generation. At first glance, it doesn't seem all that balanced, but maybe that's where the "old school" aspect comes into the ruleset.


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Monday, January 31, 2022

Humble Bundle - Stories From the Worlds of Warhammer 2022, by Black Library

I've always enjoyed the various worlds and settings of Warhammer and immersing myself in fiction is a fun pastime. These days, I prefer audiobooks, but with my Kindle app, even my tired old eyes can read the selections available in the Stories From the Worlds of Warhammer 2022 Humble Bundle by Black Library.

For as little as a buck, you can snag six bucks in Kindle and epub formats. $18 dollars gets you 25 books. If you are into fantasy and/or fantasy/sci-fi fiction, this is a hard-to-beat deal.


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Sunday, January 30, 2022

Do You Ever Envision an End-Game for Your PCs?

Do You Ever Envision an End-Game for Your PCs?
Yeah, so if you think I almost forgot about today's post........you'd be right. This last week I managed to sign on a new home and then my car up and crapped out on me. Not really a good time to be needing to purchase a new vehicle, but you gotta do what you gotta do (Futurama anyone?).

So basically I'm leveling up and am able to "create" a Stronghold. I mean it's not my 1st house, but it's "my first" house....as in all me and just me. So the first thing I have to do, after "evicting" the previous tenets (i.e. bought the house) was to secure the premises.....in this case change all my locks.

Now I'm at the cleanup and slowly moving in phase.

Anyway, clearly that's my real life at the moment, but I've yet to be able to do this in-game. I did get close once. My DS Invoker got a high enough level and saved up more than enough coin. The tipping point was my PC getting a Pseudo Dragon familiar, so then he was all set to "retire", build a library, and begin his practice (he was working on being a Doctor of sorts)*

I've never GM'd a player building a bonafide Stronghold either.

In-game I like the idea of a Stronghold/Library/Whatever, but it seems to me to be more of a goal....a journey, not really a destination, something to work towards, but probably a campaign-wrecker if it ever came to fruition. While I can certainly come up with ideas for adventures emanating from the Stronghold, or during it's creation, they just seem way too different from the types of adventures during the normal murder-hoboing.....

So basically I see the creation of a Stronghold as more of an end-game thing. Retire the PC and maybe bring them back out here & there for one-offs. I often have some sort of end-game idea in mind for my PCs. My current OSR Magic User doesn't have one....yet, but my last HackMaster PC was expected to return to the homeland and probably die leading a rebellion to free his enslaved brethren. I was hoping that'd be an epic campaign, but alas the gaming group broke up and I haven't touched that PC since.

Usually I like to pose a question to the 12 13 readers I have here at the Tavern and the obvious one would be if anyone has built a Stronghold before, but what I'd rather read about is if/how many of us envision an end-game for their PCs. Not just what, but when (level?), and what is involved in that thought process?

Saturday, January 29, 2022

Deal of the Day - Advanced Labyrinth Lord (Dragon Cover)


Labrinth Lord was my initial introduction to the "real" OSR. Those art-free PDFs were eye-opening as to what one could find in the modern market that emulated the RPGs I cut my teeth on.

For years Labyrinth Lord was the OSR system of choice, not just the original rules but the Advanced Labyrinth Lord rules, which did an effective job emulating the AD&D rules while using the B/X / LL chassis.

Today's Deal of the Day, which is on sale until tomorrow morning, Jan 30th, 2022 is Advanced Labyrinth Lord (Dragon Cover) in PDF. Normally 14.99, it is currently on sale for 8.99.

Labyrinth Lord doesn't waste precious game time.

We're older now. It's hard enough setting aside time to game.

Then you have to wrangle all your players together at the same time.

The last thing you want is your hard-fought game time wasted.

Combats in Labyrinth Lord are resolved quickly. Running adventures isn't bogged down with bloated monster stats and overcomplicated combats.

Get right into the fun stuff, squeezing the most adventure out of your time.

Play the game on your own terms. Most of us started out with the basic game, working in advanced elements without even realizing basic and advanced were supposed to be two different games. We all might have created our own Frankenstein's monster of rules in slightly different ways, but Labyrinth Lord lets you play the game the way you want it.

If you want to keep basic classes, you can, and play them right along with the advanced classes. Or just use the advanced options. Pick and choose what you want to place in your game on your own terms.

Play the game like you remember it. Feel the adventure like you remember it.

That's why I want to share Labyrinth Lord with you.

COMPLETE AT LAST!

Basic and Advanced

Finally the basic and advanced game rules are in one volume!

This book combines the material originally presented in the Labyrinth Lord core rules and in the Advanced Edition Companion. Play advanced and basic characters in the same group, or choose to play one or the other.

Enter a world filled with labyrinths, magic, and monsters! Choose a basic race-class, advanced class, or even multiclass to combine the two! All of the basic and advanced options are within reach.

Labyrinth Lord is the Rosetta Stone of old-school fantasy rules.

It is easy to use basic and advanced game adventures from other publishers with these rules.

In this book you will find...

  • A complete guide to basic and advanced characters
  • All core basic and advanced monsters
  • Basic and advanced spells
  • The full repertoire of basic and advanced magic items
  • Optional rules to make your game even more advanced
  • Welcome back to old-school gameplay.

**Note that the PDF includes both the Dragon cover and Orcus Cover images.

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Friday, January 28, 2022

Quickstart - RuneQuest (Free)

I've mentioned this on The Tavern's YouTube channel, but the best campaign I ever ran was using the RuneQuest 2e rules with the Pavis and Big Rubble boxed sets over 30 years ago. We never called it a sandbox, but it was by far an open-world-style campaign and very driven by player actions.

I recently picked up the RuneQuest Starter Box directly from Chaosium for 30 bucks, and the value is amazing. I'm sure you could snag a copy on Amazon, but the instant gratification you get with the accompanying PDFs for purchasing direct is hard to beat.

Want to take the RuneQuest rules out for a test drive before plunking down a few bucks? Snag the free RuneQuest Quickstart rules.

A mythic world of mortals and gods, myths and cults, monsters and heroes. In Glorantha, the Runes permeate everything, and mastery of Runes allows astonishing feats of bravery and magic.

Glorantha is ancient, and has known many ages, but now it is at the brink of the greatest conflict it has ever known… the Hero Wars.

Glorantha is the setting of RuneQuest, one of the oldest and most influential roleplaying games ever published.

Welcome to Chaosium’s RuneQuest Quickstart Rules, a booklet that collects the essential rules for RuneQuest: Roleplaying in Glorantha and presents them in abbreviated form. Use this booklet to play the new edition of RuneQuest immediately, and to discover the improvements to the system. These game rules and a new adventure—The Broken Tower—preview the new edition of RuneQuest, developed in close consultation with the original designers and creators of RuneQuest and of Glorantha.

The Broken Tower, set in the heart of the Dragon Pass, is suitable for up to 5 adventurers and one gamemaster, complete with all the rules needed to play.

I'll likely record an unboxing video of the RuneQuest Starter Box on the Tenkar's Tavern YouTube Channel this weekend.


Thursday, January 27, 2022

Deal of the Day - FlexTale Solo Adventuring Toolkit (multisystem: Pathfinder, P2E, 5E, OSR, DCC)


Now, as a long-time fan, and collector, of Tunnels & Trolls, I'm no stranger to solo play. More importantly, as a DM, I tend towards loose plots with a fair amount of DM improv. I find it keeps me on my toes and lets much of the session surprise me.

Reading over the description of Today's Deal of the Day: FlexTale Solo Adventuring Toolkit I knew I had to own it. Seriously, at 4.99 (normally 9.99) until tomorrow morning, I think this needs to be in every DMs toolkit. Solo players too, I guess, but I'm always collecting DM tools ;)

This book aims to be the most complete, most comprehensive, most innovative authority on solo tabletop roleplaying game adventuring ever produced.

After more than 30 years of gaming, both old-school through to today's most popular systems, the Solo Adventuring Toolkit culminates a lifetime's passion for the hobby into a massive volume that can be instantly useful to any gaming group, in any context, using any rules system.

Although superbly complex, the FTEG SAT infinitely flexible, and can be used immediately with zero preparation or exhaustive reading beforehand.  Its hundreds of tables, tools, and techniques can be used in infinite combination, powering the creation of endless solo adventuring content.

Especially with the COVID-19 pandemic, you've either dreamt of playing pen-and-paper RPGs solo, have tried to do so and found it frustrating and unsatisfying, or are blessed with an abundance of free time and friends whose schedules sync with yours.

This book will help with all but the latter situation.  :)

What is This Thing?

The FlexTale Solo Adventuring Toolkit (FTEG SAT) is over 580 pages, and contains more than a thousand rules, tools, templates, and other resources that can be used to run ANY pen-and-paper RPG as a solitary individual, without a gaming group.

Will it do everything that a traditional gaming group of 3-8 people, each with their own vision, sense of humor, creativity, and a dedicated Games/Dungeon Master make possible?  

Nope.  But it will help approximate that to such an extent that you might discover that you don't mind!

The FlexTale Solo Adventuring Difference

Unlike some "prepless" tools, the Solo Adventuring Toolkit lets GMs or solo players alike immediately jump into the action, rolling a d20 and generating a dynamic, interesting, and level-appropriate adventure with zero preparation or reading.

The Solo Adventuring Toolkit features the FlexTale approach to gaming design: the content herein supports ANY set of PCs of ANY level, and scales accordingly.  No two adventures or quests are the same.

Although the Solo Adventuring Toolkit was designed first and foremost to help solo adventurers, its powerful content tools are equally useful to help dedicated G/DMs to generate feature-rich, engaging adventures for a traditional tabletop gaming setting with zero preparation.

The majority of the book is system-agnostic, and can be used easily with any TTRPG system.  Some specific tools and elements contain rules language tailored to 5E, Pathfinder, Pathfinder Second Edition (P2E), OSR, and Dungeon Crawl Classics (DCC).

What's Included

The Solo Adventuring Toolkit features:

  • Over 660 tables, each designed to make it a simple as rolling a d20 to generate dynamic adventure content.
  • Over 80 FlexTables, each one four tables in one, with different results coding and probabilities based on the circumstances.
  • Over 420 optional Rules Adjustments, from minor tweaks and house rules to game-changing capabilites that make your solo warrior a truly formidable force.  From the straightforward "use a bigger hit die for your HP each level" to rules guiding the distribution of "overkill" damage to multiple enemy targets, each rules adjustment contains a Balance Point Handicap that reflects its utility and helps guide its use in your adventuring party.
  • 28 exhausitvely-detailed Plot Templates, each with pages of custom tables, rules, and guidelines; each one can be used to create an infinite variety of quests.
  • Detailed discussions on party composition and multiclassing, both in the context of a traditional gaming environment as well as specific to a Solo Adventuring setting.
  • Hundreds of content variations recognizing the difficulty difference between OPOC (One Player, One Character) and OPMC (One Player, Multiple Characters) approaches to solo play.
  • Dozens of Generator Tables aimed at making it quick and easy to instantly generate dynamic adventure content.  From a simple Yes/No, to what direction the wind is blowing in, to what sort of environment you discover, to the social attitude of an NPC, these are the sort of generator lists that typically go for $1 apiece as indie RPG tools... but here, you'll find dozens of them bundled and organized together, and linked to the rest of the book's massive trove of content, for a huge value.
  • A complex but easy to use Balance Point / Handicap system, describing the impact of accumulating beneficial Rules Adjustments, and/or upping the challenge for better rewards by imposing Restrictions on your party.
  • Hundreds of Rewards and Penalties, and dozens of tables to drive randomization thereof, to be received or imposed as consequences for success or failure.
  • Dozens of pages of exhaustive Indexes to make finding what you want as quick and simple as possible: these reference Tables, FlexTables, Plot Templates, Rules Adjustments, and much more.
  • Simplified FlexAI rules to drive dynamic and interesting creature behavior in combat and in social interactions.
  • And much, much more!


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Wednesday, January 26, 2022

Far West Forums are now Dead - So, Where Do We Get Our Promised Updates Now, Gareth?


And so it was, in the month of January, in the year of our Lord 2022, that the Far West Forums went offline. Our savior, Gareth Skarka, had promised over the last few years that the forums would be his salvation from the toxic comments on the Far West Kickstarter page. Now, even this latest promise is dead - From the History of the Failed Far West RPG - Iconic for a Failed Success

I'm guessing we are being set up for yet ANOTHER failed delivery date in five days.

Gareth is nothing id no dependable in his unreliability.

But hey, the twit is still on Twitter. Nothing about Far West though...



The Tavern
 is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are the affiliate programs that support 
The Tavern.  

You can catch the daily Tavern Chat podcast on AnchorYouTube
or wherever you listen to your podcast collection.

Monday, January 24, 2022

State of the Tavern Keeper - OSR Christmas Catch-Up Possibly Completed - Check Your Emails

Last night I enjoyed the Bills/Chiefs game from the privacy of my own home with a large amount of caffeine ingested. Apparently, caffeine in large doses does a fine job of combating long-term Covid's brain fog. Seeing my chance, I dove into emails last night.

Quick notes:

  • I BELIEVE I have responded to every OSR Christmas Gift Claim submitted to tenkarsDOTtavern at that Gmail thing. If you emailed me at the above and I haven't contacted you, email me anew with OSR Christmas Day X (X=the day # in question) in the subject, and your handle you commented under, and the gift you are claiming in the body of the email and I'll try to make it right.
  • There are unclaimed gifts. No, I don't have a list of what hasn't been claimed yet. Gifts that are still unclaimed by the end of the day, January 31, 2022, will be forfeit. Gifters (donors) will have the option of adding those gifts to a supplemental gift-giving day later in February 2022.
  • Gifts being mailed by me (Torchlight and FloofQuest) should ship before the end of the week. Arduin should be shipping this week, as well as the gifts being shipped by Bad Mike.
I expect to start doing reviews before this week is out. Probably under high doses of caffeine to clear the fog.

I truly appreciate the patience from everyone involved in OSR Christmas, from the gifters, the giftees, and especially the commenters. Covid sucks ;)


The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern. 

You can catch the daily Tavern Chat podcast on AnchorYouTubeor wherever you listen to your podcast collection. - Tenkar 

Sunday, January 23, 2022

Thinking About the Concept of Player Agency and GM Prep

Thinking About the Concept of Player Agency and GM Prep
I'm in the bit-too-painful process of purchasing a new home and moving out of my rental into the new place, and this has really occupied my waking thoughts far too much. Literally when I wake up I'm thinking about where I'm at in the process and how much, or how little, time I have to do X, Y, and Z.

Last night I had a game and I am so ashamed to admit I fell asleep during the session. I wish I could blame the GM for that, but that's 110% all me. Last night I crashed hard and then managed to get up from the computer and crawl into bed.

I cannot quite recall my dreams last night, but they were definitely game related and when I woke up this morning instead of lying there telling Google to snooze my alarm while lamenting how much packing I need to get done today, I was thinking of adventuring. The ass-end of the dream I was having wasn't so much about being in an adventure (1st person), but playing in an adventure (3rd person). Definitely not as cool, but I guess my mind was trying to make up for what I missed out on last night.

So basically I'm half-awake, half dreaming of playing a RPG and at one point the GM is giving us an option for travel, basically left or right at the fork and I'm brought out of this sweet moment by the snoozed alarm...and my cat wanting to be fed. In that sharp moment as I'm pulled out of one world and into this one I get a moment where I question the fake reality of the previous decision and wonder if the choice to travel either side of the road fork is a railroad in the making.

As a GM I can tell you all my games are freaking railroads. To a large extent the player's thinking they have a free choice in their adventures is just part of the fantasy world I'm working to create. Now don't get me wrong, I do give the players choices, and they can easily veer away from the main adventure path I've planned, but they rarely get to adventure off of one of my paths...

In my opinion, the whole idea of free choice is a bit of a misnomer to begin with, even in the "real" world. People are creatures of habit and easily 95% of our life is predetermined, and that 95% is largely created by the 5% of decisions we actually do make. Odds are you're waking up from your bed, putting on an outfit you've work countless times before, and going to the same job you've done for who-knows how long. Just because you could "chuck it all" and go off on some wild tangent, maybe move to the hills and live off of the land.......that is the fallacy of free will/choice. You aren't going to, just because you could. Even if you did, you'd just be changing routines and soon enough every new day will be 95% just like your last.....

As a GM I generally try to anticipate the player's desires and prep accordingly. I like to use a defined game-world where I have a good map and a rough history setup. I have a rough plan of the "big strokes" of what is going to happen locally/regionally and when. The PCs can affect that and hopefully will, but I spend most of my time prepping for the path/direction the players indicate they are going to go. I'll spend a little bit of time on a backup plan, and usually I'll have some (at least one) small generic encounters/dungeons that could be mopped up in a single session or so for the times the party does exercise the 5% option and forge ahead instead of taking the left or right fork.

A HUGE part of my preparations is really streamlined by managing expectations. Knowing what is generically going to happen and being able to express that to the party, and being able to (hopefully) read the players and guesstimate what they're going to want to do.....

Another big part is making the players work for that 5% "free choice" deviation from the path set out ahead of them. When the players clearly indicate they want to travel down the road to the next big city, most of my work is going to be planning on that trip and the city. To keep the party "on the path", cut down on their ability to change their minds....on a whim. The adventure may call for a wandering monster check every hour (just for this example). After every check, don't ask the players if they want to continue down the road. On a straight path this gives the party eight chances to decide to say "fuck it" and go off cross country. Instead offer opportunities at natural decision points. If the road into the city has a single crossroad four hours in, then that would be an appropriate time to see if the players want to change their travel direction. The same would go for river crossings or when the party starts up after camping overnight.

Yes, the party could decide at any point to change their collective minds and head off in another direction, but the players are creatures of habit and usually will not deviate from their own decision to travel to their desired destination. 

As I see it most players/parties are more than happy with the illusion of "free choice" where they can do anything they want. A little nudging and the players will usually make one decision and then largely travel along that path until something major comes up. As long as they feel, or even just have the option, to change their minds (even though 95% chance they won't), then they will pretty much railroad themselves. 

Make GM prep a lot easier.....

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