RPGNow

Tuesday, April 19, 2022

Deal of the Day - Basic Roleplaying (Chaosium D100 System)


I've been a fan of Chaosium's D100 System since I first found RuneQuest 2 and later Call of Chtulhu. I've owned Basic Roleplaying for years in print and I'm a huge fan of the ruleset, but apparently, I never snagged the PDF. I'll rectify that momentarily.

Normally 21.95 in PDF, Basic Roleplaying is today's Deal of the Day and is currently 4.39 (an 80% discount) until tomorrow morning.

This book comprises a roleplaying game system, a framework of rules aimed at allowing players to enact a sort of improvisational radio theater—only without microphones—and with dice determining whe­ther the characters succeed or fail at what they attempt to do. In roleplaying games, one player takes on the role of the gamemaster (GM), while the other player(s) assume the roles of player characters (PCs) in the game. The gamemaster also acts out the roles of characters who aren’t being guided by players: these are called non-player characters (NPCs).

From its origin, Basic Roleplaying was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Basic Roleplaying mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. This means that there’s less fiddling with dice of different types, and the concept of a percentile chance of success is extremely easy for beginners and experienced players to grasp. There aren’t many easier ways to say a character has a 70% chance of succeeding at an activity.

The core virtues of the system are as evident today as they were when it was first introduced. Primary characteristics of Basic Roleplaying that have emerged from decades of play, across many different varieties of the system are as follows:

  • The system is remarkably friendly to newcomers. It is easy to describe the basics of the game system, and the percentile mechanics, to non-gamers.
  • Players of other game systems often find Basic Roleplaying to be much less mechanistic and less of a barrier to the actual act of roleplaying. Less time spent on game systems usually equals more time available for roleplaying and thinking “in character.”
  • Most of the information players need to know is present on their character sheets.
  • Characters tend to evolve based on practicing the skills they use the most. They do not arbitrarily gain experience in skills and qualities based on ephemeral elements such as levels or experience ranks.
  • Combat can be very quick and deadly, and often the deciding blow in a conflict is the one to land first.
  • Basic Roleplaying is remarkably modular: levels of complexity can be added or removed as needed, and the core system works equally well with considerable detail as it does with a minimal amount of rules.
  • The internal consistency of Basic Roleplaying allows for rules judgments to be made rapidly and with little searching through the rulebook for special cases.

This book represents a first for Basic Roleplaying—a system complete in one book, without a defined setting. Previously, Basic Roleplaying has been an integral part of standalone games, usually with rich and deep world settings. Due to differences in these settings, Basic Roleplaying has had many different incarnations. Variant and sometimes contradictory rules have emerged between versions, to better support one particular setting over another.

Chaosium’s Basic Roleplaying system reconciles these different flavors of the system and brings many variant rules together between the covers of one book, something that has never been done before. Some of these rules are provided as optional extensions, some as alternate systems, and others have been integrated into the core system. By design, this work is not a reinvention of Basic Roleplaying nor a significant evolution of the system. It is instead a collected and complete version of it, without setting, provided as a guide to players and gamemasters everywhere and compatible with most Basic Roleplaying games. It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into Basic Roleplaying.

If you want a free peek, the Basic Roleplaying Quickstart can be found here

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 cast on YouTube - Tenkar

Monday, April 18, 2022

Best of Print Sale at DTRPG - 10% Off


I don't recall seeing a platform-wide sale on print titles at DTRPG in the past. I know that 10% isn't a huge discount, but for those that were on the fence about getting certain titles in print, this may just be the thing to put them at the tipping point.

Heck, I already own two of the top five titles on the print list - Worlds Without Number and Ascendant. Not every print title is included, but nearly 150 of the top selling titles.

Here's the link to the sale page. No coupons required :)

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 cast on YouTube - Tenkar

Sunday, April 17, 2022

Noticing Some Small Details That Could Bring an OSR Campaign Some Realism



Noticing Some Small Details That Could Bring an OSR Campaign Some Realism
Initially I thought I'd ask anyone if they had stats for Zombie Jesus because of Easter, but I figured that'd probably piss a few people off. Of course a good part of those that would be pissed off already are because I mentioned it in passing (I know you know....you were there).....

I've had a couple day to think about the content of today's post and over the last few days I've been really thinking about how, for the most part, most OSR/D&D games are set in a general "medieval" period, and how the majority of OSR/D&D players are American. There are plenty of players world-wide, but based on my experiences it's mainly a US & English (language) based hobby. 

I find this odd to an extent because as Americans we don't have a historical medieval period to draw from. We generally don't have this underpinning of history that still ripples into modern society. Well, we do, but it only goes back maybe 250 years or so.

Currently I'm in Germany on a business trip and I'm in Bavaria, which in my opinion is really the location most Americans think of when they think of Germany. Again, I could be way off base here, but that's my experience. When I was stationed here in the 90's I was a couple hours away, which in a country smaller, but roughly the size of Montana (357,588 km² vs 380,832 km²), a couple hours away could be a vastly different region.

As I'm puttering about I'm just bombarded with new notions and old reminders about just how different Germany is from the USA and how some of these differences could easily be used to tweak a OSR game world to bring in some historical flavor....because even some of the modern things I'm seeing have that connection to the medieval period.

I once went on a walk through the woods and came across a stone marker that was hundreds of years old. What I though was a simple trail through the woods was actually a trail between towns that has been in use for over half a century. I was surprised just how narrow the trail actually was, pretty much just single file for a man & a mule, no room for a cart. Evidently the old trail wasn't taxed but if you needed the use of a wagon, then you had to take the main road, which would be taxed.

A town I drove through today was 750ish years old. In this part of Germany nobody lives in the country, not even the farmers. Everybody lives in the town/village/city. It's just that there is a cluster of small villages surrounding every larger town/city and each one is maybe just a couple of kilometers away. Along a good stretch of road you might have a village every 2-3km, but in other areas there might be 25-30km between clusters of villages. Just depends on the region, or more likely industry. Oh and these old-assed villages....odds are every one almost has it's own dialect. It's probably just a couple of words they pronounce differently, but they do. It might take you years to figure out which words they are and a couple more to make the distinction, but the locals? Oh yeah, they know you're an outsider, even if that means you just come from the village 2km down the road.

Lots of small shrines and while every village has a church, they aren't necessarily the same, and there could be the odd second church or, as I found yesterday, a tiny church tucked off to the side of the village. While I know these are all Christian churches (no clue what denomination), I could totally see this working in a OSR game with multiple religions. This village's main patron deity is X, the village 2km down the road celebrates Y, and they tolerate the tiny church and/or shrines to the other gods, as long as they keep small. Whip out a copy of the Petty Gods books to devote the shrines to!

I know I'm just hitting the tip of the iceberg here........most of the stuff I've mentioned so far is old, but even the modern is ripe for ideas. At the Getränkemarkt (drink store) there was this big advertisement for bottled water, but just not any bottled water. No, this advert was pushing one brand of water for infants, another for children, a third for seniors, and even another for the athletic types. Knowing the area is littered with mines, heath spa pools, and artesian wells, I could totally see a whole industry of water merchants lugging "special" waters for people to drink and pilgrims travelling the trails between villages and even regions to get to the healing waters of mineral baths.

If I'm lucky enough to have the time & the inclination on this business trip I'm hoping to see if I can mine these ideas for inspiration for future adventures or adventure seeds. Until then I'll just have to enjoy the beer....and Currywurst...and Schnitzel.....

Saturday, April 16, 2022

Kickstarter - HST.3.33, a Third-Party CY_BORG Musical Interlude (Phil Reed)

Phil Reed is the master of the One Dollar Kickstarter. It's not a level where you "kick in to support" but a level where you get all of the goods in digital format. It is really something special to see.

This time, Phil is offering both an MP# file and a PDF adventure for a buck (but you can back at a higher level to get physical copies of both).

The HST.3.33, a Third-Party CY_BORG Musical Interlude Kickstarter is Phil's latest offering.

The 22.08" x 10.48" double-sided pocket map ($12 reward) featuring game content, and the lathe-cut record ($36, $50, and $62 rewards) are both exclusive to this Kickstarter campaign and will not be offered in this form again. We may release the game and music content in other physical formats in the future, but they will not appear again in the versions introduced through this project.

The digital edition -- both game content and music -- will be released as free downloads if this campaign is successfully funded.


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 cast on YouTube - Tenkar



Friday, April 15, 2022

Kickstarter - Swords of Cthulhu (OSR Rules Expansion)

Bring Lovecraftian horrors to your old-school RPG with this rules expansion.

I've known Joe Bloch / The Greyhawk Grognard for a number of years. I first met Joe in person at the release of Gygax Magazine Issue #1 at the Brooklyn Strategist back in January of 2013 (has it already been over 9 years? Damn!) Joe's knowledge of Greyhawk is second to none, and I've thoroughly enjoyed the various releases he has issued under the BRW banner.

Swords of Cthulhu is Joe's current Kickstarter, and it is the one I find myself the most excited about (and I've backed them all). I always enjoy myself a little Dark Ones in my fantasy gaming, and I expect Joe will hit the mark with his latest offering.

Swords of Cthulhu is already written. The Kickstarter funds will pay for editing and art. You can back for the PDF version for 10 bucks, POD plus PDF is 15 (plus about 9 bucks for the POD itself).

Joe Bloch will be the special guest on next Wednesday's Talking Crit Livestream.

The book features:

  • Two new character classes; the scholar and the cultist, with multiple specialty cults, each with unique powers and spells
  • Two new character races; the deep one hybrid and the degenerate
  • New secondary skills, including technology of other times and worlds
  • New insanity rules, building on existing saving throw mechanics
  • Over 150 new spells
  • Nearly 30 new monsters
  • More than 30 new magic items, including Mythos grimoires
  • Tips on adding Lovecraftian horror to a fantasy-style campaign
  • Everything is completely modular, and designed to be used or not used as you see fit for your campaign.

 he 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 cast on YouTube - Tenkar 

Thursday, April 14, 2022

Dave Johnson Games KNOWS Alarms & Journeys is the Successor to Gygax Magazine

There's something about Dave Johnson that implies douchebaggery (in my humble opinion - your opinion may vary). Maybe it's the game Dave has turned the release of Star Frontiers: New Genesis into. Note, I'm not talking about the actual ruleset, which likely only exists in a tangible format in the rocky crags of Dave's mind. I'm talking about the "release game" - free copies of SFNG at TSR Con! No Dave Johnson at TSR Con and no copies of SFNG at TSR Con (apparently due to Dave getting hit with Covid, and then recording the announcement of the delayed release of SFNG at a restaurant while still suffering from the effects of Covid), announcing the shipping of SFNG the end of last week, followed by the announcement of limited playtesting and a very limited number of playtest copies available. (so, copies apparently AREN"T shipping). Good luck getting into the playtest, Dave's blocked about half the community in the official Star Frontiers: New Genesis Facebook Group ;)

If you think that timeline is a bit bizarre, read the above pic at the top of this post. Notice the reference to Gygax Magazine, including using the magazine's logo. Did you happen to see Dave couldn't be bothered to do a simple google search to determine if it had been "5 or 6 issues"? What kind of lazy fuckery is that? You claim to have "taken the mantle" of Gygax Magazine, and you have no clue how many issues of Gygax Magazine was published. Dave, as a simple FYI, it lasted six issues. Always looking to have others do your work for you I see ;)

Below is the official response of Solarian Games (formerly known as TSR before the latest fiasco)


So, of course, Dave does what Dave does best - a very sloppy correction.


Did I mention that Alarms & Journeys is an obvious attempt to invoke the thought that it is a spiritual successor to Lee Gold's Alarums and Excursions, or even be mistaken for such?

I'd like to quote Time Kask, from David Flor's share of Solarian Games post over on Facebook:


Damn it Dave, I also failed to have an original thought ;)

Edit:





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 cast on YouTube - Tenkar



Wednesday, April 13, 2022

Hasbro/WotC Acquires D&D Beyond from Fandom for $146.3 Million in Cash

Last year, after the D&D survey was making the rounds, I surmised that WotC would be staking its claim very firmly in the digital world and VTTs. Well, it looks like the first step has happened.

Hasbro/WotC just spent nearly $150 Million to buy D&D Beyond from Fandom. If this isn't the first step toward a WotC branded VTT, I don't know what is.

If I were Roll20, Fantasy Grounds, and the rest that have a customer base that is mostly composed of D&D 5e players, I'd be very nervous right now.

Here's the WotC announcement.

Here's the BusinessWire article discussing the purchase.

Huge tip of the hat to Rob Conley over at Bat in the Attic for the heads up :)


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 cast on YouTube - Tenkar


Tuesday, April 12, 2022

Kickstarter - FAST Core Rulebook - Multi-Genre RPG System (from the creator of The Folio)

I've known R Scott Taylor for a number of years. His Folio series has been consistently very good to amazing in quality and content, and he certainly knows old-school gaming. This is why I am in for the $80 "Kitchen Sink in Print" level for the FAST Core Rulebook Kickstarter. Sure, I don't need yet another RPG, but I do need a streamlined multi-genre RPG. I no longer can parse GURPS like I used to when I was younger ;)

FAST is a multi-genre tabletop RPG that streamlines game play for both gamemasters and players alike.  The purpose of FAST is to help over-burdened users create and play fun scenarios without hours or prep time.  The system revolves around a single die, the D10, and character creation and updating is made to reflect the ease of first generation RPGs in which multiple books, massive skill trees, and weighty feats and additions didn't quickly send character builds out of control.  At its core, FAST is about quick fun, without the headaches of overly 'crunchy' and rules heavy systems.   

 

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 cast on YouTube - Tenkar 

Monday, April 11, 2022

Deal of the Day - The Halls of Arden Vul Complete (OSR Megadungeon)

I put The Halls of Arden Vul in the "Holy Shit" category. It's of the size that no group will likely ever complete the experience, but it is of such high quality they would wish they could. I own this in Print plus PDF (thanks to the amazing community here at The Tavern and the use of affiliate links like the one on this page). I've yet to complete my reading of the various volumes in this collection, but what I've read I truly do like.

The Halls of Arden Vul Complete is normally 109 in PDF, due to it being over 1100 pages, but until tomorrow morning at 11 AM Eastern, it can be snagged for 43.60 (a 60% discount off of its regular price). This is definitely not an impulse buy, but it is one hell of a mega-dungeon.

Arden Vul is the most ambitious megadungeon ever created, with over 1,100 Pages of Incredible Adventure. This First Edition compatible fully-bookmarked PDF product features:

  • 2,162 Encounter Descriptions
  • 14 NPC Factions
  • 10 Massive Levels
  • 15 Extensive Sub-levels
  • 7 Dangerous Exterior locations
  • 149 New Monsters
  • 332 New Magic Items
  • 69 New Technological Items
  • 44 New Spells
  • 189 New Books through which PCs can gain a deep understanding of the dungeon
  • A full NPC appendix with 10 competing parties at 3 levels of power
  • Over 140 original pieces of art, including 28 full-page illustrations!

All of this is mapped via 33 Amazing Maps that you can download for free at The Maps of Arden Vul. As we have gotten requests for VTT player's maps we have created The VTT Maps of Arden Vul for free as well. If you know you want the physical copies, just head over to the Arden Vul Bundle and get everything Arden Vul in one fell swoop.

There has never been anything like Arden Vul, and there never will be again.

Welcome to the Halls of Arden Vul!

If you want everything but can't afford the full Arden Vul Bundle right now, those who order this PDF can receive 33% discounts on the print versions at a later date so you can piece-meal your purchase as finances allow. Just send me an e-mail (josephbrowning@gmail.com) with your Complete PDF order number and I'll get the discount codes to you.

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 cast on YouTube - Tenkar


Sunday, April 10, 2022

Dungeon Security vs. Murderhobos

Dungeon Security vs. Murderhobos
Yesterday I'm working on some little crap around the house, including changing out some door locks and putting a new hasp on the shed (because I have no idea how to change out that small lock). As I'm fiddling around with the installation my mind wanders, as it does, and I'm thinking about dungeon security....or really, the lack thereof.

Just like some of the work I'm doing, I'm of the opinion that dungeon security is pretty much just minor speed-bump on the road to a party determined to get the goods. I'm sure the hasp on the shed can be crowbarred off easily enough and the lock could be cut off with a bit more difficulty. In the dungeon, there aren't too many locks that can't be defeated by a mid-level thief. Sure, the dungeon has traps and magical wards....which we can't legally (thinking poison needles and the like) use, but again just some minor road blocks to a well, balanced party of murderhobos.

I can think of a few occasions, and they were always in an OSR game, were some of the favored loot in the game was the adventures security. A really good lockbox with re-settable trap (and false bottom), magical traps, and more than one well-made metal door. I think it was just a couple sessions ago we figured out we could get a few hundred more XP if we carted the front door off of a place. Of course the opportunity to sell it in town and using the gp to go drinking an whoring factored in a little bit.

After thinking about it some more I'm thinking some of the best dungeon security I've seen is really just hiding the good stuff, like putting the "good stuff" behind a secret door hidden by an illusion. Guards get killed off, traps, get set off (or bypassed), and locks get picked.....but the stuff never seen, well that might have a chance.

This doesn't mean I get to hide all my...*ahem* shit behind walls or buried in my backyard, but maybe I can just make my property a little less "visible" than the neighbors?  Yeah, that's not going to help too much. I think the alarm system and living in a better neighborhood will have to do..... 

Saturday, April 9, 2022

Kickstarter - Westlands, a 2D6 System RPG Core Book - $1


We're creating Westlands, a 2D6 system sword and sorcery RPG. Get the core book for $1.

Well, it looks like someone is taking a page from the Phil Reed school of Kickstarters. If you price your project cheaply, it will sell.

I am not sure Westlands has reached the critical mass that many of Phil's Kickstarters have, but I'm willing to throw in a buck for a game based on the Traveller OGL.

Westlands, a 2D6 System RPG Core Book Kickstarter can be backed for as low as a buck. You can kick in more if you would like to, but a single buck is all you need.

Menagerie Press is creating Westlands, a 2D6-based fantasy RPG with streamlined mechanics based on the Sword of Cepheus open game license system reference document. The 2D6 fantasy system (Traveller, Sword of Cepheus) has a true sword and sorcery feel, allowing exploration and adventure in a savage land. Action resolution is quick, putting an emphasis on story, not rules.

In Westlands, we've taken the core open-license 2D6 fantasy reference material and are adding extra content, including reworked (more dangerous!) sorcery mechanics, optional rules for simple firearms, and an expanded bestiary.

The name Westlands is a nod to the West Marches RPG campaign style, which is a much more free-form, adventure-seeking campaign where the players decide their motivations and goals, rather than being directed via the game master.

 

 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 cast on YouTube - Tenkar

Friday, April 8, 2022

Deal of the Day - ACKS Domains at War: The Complete Set (OSR)

I remember participating in a Domains of War playtest in Manhattan years ago. We had a blast using mass combat rules in the environs around Dwimmermount. In my humble experience, everything published for the ACKS system has been excellent, and easy to migrate to the OSR system of your choice.

Today's DTRPG Deal of the Day is ACKS Domains at War: The Complete Set. If you've ever wanted to bring mass combat and the intrigue of war to your OSR campaign, here's your chance to do so at an affordable price.

Until tomorrow morning at 11 AM Eastern, ACKS Domains at War: The Complete Set in PDF is discounted from 14 bucks to 5.60, a 60% discount!

Domains at War™ brings the full sweep of fantasy warfare to tabletop gaming and role-playing campaigns. The Domains at War Complete Set offers three interlocking systems to cover the full sweep of military struggles in a fantasy, ancient, or medieval world:

  • A quick mass combat rule system for use in any role-playing game that uses concepts like hit points and armor class
  • A comprehensive campaign toolkit for use in ongoing games, fully compatible with the Adventurer Conqueror King System's rules for mercenaries, strongholds, magic, and rulership
  • A fast-playing tactical wargame derived from these systems, so that playing a battle generates outcomes like what you'd get if you fought it out on the one-on-one roleplaying scale

The Domains at War Complete Set comes with two rulebooks, Campaigns and Battles, as well as 12 pages of printable full-color counters for units, leaders, spells, and terrain and a 4' x 3' PDF battlemap for tabletop warfare.

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 cast on YouTube - Tenkar

Thursday, April 7, 2022

Free RPG - Monsterary of Zimrala Preview

I'm a huge fan of Tunnels & Trolls and by extension Monsters Monsters! There is just something about the basic T&T system that I find extremely satisfying.

The free preview of Monsterary of Zimrala is a nice, professionally done piece of T&T, MM piece of lore.

You can find the Kickstarter for the Monsterary of Zimrala here.


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 

Wednesday, April 6, 2022

Humble Bundle - Warhammer Age of Sigmar - Soulbound

I think I need to make a confession - I'm addicted to the various RPG Bundles offered at Humble Bundle. When you can acquire more gaming content than you can use in a lifetime for 18 bucks (more or less), you tend to want to acquire all of it ;)

Warhammer Age of Sigmar - Soulbound has interested me for a while, but I've been doubtful I'd ever had a chance to run it. A bundle for $18 for 23 releases in the series? I'm all in.



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    

Tuesday, April 5, 2022

Kickstarter - Swords & Chaos (Siege Engine Powered S&S RPG)


A roleplaying game of savage swords and secret sorcery. Inspired by the works of Karl E Wagner, Robert E Howard, and Charles Saunders.

I'm a huge fan of Swords & Sorcery settings and RPGs. There's just something exciting about the defaults built into the expectations built into the stories we have in our cultural library. For most, including myself, it brings up thoughts of Conan, Red Sonja, and the like.

The Swords & Chaos Kickstarter presents us with a D20 based S&S RPG. Familiar enough to the vast majority of gamers, with a resolution system that uses the Castles & Crusades Siege Engine. If you like C&C, Swords & Chaos will likely be a great fit (and a possible resource for an ongoing Castles & Crusades Campaign.

As a total aside, this Kickstarter will be using the same US-based printer that Troll Lord Games uses, so there is some basic insulation from the worldwide supply chain issues - books have been hit hard.

The Swords & Chaos PDF is 20 bucks and the print version is 50.

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    

Monday, April 4, 2022

Deal of the Day - Old-School Essentials Advanced Fantasy Player's Tome


Short take - Old-School Essentials is probably THEE OSR Ruleset on the market today.

Old-School Essentials Advanced Fantasy Player's Tome is OSE's take on AD&D.

If you've never checked out Old-School Essentials, today's Deal of the Day, Old-School Essentials Advanced Fantasy Player's Tome is half off the regular PDF price - 15 bucks down to 7.50

Complete Player's Tome

  • This book contains the complete game rules, 13 fantastic classes (acrobat, assassin, barbarian, bard, cleric, druid, fighter, illusionist, knight, magic-user, paladin, ranger, thief), 10 classic races (drow, duergar, dwarf, elf, gnome, half-elf, halfling, half-orc, human, svirfneblin), full equipment lists, and over 200 weird and wonderful spells (complete cleric, druid, illusionist, and magic-user spell lists).
  • Simple rules let imagination and fast-paced action take the spotlight.
  • Clear, modern presentation makes the game easy to learn and quick to reference.
  • Compatible with decades of classic adventures and supplements.

Old-School Essentials comes in two flavours: Classic Fantasy (based on the 1981 Basic/Expert rules) and Advanced Fantasy (the same game, massively expanded with content inspired by the 1970s Advanced 1st Edition rules).

This book includes all core rules and player options from the Classic Fantasy Rules Tome plus the Advanced Fantasy Genre Rules and Druid and Illusionist Spells supplements!

 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, April 3, 2022

Noping Out on an Adventure (Again, but this time it's different)

Noping Out on an Adventure (Again, but this time it's different)
I try not to re-tread old material, as it were, but after my Saturday home game I got to thinking about my post from two weeks ago about pulling the plug on an adventure. My main course of thinking then, and I wasn't really thinking about it too much, was about quitting an adventure as a player.

At the risk of sounding completely like, well a quitter, last night's game we had a good opportunity to pretty much nope out on some of the adventure in-character. Now this was a relatively minor deal. We had cleared the entire first floor of a "dungeon" except one room. We've been playing this adventure off & on in between another adventure for month now and this one room....well for some reason we "remembered" there was some bad juju about this room and it really wasn't worth the trouble....

....and of course the GM kept trying to guide us to clear the level 100%. "Ah....no thanks...".....

....and then of course we ended up checking out the room anyway when my PC got teleported into said room due to a magical trap. I was able to get out ok, thankfully.

Now that was the 1st level. The second level was rather small (?), but there was a doorway with a short hallway extending into darkness, magical darkness. Our efforts to dispell the darkness failed. Of course the GM asked us a couple of times if we wanted to continue on that level, and he even threw in some good-natured ribbing.

"Ah....no thanks"

Now personally I'm not scared of the dark, and my so-called one-off pregen (technically not a pre-gen, but close enough) isn't afraid of the dark, but the magical darkness after what we just went through....time to nope out to the next adventure.

This time though I'm thinking about how this time, even though it's basically two times in as many weeks, this time we're wanting to cut short and adventure in-character instead of as players (although there was maybe some OOC knowledge). 

This isn't the first time I've done that, noped out in-character. I'm sure I've done it multiple times before, but mostly because when I play I kind of assume that other GMs run their games like I do....and I have no problem putting PCs in over their head. Now I won't sucker punch the party....they'll have a fair opportunity to nope-out, but if they aren't bright enough to do so, well that's on them, not on me.

I do remember this one time, and I'll make it short, this one time I went to play in an online tournament adventure and the whole she-bang started out with the PCs basically in a sensory-deprivation tank. No sights, sounds, taste, nothing. We were in Limbo for all my PC knew. What was supposed to be a four-hour tournament lasted all of 10' because....as far as my PC knew he was dead. Major nope-out.

One thing I have consistently noticed in newer (AKA non OSR) games, and in many ways I get it, is that they are....for lack of a better term, balanced. Parties should have a clearly defined level of difficulty progressing through an adventure, but it should be not only doable, but highly manageable. If you need something special to succeed, fear not, the adventure shall provide.

Nothing wrong with this per se, it would be a bad idea to set up the party for out-right failure from the get-go. Now if the party screws things up and makes it so that they cannot succeed, well that's on them. If they bite off more than they can chew....on them. As a GM it's my job to give them the opportunity to succeed or fail, when that doesn't happen....well that's on me.

I guess I like the general idea that the world exists outside of the party and doesn't cater to it. An occasional over-their-head encounter they have to run away from or get thoroughly smacked down by is a good thing. Learning to guesstimate whether it's worth fighting, parleying, or running like hell is a useful skill at the table (in and out of character). I like to think this is really an OSR thing you don't see in newer games. Well "newer" editions of D&D maybe. Overkill is part of the game with DCC to the extent that in a 0-level funnel you get multiple PCs 'cause one hit will kill one off..... 

Saturday, April 2, 2022

Kickstarter - The Heart of Chentoufi: Adventure in Luke Gygax's Okkorim

5e compatible scenario from Luke Gygax - the Son of Gary Gygax. Luke played 
Melf, authored Gaxmoor, Founded Gary Con, and now Okkorim!

I've known Luke for a number of years, although our opportunities to talk in person have been limited (the man is always running around keeping Gary Con running as smoothly as it can). I'm looking forward to having Luke as our Special Guest this coming Wednesday Night at 8 PM Eastern on the Talking Crit Livestream.

Recently Luke launched The Heart of Chentoufi: Adventure in Luke Gygax's Okkorim Kickstarter for 5e (although I am sure one could convert it on the fly to the OSR system of your choice). (Edit: Stretch goal has been hit. Troll Lord Games will be converting The Heart of Chentoufi to Castles & Crusades)

Luke Gygax and Matt Everhart bring you the City of Chentoufi, a 5th Edition adventure series from Luke's World of Okkorim campaign setting. The Heart of Chentoufi expands upon the information published in Luke Gygax’s Gary Con tournament scenarios, bringing to life the  last surviving remnant of the once glorious Ydrissid Empire - the city of Chentoufi. In this adventure, characters will travel below the city into the ancient meandering tunnels known as the Kannat, and travel even deeper into the cavernous reaches of the Dahloom, or Everdark as it is referred to in the common tongue.  

In the first adventure, our heroes learned of the artifact and that there were many people searching for this incredibly dangerous device created by the wizards of the long-dead Ydrissid Empire. At the end of the adventure, our party was left with a critical decision to make, and questions on how to proceed - in this book, those answers and more are revealed!

 PDFs of The Heart of Chentoufi start at 8 bucks. Print plus PDF is $25. There are additional levels as well as add-ons (and stretch goals that are being hit).

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    

Friday, April 1, 2022

Frog God Games 12th Anniversary Sale - 40% off Print and PDF

Nope, this is NOT an April Fool's Post.

If you go to the Frog God Games web store and use the code: ANNIVERSARY-40 at checkout, you get 40% off damn near everything in the store (I think there is ONE exception - Tome of Wonderous Items).

Still, looking to get the Swords & Wizardry Complete Boxed Set? 40% Off

Bard's Gate for S&W? Yep, 40% off. Rappan Athuk for S&W? 40% off.

Yep, all of the S&W titles in stock are 40% off. So are all of the 5e products (except as mentioned above.

The sale goes through the end of the month, so if you haven't yet decided how to spend your Tax Refund, the Frog God 40% off Sale might be a good option ;)

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    




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

Blogs of Inspiration & Erudition