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Friday, May 22, 2015

Jim Magnusson's Morath Ogre


I asked +Jim Magnusson to come up with something with a "law enforcement" theme to it. Damn did Jim do good!

I'll stat this out tomorrow for Swords & Wizardry and White Star - yes, I see it fitting well in both :)

Experience Points - Does Gold Still Have the Same Weight as the Early Days of Gaming?

Back in the early days, when the "Dungeons" part of D&D defined much of the gameplay, giving expo primarily based on Gold Piece value made sense. Even if you think it doesn't make sense, it's understandable - it was an easy short cut that kept things simple. And just think of the difficulty in removing that heavy hoard of coin.

Later, when "the wilderness" was initially introduced, much was hand waved and adventuring was still primarily in dungeon environments. Conducting home invasions of dungeon denizens was still the primary source of income and expo.

At some point the "sandbox" became a thing, even if it wasn't called such at the time. Exploration and the wilderness came to the forefront but the method of awarding expo did not change. At 10 gold coins to the pound, how did anyone travel with money? (gems, of course)

Sandbox play damn near requires a rethinking of the method to award expo. Do you give points for each 6 mile hex explored? Double the xp from monster kills? Gold and the like is much rarer in the wilds.

By it's very nature, sci-fi roleplaying is very sandboxie - no one plays scifi on a single world, they want the universe. Can credits in lieu of gold really be sufficient as a source of expo? Doesn't this hamper the viability of a Space Marine themed campaign, where killing xenomorphs doesn't lead to the recovery of credits?

What, if any, alternate methods of xp awarding do you use? Do you change methods depending on the type of adventure? Is gold = XP an OSR sacred cow?

Thursday, May 21, 2015

Stirring Sh!t and Taking Names

Apparently I stir shit. Maybe +Tim Shorts didn't call it such exactly, but I got his meaning ;)

Settings or Rules or Both and Why Not, Another Giveaway - enter for the giveaway - it's good shit.

Innovation: settings, rules, or... what? - give +Joseph Bloch a piece of your mind

If stirring shit means driving conversation, I've done did good :)

I'll be (along with my wife Rachel) at NTRPG Con in less than 2 weeks. I've already agreed to have my hair cut that Tuesday and shave before flying that Wednesday. I will not be "scruffy." If you see me, feel free to say "hi!" I don't bite and may even buy youra beer ;)

How Big a Role Does Alignment Play in Your Campaign? Is it Even Needed?

Assuming your system of choice includes alignment in anywhere from three to nine flavors, how big a role does alignment play in your campaign?

Back in my High School years, I used to plot that out on a grid for each PC, much like the DMG suggested. What a fucking waste of time. With the exception of any Paladins in the party, the average PC could at best be defined as Chaotic Selfish. Paladins were Lawful Stupid, Deaf and Blind.

These days I mostly hand wave it "So, you take the Orc hostage, put him tied up in a mining cart, pour oil on him, light him and send him screaming and flaming down the tracks? Neutral Good you say you are? You gave him a choice: talk and live or stay silent and burn and the choice was his? This would have been fair game on 24 with Jack Baur? Sigh. Lets move on to the mobile flaming orc."

Do we need alignment? Is good and evil a matter of perspective? Should alignment be kept but redefined?

Wednesday, May 20, 2015

Where Should the Innovation in the OSR Be - Rules or Settings?

+Michael S made some good points at The Tavern earlier today and it made me think - where should
the innovation in the OSR be - rules or settings?

Mike specific brought up Empire of the Petal Throne and Blackmoor.

EPT's strength is not it's ruleset, which is basically OD&D with some houserules, but it's setting. Deep and alien and multilayered while still slightly familiar.

Blackmoor brought us the first published adventure. Common now, it was a first for the fledgling hobby.

So, where should the OSR innovate?

I think it should be with the settings, using house rules to make it unique where necessary. I have enough generic fantasy settings to last me a lifetime. We need more Spears of the Dawn and Arrows of Indra (both complete games where the innovation is the setting) and less reworks of Greyhawk and Forgotten Realms - been there, have it, don't need a pale imitation.

From my own perspective, I'm working on a series of Pocket Settings for White Star. I want a fun hook for each, but I don't expect them to truly innovate on their own. 8 pages doesn't give one much room to innovate. But I have been given peeks and "elevator pitches" of what some others have in store for their White Star settings, and some may just hit the "new and not seen before" level.

I see sci-fi as a less trod and overworked field to plant than fantasy when it comes to RPGs. Hopefully White Star achieves it's goal as a toolbox for others to truly innovate. Time will tell.

What say you? Rules or settings and why?


Reminder - Tavern Chat Tonight - 830 Eastern

Pull up a chair, grab a beer and join us for the weekly chat :)

How Big a Role Do Ability Modifiers Play in Your Game?

How big a role do ability Modifiers play in your game. I ask, because the White Box range is -1, +1 where it even exists. 3d6 in order isn't a big deal in such an setting. AD&D has a range (mostly) of -4 to +4 and I see where the 4d6 drop the lowest and arrange as you will came into play, as ability modifiers greatly effect what a character can do well (or not.)

Do you prefer the lower spread of ability modifiers, the larger spread or somewhere in between?

Tuesday, May 19, 2015

Kickstarter - The Zine Vault (White Boxed sized Boxes for your Zines)


I have too many zines. This isn't a bad thing (and I've got a few I need to review) but finding the ones I have is often similar to an Easter Egg Hunt - they are squirreled away between game books on my shelves and other places.

Earlier tonight +Tim Shorts pointed me towards The Zine Vault Kickstarter. My first response was "why would I need this?" After thinking for a minute it became "how the fuck have I survived without this?"


So yeah, I'll be getting 8 boxes, which if I can track down all of my zines probably still won't be enough. It should cut down on the Easter Egg Hunt tho'.


Monday, May 18, 2015

Rant - Comparing What is To What You Might Have Done But Didn't Do is Just so Much Bull....

I hate when someone says: "I had the same idea 5 years ago, but back then I thought it was lame. Or I was lazy. Or uninspired. Now someone else has done it and it's hot as shit on a stick. But I thought of it first so this thing NOW is a pale imitation of this thing THEN that never was."

It's like comparing apples to... the thinking of an apple. Well, I mean thinking about an apple. Until it is an apple it doesn't exist. Thoughts are fleeting and for the most part private.

It's the person claiming credit for a screenplay of a box office smash that was never submitted but he had the idea first but never showed anyone.

Someone else striking gold on a claim that you investigated but you never bothered to claim and being bitter about it is just... sad.






Petty Gods: Revised and Expanded is Here - Free in PDF and at Cost in Print


I have seen Petty Gods, and it is good. Really. I got my advance copy of the PDF last night and holy shit it rocks.

396 pages cover to cover. I want this in hard cover for my bookshelf ;)

It's available in three ways:

First - Free Petty Gods PDF. As in "air" and "freedom" and all that jazz. Ignore what RPGNow says about there being a watermark - there ain't none. Believe me, I checked.

Second - At Cost Petty Gods in Premium Soft Cover - $13.22 - Did I mention the PDF has 396 pages cover to cover? Huge book.

Third - At Cost Petty Gods in Casewrap Hardback - $22.47 - no idea what the heck "casewrap" means, but it must be good.

While your at Lulu, you may as well add the Old School Adventures™ Accessory CC1: Creature Compendium for $7.99. An excellent value and it's keeper than paying for shipping twice ;)

Or find some more goodies at Lulu. Buy 4 and get the one of lowest cost for free. Code: TRGE15

Sunday, May 17, 2015

Looking for Advice From the Tavern's Patrons on a Laser Printer Potential Purchase

As I get closer to refining the whole Pocket Settings concept for White Star, I'm realizing that my current ink jet is not quite up to spec. I'm running through ink way to fast, including color which I don't actually use. I think there is some sort of magical drain on the color ink cartridges.

Anyhow, with the pocket settings currently being worked on, I'm considering sending print "ash can" copies to some of the higher end supporters of my Patreon as well as giving away a copy or two of each one when completed here on the blog.

So, I need a better printer. I'm looking at the Brother DCPL2540DW Wireless Compact Laser Printer on Amazon for $139. The price is right and the reviews look good, but I'd like to get opinions of others.

I'm listening, so comment away :)

Resources - Found an Excellent Resource for Detailing Star Systems (and most anything else for all RPG Genres)


Donjon. I'm sure I've heard it mentioned before, perhaps whispered of in side alleys, but this shit is the real shit. You can drill down and detail the planet itself.

If you share the "random seed", all someone has to do is input that seed on the proper page to pull up the same thing on their end. Pretty snazzy.

I do so like the Random Tavern Generator. Is anyone surprised?

Oh, and the star systems are plotted on the map - now to detail some of them.


Resource - Found an Excellent Resource for Blank Numbered Hex Maps (and other goodies)

I was trying to find a usable and numbered hex map to start working on the sector map for "Tales of the Ratcatcher" for my upcoming White Star Campaign. Finally found it at The Isomage's House. Map generation of all types, and if you do Traveller, they'll map it out in Traveller format. Damn sweet stuff.

Of course, I just need a blank map to work on, so I got that (resize to 80% if you want it to fit on a single 8 1/2 x 11 sheet.)


White Star - Pocket Settings - Tales of the Ratcatcher - New Ship - Ratcatcher

Art by Shaman's Stockart
The Ratcatcher is a modified troop transport ship. As originally designed, the bottom half of the ship can detach from the upper part, allowing the lower part of the ship to land and disembark troops while the main half remains in orbit. 18 high speed entry capsules (9 per side) would allow for space paratroopers to descent directly from the edge of the atmosphere.

As currently modified, the troop transport section is now a pressurized cargo hold for the transport of goods. Black market and restricted items are often stored in the high speed entry capsules, allowing for quick removal of illicit goods before the authorities are close enough to detect them.

It got the name Ratcatcher from it's previous Captain (and current owner), who in addition to being a legitimate merchant (and occasional black marketer) was known to take on Bounty Hunter contracts. As such, one of the 8 staterooms in the upper part of the ship is modified for gravity enhancement of up to 5 times standard, a very effective way to help ensure control of one's temporary guest.

These days the Ratcatcher is leased to a party of traders and explorers - with the option to buy if they can raise sufficient funds.

It is much like a medium transport from the core White Star rules, except as noted above. When the two halves are disengaged, the upper half has a movement of 9.


We'll be Kicking off a White Star Campaign in Two Weeks - Now I Need to Prep

Art by Shaman's Stockart

Next Saturday night I'll be putting the Far Away Land Quick Start rules through some testing before bringing them to North Texas RPG Con. I'll be running a different adventure than the one in the Quick Start.

The following Saturday I'll be kicking off a White Star Campaign. After talking with my group, I'm thinking "Tales of the Ratcatcher" (subject to change depending on player pushback ;) borrowing inspiration from Firefly, some classic LBB Traveller and using Stars Without Number to help with the sandboxing. Yes, the plan is some smuggling, plot seeds, sandboxing and more.

Looks like I'll be working on two pocket settings concurrently ;)


Saturday, May 16, 2015

AD&D 1e DMG Has a Reference to 2,000 Coppers in a Treasure Hoard - How Did I Miss This!?!

Is that 2,000 coppers in your pocket or are you
just happy to see me?
A tip of the hat to +Greg Christopher for finding this diamond in the rough ;)

From page 92 of the 1st Edition AD&D Dungeon Master's Guide:
Electrum will be most unusual, gold rare, and scarcer still will be a platinum piece or a small gem! Rarest of all, treasure of treasures- the magic item - is detailed hereafter (PLACEMENT OF MAGIC ITEMS). If some group of creatures actually has a treasure of 11 gold pieces, another will have 2,000 coppers and yet a third nothing save a few rusty weapons. Of course, all treasure is not in precious metals or rare or finely made substances. Is not a suit of armor of great value? What of a supply of oil? a vial of holy water? weapons? provisions? animals? The upper levels of a dungeon need not be stuffed like a piggy bank to provide meaningful treasures to the clever player character.
Now if only I could find a reference to nine giant rats in the 1e DMG my quest would be complete...

Ishstarian - New Monster for White Star and Swords & Wizardry White Box


For use with White Star (discount link) and Swords and Wizardry White Box (free download link)

ISHTARIAN

ARMOR CLASS   4 [15]
HIT DICE   5+1
TOTAL HIT BONUS   +5 (+7 / +3)
ATTACKS   Pincers 1d6 (on a roll of 6, add another 1d6) 
SAVING THROW 14
SPECIAL move thru earth at 6, attack from surprise 1-4 on a d6, 1st attack is at +2 to hit, subsequent attacks have a -2 penalty to the hit roll
MOVEMENT 12
HDE/XP 5/600

Ishtarians burrow through the ground as their preferred manner of movement.  Usually hunting in packs of 3 to 8 (1d6+2) they attack their prey from below. They can sense the vibrations of movement above them and usually surprise their prey. 

Their purple leathery skin is prized in the making of handbags and boots on certain worlds, and will fetch a high price. Leather armor made from their skin sells for 5 times the normal price and offer 1 point of AC protection better than normal leather. It is also quite stylish looking.

RPGNow Deal of the Day - Barrowmaze Complete



Yeah, it's been a while since I highlighted a Deal of the Day, but this one is worth it, at least for some folks.

Barrowmaze Complete is $21 today in PDF (normally $35). Hardcover is $75 and with PDF $85. It's not cheap but there is a campaign (or two) worth of material within.

If I didn't already own this from backing the Indiegogo project I'd be grabbing the PDF today. Barrowmaze Complete is really two megadungeons in one neat package, but it's more than that. It's made so that much of the content can be used on it's own and dropped most anywhere - modularity is it's strength.

From the blurb:

Local villagers whisper of a mysterious place deep in the marsh - a place shrouded in mist and dotted with barrow mounds, ruined columns, and standing stones. The tomb-robbers who explore beneath the mounds - or rather the few who return - tell tales of labyrinthine passages, magnificent grave goods, and terrifying creatures waiting in the dark. Are you brave (or foolish) enough to enter the Barrowmaze?

Barrowmaze Complete (BMC) is a classic old school megadungeon for use with Labyrinth LordTM and other fantasy role-playing games. BMC includes everything in Barrowmaze I and II in the same book in addition to new material, art, layout, and cover art by Ex-TSR artist Erol Otus.

Barrowmaze Complete will keep your players on their toes and your campaign going strong.

BMC is brought to you by the Old School Renaissance (so don’t forget your 10’ pole).

This edition includes art by the aforementioned TSR artists Erol Otus, as well as Tim Truman, Jim Holloway. New old-school artists include Peter Pagano, Cory Hamel, Stefan Poag, Zhu Bajie, Stephan Thompson, and others.

Friday, May 15, 2015

Mini Review - Outer Space Raiders Volume 1: Classes (White Star)


White Star hasn't even been out two week and the 3rd party releases are already hitting OneBookShelf. It looks like +James Spahn will get his wish - White Star will be well supported.

Outer Space Raiders Volume 1: Classes is 16 pages of gaming material covering new classes for White Star for $1.49. It's also the first release from +Chuck Thorin 's Magic Pig Media.

First, a surprise. The Table of Contents has hyperlinks. Nicely done Chuck.

Now, on to the content linked to via the Table of Contents ;)

The Alien class is the first one we come across. Not content with just 2 options in the core book, your Alien characters can now pick 2 special abilities from a list. Yep, they can now be fairly unique.

Astromancers fit into "the world was once much more advanced than it is" type of setting. The get "Formulas" which is kinda like spells. They won't fit every setting, but for Swords & Super Science they may a good fit. There are a few pages devoted to their Formulas.

Engineers are the gadget freaks: "Highly skilled Engineers can build a laser pistol out of a rock, a magnifying glass, and some duct tape." This is my kinda class. They have a well detailed list of their abilities per level.

Lost Worlders are the barbarians of the future. If you want to kill things and break things and aren't concerned about using advanced technology, this is the class for you.

Scoundrels fit into just about any sci-fi campaign. Han Solo and Mal are just two examples I can think of off hand. They get lucky breaks and a random bonus determined at the start of each game session. Pretty neat.

Warp Ninja - a monk like character that harnesses the power of a dark star. Not going to fit in the average sci-fi setting, but might make for a good NPC bad guy.

Random Humanoid Species Appearance Charts - want to make sure that all of your humanoid races don't look like straight up humans? These charts are for you. I'm a big advocate of less is more, so I'd probably only roll on one or two charts per species but they do make for great inspiration.

Pretty good value for a buck fifty and an excellent first product for Magic Pig Media.

Free - Far Away Land Quick Start


It's here!

Far Away Land (FAL) is a fantasy heartbreaker-esque role-playing game set in a strange and bizarre fantasy heartbreaker-esque world. Players take on the role of a character and adventure and explore in a medieval fantasy world created by the Game Master (GM). The world is quirky and weird and strange and sportive. The mechanics are sandboxy, open, and lite in both form and spirit. And now they are available... for free.

Here they are, the Far Away Land RPG: Quick Start Rules! Get into the epic world fantasy world of Far Away Land right now. The Quick Start Rules contain...

Conflict Resolution to get you playing in minutes.
Character Creation
Gear
Experience and Levels
Magic and Spells
Combat Rules
Character Sheet
and the FAL adventure module Isle of the Rat Wizard

The Quick Start Rules are a no-risk way for you to pick up and play FAL right now. What are you waiting for?
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