Showing posts with label Swords and Wizardry. Show all posts
Showing posts with label Swords and Wizardry. Show all posts

02 November 2016

Elementary, my dear Watson!

Well, it has been a while, but I'm ready to jump back into writing in my blog. It's been a long summer, but we're ready to go!



Now, as for this entry, I've recently made a decision that when I start any new Dungeon & Dragons campaigns in the future, I will use either Swords & Wizardry Complete (SW&C) or a Holmesian clone I found a few tears ago titled Dungeons & Dragons Holmes Reformatted (more on that later).  The reason is simplicity itself. The older I get, the less time I want to spend working on minutiae; even Fifth Edition, which is a breeze to run, has many fiddly bits. For instance, monster have huge stat blocks with detailed powers and attacks. I am left with one of two alternatives: first, I can just use monsters found in published modules or the Monster Manual (boring) or, second, I can detail out all the monsters myself and make them unique to the adventure I'm designing (time-consuming). I do not have to do that with earlier editions and especially not in anything close to OD&D like S&WC or Holmes Reformatted (hereafter HR).



If I do need more monsters, I can easily use the AD&D Monster Manual. As is regularly pointed out by the cast of the Save Or Die! Podcast, the Monster Manual was published around the same time as the Holmes edition (1977) and was the first of the AD&D Core Rules to see the light of day. As the system was not quite set in stone, there are many Holmes and OD&Disms in its text. For instance, base AC is 9, there still appears to be a 3- or 5-point alignment system in use, and a couple of others. It's definitely easily compatible with Holmes as it stands. I can also lean on Rafael Chandler's Teratic Tome (which has some truly terrifying creations in its pages) and New Big Dragon's CC1 Creature Compendium. that's really all I need; and creature creation is simple enough in the early games; a quick and easy stat block and I'm done.

"Why Swords & Wizardry Complete, then?" I hear you ask. That's another simple one. For years I have dreamed about getting Isungr Games off the ground and publishing through RPGNow my on line of PDF and POD adventures. I can contribute to the mass of stuff out there in a good way. The ultimate goal is to publish my campaign world, the one that I've been working on since 1986 when I started scribbling out the political and continental map in Mr. Stemper's World History class. I want it to be a 128-page hardcover with map similar to the AD&D Dragonlance book; that is my dream anyway. 



"Ok, so what about this Holmes clone you mentioned? How does that fit in?" I have recently fallen in love with Holmesian D&D. I never had the chance to play when I was younger, but I do remember perusing the open boxed set at my local Kroger's grocery tore when I was 8 or 9 and being entranced. I like the simplicity of the system--there's much in the way of "What if?" floating around in my head about what if there had been no Moldvay and Holmes had continued.

Enter 2010 or -11 when I came across D&D Holmes Revised. Written anonymously by "The Reviser," this project extrapolates what might have been using Holmes's notes and postings on the Zenopus Archives. This fits the bill nicely and might well be the ruleset that I use in the future. The one thing that would keep me from using it exclusively is the fact that I do want to become a S&WC author. Also, while S&WC is actually an OD&D emulator that consists of the LBBs + Supplements, it plays like how I and my friends played AD&D back in middle school in the early 1980s; we ignored the complex AD&D initiative, speed factors, weapon length, bonuses/penalties to hit due to AC, etc. So, there is that nostalgia factor working overtime as well.



Some might question why I don't use Mazes & Perils. Well, the authors themselves admit that there is much from AD&D blended in as well. Whenever I want that fictional Holmes Expanded version, well, I have to agree with the Reviser:

"The various Holmes expansions borrow from a variety of sources, from the original game through to 1st Edition AD&D, and in one case even 3rd Edition D&D, but none have attempted to faithfully follow the path that Holmes himself trod by using only the same source material, without the "taint" of house rules....Having said that, this document is more than just a reformat of the original rulebook, and more than just an expansion of the rules, it is also a revision of those rules. Quite a few changes were made by TSR to the Holmes rulebook between its first print in 1977 and its third edition in December 1979. Thanks to the wonderful detective work of "Zenopus76" in his article List of Changes Made to the Holmes Rulebook (1st/3rd)*, we have a detailed list of these changes. Working from that article I have revised this document to include various weapons, monsters and magic items mentioned in the rulebook but lacking detail, as well as text missing from one print to the next."

And there it is. Such are my thoughts. Now, if I can only keep writing....

13 July 2014

GotPB Session 2: Back to the Moathouse

Well, the gang got together again for a foray into the Moathouse's lower levels.

Cast:

Beth: Brandy, Fighter 1, N
Katherine: Camelia, Assassin 1, N
Rene': Br. Bob, Monk (of Rao) 1, L
Will: Jason, Magic-User 1, N
Joey: Thelian, Hobniz Thief 1, N
NPCs: Elmo, Zert, Spugnoir, Sidron



Godsday, Planting 4

On Greyhawk, Godsday is a day of rest and spiritual worship. The weather also turned for the worse with a total rainfall for the day measured at about 1.5". The monk spent the day meditating, and  Brandy went to services at the Church of St. Cuthbert. After lunch, a guardsman came and delivered an invitation to the Castle to have dinner with Sir Rufus and his mage Burne.

Rufus questioned the party about their attacks against the bandits and offered to end two of his men with them in the morning.


Waterday, Planting 5

As dawn broke, the rain continued and the party waited until the rain broke to set out. Arriving at the Moathouse, they went down the stairs to the lower levels. The astute Hobniz noticed the green slime at the bottom and measures were taken. The party then ventured into the dungeon area and managed to take care of the zombies although it got hairy at several points. They then searched the torture chamber and failed to find anything of note. In the attack against the ogre, one of Rufus's men was taken out; the secret panel was found as was the secret stairway leading back up. The gnomes were rescued and the armory found. It was decided to return to Hommlet and try to find a farmer with a wagon to hire to bring all the rest back as a donation to the town's militia. A farmer was found who hired out his wagon and two older sons (militia members) to haul the weapons and armor back.

A blurry photo of a dead ogre, after the party had moved on.


Earthday, Panting 6

The party set out with a light rain that broke after an hour or so. All of the booty was secured and, as the party set out for Hommlet, a group of six gnolls, led by Turuko and Kobort attacked from ambush! Rufus's other guard dropped (unconscious at 0 hp), and Brandy was fighting hard, taking hits. The Mage Jason fell, unconscious but not dead and Spugnoir was able to cast sleep and drop 3 of the gnolls. During the thick of the fighting, Zert tuned on the party, back-stabbing Sidron the Elf cleric!Eventually, all are felled save Kobort who surrendered.

The party bound their wounds and returned to Hommlet. Kobort was turned over to Rufus as was the gains from the armory. Rufus said that he understood that it was a donation, but he was once an adventurer as well and gave teh party a black pearl for the haul as well as permission to whatever Zert, Turuko, and Kobort might have left behind in their rooms at the Inn (that would be Zert's lockbox of monies).

And that was all for today.

06 July 2014

GotPB Session One: Return to Hommlet



Well, the Guardians of the Polar Bear are up and running again! This is my home-game with my wife, kids, and stepbrother. We're using the Swords and Wizardry Complete rules. And I'm running the original T1: The Village of Hommlet. Things went pretty well, all told.

Cast:

Beth: Brandy, Fighter 1, N
Katherine: Camelia, Assassin 1, N
Rene': Br. Bob, Monk (of Rao) 1, L
Will: Jason, Magic-User 1, N
Joey: Trillion, Hobniz Thief 1, N

I like to give my players a bit of backstory. So, for this game, the Hobniz thief was sent by the Guild in Verbobonc to check into the bandits that have been hitting caravans along the trade routes to the north and east of Hommlet. Several envoys have been sent to "bring them into the fold" but all have disappeared. The assassin was hired from the Assassin's Guild's as muscle for him. 

As for the monk, I have enlarged the Paladins of Rao to include monks and clerics in a Holy Order of Rao. They wear brown and tan robes like the Jedi and are famed as negotiators. (Sue me; it's my Greyhawk!)

Starday, Planting 1, 579 CY

The party all met on the road from Verbobonc and decided to travel together, striking up a friendship while on the road. Groups are more profitable and safe than lone men or pairs, they reasoned. Arriving in the north of the village, they stopped in at the Temple of St. Cuthbert and inquired about any help that might be required. A testy Calmert informed them that the Church's business is its own, and if they can take care of the bandits, then great. And good day!



The party then traveled on down the road to the Inn of the Welcome Wench for a lunch as it was a little past noon. The party sat down to table and enjoyed themselves taking note of the different people around the room. The monk of Rao noticed a fellow monk in Turuko and, due to an INT check identified the robes of a member of the Brotherhood of the Grey Hand. [Note that with a three alignment system, I am defining Hextor as Lawful, if tyrannical.] Not allied but not necessarily hostile, the two exchanged pleasantries while Kobort grunted into his ale. Br. Bob let slip that he's looking to end the bandit depredations; Turuko, naturally, let nothing out.

The thief went to talk to an obviously non-local sellsword and met Zert, a caravan guard out of work and looking for some employment. Zert dropped several hints that he's looking for pay, and Trillion said he'll keep him in mind if needed.

The mage Jason noticed someone else dressed in scholar's robes and writing in a book while nibbling at his food and drinking some ale. He struck up a conversation with the talkative Spugnoir who went on at length about the Battle of Emirdy Meadows, the Temple War, and the wonderful epic that he's writing! Eventually getting a word in when Spugnoir stopped for a drink, Jason told him that they're looking into the bandits in the area and that their information (from Calmert) is that most of the raids have been to the north and east. Spugnoir mentioned that there was a small keep of the Temple nearby that was taken out at the end of the Temple War and that the commander was a warlock! For first crack at any magic scrolls, he'd be more than happy to join up.

Meanwhile, the monk arranged to rent the "noble's suite" for the party. Since the obviously heavily armed fighter wasn't paying for anything and everyone else was running around on errands, Ostler and the staff assumed from this point forward that the party was a noblewoman (obviously third child or some such, but still!) and her entourage!

After Jason informed the rest of the party about what Spugnoir had told him, the monk then wandered over to the boisterous, heavily-drinking Elmo. He related to him what they're about, and Elmo mentioned that he knows where that moathouse is, and that his brother Otis was a soldier in the Temple War and offered to show them for a full share of the loot. [Note here that I feel that buying Elmo maille, a big axe and 100 g.p. to join the party is a tad excessive.]

After lunch, the thief and assassin went over to the smith to inquire about weapons. He pointed that while he can do shields and simple metal caps, anything beyond an axe- or spear-head is a little beyond his skill. The smith directed them to the Traders Establishment. Looking around, the pair quickly determined that things were way overpriced although the Hobniz bought a single dagger. Noticing the symbol of the three globes, they then went over to the money-changer. After a use of Thieves Cant, bona fides were established and the money-changer took the thief in back for a private discussion. He related that nothing has been heard from the emissaries sent to the bandits, and the best option is probably to just go ahead and eliminate them. He also related that he's uneasy; none of the missing goods have come through Hommlet at all; no new caravans with suspicious goods or the like. The large ones have been left alone, but anything with fewer than a dozen guards has been hit. Nobody has approached him to fence jewelry or anything small and valuable. Before Trillion left, the money-changer offered to fence anything he finds at normal Guild rates (80% of value as opposed to the 40-60% he offers to most adventurers) and will also change money at no cost (within reason).

After dinner, Trillion went up to Zert's room and offered him the same deal that the monk offered Elmo: full share in the company. [As an aside, money is split up evenly; magic items are given to whoever can use it most effectively or party vote if disputed. It makes more sense; yes, sometimes people lose out, but what use is a wand of magic missiles to a fighter, for instance?] Of course, he readily agreed.

Sunday, Planting 2, 579 CY

The next morning, everyone gathered and set out early for the moat-house. No giant frogs attacked them in the swamp, nor did kobolds or bullywugs ambushed them. The halfling lead the way across the drawbridge, the rest staying well behind. He checked out the drawbridge tower and went in alone. The huge wolf spider dropped down and surprised him, but a miss! He yelled for help, and everybody sprung into action. The spider was defeated, the only damage being 1 h.p. on the mage Jason who did not succumb to poison.

They then proceeded to the Moathouse proper and decided to clear the west wing first. The thief went in again alone and was attacked (but not surprised this time!) by a giant lizard! The party again sprung into action and the lizard was taken down; however, Br. Bob was dropped to -2 h.p.! [I'm using a house rule that death does occur until -1st level hit points are reached.] The party decided to hightail out for town, putting the Jedi, er monk, on Zert's horse. [Note also that the bandits were watching them the entire time but was unsure. They did take down the spider and the lizard pretty handily.] First, though, they recovered the box of armor, and the mage (who is 12 in real life and has never played this or the video game before) found the magic shield by cutting open the lizard.

They arrived back at the Inn with a near-dead monk, and Ostler sent one of his potboys for the druid Jaroo. Jaroo performed a CSW on the monk fully healing him. Payment to help the needy was discussed and the party finally decided to part with the ivory box that they found in the spider's lair. Jaroo accepted and was off. At this point, the party decided that they need healing and bad.

The thief Trillion went off to talk to the Canon Terjon and, after a 9 g.p. offering to the poor box, got to meet with the Canon. The talk centered around the possibility of healing and possibly accompanying them on their quest. Terjon made it clear in no uncertain terms that would not happen as no one in the party was a member of his flock. Healing could be available at the temple, but no promises. A very upset Hobniz left back for the inn.

Jaroo by Yannick de Guedart

Meanwhile, the assassin went to talk to the Druid. Coming to the end of the trail at his shrine and house, she noticed a bowl set beside a gong. Putting 5 gold in the bowl and then striking the gong, Jaroo appeared.They discussed briefly the cycle of life in the village and eventually, however, the assassin got the same answer as the thief did from Terjon.

The mage took the shield that he recovered over to Brother Smith for inspection. The smith confirmed that it was well-made and then grasped an amulet around his neck and muttered a prayer while passing his other hand over the shield which began to glow. He smiled and said that it appeared to have a minor magical enchantment on it. The mage asked if he needed any repairs, and Smith answered that it could use some polishing and maybe some new straps. A couple of silver would handle it and he could have it ready by evening.

[This is the point where I informed the players that Churches in my campaigns just don't hand out healing. Especially since the clerics and druids have congregations to care for. Things like Brother Smyth (who is a minor initiate) casting minor magic like detect magic, well, that's no big deal.]

That said, there was a bit of deus ex machina on my part. Black Jay arrived at the Inn during the evening meal, much to the surprise of the locals. The party noticed the whispers as the grizzled, black-cloaked man came in with a figured hooded and cloaked in forest green. The assassin asked one of the barmaids what the hubbub was about. She mentioned that Black Jay was a ranger during the Temple War and, while he was gone with the militia, a goblin raiding party hit the village. Jay's wife and infant child were killed. Since then, Jay was withdrawn and garrulous and kept to himself, tending his sheep on a hill above the village and making extra money by selling arrows to Smyth to resell. It was rumored, however, that the elves that he knew never abandoned him and still occasionally visited him. The barmaid wondered if that was one of the Olve with him.



After having a mug of ale or two, the pair made their way over to the party. Black Jay introduced himself and his friend Sidron, a cleric of Ehlonna, and then awkwardly excused himself and left. Sidron related that a vision from the Lady had instructed him to seek out those who were coming to fight the Dark Power now rising and placed himself at the party's disposal. [Yes, I'm a softie, but they need a cleric in this.]

There was some minor bookkeeping, but everyone went to bed to prepare for the next day.

Moonday, Planting 3, 579 CY

Again the party set out for the two-hour trek to the Moathouse. Some discussion ensued on the way. It was decided that the thief should check the doors and then move back for the fighters to break in the doors.



This time, the first door kicked in was the bandit lair. First thing, Jason dropped a sleep spell that took out 8 of the 9 bandits, leaving the leader standing alone. He quickly surrendered in the face of overwhelming odds. The assassin and mage dispatched the bandits while the monk was interrogating the prisoner. Roleplaying it out, basically he refused to say anything about the rest of the bandits except that were more below and if he said anymore, he was surely a dead man. In exchange for showing the party his stash, he wanted his weapons and a walk out of there. The party agreed and, yes, he will keep his word.

The party then decided to call it a day (and we as players a night).

As the astute reader might have noticed, I'm not only drawing from the original, but also from the video game and the two novels (The Temple of Elemental Evil and The Deed of Paksenarrion). This allows me to add more depth and color and to throw out some curves as well.

Until next time, gentle readers, think of the possibilities!

03 April 2014

C is for (Sandbox) Campaign


It should be apparent to anyone that's read my blog for any amount of time that I prefer sandbox settings. My favorite module for any system is GW1 The Legion of Gold that outlines the Barony of Horn for Gamma World followed closely by B2: Keep on the Borderlands that outlines the surroundings of the Caves of Chaos. And, of course, who can forget T1 The Village of Hommlet? Adventures that have add-ons, such as the wilderness areas for Rappan Athuk or Freya's Crucible (both originally by Necromancer Games coincidentally; RA was recently upgraded to Swords & Wizardry and Pathfinder editions by Frog God Games, the successors to NG) fall into the sandbox category to some extent as well. The focus of these modules is, of course, on the megadungeon or the plotline respectively, but sandbox material is provided as well. While I've stated in the past that Greyhawk is my favorite campaign setting, the Wilderlands/City State of the Invincible Overlord by Bob Bledsaw and the Judges Guild runs a very close second. The setting is very sandbox and gives sparse details on the campaign maps for the DM (Judge?) to develop.

The best thing about sandbox adventures is that it's a lot like a buffet. The DM sets out the food, and the players choose what they want. Admittedly, it is a lot of work for the DM, and he can't be a control freak. The players just might take their characters completely off-script. Now, occasionally, the DM will have had a busy and no time to think, much less plan for a game. The players might want to head off for Greyhawk City when the DM has only prepared adventure hooks (weeks before) around Hommlet (where the players are). In a case like this, there's nothing wrong with telling the players, "Guys, I've had a week from Hell. I know you really want to go to Greyhawk, but I'm not prepared at all for that. Could you go after a hook in town? I'll work up plans for Greyhawk City for next week." Most players will understand and go with it; we've all had those weeks.

The ability to improvise is a key skill as well. Maybe the DM is good enough to roll with the journey to Greyhawk and can come up with something on the fly that fulfills the players's expectations. If one can do that, great! Go for it. If the players feel like their choices and input influence the game, they become invested and interested in the setting and will want more! If they don't have that feeling and instead feel like they're on the Plot Wagon (TM), well, they may as well be playing EverQuest 2. Or, worse yet, WoW.

Another ability to keep in mind is recycling and I'm not talking about newspapers and aluminum cans, either. In this instance, it refers to using adventures that the players have bypassed; this is not railroading, either, but a labor-saving device. Let's assume that in the Hommlet setting mentioned above, the Judge had worked up a goblin warren to the southeast of Hommlet; however, the players have elected to take that journey to Greyhawk. On the journey overland, Fate intervenes and a wandering monster check indicates an attack by goblins. Rather than just randomly rolling the goblins up, the party is attacked by a patrol or raiding party from a goblin warren. The players decide to follow fleeing survivors and find the lair. Recycling in action. And note that this goblin warren is not in the same location; this could be three weeks out on the way to Greyhawk. It has been transplanted, and the DM has a week to work on Greyhawk! Also, be careful not to MAKE the players go where you want. If the players killed the goblin patrol or let the fleeing survivors go and don't look for the lair, so be it. But you were ready if they did!

Another good example of this is reusing vintage modules. When I first started the Guardians of the Polar Bear (my God, was that 2004 when Kat was nine and Rene' was seven?!!), I placed the Necromancer's mansion from U1 The Sinister Secret of Saltmarsh on a rock atoll about a mile-and-a-half on the road north out of Hommlet. The caves at the bottom opened into a forest clearing. The necromancer had disappeared about the time of the Battle of Emirdy Meadows. The pirates became a detached group of bandits and gnolls from Lareth's moathouse and thus tied into the overall setting in a different way than before. Recycling; learn it well.

Finally, the sandbox DM should learn to use communication with his players. Help them determine a real background for their characters. Ask for their input after a game; see what goals that have and what they plan to accomplish. One can see this in the Hommlet campaign with the NPCs. Elmo mentions his brother Otis long before the players ever go to Nulb. A PC's family can be the source of new characters if the original character falls in battle, such as poor Kane Deathchant. Maybe the character is the young scion of an Elvan noble family from Celene. Upon reaching 4th level, news of the character's exploits have reached Celene and the character's family (or maybe even Queen Yolande herself!) sends the character a gift in the way of a Quiver of Ehlonna with 6 +1 arrows. Deus ex machina? Maybe a little; but it does help the characters in game and also helps keep them invested in the story.


Overall, sandbox settings are a lot of work to set up. However, properly executed, they can create a world that feels as vibrant and alive as anything in the works of fiction and definitely better than a static MMO.
Until tomorrow, gentle readers, dream of glory and adventure!


02 April 2014

B is for Bob


. . . .and not just any Bob but Bob Bledsaw!

One of the most heated debates in the OSR is who the true Father of Dungeons and Dragons truly is. Is it Gygax or Arneson? The thing that always disturbs me about this is that Bledsaw gets ignored quite a bit it seems. I realize, of course, that he's not in the running for Father, but (no offense to Rob or Ernie or Luke) I feel he deserves the title  First Son of Role-playing. Why, you ask?

1975, not long after D&D was released, Bledsaw created the Judges Guild. Now, that doesn't seem like a lot today with all the gaming companies out there in the wake of the OGL, but at the time, it was revolutionary. He was a man of vision. Judges Guild received permission from TSR to put out adventures and other supplements for D&D. TSR would not put out an adventure module until 1978! Even then, if reports are to be believed from those in the know, Gary was somewhat bewildered as to why people would want to use prepared adventures rather than create their own.

Another good thing was that JG added some organization to the mess. If one plays 0E today, there is no resource more valuable than JG's Ready Ref Sheets. Some collected charts, sure, but the majority was new material for the Judge to use in making his campaign come to life. And the adventures, maps, and settings! Wilderlands, the City-State, Thracia, Duck Tower! Both Kevin Siembieda and Jennell Jacquays started out with JG as well. Imagine what we would have lost without Bledsaw. Don't get me wrong; I love me some Hommlett and some B2. But JG's adventures are somehow better. Much as I love Gary, part of the creativity was channeled into balance and polish leading to what WOTC and Hasbro have become--souless.

And, as an aside, CSIO is coming back. Please support the Kickstarter here.

Until tomorrow, gentle readers, dream of troublesome strumpets in the City-State!

01 April 2014

A is for Aardvarkian


Inspired by the comic hero Cerebus the Aardvark, Aardvarkians were included in the Hackmaster RPG's Hacklopedia. An enterprising Hackmaster DM, Jan Monk, wrote them up as a PC race in Hackjournal #7. Therefore, in the interest of spreading this race for OSR play and also in the spirit of the day, I give you the Swords & Wizardry Complete stats!

Aardvarkians are short, furry humanoids with features similar to that of the common aardvark. They love foraging for insects and gain +2 to hit insects of any kind/size. However, they also have poor eyesight and have -1 to hit targets in ranged combat at medium range and -2 at long range.  They gain +1 to hit with spears and javelins due to its extensive use among their tribes.

Aardvarkians tend to be somewhat misogynistic; however, their lack of contact with other races and poor eyesight means that they have a base 50% chance (-5% per level above 1st) to mistake females as males. They also tend to avoid water because a wet Aardvarkian smells horrid; until he dries out, the Aardvarkian cannot surprise any being or creature with  a sense of smell. They are twice as susceptible to alcohol than humans; this is left to the individual referee to adjudicate.

Another feature of their physiology is their sharp claws. They can attack in melee with these claws for 1-3 points of damage. The more important feature of these claws is their use in burrowing. An unencumbered Aardvarkian can burrow through soft earth at 1/4 of their walking movement rate. In their lands, Aardvarkians use this skill to burrow into the earth and attack trespassers by surprise (3-in-6 chance).

Aardvarkians adjust their stats as follows: -1 Strength, +1 Dexterity, +1 Constitution, +1 Wisdom, -2 Charisma. They can become Fighters (9th), Rangers (6th), or Thieves (12th). If the referee has a Barbarian class, that is an option as well (unlimited advancement). They are not able to multiclass. Aardvarkian thieves make the following adjustments to thieving skills: Hear Sounds +10%, Hide in Shadows +10%, Move Silently +5%, and Open Locks -5%.

2014 A-to-Z Blogging Challenge



Well, here we are again; time for another Challenge. I've done this twice: once in 2011 and again in 2013. And, as much as I've wanted variety, I'm doing fantasy yet again! This year I'm going to focus on Swords and Wizardry Complete by Frog God Games the successors to Necromancer Games.

In last year's challenge, I might have come across as too harsh on the OSR in general and retro-clones in particular. However, as I later posted in "E is for Editions," I don't really have much of a beef with retro-clones but in their marketing and presentation. Besides, how can anyone say something bad about a company that gives their core rules away for free? Definitely not a money grab.

When I get home tonight, I'll post my first blog that, while serious in content, is somewhat of an April Fool's post. E

Until later later, gentle readers, do not confused by today's news stories! 

07 September 2013

D&D Challenge Day 7: Favorite Edition

Favorite edition? For me that's 1st edition with Unearthed Arcana, followed closely by B/X and the Swords & Wizardry Complete retro-clone.

I don't normally repost my own blogs, but the following is a a blog I posted back in April detailing the various editions and retro-clones. Enjoy, and until tomorrow, gentle readers, pick an edition!

***************
Well, I shall attempt to be brief, but that's going to be hard with today's topic, gentle readers. There are, at last count, 6 editions of D&D (more depending on how you count!) and numerous clones and licensed properties that use the D&D "engine." I also will not mention Chainmail as that is not D&D per se. If I miss some, please chalk it up to a headache I have today!




First up is the edition that started it all: Dungeons and Dragons, also called variously 0e(dition), O(riginal)e(dition), and the LBB (Little Brown Books). The core classes and races as well as statistics are there: Clerics, Men of Magic, Fighting Men (Thieves were added in the Greyhawk Supplement); elves, dwarves, Hobb...er, Halflings; experience points; etc.  Some things are noticeably different from later editions, such as d6 damage for all weapons. This version is not "new player friendly;" it assumes a previous experience with wargaming. One of things to like about this edition is the lack of defined rules. Imagination was key. There were also no hard limits: science and sorcery were mixed in Castle Greyhawk as well as in Blackmoor.
On a sidenote, the impact of D&D was felt in other games. Traveller when it came out, arrived in a LBB (Little Black Book) Edition with a similar division of books: Characters and Combat, Starships, and Worlds mirroring Men and Magic, Creatures and Treasure, and Underworld and Wilderness Adventures.



I'll talk about the next two together. It was quickly apparent as D&D sold rapidly across the country that a hit was on their hands. The deficiency about a lack of instruction was noted. As AD&D was prepared Holmes D&D, a primer on roleplaying that took eh character to 3rd level was introduced as a stopgap measure. Alignments went from three (L, C, N) to 5 (LG, CG, LE, CE, N). Holmes was never intended to be a truly stand alone game but more of a "gateway" game to introduce the game to potential players.  After AD&D was published, D&D Basic and Expert  (B/X or Moldvey/Cook D&D) was introduced. My impression is that D&D was supposed to become the home game that one could tinker with to one's content. AD&D was the framework for the "international" and tournament game, a framework that would allow for greater precision in competition. This is to some extent conjecture, but is the feeling I have. I also like to point put that the blurb on the back of the Basic Book touts it as "family entertainment."  Way different from being a  smelly neckbeard basement-dweller game. There are some important things in B/X: race as class, a return to the 3 alignments, and a less technically precise combat. It is, in many ways, divorced from its wargaming roots; not so AD&D.


I'm using a pic of the current reprints because they are so sweet! For me, this is AD&D. As much as people deride 3.0/3e for becoming a minis game, it is still an important component of first edition as well. All of those fiddly numbers: weapon speed, armor modifiers, the confusing initiative. It is apparent that Gary never really left his wargaming roots. He's the lead author here. B/X and the later BECMI had different leads and therefore way different feels. Here we gain the 9 alignments (LG, NG, CG, LN, NT, CN, LE, NE, CE); more races (gnomes, half orcs and a plethora of elves and dwarves); more classes (assassin, monks, cavaliers, etc.). It can be argued that, like minis, 3e's fascination with "a class for anyone" can be laid at Gygax's feet. And what are the bard and thief-acrobat if not proto-prestige classes. The introductions of skills as "nonweapon proficiencies begins here as well in Oriental Adventures. We also gain most of the campaign worlds: Greyhawk, Toril, Kyrnn, and Ravenloft (as a module, true; it is in 2e that it would become a world).


Basic had a facelift in the mid 1980s. It was truly its own game and a very playable one as well and is termed BECMI (Basic-Expert-Companion-Master-Immortal) by fans. BECMI's lead author was Frank Mentzer. The game took  characters from 1st to 36th level and then beyond to Immortal levels. The expanded game setting of the Known World (to become Mystara in 2e) had its own line of gazetteers. No other D&D campaign world has really had this level of attention to detail.


With the ouster of Gary from TSR, the company continued on. In 1989, second edition hit the scene. Love it or hate it, it is still the longest in print version. And, boy, were they prolific! Splat books for the classes and the addition of kits to customize classes. Humanoids as viable PC races (The Complete Humanoid). Even Psionics was revamped into an arguably workable system (although it works best where magic is not present). Planescape, Ravenloft, Mystara/Red Steel, Dark Sun for new campaign worlds as well as revamps of Toril, Oerth and Kyrnn. There was much crying over the loss of many of the core classes like moinks and assassins. However, it was a return to those core four classes (Warrior/Mage/Priest/Rogue) seen in 0e. The other problem players had was with the  "unbalancing" kits. I believe that's due to a poor DM, but opinions vary. I don't play this edition enough. It is a complete system, still readily available with reprints of the core books arriving in May. And it is well integrated and planned out.


In the mid 1990s, we got the Player's Option books or 2.5. It did not supplant or replace 2e, but it allowed for point buy character creation, spell point systems and the like. It was really more of a D&D "toolbox" that had "official" ways to change the rules. I never knew anyone to play this; I did own it and wanted to run or play it. The idea of a creating a wizard who could use a sword or have thieving abilities was novel.



Enter the 21st century and the acquisition of the brand by Wizards of the Coast and Monte Cook. Third edition. D20. There has been much written about this over the years. This version focuses more on the mins and the tactical nature of combat. One could argue that was true of 1e as well; it was really B/X and BECMI that were roleplaying focused without the need for minis. I won't go into the mechanics of 3.0/3.5. Suffice to say, though, that it is still recognizably D&D. The strength and weakness of d20 are the same in my opinion: the OGL. The Open Game License allowed third party publishers to use the engine to create games and supplements. That is good in that we got some really outstanding games such as Mutants and Masterminds and Castles and Crusades. The flip side is that there is A LOT of material for players and especially DMs to wade through, some of which is sub-par and mediocre.


Fourth edition....bored yet? This is the version that receives the most vitriol these days. It is arguably not D&D but a MMO with dice and minis. Some of the ideas make sense to some extent: magic-missile as an "at-will power" makes mages more survivable, but also makes it like hitting the 1 button in a video game. Alignment was simplified and the concept of "unaligned" was brought into play. There is a dearth of roleplaying material; 1e was guilty of that as well, but did have material on hirelings, sages, creation of the campaign world. This was a poor attempt to change the brand to appeal to young computer gamers and a mistake that I believe WotC has realized.



And so, on the horizon, is "D&D Next." From what I have seen of the playtest materials, this edition is going to attempt to become "all things for all people." That might work for a Roman Catholic saint, but I have my doubts as to its viability for a RPG. It would appear that it will be a stripped-down version very similar to D&D basic, but without race as class. There will be a plethora of options so one can ramp it up to something akin to 3.5 or anything in between. We'll see how that works. I am cautiously optimistic.
And, now, bring on the clones!
I want to mention first off M.A.R. Barker's Empire of the Petal. The world of Tekumel first published by TSR in 1975 and using an adaptation of the 0e ruleset. Tekumel is a non-western fantasy world and is much beloved of its fans. If you're looking for something not derived from Tolkien and Howard, this is the game for you! A reprint is available at: Tita's House of Games

The Basic Fantasy RPG was probably the first fan reaction to 3.0, if my internal timeline is correct. This is a wonderful product and I can't recommend it enough. It is essentially a B/X clone that is completely free; print copies are sold on Lulu at cost. There are a lot of add-ons for the game that are fan-produced and available for download in pdf and Open Office formats. Please check them out at: Basic Fantasy Roleplaying
One of the first professional responses to 3.0 was Castles and Crusades by Troll Lord Games. Using the OGL the Trolls created a stripped down fantasy game reminiscent of first edition and it is a great game in its own right. Ascending AC and a version of BAB is used. This game plays like D&D lite. I also enjoy that weapons have abilities reminiscent of the AC modifiers tables of 1e but with out a huge chart. For instance, a bec de corbin "receives a +2 when used against chain, plate and scale armors." Another thing that struck me was that the original printings were the same size as the 1e PHB. They also have the distinction of working with Gary Gygax in an attempt to get Castle Greyhawk (as Castle Zagyg) published before Gary died. Check them out at: Troll Lord Games
Kenzer Company's Hackmaster (fourth edition!) was an officially licensed game that used the 1e/2e core system. It was, in many respects, 1e with some 2e things (kits, wild magic, splat books) tacked on. There was even an inkling of 2.5 with their STP (Skills-Talents-Proficiencies) system that allowed some characterization of classes. As a result of the licensing agreement with WotC, KCo had to use a lot of parody in their language. Ignore that, though, and the core system is sound. WotC did not renew the license prior to the release of 4e. Hackmaster lives on in its fifth (actually 2nd) edition but the core mechanics are drastically different. However, it is worth checking out and they are offering the stripped down "basic" book as a FREE pdf (download here). They can be found at: Kenzer Company
Goblinoid Games offers the Labyrinth Lord game, another company that used the OGL to produce an older-style RPG. This is essentially a B/X emulator and is available in print at Lulu and also as a free pdf download (sans artwork). They offer the Advanced Edition Companion to make the game a bit more like AD&D. They also offer Mutant Future (a Gamma World clone) and own the licenses to Timemaster and Starships and Spacemen (in print again!). Their web site is: Goblinoid Games

Swords and Wizardry is another B/X style game and is currenty published by Frog God Games. These are the guys that produced Rappan Athuk and it is another great game. The Whitebox edition takes it back down to 0e if that's your thing. Their web site is: Frog God Games
Dark Dungeons is a another retro-clone, but this one uses BECMI as its reference point. The title is a tongue-in-cheek reference to the horrid Jack T. Chick religious diatribe, Dark Dungeons. In fact, the exanple character that is used throughout the work is Black Leaf, the character who dies in the first panel of the tract. It's always good to have a sense of humor about these things. It is available in pdf form for free and in print for a nominal fee from Lulu. The web site is: Gratis Games



Johnathan Becker's B/X Companion is not a true clone; rather, it is an extension of the B/X game. The public was promised a Companion book to take characters past 14th level when B/X was published, but the rebranding to BECMI meant that the world would never see it...until now. Becker extrapolated what might have been and this is a nice addition for you if prefer the Moldvey/Cook rules. the cover is obviously a homage to the original Erol Otus covers. It is no longer available in print but is available as a pdf at RPGNow. Becker recently released the B/X Adventurer that adds some new classes and magic to the game most notably gnomes, centaurs, and witches (among others). Running Beagle Games is found at: B/X Blackrazor
Finally, we come to the end....and OSRIC. I give these guys a lot of grief, I admit that readily. However, unlike some of the other clones that stay true to their source, this version is not what it purports to be. True, it is AD&D  as it was played in the 1980s; but just because we didn't play with weapon factors, psionics, monks, etc., doesn't mean they're not a part of AD&D. Even Goblinoid Game's Advanced Edition Companion adds the caveat "as it was played." That said, this is a well done work. Even if I disagree with Stuart Marshall's choices, this is a outstanding product. Everything one needs to play something close to AD&D (yes, yes, I can't let it go!) in one beautiful tome with art from James Halloway. It's only $26, so if the $100+ pricetag of the 1e reprints is too much, go here. The web site is: Black Blade Publishing
And that's it! Woo-hoo, finally through. Break out the Faygo! Tomorrow, gentle readers, I shall examine some of my favorite forums!

26 July 2013

Fantasy Friday: Gygax Day is Tomorrow!

 
 
Well, the big day is upon us at last! Invites are out and are RSVP-ed, the menu is planned. The day's activities will be a lunch of burgers and dogs and for dessert cake! On last week's blog, Ernie Gygax commented, "If you wish the cake to be one that he would have shared it would have had to be a Dribble Cake. Lemon or white cake with a butter cream frosting with bitter chocolate poured over that and refrigerate." And that's what I'm making. It sounds completely delish!
 

 
 
Gamewise, I'm still not sure. I'm leaning toward Swords and Wizardry Complete and running The Endless Tunnels of Enlandin from Dragonsfoot. There's also the possibility that I might just run the classic B2 The Keep on the Borderlands using the B/X ruleset. I might also do a Dungeon Crawl Classics funnel using Paul Fini's DC-1 The Outpost on the Edge of the Far Reaches. Finally, I might decide to run Gary's classic Gamma World module GW1 The Legion of Gold. So many choices, so little time!
 

 
 
Well, that's all until I update the results of the Day on Sunday! Until next time, gentle readers, let the dice fly high!

10 May 2013

Fantasy Friday: Throne of the Crescent Moon (book review)



Throne of the Crescent Moon by Saladin Ahmed, DAW Books, ISBN-10: 0756407788.
 
I picked this book up, well, not a whim, but I was going through a book store trying to find something that was interesting but not derivative of Tolkien or Moorcock or anything else. This one caught my eye. Even as a kid, I've loved "Arabic" fantasy such as the film  The 7 Voyages of Sinbad and in D&D the second gazetteer of the Known World, The Emirates of Ylarum. I was never nonplussed by the inclusion of Azeem in Kevin Costner's Robin Hood: The Prince of Thieves. As a budding historian, I read the Qu'ran in 1992 or so, well before 9-11 and gloried in Francisco Gabrielli's Arab Historians of the Crusades. In fact, when I went through my crisis of faith while in the Army during the winter of 1988-89, al-Islam was one religion I seriously considered; it even made the "short list" along with Roman Catholicism, Greek Orthodoxy, and Judaism. So, when I saw this novel and read the cover and thumbed through it, it went in the basket.
 
A little background as well. The author is a native of Detroit which is always a plus for me; friends thinks it's strange that a 6th generation Texan such as myself would love Detroit so much, but there it is! Ahmed has written several well-received short stories, a collection of which is sitting in my Kindle, waiting for more leisure time. This is his first novel, but it is nominated for both the Nebula and Hugo awards. The author's website is located at: http://www.saladinahmed.com/wordpress/
 
Some more random thoughts before I delve into it, though. My campaign world of Erda/Kith-Kanan has (of course!) a semi-Middle Eastern area in it named "the Land of the Five Prophets." It is built around the ruins of the ancient Aegyptian Kingdom and religion, a false worship that centered around Shaitan in his aspects of Set and Anubis. The Five Prophets arose at the same time and led the way of the people back to the worship of the One, called the Merciful and Compassionate and never specifically named by them. The players that I've had in Erda over the past 26 years have never directly dealt with the area, but it is in my copious notes and backstory. So, yes, I will tend to look at this novel through "gamer" eyes.
 
Rasheed the Dervish appears to be a standard 1E monk that uses a double-forked sword. The young female shapeshifter, I can see as a DragonQuest shape-changer as a lion rather than a tiger. There is an alchemist and a healer. the ghul hunter's magics are low key and fit the setting; not sure how I would classify him; maybe as a DragonQuest Namer or possibly a Star Mage. The "Ancient Egypt" of the world is "Kemet." I chuckled because I've read Kmt, the journal of ancient Egyptian archaelogy since the late 1990's; Kmt is the ancient hieroglyphic name of Egypt. I must call mine K'm't now!
 
The novel centers on Doctor Abdoulla Makhslood, the last of the ghul hunters. Ghuls are apparently magical creations similar to golems made through necromancy that binds elements and death beetles (scarabs?) into a living form; they are slightly different from the haunted "vampires" that haunt charnel houses in Middle Eastern folklore. Accompanied by his protege, Rasheed the Dervish, Abdoulla uncovers a plot that threats the jewel of the lands, the great city Dhamsawaat, his home. Of course, the ghul hunters and his other practitioner friends are somewhere near the bottom of the social totem pole and are seen as charlatans and hedge wizards by the social elite. It's hard not to give any of the plot away, because it does some really neat twists and turns. The atmosphere is evocative and believable. It is also derived from tales such as Sinbad and the like. This is definitely not Tolkien-derived.
 
I give this book 5 polar bears. It is more than worth the time to read. It is the first of a trilogy and, to be perfectly honest, I've not had more anticipation for a series release since I read Harry Turtledove's Videssos Cycle in high school.

30 April 2013

2013 A-to-Z Blogging Challenge: After Action Report

 
Well, here we are at the end. We made it. Life intervened a couple of times and I had a short post or two because of it (20 April, I'm looking at you!), and I accidentally posted today's post yesterday. However, all-in-all, it was a success.
 
This year, I dedicated the challenge to AD&D, first edition--no 2E, no 3.0/3.5, no Next, no bloody 4th. Some of my posts did wander into more generic roleplaying territory, but that's not necessarily a bad thing. My "E is for Editions" post showed what came before and after AD&D in an attempt to show where D&D  came from and to whence it is has gone. Because of a post-start event coming up, "O is for Oriental Adventures" became a review of "Ruins and Ronin" in support of Swords and Wizardry Appreciation Day.
 
Did I learn anything? Probably not. I vaguely structured my posts as I went along and some I had no idea what I was going to say until I started typing the title. Until yesterday's fiasco, I did not write ahead of time, either. So, if I did learn something, it is to possibly plan my writing in a more structured manner and write some ahead of time.
 
One change to come from this idea is that I will now ave theme days to post at least once a week. I have changed up the order from an earlier post. First up, I'll have Sci-Fi Monday, a hodge podge of reviews, thoughts about RPGs or MMOs, whatever catches my fancy or attention. Expect to see Mutants and Masterminds, Villains and Vigilantes, Battletech, Stars Without Number, Traveller, SWTOR, and various other topics on this day. Midweek will be Warhammer Wednesdays--not the bloody miniatures game that changes rules every two years, but the original, first edition RPG. This is a game that I have not run or played in years, but it is still a game that I hold close to my heart. Expect the occasional post about my DIY WH40K Marine Chapter, the Blood Cross. Finally, I'll close up the week with Fantasy Friday, anything from book or movie reviews or ruminations on whatever fantasy RPGs are catching my fancy at the time. This is could be AD&D, B/X D&D, DragonQuest, Hackmaster, whatever. It might even include urban fantasy such as the works of Charles de Lint or Kim Harrison or "modern" games like Vampire: The Masquerade. And the first Warhammer Wednesday is tomorrow! Woot! No rest for the wicked.
 
Finally, after yesterday's post, "Z is for Zagyg," I am dedicating this Challenge ex post facto to the memory of E. Gary Gygax, the man whose words sparked the creation of hundreds, if not thousands, of worlds.
 
Gary Gygax, 27 July 1938-04 March 2008
 

29 April 2013

Y is for Yuan-Ti

"Yuan-ti Anatomy Study" by Chris Quilliams

These last few letters of our Roman alphabet are always the hardest. Therefore, I have used tenuous connections at best to discuss concepts in abstracts. So, please bear with me. :)
 
Last week, I briefly mentioned that some gamers want to exclude influences derived from Tolkien in their AD&D game. Maybe the idea is to create a more Lovecraftian or Howardian feel something that excludes orcs and the like (for that I cannot help but recommend Realms of Crawling Chaos). In my mind, that is what the Yuan-ti represent. If one peruses the monster books of AD&D, especially Fiend Folio and Monster Manual II, one will find plenty of what 3.5 calls "abominations" and "outsiders." There is plenty to use in a grittier non-Tolkien game.
 
Let's examine the Yuan-ti (MM2, p. 130). Inhabitants of tropical jungles...well that can be changed. While Lovecraft focused mostly on marine life (deep ones!), Howard's Cthulhu tales had serpent men under England and Oklahoma! They were a degenerate race from prehistorical times that hates the "monkey races" that have since dominated the surface of the planet. The weakest are the 6 HD (!) purebloods. They can pass as human 80% of the time and have some minor reptilian features such as scaly hands or forked tongues. Also, "Purebloods normally handle affairs with the outside world and may travel far and wide doing so." This brings to mind the "strange monks" (robed Draconians) in the first Dragonlance novel, Dragons of Autumn Twilight, and also the degenerate inhabitants of Innsmouth with their batrachian appearance. Sinister and mysterious, they could lure heroes to their doom as in the opening story to the first edition of Warhammer Fantasy Roleplay. The half-breeds have a single snake-like feature: a snake's head, the lower body of a snake, whatever. Here is where the horror begins. And finally, the abominations are all snake or have, at most, a single human feature. Note that the race has innate spell abilities as well.
 
A whole campaign could center around the return of the "snake-men," taking the party into the Depths of the Earth to confront the yusn-ti's bleak temples and end their horrid rites. The polymorph other ability could be used to transform victims into half-breeds or even abominations to bolster the ranks of their growing armies. A desperate fight into the dark places of the world, possibly by adapting the Vault of the Drow or a similar adventure.
 
Bullywug Warrior.
 
 
There are other creatures that are not necessarily abomination could be tweaked as such. I direct you to a April, 2011, post on the bullywug that in which I tweaked the description for a more dark feel. This can be done with several races. Take that stock horror the owl bear. Describe it's clacking beak and its fiery eyes to the players. Make them feel its hot breath and hear its shriek of rage. Another something that is not Tolkien. :)
 
 
 
In all, the ability to excise Tolkien from the game is not difficult; it merely takes a little research and some substations. Oh, and imagination, always imagination.  Until tomorrow, gentle readers, when I wrap up the 2013 A-to-Z Challenge!