The inestimable Ramanan S of Save vs Total Party Kill fame and originator of the Rammies, the only RPG award that has ever truly mattered, has given anyone that enjoys reading about old school gaming a great gift.
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Saturday, October 13, 2018
Friday, October 12, 2018
OSR Guide for the Perplexed Questionnaire
You might
see this
questionnaire popping up a lot. I have enjoyed reading what other
people had to say and thought I would add my two cents.
1. One article or blog entry that exemplifies the best of the Old School Renaissance for me:
1. One article or blog entry that exemplifies the best of the Old School Renaissance for me:
Hard to point to one but stuff like THIS gives
me warm fuzzies.
2. My favorite piece of OSR wisdom/advice/snark:
3. Best
OSR module/supplement: Wow these questions are tough. I'll cheat a tad and
go with Richard LeBlanc's d30 books .
4. My favorite house rule (by someone else): MUs being able to spontaneously cast from their spellbooks rather than prepare specific spells. Forget who mentioned it, but it allows for much more variety and creativity in play.
5. How I found out about the OSR: When I got back into gaming I was looking at buying old 1st edition AD&D books and discovered that not only were people still playing it, they were making clones of it, adventures for it, blogging about it, etc
6. My favorite OSR online resource/toy: Hmmm THIS is about as awesome as it gets. Also the Greyhawk weather generator.
7. Best place to talk to other OSR gamers: Well that is kind of the question right now. I immediately fell in love with G+, but it is going away.
8. Other places I might be found hanging out talking games: Here, G+ til it dies, my podcast, Twitter, MeWe, rarely on various forums.
9. My awesome, pithy OSR take nobody appreciates enough: You cannot have a meaningful campaign if strict time records are not kept. I wrote that.
10. My favorite non-OSR RPG: If you don't think pre-7th Call of Cthulhu is OSR, then CoC. If you do, then...maybe Savage Worlds.
11. Why I like OSR stuff: Nostalgia, creativity, DIY spirit, amazing talent, cool people, fun games.
12. Two other cool OSR things you should know about that I haven’t named yet: THIS spreadsheet, THIS Patreon.
13. If I could read but one other RPG blog but my own it would be: Old Grognardia posts.
14. A game thing I made that I like quite a lot is: I think I did a pretty good job with this adventure.
15. I'm currently running/playing: Running a weekly 1e/BX mashup game, playing in a bi-weekly Castles and Crusades game. Occasionally run a BX Stonehell game for my daughter. Jump into online games here and there when I can.
16. I don't care whether you use ascending or descending AC because: Oh, but I DO care.
17. The OSRest picture I could post on short notice:
Friday, September 21, 2018
Let's Read Polyhedron: Issue 6
You can check out previous posts in this series HERE.
Ok, let's see if Polyhedron can bounce back from a weak issue 5.
So I dig the Boot Hill sort of cover.
In the letters section someone writes in about a religious group trying to ban D&D from their school. Ah, memories of the satanic panic. What is interesting is TSR replies here that if you need help with "these sorts of problems" to write to them with "Attention: Duke" on the envelope. Maybe I don't know my TSR lore as well as others, so if you know anything about "Duke" and if their job was just dealing with crazy moms 24/7, let me know.
Where I'm Coming From references TSR's acquisition of SPI. Notes from HQ mentions how to become a Top Secret game admin for the RPGA, and again plugs the RPGA belt buckles (I want one).
Part 3 of the Jake Jaquet interview is terminally boring. They talk about calling the mag Dragon instead of The Dragon. Jake likes basic D&D over AD&D. There is a little talk about how computers could eventually influence the hobby but nothing is particularly prescient or worth mentioning.
Notes for the Dungeon Master basically talks about complaints about "realism" in D&D, something that has always seemed kind of silly to me. It is game about, like, elves and dwarves and stuff. This issue is a bummer so far.
Mercifully, Jim Ward manages to give us something worth reading with some Gamma World items. The Weapons of the Ancients include things like a Crystal of Seeing (glorified telescope) and a Holarator (used to project holograms). The flavor here is good and at least it is gameable material.
Spelling Bee spends a lot of time talking about adjudicating illusion spells. Dispel Confusion covers thief armor (no studded leather allowed), monks wearing bracers of defense (they can, but wouldn't want to according to the author...yeah right), and then a question/answer that really struck me as odd.
Someone asks about to-hit rolls for monsters with just hp listed. With AD&D, I always just used the max level on the HD chart as the base (16+ for AD&D), but here they say to divide the total hp by 4.5 for the HD and extrapolate from there. This would make many monsters/gods even more powerful...to the point where there would never be a point in rolling anything. Did anyone play that way? Like a Tarrasque would be a 66+ HD creature. I'm no mathematician, but using this system with the AD&D charts, the THACO would be 0 around 23 HD....so yeah, 66 HD would be what, THACO -21? I know its a tough monster, but sheesh. Weird answer imo. I looked at BECMI, knowing it deals with very high levels, and a 35+ HD monster has a THACO of 1, which is much more sensible. In fact, from 25-35 HD, all monsters stay at THACO 2. Maybe they didn't think this one through before answering, but they probably killed a LOT of PCs in the wake of this answer. Hey wait, now it is growing on me.
There is a solitaire scenario for Fight in the Skies. A list of some RPGA charter members. Tips on how to run your own D&D tournaments. The issue ends with another "Nor" comic.
Another not-so-good issue. Maybe #7 will be better.
Ok, let's see if Polyhedron can bounce back from a weak issue 5.
So I dig the Boot Hill sort of cover.
In the letters section someone writes in about a religious group trying to ban D&D from their school. Ah, memories of the satanic panic. What is interesting is TSR replies here that if you need help with "these sorts of problems" to write to them with "Attention: Duke" on the envelope. Maybe I don't know my TSR lore as well as others, so if you know anything about "Duke" and if their job was just dealing with crazy moms 24/7, let me know.
Where I'm Coming From references TSR's acquisition of SPI. Notes from HQ mentions how to become a Top Secret game admin for the RPGA, and again plugs the RPGA belt buckles (I want one).
Part 3 of the Jake Jaquet interview is terminally boring. They talk about calling the mag Dragon instead of The Dragon. Jake likes basic D&D over AD&D. There is a little talk about how computers could eventually influence the hobby but nothing is particularly prescient or worth mentioning.
Notes for the Dungeon Master basically talks about complaints about "realism" in D&D, something that has always seemed kind of silly to me. It is game about, like, elves and dwarves and stuff. This issue is a bummer so far.
Mercifully, Jim Ward manages to give us something worth reading with some Gamma World items. The Weapons of the Ancients include things like a Crystal of Seeing (glorified telescope) and a Holarator (used to project holograms). The flavor here is good and at least it is gameable material.
Spelling Bee spends a lot of time talking about adjudicating illusion spells. Dispel Confusion covers thief armor (no studded leather allowed), monks wearing bracers of defense (they can, but wouldn't want to according to the author...yeah right), and then a question/answer that really struck me as odd.
Someone asks about to-hit rolls for monsters with just hp listed. With AD&D, I always just used the max level on the HD chart as the base (16+ for AD&D), but here they say to divide the total hp by 4.5 for the HD and extrapolate from there. This would make many monsters/gods even more powerful...to the point where there would never be a point in rolling anything. Did anyone play that way? Like a Tarrasque would be a 66+ HD creature. I'm no mathematician, but using this system with the AD&D charts, the THACO would be 0 around 23 HD....so yeah, 66 HD would be what, THACO -21? I know its a tough monster, but sheesh. Weird answer imo. I looked at BECMI, knowing it deals with very high levels, and a 35+ HD monster has a THACO of 1, which is much more sensible. In fact, from 25-35 HD, all monsters stay at THACO 2. Maybe they didn't think this one through before answering, but they probably killed a LOT of PCs in the wake of this answer. Hey wait, now it is growing on me.
There is a solitaire scenario for Fight in the Skies. A list of some RPGA charter members. Tips on how to run your own D&D tournaments. The issue ends with another "Nor" comic.
Another not-so-good issue. Maybe #7 will be better.
Sunday, September 16, 2018
Classic-Era Waterdeep Products to Use (and Avoid) with Dragon Heist
The D&D community is abuzz with excitement about the new Waterdeep module, Dragon Heist. Aside from maybe Curse of Strahd, there seems to be more chatter and anticipation surrounding this release than any other so far. There is already a steady stream of fan content coming out on the DM Guild site, but as Waterdeep is probably the most famous D&D city of all time (other than maybe the City of Greyhawk), DMs can also benefit from the classic-era products that came before. Here are a few to check out (and some to avoid).
CITY SYSTEM: HIGH USABILITY
Known for its massive map collection of the city, the real strength of this set comes from its booklet. Filled with random tables and useful info to expand your campaign, this is in my opinion the #1 classic-era product for Dragon Heist DMs.
VOLO'S GUIDE TO WATERDEEP: HIGH USABILITY
The creative travel-guide presentation of this book serves it well, effectively humanizing (demihumanizing?) the city with flavorful entries. Compatibility with the City System map keys is a huge plus. Part of what makes this and the City System box so useful is that most of the material doesn't rely on then-current events.
FR1 WATERDEEP AND THE NORTH: MODERATE USABILITY
This was the Waterdeep bible for a while, and it is a good book. Much of it could find some use in your game, but a good portion is focused on then-current events. I am no Realms expert but I am pretty sure they have been like exploded and put back together a lot of times since this came out, and a lot of the NPCs have been dead and buried for years.
THE RUINS OF UNDERMOUNTAIN: LOW USABILITY
As I expect most Dragon Heist DMs will segue into the upcoming Dungeon of the Mad Mage, you can skip the original Undermountain. There is scant Waterdeep or Yawning Portal info to be found here.
FRE3 WATERDEEP: COMPLETELY USELESS
Don't be fooled by the title. This is one of the worst modules TSR ever released. This is a novel tie-in that makes the Dragonlance adventures look like sandboxes. The party doesn't even get railroaded to Waterdeep until towards the end. A couple of generic floor plans are all you might find useful in this turd.
Note: I don't own the City of Splendors box set, so I didn't feel comfortable recommending it. From what I understand, it reprints a lot of FR1 and the City System, so I never felt the need to seek a copy out. That said, it could be another good option, just keep in mind it might overlap a lot with other products.
CITY SYSTEM: HIGH USABILITY
Known for its massive map collection of the city, the real strength of this set comes from its booklet. Filled with random tables and useful info to expand your campaign, this is in my opinion the #1 classic-era product for Dragon Heist DMs.
VOLO'S GUIDE TO WATERDEEP: HIGH USABILITY
The creative travel-guide presentation of this book serves it well, effectively humanizing (demihumanizing?) the city with flavorful entries. Compatibility with the City System map keys is a huge plus. Part of what makes this and the City System box so useful is that most of the material doesn't rely on then-current events.
FR1 WATERDEEP AND THE NORTH: MODERATE USABILITY
This was the Waterdeep bible for a while, and it is a good book. Much of it could find some use in your game, but a good portion is focused on then-current events. I am no Realms expert but I am pretty sure they have been like exploded and put back together a lot of times since this came out, and a lot of the NPCs have been dead and buried for years.
THE RUINS OF UNDERMOUNTAIN: LOW USABILITY
As I expect most Dragon Heist DMs will segue into the upcoming Dungeon of the Mad Mage, you can skip the original Undermountain. There is scant Waterdeep or Yawning Portal info to be found here.
FRE3 WATERDEEP: COMPLETELY USELESS
Don't be fooled by the title. This is one of the worst modules TSR ever released. This is a novel tie-in that makes the Dragonlance adventures look like sandboxes. The party doesn't even get railroaded to Waterdeep until towards the end. A couple of generic floor plans are all you might find useful in this turd.
Note: I don't own the City of Splendors box set, so I didn't feel comfortable recommending it. From what I understand, it reprints a lot of FR1 and the City System, so I never felt the need to seek a copy out. That said, it could be another good option, just keep in mind it might overlap a lot with other products.
Monday, September 10, 2018
With Friends Like These...
Gygax's The Village of Hommlet is widely regarded as one of the greatest intro adventures for D&D and for good reason. It is the template for thousands of adventures that followed, with its manageable "home base", down-the-road dungeon, and campaign-starter plot. One of the great things that doesn't get mentioned a lot is how it introduces several NPCs that are there just to befriend, then betray the players. This kind of diabolical double-crossing is highly effective when not overused, and can give campaigns a real cinematic quality, with a-ha moments and unexpected reveals. Here are a couple of other ways I have used friends and former allies against the PCs.
RISE OF THE MEATSHIELDS
It is not surprising that the 1e DMG spends so much time discussing the morale and treatment of henchmen and hirelings. After all, the term "meatshield" isn't exactly loving, and it reveals a long history of shoddy treatment. How much abuse are they supposed to take? How many of their friends do they need to see die before they have mutiny on their minds? A well timed revolt can prove a disastrous reminder to the PCs that their actions have consequences. Henchmen can hold grudges just as easy as the villains of a campaign. This won't be appropriate for some tables, but if you have a group of players that flippantly churn through henchmen like butter, it could be a fun twist. They know the patterns and weaknesses of the PCs, and as the song says they "work hard for the money so you better treat [them] right". Their family members may also have revenge on their minds for lost loved ones; this can even allow for long-term plotting against PCs over years of game time.
I KNEW I RECOGNIZED THAT GUY
Undead are the gift that keeps on giving, especially when they kill PCs. PCs killed by undead will often rise again as undead themselves. Some very memorable encounters have happened in my games over the years when the party encounters a fallen comrade. This doesn't have to be driven solely as a combat challenge; you can play up the drama of seeing an old friend literally falling apart, or depending on the tone of your campaign, it could even be milked for comedy. Never let a dead PC go to waste.
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Have you ever done anything similar in your games?
Sunday, August 12, 2018
Review: The Blasphemous Roster
So today I am reviewing The Blasphemous Roster by Michael Raston with Ben L and Trent B. The layout is by Luke Gearing.
So, Raston's home game is set in and around a sprawling, aged, and corrupt city called Infinigrad. The city is filled with competing Guilds that hire "Guild Dogs" to do their bidding. What this book does is give you tons of random tables to create the Guilds and generate missions for PCs to attempt for them.
The first thing that jumps out when looking at this is the layout. The layout feels like the DIY punk and skate zines of my previous life, with tons of public domain images presented collage-style throughout. It feels very much at home within the current OSR zine scene.
The table content is varied and interesting. The tone itself is on the weird and dark side, with a hint of gonzo. The adventure generator is particularly strong, offering tables for the target of the job, what the Guilds want done with it, the location of said target, the danger to be found there, and finally the reward. Let's try one.
Let's see what that Guild of maniacs wants this time. Hmmm...they want us to find this mad scientist sort of dude. Apparently he needs to be "revived or resuscitated", so who knows what the hell happened to him. We are given a lead about some sleazy flooded bathhouse. Ah, perhaps he drowned? This all sounds dangerous, even for us, but the Guild is promising us a tamed monster for our troubles. We're in!
Man, I sure do enjoy rolling on random tables.
I would recommend this to folks that are into OSR zines and random tables. You know who you are. There is enough content here to generate a lot of gaming material. I think I will enjoy this most in the printed format, as that will allow for easy flipping from table to table, and seems to me more suitable given the zine feel of the product. I can't say as to whether the layout will be for everyone, but I like it. Another thing that was cool about reading through this was getting to peek into someone else's campaign. The setting is very gameable, and the Guild device, while not wholly original, provides an endless stream of adventures for PCs. I would be interested in seeing other Infinigrad supplements that reveal more about the setting.
Check The Blasphemous Roster out in pdf HERE and in print HERE!
So, Raston's home game is set in and around a sprawling, aged, and corrupt city called Infinigrad. The city is filled with competing Guilds that hire "Guild Dogs" to do their bidding. What this book does is give you tons of random tables to create the Guilds and generate missions for PCs to attempt for them.
The first thing that jumps out when looking at this is the layout. The layout feels like the DIY punk and skate zines of my previous life, with tons of public domain images presented collage-style throughout. It feels very much at home within the current OSR zine scene.
The table content is varied and interesting. The tone itself is on the weird and dark side, with a hint of gonzo. The adventure generator is particularly strong, offering tables for the target of the job, what the Guilds want done with it, the location of said target, the danger to be found there, and finally the reward. Let's try one.
Let's see what that Guild of maniacs wants this time. Hmmm...they want us to find this mad scientist sort of dude. Apparently he needs to be "revived or resuscitated", so who knows what the hell happened to him. We are given a lead about some sleazy flooded bathhouse. Ah, perhaps he drowned? This all sounds dangerous, even for us, but the Guild is promising us a tamed monster for our troubles. We're in!
Man, I sure do enjoy rolling on random tables.
I would recommend this to folks that are into OSR zines and random tables. You know who you are. There is enough content here to generate a lot of gaming material. I think I will enjoy this most in the printed format, as that will allow for easy flipping from table to table, and seems to me more suitable given the zine feel of the product. I can't say as to whether the layout will be for everyone, but I like it. Another thing that was cool about reading through this was getting to peek into someone else's campaign. The setting is very gameable, and the Guild device, while not wholly original, provides an endless stream of adventures for PCs. I would be interested in seeing other Infinigrad supplements that reveal more about the setting.
Check The Blasphemous Roster out in pdf HERE and in print HERE!
Sunday, July 1, 2018
Let's Read Polyhedron: Issue #5
If you would like to read other entries in this series, click HERE.
Issue #5 follows the pattern of the other early Polyhedrons, with the main feature being an interview. In this issue we have part 2 with then-Dragon editor/publisher Jake Jaquet. Unfortunately, the substance is not all that compelling, mainly dealing with RPGA membership info and Dragon mag not being a "house organ". No really interesting tidbits. He badmouths the Fiend Folio a little bit.
The art throughout is hit or miss, with a recycled Tramp image and a cover with some super shiny helmets going on.
There is a plug for a TSR belt buckle I wish I owned. Talk of the R series modules being late.
Notes for the DM has tips on balancing encounters vs the number encountered roll. Some readers offer sadistic ways to kill PCs, such as ten foot pole mimics.
The Round Table recaps some tournament play from GenCon XIV. Dispel Confusion clarifies some rules. Dragon breath does damage equal to starting hp in AD&D, current hp in Basic. Saddlebag carrying capacity. Enlarge spell info. Bag of Tricks offers a few tips from readers, none of which are really worth noting. Crappy issue so far.
Spelling Bee reprints a couple of spells from Against the Giants, "Crystalbrittle" and "Energy Drain". Crystalbrittle turns metal into fragile crystal, which is ok, but for a 9th level spell it is awful, especially since it is 9 segments and you need to touch the item.
We get some tips on mini painting, some cryptogram puzzles, and a list of RPGA charter members. A Top Secret gadget contest and Gamma World art contest are mentioned.
The issue mercifully ends with a Nor comic in which nothing happens.
Probably the worst issue yet, they can only get better from here!
Saturday, August 26, 2017
Let's Read Polyhedron: Issue 4
If you would like to read the other posts in this series, click here.
Wow, it is has been forever since I blogged. It is what it is. Today we look at Polyhedron #4. This issue is not dated, but must have come out sometime in early 82'. This issue is notable as it is the first issue to reveal the title "Polyhedron", still one of the great RPG mag names. A gent named Bill Huber won the contest to name it, and received a 2 year RPGA membership and a choice of RPGA module. Other possible names mentioned included "Quasit" and "Readings Gathered for Personality Assimilation". Wow.
So there is a cool Top Secret sort of Larry Elmore cover. Very 70s/early 80s, and I can picture the dude with a suitcase full of cocaine.
The letters section contains one from Gygax, who would often write letters to various TSR mags. Here he references the prior Jim Ward interviews and mentions the somewhat familiar story of how they met. Gygax basically noticed some of Ward's Appendix N-era books and invited him to play some games.
Mentzer's editorial mentions possibly producing AD&D posters of the core books, some notes on the AD&D tourney at Gen Con, and Gygax's yet-to-be-published cantrips for AD&D.
The majority of the issue is part one of an interview with Dragon editor/publisher Jake Jaquet. Just like previous issues, the interview is the highlight. It is great to read old interviews as they aren't really colored by the passage of time, and the answers, while undoubtedly tinged with a bit of marketing-speak, generally feel more accurate that interviews 30 to 40 years after the fact. Anyway, Jaquet talks about how he got the job and his philosophy for the mag.
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| Jaquet and moustache |
The most interesting stuff comes as they start talking about Gamma World. Jaquet states that Gamma World came about from a series of anonymous notes, then simply titled "Mutant", given to him by Tim Kask to edit into something comprehensible. He and Jim Ward then worked on them, adding a bunch of ideas from Metamorphosis Alpha. The interview goes into some depth about the development of the game, what he would change if he was doing it all over again, and the ideas they had to expand it (that were never realized). I wonder how much truth there is to the anonymous piece; I always just assumed Jim Ward came up with it, although I admit I have never bothered researching it in any depth. Anyway, very interesting. The Jaquet interview will be continued over the next couple of issues.
There is a short piece by Don Turnbull extolling his love for illusionists.
Spelling Bee goes into detail about the fireball spell and lightning bolt, and the dangers of using them in dungeons.
Notes for the Dungeon Master offers a few trick and trap ideas, none of which are particularly intriguing, although the author does recommend using "THAC0", which I know was around long before 2e but here is implied to have been in wide use since at least 82'.
Dispel Confusion tackles the Wall of Force spell, holy water uses, and ways to learn spells if you blew your "chance to know" check.
Basically Speaking is a short article that aims to help new players. Very basic info such as dice notations, etc, and key pages of the Moldvay rulebook.
There are a few notes on upcoming RPGA events, then the mag ends with the first installment of the comic "Nor", in which a spaceship crash lands on a typical faux Middle Ages fantasy world.
That's it for this issue! I will try to do these more often.
Wednesday, December 7, 2016
Classic Fourthcore Adventures Now Available On DriveThru!
I posted a while back about how the Fourthcore crew had written the best 3rd party 5e adventure in existence. This is still the case. They now have all of the classic Fourthcore products up for free or pay-what-you-want. These were the height of 4e design; deadly, old-school, challenging modules that broke the rigid 4e mold and killed an awful lot of characters. Even if you never got into 4e, you owe it to yourself to check them out.
CLICK HERE!
Friday, December 2, 2016
Secret Santicore 2015
So the entries from last year's Secret Santicore are trickling out. Unfortunately, it doesn't look like there will be a compilation pdf this year. I can understand why; it is a ton of work. Honestly I am just thankful to be able to start seeing what folks did. I will probably compile my own personal pdf at some point. EDIT: I just heard that a compilation for last year's submissions is underway and that they just wanted to get it out via blog for the time being. That is GREAT NEWS!
Anyway, I thought I would post a pdf of my entry. It is pretty silly, but overall I am pleased with the spirit of the thing. My request was:
"I request a selection of very British magic items from various layers of the social strata. Artifacts of dubious merit with downsides to balance out upsides preferred."
SEE WHAT I DID HERE
Anyway, I thought I would post a pdf of my entry. It is pretty silly, but overall I am pleased with the spirit of the thing. My request was:
"I request a selection of very British magic items from various layers of the social strata. Artifacts of dubious merit with downsides to balance out upsides preferred."
SEE WHAT I DID HERE
Tuesday, March 22, 2016
A 5e Must-Buy: Fortress of the Ur-Mage
"The Ur-Mage opens the doors of his Fortress once each decade, allowing the heroes and demigods of the realm to enter."
With the advent of the 5e SRD and DMs Guild, the 3rd party floodgates have been opened. There was already a ton of stuff coming out anyway, but in the scant few months that DMs Guild has been up, there are over 1000 3rd party offerings on that site alone already, with more being added every day. It is probably impossible to read it all, and keeping track of even the adventures seems like a full-time job (but thank you Merric!).
From some of the minds that brought you 4thcore, this "tournament deathtrap dungeon" carries on their rich tradition of turning system assumptions upside down, shaking them, throttling them, then curb-stomping them into oblivion.
This is not an adventure made to gently insert into a campaign. This is a one-shot meant to test the mettle of even the most experienced players. This can be run in a tournament setting, with multiple tables attempting the dungeon at once, or with a single group. The party or parties score points based on how much they accomplish. You know that annoying thing where it is hard to gauge how long a one-shot might take? You won't experience that here. After five hours of play, finished or not, "a horde of summoned Spectral Death Knight Cavaliers atop fleshless horses" gallop through and slaughter the party. Kinky. Determined parties will want to try again and again to reach the final chamber.
This adventure is filled with all of the trappings we have come to expect from the 4thcore crew: fantastically grim set-piece encounters, a myriad of cruel and creative monsters, powerful and interesting magic items, and killer cartography and artwork. I was so pleased to see that the legendary Crypt Thing, Robert Waluchow, had done the maps and art for this. He is a great talent.
This thing comes with everything you need to get right to it: pregens, handouts, magic item cards, everything. Priced at a mere $6.66 (!), the value of what you get here puts a lot of 5e pricing to absolute shame.
If you are looking to run an event at a convention or if you have a group of seasoned players that think they have seen it all, you owe it to them to grind their bones into powder with this module.
Published by "DDE Adventures", it is unclear what future 5e plans these demented souls have in store for us, but follow them HERE to find out.
With the advent of the 5e SRD and DMs Guild, the 3rd party floodgates have been opened. There was already a ton of stuff coming out anyway, but in the scant few months that DMs Guild has been up, there are over 1000 3rd party offerings on that site alone already, with more being added every day. It is probably impossible to read it all, and keeping track of even the adventures seems like a full-time job (but thank you Merric!).
Anyway, how does one sift through all of this to find worthwhile products? For every interesting idea, safe bet, and no-brainer, there are one hundred or more complete and total mysteries, abject failures, and gross money-grabs.
Well, I can at least point you to one product that I consider the first true 5e 3rd party "must-buy" that I have encountered. Don't get me wrong, there is plenty of good stuff out there, but there is only one offering so far that I really think DMs should rush and buy immediately. And that would be Fortress of the Ur-Mage.
From some of the minds that brought you 4thcore, this "tournament deathtrap dungeon" carries on their rich tradition of turning system assumptions upside down, shaking them, throttling them, then curb-stomping them into oblivion.
This is not an adventure made to gently insert into a campaign. This is a one-shot meant to test the mettle of even the most experienced players. This can be run in a tournament setting, with multiple tables attempting the dungeon at once, or with a single group. The party or parties score points based on how much they accomplish. You know that annoying thing where it is hard to gauge how long a one-shot might take? You won't experience that here. After five hours of play, finished or not, "a horde of summoned Spectral Death Knight Cavaliers atop fleshless horses" gallop through and slaughter the party. Kinky. Determined parties will want to try again and again to reach the final chamber.
This adventure is filled with all of the trappings we have come to expect from the 4thcore crew: fantastically grim set-piece encounters, a myriad of cruel and creative monsters, powerful and interesting magic items, and killer cartography and artwork. I was so pleased to see that the legendary Crypt Thing, Robert Waluchow, had done the maps and art for this. He is a great talent.
This thing comes with everything you need to get right to it: pregens, handouts, magic item cards, everything. Priced at a mere $6.66 (!), the value of what you get here puts a lot of 5e pricing to absolute shame.
If you are looking to run an event at a convention or if you have a group of seasoned players that think they have seen it all, you owe it to them to grind their bones into powder with this module.
Published by "DDE Adventures", it is unclear what future 5e plans these demented souls have in store for us, but follow them HERE to find out.
Saturday, January 23, 2016
Review: Tales From The Game Tavern #2
A while back I posted about how we are living in the golden age of the RPG zine, and the passing of time has only reinforced this view. It seems a week doesn't go by without some awesome new zine coming out.
I have been a fan of Grand DM's excellent Ultanya blog for quite some time, and it is great to see that he has thrown his hat into the zine ring. Today I thought I would take a look at issue #2 of Tales From The Game Tavern.
This is a holiday themed issue, but what with all the blizzards and snow going on, it still seems timely. There is a good bit of content for the price, with 28 pages of material (not including the cover). I enjoyed the variety, as you get class material, items, monster stuff, an adventure, as well as a recipe (!) in one issue.
Some of the material focuses around Krampus, which is nice and gameable. Highlights of the issue for me are a very nice hex crawl adventure, and "Krampusnacht Curios", some flavorful items that tykes might find in their shoes. These are minor enchanted items that eventually lose their powers; I like introducing things like that into my games, as they encourage use and do not affect long-term game balance.
There is a "roast beast" soup recipe, the term taken from The Grinch that Stole Christmas, which I found a nice touch. It calls for a "turkey carcass". Yum...carcass!
This is a very creative and welcome addition to the burgeoning OSR zine scene. The stats provided are loose and generic, and thus fitting for any OSR game. Pick up one yourself and check back frequently at Ultanya to grab past and future issues.
I have been a fan of Grand DM's excellent Ultanya blog for quite some time, and it is great to see that he has thrown his hat into the zine ring. Today I thought I would take a look at issue #2 of Tales From The Game Tavern.
This is a holiday themed issue, but what with all the blizzards and snow going on, it still seems timely. There is a good bit of content for the price, with 28 pages of material (not including the cover). I enjoyed the variety, as you get class material, items, monster stuff, an adventure, as well as a recipe (!) in one issue.
Some of the material focuses around Krampus, which is nice and gameable. Highlights of the issue for me are a very nice hex crawl adventure, and "Krampusnacht Curios", some flavorful items that tykes might find in their shoes. These are minor enchanted items that eventually lose their powers; I like introducing things like that into my games, as they encourage use and do not affect long-term game balance.
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| An example of the high quality of the layout |
There is a "roast beast" soup recipe, the term taken from The Grinch that Stole Christmas, which I found a nice touch. It calls for a "turkey carcass". Yum...carcass!
This is a very creative and welcome addition to the burgeoning OSR zine scene. The stats provided are loose and generic, and thus fitting for any OSR game. Pick up one yourself and check back frequently at Ultanya to grab past and future issues.
Tuesday, December 15, 2015
Let's Read Polyhedron: Issue 3, Winter 1981-1982
If you would like to read previous installments of this series, just click the "Polyhedron" topic link down the right side of the blog.
So issue 3 is a double issue, coming in at 32 pages. It features an awesome Erol Otus cover. The ray gun hints at things to come in the issue.
So issue 3 is a double issue, coming in at 32 pages. It features an awesome Erol Otus cover. The ray gun hints at things to come in the issue.
The front end material consists of notes on the RPG Scholarship Fund, "White Rabbit", which basically apologizes for delays associated with the newsletter and modules, and a little forgettable Xmas fiction piece. Mentzer pens a short column that announces the newsletter will be going bi-monthly instead of quarterly. The Letters section is dominated by reader suggestions for future content.
Dispel Confusion has a couple of interesting bits. One, a question about clarifying the use of caltrops, which I certainly would have found helpful at a young age. Two, a question about surprise segments in 1e. Poor guy's party got surprised by a group of gargoyles, and using the 1e rules to the letter, it ended up being something like 40 attacks. Needless to say, it is a rule I am happy to see gone, one that I have never used anyway, and probably an unexpected rule interaction on Gygax's part (I hope).
The main article (foreshadowed by the cover) is a long interview with Jim Ward. It is worth tracking a copy down just to read this, especially if you are a fan of Metamorphosis Alpha or Gamma World, both of which are covered in detail. He tells the story of meeting Gygax, how MA came to be, and touches on his personal introduction to science fiction and gaming. One cool thing about reading these old newsletters is seeing products referenced that either never came to be, or came out years later in different forms. In the letters section, a "forthcoming" work on fantasy weapons is mentioned; here, Ward talks about a Gamma World box set, "Metamorphosis Alpha to Omega", which ended up as the title to the 2nd edition of MA in 1994.
There is a recap of a Fight in the Skies tournament, followed by a preview of the 7th edition (Dawn Patrol).
Turnbull has a short opinion piece talking about the nature of hit points; you see many of these sorts of questions and debates even today, and I find them just as tedious.
There is a piece on miniature painting, even though I have been told numerous times on the internet that nobody really used minis prior to 4e. Whoopsy daisy.
There is a convention recap with tourney winners listed.
There is a call for submissions to a Top Secret gadget contest, a bit on cryptograms and codes (frustrating, as you have to mail off for the keys to the coded messages provided), and some more miscellaneous info on RPGA memberships and product orders.
We get another readable collection of mutants from Jim Ward. I dig Fluter the Mutated Sun Fish. This is followed by another contest, this one for Gamma World artwork.
Notes for the Dungeon Master offers traps and tricks sent in by readers. They are mainly of the goofy variety, such as polymorphing the party into fat orcs while they are squeezing through a tight space.
Spelling Bee spends a page and a half sucking the fun out of the invisibility spell. Worth reading just to feel good about your own campaign.
Saga of Marnie is a guest article by a contest winner and her GenCon experience. After a few upcoming convention dates, the issue is over.
The Ward interview more than makes up for the rest of this issue, and if you are interested in the early days of the hobby and how the first sci-fi games came to be, try to find a way to read it.
Wednesday, October 28, 2015
Review: The Secret of Cykranosh by Wayne Rossi
I first encountered Wayne Rossi on Google+ and immediately began following him based on a mutual adoration for the Judges Guild Ready Ref Sheets. I eventually got to game with him once (a fun OD&D dungeon crawl with Tekumel beasties), and I have enjoyed his Dungeon Crawl zines. When I noticed he had recently released an adventure in pay-what-you want format, I immediately downloaded it to check it out.
This is a short (6 pages) location-based adventure, ostensibly set in Hyperborea, although with minor tweaking it could be set in pretty much any fantasy setting. It is compatible with classic D&D editions and OSR games.
I am always in need of short, easy-to-prep adventures that I can drop into hexcrawls and sandbox environments, and this fits the bill perfectly. The referee can read and absorb this in less than an hour, and it should provide a good session's worth of gaming.
The first thing to catch your eye will likely be a great map by Dyson Logos, who never ceases to amaze. The adventure itself is interesting. There are a lot of cool encounters packed into this thing. There are idiosyncratic flourishes that I found pleasing. For example, found among a bandit treasure is the coffin of an orangutan corpse stolen from a carnie caravan.
Perhaps the module's greatest strength is that Rossi managed to develop two rival factions in such a short adventure. This raises the value, as different groups can have wildly different experiences with it. A group could simply hack-and-slash their way through, work to pit the groups against each other, or perhaps find themselves the ones unknowingly manipulated. That sort of depth of possible experience is not typical for most short adventures I read.
It is tough to find anything to be too critical about. My only suggestion would be to have had the map take up its own page, as when I run PDF adventures I typically print the map or make it its own file in order to read the key simultaneously. A minor quibble.
Though I am sure things could change, Rossi has mentioned perhaps doing a number of these short adventures, then later combining them into a larger print product. If they are all in this vein I will definitely be purchasing it. In the meantime I would encourage referees to check it out for themselves.
You can find The Secret of Cykranosh HERE. Check out Rossi's blog HERE.
Tuesday, October 20, 2015
Let's Read Polyhedron: Issue 2, Autumn 1981
Issue 1 read-though HERE.
Issue 2 has a great cover by Stephen D. Sullivan, with a dude being polymorphed into a tree. Harsh.
The Letters section is pretty standard, but it is revealed that the awful D&D Computer Labyrinth game retailed for $40-60 bucks! No wonder my parents wouldn't buy it for me. They weren't suckers. Apologies if you loved it.
There is a notice about Dragon subscription discounts and then the Sage Advice-ish "Dispel Confusion" column. The biggest takeaway here is that Carrion Crawler paralysis lasts 5d4 rounds, which is of course brutal as hell, but preferable to indefinite.
We get part two of the Gygax interview. He seems to have chilled out a bit since part one, but still takes a pot-shot at Bakshi's Lord of the Rings. Given the dubious quality of the script for the never-realized D&D movie, he was probably better off leaving it alone. He talks a bit about miniature licensing, even though to this day I still see posts here and there around the net insisting nobody used minis with AD&D.
The newsletter is very young and doesn't really have a name, so there is mention of a "name the newsletter" contest, along with a call for submissions to "Spelling Bee", a future column that will seek to clarify spell use and terminology.
There is a preview of Dawn Patrol, which I am completely ignorant of and likely always will be.
"White Rabbits" aims to become a forum to communicate about RPGA membership issues, especially in regards to errors and oversights.
Jean Wells has a decent article on monster creation that I might have found helpful back in the day. Turnbull pens a short essay on current gaming trends, extolling gaming clubs and dissing D&D knock-offs.
Probably the best article of the issue is Jim Ward's "Mutants", a Gamma World article containing new creatures and robots purported to originate from the chronicles of "Random of the Many Names". Gurosh the mutated feline requires three times its body weight in food per day, while the Wess Reel (mutated grape vines) have been known to protect secret societies in exchange for fertilization.
There is a list of RPGA products for sale, including R-Series modules such as Doc's Island.
"Notes for the Dungeon Master" has more trick and trap ideas, none of which really bear repeating. Allen Hammack offers some sensible Top Secret GM advice about keeping missions varied. There is a blurb about the world of Rocksnoz, he of the Tom Wham comic. The issue ends with an article about the RPGA tournament system.
Not a lot of meat on the bones in this issue, but it was still an interesting snapshot of a lost moment in time.
Monday, September 21, 2015
On-The-Fly Rulings In OD&D
For some players and DMs, the absence of rules is a problem. OD&D is seen as lacking "options". If something is not explained in the rule book, it is as if it can't be done. This is far from the truth of course; in fact, what rules ARE there are merely guidelines in the first place. Still, for a player or DM coming from a more modern iteration of the game, there is a bit of culture shock looking down at your character sheet. For some DMs, on-the-fly rulings and improvisation can be a bit daunting. This isn't strictly a modern problem; even in the OSR, you sometimes will see someone opine for decent grappling rules, and it is well-documented that Gygax and Arneson got numerous inquiries for "rules clarifications" in the earliest days of the game. This post is to throw a few ideas out there for players and DMs that need a little coaxing and reassurance to ditch the rule straitjacket. I realize the irony of doing so; in a way I am adding rules myself.
Combat maneuvers and skills have become more and more codified over time, reaching their pinnacles in modern editions. I am not trying to teach a history lesson here, so I leave it to the reader to chart the different permutations. The end result of it is that not only has the game developed lists of specific things you can try, it has also dictated the effects. This has hardwired a lot of notions into DMs and players. Take a look at this character sheet, noting the complete absence of modern trappings.
From a player standpoint, consider this as freedom. Freedom to try whatever you like in combat, whatever you like in a social situation, whatever you like period. This doesn't mean you will be successful. Indeed, this doesn't always mean you will even have a chance of success. You know your strengths and weaknesses, but that doesn't mean you cannot attempt something. Just know that your actions, and especially your failures, can have have consequences.
From a DM standpoint, be open. Allow players to be creative.
This still leaves the question as to how to adjudicate rulings. Try these simple ideas.
1. The better the related ability score, the better chance to succeed.
Her high charisma and intelligence scores helped make Joan a shrewd negotiator.
2. Depending on the ability scores, a task might be automatic or impossible. It is up to you to decide when a chance of success or failure even exists.
Pip was so weak that he struggled to swim against even the slightest undercurrent.
3. When attempting a special maneuver that involves attacking another creature or object, use the AC as the base target number and the degree of success or failure to determine the outcome.
Larry wants his fighter to trip an opponent. Larry beats the target AC by enough that the DM decides he has succeeded.
4. When attempting a "skill", roll under the most closely associated ability score. Modify based on the situation if needed and use degrees of success or failure to determine the outcome.
Hilda tries to balance on the thin edge of the cliff. The howling winds make it more difficult. Hilda rolls a 2, well under her dexterity score, even modified for the wind. She makes it look easy.
5. Have fun with crits and fumbles.
Joan stood before the council, encouraging them to join the cause. Unfortunately, the player rolls a 1, and just as she opens her mouth to speak, Joan farts.
Note that I have not listed any hard and fast modifier charts, or spelled out any degrees of success. I leave this to the DM. I personally suggest doing this based entirely on feel.
I am not sure how helpful this is. For experienced DMs of OD&D, you probably have had your own system for a long while, perhaps decades, and I am not telling you anything you do not already know. I do hope that for anyone reading this that has never tried OD&D and was either curious or biased about it, that it might have some use. A lot of it might seem like common sense, but the main idea I want to get across is that the perceived "lack of options" is a feature, not a bug.
Sunday, August 30, 2015
Let's Read Polyhedron: Issue 1, Summer 1981
Inspired by The Other Side's series reading White Dwarf, and Grognardia's
old Imagine mag posts, I wanted to do a "Let's Read....Something"
series. I settled on Polyhedron, primarily because the issues were so
short that it seemed like I might actually have time to keep up with it.
This of course was the RPGA newsletter. I completely missed out on the RPGA back in the day. I was aware it existed from Dragon mags, and it seemed like it would have been cool to be a member, but I was a broke kid and didn't really have the wherewithal to do anything about it. Years later I got to rediscover the newsletters, and there is a lot of cool stuff to be found in them.
It had actually not yet been given the name Polyhedron when the first issue came out in the summer of 1981. The first thing you notice is that awesome, familiar art style of Darlene, she of amazing-Greyhawk-map fame and the talent behind many other iconic illustrations, such as this one from the 1e DMG.
Inside, we begin with a hello from editor Frank Mentzer and the beginnings of the letters section.
Next is Dispel Confusion, a regular feature not unlike Sage Advice that clears up various rules questions. Firm rulings were actually crucial to the whole notion of RPGA play, something that seems familiar today to participants in Pathfinder Society or the Adventurer's League. Nothing too revolutionary here: questions on max/min MU spells due to intelligence, humanoid armor, paladins and lycanthropy (they can be affected as it is both a curse and a disease), and the weight of magical armor.
Then comes part one of a fascinating interview with Gygax. This is smack-dab in his ultra-fiesty period, which found him berating game reviewers and designers in Dragon and lashing out at houserulers everywhere. I love Gygax. I never knew him, and can't really pretend to understand his motivations, but it always feels to me when I read interviews with him from around this time that he just wasn't that happy. I don't mean clinically depressed or anything. I just think the incredibly rapid, massive success of the game would be a lot for anyone to handle. Being a CEO of a multi-million dollar company all of sudden and trying to adjust to being a "businessman" can't have been especially easy. One would also have to be pretty damn self-actualized for all of that success not to effect their ego as well. You often see him say things about how little time he had to write or play games, and his tone had sharpened considerably from the hippy free-for-all philosophy of the LBBs. So here we get quotes like, "One of the reasons I was able to [focus on AD&D design]...is that I felt that a game was needed that would have more control over its audience, and one that was going to have more uniformity of play." This, of course, fits with the RPGA perfectly. The interviewer (Mentzer?) also notes that Gygax gets "testy" during the end of the interview, and that he will have to come back for a part two. Anyway, I am not making a judgment about the man. I love him and am thankful for him every day. His attitude made for some great reading around this time, so I am not complaining.
We move on to a list of Boot Hill stats for western movie and TV stars. Clint Eastwood's stats come out on top. I think I have seen this same list in Dragon; can't be sure. Pretty cool though.
Notes for the Dungeon Master is next, a regular feature, this particular one containing little trick and trap tidbits for DMs. Nothing too inspired, save for the idea of a henchman who gets a case of the hiccups in times of stress.
There is a preview/review/advertisement for Fight in the Skies, a game I have never seen nor played, and do not expect to any time soon, so I skipped it.
Merle Rasmussen pens an "open letter" to Mentzer promoting Top Secret.
There is a roundup blurb about that year's GenCon South (held in Jacksonville, FL) tournament results. A highlight was said to be a game on the "world's largest sand table": the beach! Apparently they played a large outdoor game of Tractics. That would have been cool.
Next, Jim Ward provides a little insight into the thought process of the design of Gamma World. It is interesting. He addresses questions he gets about the game, plugs Legion of Gold, and mentions that he is currently working on a Metamorphosis Alpha rewrite.
The issue ends with a Tom Wham comic, Rocksnoz in the Land of Nidd. You can't help but get nostalgic seeing his familiar, zany drawing style. Yes! I got to use the word zany!
This of course was the RPGA newsletter. I completely missed out on the RPGA back in the day. I was aware it existed from Dragon mags, and it seemed like it would have been cool to be a member, but I was a broke kid and didn't really have the wherewithal to do anything about it. Years later I got to rediscover the newsletters, and there is a lot of cool stuff to be found in them.
It had actually not yet been given the name Polyhedron when the first issue came out in the summer of 1981. The first thing you notice is that awesome, familiar art style of Darlene, she of amazing-Greyhawk-map fame and the talent behind many other iconic illustrations, such as this one from the 1e DMG.
Inside, we begin with a hello from editor Frank Mentzer and the beginnings of the letters section.
Next is Dispel Confusion, a regular feature not unlike Sage Advice that clears up various rules questions. Firm rulings were actually crucial to the whole notion of RPGA play, something that seems familiar today to participants in Pathfinder Society or the Adventurer's League. Nothing too revolutionary here: questions on max/min MU spells due to intelligence, humanoid armor, paladins and lycanthropy (they can be affected as it is both a curse and a disease), and the weight of magical armor.
Then comes part one of a fascinating interview with Gygax. This is smack-dab in his ultra-fiesty period, which found him berating game reviewers and designers in Dragon and lashing out at houserulers everywhere. I love Gygax. I never knew him, and can't really pretend to understand his motivations, but it always feels to me when I read interviews with him from around this time that he just wasn't that happy. I don't mean clinically depressed or anything. I just think the incredibly rapid, massive success of the game would be a lot for anyone to handle. Being a CEO of a multi-million dollar company all of sudden and trying to adjust to being a "businessman" can't have been especially easy. One would also have to be pretty damn self-actualized for all of that success not to effect their ego as well. You often see him say things about how little time he had to write or play games, and his tone had sharpened considerably from the hippy free-for-all philosophy of the LBBs. So here we get quotes like, "One of the reasons I was able to [focus on AD&D design]...is that I felt that a game was needed that would have more control over its audience, and one that was going to have more uniformity of play." This, of course, fits with the RPGA perfectly. The interviewer (Mentzer?) also notes that Gygax gets "testy" during the end of the interview, and that he will have to come back for a part two. Anyway, I am not making a judgment about the man. I love him and am thankful for him every day. His attitude made for some great reading around this time, so I am not complaining.
We move on to a list of Boot Hill stats for western movie and TV stars. Clint Eastwood's stats come out on top. I think I have seen this same list in Dragon; can't be sure. Pretty cool though.
Notes for the Dungeon Master is next, a regular feature, this particular one containing little trick and trap tidbits for DMs. Nothing too inspired, save for the idea of a henchman who gets a case of the hiccups in times of stress.
There is a preview/review/advertisement for Fight in the Skies, a game I have never seen nor played, and do not expect to any time soon, so I skipped it.
Merle Rasmussen pens an "open letter" to Mentzer promoting Top Secret.
There is a roundup blurb about that year's GenCon South (held in Jacksonville, FL) tournament results. A highlight was said to be a game on the "world's largest sand table": the beach! Apparently they played a large outdoor game of Tractics. That would have been cool.
Next, Jim Ward provides a little insight into the thought process of the design of Gamma World. It is interesting. He addresses questions he gets about the game, plugs Legion of Gold, and mentions that he is currently working on a Metamorphosis Alpha rewrite.
The issue ends with a Tom Wham comic, Rocksnoz in the Land of Nidd. You can't help but get nostalgic seeing his familiar, zany drawing style. Yes! I got to use the word zany!
Wednesday, August 26, 2015
4e "Themes" For 5e, Part One: Rambling
I enjoy 5e. I think part of why I enjoy it is that they actually succeeded in realizing their design goals. The game fits different playstyles. I have played a very basic, theater-of-the-mind, no feat game that approximated classic editions, albeit with far more character options. I have played a gridded-combat, option-heavy game with min-maxer types that felt a lot like later editions. While you see many gamers proclaim that 5e is a return to old-school gaming, even going so far as to call it an OSR game, it is remarkable how much 4e there is in it.
I am not sure why this isn't noted more often, but I can speculate. Certainly, a lot of people barely tried 4e, or avoided it altogether, so many are likely just unaware of how much made it into the game. WOTC also mastered the Orwellian art of language manipulation; by using the term "hit dice" for the healing surgish mechanic, it went down a lot smoother. In a similar way, avoiding the terms "daily" and "encounter" and substituting "long" and "short rest", the GNS theory debates largely subsided. The influence of 4e is also felt in what DIDN'T make it in, a point I touch on in this old blog post.
Anyway, I have had the idea bouncing around in my head since the game came out of introducing some 4e mechanics into 5e whole cloth; that is, without really editing them, partly to show it can be done, and partly just for the hell of it. I settled on themes. Themes, originally conceived by Rich Baker, came about late in 4e's run and were immensely popular. Somehow a game that felt bloated to many, with nowhere else to go, was able to handle another minor layer of complexity based on the sheer genius design of them. I didn't want to port them over exactly as they were in 4e however. Part of this is because themes often gave bonuses to skills, something that really would break skills in 5e. With static DCs, an extra +2 here or there almost defeats the purpose of rolling. I always enjoyed swingier skills anyway.
I did like the idea of keeping themes in the lower tier. These are still the most heavily played levels, despite the newer adventure paths. I didn't want to tie them to occupations and the like anymore though, as 5e's backgrounds (a term itself recycled from 4e) covered that design space. I decided to use 4e's utility powers more or less as-is as the theme features, as I was always a big fan of them. My first inclination was to make a theme for each class, thus a sorcerer theme, a ranger theme, and so on, but that didn't work out, partly because I found that the more you dig, the more 4e you find in 5e.
So while reviewing utility powers for 4e classes I ran into several issues that made me change the theme-as-class idea:
1. I wanted to avoid 4e mechanics that had no 5e analog. This included things like shifting, healing surges (as they operate a little differently in 5e), and the like. I still was stuck using dailies, at-wills, and encounters, but these fit fine with 5e: just make encounters recharge after a short rest and dailies recharge after a long rest.
2. I didn't want to give any bonuses to skills for the aforementioned reasons.
3. Many of the 4e utility powers appear in 5e. They might be slightly reworded, but they are there as class features, feats, and spells. I didn't want the themes to be useless to someone who had taken a certain feat, or for them to overlap onto class features.
With this in mind, despite the large number of utility powers, I quickly found there simply weren't enough to fit the criteria and still have them be unique for each class. This turned out to be a blessing in disguise, because it gave me another idea: themes as ROLES. Yes, 4e roles converted to themes. So we have the striker, controller, defender, and leader theme, all able to be taken by any class (although some may suit one or another better), not unlike the choice of race.
This made it far easier, as I only needed three utility powers per role. And so, I started poring over all of the utility lists to find options that fit the ideas. This still proved tricky, as utilities often defy role. Some 4e fighter utilities are very striker flavored, for example. But finally, I think I came up with some good options.
As far as presentation, while I would like to just copy the things word for word, in order to keep within the legal framework of the licensing I have removed the names from the powers and reworded the mechanics. I still encourage people to buy 4e along with all of the other editions. This isn't meant to substitute that, and the powers are not sourced to specific books or laid out in WOTC fonts or anything like that. This is just a little exercise I am providing for free, more to promote their game line rather than take anything away or profit.
That said....you will have to wait a bit for the free little PDF. This was just to ramble about the idea and hopefully whet an appetite or two. Look for the PDF sometime soon.
Friday, August 21, 2015
Prep Is For Ninnies: Froth's Sandbox Toolkit
I don't always run OD&D sandboxes, but when I do, I use my sandbox toolkit. Today I invite you to peer behind the DM screen.
The Massive Binder contains:
Compiled Judges Guild Wilderlands tables.
Cities by Chaosium, my go-to resource for town/city creation and random urban encounters.
OD&D reformatted; much easier than breaking out my LBBs; still the best system ever conceived for improvised play. Iron Falcon may soon graduate to this spot.
Plenty of hex and graph paper.
And extra no-frills, lo-fi character sheets.
I also keep the Judges Guild Ready Ref Sheets (so buttery) and the 1e DMG at my table regardless of edition.
I have plenty of other options in my bag of tricks, but these are the "core". With these tools, even spending five minutes on game prep seems....uncivilized.
Go ahead PCs, make my day.
The Massive Binder contains:
Compiled Judges Guild Wilderlands tables.
Cities by Chaosium, my go-to resource for town/city creation and random urban encounters.
OD&D reformatted; much easier than breaking out my LBBs; still the best system ever conceived for improvised play. Iron Falcon may soon graduate to this spot.
Plenty of hex and graph paper.
And extra no-frills, lo-fi character sheets.
I also keep the Judges Guild Ready Ref Sheets (so buttery) and the 1e DMG at my table regardless of edition.
I have plenty of other options in my bag of tricks, but these are the "core". With these tools, even spending five minutes on game prep seems....uncivilized.
Go ahead PCs, make my day.
Thursday, August 20, 2015
RPG-A-DAY In One Day
So there is this RPG-A-DAY thing going around, and while I would love to keep up with something like this for a month, it just isn't going to happen, so I thought I would post all of my answers in a single blog post.
1. Game you are most looking forward to? Jez Gordon's Dead West.
2. Kickstarted game you are most please you backed? Castles and Crusades core book reprints.
3. Fave new game of the last 12 months? Gonnerman's Iron Falcon
4. Most surprising game? I was surprised by Numenera, pretty breathtaking.
5. Most recent RPG purchase? I just backed The Oracle zine reprint on KS about an hour ago.
6. Most recent RPG played? Ran Call of Cthulhu last weekend.
7. Fave free RPG? Wow...so many. I will say Iron Falcon again bc its recent, but there are too many to list.
8. Fave appearance of RPG's in media? Community
9. Fave media you wish was an RPG? Something Philip K Dick based, weird space colonies with drugs, that sort of thing.
10. Fave RPG publisher? There are many but I will give a shout out to Frog God, love their stuff.
11. Fave RPG writer? Too many but Kenneth Hite is blowing my mind lately.
12. Fave RPG illustration? The 1e Monster Manual Thought Eater, of course.
13. Fave RPG podcast? I don't really follow podcasts but Unspeakable! is good. The Tome Show also.
14. Fave RPG accessory? Hmmm...lately it has been this bootleg hex crawl compilation some anonymous person put together compiling most of the Judges Guild Wilderlands tables.
15. Longest campaign played? Like three years or so.
16. Longest game session? We played D&D all night one time back in the 80s.
17. Fave fantasy RPG? D&D, all flavors, spin-offs, clones, re-imaginings...I love it all.
18. Fave SF RPG? Metamorphosis Alpha or Traveller
19. Fave supers RPG? TSR's Marvel Super Heroes
20. Fave horror RPG? Call of Cthulhu (pre 7th edition)
21. Fave RPG setting? Pre-wars Greyhawk
22. Perfect gaming environment? My basement.
23. Perfect game for you? D&D all the way, baby
24. Fave house rule? Making Read Magic an at-will MU ability in classic D&D editions.
25. Fave revolutionary game mechanic? I like the 12 degree system in Colonial Gothic.
26. Fave inspiration for your games? The 1e DMG still inspires me every time I open it. Kenneth Hite's Suppressed Transmissions are currently being devoured.
27. Fave idea for merging two games into one? Probably Kult/Call of Cthulhu mashup; more mashups HERE.
28. Fave game you no longer play? Marvel Super Heroes or Judge Dredd.
29. Fave RPG website? Google + is where I go for all things RPG related, but OSR Today is nice.
30. Fave RPG playing celebrity? Colbert.
31. Fave non-RPG thing to come out of RPGs? Friendships!
1. Game you are most looking forward to? Jez Gordon's Dead West.
2. Kickstarted game you are most please you backed? Castles and Crusades core book reprints.
3. Fave new game of the last 12 months? Gonnerman's Iron Falcon
4. Most surprising game? I was surprised by Numenera, pretty breathtaking.
5. Most recent RPG purchase? I just backed The Oracle zine reprint on KS about an hour ago.
6. Most recent RPG played? Ran Call of Cthulhu last weekend.
7. Fave free RPG? Wow...so many. I will say Iron Falcon again bc its recent, but there are too many to list.
8. Fave appearance of RPG's in media? Community
9. Fave media you wish was an RPG? Something Philip K Dick based, weird space colonies with drugs, that sort of thing.
10. Fave RPG publisher? There are many but I will give a shout out to Frog God, love their stuff.
11. Fave RPG writer? Too many but Kenneth Hite is blowing my mind lately.
12. Fave RPG illustration? The 1e Monster Manual Thought Eater, of course.
13. Fave RPG podcast? I don't really follow podcasts but Unspeakable! is good. The Tome Show also.
14. Fave RPG accessory? Hmmm...lately it has been this bootleg hex crawl compilation some anonymous person put together compiling most of the Judges Guild Wilderlands tables.
15. Longest campaign played? Like three years or so.
16. Longest game session? We played D&D all night one time back in the 80s.
17. Fave fantasy RPG? D&D, all flavors, spin-offs, clones, re-imaginings...I love it all.
18. Fave SF RPG? Metamorphosis Alpha or Traveller
19. Fave supers RPG? TSR's Marvel Super Heroes
20. Fave horror RPG? Call of Cthulhu (pre 7th edition)
21. Fave RPG setting? Pre-wars Greyhawk
22. Perfect gaming environment? My basement.
23. Perfect game for you? D&D all the way, baby
24. Fave house rule? Making Read Magic an at-will MU ability in classic D&D editions.
25. Fave revolutionary game mechanic? I like the 12 degree system in Colonial Gothic.
26. Fave inspiration for your games? The 1e DMG still inspires me every time I open it. Kenneth Hite's Suppressed Transmissions are currently being devoured.
27. Fave idea for merging two games into one? Probably Kult/Call of Cthulhu mashup; more mashups HERE.
28. Fave game you no longer play? Marvel Super Heroes or Judge Dredd.
29. Fave RPG website? Google + is where I go for all things RPG related, but OSR Today is nice.
30. Fave RPG playing celebrity? Colbert.
31. Fave non-RPG thing to come out of RPGs? Friendships!
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