Wednesday, February 6, 2019

Humpday Blog-O-Rama 2.6.19

Blogs are an integral, vital part of the RPG hobby. They serve as incubators for new games, sounding boards for new ideas, and platforms for up-and-coming talent. They keep "forgotten" games alive, foster discussions, and build communities. Not everyone can work for a big game company, command a large audience on Twitch, or get paid for their art or cartography, but every RPG enthusiast can easily create a blog and start sharing their passion with the world. Every Wednesday on the Thought Eater podcast, I take a look at what is going on in the vibrant RPG blog scene.

LISTEN TO THIS WEEK'S EPISODE HERE

I have started doing companion blog posts to provide the links mentioned in the podcasts. I probably should have done these from the start, but I have never been accused of having great foresight. The links are listed below in the order they are mentioned.



LINKS FROM THIS WEEK'S EPISODE

Maps and Papercraft




http://batintheattic.blogspot.com/2019/02/keyed-city-state-of-invincible-overlord.html

http://crookedstaff.blogspot.com/2019/01/more-print-paste-terrain-another.html

https://breakrpg.blogspot.com/2019/02/icosahedro-map.html


Dyson's Illuminated Monster Manual



https://dysonlogos.blog/2019/02/05/my-monster-manual-aerial-servant-anhkheg/


Star Frontiers for 5e D&D

https://www.tribality.com/2019/01/31/star-frontiers/


Fighting Fantasy

https://3toadstools.blogspot.com/2019/02/my-heart-is-happy.html


RIP G+



https://followmeanddie.com/2019/01/31/the-end-of-an-era/

http://theotherside.timsbrannan.com/2019/02/alas-google.html

https://hillcantons.blogspot.com/2019/02/the-world-of-hill-cantons-revisited.html

http://sorcerersskull.blogspot.com/2019/01/omniverse.html


Random Tables

http://cosmicheroes.space/blog/index.php/2019/02/01/diy-discord-gygaxian-democracy-archive/

https://triplesuns.blogspot.com/2019/02/20-forest-locations.html

http://killitwithfirerpg.blogspot.com/2019/02/1d12-osr-rpg-blog-titles.html


Adventure Game vs OSR

http://questingblog.com/adventure-game-vs-osr/

http://www.necropraxis.com/tag/survey/



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Saturday, February 2, 2019

Free and PWYW DMs Guild Highlights: Week Ending 2.2.19

Every week, dozens of new, up-and-coming authors pop up on the DMs Guild, pricing their products as free or pwyw in efforts to reach readers. My hope is that this series helps put the spotlight on the cool stuff they are doing. Previous posts in this series can be found HERE.


A Thousand Classes + A Thousand More by Vivian Ruby



New subclasses for every core class and almost 100 new spells. There is a TON of material here, so you are bound to find something you like. I thought the Sniper fighter was really cool, and spells like Clot, a necromancy casting by which a magic user can temporarily slow damage, make for cool alternatives to traditional healing. A lot of neat stuff.

Crafting Encounters: Room 2 by Kristian Richards



Cool "puzzle" sort of dungeon encounter, easily slotted into the Dungeon of the Mad Mage, with links to pwyw papercraft tie-ins. Part 2 of a series.

Druid in the Sewers by Stephen Bandstra and Chris Curran



Toxic mushrooms started appearing in town recently, and now they are everywhere. The PCs attempt to unravel the mystery in the sewers below. A short adventure with plenty of fungus.

Inflicting and Healing Lingering Injuries by Wallace Realini



Optional rules like these aren't for every table, but if you want to knock out some teeth and puncture some lungs, this is the supplement for you. I have used lingering injuries in my campaigns for comedic effect, so I enjoyed this one.

Trollskull Manor NPCs by Lady Luthien



Coming up with random NPCs on the fly can be a difficult skill to master. Ostensibly for Dragon Heist, but useful for many adventures, this short supplement provides a list of various NPCs with notes on their appearance, personality, and motivation. Just enough to give the DM what they need to improvise.


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Tuesday, January 29, 2019

Let's Read Polyhedron: Issue 9

Check out previous posts in this series HERE.




I mentioned last time how the production quality of the newsletter had improved under new editor Mary Kirchoff, and issue 9 continues the trend. This is a double issue, coming in at 32 pages. This came out sometime in the winter of 1982. As implied by its cover, this issue celebrates the release of TSR's sci-fi rpg Star Frontiers.



Aggghh! Roll initiative! Oh wait, that's just Gygax in a Santa hat. Gygax extends warm holiday wishes and discusses ambitious plans for the RPGA, including sending GenCon tourney winners overseas to compete, whilst hoping its members continue "dispelling the charges that roleplaying is occultist and...aimed at subverting the nation's youth". Ah, the good ol' satanic panic.

In Confessions of a Greenhorn Gamer, editor Kirchoff recounts her first experiences playing D&D, coming away from it amazed by the possibilities. The game has the same power today.

Steve Winter, he of too many awesome credits to list, provides an overview of Star Frontiers, which is also now available on the DM's Guild and still has a loyal following. Winter states the game has sold about 50k copies in just a few months. He gives an overview of the set, including the various playable alien races, the setting, and the adventure provided in the box. I was just talking about wanting to play this on my podcast last week, and this pretty much sealed it. The shapeshifting "blobs" aka Dralasites sound right up my alley.

Cute lil' feller


Moving along, we get a crossword puzzle ("_ _ - Monster is a psionic monkey!) and a half-page of fiction.

One of my all-time fave D&D designers, David Cook, provides a Star Frontiers encounter based on the cover. It involves an octopus-like creature riding a big lizard. What else is there to say, really?

Dispel Confusion, basically the Q&A section, breaks into three columns for the first time, supporting AD&D, espionage rpg Top Secret, and the post-apocalyptic classic Gamma World.

The Top Secret gadget contest results are announced, and this is probably the single most gameable article yet published in Polyhedron. 1st prize goes to the "fibre-optics probe", sort of a wire-thin surveillance camera, but my fave has got to be the "telegraph shoe", which allows you to communicate via Morse code by tapping the heels of the shoe. "Thus, a message may be sent under direct observation of the enemy." Yeah, nothing to see here, just a spontaneous bit of soft-shoe.

A new edition of Fight in the Skies, now titled Dawn Patrol, is plugged. In Spelling Bee, Mentzer discusses the various polymorph sorts of spells. There is a short piece offering hopelessly corny TSR carols ("I'mmmmm hunting for a white dragon, with every new torch that I light"). Audible groan.



After a short comic strip, there is a feature on GenCon 15, and wow...it is always so hard to believe how much it has grown. "7,000...gamers flooded the rooms and corridors of Parkside University...to attend gaming's largest convention." Incredible.

A scene from GenCon XV


Recipients of the RPGA scholarship fund are featured. Mentzer's tips in this issue's Notes for the Dungon Master are sadly uninspired. The Letters section is mostly dry, with questions about back issues and the like, although there is a bit of foreshadowing. One reader asks about modules possibly appearing in Polyhedron, and while Kim Eastland plays it coy, Polyhedron eventually contained tons of cool adventures for multiple systems. I will get there eventually!

The issues ends with a catalog of sorts, all RPGA related products, punctuated by my white whale, the awesome TSR belt buckles.



Although this was ostensibly a double issue, it doesn't quite feel like it given the amount of advertising in the back. Still, these continue to make for fun reading. Neat time capsules of games long gone by.

Early Polyhedron newsletters are now available on the DM's Guild.









Saturday, January 26, 2019

Free and PWYW DMs Guild Highlights: Week Ending 1.26.19

Every week, dozens of new, up-and-coming authors pop up on the DMs Guild, pricing their products as free or pwyw in efforts to reach readers. My hope is that this series helps put the spotlight on the cool stuff they are doing.

The Crystal Cavern: An Undermountain Encounter by Richard Thompson with illustrations by Davis Lodzins


This is a short but well developed encounter that you can add to your Dungeon of the Mad Mage campaign. The party encounters a mage who has been trapped in crystal by Halaster. A lot of material for 6 pages, including a new magic item, new monster, and a nice little map.

Common Curiosities and Trivial Trinkets by Sean Hower


New trinket tables are always welcome, and the 60 additional "mundane magic" items presented here are often whimsical and creative.

Volume One of Rengerghat Butterbe's Studies of the Natural World of Madrikhar by Tal Woodblaze

While the title is almost as long as the supplement, new creatures are always nice. The highlights here are the various forms of plant life, some helpful, some deadly.

100 Non-Combat Encounters (On the Road) by Sarah Breyfogle


I do not hide my love for random tables. Lots of flavorful and creative little bits of color to add to your party's next journey. Usable with any edition.



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Wednesday, January 23, 2019

Humpday Blog-O-Rama!!!

Do you like RPG blogs? Yeah, me too. I have a shameful addiction to them. Every Wednesday on the Thought Eater podcast I discuss highlights from around the RPG blogosphere.

Check it out HERE!

Also, I thought I would mention, if you would rather listen to my podcast somewhere other than Anchor, you can check it out on Apple Podcasts, Google Podcasts, Spotify, Breaker, Pocket Casts, RadioPublic, and Stitcher, although there is sometimes a lag with the updating.


Monday, January 7, 2019

Megadungeon Podcast!

Hi all. I have really fallen in love with this Anchor podcasting app. I thought I would share this one on megadungeons. I hope to do a follow up episode, so please leave comments if you would like me to discuss anything else about them.

LISTEN HERE

Just look at that map, will ya?

Saturday, January 5, 2019

Check Out the Thought Eater Podcast!

Hi ya'll. I wanted to tell you about the Thought Eater podcast. I currently do three shows a week.

Image by Evlyn Moreau


-Wednesdays, I do my Humpday Blog-O-Rama show. This is a weekly celebration of the RPG blogosphere. I highlight and discuss cool stuff that I spot each week, and then I put all of the links mentioned on the show in a companion post here on the blog.

-Fridays I usually do short podcasts of five minutes or less (Five Minute Fridays). With my other shows typically being much longer, this is a nice way for me to break things up. I usually just talk about whatever gaming-related subject is on my mind that day. I sometimes do longer form podcasts on Fridays, but it is unusual.

-Sundays I bring you Sunday Zine Club! Expect cool zine-related features, news, reviews, interviews, and more! All of the links from related topics will be listed here on the blog, much like the Humpday show.


Retired Shows:

-On Sundays, I am currently recapping my Froth University horror/comedy campaign

-The Top Three Tuesdays show. Each week I present my top three picks on a number of RPG-related topics.

-My Night Below 1e AD&D/BX campaign. This show is a fun outlet for me to talk about my houserules, philosophy, and lessons learned through play.


The Thought Eater podcast is currently available on 11 platforms; just click a logo below for your platform of choice. I hope you will check it out! If you use the Anchor app, you can actually call in and leave voice comments to be used on a show!

















If you enjoy my free zine, podcast, and/or blog, please consider supporting my work for only $1 per month. 


Friday, December 7, 2018

Let's Read Polyhedron: Issue 8

Check out previous posts in this series HERE.

Well, if you can't tell by the cover, Gangbusters has been released, and this issue promotes it with a cover image and a couple of articles. This issue is also a much more professional looking affair, with more artwork throughout and a more consistent layout. It is no coincidence that it is the first issue under new editor Mary Kirchoff.



The Letters section is pretty standard fare. There is some reference to late issues being sent out, and you can tell that they have gone through the natural, expected sorts of struggles getting this off of the ground. The White Rabbit column suggests that the logistics of doing this sort of thing back in the 80s were nightmarish, with its talk of bounced checks and Canadian exchange rate fiascos.

The main section is part two of the Mike Carr interview. After some discussion of Fight in the Skies, the conversation moves to Top Secret. The most intriguing tidbit is what Mike mentions regarding the early draft. He says it was not so much a roleplaying game and was more "pre-programmed...with more of a flow chart type of arrangement". It would be interesting to see what that looked like.



Encounters is a new column that basically makes a little mini-scenario out of the cover image. So here Jim Ward does this Gangbusters shootout with Big Bernie, Lefty Fingers, and gun moll Maria Kirchinetti.

Someone must have pissed in Mentzer's cornflakes before he wrote this installment of Notes for the Dungeon Master, as it is solely devoted to screwing players over in sadistic ways. He gleefully suggests rear surprise attacks with carrion crawlers ("Ever see what the player...looks like when he's got to make 40 saving throws...before doing anything?") and casting time stop to steal spell components just for kicks. Sheesh.

Figure Painting is what it sounds like. Nerd's Quest is a forgettable fiction blurb. Rune Scry is a cryptogram puzzle.

Mentzer's Spelling Bee encourages strict record keeping of spell components as a way to control spell use in your game. It is really up to you if you consider this good advice. The main issue for me is the game could just paradoxically become a quest for spell components if you follow the 1e rules to the letter. However...there is a certain romantic quality in forcing your MU to carry around a live carp. So I am torn.

Mark Acres, one of the designers of Gangbusters, presents an article on starting a GB campaign. It is short but provides sound advice on different types of characters, NPCs, and motivations.



Dispel Confusion mentions that it is the only official source for rules answers and that Sage Advice in Dragon is more or less opinion. I found this interesting. We learn you can't haste a hasted creature. A bard returning from a long journey in which he gained 20k xp is out of luck, he can't train past 2nd level and really only gets credit for 4k. Sorry bud.

There is a little comic. Kim Eastland is now taking over as RPGA coordinator from Mentzer, as Mentzer will be devoting his time to what will become BECMI. The issue ends with a catalog page and membership drive info. I don't know if this means the Nor comic is cancelled or coming back.

Well, there is the sense reading through these that they are slowly getting better. I can't recommend tracking down print copies unless you are a really obsessed collector; there just isn't a lot of useful gaming material. At least not yet. If you are hardcore into Gangbusters though, you might try and find it.


Wednesday, November 21, 2018

Let's Read Polyhedron: Issue 7

You can check out other entries in this series HERE.




We have a serviceable, generic cover from Scott Roberts. In the editorial piece at the beginning, Mentzer mentions he is stepping away a bit from the newsletter saying "Essentially I'm to be #2, right after Gary....I hope to...reorganize the books a bit", alluding to the upcoming BECMI D&D products. This is all at some point in '82.

Nothing too intriguing in the Letters section. Dispel Confusion, which is kind of the Q&A section, explains that rangers cast druid spells at their level-7, magic user spells at their level-8. Also, ranged cure spells are called too powerful and "would need lots of playtesting before addition to a campaign".

The big interview piece is part 1 of 2 with Mike Carr, designer of Fight in the Skies and author and editor of various D&D and Top Secret products, including In Search of the Unknown, one of the most famous adventures of all time. He talks about how he got into gaming, how he worked at the Dungeon Hobby Shop, editing AD&D, that sort of thing. He waxes nostalgic about Wednesday game nights, playtesting early material with Gygax and Ward, and attending early conventions, then indulges in a little bit of a pissing contest between Gen Con and Origins, which you see a lot of in other mags around this time.

After this, Gygax steps in to address a question in a previous issue about actions per round. He basically says that D&D combat isn't meant to be a true, detailed representation of actual combat, that things are happening each round that aren't checked for ("parrying, fencing, circling for general position"), and that "combat is glossed over". This feels sort of like when he explains hit points. It is an interesting reminder of how new some of these concepts were at the time, and how some folks had a hard time balancing fantasy abstractions with reality.

Spelling Bee is surprisingly good this time, it goes through a number of Cleric spells with tips for each. It reminds me why I allow spontaneous casting as a houserule though, as many of these spells see so little play compared to Cure Light Wounds.

Campaign Clues provides some tips for Top Secret admins regarding time, scale, and how organizations might work in a campaign. I would really like to play some Top Secret sometime; guess I will have to run it myself to make it happen.

Ranch Encounters is for Boot Hill and provides, well, encounters on a ranch. There are also tables for job openings and pay. I could see this being useful for any western game. Notes for the Dungeon Master discusses replacing higher level PCs after they die, along with a few "trick" sorts of dungeon elements, including a magical corridor that shrinks the PCs without them realizing it. Actually could be pretty cool when I think about it.

There is a page on a membership drive for the RPGA, followed by a mouthwatering gift catalog.



This is followed by quick wrap-up of recent conventions. The issue ends with another Nor comic, which is actually getting pretty good.

All in all another fascinating little peek into the gaming of yesteryear.



                                                                                                                                                           



Monday, November 19, 2018

The Fourthcore Crew Have a New Kickstarter Up: 5e Team Deatchmatch

I was a big fan of 4thcore. Some of those folks have moved on and now do some cool stuff for 5e. It is weird, I just recently heard about some kind of upcoming 5e competition series that is going to be live-streamed, then a few days later I was made aware of this. My money is on this being waaaay cooler than whatever the other thing is.

5TH EDITION TEAM DEATHMATCH KICKSTARTER

It has already funded and the thing is apparently already written. These guys are endlessly creative and really know how to kill...errr challenge a PC. For more on what they do, check out their home base, DEFY DANGER.

Saturday, October 13, 2018

Hundreds of OSR Blogs in an Easy-to-Read Format!

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.

CHECK IT OUT

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:
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, TwitterMeWe, 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 yetTHIS 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.

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.