Showing posts with label 1st ed. Show all posts
Showing posts with label 1st ed. Show all posts

Tuesday, June 4, 2019

AD&D First Edition Collector's Books Print on Demand

Speaking of print on demand, I got something else in the mail this week.


The Holy Trinity of AD&D from DriveThruRPG Print on Demand.

These are of course the newer collector's edition covers and honestly, they look great.  As you can see from the pictures these are glossy covers and not the matte finish of the ones you could get in the stores.


Also, there is no ribbon bookmark, no embossed covers, and no gilded pages.




But these POD versions are also slightly bigger than the reprints and the paper is a bit thicker.


The price was great with the sale and I ended up paying about as much for these as I did for my originals back in the 80s.



I was getting these to give as a gift to a friend and I wanted to see how they would turn out.
In truth, I am very, very pleased with these and find I want to keep them! (but I won't).

You really have to hand it to WotC and DriveThru, it has never ever been easier to get books and materials for ANY version of D&D you like.

I would not mind seeing a softcover version of the Player's Handbook to be honest.  Something like the Fiend Folio softcover they have. A little bit cheaper to buy multiple copies of to have an AD&D 1st Ed Start-Up set.  A DMG, a Monster Manual and five PHBs for one price. 

For some reason, I forgot to get a copy of Unearthed Arcana, so I ordered it now.

You can get yours here:

Friday, April 26, 2019

Kickstart Your Weekend: Maximum Mayhem Dungeons #6

Mark Taormino is a hell of a guy. For the last few years he has been out there on his own delivering some of the coolest, most Gonzo adventures the New Old School has seen. Crazy adventures with Vampire Queens, Dragon Princesses and a laser-rifle wielding heroine name Chocolate Thunder.
These are not Gary's modules...but I somehow think he would approve all the same.

So it was with much rejoicing (yay!) that he announced his sixth adventure module.

Maximum Mayhem Dungeons #6: Moving Maze of the Mad Master


https://www.kickstarter.com/projects/marktaormino/maximum-mayhem-dungeons-6-moving-maze-of-the-mad-m?ref=theotherside

From the Kickstarter:
Hordes of metal monsters are ransacking small towns and villages and it's up to you to track down and put an end to the terror. The quest will take you to an ancient ruins where you must face off against the diabolical designs of the Mad Master and traverse the mind-bending dungeon of his grand maze. Devilish inventions, clockwork horrors and insidious traps will test your party's mettle as to the unravel the mysteries, solve the puzzles and escape from the Moving Maze of the Mad Master!

It wouldn’t be a Mayhem Adventure if it wasn’t packed with that little something extra. It’s not called “Moving Maze” for nothing! In addition to the regular cover and stationary blue map, there is a 11”x17” game board with two rotating maze wheel components. 

The game board is a 4/c, fully rendered version of the blue map with a maze that literally rotates in game; opening and closing doors, revealing wonders and horrors alike. Flip the wheels for a dynamic final encounter your players will never forget. The maze is designed to be engaging, complex and dangerous without being a confusing, infinite slog.
It looks insane, deadly and a lot of fun!
Exactly what I expect from Mark.

Lots of great add-ons and stretch goals in this too, so please check it out

Tuesday, March 19, 2019

OMG: Egyptian Myths, Part 2

Wrapping up the myths of Egypt today for One Man's God.   A brief note about the objectives of these posts. I am trying to go through the various myths as presented in the AD&D 1st edition Deities and Demigods and trying to reconcile them with the implied cosmology as presented in the AD&D game and Monster Manual in particular.  Sure I can, and will, draw from many other sources from real-world mythologies and religion to other editions of D&D and even other games.

Ok back to the business at hand.
You can find Part 1 here.


Apep
Last week I talked a lot about Apep.  He has been a lot on my mind of late.  From the reviews I did of Astonishing Swordsmen & Sorcerers of Hyperborea 2E to Serpentine - Oldskull Serpent Folk, snake gods are getting a lot of coverage on my blog of late.  This is really no surprise.  My Second Campaign is gearing up for the trek into the great desert of the world and it will have a lot of Egyptian influences as well.

Right now my plan is to take the big desert adventures of classic A/D&D and make the end of my campaign with them.

The Desert of Desolation series:
and the Desert Nomads/Temple of Death series:
and then the two stand-alone adventures:


The adventures span several designers, worlds and even games, but all link back to the idea of ancient Egypt.  Known as Eyrpt on Oerth, Ayrpt on Mystara, and Aegypt in Gary Gygax's original Dangerous Journey Necropolis and then later Khemit in the 3rd edition version.  I combine them all into one. I call my series "The Deserts of Desolations and Death".

Apep and Yig will play a big part in this.  If Apep/Yig (yes I combine them) is an Eodemon like Dagon, then also like Dagon he invests some power in Demogorgon.  Demogorgon is a Greek name, so maybe the Egypt of my adventures is similar and this represents the Ptolemaic/Greek rule era.

Aten
Not mentioned in the DDG is the god Aten, the god of the sun disc.

Already we are getting into something about the Egyptian myths that I will talk about more in detail later.  Aten is the God of the Sun. Ra/Re is the God of the Sun.  Who is the god of the sun here?
Well, both.  And for a while, it was also Osiris.   Egyptian gods were more fluid than say the Greek or Romans ones (but they still had this quality).  Gods could be subjected to Syncretism where two of more gods were fused together into one god, their beliefs fused.  We see this in Amun-Ra (the King of the gods and the sun god).

The biggest deal with Aten was his worship by the Pharaoh Akhenaten, who may have been the father of Tutankhamun, was the pharaoh that brought monotheism to Egypt in 1350 to 1330 BCE.  This predates the other big monotheistic religions including Judaism and Zoroastrianism (and obviously Christianity and Islam, thought the roots of all of these go back that far).

When working on my ideas for Sol Invictus I always wondered what it would have been like if Egypt had continued the worship of Aten.  Or if Aten instead of being wiped out of existence with the return of the original gods and Amun-Ra had been killed by Set or Apep.   Since my campaign deals with events of the Dawn War and He Who Was, maybe that is the same sort of god as Aten.

Aten is a great place to start if you want to make a monotheistic religion in D&D's otherwise polytheistic approach.

I have not looked at length but I think Kobold Press has Aten in some of their books.

Hermes Trismegistus
Now back onto the topic of syncretism. What do you get when you take Thoth the God of Knowledge and combine him with Mercury the Messanger of the Gods and a dash of Imhotep?  Let it stew for a bit in Ptolemaic Egypt?  You get Hermes Trismegistus or the Thrice Great Hermes.

From Hermes Trismegistus, we get Hermeticism; a pre-science esoteric way at looking at the nature of the world.  In many RPGs (Mage and Ars Magica are good examples, as it WitchCraft) this leads to the Hermetic Traditions.  These are magical and alchemical traditions.

Often the Hermetic Traditions are classified as "High Magic" with witchcraft and pagan practices as "Low Magic".  Disclaimer. This is a remarkably simplistic view of what would go on to be one of the largest movements in Western Esotericism. I am just going to the beginning and following one branch of this tree. 

In any case, Hermes Trismegistus is not a god you would find in the DDG.  If some he could be an Egyptian/Greek god of Alchemy and Magic eventually (as sadly these things happen) taking over the role of Magic from Isis and Hecate.  Maybe there is this God in my campaign along with Aten.

Library of Alexandria 
So from this, I am building a Ptomliac Egyptian area that is post-Aten-heresies where Hermes Trismegistus is the god of Alchemy and Magic and Apep is still a real threat.

Spoiler for when I do the Greek Myths (and I think I should do them next).
How are Heka the Egyptian God of Magic related to Hecate the "Greek" (and I'll explain that later) Goddess of Witches, Magic and the Underworld?

Next time on One Man's God.

Monday, March 18, 2019

Monstrous Mondays: Monster Book Round Up, 1st Ed style

You can never have too many monster books in my mind.  Even I use one or two per book and my players are surprised or go "what in the hell is that!?" then it is money well spent.   Monsters have taught me so much over the years.  Monsters lead me to Greek Mythology. Monsters helped me learn how to write code to create databases and then later helped land a DBA job while I was still in school.   One day I'll update my old Access95 Monster Database, but that will have to be later.

Until then here are some of the monster books I am enjoying a lot right now.

Blood & Treasure 2nd Edition Monsters
For the Blood & Treasure 2nd edition game, but can be used with any Old-school game.  The system is a mix of Swords & Wizardry and AD&D 1st Ed/OSRIC so reading the stats is really easy.
215 pages, over 600 monsters.  Color cover, black & white interiors.
This one has all the usual suspects from the various SRDs and that is fine for me really.  There are some new descriptions and there are new monsters.
There are things in this book that make it more worthwhile than just monster stat blocks.  There are a number of conditions and definitions ported over from 3.x OGC that are very welcome additions to the "OSR Ruleset".  There are guidelines for Monsters as a Character Race which are quite nice.
Another import from 3.x are Monster Templates.  Now you can a Celestial Gnome or a Draconic Goblin among other things.  Really expands your creature database.
There are even four mini-adventures included.
Not at all bad for just under $10.  Highly recommend!

Blood & Treasure 2nd Edition Monsters II
The second book for the Blood & Treasure 2nd edition game.  This one has 197 pages, over 500 monsters. Color cover with black & white art.  No this is what we buy monster books for! New Monsters!  At 500 some odd monsters there are some here that can be recognized from the records of myth and fairy tales, (lots and lots of dragons!) but there a plenty of more that are completely new to me to edge it out over Monsters I.  There is similar material from the Monsters I book; conditions, attack descriptions and the like.  But the bulk is dedicated to new creatures for your game. This book also has a Chimerical Monster table for making your own chimeras. Tables on mutant dinosaurs and vermin.  Also a combined monster listing of both books.

If you have Blood & Treasure Monsters then you will want this one.  If you just like new monsters then get this one too.

Malevolent and Benign
Malevolent and Benign has long been a staple on my game table.   128 pages with 150 monsters, all in OSRIC format.   The monsters are all new (to me), with some converted from other OGC sources.  The art is quite good and the feel of the book is something like a Monster Manual 3 or a Fiend Folio 2 really. It sits on my shelf right next to my monsters books, or in theory, it does. It is actually out on my game table more often than not. The softcover is very nice to have and the PDF is fully bookmarked.
The book also has a small section on new magic items associated with these monsters.
For $10 it is a good deal.

Malevolent & Benign II
In many ways I actually like M&B2 more than M&B1.  This book is 110 pages with 150+ monsters.  Again we have a color cover (which is fantastic by the way) and black & white interior.  In fact all the art is a step up.
If M&B 1 was akin to a MM3 or FF2 then this one is the next in line, but with no loss of quality. The monsters are new and quite deadly or at least the ones that are not deadly are interesting.
I have not picked up the softcover yet, but the PDF is fantastic.
10 bucks for the pdf or 20 for the pdf + softcover book is a pretty good deal.  Especially for a bunch of new monsters.



Found Folio Volume One
A collection of creatures from various 3.x sources converted back over to "Advanced era" stats. What it lacks in art it makes up for in the number of monsters (typically two per page). Lots of 3.x faves here, ready for your OSR games!
130 monsters in 70 or so pages.



Honorable Mentions. Almost AD&D1 stats.

Adventures Dark and Deep Bestiary
If you ever only buy ONE product from BRW and the Adventures Dark & Deep line then make sure it is this one.
Let be honest up front. We have seen most if not all the monsters somewhere else before. Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.
And none of that matters. This is still a great book. At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in. So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes. But I am getting ahead of myself.
The book begins with two monster spellcasters, the Shaman and the Witch Doctor. Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day. Heck, I once tried a Wemic Shaman in early 2e days myself. Maybe I'll see if I can do that here. The classes are not detailed and they don't need to be. The do what they need to do.
The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions. Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not a score but an adjustment. Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules. Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt. Each monster then gets a couple of paragraphs of text. Many are illustrated thanks to the highly successful Kickstarter for this (more on that later). The illustrations are great too as you can see here and here.
All the monsters have General, Combat and Appearance sections in their write-ups.
Unlike 2e (and 4e) monsters are not confined to one-page entries. Some have paragraphs, others just a few lines. This is good since I think we would have something like 1000+ pages. I think I read there are 1100 monsters in this book. Maybe 900. Anyway, it's a lot. I spot checked a few monsters I thought might not be there, but sure enough, they were. Ok so the ones that are Closed via the OGL are not here, but I was not expecting those. There are some alternates and stand-ins if you really, really need them though.
The book sections are: Wilderness and Dungeon, aka Most of the Monsters Underwater and Waterborne, larger than expected, but not surprised given the material in the core books. Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals. Extra-Planar Monsters, your Outsiders.
Appendix A details creating your own monsters. Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes. Appendix C covers random creatures from the Lower Planes. This is the first "Gygaxian" touch I have noticed in this book. Reminds me of a really old Dragon magazine article from years ago. Appendix D is the magic resistance table and Appendix E covers the abilities of Gods.
All of this in a PDF for just under $15.
I have mentioned before that Joe gets his work done and gets it done fast. Well, this is not only no exception but it is the new benchmark. Joe ended his Kickstarter and then got printed books out to people 6 months early. Let that sink in for a moment. In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months or longer, Joe and BRW are out there, turning out product and getting it to people early. You should buy a copy of this book on that principle alone.
So should you get this book?
If you like monsters then yes. If you need monsters for your old-school game then yes. If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.
Lots of good reasons to get in my book. It is also the best book in his line.

Swords and Wizardry Monstrosities
The first of two HUGE monster books for the Swords & Wizardry game.  This one is also my favorite of the two by just a tiny bit.
This has mostly new monsters but some of the monsters we have seen before either in the SRD or other books. That though does not detract from its value as this is a 560+ page book since in addition to that there are some new monsters. The cover is very evocative of the old-school (pre 1980) covers. I love this cover. There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook. While ToH used some recycled art, this all seems to be new art. Even Orcus (which we now have 3 listings for) is new. Actually, the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art. Honestly, there is so much great stuff in this book that even with the occasional repeat monster this is still a top-notch collection. If you play S&W then this is a great monster book to have. I am even going as far as to say it is a must have for any serious S&W GM.



Tome of Horrors Complete - Swords and Wizardry Edition
What can be said about this product? The original Tomes of Horrors were all great products that featured a number of "old school" monsters from previous editions of the game all under the OGL. It even had a brief "tutorial" on how to add these beasties to your own products. Now those very same monsters are back in one huge book "updated" to Swords & Wizardry stats. Nearly 700 monsters, all ready for your game. In addition to art and stat blocks for every monster there is also an adventure hook for each one. The monsters have been "scaled down" to fit the S&W rules better.
Color covers, black & white interior art.  688 pages (that's right!)

Converting these to AD&D1/OSRIC/Advanced Labyrinth Lord should not be an issue.

Eight monster books and somewhere over 3,300 monsters (lots of duplicates sure, but all unique presentations).

Thursday, March 14, 2019

OMG: Egyptian Myths, Part 1

Ancient Egypt spanned more than 3,000 years of history.  So much history in fact that there is as less time between us and Queen Cleopatra VII (reign 51 BCE to 30 BCE) than Cleopatra and the construction of the Pyramid of Khufu (2560 BCE) and Egypt was already 500+ years old by the time that was built.  There are "Intermediate Periods" in Egyptian history where very little is known about what was going on that lasted longer than the run of most countries today including the United States.

It is really no wonder that Egypt has fascinated us for millennia. 

The entries in the Egyptian Mythos section of the Deities and Demigods is no different.  The authors of the DDG acknowledge this time and mention that the religion had changed in that time.  So we are only given a few of the "big gods" and the ones that are the most common names.  This I think is perfectly fine.  A book on ancient Egyptian gods would fill many volumes this size.  Ancient Egyptian religion is very complex, but relatable to all of us I think because of a lot of ideas we have in religion now came from then.  The Trinty? First seen in Egypt.  The death and resurrection of a god? Egypt.  An afterlife? Egypt again.  A monotheistic religion? Yes, even Egypt did this (for a while and I'll get to that).

The purpose of these "One Man's God" posts is to square the mythology as presented in the DDG with the other bits of the D&D (primarily AD&D) cosmology. In particular with demons and devils and other fiends.  Not really to discuss whether or not the DDG is a good guide for religion or history (it's not, nor is it trying to be).

So. Did Egypt have demons?  Well...let's have a look.

One thing we get right from the start is that Egypt has a lot of gods and many of those gods are very powerful.  The cap given on all gods in the DDG is 400hp for the greatest god in the pantheon. Egypt has two gods at 400 (Ra and Osiris) and many more at 300 or above.  I would argue, given her predominance in the myths that Isis should also be at 400, or at least at 395 to Ptah's 390.  Some important gods, like Amun or Aten, don't even appear.

If there are a lot of really powerful gods, there are uncounted minor gods.  While some might fit the bill as a "demon", demigod or quasi-god might be a better name for them.  Of course the chief of these lesser gods, at least for mortal concerns, was the Pharoh, a god on Earth.
The Egyptians had "night lands" or an "underearth" but no Hell to speak of.  Places that "feel" like the Abyss (in abstract terms) but lacking the evil. Good or evil people would die and then continue their lot in the next life.  They could build these little statues that would do the work for them if they had enough money.  The worst thing that could happen to you is that you would be forgotten. Prayers no longer said for you and in later times if you could be mummified, having your body destroyed.  It could be our practice of burial comes from this. That and the pragmatic concerns of not wanting to see dear old depart granddad being dragged off to be eaten by jackals.

Apep, the King of Serpents
One of the few god-level monsters in the DDG is Apep, the King of Serpents.  If you recall from a Monstrous Monday a few weeks back I featured snakes and snake people.  Fear of snakes is old. Really old. The Abrahamic religions (Judaism, Christianity, Mulism) all have a snake as the first enemy in Eden.  Other religions follow suit.
In the DDG Apep is described as a "creature of the Abyss" and "the physical embodiment of chaotic evil".  The stats for Apep put him inline with the Demon Lords/Princes like Demongorgon and Orcus.
In the mythology of D&D it is very, very likely that Apep was one of the original demons, like Dagon and Pazuzu. Called Obyriths in current versions of D&D, I called them Protodemons or Eodemons.  Apep certainly fits the bill.   If Demogorgon has the "backing" of Dagon (see 4e and beyond) then I would argue that he also has the backing of Apep.  These two ancient Obyriths/Eodemons could be the reason why Demogorgon has the title Prince of Demons.

Apep
FREQUENCY:  Unique
NO.  APPEARING:  1
ARMOR CLASS: -4
MOVE:  18"
HIT DICE:  18 (250 hp)
%  IN  LAIR:  100%
TREASURE  TYPE:  H (x3)
NO.  OF  ATTACKS:  2
DAMAGE/ATTACK:  3-30 (bite)/4-24 (constriction)
SPECIAL  ATTACKS:  Poison, Breath Weapon (6-60)
SPECIAL  DEFENSES:  +3  or  better weapon to hit
MAGIC  RESISTANCE:  40%
INTELLIGENCE:  High
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (300' long)
PSIONIC ABILITY:  Nil

This creature is older than the demons and all but the most powerful stay away from his layer deep in the Abyss.  He is attended by uncounted numbers of snakes and can summon 5-50 snakes of any sort to his aid as he is their King.
This monster has a poisonous bite (3-30 points of damage and save at -4 or die), can breathe flame every other round for 6-60 points of damage (10" long and 4" wide cone) and can constrict for 4-24 points of damage.  He has slain and eaten many mortals, demons and gods. 
Some scholars speculate that he is also the same creature known as Yig to some and Jormungandr to others.

Set, The Evil God
Set is a problem.  I mean yes he is a problem because he is evil, but also a problem with how he is wedged into the cosmology here.  For the ancient Egyptians, the gods lived in their temples.  Set who is listed as Lawful Evil is placed naturally in the Nine Hells.  But...that doesn't really work.  Not for Set and not for the Hells.  Druaga we can fit in, but Set is much larger. In later Dragon magazines, Ed Greenwood in his now very famous articles on the devils and the Nine Hells places Set in Acheron or rather he is trying to build his own plane between Acheron and the Nine Hells.  While a neat idea I also don't think it works 100% for me.  Set is a bad guy, he kills his brother Osiris and tosses his body parts all over Egypt.  But he also rides on Ra's solar barge to fight Apep and even some Pharaohs were named to honor him.  So he is a complicated, but still largely evil, god.

Ammit
Not presented in the DDG is Ammit, the crocodile/hippopotamus/lion beast that devours souls/maat of the dead that fail to get into the afterlife.
Ammit certainly meets the criterion for a demon.  She is a monster that eats the souls of the dead. Horrifying visage. Certainly evil and used to scare people into moral behavior.
While she is missing from the DDG (though Erol Otus puts her in the full page art just before the myths) she does appear at Ammut in the AD&D 2nd Edition Al-Qadim Monstrous Manual.

Ammit
FREQUENCY:  Unique
NO.  APPEARING:  1
ARMOR CLASS: 3
MOVE:  12"
HIT DICE:  12 (102 hp)
%  IN  LAIR:  100%
TREASURE  TYPE:  Nil
NO.  OF  ATTACKS:  3
DAMAGE/ATTACK:  1-10 (claw)/1-10 (claw)/2-20 (bite)
SPECIAL  ATTACKS: 
SPECIAL  DEFENSES:  +1  or  better weapon to hit, Immune to all attacks from Undead
MAGIC  RESISTANCE:  70%
INTELLIGENCE:  Low
ALIGNMENT:  Chaotic  Evil
SIZE:  L  (15' long, 7' foreleg to head tall)
PSIONIC ABILITY:  Nil
Ammit is the demon that waits in the afterlife.  If Anubis judges a person's heart is heavier than the feather of Ma'at then Ammit eats the heart and the person then must roam the outer darkness to "die a second time".  In some cases Ammit eats the heart and tosses the body into the lake of fire she resides near. 
Ammit is a huge animal like demon. She has the head of a crocodile, the mane and hindquarters of a lion, and the forequarters and belly of a hippopotamus. She is grossly fat since she has no end of wicked hearts to feed on.  For her size she is fast on both land and water.
Ammit will also attack the living if they interfere with her feeding.

Next time lets talk about Aten, how I am going to use Apep and what the hell is up with Hermes Trismegistus, the Thrice Great Hermes.

Friday, March 8, 2019

Kickstart Your Weekend Mega Post!

A bunch of new and really awesome looking RPG Kickstarters are out.  So here is a bunch of them. There has to be at least one her you will like.



DCC RPG Module: Reckoning of the Gods-Into the Shadow Realm

https://www.kickstarter.com/projects/studio9games/dcc-rpg-module-reckoning-of-the-gods-into-the-shad?ref=theotherside

While I don't play Dungeon Crawl Classics the RPG, I do LOVE their adventures.  This is a 32-page adventure for 3rd level characters for DCC or any old-school game.  You know the production values will be high and the adventure will be deadly.

Rise of the Drow: Collector's Edition for D&D 5E and PFRPG



https://www.kickstarter.com/projects/adventureaweek/rise-of-the-drow-collectors-edition-for-dandd-5e-a?ref=theotherside

This is a big book!  In 2014 the original Rise of the Drow came out for Pathfinder.  While I didn't run it as written I used huge chunks of it when I ran Vault of the Drow last year and it was fantastic.  This book would have been welcome then since it is now going to be for 5e and Pathfinder.

Adventures Great and Glorious


 https://www.kickstarter.com/projects/brwgames/adventures-great-and-glorious?ref=theotherside

Joseph Bloch is back with another great sounding book for old-school games.  This one is for high-level campaigns, running kingdoms and intrigue. It sounds a little like "Companion Set for AD&D + Birthright", but I am sure it is more than that.
Joe runs a tight Kickstarter. He does what he says and gets things done.  To date he also the only Kickstarter creator to get me books BEFORE his stated deadlines.  This book should also be a great as his others.

Basic and Expert RPG Sets Remastered!


https://www.kickstarter.com/projects/640360422/basic-and-expert-rpg-sets-remastered?ref=theotherside

Bill Barsh of Pacesetter Games has been out there producing some high-quality material and books for a long time.  This one is so far up my alley that it is practically in my living room.  I have gone on forever about my love of Basic-era D&D and B/X in particular.   Well, this looks like so much fun!

Witch+Craft, a 5e Supplemental


https://www.kickstarter.com/projects/astrolago/witch-craft-a-5e-supplemental?ref=theotherside

Now this one looks like a lot of fun.  Tradecraft, magic and crafting for your D&D5 characters.  Exactly the sort of commonplace magic one would expect to see in a world filled with magic.  This one is on the opposite end of the spectrum than DCC and that is what makes it look fun.
Love the art.

Lost Classes and Cannibal Corpses - Two Original RPG Zines




https://www.kickstarter.com/projects/gamersandgrognards/lost-classes-and-cannibal-corpses-two-original-rpg?ref=theotherside

Back on to the old-school side of things, long time blogger Ryan Thompson has his first Kickstarter out.   Appendix N Entertainment gives not one but two zines; Lost Classes and Canibal Corpse. "Lost Classes: The Arnesonian Classes" features two classes played in Dave Arneson's games, the Merchant and the Sage.  It is worth it because of that really.
"Solar Sanctuary of the Cannibal Corpse" is an adventure module for 1st-3rd level characters.

And finally. Let's not forget the 8,000 lb (800 lb is not enough) gorilla out there.

Critical Role: The Legend of Vox Machina Animated Special


https://www.kickstarter.com/projects/criticalrole/critical-role-the-legend-of-vox-machina-animated-s?ref=theotherside

Honestly, what do I need to say about this one? Hit 4 million in it's first few hours of opening.  At just under 6.5 million now and there are still 41 days of funding to go.  I am pretty sure this is the largest RPG-related Kickstarter ever. It is even more money that the recent https://www.kickstarter.com/projects/mst3k/bringbackmst3k/descriptionMST3k Kickstarter.
So yeah, Critical Role is a big deal. 

So get out your wallet or purse and get ready to slap some cash down.

Thursday, March 7, 2019

Maximum Mayhem Mail!

Got home last night to a mail call from Mark Taormino.  This is always a good time.



The box came with his new adventure module #5 Palace of the Dragon's Princess and some dice in a bag.  The dice are actually quite nice.


The box is nice an sturdy.


It holds all five of the Maximum Mayhem adventures and the monster book, Monsters of Mayhem #1.  It will also hold a bunch of his characters sheets once I print them out on goldenrod paper and all the extra perks that came with the adventures (posters, 3D art).


There is also enough room in the box for a rule set.  While the monsters and adventures are overtly "Advanced" in design (OSRIC, Advanced Labyrinth Lord), the maximum level for the adventures is 14 and that screams B/X to me.   I'll have to find the right OSR rules that fits the feeling of these.

You can still get a box while supplies last directly from Dark Wizard.
The adventure modules, monster book, and character sheets can be found at DriveThruRPG/RPGNow.


I should spend some time and go through all of these in detail. Maybe look over different games to run them under.

Wednesday, February 27, 2019

PWWO: Astonishing Swordsmen & Sorcerers of Hyperborea

I got my Astonishing Swordsmen & Sorcerers of Hyperborea 2nd Edition book as part of the Kickstarter, so I have had it for a while now.  In the time I have been reading through it I came up with at least three (or four depending on my mood) completely separate games/campaigns I want to do with it and only one is the Default setting.

So let's talk a little about those while I see what I also have on my shelves to use.

Since it is an "Retro Clone" of sorts and an OSR game it naturally lends itself well to mixing an matching.  I mentioned in my review yesterday that I feel it is a good blend of both B/X D&D and AD&D.  Maybe leaning towards more to the AD&D side of the equation.


B/X D&D goes to 14th level, AS&SH goes to 12th.  So any adventure written for Basic or Expert D&D is in theory (and very much in practice) going to work for AS&SH.  I mean you will need to do something about the elves, dwarves, and halflings about.  But for the most part I make them Kelts and Picts respectively.  Sometimes I even throw in the odd elf or dwarf to keep things weird.  The feel of the two games is also very, very similar.  The four Basic human classes map exactly to the four main classes of AS&SH, with sub-classes essential being role-playing notes.

But you don't need to take my word for it alone.  Eric Fabiaschi over at Swords & Stitchery has been blogging about AS&SH for years.  In fact, he has been working through many of the classic TRS-era modules for use with AS&SH, both 1st and 2nd editions.
I read a lot about other's games online most times I think "wow, that looks fun!", sometimes I think "Er. OK, you do you, but I am happy WAY over here." But with Eric's I am most often going "Damn! Why didn't I think of that first!"

Speaking of which.


I recently ran Isle of Dread for my kids under 5e. It was fantastic, really. We had a great time and I got to relive some great moments of the adventure that I had back in the early 80s.  I could not help but think how awesome X1 would be with the AS&SH rules.  Go all pulp with dinosaurs, King Kong and creepy ass cults.
As you can imagine, Eric has covered this topic well on his blog too.  So instead of me trying to tell what you can do in a paragraph, check out his pages of ideas!

So I mentioned that I see AS&SH as good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.
AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.




Labyrinth Lord and Basic Fantasy are both implementations of the Basic D&D rules, but expanded out.  Lots of great stuff in both systems.  Basic Fantasy, in particular, has an absolute trove of materials usuable with the core rules and easily for use in AS&SH. 
The same is true for Blueholme, the Holmes-inspired clone. 
While all three have significant overlap in monsters, there are some unique ones in each that make for a fuller picture.  In particular Blueholme has a few good choices.


I mentioned Realms of Crawling Chaos before. Both of these books cover some of the same Lovecraftian beasties, RoCC gives a little more detail on how to run a Lovecraftian-style "D&D" game.   Hyperborea is not so much about horror, it's more Howardian, but there is no reason why it can't be.  This is a good place to start.



If Crawling Chaos is good, then Call of Cthulhu is even better.  Again all these books cover the same ground and feature similar themes.  The d20 CoC book does have a section on how heroic characters (aka D&D characters) would respond to these monsters, as opposed to the normal people of the CoC proper rules.  Grabbing a copy of CoC is good for ANY gamer in my mind but for the AS&SH gamer/gamer master there are some great ideas on how to play the Lovecraftian, and Smith, side of the game more. In truth, all monsters get a boost thematically speaking with a read through of CoC.

That is great and fun, but what if I want to up the Howardian or Pulpy aspects of the game? Well for me I wanted to run a Pellucidar-like game.



Hollow Earth adventures is a pulp-style game using the Ubiquity system, so system conversion is different, but the themes are 100% compatible with AS&SH.  What about the lands UNDER Hyperborea, are their Lizard People? Snake Cults?  Dinosaurs? OF COURSE there is! 

Amazing Adventures and many of the works of Jason Vey to be honest (including his Wasted Lands house setting) work great with AS&SH.  Again, not a direct translation, though the SIEGE system is easier to convert to AS&SH, but thematic.  I actually ran a playtest of the "Red God" adventure under the AS&SH (1st Ed) rules.

Astonishing Swordsmen & Sorcerers of Hyperborea is an amazingly flexible system and strikes all the notes that many games attempt.  I guess that's why the core book is 608 pages.

Mixing these I have decided that what really want to do is a Zothique game.  Based on all the Zothique tales from Clark Ashton Smith. 
There is an unofficial d20 supplement for Zothique that is good and can be easily converted to AS&SH.   Even James at Grognardia wanted to do a CAS game.

As I work on my game more with all the materials above I'll keep you all posted.

Tuesday, February 19, 2019

TBBYANR: The Wasted Lands

Whoa. A Best Blog You Are Not Reading post? 
Yes!  This is a feature I wanted to bring back for 2019 to give a shout out to some lesser know, lesser read blogs or at least ones people may not talk about much.

Today I want to feature a blog that has been around forever, out there doing his own thing.

Jason Vey runs the Wasted Lands blog


Now I have known Jason for years.  We worked at Eden together, worked on the Buffy RPG at the same time.  He playtested my Ghosts of Albion for Eden I playtested his All Flesh Must Be Eaten books for Eden.  I playtested his Spellcraft & Swordplay retro-game and many other games.
So we have been working together for nearly 20 years really.

Among other things Jason also is the author/designer of the Amazing Adventures game from Troll Lords and did a lot of work on various Castles & Crusades projects.  So he has a solid game design reputation and CV.

The Wasted Lands is his deep dive, scholarly work into older editions of D&D, in particular, OD&D and AD&D first edition

He covers a lot of OD&D topics.  In fact I bought my white box OD&D 5th printing off of him because he had an extra.
He covers AD&D First Edition, he is now up to Part 45 of his read through of the AD&D Dungeon Master's Guide.
And more recently he did a long series of posts on Psionics in the OD&D and AD&D games.

And today, much closer to our shared roots, he posted stats for the cast of Buffy the Vampire Slayer for OD&D.

Jason is also something a legitimate Robert E. Howard and Conan scholar.

So do yourself a favor and check out his blog. Start with what I have linked above and don't ignore his Star Wars posts.

Thursday, January 31, 2019

This Old Dragon: Issue #78

Ok. I will admit. Today is a total cheat. I was not due to post this issue for a few more weeks., but given yesterday's discussion on Psionics and Deyrni I went to my collection and pulled this one out.  Glad I did. This is one of my favorite issues.  So let's mentally project ourselves back in time to October 1983 for issue #78 of This Old Dragon!

As usual, let's start with that cover.  Butterfly winged dragon-like creature feeds their young. Looks like a cool alien landscape too.  I always liked this cover a lot. It had a great Sci-fi and Fantasy feel to it.  Perfect for Dragon really.

The Editorial cover the 1983 (and not the 1988 typo) Gen Con.  Some nice reminiscing.

Letters mostly covers a list of complaints. About copyright issues, about spell rulings, about Sci-Fi being shuffled off to Ares.  Nothing Earth shattering or terribly interesting to us today.

Ah. Here is the main feature and why I grabbed this for today.
Mind Games deals with all sorts of psionics.

Arthur Collins is up first with Psionics is different. . . And that's putting it rather mildly.
First he details what I think was always assumed but never explicit in the rules. Magic comes from without, but psionics are powered from within; the power of the characters' own minds.  Collins also makes some comparisons between AD&D and OD&D psionics AND the issue of whether or not elves should be psionic (I say no).  He spends nine pages discussing all sorts of situations that come in psionics.  So psionic character creation, ability use and of course combat. It is very detailed and honestly, I would not play AD&D 1st Ed psionics without this guide.

Sage Advice deals with various psionic questions. Some seem to contradict advice given in Collins article (namely about psionic elves) but all in all a good read too.  Three full pages of this advice too.

GREAT ad for what would become one of my favorite adventures, Ravenloft.


Yeah. I ate that up.

Next is Overhauling the system. A three-part remedy for problems with psionics by Robert Schroeck.  This deals largely with the fact that you get all your psionic strength points at once. So a first level character with high mental scores (Intelligence, Wisdom, and Charisma) and good rolls can have a ton of points. I think 350 was the maximum, but that is a memory and I am likely wrong.  Schroeck solution? It's a good one really, start with 25 points at 1st level and then gain 15 points per level till they reach their max.  He also suggests a "use them or lose them" option, so psionic characters need to keep using their powers, even if that means that monsters will be attracted to them.   He also suggests some changes to psionic combat.  I like all three of his suggestions and would use this as well.  Astute readers will see that many of these ideas would later be adopted in some fashion or another in 2nd Edition.

Another treat from the past and my past in particular, an ad for Bard Games "Compleat" series.


Arthur Collins is back and this one is a big one, again both in terms of the issue and for me.
And now, the psionicist. A class that moves psionics into the mainstream gives us exactly what it sounds like.  It is based on Katherine Kurtz's Deryni books and it looks great.
The Psionicist is it's own class and it has a monk-like feel to it. The class has some ability score minimums, but nothing at all like I would expect.  It is avialable to humans and half-elves only, but I would say that half-orcs could as well.  No armor, no shields, minimal weapons and no spell use at all.  So no multi- or dual classed magic-user or cleric characters here.
The class progression reminds me of the Magic-User. The psionicst gets a d10 for first level hp and then a d8 till 4th, then a d6 till 7th and then a d4 at 7 and on.  This represents the psionicsts deepening devotion to mental pursuits and not physical ones.  It's an interesting progression.
As expected they get attack modes, defense modes, minor and major Disciplines,  as well as the new Grand Disciplines which they don't even get till 12th level.
Additionally, we get two new minor (devotions) disciplines, two new major (sciences) disciplines, and six all new grand (arts) disciplines.  In particular is the dreaded "healers" power of Severance or the ability to disconnect another's psychic powers.
Whether it looks like this is left to the individual DMs.


The article ends with a great section of psionic-related magic items from the DMG and a bunch of new "magic" items.

This article is followed, again by Collins, about the Deryni race.  It is adapted by Collins with the permission of Katherine Kurtz.  We get a Monster Manual like entry and some notes on Deryni as a race. They can be multi-classed psionists/magic-user or clerics.

We end this section with another one from Collins (seriously did anyone else write this month?) all about the Heroes & villains of the Deryni. This includes the famous Camber of Culdi.

Honestly, if I stopped here that would make this a great issue.  But we are less than halfway through.

Our big adventure is next.  Citadel by the Sea was designed by Sid Fisher.  I remember this one and had a lot of fun with it. But more importantly it was the adventure that convinced me that I could write my own adventures AND get them published.  I mean Sid Fisher, whomever that was, was just a regular guy. He wasn't named Gygax or Moldvay or Holmes and he got his adventure published.  I never got my earliest adventure published, the Knight of the Serpents, but i did get stuff done.
The adventure is a low-level sea-side mystery at a full 16 pages.  I do wish it had been more connected to the psionic stuff, especially since it is for 1st to 3rd level. Ah well, can't have everything.

A couple pages on miniatures from various manufacturers.
A page of the then hottest conventions.

Ah, now here is something.  I remember this article so, so well.
Be thy die ill-wrought? Only those that pass the chi-square test can play by D. G. Weeks asks the age-old question.  Do my dice suck?
This article gives the basics (huh huh) of the Chi-square (x2) goodness of fit test to see if your dice are biased in any way.  You get the basics of the Chi-square test and even a BASIC program to test them.  I remember typing in this program into my TRS-80 Color Computer 2 (I did not have my upgraded Color Computer 3 yet) but I never could get it to work.  I think now it is because I just didn't really understand how the Chi-square worked.  Today I would just drop my numbers into Excel.

The hits keep coming.  Roger Moore gives us a GREAT one.  The ecology of the mind flayer. Not just great information on the Mind Flayer, but also the githyanki and githzerai. This is also the first time I read the word illithid. Like the article The Sunset World that would appear six years later I read and reread this article many, many times. A huge part of my now current adventure campaign, Come Endless Darkness, comes from these articles.

Kim Mohan is getting in on the psychic action too with Spells can be psionic, too. How and why magic resembles mental powers. This lengthy article (6 pages) covers all sorts of Player's Handbook Spells that emulate psionic powers.  We took the opposite approach and looked at how powers could be like spells. I know we referenced this article many times for that.

I know I do this one a lot, but here another ad for my favorite local game store.  Of course at the time Games Plus was 200 miles away from me.  Now it is a very short dirve and I get tickled whenever I see one of these ads. Plus I don't mind giving them some free press. I ordered from them for years via mail.

They still have the same phone number, only the area code has changed around them. 312 to 708 to now 847.

Wow. 3/4ths of the way through and this issue has delivered more to me than 2 or 3 other issues combined.

Pop the clutch and roll! is a set of rules for car chases for Top Secret.  It's a good-sized article, 4 pages, but I can really say anything intelligent about it.

Paul Montgomery Crabaugh is up with a Dragonquest article on hunting in The thrill of the hunt.  DQ is one of those games I always wanted to try out but never did.  I now have a copy of the 1st edition and I am looking forward to trying it out.

Oh and don't look, but the answers to the later "What's New" quiz are listed here.

A few full-page ads. The Gamer Guide has a bunch of smaller ads. Including ads for War Games West and "The Floppy Disk" a store for wargame and RPG software.

Two pages of What's New features some logic problems, maze, and other silliness.
A page of Wormy, and three pages of Snarf Quest.

We end with big ads for Hârn and Middle Earth Roleplaying games.

So. Wow. What an issue. Not only was it full of great 1st Edition material for psionics there is material here that I am STILL using.

Just a great, great issue really.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday #46.