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

Thursday, June 9, 2022

This Old Dragon: Issue #63

Dragon Magazine #63
Normally with my This Old Dragon retrospectives, I talk a little bit about the time when the magazine was published.  This issue was out in July 1982. But that is not the time I associate this issue with. No, the time this issue came out for me was nearly three years later in 1985.  On Tuesday I spoke about my bumpy transition from Basic-era D&D (or just D&D as I knew it) to AD&D.  By 1985 I was fully entrenched into the AD&D camp. My previous DM had just gotten a job working nights (a job he had held until 2021!) so I needed a new group. In a tale as old as...well the 1980s...I fell into a group made up of mostly theatre kids and other science nerds. This issue, Issue #63, was in my DM's collection and I borrowed it one day and was blown away.  

I had already been reading Dragon now for a little over a year, but this one packed more punch per page than any issue I had seen to that point.  So. Come with back, not to July 1982, but June 1985 when I borrowed This Old Dragon.

Let's start with that cover. They say never judge a book by its cover and I extend that to magazines. But in this case, this cover only hints at the great material inside.  The cover gives us two bandits, perfect for the class inside. The cover artist was James Warhola and I can't tell you off the top of my head what other covers he may have done, but I love this one. 

In a preview of things to come, the back cover is an ad from Epyx Computer Games for The Temple of Apshai. For a brief moment there I could consider Epyx my favorite game software company. I had played this and later Rogue (the forerunner to Moria-like games) on my Color Computer 3. 

We jump in head first into this issue with our first article from none other than Gary Gygax himself (the first of a few for this issue).  Featured Creatures gives us some new official AD&D monsters for your game.  This is the first appearance of this feature. Up first, the Devas, servants of the good gods of the higher planes. We know that the "monsters" featured here will later go on be part of the Monster Manual II, which might have been the least controversial update to the hardcover line for AD&D.  The Devas here are depicted as just "Good" aligned and can be Lawful, Neutral or Chaotic as needed. 

Gary hits us with more official official content next with The Big, Bad Barbarian.  Or...Gary really wanted Conan and Fafhrd in AD&D (and we will get more of Gary's opinions on Conan later in the issue). This class looks more or less the same as what we find in the AD&D Unearthed Arcana.  The barbarian would go on to get more life in D&D 3 and D&D 5.  While I appreciate this article for what it is (new content is new content!) I was never a big fan of the barbarian.  I can't even recall if I ever had a barbarian character.

Smile! You're on Fantasy Camera covers how Darlene Kay Blanchard (not that Darlene) takes pictures of miniatures. 

A picture of pictures

Robert J. Kuntz is next with Greyhawk's World where he covers the events and notes from the Eastern and Southern Flanaess.  This is also accompanied by a map from Darlene (that Darlene) of the Bandit Kingdoms.  I love little bits like this to help expand the game world more.

The Other Side fan and favorite Len Lakofka is up with Leomund's Tiny Hut.  His article is about Charisma in Make Charisma Count for More.  It has what can only be described as a rough draft for the Comeliness score that will appear in Unearthed Arcana and how he proposed Charisma should effect psionics more.

With new monsters, new classes, and now this, it is a wonder that people were not screaming about the oncoming publication of AD&D 2nd Ed or even AD&D 1.5 (as we would eventually call it).

Now on to our cover story. Bandits are an NPC class (snerk...ok, whatever you say) to add to your game. The article comes to us from Tom Armstrong and Roger E. Moore. The idea is very sound, Bandits are thieves that rely on strength and ambush instead of stealth. We toyed with the idea ourselves in the few games were both my highschool DM and my Jr. High DM were both in.  I rolled up a Bandit character for myself. No, he didn't look like Burt Reynolds (though that would have been fun).  It was not long though before we discovered that there was some logic to making this an NPC class. The Bandit has some interesting skills, but in a dungeon crawl setting, he takes a back seat to the thief.  Still the class was rather fun to play.

Roger Moore is back with last of the Demihuman Perspective articles, The Humanoids: Goals and Gods of the Kobolds, Goblins, Hobgoblins, & Gnolls. Again much of the material from this series will end up in Unearthed Arcana, though not this article in particular.  I used this article to help formulate some of my ideas about goblins and how Hobgoblins are different from Bugbears.  The only one I was not happy with here was the gnolls. I was already moving my gnolls to be more demonic.  I had read at some point (likely the Wildlife Treasury Cards we used to get; used the Vampire Bat as a bookmark for my Expert Book) that hyenas are led by an alpha female, so I figured gnolls had to be matriarchal.  This is something that others had grabbed onto as well since I now see it all over.  

The section continues with a few gods for each of these creatures and the Shoosuva the demonic undead gnoll. 

My Dragon goes from page 32 to 49.  So something is missing.  Checking my Dragon CD-ROM (and this rather meta for this issue, more later) I see it is an adventure named Chagmat by none other than Larry DiTillio.  The adventure is for six to eight characters of 1st to 4th levels. Now by my own rules I can't review this piece because it is not in my physical copy.  So...moving on. 

Dragon Magazine Centerfold

The Man, Myth & Magic ad is interesting since it lists all sorts of Hobby Shops that carry it.  My FLGS is not listed here since it will not open for a bit, but one jumped out at me because it is a.) close to my home and b.) an address that I recognize.  Sure enough The Compleat Gamer in Palatine, IL used to be a game store. Now it is the home of Nancy's Pizza, one of the three pizza places in the Chicag- land area to make the claim of inventing the Chicago-style deep crust.  I mean I used to live just 8 mins away from Games Plus my FLGS, but to have this one here too?  What a treat that would have been.

Ed Greenwood is next with Plan Before You Play. Seems like obvious advice to me but then again right now I have 43 years so of experience. That's 20 years more than Ed was in age at this point, not to mention experience.  BUT I will say this. If nothing else doing these "This Old Dragons" over the years has given me a greater appreciation for the work and scholarship Ed Green brought to the early days of the game.  Gary might get all the glory in this issue, but Ed is here just quietly turning in good material every month. 

An ad/notice from the RPGA.

Gary has a couple more articles discussing the Games Fair 82 convention in London. I should compare this to what White Dwarf was saying at the same time.

There is a mini-section next starting with some Phil Foglio art about Computers in D&D.  Micheal Brian Bently is up first with Computers Games Have a Way to Go.  He talks about how computers for simulating D&D games are not there yet. While the article is interesting as a historical perspective, I don't think the author, or any of us really, knew then how fast computer technology was going to explode.  There are typically two types of software commonly discussed in and around D&D circles; the DM's assistant and the immersive RPG experience type.  By 1986 the DM I had borrowed this Dragon from and I had already written a piece of software for the TRS-80/Tandy Color Computer we called "BARDD" that handled many of the tasks needed to simulate combat.

In fact it was this very computer:

TRS-80 Color Computer 2

I can only imagine what I would have thought of Skyrim back then!

Speaking of computers even not more than 15 years or so later would Dragon see another breakthrough in computers when Wizards of the Coast released the Dragon Magazine CD-ROM, the same one I mentioned above.  Unfortunately, it was because of articles like this one from Micheal Brian Bently that would be the reason we never saw any updates.  Why?  Because Micheal Brian Bently retained the copyright on his article (as was his prerogative) and TSR and thus WotC did not own it and could not reprint it. 

Computers and Dragons

We get a note on Dragon's Policy on Programs

The Electric Eye from Mark Herro gives us two BASIC programs for Top Secret.  Developed for the TRS-80 Model I, Level II BASIC it should be usable by the Apple II or Atari 400/800.  I know from personal experience that the BASIC interpreter shipped with IBM XT machines at the time was a bit different and all programs would need tweaking to your particular machine. Don't even try it on an IBM PC Jr.

David Nallo has an interesting article on coinage with historical examples in For the Sake of Change. We played around with different coinage ideas a bit back then.  I tried to set up a silver-based economy vs. a gold-based one at one point after a discussion in history class about the US using a Silver standard in its early history. But in the end it never really made that much of a difference in the day-to-day lives of adventurers. 

Gary is back one more time in his role as a film critic in A Couple of Fantastic Flops. He reviews and rather hates the new Conan the Barbarian movie and The Sword & The Sorcerer.  We get more about the D&D movie coming out in 1984 or 85 and it is going to be better than Star Wars or Raiders of the Lost Ark!

We end with What's New? with Phil and Dixie talking about computers in RPGs and WormyDragonmirth has some comics. One, titled Charisma Roll has a player dreaming that the rolls will give him "Richard Chamberlin, Robert Redford, Harrison Ford..." but the dice are thinking "Ernest Borgnine."  Now I am going to say this, after the article we had from Len I would say Ernest Borgnine had a very high charisma. He was a funny, likable guy with a wonderful personality.  

In the end a pretty solid issue of Dragon punching WAY above its weight class here.  The material introduced here is still being used today and it is all good stuff.

Thursday, February 10, 2022

This Old Dragon: Issue #113

Dragon Magazine #113
Reaching into the box of musty old Dragons I keep under my desk I find this little gem from September 1986.  I was a senior in High School and dying to get out.  I had just auditioned for the part of Dr. Seward in our school's performance of "Dracula."  Steve Winwood and Chaka Khan were singing about Higher Love.  It's fall of 86 and this is This Old Dragon issue #113.

My copy does not have a cover, but thankfully I still have my trusty Dragon CD-ROMs.  And this is one of my favorites.  I had just rolled up a cavalier from the Unearthed Arcana and I figured this was a good representation of him.  This particular cover was painted by Robin Wood.

Given the mustiness of my copy I might be sticking with the CD.

Kim Mohan talks about how he spent his summer, working on the new Wilderness Survival Guide, a follow-up to the Dungeoneer's Survival Guide.  We ate those books up in our group.  I remember going back and trying to retcon proficiencies for all my AD&D characters in play, some had gotten to fairly high levels.   These days prefer a much simpler skill system.  D&D 5 is a good example. And many "cinematic" point-buy systems.  In my OSR games, I more or less let my players tell what they are good at and leave it at that.  For example, I'll mention Erky Timbers below. He is a gnome who is an expert on cheese. He gets a +2 on any rolls involving cheese.  It comes up more often than I expected.

Letters cover something timely for me, responses to the Hooves and Green Hair article from Dragon #109

The Forum covers questions about HD and quibbles about the Unearthed Arcana.

A nice big colorful ad for the Dragonfire II Dungeon Master's Assistant software.  There is a review in Dragon #116, so I think I'll get into the details of it then and there.

Out big section for this issue is all about Hades, the Land of the Dead.  It looks to square the mythological Hades, a place of gloom but not really evil with the D&D Hades, a land of Neutral Evil.  Bruce Bauer gives us the treatise and his bibliography is top-notch for the time.   Like the nature of the planes in AD&D 1st ed, the article spends a lot of ink on how spells work or don't work, in this land.  There is a bit on the land itself and the various rulers.  This is sort of the problem I ran into in One Man's God, there is mythology here based on real-world myths mixed all together that don't always work out.  Still, though it is a fascinating read and a topic that often gets lost when dealing with the Lower Planes.  The material is still good today and not entirely incompatible with newer games. 

An old friend of the Other Side Vince Garcia is back with A Capital Idea. Vince covers how the PCs can make money becoming business people. I go back to this article every so often because every so often I get a player that wants to go into business.  Currently, my youngest's character, Erky Timbers, wants to hire a legion of gnome artificers to build magic items.  Erky is taking all his treasure and putting it to this goal.  Gods help me if he figures it all out.

Nice ad for the Dragonbone dice roller and the Dragonskin book covers.  They looked cool, too bad they tended to melt onto the covers of books and ruin them.  

John C. Brunnell is up with The Role of Books. Covered are Janet and Isaac Asimov's The Norby Chronicles.  Janet Morris takes a break from Thieve's World to go to Hell in Heroes in Hell. The one I read back then was Diane Carey's Dreadnought! about the Dreadnought class starship in Star Trek. 

Folklore is the topic in Thomas M. Kane's The Tales People Tell.  This is the backstory part of world-building that so many of today's gamers love. It gives examples of tales from our world and how they are used and then provides some examples.  Though to really use this article well you should read Kane's examples, but make up your own.  

Computers are all the rage in the 80s and Mike Gray reviews Ultima IV in Magic and Morality. Gray mentions he hates giving rave reviews since they are rarely accurate, but he raves about Ultima IV: Quest of the Avatar.  He talks a lot about the morality of the game and even mentions that *shock* you can get through it without a lot of combat!  He makes the claim that this is the closest that anyone has gotten (so far) to a full-fledged RPG experience on a computer.  

Clout for Clerics is a good article to expand the role of the Cleric and give them some followers.  James Yates gives us lesser clerics and man-at-arms followers for clerics and explains why, out of all the classes, they should have them. 

A Saddle's Not Enough by Mike Albers covers the historical importance of the stirrups. This actually helped me on a history exam later in life. 

William Carlson covers combat in the Conan RPG from TSR in Combat Complexity.

Our centerpiece is a cut-out cardboard dragon that my issue does not have.  The CD-ROM has it, but no idea if it is complete or not. 

Ah, now time for a bit of a look into the Way Back Machine.  First is TSR Previews with what are going to be the hot new titles from TSR in November 1986.  The Wilderness Survival Guide is coming out for AD&D. The Creature Catalog for Basic D&D is on the way and wait, what's this a SEQUEL to Ravenloft?  Ravenloft II: The House on Gryphon Hill? Sign me up!  We also get the Convention Calendar for September/October 1986.  

TSR Creator Profiles feature the late great Keith Parkinson and the still great Bruce Heard. 

A Difficult Undertaking is our fiction bit from none other than Harry Turtledove. 

Easy as 1, 2, 3 from Rick Swan talks about how to make NPCs more interesting.  This article largely focuses on how to make the best use of tables on pages 100-102 of the Dungeon Master's Guide. 

Larry Church tries to tempt me with better math in One Roll, To Go.  Using his binomial tables he has you reduce the numbers of rolls you need to make.  Nice idea, bad concept though.  Why? People love dice and love to roll them.  While rolling less might mean a faster game it doesn't mean a more fun game. 

Top Secret gets in on the Top Gun craze with military aircraft in Top (Secret) Guns.  My first college roommate was Air Force ROTC. Nice enough guy, but fuck I never want to see Top Gun again. Though that soundtrack by Berlin was quite good. 

Mike Sitkiewicz is a triple threat with his Minimagic article where he painted the minis, built the dioramas, and took the pictures.  See for yourself.

Minimagic

Like many of us, Scott A. Hutcheon loved the Terminator movie (there was only one still) so he gives us Cold Steel, various hunter and killer robots for Gamma World 2nd Edition, with 3rd Edition notes promised.  I can't throw stones really. I even wanted to try out a "Terminator" like future in Gamma World of the last of the pure strain humans vs killer robots I called Machine World, gleefully stolen from the Queen song of the same name

Ah some Traveller goodness. Here we get Star Cops! from Terrence R. McInnes.  It is still three years before COPS hits the Fox Network, but if you start humming Bad Boys no one is going to stop you.  This article is also one of the reasons why I don't have a Dragon CD-ROM for issues past 250.  This article is copyrighted by McInnes, so likely there were never any second-run or reprintings allowed.   Anyway, this article deals with character creation for police forces. It actually looks rather fun.  

We get to the small ads. You can cast your own metal minis for just pennies! Get your own custom full-figure character from Avil Enterprises (always wanted one) and ads for various game stores including the legendary Wargames West. 

Tramp was making some news again on social media so it is a bit bittersweet to see Wormy here. Dragonsmirth has the normal silliness, but this issue has extra black mold. Not happy.  And three pages of Snarf Quest.

All in all not a bad issue. Not a completely memorable one. But not bad.  Though I am going to need to double up on the Benadryl after this one. 

Dragon #113

Wednesday, February 9, 2022

Review: The Witch-Queen's Lament (OSRIC Adventure)

The Witch-Queen's Lament
A couple of weeks back I noticed a posting in one of the Greyhawk groups on Facebook about a new adventure. It was called The Witch-Queen's Lament so you know it immediately had my attention. The adventure was designed for OSRIC and had an old-school module look and feel to it.  I didn't know much about it to be honest, but I was sure I was going to get it.  I went over the publisher's website, casl Entertainment, and bought a copy of the PDF and perfect bound softcover.  While I was predisposed to like it, getting the PDF made me quite excited for it.

The Witch-Queen’s Lament

An adventure for character levels 6-9 (70,002 total experience points) for OSRIC or compatible games. PDF and softcover available, 95 pages.

This adventure is "compliant" (I think "compatible" is the word they want, it is "compliant" with the OGL) with OSRIC.  This really means it can (read should) be used with AD&D 1st Edition.  It will work with other games too, but more on that.

This adventure is designed for Tournament play. That is why we have the 70,002 XP value on it and there is a tournament scoring sheet.  IF you wish to play this adventure with tournament rules and scoring my advice is do not change anything about it.  I have run a few tournament adventures with scoring and this one feels like it put together well. My concern would only be can you fit it into the four-hour time slot?  I am 100% certain that author Carlos A.S. Lising has and has done so many times.  I am not sure *I* could do it.  That all being said I want to look at this from the point of view of a campaign, and my War of the Witch Queens campaign in particular. 

So let's start back at the beginning.  This adventure was the official Tourneyment adventure for GrogCon 2021.  Looking over their catalog it looks like they have run a few adventures at other old-school cons as well.  This bodes well.  The adventure was written by Carlos A.S. Lising, with cover and interior art by Daniel Govar, and cartography from Glynn Seal.  Carlos A.S. Lising is a huge fan of module S4 The Lost Caverns of Tsojcanth which is also one of my favorites. This makes me optimistic for this adventure.

Now when this was announced for sale there was a little bit of wailing from the usual suspects in regard to the module code, G2, on the cover.  With many complaining that this was not really G2.  Sorry but the TSR G2 The Glacial Rift of the Frost Giant Jarl is over 40 years old now and neither TSR nor Gygax owned the letter G.  I am sure the G, in this case, stood for "GrogCon."  If this bugs you, be like Elsa and let it go.

On to the adventure proper.  We learn right away that the eponymous Witch-Queen is none other than "Natasha the Dark" aka Tasha, aka Tashanna, aka Zyblina, aka Iggwilv herself!  Ok. You now have my undivided attention.  We get a bit of backstory on Natasha the Dark including her becoming a Daughter of Baba Yaga, and her sisters Vasilisa (Elena) the Fair and Anya the Plain.  Anya is going to be our focus here since she has gone missing with Natasha's matryoshka doll. This was no ordinary doll, this nesting doll held a bit of Natasha's soul/life force and has kept her immortal for centuries.  Natasha, it a bit uncharacteristic token of love, gave the newly enchanted doll to Anya for safe-keeping, knowing her sister would love it and cherish it. The side effect has been that as long as Anya has the doll she will also be immortal, just stuck in the form of a 12-year-old girl.

The doll, and Anya, has now been stolen and IggwilvNatasha needs you all to get it back.

As far as adventure hooks goes this one is a good one.  The doll is in the hands of an evil Wizard named Andrei Anazinov who knows it is special and knows Anya has never aged. He trying to discover its secrets.  So get the doll before the wizard figures out Natasha's immortality.  The adventure overtly makes it about saving Natasha's immortality, but as you read it the real reason is also uncovered, the ancient Witch Queen still loves her little sister. Undoing the immortality would be bad for Natasha, but it is also likely she has many safeguards in place.  It would however kill Anya outright.

I don't want to go too much deeper than this in case potential players read this.  It is a MacGuffin search, but a fun one and a chance to interact with one of the more notorious characters in D&D lore.

Comments on the Adventure

A few comments.  I can completely understand why Natasha wants the doll and Anya back.  I even understand why she wants good adventurers to do it.  I am not sure why someone of Natasha's caliber would a. let the adventurers know who she is and b. what the doll is.  It seems to me that good or evil the party might want to hide or destroy the doll to stop an evil witch queen.  When I run this I am going to need another reason.

The maps are great. I am glad I have to PDF to print them out on my own.

There are some cool new monsters (a must in any adventure) and magic items.  There is even a pronunciation guide. 

New Monsters

One nitpick. None of the pages have page numbers on them. Seems a touch odd, but I can deal.

Sixteen pages are given over to the 8 pre-gen characters.  So that is nice.  There are also tournament scoring sheets.

Adapting for War of the Witch Queens

I bought this adventure with idea of adapting it over to my War of the Witch Queen campaign.  This is not the first "Witch Queen" adventure I have bought, nor will it be my last I am sure.   The fact that it includes Natasha/Iggwilv just makes it more perfect to be honest.

War of the Witch Queens

So here are my changes.

I am not running this as a tournament since I am going to be using OSE-Advanced Fantasy for it. There will be some more tweaks for the rules, but I think it is going to work out just fantastic really.

Natasha/Iggwilv is not going to let the adventurers know who she is or why she wants the doll back.  I am going to have her disguise herself as Elena the Fair and "Elena" will be hiring them to rescue her sister Anya. This way she feels she is not lying about her mission.  In the end, Anya will out "Elena" as Iggwilv, but the terms of their agreement will remain.  Maybe Vasilisa the Beautiful will show up to take Anya.  I have Elena and Vasilisa as two separate characters. 

I love the whole Russian feel to all of this, but I am going to take out Andrei Anazinov and replace him with Kelek.  Kelek has had some dealings with Iggwilv already and he is the "big bad" of the War of the Witch Queens.  I need an adventure to get him in front of the PCs instead of making him a behind the shadows guy.  Andrei is a 14th level wizard. I made Kelek a 15th level magic-user/necromancer.  Also in my games Kelek is looking for ways to make himself ever young, he thinks Anya (not the doll) is the answer.  Kelek is a misanthrope, so kidnapping and experimenting on a little kid is kinda on-brand for him So this all fits.  

Plus I have these great minis to use

There might be other little tweaks along the way. More winter wolves and worgs to be sure. I am certainly going to steal ideas from the newer 5e versions of Iggwilv and Kelek and I am also going to steal ideas from the Pathfinder Witch War series.

The Witch Queens at War

There are more adventures on the casl Entertainment website. Including one, C11 - When Comes the Witching Hour, that looks like it could be Iggwilv on the cover.  So I am going to need to check that one out as well.  Just watched this video and yup, looks like it is! I have to go get it now.

Tuesday, December 7, 2021

Mail Call: Chris Perkins' "Advanced Dungeons & Dragons 3rd Edition"

Been a busy time at work, so just a fast one today.

Some time ago I grabbed something called "Advanced Dungeons & Dragons 3rd Edition" from the web.  It has been sitting in my "to be sorted" folder for ages.  I was in the process of digging up some other material for a project when I happened upon them.   The layout was nice and clean and the covers were nearly print-ready.  So I spent some time a few nights ago tweaking it and slapped the whole thing on Lulu.

Here is what I got.

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed.

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. PHB

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. MM

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. MM

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. DMG

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. DMG

Chris Perkins' Advanced Dungeons & Dragons 3rd Ed. Covers

Frankly, I am pretty happy with it. 

I went a re-looked up what this game was/is and it turns out it was done by Chris Perkins.  The game is a very nice blend of AD&D 1st and 2nd Editions with mechanics from D&D 3rd Edition and inspiration from Castles & Crusades.  The overall effect is not unlike D&D 5th Edition, but more of a 1st Edition feel.

The art is all copied from published classic D&D sources, so there is no way this thing is legal to sell. I am sure if cleaned up it could be released under the OGL, but it is so close to Castles & Crusades and D&D 5th edition there is no need to do so save as an entertaining experiment.

Perkins used to have a website for it, http://www.adnd3egame.com/cnc.htm but it is long since gone. There are details about it at RPG Geek and Boardgame GeekI have no idea where it is hosted anymore.  I found a new site for it here: https://scruffygrognard.wordpress.com/2010/02/02/add-3rd-edition/Note: Perkins is now working on a BX3e.

It is a completely playable game and has a lot of nice features.  It reads like a D&D "Greatest hits" album.  It is just missing some "kits" or "subclasses" to make it more like 5e.  

The question of course is why play this when I have all the other versions of *D&D?  Well, the simple answer is that it looks like fun.  IT might be neat to play this "what if" version.  It is also interesting to see which design choices Perkins went with. Like why 20th century D&D style saving throws and not say 3rd/4th Edition ones or 5th Edition/Castles & Crusades ones?  How does the skill system work (feels like a mix of AD&D 1st ed and D&D 3rd ed)?  There are Bard and Monk classes, how do they compare to their 1st and 3rd ed counterparts?  Plus there is a section on Psionics. So there is a lot to explore here.

Besides the books are damn attractive.  The layout like I said is clean and simple, but it appeals to me.

Now that I found his site again I am curious to see if there will be more updates on it. His BX3e project also looks very interesting.

Wednesday, November 17, 2021

Review: Adventures Dark & Deep Book of Lost Lore

Adventures Dark & Deep Book of Lost Lore
Last week I reviewed that new monster book from BRW Games, Book of Lost Beasts.  Today I want to review the companion book from the same Kickstarter, Book of Lost Lore.  I went into this one less excited than I did with the Book of Lost Beasts, but not due to anything on the part of this book.  I am always more enthusiastic about monster books. I just have to make sure that I am not making unfair comparisons.  I will be making a lot of comparisons with this book and others, however.

Adventures Dark & Deep Book of Lost Lore

For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG.  BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.

The book itself is 134 pages, full-color cover, and has black and white interior art.  The layout and art are a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way. 

Like the Book of Lost Beasts, this book carries the Adventures Dark & Deep banner, but it is not made for that game.  It is material from that game ported "Backwards" to the AD&D 1st Edition rules. So again like Book of Beasts, some of this material has been seen before, though not all in 1st Edition format/rules.  

Lost Beasts and Lost Lore

Much of the material does come from Bloch's "What If" game, Adventures Dark & Deep, and in particular, the Players Manual which itself was derived from BRW Games' very first product A Curious Volume of Forgotten Lore (now discontinued).  This is all acknowledged in the Preface of the book.  The selling point of this book is that it is all revised and edited for the "First Edition of the world's most popular RPG."  Not to mention the layout now favors the 1st ed feel rather than the Adventures Dark & Deep feel.

Though as we move on you will see that the biggest comparison that needs to be made is this book to the AD&D Unearthed Arcana.  

On to the book proper now.

This book is split between a Players' Section (close to 98 pages) and GMs' section (36 or so pages).

Players' Section

Dwarf blacksmith
This section covers new races, classes, and spells among other topics that I will discuss. 

Up first, the new races.  Here we are given three "new" races for player characters. These are the Centaur, the Forrest Gnome, and the Half-Drow, of which we get Human-Drow and Elf-Drow.  Those unfamiliar with AD&D 1st ed might be surprised to see level limits and ability limits for the races.  Some are pretty obvious, centaurs tend to be stronger but can't climb walls as a thief. Others are culture-based, drow women can advance more in most classes than their male counterparts due to their matriarchal society, but not as much as wizards since that class is not valued.  While back in the day we really ignored all these rules in AD&D (and they do not exist in 21st Century D&D) they are consistent with the rules and anyone who plays AD&D 1st ed exclusively will take to these easy.

The races seem balanced enough.  The centaur is a nice addition and one that really could go into AD&D well enough.  I personally have never had a desire to play one, but they do seem to work.  The forest gnome is also a good choice and a good option for people more familiar with 21st century D&D gnomes.  The coverage of the half-drow is very interesting and the stand-out of the three.  Given some other things I have crossed my awareness this past week or so I am wanting to try out a half-drow now.  I will need to come back to this one later on. 

Classes are likely the top feature of this book.  They are also the ones that we have seen before.  There are Bards, Jesters, Skalds, Blackguards, Mystics, Savants, and Mountebanks.  Let me repeat. While we have seen these before in other BRW products they are presented here as 1st Edition characters classes and as subclasses of existing 1st Ed classes. Except the Bard, the Bard is it's own class with the Jester and Skald as sub-classes of the Bard.  The Blackguard (or Anti-Paladin) is a subclass of the Cavalier to give you an idea where this book would "fit" into the AD&D 1st Ed lineup. 

It should be noted is a usable single Bard class.  No more advancing as a thief, fighter, and then druid to get to the bard, this is a straight out bard class.  The bard also has some nice powers too. The mystic class seems closer to the BECMI/RC version than it does to the monk.  It was also the focus of one of my very first "Class Struggles" features.   I am a little surprised we didn't see versions of BRW Games'  Necromancer, Witch, or Demonolater classes. Likey to keep these with the Adventures Dark & Deep game. 

From Classes, we move on to Secondary Skills. AD&D 1st Ed has never really been about skills outside of what your character class can do.  While back then I saw this as a problem, I am less inclined to think so now.  Still, a good selection of secondary skills are listed here and how they can be used. 

The next 35 or so pages are dedicated to new spells. Mostly these support the new magic-using classes, though some spells are cross-listed for other classes. 

The last part of the player's section is given over to combat and new weapons and armor.  The arms and armor described here do show an appreciated level of research.  One that would have made Gary and his 6 pages of pole-arms very happy.

Game Masters' Section

This section is not as large but still has gems; figurative and literal. 

making magic items
Up first are some guidelines for social encounters including reactions.  There are some alternate treasure rules that uses the same Treasure Type classification but breaks it down into different categories.  Both the original system and this system can be used interchangeably, even within the same game, with the Game Master deciding what works better at the time. 

There are some new magic items, with updated tables to include them. 

Finally some discussion on the game environment including ability checks. 

Honestly, the only thing it is missing to be "Unearthed Arcana II" is an appendix on the gods of the Centaurs.

Unearthed Arcana and Lost Lore

Some art has appeared before in other BRW books but all of it captures the Old-School gaming feel.

So. Who is this book for?

The obvious answer is for anyone that plays First Edition AD&D.  It should work fine with OSRIC, since that cleaves so close to AD&D, but not sure if players of Advanced Labyrinth Lord or Old School Essentials Advanced will get the same benefits. For example, both of those other games have a Bard class that works about the same.  That is not to say they would not get benefits from this book, it's just the base design principles are not 100% the same.

If you are a player of Adventures Dark & Deep then there is likely nothing new here for you.  But if you have those books and still play Advanced Dungeons & Dragons first ed. then there is enough here for you even if you can convert easily between the two games. 

If you play AD&D 1st ed then this is a great book and it will sit nicely on your shelf or on your table next to your other AD&D books. 

One minor point, the book was not released under the OGL.  Doesn't matter for play or use only if you wanted to reuse a class or spell elsewhere.  Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue. 

Monday, November 8, 2021

Monstrous Monday Review: Adventures Dark & Deep Book of Lost Beasts

Adventures Dark & Deep Book of Lost Beasts
Joseph Bloch at BRW games is really the model of how you should run a Kickstarter.  When I look at a Kickstarter I want to know that the person running it has experience.  The Kickstarter for Book of Lost Lore & Book of Lost Beasts was back in July. We were promised the books in March of 2022.  I believe I got mine in late September or early October. Was there padding? Maybe, but I don't care. Getting books just a couple of months after pledging is still pretty good.  Not to mention this has been true for the other five I have backed from Joseph/BRW.

Plus I also like to see that the person running the knows what to expect. So I look to see how many they have backed.  If it is a low number, or worse, zero, then I stay away. That is not the case with BRW Games.  

That is all great and everything, but does the book hold up to all this excitement?  Let's find out.

Adventures Dark & Deep Book of Lost Beasts

This is one of two books that were part of BRW's Summer 2021 Kickstarter and the one I was looking forward to the most.  The reasons should be obvious to anyone who has read my reviews over the years; I love monster books and consider the 1st Edition Monster Manual to be one of the greatest RPG books ever written.  Sure there are better-written ones, but few that have had the impact of this one. 

For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG.  BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.

The book itself is 132 page (about 128 of pure content), full-color cover and black and white interior art.  The layout and art is a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way. 

Old-school cool

Old-school cool

Adventures Dark & Deep Book of Lost Beasts is a collection of 205 monsters for the AD&D 1st Edition RPG.  The book feels familiar (in more than one way) and can easily be added to your AD&D game.  The monsters are alphabetically listed. At the start of the book, there are some details about playing Monster spell casters (Witch-doctors or Shamans) as well as some other minor rule changes/alterations.  These chiefly involve whether a monster has psionics or not, and how an undead creature is turned.

Additionally, there is more detail on the monster's treasure. While a Treasure Type is given it is asl broken down between Treasure Value and Magical Treasure.  Monsters all get a Morale bonus listed to indicate if they will flee combat.

In the Preface, Bloch gives us a bit of history on his Adventures Dark and Deep RPG.  While this book carries that heading, it does not use the Adventures Dark and Deep RPG rules except as noted above. IT uses the tried and true AD&D 1st Ed system.  Also it is noted that many of these monsters presented here already appeared in his Adventures Dark and Deep Bestiary, which I reviewed here.   The Bestiary is 450+ pages and has monsters from the SRD plus more in the Adventures Dark and Deep RPG format.  So you could convert them back to AD&D 1st Ed if you wanted.  But this current book, the Book of Lost Beasts, has the new monsters from the Bestiary plus a few more already converted.

The brings up a good question.  Should I buy this book? 
I am going to say yes, but here are some caveats. If you have the Adventures Dark and Deep Bestiary AND you are comfortable enough converting then maybe you don't need this.  If you play AD&D and want more monsters then you should get this.  If you don't have the Adventures Dark and Deep Bestiary and like monsters then you should get this.  If you are like me and just love monsters and already have the Adventures Dark and Deep Bestiary then you should get this.  I hope to make these points a little better below, but do keep in mind that some people have seen these monsters before.

That is just one of the ways this book feels familiar.  The other way really lives up to its name of the Book of Lost Beasts.   This book feels like Bloch took the Monster Manuals I and II (and to a lesser degree the Fiend Folio) and set out with the goal of "What monsters are missing?" and got to it.  For example, the Quasi-Elementals are more filled out.

Another great example of providing us with "what was missing" AND giving us something new are the ranks of nobility of the Dao, Djinn, Effrti, Madrid, and Rakasha. While these creatures are found in the Monster Manuals and expanded on in the ADD Bestiary, they get a longer and more detailed treatment here. 

After the 205 or so monsters there are appendices on Treasure Types and a random Creature for the Lower Planes generator. These were very popular in the pages of Dragon Magazine if you recall

The PDF is currently $9.95 which is a good price for a PDF of a monster book, and $24.95 for the hardcover.

One minor point, the book was not released under the OGL.  Doesn't matter for play or use only if you wanted to reuse a monster in an adventure.  Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue. 

If you are looking for a new monster book for use in your AD&D 1st Edition games then I can highly recommend this one.  Plus it will look great sitting next to all your other AD&D 1st books.

BRW Games Lost Books

 

Thursday, October 21, 2021

This Old Dragon: Issue #43

Dragon Magazine #43
It's October and that means horror here at the Other Side. It also used to mean horror in the pages of Dragon Magazine.  While the horror-themed issues would not start in earnest until the mid- and late-80s, this little gem of an issue was released in November of 1980.  

Let's put this all into context.  Holmes Basic was the D&D people were going to now to get started. AD&D was about to hit its highest levels of popularity.  The famous Moldvay Basic set was still a year away from publication.  Personally, I had just learned of the Monster Manual a year before and had gotten my hands on a shared copy of Holmes Basic that had been making the rounds.  I can vividly recall riding my bike to the burned-down Burger King in my neighborhood thinking it would make a great dungeon.  Ok. I was 11.  I wonder how things might have been different if I had gotten ahold of this issue before Dragon #114 (for reasons that will be obvious)?

But let's start at the beginning and that is November 1980. Queen's "Another One Bites the Dust" is the #1 song on the radio.  The Awakening is the number one movie and on the stands is issue #43 of This Old Dragon.

One of the real joys of reading any old magazine, and reading Dragon in particular, is seeing all the old ads.  

Ral Partha
Ral Partha, a huge favorite, is up with some of their boxed board games. Here we see one that would vex me for years, Witch's Cauldron.  I mention it more below, but here is the start of what would become my "Traveller Envy."

A couple of things I noticed right away.  One, I tried reading "The Dragon Rumbles" a couple of times and I still am not sure what it was trying to tell me.  Maybe it's because I am tired.  The second one of the featured artists in this issue is Ed Greenwood.  He really was doing it all.

The grinning hag cover art was done by Ray Cioni, a Chicago artist and we are told there are more color pages in this issue of Dragon than any other.  This includes the witch art from Alan Burton and pages of Wormy and Jasmie from Tramp and Darlene respectively.

Out on a Limb covers the questions of the time. Where can I get a copy of Issue 39? Do Angels have psionics? It is continued later in the magazine. Breaking up longer articles was more common then.

Our main feature is Brewing Up A New NPC: The Witch.  This is an update to the witch found in issue #20. Though the presentation is better here.  There is a lot here to unpack.  This article is written by Bill Muhlhausen, revised and edited by Kim Mohan and Tom Moldvay.  The witch here is very similar to the one found in Dragon #114.  Again, we get Low Order Witches limited to 16th level and High Order Witches limited to 22nd level.  I wondered if this was related to the 22 level cap found in the Greyhawk supplement.  The class reads through much like that of #114 and I am hard-pressed to find the exact differences. The article covers several pages.  I have had a fairly poor photocopy for years in my research binder. It was a thrill to finally read it again, this time with color, on the Dragon Magazine CD-ROM.  Now I have a print copy.

The Witch

 The true gem for me is The Real Witch: A Mixture of Fact and Fantasy by Tom Moldvay.  This article covers what a witch could be in D&D.  It is only half a page but is punching way above its weight class and I reconsult it often.  With Holmes' "promise" of a witch class and Tom Moldavy Basic about to rock my world in just one year's time, I have often (and I mean all the time) wondered what a Basic witch might be like as penned by Holmes or Moldvay.   I have mine, but they are my witches, not theirs. Especially a couple of scholars like them.

Jake Jaquet is next with the Convetions 1980 report.  It was a pretty good year for cons.   Speaking of which Dave Cook reports from Gen Con XIII with Survival tips for the Slave Pits.  And a report on the winning Dungeon Master of the tournament play, in  He's the top Dungeon Mentzer with none other than a very young-looking Frank Mentzer.

Sage Advice covers some AD&D questions that really are new.  A brief article on D&D in Germany from a West German player.  West German, I have not had to write that in a while. 

There is a six-page questionnaire/survey to determine how good of a DM you have.  It is more of a self-guide to help the players figure out what their DM is or can do for them.  It is a tool for discussion, not actually dissimilar to the RPG Consent list.  The difference lies in who should have the supposed power in this structure.  

Len Lakofka is up with his Leomund's Tiny Hut discussing Action in the Meele Round. It is always nice to go back to these and read not just what the official interpretation of the rules are/were but what were the areas where they were ambiguous.  41 years and 4 other editions later we lose track of these things.

We get some more color with the Dragon's Bestiary.  Not only color but Erol Otus art at that.  One of the "monsters" is an Amazon.  This is not the first time we get a witch and amazon connection. There is art in the OD&D books of a "Beautiful Witch" and an Amazon together.   It is one of the reasons I like to include Amazons in my witch books.  Both for the Cult of Diana and the duality of magical and martial qualities.   

Dragon's Bestiary

I didn't find the other two monsters, the Tolwar and the Lythlyx to be as interesting. Though I did find the Ed Greenwood art credit. He created the text and art for the Lythlyx.

Philip Meyers discusses illusions in Now you see it . . .but is it really there?.  I wonder that if Dragon #43 had been my first Dragon about witches and not #114, would my witches today have more illusion spells?

Ad for the 1981 Days of the Dragon calendar. If you can find one it will work for 2026 as well. 

For our big center-piece is a Traveller adventure called Canard from Roberto Camino. I have read through it a couple of times and it looks fun. I might need to use this Summer of 2022 when I plan my big outing for Traveller.   

Speaking of Traveller.  The reviews section is next and Roberto Camino is back reviewing the latest Traveller product Azhanti High Lightning in Azhanti: Almost too Creative.   This is likely the start of my Traveller Envy.  This was popular among the "older kids" that played Traveller a lot and it just looked so cool to me. It's a game all by itself AND it is a supplement to the main Traveller RPG.    

Douglas P. Bachmann reviews SPI's DragonQuest.  While he is not a fan of the ad copy hyperbole, he does make me want to try out this game even more.  Though we are warned that with the supplements then planned that DragonQuest could end up costing you $94 to #98 to play. A very expensive game!

A reminder of our forebears is next from Bryan Beecher in the next in his series of Squad Leader articles, #5: The Fall of Sevastopol. This one deals with a battle between the Russians and Germans in the late Spring of 1942. The DM I would meet the very next year was WAY into Squad Leader and tried to get me to play a few times.  He drifted away from RPGs eventually and even deeper into Wargames and Reenacting.  Not my bag, but I could see how he enjoyed them.  This was the DM that ran me through the Slave Lords series years ago. 

An opinion piece is up from Larry DiTillio.  The same that worked on He-Man and She-Ra as well as the Masks of Nyarlathotep.  The article, Apples, Oranges, Role-playing, and Morality, replies an article (in Dragon #39) by Douglas P. Bachmann on morality in fantasy. This article works on the premise that Mr. Bachmann did not truly understand the game worlds and the responsibility of DMing.  It's hard to evaluate this response without reading the first, but there are some interesting takeaways. There is room in AD&D (and other RPGs) for both DiTillio's world and Bachmann's.  As AD&D  game progresses with a good DM there will be other solutions to deal with problems other than with "the sword" (Witchlight is a good modern example).

Hate Orcs? You'll Love this Campaign by Roger Moore details his ideas for an all dwarven game in AD&D.  Now this might strike newer players as odd' not because of the all dwarf nature, but because back then in AD&D dwarves had class limits making it a different sort of challenge.  For example there were no Dwarven wizards.  While I like the newer versions of the game and can choose any class, I personally still find Dwarven wizards a little odd.  BUT that is not the point of Moore's article. His point is how to make it work in spite of the rule of rule limitations. 

Out on a Limb continues. We get a letter from an "E. Gary Gygax" from Lake Geneva, WI. He addresses an article from Dragon #40 about buffing up undead. This Gary guy seems to know a thing or two.

The Electric Eye covers Four From Space on Tape by Mark Herro. What we have are four different space-themed computer games on one cassette tape. I am not going to be all "well..back in my day computer programs were on cassette tape and you had the CLOAD them before you could play..."  No instead I want to reflect on two things.  First. Wow, have we come a long way!  These game were designed for the TRS-80 Level II Basic on a 16k computer.  16k! As of right now this post is 8.5k and takes up 12K of disc space.  One of my new hardware projects here at home is rebuilding a TRS-80 Color Computer 2 (with a HUGE 64k).  Let's pause a moment and be impressed by how far technology has come since the 80s.   The second point is, wow, companies really were fairly open about their copyright infringement back then.  This cassette has four games, Ultra Trek (Star Trek), Romulan (also Star Trek), Star Wars (what it says), and Star Lanes which was an outer space stock market.

Dragonmirth is next with the comics. In our color section, we get Finieous Fingers, a Wormy, and Jasmine.  The art in Jasmine is so different from anything else here. This is of course thanks to artist, cartographer, and under-sung hero of the World of Greyhawk, Darlene. I think Jasmine was too "adult" for the target audiences of Dragon at the time. Not "Adult" as in nudity (we have a bare ass on page 70, six pages before this) but in content. The art is fantastic, but the story doesn't pull you in, at least not unless you were there in the start.  Sadly Jasmine was cut for space, but I would like to do a retrospective on it someday.

Jasmine by Darlene

Really one of the great issues for me and it captures a time, for me at least, where there truly was no end of the possibilities in sight. 

Minus Issue #5 (but represented my Best Of Vol 1) I have all the published Dragon Magazine Witches.

Dragon Witches


Thursday, September 16, 2021

Mail Call, Part 2: Another Return to Ravenloft

Ravenloft Print on Demand
Well, I had forgotten I ordered this, but I am glad I did.  Waiting for me on my front porch after getting groceries today was a Print on Demand copy of I6 Ravenloft

It was not very expensive really, just under $9 for the book. I had bought the PDFs when it first came out so I just grabbed the Print on Demand version this time.  Getting both is $2 more than just the print but still cheaper than getting them separate like I did. 

It was about $4 for shipping and a buck something for taxes.  All in all, it came in just $15.   Sure more expensive than my original, but relatively speaking still cheap.

The scan is really nice. Not exactly what I would call crisp, but perfectly clear.

The maps are in the back of the book, as the pictures below will show. So not really useful. But when you buy it with the PDF you can print them out.  

Ravenloft Print on Demand

Ravenloft Print on Demand

Ravenloft Print on Demand

It's not like I needed another copy of Ravenloft.  I have ran it so many times now already I don't think I'll run it again as is.  But it is nice to have this.  It does compare well to my original edition and my 25th-anniversary edition.

Ravenloft three different printings

Not to mention the AD&D 2nd Edition House of Strahd, the D&D 3rd Edition Expedition to Castle Ravenloft, and the 5th Edition Curse of Strahd.  All of which are essentially the same adventure with tweaks to their respective systems.

All versions of Castle Ravenloft

I am likely to give my new copy to my oldest son who LOVES Ravenloft now.  This kid hated anything horror growing up and now can't get enough.

Maybe one day I'll run it with a distaff Strahd.  OR maybe Darlessa?