Showing posts with label 80s. Show all posts
Showing posts with label 80s. Show all posts

Thursday, November 20, 2025

This Old Dragon #100

Dragon Magazine #100
 Today I have another Dragon from Eric Harshbarger , and honestly, it is one of my favorites. Dragon #100 was a special issue all around. Dragon had already celebrated 10 years and now this issue came with a thicker cover and an embossed "paper cut" dragon on the cover. While there was drama behind the scenes at TSR, many of us remained blissfully unaware and this issue celebrated Dragon, D&D, and all things TSR. It was a snapshot of the end of what many call the Golden Age of  Dungeons & Dragons.

In August 1985, I was getting ready to start my Junior Year in High School. I had just gotten my driver's license (late; I needed new glasses), and I had been playing AD&D all summer long. I had seen the movie "Back to the Future" at least a dozen times that summer, and "The Power of Love" by Huey Lewis and the News from the movie dominated the airwaves. And on tables everywhere was Issue #100 of This Old Dragon.

By this point, I had been buying Dragon magazine regularly for over a year. I couldn't rely on the other players in my group, so my DM and I split the duties; I'd buy one month, and he the next. But we both bought this one. 

Dennis Kauth is our cover artist for this issue, and it is a memorable one. It is a paper sculpture laid flat and photographed. The purple color of the faerie dragon was then added later. Why purple? Because they are the oldest and most powerful faerie dragons. This was his only Dragon Magazine cover, but he was also a key contributor to the BATTLESYSTEM game, building many of the 3D paper minis and cartography. 

Kim Mohan's Editorial is, as expected, reflective. Focusing on the his shared history with Dragon. 

Letters takes a different turn this month to answer some questions they often get. It is more of a Frequently Asked Questions feature. Questions like "why haven't you answered my letter?" to "how do you handle manuscript or art submissions?"

Score one for Sabratact, which covers the sport of the same name. Forest Baker is reporting on this form of sport combat, a bit like sparing but less LARPing than, say, SCA. Gary Gygax gives us an introduction. Essentially you wear armor and use blunt fencing like swords or other weapons. Your armor is affixed with discs with a paper surface. The goal is to take out your opponent's paper discs. Each disk has a different set of points and the first to score 10 points on their opponent wins. It is still being played and the official website even has pictures from this issue of Dragon.

Frank Mentzer is up with All About the Druid-Ranger. This article has some clarifications on the multiclass Druid-Ranger Gygax talked about in Issue #96. The controversy, of course, from the time Rangers could only be Good and Druids had to be true neutral. The solution is the obvious Neutral Good alignment, and the rest of the article is the rationale. We took this article as gospel. It was from the mind and hands of Gygax and Mentzer; how much more official could it be? 

Speaking of which, The Forum has discussions on the "legality" of altering the official AD&D system in game play. 

Ed Greenwood is next (wow, we are getting all the heavy hitters in this one) with Pages from the Mages V. There is less background fiction here, Elminster sitting in a canoe enjoying the summer night in Wisconsin, but the spells are just as fun. Many of these spells made their way into our big world-ending campaign of 1986. 

At Moonset Blackcat Comes is a tale about Gord the Rogue, the Cat Lord and Dragonchess from Gary Gygax. This is a bit of fiction to show the place of Dragonchess in Gary's world. While I thought the story was ok, it ignited my DM. There were two immediate impacts of this. The first was the increasing inclusion of the Catlord in our games. The second, well that is coming up.

Nice full-page ad for the Unearthed Arcana is next.

If Dungeons & Dragons is Gary's greatest feats as a game designer, then our next article should go down as one of his most overlooked feats. Dragonchess by Gary Gygax is an ambitious chess variant played on a 12 x 8 x 3 board. Yes, it is a 3D chess, with three levels. I won't go into detail here about how to play, there is a Wikipedia article for it, but I will get into how we played it.  I came over to Grenda's for our regular D&D session and he had built a Dragonchess set. Using plexiglass and long bolts he built the boards and marked out the grids with painter's tape. He used chess pieces from different sets and made the other pieces of random bits.  We played it...well. We tried to play it. We quickly saw that we kept forgetting about the other boards above and below. But, it was fun. 

I know there was some software out there that allowed you to play dragon chess. I am not sure if it still around. I have seen other people build their own boards and sets, and with 3D printing, making the pieces would be a lot easier (in fact, here they are). While I never played a full game of it, many half-attempts, I have very fond memories of this game. 

Our centerpiece, as if the Dragonchess wasn't enough, is one of my all time favorite Dragon Magazine adventures, The City Beyond the Gate by Robert Schroeck. This adventure takes your AD&D characters of at least 9th level and sends them through a gate to London of the 1980s!  I was already a huge Anglophile at this point. My favorite bands were Pink Floyd, The Police, The Who, Led Zeppelin, and still The Beatles. Doctor Who was my favorite television show. AND the adventure was about finding the Mace of St. Cuthbert. So this was custom-made for me, really. The adventure is a long one, 21 pages, and has maps and "tech item" flow charts as seen in Expedition to the Barrier Peaks. 

The adventure was a lot of fun, and I am thinking of getting my Dragon DC-ROM and printing it out for my kids to use. I think they would find it great. If I were to re-run today, I think I might set it in Victorian London of the 1890s. Though...there is a lot of fun to be had in London of the 1980s. 

Map of London

And I do love any map of London.

Wow, we are already into the Ares section of this Dragon. The "cover" has the then Guardians of the Galaxy on it. 

Creative Conjuring from Eric Walker is a variant magic system for Marvel Superheroes. Dr. Strange is featured throughout and he was always one of my favorite Marvel characters. I remember trying to figure out if I could use any of this with AD&D, but I never got it to work how I wanted. BUT given the time period, I am sure some of those notes went into one of the drafts of my witch class or characters. 

Champions gets some love for our first non-TSR RPG covered in CHAMPIONS Plus! by Steven Maurer. This has new powers for CHAMPIONS heroes. Again, I am not 100% certain, but I think some ideas here went into my witches. The "Domination" and "Vertigo" powers feel too familiar to me. 

Nice big ad for Mentzer's Masters Set rules. I think at the time I saw the Master's rules and the Unearthed Arcana as being similar products, one for D&D and the other for AD&D. That is not really the case, but it did solidify my decision to keep with AD&D and drop D&D. It would have been interesting if I had gone the other route, but I don't regret my choices. 

Unearthed ArcanaD&D Masters Set

Charisma Counts! by S.D. Anderson gives us a charisma stat for Villains & Vigilantes. 

Defenders of the Future by William Tracy gives us the 1985 version of the Guardians of the Galaxy. The only one recognizable by today's audiences would be Yondu, and even then his comic version is different than his film version. 

The proper Marvel-Phile by good friend Jeff Grubb covers the Defenders; Gargoyle, Cloud, and Valkyrie. I always kinda liked Gargoyle and Valkyrie in the comics. 

Doug Niles talks about the BATTLESYSTEM project in The Chance of a Lifetime. He reflects on it's design and how he sees it fitting into the AD&D rules. 

We get another ad from Ramal LaMarr! Keep it funky Ramal!

Ramal LaMarr

From First Draft to Last Gasp by Michael Dobson covers the initial idea and creation of the BATTLESYSTEM game to it's final post editor form. Dobson was the editor of this massive project and he shares his own insight to how it was created back when it was called "Bloodstone Pass."

COMPRESSOR by Michael D. Selinker is a crossword puzzle.

Convention Calendar covers the cons of late summer to early winter of 1985. Sadly, nothing local to me then.

Gamers' Guide has our small ads.

Wormy, Dragonmirth, and Snarf Quest follow. 

Ok. So that was a crazy good issue. 

There is a lot here, and what I consider a collectible issue. 

It would be great for Dragonchess or adventure alone. And you know an issue is good if Ed Greenwood's contribution doesn't even crack the top three articles! There are many good issues coming up as well. 

Thursday, November 13, 2025

The OTHER Old School Gaming, Part 2

 Back in 2022 I kitbashed an old TRS-80/Tandy Color Computer 2 into a modern PC using a RaspberryPI 4. I had so much fun doing it, I immediately began my ideas for another Kitbash, this time using a TRS-80 Model 4 and trying to build something that would have been like the proposed Tandy Color Computer 4

I didn't quite do that, but I used the knowledge from my first Kitbash to build something new. But first I needed to figure out what to do. Well, that's not true, I pretty much knew what I wanted, I just had to do it. First I needed the case. Thankfully eBay comes through.

TRS-80 Model III

TRS-80 Model III

I scored a TRS-80 Model III case. Just the case, nothing inside. I wanted a Model 4 since they were a little bigger and white. It seemed fitting that a Model 4 case would be the start of my Color Computer 4 project.  But Model 4s were rarer than Model IIIs, but I could fix that.

TRS-80 Model III paint

Case ready to go I needed remove some internal pieces to fit a new keyboard.

TRS-80 Model III mods

Thankfully, I had gotten a Dremel for Christmas. 

Now came the longer part, finding a monitor and keyboard that would fit. I found some custom scientific equipment monitors that were even in HD and had a touch screen, but in the end I found a cheap ass monitor on Amazon.

monitor

It didn't look bad, and even had built-in sound.

I played around with a few keyboards, including a cheap one my wife and I found at a second-hand store we were dropping off old toys at. 

keyboard

Not really liking that one, and it later died on me anyway, I spent some money to get a really nice keyboard. Nicer than the project dictated, but I could also redo the keys to make it look like the old TRS-80 keyboard.


old TRS-80

I knew heat was going to be an issue, so I installed some fans. 

Fans


They worked out better than expected really!

Now came the time to get everything together. I scored a 5" monitor from my brother and added that to one of the drive bays, my youngest even designed and 3D printed some adapters for it fit in better.

monitor


I picked up a power strip with USB ports to power everything inside (thankful for those fans) and started putting it all together.

Components

Tested everything and spent a few hours planning where to put all these cables and unplugging and plugging back in so I was not creating a fire hazard.

Till today.

Final Computer

Boot up

1.5 Screens

1.5 Screens

FANS!

It looks nice next to my other Kitbash.

Old-school computers

The top bay is still empty, but I have a 3D file to print that will turn it into a 3.5 drivebay. The 3D filament currently loaded is glow-in-the-dark, since I am just going to paint it black, it seems like a waste. 

Well.

That was a blast. Now to load some old DOS games on it. That's the external hard drive in the middle. I have another monitor, I should put it up and use it for my Atari 600 and 2600 emulators. 

What should I do next I wonder.

Thursday, October 2, 2025

October Horror Movie Challenge: Demons (1985)

Demons (1985)
Again, this October Horror Movie Challenge, I am going "themeless." Well, not entirely themeless, I am going to hit some movies I have been wanting to see for a while. I am going to hit some movies with a strong occult themes to help with my Occult D&D ideas. And a lot of movies that are random picks. 

Tonight's movie is a bit of all the above. It was on my list, so when flipping through Tubi (Tubi is a GOLD MINE of old horror!) I figure, let's give it a go. 

Demons (1985)

One of the things about my Occult D&D project that I keep coming back too is I want it to feel like a book I would have been able to by in 1986. So in addition to reading all the Appendix N books, I am filling my brain full of events from the mid-1980s and horror movies that would have had an enfluence on my writing. Demons for 1985 seems to fit the bill well.

Some movies are subtle. "Demons" is not one of them. This Italian splatterfest from Lamberto Bava (with Dario Argento producing) is pure, unfiltered 1980s horror excess: neon lights, heavy metal, gore by the bucket, and a “plot” that’s basically just a vehicle to get from one outrageous set-piece to another. And you know what? It’s great. I love it. 

The story is simple: a group of people are invited to a special screening at a mysterious Berlin movie theater. During the film, a cursed mask displayed in the lobby starts turning viewers into ravenous demons. Soon, the audience is fighting for their lives as the theater itself becomes a trap, sealing them in with the growing horde. From there, it’s a descent into chaos, blood sprays, limbs fly, and at least one person rides a motorcycle through the aisles swinging a samurai sword while a metal soundtrack blasts in the background. It’s that kind of movie.

Gods, I love the 80s.

What I love about Demons is how it feels like watching someone’s horror RPG campaign go entirely off the rails in the best way. You start with a spooky hook (a cursed mask, a haunted theater), then unleash wave after wave of enemies until the players stop caring about logic and just lean into survival mode. It’s less about character development and more about whether you’re going to get your head ripped off before the next guitar riff kicks in. It FEELS like the Nightlife RPG or the way I like playing NIGHT SHIFT.

The effects are gloriously practical. The transformations are gooey, gross, and wonderful, faces bulge, teeth sprout, and eyes ooze in ways that would make even David Cronenberg nod in approval. The demons themselves are nasty, feral things, closer to zombies than elegant vampires, but with enough supernatural menace to keep them distinct. 

Of course, none of this makes a bit of sense if you think too hard about it. Why is the theater cursed? Who set it up? How does the mask work? Don’t worry about it. Demons isn’t here to answer questions. It’s here to drench the screen in gore while Claudio Simonetti’s score and a soundtrack full of 80s metal make sure your head keeps banging as the blood keeps flowing.

It has been years since I have seen this and I admit I got it all mixed up in my memories with other, similar movies, from the time.  Still, it was nice to come back to this one after so long. 

NIGHT SHIFT

If I were to drop this into a NIGHT SHIFT game, the Metropol Theater would be a perfect one-shot dungeon: a closed environment with escalating waves of monsters, random NPC allies turning into enemies, and no real “solution” except trying to survive until dawn (or until you blow the place to pieces). It’s survival horror at its most distilled.

Occult D&D & NIGHT SHIFT

Demons is not high art. It is not even low art. But I do love the 1980s, Lamberto Bava, and Dario Argento movies. Argento gave me a lot with his Mothers Trilogy, so I am not looking for a lot here except for atmosphere. 

October Horror Movie Marathon 2025


October Horror Movie Challenge 2025
Viewed: 3
First Time Views: 2

Wednesday, October 1, 2025

October Horror Movie Challenge: Witchcraft (1988)

Witchcraft (1988)
This October Horror Movie Challenge, I am going "themeless." Well, not entirely themeless, I am going to hit some movies I have been wanting to see for a while. I am going to hit some movies with a strong occult themes to help with my Occult D&D ideas. And a lot of movies that are random picks. 

So, lets get in a Witchcraft Wednesday special!

Some horror movies become classics because they’re great. Others become classics because they’re terrible. And then there are the ones like Witchcraft (1988)—movies that sit in that odd middle space where you can’t really call them good, but you also can’t quite look away. This was the beginning of what would inexplicably become the longest-running horror franchise of all time, with over a dozen sequels. Yep, this little direct-to-video oddity outlasted Friday the 13th.

Witchcraft has always been out there, taunting me. The later direct-to-video offerings are essentially cheesy, low-grade horror with soft-core porn. There is a time and place for that, but not often in the Horror Movie Challenge. Still, I am not going to rule out more of these for the simple reasons that A.) this one wasn't so bad (ok it is, but) and B.) maybe there is something to extract here.

The setup is Gothic in all the right ways. The film opens with a young woman, Grace Churchill, giving birth to a child in a spooky old mansion, watched over by ominous figures who may or may not be part of a Satanic coven. The baby, William, grows up haunted by strange powers and a dark inheritance. That’s about as coherent as the plot gets. The rest is a mix of supernatural brooding, awkward family drama, softcore sex, and a finale where witchcraft and devil-worship clash in melodramatic fashion.

It’s the kind of movie that promises “occult terror” on the box but delivers more soap opera than sorcery. The budget clearly wasn’t there, and it shows—cheap sets, stilted acting, and special effects that would’ve been laughed off Tales from the Darkside. But there’s something about the sheer earnestness of it that makes it oddly watchable. You get the sense that everyone involved thought they were making something serious, maybe even artistic. Instead, they accidentally launched the trashiest franchise in horror history.

What stands out, though, is the vibe. Witchcraft is soaked in late-80s VHS energy, grainy lighting, synth score, and a sleazy Gothic tone that feels like it belongs in a tattered paperback you’d find in a used bookstore. It’s not scary, not really, but it is atmospheric in that “midnight cable TV/Cinemax” way.

Witchcraft (1988) isn’t good. But it’s important. It’s the seed from which a whole weird forest of bargain-bin horror would grow, a franchise that leaned more and more into sleaze and supernatural soap opera. I can't help but think that this series promises a better movie. 

Maybe I'll watch them all one day. But not this month. 

Occult D&D and NIGHT SHIFT

Yeah, there is a NIGHT SHIFT campaign here, but it is likely a silly one.


October Horror Movie Marathon 2025

October Horror Movie Challenge 2025
Viewed: 1
First Time Views: 0

Tuesday, August 26, 2025

Mail (and Yard Sale) Call Tuesday, 80s Style!

 Double hitter today. Went out on a hunt for some old-school D&D and came home to some mail.

Old school games and books

Dragged my wife and youngest out to a yard sale way north of Chicago because I saw online they had a ton of D&D books. A box of adventures, hardcovers, a box of Dragons, and a bunch of old Ral Partha minis. We got there in plenty of time, but the boxes were stanched up by, well... I never got a satisfactory answer. My wife and kid suspected (with some good reason) that the people running the sale held it back for someone. I kept getting a different answer from the workers (it was a managed sale) and the person buying them all didn't seem like a gamer because they really couldn't answer and questions.

Oh well. I did get a chance to look into the boxes, and I had about 95% of it all anyway.

I DID manage to score boxed sets of Top Secret and Indiana Jones. This gives me more evidence that person buying didn't know what they had. These were right next to the books and were ignored. That's fine, I didn't have these, so score for me! I also got the Doctor Who Technical Manual to replace my old one that was lost. 

Yard Sale score!

Yard Sale score!

The boxes are in worn shape, but the contents are good. Missing dice, save for the saddest looking d10 I have ever seen.

On the mail front, this was waiting for me when I got home.

The Folio Black Label #3

The Folio Black Label #3 White Witch and Black Stone from Art of the Genre.

And it looks like I got the last copy! Sorry all. But honestly, how could I have said no? It features Duchess and Candella as NPCs and the main antagonist is "the White Witch."  I mean, come on? 

While print is sold out, the PDF is still available

I'll get a proper review of this up soon. Now I just need to figure out where I am going to slot this into my War of the Witch Queens.


Wednesday, June 18, 2025

Witchcraft Wednesdays: Unearthing Arcana, 1985

Unearthed Arcana, 1985
 I am working on a new witch project. Shocking, I know. But this one is largely more of an experiment of sorts. It's a big one—or at least I am making it a big one. I have no idea when it will be released, but I have some plans for it that I'm pretty excited about. I should really refer to it as a project and not a book, I feel this will grow into something akin to my recent The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions project that also spawned The Witch FinderMonstrous Maleficarum #4 - Lilith & the Lilim, and Myths & Monsters Vol. 3 - Lilith & Lilim; a whole series of related releases. 

As per my usual practice, I always go back to my research notes to ensure that I haven't missed anything or overlooked something that I really wanted to do but didn't fit in with the other books. When it comes to my research notes, I'm a bit of a packrat. I lost materials on failed floppies, dying hard drives, and just plain dumb luck, so I keep multiple copies of everything. Trust me, cheap storage has been the biggest quality of life improvement in my research since I first bought a computer for myself (in 1985) or got a library card (1977). 

As it turns out, 1985 keeps coming up for me. Part of my research involves re-reading, this time with a little more critical scrutiny, the first edition of Unearthed Arcana. I have re-read that, digging through this huge pile of notes and handwritten materials about games I played in 1985 (some of which will be headed into this new project). There are lots of forgotten treasures here. 

Memory is a funny thing.

I am a psychologist by training. My Master's Thesis was on memory, and my Ph.D. dissertation was on information processing systems. Pardon me while I turn introspective for a moment here, but it is jarring to see something you know you did or had some sort of effect on you, and you don't recall it. A lot of these notes are doing that to me now. 

Case in point. 

In another 1985 flashback, I stumbled on something I am not entirely sure how to quantify. Let me see if you, my loyal readers, have the same reaction that my oldest just had a few seconds ago. Who does this "Masters of the Universe" character remind you of? Not the Sorceress, her younger reflection. 

Sorceress Teela-na

Red hair. Wrist guards. Magical powers. Wears a lot of purple. Blue eyes. Yeah, that looks like a younger version of my witch Larina. 

Needless to say, I was a bit stunned by this. I had totally forgotten about this episode, "Origin of the Sorceress," until I saw the picture, and then it all came back. I mean, the timing is right. This episode aired on September 23, 1985. I rolled up Larina in July 1986. 

Now, I wasn't a huge fan of Masters of the Universe, but my younger brother was, and I *know* I saw this episode. After seeing this image, I remembered it. I even borrowed the evil wizard Morgoth from this and combined him with the DC evil wizard Modru as a villain in my own games. "Morgru" can still be found in my notes.

There is no way this didn't influence me. Additionally, the Sorceress was the only character on the show, besides Evil-Lyn , that I liked. Yeah, I have a type. 

I didn’t create Larina so much as channel her. Looking back now, it’s like she stepped fully formed out of 1985, the red hair, the bracers, the purple, the attitude. Maybe she’s not of that year, but certainly from it. Keeping in mind that by this point, I had already worn out a copy of "The Wild Heart."

Teela-Na
Teela Na or Larina? Lari Na?

Honestly, looking at this image is just so odd for me, jarring even. I feel neuron activation going on, but it's getting lost in the translation of the last four decades, like trying to remember where you got a scar. The evidence is there, but the details are fuzzy.

The episode was written by J. Michael Straczynski, the same as Babylon 5. It's not a great episode, but it was a cartoon for kids and an extended toy commercial at that. I remembered the Sorceress as having more power, but that says a lot more about me than it does about my clarity of memory.

What else was going on in 1985?

Keep in mind I didn't choose this date out of the blue. Ok, a little, but there was a lot going on in 1985 that I consider peak for my AD&D 1st Edition experiences.

Movies & TV

"Legend" hit the big screens with one of the best devil make-up effects to date; Tim Curry's Darkness. Not to mention Meg Mucklebones, who was very much like the Jenny Greenteeth that my mom used to scare all of us with when we were younger. 

"Return to Oz" was not a great movie, but it gave us Fairuza Balk as Dorothy and the recently departed Jean Marsh as Madame Mombi, one of the scariest witches in film. Marsh would later go on to give me, ok, us, Queen Bavmorda in Willow, and Morgaine/Morgan Le Fey in Doctor Who (one of three characters she played in Doctor Who over the decades). Ten years later, Fairuza Balk would enter witch royalty as Nancy Downs in "The Craft" and later open her own pagan-themed online store. With a small stop along the way as Mildred Hubble in "The Worst Witch." 

On TV "The Midnight Hour" ran. Not a great horror movie by any stretch, but damn... Shari Belafonte? Yeah, that was a good reason to tune in. I remember the soundtrack being pretty good. I think I should re-watch it. 

"The Third Eye" was on TV, I sorta remember it, but while I know it filtered into my consciousness, it didn't quite have the same impact as the young Teela Na from Masters of the Universe. 

If 1986 gave me Larina, my enduring witch, then 1985 set the stage. A stage already filled with adventures from Ravenloft, to exploring the multi-versal strangeness of Killian's Towers (that...is for another day) and more. My notes have entries for Healers, Necromancers, and Sun Priests. Now I can also add more notes on Riddle Masters and Star Adepts. It was a time great productivity. 

This project should feel like it could have sat on the shelf alongside Unearthed Arcana and other AD&D books circa 1985-6. I think I owe that to myself. 

Friday, May 16, 2025

Fantasy Fridays: Man, Myth & Magic

Man, Myth, & Magic RPG
Man, Myth & Magic by Herbert "Herbie" Brennan and J. Stephen Peek and published originally byYaquinto Publications in 1982, and now published (in PDF and single softcover formats) by Precis Intermedia.  

I have always been fascinated by this game. The name of course grabbed me for two reasons. There was the whole "Myth and Magic" side to it all which in 1982 was a big draw for me.  There was the magazine and encyclopedia series also called Man, Myth & Magic that dealt with all sorts of occult-related topics.  

I read reviews for it in Dragon Magazine (#80) and White Dwarf (#41) and was actually quite curious about it.  The reviews really ripped into the game, and I needed to know if it was as bad as they made it sound.  Sadly, I never found a copy near me, and a mail-order of $19.00 + tax and shipping and handling made it a little more out of reach when it was new and all I had was a paper route for spending money.

But I was always drawn to historical games. If I could play or run a game and learn something about history at the same time, then it was time well spent. I have enjoyed quite a few, mostly Victorian-era ones, and others I ripped online so much that I promised I wasn't going to rip on them anymore. 

Man, Myth, & Magic sadly belongs to the camp of a historical mishmash, that is to say, it is about as historically accurate as an episode of Xena: Warrior Princess.  Don't get me wrong, I love me some Xena and it is very entertaining in the right frame of mind.  The same is true for this game. Great, in the right frame of mind.  In fact, I think that now, living in a post-Xena world, there is a place for this game that did not exist in 1982.   

Man, Myth, & Magic

For this review, I am going to consider my original boxed set from 1982 (now minus the dice) and the newer PDF versions found on DriveThruRPG published by Precis Intermedia.  In both cases, the material is the same minus some of the extras that came in the boxed set like the dice and a pad of character sheets.

Man, Myth, & Magic

Man, Myth, & Magic was published in a boxed set of three books (same covers), with a pad of character sheets, some maps, and dice.  The PDF combines the three books into one 132 page volume. The original boxed set retailed for $19.00 in 1982 ($55 in today's buying power) and the PDFs sell for $7.95 today.  The books feature color covers and black & white interiors. 

Book 1

Book 1 is 24 pages and covers the "Basic Game" and the game most like the one as originally conceived of by Herbie Brennan.  In this game, the players play gladiators in the time of the Roman Emperors. Which one? That is up to a random dice roll unless of course, the players want something different. 

Who's in charge around here?

It's an interesting idea, but...well there are some problems here. According to the back of the box, it is the Summer of 41 CE. Cool.  But Caligula was assassinated in January of 41 CE.  Tiberius ruled 14 to 37 CE and Nero was Emperor from 54 to 68 CE.  The only Emperor in the Summer of 41 was Claudius. Adding dates in parentheses would have been a nice touch.  Let's not even get into the fact that Cleopatra VII, the last of the Egyptian Pharaohs, had died back in 30 BCE, 71 years before the events of this game, but that looks like her on the cover.  I'll talk more about this later.  In theory you can tun this game from 4000 BCE to 500 (or 1000) CE. 

You begin with your Roman Gladiator and your two percentile d20s and roll up your characteristics.  The characteristics in the Basic Game are Strength, Speed, Skill (not used just yet), Endurance, Intelligence, and Courage. The scores range from 1 to 100.  You add all these up for your Life Points (so 5 to 500), you fall unconscious at 20 or below and dead at 0 or below. 

The Basic rules take your gladiator from start to a bit of combat and adventure with the maxim that the best way to learn is to do.   This is a tactic that the rest of the game uses.  At the end of this, your character is ready for new adventures.

The neat bit, and one I want to revisit, is the idea of reincarnation. That is if your character dies they can be reincarnated. 

Book 2

Book 2 covers the "Advanced Game" and includes 40 pages. Here we learn more about skills, the Power score, and the different Nationalities (10) and Classes associated with each (2-5 each).  All are completely random and no real attempt is made to explain why say an Egyptian Sorcerer, a Gaulish Barbarian, a Roman Gladiator, and a Hibernian Leprechaun would all be part of the same adventuring party.  Ok. That's not entirely true, but the explanation takes some digging. 

Up first is determining your Nationality. Again a random roll gives you African, Briton, Egyptian, Gaul, Greek, Hebrew, Hibernian, Visigoth, Roman, and Oriental. Each at 10% chance.   Within each nationality, there are character classes.  Regardless of how many there is an equal chance for any given class.  Most nationalities have a sort of "fighter" like class and all have merchant.  There are two classes open to women characters only, Wisewoman (African) and Sybil (Greek).  Details are given for all the classes, 20 in total, but not a lot of information.  In most cases only a paragraph here and some more details later on.  This brings up a persistent issue, the rules are a bit scattered everywhere throughout the book. 

Additionally, there are two "Special Categories" of players (not characters) of "Orator" and "Sage" or essentially a storyteller and a record keeper.  Much in the same way Basic D&D has a "Caller."  Not much else is mentioned about these roles however. 

This character is considered to be your first incarnation.  Anytime your character dies, you can then reincarnate.  This allows you to change your nationality, class, and gender and retain a little bit of the Skill from a previous incarnation.  It is an interesting idea, I am not 100% certain though that it works. Knowing gamers I see a situation where players would play a character only to get them to die for a chance at a better character next time. 

There is a fun chart on inheritance that would be fun to port over to other games.  Related there are our ubiquitous tables of equipment.   

Some of the other secondary "Optional" characteristics are also detailed.  These include Agility, Charm, Dexterity, Drinking, and so on.  These are really more akin to "skills." The trouble is that some of these you have to roll higher, some you have to roll lower and others you don't roll at all.  There is no rhyme or reason here. 

Combat rules follow and they remind me a bit of Runequest.  Nothing really special really.  Strength points over 50 can add to your damage, Skill points over 50 can add to your "To hit" chance. Combat, like all the rolls here, start with a basic 50% chance to hit.  The Basic game just has you roll. The Advanced game has you make called shots.  Classes with Combat as their "Prime Ability" can improve their ability to hit even more. All classes can spend Power to also increase their to-hit bonus; 10 points of Power to increase your chance by 1%.  Interestingly armor does not stop you from being hit, it does reduce damage taken.

The goal of the game though is the accumulation of Power.  Power advances your character and can overcome that 50% failure rate.  Power also is the, well, power behind Magic. 

The Magic part of M,M,&M

The last third or so of the book covers all sorts of additional rules.  Some seem tossed in, to be honest. Poisons are covered as are spells.  

Magic, as expected, is given some special attention, though not as much as I was expecting.  Magic is assumed to be real and work, at least part of the time.  Magic is described as "Coincidence," a spell is uttered and something happens whether it caused it or not. "Science," Damascus steel is given an example. The superior technology was seen as magic. "Psychic Phenomena" which not really an explanation at all, likewise "Trance State" and as "Lost Knowledge."  Though no explanation is really given as to how magic works.  

Book 3

The adventures take up Book 3 and is 64 pages.  This book is for the Lore Master (Game Master) only and is also one of the weaker parts of the game.  The Adventures, while interesting, are a bit of a railroad. In order to succeed the players have to hit all the parts in order and then move on to the next adventure.   

The adventures include the following:

  • The Dragon Loose in Rome. Not a dragon really, but a rogue T-Rex.  Not that this makes any more sense, but ok, points for effort.  
  • Apollo's Temple. Emperor Caligula sends the characters to the Temple of Apollo aka Stonehenge.
  • The Witches of Lolag Shlige. The characters then have to go to Ireland (Hibernia) and rescue a child from some witches.
  • The Great Pyramid Revealed. Caligula has issued a death warrant for the characters. They find themselves in the Great Pyramid of Giza.

These adventures are a prelude to the published adventures.   There are some neat ideas here, but the adventures lack something for me. Actually, it lacks a lot of things for me, but I could make some changes to make them work.

There are some encounter tables, but they only cover the areas that the adventures are detailed here. I also have to note there are no monsters here. Just humans. 

One of the bigger criticisms of this game at the time was the then $19.00 price tag, which is about $55 in today's buying power. Now, $20 for a boxed set of three books, character sheets, and dice sounds like a steal. With the PDF at just $7.95, it is a price I think should attract anyone interested in this game. 

The art is in black & white, which is expected and welcome, but there is not a lot of it and some of it is repeated throughout the books.  

Man, Myth, & Magic sometimes feels like two different games, or rather two different ideas merged into one game. I feel that the classic Roman Gladiator/Basic Game was Herbie Brennan's idea and the worldwide game of various nations and types or the Advanced Game was Steve Peek's. Given that Brennan started working on a game called "Arena" which was a Gladitorial RPG. I don't have anything concrete to base this on other than a feeling. 

About Reincarnation

Reincarnation is quite a big deal in this game. This is not a huge surprise given Herbert Brennan's publication history.  His book "The Reincarnation Workbook: A Complete Course in Recalling Past Lives" could work as a guide for this game.  Personally, I would like to use the reincarnation idea to help smooth out some of the issues with different times.  So adventurers from Cleopatra VII's Egypt can then deal with Tiberius and then help in Boudicea's raid on Londinium.   Something similar to the Old Soul quality in Unisystem.  

Somehow, using the idea of the Distant Memory, which, like Old Soul, allows the characters to draw on past life knowledge and skill.  That is easy to do in Unisystem, not so easy to do in D&D like games with very rigidly defined classes. Taking a level in another class might do it. 

Man, Myth & Magic and Man, Myth & Magic
Not the same thing, but great fun

There is an interesting game here but I think the concept of it is greater than the rules as presented actually allow.  It never quite lives up to what the box claims.  Nor is it the abomination that earlier reviews made it out to be.  I think most reviewers balked at the price tag and the fact that the game did not offer anything new; at least not anything that meant going through the rather clunky rules. 

It is most certainly not a historically accurate game. It is historically inspired, to be sure, but not by any means accurate. 

The bottom line is that the game isn't good; in fact, it's rather bad in many respects. That is not to say that someone won't find this game interesting or fun. There are far, far better games out there. The game has some things that I enjoy, but not enough to make me want to play the RPG on a regular basis.  

Larina Nix for Man, Myth & Magic

Given this game's history and other tie-ins, a witch character is absolutely called for. As I have pointed out before in my *D&D games, witches can't use raise dead or resurrection spells, nor can they be used on them; witches can only reincarnate. This works well with Herbie Brennan's own ideas. So I am left sitting here wondering why it has taken me this long to make a witch character, especially one whose backstory (and future story) includes reincarnation. 

Indeed, the connection between Herbie Brennan, this game, and his own interest in the occult makes this character a no-brainer. A lot here works well for Larina, but nothing is perfect for her. There are sorcerers, wise-women, and even the leprechaun looks like fun. 

Larina and Nevez
Larina "Nix" Nichols
Daughter of Lars

Nationality: 
Class: "Witch" (Mystic)
Prime Ability: Intelligence

BASIC
Strength: 45
Speed: 66
Skill: 78
Endurance: 60
Intelligence: 89
Courage: 75
Power: 91
LIFE POINTS: 335

OPTIONAL
Agility: 58
Charm: 15
Determination: 77
Dexterity: 60
Drinking: 22
Devotion: 20 (to the Old Ways)
Hearing: 50
Height: 5'4"

Language: 86% (3) Brittonic (Fluent), Latin (Basic), Saxon (Rudimentary)
Loyalty: 92 (to coven and outcast kin)
Luck: 3
Mental: 23
Read & Write: 92% (Brittonic runes, Latin scripts)
Senses: 45
Sight: 60
Stealth: 60

Swimming: 65
Portage: 40
Throwing: 48
Weight: 122 lbs

City Knowledge: 29 (limited, prefers villages)
Desert Knowledge: 5 (none)
Mountain Knowledge: 52 (hills, sacred sites)
Sea Knowledge: 51 (familiar with coastlines)
Woods Knowledge: 86 (knows herbs, hidden paths, spirits)

Magical/Special Fundamental Failure Rate:  5%/ 21%
First Strike Capacity: 125
Basic To Hit Number: 66
Number of Blows per Combat:  2   Per Round: 1  
Damage Bonus: +2
CMF: +10 when using spells, herbs, or improvised items

Weapons Allowed: Dagger, small blade, staff, sling
Armour Allowed: Leather or cloth robes only (prefers no armor)

Dexterity Figure: 17

Spells

  • Healing - 1 pp = 2 LP
  • Corn Dolly - 5 points of damage
  • Woven Cross (Cross of Brigit) - Restores LP
  • Pentacle - Turn Demons

Who Should Play This Game?

I would say the PDF, at just under $8, makes it worthwhile for the very, very curious. I have my boxed set, and I am happy with it, but my expectations were low, and my curiosity was really high. The PDFs are good, and Precis Intermedia did a great job cleaning them up and getting them out, so that is also a point in favor of the game.

The game itself is only worth about 2 stars.  My curiosity about it and desire to have it pushed it closer to 4 stars.  Ultimately, I will give 3 stars since I don't want to unduly affect Precis Intermedia games' overall rating.  But don't grab this unless you are really curious (which is a good reason) or want to see how not to design a game. 

There is another group that might be interested in this. Anyone who takes Herbie Brennan's ideas of reincarnation and astral projection seriously can use this game as a guide for exploring ideas in his Reincarnation Workbook. Not my thing, but some one will enjoy that aspect of it. 

Still, there is fun to be had with the right group and mindset. 

Links

Friday, April 4, 2025

Fantasy Fridays: Fantasy Wargaming

Fantasy Wargaming
 Returning to this series, I aimed to explore games that would provide insight into how Satan, demons, and the devil were perceived in the Middle Ages. Here is the first of those. 

Fantasy Wargaming

Edited by Bruce Galloway (1981, 1982). 220 pages.

Every gamer of a certain age has owned this game at least once, and some of us have owned it multiple times. It claims to be "The Highest Level of All." I am surprised that the cover, with the summoned devil about ready to grab that old wizard, didn't hamper sales. 

I have seen a few different versions of this book. A letter-sized hardcover, a digest-sized book, and I swear a softcover version. It was a regular feature of the Science Fiction & Fantasy Book Club, and I suspect that is how it got into so many hands. 

The book is quite lengthy and contains numerous historical details. No shock. It was written by a bunch of gamers from Cambridge University and edited into a (allegedly) comprehensive whole. I would describe the book as having more than one voice to be honest. There are parts that want to be an RPG or at least a coverage of RPGs (Wargames in the parlance of the book) and another voice that seems to disdain them. More on that. 

The book is certainly more of an artifact of the 1970s rather than the 1980s. And 1970s College Elite at that. It is a book and style I typically subscribe to the "Second Generation" of gamers. These are the guys, typically college age, who picked up RPGs while on college campuses. They were not the First Generation (Gary and the folks around him), but they had similar backgrounds. For the record, I see myself more of the Third Generation, or Gen 2.5. I was in middle school and learned from people who had learned from the Second Generation. 

There is a lot to unpack here. Not just in terms of the game itself but the history of the game.  I would not be able to provide a thorough review of it for this particular post.  I am not even sure I want to try.  For starters, there is a notable disdain for RPGs in this book, particularly for D&D.  I would call it a Fantasy Heartbreaker, but it never lets you get close enough to it to break your heart.  Don't get me wrong; there is a lot here. Some of it is even good. I normally (or plan to, anyway) conclude these posts in this series with a recommendation on whether the game is a good fantasy game and whether it would be a suitable substitute for D&D at your table. The answer to both is very much a no. 

So why go through the exercise of it?

There are some tidbits here that I like.  While most modern players would balk at some of the ideas here- hell, some of it raised an eyebrow or two in the 1980s- there is a certain in situ charm about it. As described Fantasy Wargaming is 11th Century role-playing as viewed through the eyes of people in the 11th Century (and filtered through Cambridge students of the 20th Century). 

In particular, there are comprehensive lists of fantasy arms and armor, often surpassing what you find in most games. The glossary on arms and armor (starting on p. 54) is rather great. 

Weapons of War

But for me, the best parts come from the sections on star/birth sign, social class, magic and monsters. 

Star/Birth Sign

I am NOT a proponent of Astrology. But, I do see how/why it is important to Medieval characters and to witches in particular. This game provides some background and makes mechanical changes to the characters.

Social Class

Scattered throughout the book, it also informs and affects everything.

Magic

Likewise, scattered everywhere, there is some really great stuff here that I could mine for ideas. How much of it is practical at the game table? That I don't know. But it is fun to read. It has a mana system, which is always attractive but also always cumbersome. 

Here is what the book says on the subject of Wise Women (p. 28):

Cunning Man/ Wise Woman. By far the most common user of magic in either the Dark or Middle Ages. The Cunning Man or Wise Woman is a solitary, rural magician, usually situated permanently in a single village or area. He/ she is part of the community, and usually accepted until something unfortunate and inexplicable happens which can be fastened upon him/ her. The Mage specializes in appropriate kinds of spell: the curing of people and domestic animals, the bringing of disease and death as retribution, and certain kinds of detection (especially thief, lost things, etc.). He/she uses immediately available materials for enchantment, and the basic incantatory preparations for spells. Mainly "White" magic.

And Witches (p 28):

Witch. Member of a Devil-worshipping coven, in which magical skills are taught both by other members and by demons themselves. Witchcraft is an eclectic, powerful type of magic, drawing on as many traditions as the varied membership of the covens allows. The Witch is most effective in magic involving people, and compulsion-Curing, Disease and Death, and Absolute Command being the greatest specialities. Witches may be found in the highest and lowest walks of society, in court, city and countryside alike. Other Mages may join covens and become Witches., without losing their own spell specializations. The Witch is almost always a secretive figure. his/ her magical skills either being hidden or practiced in solitude. The Witch is automatically damned, and all his/her magic Black.

I'll have to see where my Larina falls.

Monsters

There are many great ones here, mostly from Medieval Bestiaries. Some who have never made it to the pages of a Monster Manual. This includes the names of some demons and angels. 

I think one of the reasons I keep coming back to this book is not the game value or even the editorial comments but rather for the depth of some of the information. 

The reviews for Fantasy Wargaming were never great, some even going as far as calling it "the worst RPG ever made" which is a little harsh in my mind. It is not good, but it is not the worst. A proposed sequel to cover the classic and ancient world never happened and Bruce Galloway himself passed in 1984. In fact of the five main authors, only one is still with us. 

Larina Nichols for Fantasy Wargaming

I can't not do a witch for this. That's crazy talk.

The game does cover witches and witchcraft:

Few questions in anthropology have raised as much controversy as the nature of witchcraft. There are three quite separate views of the witch-the peasant magician, the pagan, and the devil worshipper. Fantasy Wargaming accepts all three as valid. Witches clearly exercised magic. and not just Supernatural powers by appeal Equally, the theory of a surviving pre-Christian Celtic fertility cult bas some force. Some ritual elements, notably the sacred dance and orgy, appear at the very beginning of the period, before diabolism bad really taken root. There are echoes of Bacchic revels, and of Diana's Wild Hunt.
Some medieval witches strenuously asserted their worship of a "different" god. Yet equally, the evidence for devil worship among medieval covens is overwhelming. (FW p. 24)

Yeah, I can work with that. The game is set roughly in the 1000s AD. Yeah, I can do that as well. I would lean in on the Larina living in Wales concept I have. Her mother is Welsh, her father a minor Saxon nobleman.

Witches, or Wise Women, in this game, get special treatment. In general, women characters have it rough in Fantasy Wargaming to reflect the 11th Century times the game is set. Wise Women and Witches though can break out of this bleakness just a little. 

Larina might appear to be a Wise Woman, but she is a Witch. Of course, this means a pact with the Devil. I'll have to see how character creation works out. Though the section on religion mentions that there are some still holdover of Anglo-Saxons that follow the old Norse Gods. Could Larina be worshipping a version of Freya? I can make that work. MAYBE she worships some version of Helga or Mutter Natur from my Black Forest Mythos. Likely some Faery (p. 36) magic mixed in. Larina is very much a witch from the Margaret Murray mold. She likely pulls in a lot of different ideas. Of course to the authorities she is nothing more than a debased Satanist.

For this, I will refer to David Trimboli's breakdown of character creation. 

Larina as a teen
Larina, Daughter of Lars
Female Welsh Witch

Star Sign: Scorpio ♏︎

Ability Scores (adjusted for Star Sign)
Physique: 9
Agility: 12
Endurance: 10

Intelligence: 18
Faith: 15

Charisma: 16 14 (Scorpio)
Greed: 12 10 (Female -2)
Selfishness: 13 11 (Female -3, Scorpio +1)
Lust: 15 12 (Female -3)
Bravery: 12 10 (Female)

Social Class: 10 7 (Female -3)

Height: 5'3"  Weight: 110lbs
Current Agility: 12

Literate: Yes
Speaks: Welsh, Anglo-English, German (Low)
Chance to Speak Language: 60%

Leadership: 9

Mana: 5

Birthrank: Firstborn Daughter
Father's Social Position: Land Reeve (13)

Misc. Traits/Bogeys: 3 Heretic, Bisexual, Gift of Tongues. 

Spells

Flight: Mana 3 (Controlling: ♓︎/♐︎ Diminishing: ♍︎/♑︎)
Night Vision: Mana 2 (Controlling: ♋︎/♌︎ Diminishing: ♓︎/♒︎ )
Evil Eye: Mana 2 (Controlling: ♏︎/♋︎ Diminishing: ♐︎/♌︎)

Yeah it sucks to be a woman in the 11th Century in this game. No wonder she looks to witchcraft. But that is the type of character I would play. Load up the disadvantages! I'll still prevail. I am not going to get all bent out of shape about this. Those are the rules in the game, and since I am exploring the game, so be it. Plus, the raison d'être of this character will be to fight against the power of the Church, the Patriarchy, and well... I guess most of Europe at this point. 

I also rolled for traits/bogeys for her. She is a heretic, bisexual, and has the gift of tongues. I think that means she must be some sort of Satanic witch for sure. Also, given that she is very intelligent, has the gift of languages, and is bi, I am going to avoid calling her a Cunning Linguist. Damn. I did it anyway.

Characters start out at 16 here. Damn, I half tempted to lift this whole character and make her part of Moria's background instead! Personally, I'd rather start her at 19, have her living on her own and do that whole "mysterious witch of the woods" concept. 

Maybe in my "grand cosmology" this represents Larina as a Satanic witch. Sounds like something an edgy 16-year-old would do. "Mom! It's not a phase! I am dedicated to my Dark Lord Lucifer!" "That's nice, sweetie. Make sure you clean your room and finish your homework." "Ugh. Mom, you don't understand!"

She is a Scorpio. I wanted to keep that. But Scorpio, according to the rules, is the worst for a magic-using class. Well. I never bought into astrology anyway, so that is fine with me.

I like this character, but to be honest, there isn't a lot I can, or will, do with her. Nor can I recommend the game save as an interesting curiosity. Though I DO highly recommend Mike Monaco's "The Highest Level of All." It is a book dedicated to Fantasy Wargaming and does a better job than I ever will. 

So she has had a ton of disadvantages thrown at her from the word go. She is super bright, can read, knows languages, and is a bit lusty. No wonder she is going to rebel. I love her already.

Links


Fantasy Wargaming