Showing posts with label RPG Blog Carnival. Show all posts
Showing posts with label RPG Blog Carnival. Show all posts

Thursday, October 31, 2024

In Search Of...TSR's R.I.P.

TSR's R.I.P.
 Spend any time in horror RPG communities or the classic TSR communities; sooner or later, the topic of R.I.P. will come up.  But what is/was R.I.P., and why was it never published?

These are the questions I will try to answer on this special Halloween edition of In Search Of...

In Search Of...TSR's R.I.P.

So, what do we know about this game? Very little to be honest.

  • It is modern-day horror. 
  • Slated to be published in 1991
  • Trademark was applied for in 1990.
  • Written by Scott Herring [sic], Jim Ward, and Paul A. Linberg [sic]
  • At least one accessory, Lost Souls, was planned and another, a set of cards, were mentioned.

And that is really about it. From the TSRArchive, we learned that it was going to be a boxed set with 32, 64, and 96-page rule books. Dice, cards and fold out maps. I am speculating here that the books were some combination of a fast-play Basic set of rules, complete rules, and possibly an adventure. But that is only a guess. There could have been Game Master's books and a creature book. IF we are to follow the clues from Top Secret, it would have been a Player's book (96), a Game Master's book (64), and maybe an equipment book or world guide.

This is only a guess. Afterall they misspelled two of the three authors on the cover. 

Scott Haring is known for his contributions to GURPS, Dragonlance, Mystara, and the Forgotten Realms. His contributions to Top Secret S.I., Agent 13 and Ghostbusters might interest us more here today though. 

Jim Ward was the creator of Metamorphosis Alpha; he also wrote a lot of material for D&D and then would later move on to various publishers, including Troll Lord Games.  In particular to this conversation Ward designed the "Tainted Lands" horror setting for Castles & Crusades. James died earlier this year on March 18, 2024.

Paul Arden Lidberg was one of the founders of Crunchy Frog Enterprises/Team Frog Studios. He also worked on many games and was part of the TSR West group with Flint Dille for a brief time. He went on to create the games Critter Commandos and Duel. Paul died on June 13, 2022.

Now we do know there is a history of TSR padding their product schedules.  David "Zeb" Cook recently stated at Gamehole Con that he would come up with names of products and other writers developers would have to figure out what that meant. This seems slightly more than that, but not by much. You can't even trust the art. TSR catalogs often had concept or placeholder art in place of a product. That is not an uncommon thing really.  The "blue" Rules Cyclopedia cover is a good example.

In the early 1990s we know TSR was feeling the heat from the new kid on the block, Vampire the Masquerade. I have been talking about the effects of that game and White Wolf all month long in my Ravenloft retrospective. 1987's "Lost Boys" and "Near Dark" showed that vampire movies were still popular and there were certainly rumors about the upcoming Francis Ford Coppola Bram Stoker's Dracula scheduled for 1992. Even Chill saw new 2nd Edition from long time thorn in TSR's side, Mayfair Games. The time was ripe for a supernatural game. 

We do know from many sources, notably Steve Winter, that next to nothing was produced for the game, beyond this cover mock-up. There are no files siting on a 5.25" floppy somewhere and no dot-matrix print out of chapter 1 or anything like that. I do think we have seen everything about this game, save for maybe some TSR inter-office notes or emails that likely no longer exist. 

There are two product codes that appeared in the TSR catalogs for this.

Here is the text featured, along with the art from the cover.

"Nobody's safe. The undead disregard today's best high-tech security and surveillance systems. These demons attack helpless victims as they sleep - their electronic fences and computers buzz through the night. This horror and much, much more fill the R.I.P. role-playing game. This all-new game awaits horror fans with three rules booklets, full-color cards, dice and maps that spin a tale in modern-day terror."

This is our best clue to what the game was going to be about. But it is not the only one.

The R.I.P. Comics

Our best guesses at the tone and tenor of the game come from the R.I.P. Comics produced by TSR a couple of years before.  Two four-issue series were released. And because I care about you, my faithful readers, I scored 3/4ths of them. 

R.I.P. Comics

What can we say about the comics?

  • There were two series of four for a total of 8 comics.
  • Described as "Comics Modules." 
  • Published around the same time TSR had a comics deal with DC.
  • Each had some game related content, sometimes Top Secret/S.I. related, sometimes standalone. 
  • Flint Dille, brother of Lorraine Williams, was the creative director. 

Flint Dille also wrote the Agent 13, Top Secret/S.I. tie-in media, Agent 13: The Midnight Avenger

Now I am being honest here, the comics are not very good. But that is fine, because I am not interested in that. Why I bought these was for the last section of the comics, the game materials. The comic themselves feel a bit like Tales From the Crypt.

In Issue #1 (I will just number these 1 to 8 for ease), has notes for adapting the Top Secret/S.I. part 1 by Scott Haring. This first section details the type of horror game you might want to run. There is nothing particular to the TS/SI rules here, just campaign modes.

Issue #2 shares the same art as the proposed TSR07406: Lost Souls book. This includes the Zombie Hunt game, with rules in the center and a play board on the inside covers, and tokens. Part 2 of our TS/SI aka Role-Play in Peace, section covers some new advantages and disadvantages. Mostly for dealing with the supernatural. They promise more are coming, just write to TSR West.

Issue #3 adds to the Zombie Hunt game with Zombie Rampage. For TS/SI we get some new skills and some Powers as described in the Agent 13 book. This game takes the Chill 2nd edition approach and has the Powers limited to "the bad guys." You know it would not stay that way for long.  Powers here are treated like Skills.  

Nearly unreadable text from Issue #4
Issue #4 gives us some monsters. Or at least I would like to say it does. The trouble is the text is small and printed on a color background that is almost impossible to read. I tried a lot of different filters and skill could barely read it. We get Vampires, Werewolves, Frankenstein's Monster and a Mad Slasher.

The Zombie Nation game, a continuation of the zombie games from Issue #1 is written by Paul A. Lidberg.

Issue #5 (or 1 of the second series) features more Role-Play in Peace with some Monster powers by Scott Haring AND a R.I.P. collector card game by Paul Lidberg, which could be the same as TSR07405: R.I.P. Horror Card Game listed above.

Issue #7 (I do not own Issues #6 or #8) includes a solitaire game called The Crypt by Paul Lidberg and a page of a new power (Cause Madness) for Top Secret/S.I.

Now, this certainly begs the question. Was the only material written for the R.I.P. RPG sitting before me right now?

The R.I.P. RPG

It would be folly to try and guess what the completed R.I.P. RPG would have been like, AND would we have called "Rip" or "Are Eye Pea?" But that doesn't mean I can't make some guesses. Especially given some of the Vampire:TM "catch-up" TSR was doing at the time with Ravenloft. For the record, "Are Eye Pea."

Obviously, the biggest, and maybe the most error-prone guess, is that the system used would have been some version of TSR's Top Secret/S.I. RPG. I mean there is no reason to assume it would have been this, comics examples aside, especially since TSR had a history of using a different system for each and every game. BUT maybe with the new Top Secret/S.I. TSR saw a way into modern games. The comics certainly give at least some lip service to this. 

My other "evidence" is the product codes. R.I.P. had the 74xx line and Top Secret/S.I. covered the 76xx numbers. Not that this is solid evidence save for the fact they were all "in production" at the same time.

I think a safer guess is that Vampires would have played a bigger role in this than what little evidence we have. I have stated in the my reviews of Van Richten's Guide to Vampires and Children of the Night Vampires that TSR was well aware of the growing popularity of Vampires and Vampire RPGs. While we know the the production teams were often siloed and unaware of what the others were doing, who knows what would have become of Ravenloft if R.I.P. had been a hit? Would Ravenloft still have been produced? Would we have seen Gothic Earth for R.I.P. instead? 

What can I speculate about this game?

Well, there are certainly tie-ins to the Agent 13 sourcebook. In fact, a 1990s update to that is not just a safe bet but likely the only safe bet. 

The Agent 13 novels are throwbacks to the pulps of the 30s, save without the charm of being from the 30s. I mean, they were throwbacks in the late 80s, but I am not sure they would have fared much better in the 90s. So, the new R.I.P., even if it builds on the mythos of that brand, would need to be thoughtfully updated. The Lemuria origins of the Brotherhood would still be fine. Even the evil takeover of the Brotherhood. Given the 90s, I expect to see more about the Freemasons, the Templars, and plenty of other secret groups. Agent 13 portrayed heroes and villains in terms of black and white. R.I.P. would likely do something similar. While other horror games of this time (Chill 2nd Ed, Vampire, Kult, SLA, CoC) were embracing shades of gray, they were all fairly dark. No one was "pure good," but I do see TSR, especially TSR of the early 90s, trying to push a "PCs are good guys" narrative. 

For monsters, I am sure there will be vampires, werewolves, Frankenstein's monster(s), zombies, and very likely succubi. I would also expect to see all sorts of "high tech" monsters too, like brains kept alive via advanced machinery, "Borg"-like monsters, and maybe even monsters caused by modern problems like global warming and pollution. Would the monsters be well known to normal humans? I can see different campaign modes that allow this or keep them secret. I think our best evidence of this is to look toward Ravenloft for AD&D 2nd Ed. 

One thing that is very easy to guess is that I am sure there will be more skills regarding Occult sciences and powers that "agents" can take. These would be limited, but more skills than the ones seen in the Agent 13 book. Again, I think the model here would be what Chill or SLA Industries were doing in the 90s. 

I would also expect to see a re-print and expansion of all the different types of campaign settings mentioned in the comic. From humor to slasher flicks, to monster hunters to cosmic horror. It is the 1990s, but the X-Files are still a couple of years off (1993), so I am not expecting Governmental and Alien conspiracies just yet. I would expect a group of some sort the PCs could work with. Like ORION from Top Secret/S.I. or even SAVE from Chill.

Given what we saw in Top Secret/S.I., Agent 13, and later in AD&D 2nd Ed Ravenloft, I fully suspect that there was going to be some secretive shadowy organization bent on World DominationTM, that is, if they didn't already control everything, whom the characters will have to fight the agents of. Whether this takes the shape of The Brotherhood or something more akin to the Dark Powers is difficult to guess. It is likely would be skewed more to the Brotherhood side.

In truth, we will never know. With 2/3rds of the writing team gone, the company gone, and the persistent suspicion that nothing was ever really produced for it there is not enough to go on.

But I think I will see if the idea has any legs all the same. Check back tomorrow.  

Links


RPG Blog Carnival

This post is my last entry for my October RPG Blog Carnival: Horror and Fantasy.. I hoped you enjoyed. I'll post a wrap-up for it tomorrow as well.

RPG Blog Carnival


HAPPY HALLOWEEN!

Monday, October 14, 2024

Monstrous Mondays: The Ravenloft Monstrous Compendiums

 I have been covering the AD&D 2nd Ed version of Ravenloft all this month. I have also been covering the the Forgotten Realms and currently in the AD&D 2nd Edition era. One thing they both have in common is that a few of the books feature new monsters in AD&D 2nd Monstrous Compendium format.

I reviewed the Ravenloft Monstrous Compendiums sometime back. Since I have been reviewing the various books I have been printing out the Monstrous Compendium pages and adding them to my three-ring binder for Ravenloft.

The Ravenloft Monstrous Compendiums

As I run across a monster page for these reviews OR from Dragon magazine in my This Old Dragon feature, I print them out (or cut them out as the case may merit) and add them to my binder.

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

The Ravenloft Monstrous Compendium pages

It has taken 30+ years but I feel that the Monstrous Compendium concept is finally living up to its potential for me.

I have been doing the same thing with my Forgotten Realms monsters as I talked about a while back.

Again, I might start mining my other MCs to see what would fit here. I already have one filled with demons and devils, so I wont add those, but I am considering taking the Death Knight from Krynn and putting in this one.

The truth is I am not likely to play AD&D 2nd ed Ravenloft again. BUT my son is running his 5e group through Castle Amber using AD&D 1st ed. So it is possible I could run an AD&D 2nd Ed game again one day. I have mentioned that I am running an AD&D 2nd Ed Forgotten Realms game with my oldest, though we have not played in a while. So I guess never say never.

Despite my concerns with Ravenloft under AD&D 2nd ed, it was my game for the 90s. 

In any case I feel like an archivist in some dusty library, collecting tomes for my own pleasures. 

This is another entry for my RPG Blog Carnival for October!


RPG Blog Carnival


Monday, October 7, 2024

Secret Journey: Walking the Witches' Road

Woman wearing black dress
I am finally caught up on the new Disney+ series "Agatha All Along," and frankly, I love it.  Kathryn Hahn and Aubrey Plaza are so great in this, and Aubrey Plaza already has "witch cred" with her books "The Legend of the Christmas Witch" and "The Return of the Christmas Witch." It is a lot fun and I am enjoying watching Agatha Harkness come to life after reading her exploits for so long. 

I have a lot of people asking me how I would implement the "Witches' Road" in my games. Well, obviously, I can't use the Witches' Road as it appears here, Disney being so understanding and forgiving. BUT thankfully, I do have something, and the advantage here is that it shares a genesis with my first witch class.

Upon a Secret Journey

Back in the early 80s I was building a bunch of new classes. I have talked about them here before, but briefly there was the Witch, the Sun Priest, the Healer and the Necromancer. The witch you have seen, the Sun Priest, though has yet to see a lot of text here. You can find the complete AD&D 2nd Edition kit here and on my downloads section

There was a notion that the Sun Priest would need to complete a pilgrimage ever so many levels to prove their faith. While it was based on the pilgrimages made by Medieval faithful, the idea here was one of greater spiritual understanding. It was inspired by the Police song "Secret Journey." For me it added a bit more mysticism to the idea. 

Here is what I said back then.  

At 3rd level and every three level thereafter (6, 9, 12,...), the Sun Priest must go on a "secret journey." This journey is one of faith and must be accomplished alone, in secret. It might be nothing more than a dedicated study of church tomes (a journey of understanding), of deep contemplation (a journey of enlightenment), of destroying some foe (a journey of vengeance), or anything else the player and DM agree upon. The journey will last as long as necessary, and during this time, the Sun Priest will receive no experience points, nor can he partake in an ongoing adventure. The journey can be played out, or the priest may simply rejoin the adventures at a later date. The journey must be performed, or the Priest can not advance to the next level.

Again, remember this was for AD&D 2nd Edition. And while it is certainly geared towards a clerical class, there is no reason I can't adopt it, and adapt it, to the Witch.

In fact, I kinda have been doing that now anyway. When I was moving out of 3e over to 4e I was trying to decide if I was going to continue Larina under the new rules. I go my answer when I saw the Feywild get more emphasis. Very long story short, Larina went to the feywild, had a daughter with Fey Lord, but had to leave her behind to complete a quest at the behest of Baba Yaga. When she returned 13 years had passed. This quest was a Secret Journey in all but name.

You Will See Light In The Darkness

The Secret Journey for witches (The Witches' Journey maybe) is one a witch must complete at some point in her life before she can receive greater understanding about her magic, her craft and her place in it. For many it is an essential part of their lives as a witch. 

Given this I am tempted to have it related to the steps of the Hero's Journey and include some of the elements of modern witch traditions of a symbolic Life-Death-Rebirth. The Witches' Journey is a symbolic death and rebirth.

In AAA, the "Witches' Road" is taken on by a coven, but a Secret Journey is a solo affair; a witch must complete it on her own. Since it is a symbolic death and rebirth, this is not supposed to be easy. The witch will emerge from this fundamentally changed.

The Witches' Journey
The Witches' Journey (Rough Draft)

It is now a few hours later.

I pulled up a copy of the Hero's Journey, Buckland's Complete Book of Witchcraft, and of course, Jung's Man and his Symbols. I like the idea of witches having to embrace their own shadow-self in their journey of self-realization. I also added in some ideas from my NIGHT SHIFT notes. 

Part 1: The Call to the Journey (Life)

    1. Ordinary World: The witch lives in a mundane environment, feeling a sense of disconnection from nature and the spiritual world, unaware of their inner potential.

    2. Call to Adventure: The witch experiences an awakening—perhaps through a sign, dream, or encounter—that ignites their curiosity about magic and the self.

    3. Refusal of the Call: Doubts and fears surface as the witch grapples with societal expectations, personal insecurities, and the weight of tradition, resisting the call to explore their true nature.

    4. Meeting the Mentor: An experienced witch or wise figure appears, offering guidance, wisdom, and tools to navigate the inner and outer worlds, encouraging exploration of the self.

Part 2: The Descent into the Underworld (Death)

    5. Crossing the Threshold: The witch consciously steps into the realm of magic and the unknown, leaving behind their old life and beginning to confront their inner landscape.

    6. Trials and Allies: The witch faces external challenges and meets allies, but also begins to encounter aspects of their Shadow Self—unacknowledged fears, desires, and insecurities that surface during their journey.

    7. The Abyss: A significant challenge forces the witch to confront their Shadow Self directly, facing their deepest fears, regrets, and repressed emotions. This moment represents a metaphorical death, where the old self must be faced.

    8. Rebirth through Initiation: The witch undergoes a transformative ritual or initiation, symbolizing acceptance of their Shadow Self. They emerge with greater self-awareness and empowerment, integrating both light and shadow aspects of their identity.

Part 3: The Return with Wisdom (Rebirth)

    9. The Road Back: With newfound knowledge and power, the witch begins the journey back to their ordinary world, now equipped with a deeper understanding of their whole self.

    10. Resurrection: The witch faces a final test or confrontation that challenges their integration of the Shadow Self, solidifying their transformation and understanding of the life-death-rebirth cycle.

    11. Return with Wisdom: The witch returns to their community, sharing the wisdom gained from their journey, including insights on the importance of acknowledging and embracing one’s own shadow.

    12. The New Ordinary World: The witch finds a place in their community, living in harmony with both the magical and mundane worlds, embodying a balance of light and shadow, contributing to a holistic understanding of existence.

Last Step: The Eternal Cycle

    13. The Wheel of the Year: The witch embraces the cyclical nature of existence, celebrating seasonal festivals and the ongoing journey of life, death, and rebirth. They recognize that integrating the Shadow Self is an ongoing process, each cycle presenting new opportunities for growth and transformation.

Again, this is a draft, and I need to find some solid game applications for this. I want to add up the horror elements a bit. This journey needs to be a terrifying experience for the witch, but ultimately, a rewarding one where the witch emerges reborn.

I like what I have here, to be honest. 

RPG Blog Carnival

This post is for my October RPG Blog Carnival: Horror and Fantasy.

RPG Blog Carnival


Monday, September 30, 2024

ITS OCTOBER 2024!! RPG Blog Carnival and Horror Movie Marathon

  It's (nearly) October once again here at The Other Side, and you know what that means!

I have a TON going on, so let's get going.

Photo by Toni Cuenca from Pexels: https://www.pexels.com/photo/two-jack-o-lantern-lamps-619418/
Photo by Toni Cuenca from Pexels

RPG Blog Carnival

It has been my pleasure to host the RPG Blog Carnival in the past, and I am happy to do it again this October the spookiest of all months.

This month my topic is Horror and Fantasy. 

I am going to be focusing on how to add more horror elements to your fantasy games and hor to make your horror games more fantastical.

If you want to participate in the RPG Blog Carnival on this topic, just post what you want (that concerns this topic) and share your link below. Or share it on social media with the #RPGBlogCarnival hashtag, and feel free to tag me.  I'll do a round-up of all the posts in November.

RPG Blog Carnival


Monster Movie Marathon

In that vein, I am going to watch a lot of fantasy, horror, and horror fantasy movies this time around. I am not focusing on a theme this year, but I am going to try to watch movies that feature monsters from the original AD&D 1st Edition Monster Manual

This is the 50th Anniversary of D&D, and I am still celebrating my enjoyment of the game. Since it was the Monster Manual and Horror that got me into D&D, I am going to watch a bunch of "Monster Movies."

October 2024 Monster Movie Marathon

Reviews, Dice, and More!

I am also going to get out some reviews of various Ravenloft products (horror, D&D, fitting my theme). I also have my nightly Advent-ure Dice reveals at Midnight.  Plus more as I come up with it.

Like I said. A very busy month here at The Other Side!

Monday, September 23, 2024

Monstrous Mondays: The Monster Movie Marathon & RPG Blog Carnival

 It is that time of year again! Ok, that's lie, it is always that time of year for me. But it is that time of year when I start talking about it. And by "it" I mean my October Horror Movie Challenge

The goal is basically the same every year: Watch 31 Horror movies, with at least 20 of them as first-time views.  I often throw in a little twist to the theme. One year, it was all Vampire movies; another movie just before 1973 when The Exorcist came out.  This year, we will have a theme as well. 

The Monster Movie Marathon

To celebrate 50 Years of Dungeons & Dragons, I am going back to watch a bunch of classic (say pre-1977) movies featuring monsters from the AD&D 1st Edition Monster Manual.

Monster Movie Marathon

This all works out great for me.

"Monster Movies," as my Dad and I used to call them, were a big influence on my childhood and primed me for when Dungeons & Dragons came into my life. 

So I am going to watch a bunch of horror movies, mostly from before the Monster Manual was printed in 1977, featuring monsters that would later appear in those pages. 

I am not making any claims that these movies inspired these monsters, but certainly, they would have been known by the authors and artists of D&D at the time. They WERE certainly an inspiration to me at the time. The challenge here will be finding 20 I have never seen.

I have been reviewing my lists of monsters and comparing them to the book "The Classics of the Horror Film" I mentioned about a month ago. Along with other books, that for me, were the pillars of my love of monsters and ultimately D&D.

I'll watch the movie and talk about their Monster Manual counterparts. 

Should be great! So join me all month long next month.

I am also hosting the The RPG Blog Carnival for October. My theme is "Horror and Fantasy." Many of the monsters I'll be talking about have a toe, or tentacle in both. Monsters like the vampire, Medusa, and the mummy are featured in both genres. Creatures like the ogre and goblin began as horror monsters (of the time) and became more fantasy. Greek Myth for example has a lot of fantasy creatures that would later appear in horror.

So I have my work cut out for me to be sure! So join me in talking about Horror and Fantasy in your games and I'll link to you in future posts.

RPG Blog Carnival


Saturday, April 20, 2024

#AtoZChallenge2024: R is for Ravenloft

Ravenloft
 This has been a favorite feature of my A to Z posts over the years, with two of my earliest A to Z posts covering the same topic.

One would think I didn't have any more to say, but those are just two of 56 posts I have here about Ravenloft (soon to be 57). But yet here I am with more to say.

What is Ravenloft?

Ravenloft was originally an adventure for First Edition AD&D, released back in 1983, and written by Tracy and Laura Hickman's husband and wife team. It was part of the "I" or intermediate series of adventures. Most of these were not linked and only shared that they were higher level than beginning adventures. Ravenloft, given the code I6, was for character levels 5 to 7. 

Ravenloft was a huge change from many of the adventures TSR had published to that date. For starters the adventure featured an antagonist, Count Strahd von Zarovich, who was no mere monster. Yes he was an AD&D Vampire, but he was meant to be run as an intelligent Non-player Character.  Prior to this the vampires have been the unnamed Vampire Queen of the Palace of the Vampire Queen, Drelnza the vampire daughter of Iggwilv in The Lost Caverns of Tsojcanth, and Belgos the Drow Vampire in Vault of the Drow. By 1983 the amount written on all three of these vampires would not even be as long as this post will be. Strahd was different.

Strahd had a backstory, he had motivation, and he was intelligent and ruthless. Destroying him was the goal and that was not an easy feat by any stretch of the imagination.

The adventure also introduced some new elements as well. The dungeon crawl was gone, replaced by a huge gothic castle and a nearby village. The adventure could be replayed ab unique given the "Fortunes of Ravenloft" mechanic that allows key items, people, and motives to change based on a fortune card reading.

And there were the iso-morphic, 3D looking maps, that helped give perspective to many levels of Castle Ravenloft. 

The adventure was an immediate and resounding hit. This adventure, along with the Dragonlance Adventures also by Tracy Hickman (and Margaret Weis) led to something many old-school gamers call "The Hickman Revolution" and claim it marks the time between the Golden Age and Silver Age of AD&D, with the Silver age coming after 1983. While yes there was a change, a lot of it was for the better.

For me, it was a dream come true. Vampires had always been my favorite creatures to fight in D&D, and I was an avid Dracula fan. I bought this adventure and then threw it at my DM, saying, "Run this!" 

I grew up on a steady stream of Universal Monsters, Hammer Horror, and Dark Shadows. That's my Appendix N. So, an adventure set in pretty much the Hammer Hamlet where I get strange locals and have to fight a vampire? Yeah, that is what D&D was to me.

I find that the people who don't like this adventure don't see what makes it great. This is not Lord of the Rings, Conan, or some other Appendix N pulp fantasy. This is Hammer Horror. Strahd has to be played with a combination of charisma, scene-chewing villainy, and absolute brutality. In other words, it is exactly like Christopher Lee playing Dracula.  Even the nearby village is filled with terrified, but the pitchfork in the ready village is a Hammer Hamlet

Ravenloft three different printings
Original, 25th Anniversary Edition, Print on Demand Edition

I even got my original module from 1983 signed by Tracy Hickman.


This adventure was so popular that it spawned a sequel, Ravenloft House on Gryphon Hill and an entire campaign setting.

Ravenloft: The Setting

I mention that in college, I played AD&D 2nd Edition. The biggest selling point of AD&D 2nd ed was the campaign settings. There were a lot of them. Too many. But my favorite was Ravenloft. They took the events of the 1983 adventure and built an entire world around it with people, magic and lots of horror monsters. It was Gothic horror, to start with, but soon expanded into other realms of horror using the AD&D 2nd Ed rules. Not always a perfect fit, but I made it work.

It even expanded it to Earth in Ravenloft: Masque of the Red Death

It has been so popular that it is one of the few settings to see publication across all five major editions of D&D.  4th Edition made some changes, as did 5th Edition. But that is all within the same vein (so to speak) as all Horror movies, and Dracula in particular, get reinterpreted to fit the times better. Horror is always about what people in the here and now are concerned with. Ravenloft follows suit.

Ravenloft across the editions

Ravenloft has been listed as one of the greatest adventures of all time and Strahd as one of the greatest D&D villains ever. 

I have run this adventure many times under many different rulesets, and it has been a blast every time. 

Even if I am not playing D&D, I return to this adventure and this setting. 


Tomorrow is Sunday, so a break from A to Z, but not my posting. I will cover Dungeons 7 Dragons 4th Edition.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Friday, April 12, 2024

#AtoZChallenge2024: K is for the Known World

 Today I am going to talk about the Known World, or the campaign setting implied in Basic D&D.

the Known World

When the D&D Expert Set was introduced, it included a two-page map of part of a continent. This was described as "The Known World," and that was good enough for us back then. A lot of strange cultures were crammed into an area about the size of the North Eastern portion of North America. But hey, it was D&D, and we thought it was great. It was certainly enough for me. In fact my characters rarely left this area. There was plenty to adventure here.

At the time, I did not know the work already done here and where this world would go in the next few years.

The Schick-Moldvay Known World

Before working on the D&D Basic Set, Tom Moldvay had a game with future D&D heavyweight Lawrence Schick. In their games they had a campaign world they were calling "The Known World."

A while back, Lawerence Schick posted "The “Known World” D&D Setting: A Secret History" over at the Black Gate site.  A nice history of how he and Tom Moldvay came up with the Known World for their own games and then ported it over to D&D Basic/Expert.  It is a fascinating read if, like me, you are a fan of the Mystara world and/or of maps in general.



James Mishler (who also did the Mystoerth map) takes this one further and provides the above map for the Moldvay/Schick known world.

It is interesting how so many familiar names and even locations exist in different places. It is like looking at a world you know but through some sort of distorted lens. What is also quite interesting to me are the new lands—places, and names that are entirely new to me.

The Known World
The Known World Replica Map by James Mishler

There is so much here I can use and honestly I have yet to grow tired of exploring this map. BUT it is not the map we ended up with. No once the Known World left the hands of Moldvay and Schick it became a different world.  That world would eventually be called URT! (ok and then Msytara).

The Known World of Urt Mystara

Spend any time here, and you will know that the Known World of the Basic/Expert Sets (B/X) was the first world I played in.  While I would move on to AD&D and Oerth, the Known World would also move to Mystara.  It would be the world introduced to us in the Companion Set and expanded on the Gazeteer Series, the D&D Rules Cyclopedia, and even into the 2nd Edition age and beyond.

But it was in the Companion and Master Sets that Mystara got its start.


The B/X Known World only occupies the East-most lower gray box, this is the same as the very first map on the top of this page.   The BECMI World, Mystara, is going to be bigger.  Even this is just the continent of Brun.

I am not sure who came up with the idea for Mystara to look the way it does but there are some obvious parallels.

From the Master DM's Book,



Here is Mystara, courtesy of http://pandius.com/





If it looks familiar, there is a good reason.


That is the Late Jurassic, the early Cretaceous period of the Earth, 150+ Million Years Ago.

Long-time readers here already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps, and throughout all of human history, the Earth has been the same. Not so throughout ALL history and prehistory.

It's also kind of cool to see where the places of Mystara will line up to our world.

Mystara and the Lands Beneath the Waves by Grimklok

At first, the Known World was known by Urt or even Urth by Frank Mentzer and was designed to be similar to Gary's Oerth of the AD&D game. We also learn in the Immortals Set that Urt did not look like Earth 150 MYA it WAS Earth at that time. 

Though I think (and I have nothing to support this) that the "Urt" version of the Known World was scrapped after Frank Mentzer left TSR. His good friend Gary had already been ousted. It seems like Urt was a casualty of that regime change. So "Urt" was out, and "Mystara" was in. 

Mystara 

The Known World of Mystara was later expanded and given more detail in the wonderful Gazetteer Series, Hollow World Series, and Challenger Series.

While delving into everything Mystara would take me another month or another year, there is still a vibrant and active community on the web to support this world.  In fact, I would say it is far more active than most other worlds. Starting in the early days of the MPGN listserve lists run by TSR. The MYSTARA-L listserve was active back in the days when my access to the Internet was via a mainframe.  Many of the same people on those lists then are still active in the various Facebook groups and websites today.

Mystoerth

For me, I always had a soft spot in my heart for Mystara. It was the world of my Basic era days, and when I moved on to AD&D, I still kept the world as "my own."  It was understood that when I was a player, it was in Greyhawk/Oerth, but when I was a DM, it was in the Known World/Mystara.  Eventually, right before college, we merged our worlds into one. I got the western half, and my DM got the eastern half.  

So you know, I was thrilled when I found the James Mischler/Chatdemon Mystoerth map.  The worlds share a lot of details in common, so a merge was inevitable. I no longer have the original map my then DM made, but this one is a better rendition anyway.


Click for larger

This appears to be the original map. While researching this, I found an old post by Rich/Chatdemon that offers an alternate name: Oerstara. I kind of like that. A lot. It sounds like Ostara, the pagan holiday from which Easter comes. Oestara could have been an alternate name for the planet, like Earth and Terra.

Regardless of which version of the Known World I would use there is more than enough in any of them to last me another lifetime of gaming and exploration.

Isn't that what it is all about?

Tomorrow is L, and I will talk about Larian Studios and Baldur's Gate 3

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Saturday, April 6, 2024

#AtoZChallenge2024: F is for the Forgotten Realms

 This one might feel like a bit of a recycle; I have been talking about the Forgotten Realms all year long so far and will keep at it. But today is different, I think.

My collection of Forgotten Realms books

For people new to D&D and my blog, the Forgotten Realms is a campaign setting, a world filled with people, creatures, gods, and history for use with the Dungeons & Dragons game. It was created as a world to tell stories in by Ed Greenwood. It was first published for the Advanced Dungeons & Dragons 1st Edition game system back in 1987. I reviewed that set earlier this year. Now I was playing D&D when this game came out; I was about ready to enter my second decade of playing, so I was not a newbie. But I felt the Forgotten Realms was the "Johnny come lately" of D&D, and I really wanted no part of it. 

That was a mistake on my part.

Well...I mean at the time I going to University, my funds were limited and soon I would be HARDCORE in another campaign setting, Ravenloft. I will talk a bit about the Campaign settings for AD&D tomorrow and about Ravenloft on R day. 

So, going back a few A to Z Challenges (2016), I posted about how I was changing my mind about the Forgotten Realms. It actually began back in the 3rd Edition days, and solidified to me in 4th Ed days. Now, in the later days of 5th Edition, I find myself drawn to it more. And I have REALLY had a great time with it. 

The Realms are wildly popular. There is over 35 years of RPG publications, hundreds of books with many as New York Times best sellers, a few dozen or so video games including the amazing Baldur's Gate 3, comics, an actual play podcast (I am sure there are more), and yes the most recent Dungeons & Dragons movie.

I freely admit, I was gearing up for a big push into the Forgotten Realms anyway, but it was Baldur's Gate 3 that really pushed me over. 

Me and the Realms

My regular readers know I have a campaign world that I really love, Mystoerth, which combines aspects of two other published campaign worlds Mystara (published with Basic D&D) and Oerth, the World of Greyhawk (designed for Advanced D&D). These two worlds were smooshed together so my old High School DM and I could have one world. This suited me well for a very long time. 

But there is something to be said about living in a shared world. You can talk to others about adventures in a place, and they have their own stories. It makes the world alive in a way I can't really do with my Mystoerth. 

These blog pages document my attitude shift towards the Realms fairly well. However, they don't really capture how much I disliked them initially, especially in the 1990s. 

I was never a fan of Forgotten Realms. I dismissed it in the 1980s as an "upstart," ignored it in the early 1990s, and actively disliked it in the late 1990s. But it seems my ire was misplaced. Around the time the 3rd Edition Realms book came out, I was beginning to soften my stance. By the 4th Ed era, I considered moving a campaign to the Realms. In the 5th Ed era, I made it official, more or less.

It was my coverage of Ed Greenwood's work in Dragon magazine that changed my mind. 

To this end, I have amassed a small collection of Forgotten Realms books—nothing special, just ones that I have easily come by either at game auctions, Half-Price Books, or, as in the books pictured above, Print on Demand from DriveThruRPG. So, I have been going through them in detail throughout the editions.

The Forgotten Realms to me was always viewed through the eyes of a character, whether that was Elminster or Drizzt or whomever. Likewise, I am going to look into the Realms through the eyes of a new character. So I am opting to also experience the Realms through the eyes of my characters. The one I am starting with is Sinéad. She began as an AD&D 2nd Ed character, moved over to become a very successful Baldur's Gate 3 character, and now she is my "Ego" character for my Realms games.  She even has her own set of dice.

I have some others that I have discussed and there will be more.

So far, this has been nothing short of fantastic. There is not a moment of this new series of posts and these new explorations I do not love. If you are here from the A to Z Blogging Challenge, I recommend coming back to check these out if you want to learn more about the Forgotten Realms. I know a little bit more than you do, so we can all learn together.

Tomorrow is Sunday and normally not a day we post in the A to Z. But I am doing my Sunday Specials again this year and posting about numbers. Tomorrow is AD&D 2nd Edition.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Wednesday, April 3, 2024

#AtoZChallenge2024: C is for Critical Role

 One of the biggest cultural phenomenons to come out of modern D&D has been the success of Critical Role. It was successful because of D&D 5th Edition and, in turn, made D&D 5th Edition more successful.

What is Critical Role

Critical Role Cast
The voice actor players.

It is a streamed "actual play" Dungeons & Dragons 5e (for the most part, more on that) game. Each session is about 4+ hours long (resulting in over 2,000 hours of content) and features a group of voice actors: (top L-R, picture above) Sam Riegel, Taliesin Jaffe, Marisha Ray, Dungeon Master Matt Mercer, and (bottom, L-R) Liam O'Brien, Laura Bailey, Ashley Johnson, and Travis Willingham.

They began just as a group of friends (Travis and Laura were either already married or dating, Matt and Marisha were dating) playing a D&D 4th Edition and then a Pathfinder game.  When D&D 5e came out, they moved over to that. You can even see some rule confusion in the early episodes.

Vox Machina
The characters. Can you match who is who?

They soon became wildly popular. How popular? Well there is an Amazon series based on their first campaign ("Vox Machina"), there are several books about and by the Critical Role team, their Gen Con shows are sold out months in advance, and they also sold out Wembley Arena back in October of 2023. A live event to watch a bunch of friends play D&D, and they sold out a space that had previously seen sold-out shows of the likes of Led Zeppelin, Genesis, David Bowie, Queen, The Who, The Grateful Dead, and more.

While they were not the first online Actual Play D&D streamers, they are the biggest, and they made this into not just their own genre of entertainment, but they have been making an absolute ton of money. 

There are three campaigns featuring different groups of characters. Campaign 1 featured the above characters in Vox Machina. Campaign 2 was their big breakthrough campaign featuring the Mighty Nein. This also introduced Laura Bailey's character, Jester Lavorre, the tiefling that inspired a thousand cosplays

There have also been four published books for the D&D 5e game.

Critical Role books

The cultural phenomena that is Critical Role has not been without some critics. There are those that complain that they are not really gamers. Or that they are not really playing. Or that the "Mercer Effect" has ruined what people expect from D&D.

To those critics, I say, "Do you remember exactly when it was when you let fun die in your life?"

Look. The hobby space that D&D occupies now is not the same as it was in the 1980s. This is a good thing. 

People can watch Critical Role and enjoy it without rolling any dice of their own. They can watch the show and then think, "Hey, this looks fun. I want to try this." They can cosplay Jester, Keyleth, or FCG. They can enjoy the Amazon Prime series.

For me, it is all great fun. I started watching the old streams (still on Campaign 1!), and I enjoy them. They have also given me ideas for my own games. Between Campaign 1 and "Stranger Things," there is a whole new generation of D&D fans out there. Yeah, so sometimes I get 20-year-olds excited to tell me all about Vecna (the BBG in both), but hey, they are excited.

The Future

Critical Role has been a huge money maker...for Critical Role. It should not surprise anyone that the Powers That Be at Hasbro (the current owners of Wizards of the Coast and D&D) wanted in on some of that action. So last year in January, Hasbro/WotC wanted to put out some new guidelines on what various creators can do with D&D material, essentially walking back on 23+ years of access and goodwill.  Well, people naturally were angry.  It was enough that I even stopped using the very permissible Open Gaming License to produce my own works and spent most of 2023 working on solutions. Others did the same. One of those solutions for the Critical Role team was to build their own RPG that they controlled and had all the rights to. It is a very good idea.

They began with an actual play series and a new game called Candella Obscura. It is a quasi-Victorian, horror-themed fantasy game, so you know I am interested! I have not played it yet, but we have the hardcover and it looks fun.  You can try it out for free with their QuickStart Guide

Daggerheart and Candella Obscura

Their newest game is called Daggerheart. It is still being playtested, and I discussed it a while back. Will people leave D&D 5 for it? Well, there is some indication that D&D 5 sales dipped in 2023. Was that because of Wizards of the Coast's series of PR blunders or because D&D 5R (One D&D) is due out at the end of this year, and sales ALWAYS dip after these announcements? Hard to say, but it's likely a combination of both. But in any case I wish Daggerheart and the Critical Role team nothing but the best and hope they are wildly successful.

Even if you don't like Critical Role. The Stream, the Amazon show, their D&D 5e content, or new games, you have to like the attention they have brought to this hobby. Even if only 1/10th of the people drawn into this stick around for other games, that is more than we had before.

Tomorrow, I'll talk about a topic that is very near and dear to the hearts of many gamers. Dice!

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my first entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival

Thursday, November 2, 2023

October RPG Blog Carnival Wrap-up

RPG Blog Carnival

 October was my time to host the RPG Blog Carnival. This year my topic was Horrors, Gods, and Monsters. For this, I did a lot of postings about my Black Forest Mythos set of gods and monsters.

I did not get through all my Gods and Monsters so I am going to keep on going.

But there were others that participated as well.

The Ideocron of The Oracular Somnambulist had Spooky Scary Skeletons! with tables to make your skeletons more spooky and interesting.

Codex Anathema always has good stuff. Their entry covered "Horrors, Gods and Monsters" AND they helped me practice my Spanish. ¡Gracias!

Sea of Stars gave us a new monster, the Thornkin.  You know I love new monsters.

Seed of Worlds expands on their petty gods with d8 natures of this quasi-godlike entity. Tables for your OSR (or really any) game.

Stuffed Crocodile, one I have been lurking at for a bit for their Dark Eye content, gives us a new monster, Wiedergänger. This one will be a lot of fun to use!

Finally, we have V Donnut Valley. We get a monster and a god.  Not to mention that they are hosting the November Blog Carnival, Let’s Party! Festivals and ceremonies! I will certainly have to find something for my group of gods here.


I hope you enjoyed all these entries and the ones I did! Looking forward to participating again next year.