Showing posts with label basic. Show all posts
Showing posts with label basic. Show all posts

Monday, November 18, 2024

Companion Set Dungeons & Dragons

NOTE: My oldest has been running his Sunday group through all the editions of D&D. I have been planning on doing something with the Cook/Marsh Expert set, but schedules being a thing I have had to adapt and now do a Companion-level adventure.

One thing led to another, and now I have a new, different project on my hands. 

Today is my "Day 1" of it. The day I start pulling together research notes into a draft. 

I put this post together as a set of notes and research from previous posts. 

No. I am not doing my own Companion set. As I have outlined below we have plenty very good ones.

D&D Companion Set

The Companion Edition of D&D was one of the near-mythical books for me growing up.  As I mentioned yesterday that I began my game playing with the Basic/Expert, known today as B/X, sets from the early 80s.  The expert took the game from the 3rd to the 14th level, and the Companion book was then going to take the game from the 14th to the 36th level.  Even though I knew of AD&D at the time, I thought the Companion book would be the way to go. So I waited for it.

And waited.

And waited some more.

Finally, I gave up waiting and dove into AD&D instead, leaving Basic D&D behind.  Eventually, a Companion Rules Set came out.  But it was for the new Mentzer-edited Basic set (now called BECMI), and I no longer had any interest in it, having discovered the world could also have Assassins, half-orcs, and 9 alignments.

Fast forward to the Old School Revolution/Renaissance/Resurgence/Recycled and I have re-discovered the Basic sets (all of them) in their imperfect glories.  And I am not the only one that must have felt a little gipped by not getting a Companion book for B/X.

Jonathan Becker over at B/X Blackrazor designed his own Companion rules. If it is not exactly what the companion would be, it is really close.

Soon after, I managed to pick up my copy of the Companion Set.  So join me on my exploration of the new worlds of the D&D Companion Set.  But a warning, here there be Dragons!

D&D Companion Set (1984)

I don't think it is too much to say that the Companion Set contains some of the most interesting changes and updates to the D&D than any other product TSR had published to date.  I will talk more about these in the review, but first a look back.

I have eagerly awaited the Companion set for D&D ever since I got my Expert Set, which is by B/X Moldvay/Cook Basic and Expert Set.

The Companion Set, as promised by the Expert Set rules, mentions that characters will now go to 36th level and there will be a way to cure undead level drain!  Such promises. Such hope!

Classes
D&D Cook/Marsh Expert Set, page X8


I did manage to read it once.  I was in college, and it was at Castle Perilous Games in Carbondale. Of course, AD&D 2nd Ed was the new hotness at the time, and I had no desire to look backward.  What I saw, though, at the time did not impress me.  The entire Mentzer set at the time (AT THE TIME, mind you) made me think of it as D&D for little kids (now I see it differently).

Looking back now, I see I made a BIG MISTAKE.
Well...maybe.  I would not have traded my AD&D time for anything, but I wish I had given the BECMI rules more chance.

Now I can fix that.

Today I am going to cover the BECMI Companion Rules.  I am going to cover both the DriveThruRPG PDFs and my physical box set.

Companion Rules

The Companion Set follows the rules as presented in the BECMI Basic and Expert books. But unlike those books, the Companion Rules sets off into uncharted directions and gives us some new material.

While the claim can be made that Frank Mentzer only edited and organized the Basic and Expert rules based on previous editions, the Companion set is all his.  While there may be some influences from earlier editions such as Greyhawk (with it's 22nd level cap [wizards] and some monsters) and AD&D (some monsters and the multiverse) this really feels new.

Companion Player's Book 1
The player's book is 32 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
Opening this book we get a preface with a dedication to Brian Blume. A nice touch and yeah he is often forgotten in the tale of D&D's earliest years.  The preface also firmly situates us in time. We 10 years out from when D&D was first published. The design goals of this book, and consequently this series, have never been more firmly stated.  This is an introduction to the D&D game and designed to be fun, playable, and true to the spirit of D&D.  It certainly feels like this is the successor to the Original D&D game; maybe more so than AD&D.
One page in and we are off to a great start.

The title and table of contents page tell us that this game is now "by" Frank Mentzer, based on D&D by Gygax and Arneson.  As we move into the book proper we get a feel for the "changing game."  Characters are more powerful and once difficult threats are no more than a nuisance or exercise.  The characters are ready to take their place among the rulers of the world.  This makes explicit something I always felt AD&D only played lip service to.

We get some new weapons that have different sorts of effects like knocking out an opponent or entangling them. We also get some unarmed combat rules.    Now, these feel they really should have been added to the Basic or Expert rule sets. Maybe they were but were cut for space or time.

Up next is Stronghold management from the point of view of the player characters.  Again here D&D continues its unwritten objective of being educational as well as fun.  More on this in the DM's book.

Character Classes
Finally, about 11 pages in we get to the Character updates.  Here all the human character classes get tables that go to level 25; again maybe a nod to Greyhawk's level 20-22 caps, and caps of 7th level spells (clerics) and 9th level spell (magic-users).  Clerics get more spells and spell levels.  The big upgrade comes in the form of their expanded undead turning table.  Clerics up to 25th level and monsters up to Liches and Special.  This mimics the AD&D Clerics table; I'd have to look at them side by side to see and differences.  One difference that comes up right away is the increase in undead monsters.  There are phantoms, haunts, spirits, and nightshades.  Nightshades, Liches, and "Special" will be detailed in the Master Set.

Something that is big pops up in the cleric listing.  A Neutral cleric of level 9 or higher may choose to become a Druid! Druids only resemble their AD&D counterparts in superficial ways.  They have similar spells, but the BECMI Druid cannot change shape.  It is an interesting implementation of the class, and I'll discuss it in detail.

Arguably it is fighters that get the biggest boost in the Companion Set.  They gain the ability to have multiple attacks per round now and other combat maneuvers such as smashing, pairing and disarming. This is a big deal since they got so little in the Expert set. Fighters can also "specialize" into three paths depending on alignment.  There are Knights, Paladins, and Avengers.  Each type gives the fighter something a little extra.  Paladins are not very far off from their AD&D counterparts and Avengers are as close to an Anti-Paladin as D&D will get until we get to the Blackguards.

Conversely, Magic-users do not get as much save from greater spells. We do get the restriction that any spell maxes out 20dX damage.

Thieves can now become Guildmasters or Rogues.  A name that will come up more and more with future editions of D&D.

BECMI "Prestige Classes?"
The Druid, Knight, Avenger, Paladin, and, to a lesser degree, the Magist and Rogues represent what could arguably be called the first Prestige Classes to D&D.  Their inclusion predates the publication of the Thief-Acrobat in the AD&D Unearthed Arcana.

Prestige Classes are classes that one can take after meeting certain requirements in other "base" classes in D&D 3.x and Pathfinder. Often at 10th level, but can occur anytime the character meets the requirements.  This concept is later carried on into D&D 4 with their "Paragon Paths" (chosen at 11th level) and even into D&D 5 with their subclasses (chosen at 2nd level).

The BECMI Avenger and Paladin are the best examples of these working just like the Prestige Classes will in 15 more years. This is interesting since it also means other classes can be added to the basic 4 core ones using the same system.  An easy example is the Thief-Acrobat from UA or even the Ranger from AD&D.  Though in this version the problem lies in the alignment system.  Rangers are supposed to be "good" for example.

Demi-Humans
Demi-humans may not advance any more in level, but they are not idle.  This is also the area of the Companion Set that I most often go wrong.  Each demi-human race has a Clan Relic, and some demi-humans could be in charge of these clan relics, making them very powerful. There are also clan rulers, and they are also detailed.  What does all that mean?  It means there is a good in-game reason why demi-humans do not advance in levels anymore.  They are much more dedicated to their clans than humans. So, after some time, they are expected to return home to take up their responsibilities for the clan.

Companion level Elves

That is not to say that these characters do not advance anymore.  Each demi-human race can still gain "Attack Ranks" as if they are still leveling up.  They don't gain any more HP, but they can attack as if they are higher-level fighters.  They also gain some of the fighter's combat options. Each class gets 11 such rank-levels.   It seems to split some hairs on "no more levels" but whatever.

We end with a map of the expanding Known World.  This is the continent of Brun of Mystara, but we don't know that yet.  But I will discuss that later this week.

This book is a lot more than I expected it to be and that is a good thing.

Companion DM's Book 2
The DM's book is 64 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
There is a lot to this book.  First, we get to some General Guidelines that cover the higher levels of play and planning adventures accordingly. There is sadly not a lot here.
We follow up with Part 2: The Fantasy World.  This continues some of the discussion of stronghold management and dominion management as well.  Now here is quite a bit of good information on what happens, or could happen, in a dominion. 
This section also includes the hidden secret of the D&D BECMI series.  The War Machine Mass Combat system.

War Machine
Around the same time, TSR also developed the BattleSystem Mass Combat system.  The two are largely incompatible with each other.  I always thought it was odd that two systems that do essentially the same things were created and incompatible.   Later I learned that D&D BECMI lived in what we like to call a "walled garden" in the business.  It was out there doing it's own thing while the "real business" of AD&D was going on.  The problem was that D&D Basic was outselling AD&D at this point.  This was not the first time that TSR would woefully misunderstand their customers, and sadly, it was not the last time either.
War Machine is elegant compared to BattleSystem. I am not saying it is simple, but the work involved is not difficult, and I am happy to say it looks like it will work with any edition of D&D.

The Multiverse 
A big part of any D&D experience is the Multiverse.  This section allows the DMs and Players to dip their toes into the wider Multiverse which includes the Ethereal Plane and the Elemental Planes.

Elemental Planes

Space is also given to the discussion on aging, damage to magic items, demi-human crafts, poison, and more. We also get all of our character tables.

Monsters
About halfway through the book, we reach the monster section. Many familiar AD&D faces are now here, though a bit of digging will show that many of these are also from OD&D up to the Greyhawk supplement. Most notable are the beholder, larger dragons, druids (as monsters), and many elemental types. Monsters are split into Prime Plane and Other Planes. 

Among the monsters featured are the aforementioned Beholder, larger Dragons, and bunches of new Undead, like haunts, druj, ghosts and more.  A few that caught my attention are the Gargantua (gigantic monsters) and Malfera.  The Malfera REALLY caught my attention since they are from the "Dimension of Nightmares."  This is more fodder for my Mystara-Ravenloft connection.
Monsters from the Other Planes focus on the Elemental planes.

Treasure
Lots of new treasures and magic items.

Adventures
There are three short adventure or adventure hooks for companion-level characters.

All in all the Companion Set is full and had many things I did not think it had given my very casual relationship to it over the years.  Reading it now and in-depth for the very first time I see there is a lot I could have used in my games back then.

Other Companion Books

I was not the only one that waited. 

Companion Expansion from Barrataria Games,Jonathan Becker's B/X Companion

Others came up with their own Companion rules for the B/X Style Basic D&D instead of the BECMI Style Basic D&D. Now...let's be 100% honest here. The differences between BX and BECMI are so subtle that only a huge nerd like me cares. But then again, I was not the only one.

I mentioned Jonathan Becker's B/X Companion above and I reviewed it a while back. It compares favorably to the BECMI Companion from TSR, and it fits the look and feel of the BX books well.

There was also the Companion Expansion from Barrataria Games, which was also quite good. It was more of a move from BX Basic D&D closer to AD&D, which is fine. It is also free, and all the content was released 100% under the Open Gaming License, so that was a nice plus in my mind.

And proving that sometimes the wait is good, Stephen R. Marsh, the Marsh of the Cook/Marsh Expert Set, is working on his own Companion set.  So I can have all three to satisfy that desire the 12-year-old-me had. 

It just goes to show how active the old-school D&D communities still are.

Some part of me still wants a proper B/X Companion set from 1982. Maybe such a thing existed in an alternate universe. But that is also a universe where the BECMI sets didn't exist, and given how popular Mentzer's red box was, I am unsure how it would have changed D&D as a whole in the mid- to late 1980s.

Companion Set Rules

What Role Does the Companion Serve?

One has to ask. What does the Companion rules actually do? Or even what role does it serve?

In many ways, the Companion rules (and here on out, regardless of which one I mean) represent the fork in the road where D&D splits from AD&D.  With the continuum of OD&D to Holmes Basic to Moldvay and then Mentzer Basic, you could still go on to AD&D (largely as Gary would have liked). The Companion rules then are the path of no return. Once you head down that path there is no turning back for AD&D.  So the Companion needs to fill the same gaps that AD&D fills, but it doesn't need to do them in the same way.

For me, any discussion about the various merits of AD&D vs Basic-era D&D has to include a conversation about how the Companion (and Masters) handle various AD&D topics. The only problem is that no Companion development ever happened in a vacuum. 

Things like Druids, stronger monsters (notably elementals), the outer planes and their inhabitants, are all slightly different in the Companion rules. But rare are the entirely new elements. Granted, the BECMI Companion often has new monsters and the War Machine. The Companion Expansion from Barrataria Games was designed to fill in the gaps B/X had compared to AD&D. It is hard to throw off the shadow of AD&D. Though I would like to see something new. Something that AD&D would have to convert over from D&D for a change. But likely that time has long since passed. 

Should Classes Be Different?

One of the ideas floated by the BECMI Companion is that there are some classes, the Druid is my prime example, that act like Basic Prestige Classes. So, a neutral 9th-level cleric could now be considered a Druid if that is what the player wanted. Does that mean a Fighter then could be something else? Knights, Avengers, and Paladins are mentioned in BECMI. But would Rangers, Barbarians, and Cavaliers be out of the question?

While I would not want to recreate the Prestige Class bloat of the early 2000s, the idea is an intriguing one. Would my witch even be just a type of magic-user, then? 

Should Monsters Be Different?

My go-to here is the humble succubus. In Becker's Companion, she is a 7 HD monster. In BECMI, granted in the Immortal Rules, she is a whopping 15 HD (Whispering Demon in the Immortals boxed set). In Eldritch Wizardry (where she is introduced) and in AD&D she is 6+6 HD.  Obviously, for characters 15th level and higher, a single 6 or 7 HD succubus is not really a challenge unless she is played correctly in a non-combat role.

Other times, we get more powerful dragons and more powerful elementals. A 15 HD succubus may be a bad idea, but the 15 HD Queen of Succubi is better.

The threats need to be targeted to the level of the characters involved. 

Gives me a lot to think about.

Tuesday, August 13, 2024

Mail Call Tuesday: Swords & Wizardry, Basic Sorceress

 Some good things in my mail this week!

Up first the new Swords & Wizardry books from their most recent Kickstarter.

Swords & Wizardry Kickstarter

Swords & Wizardry Kickstarter

The books are top notch and look fantastic.  There are lots of new classes and monsers.

Swords & Wizardry Kickstarter

Swords & Wizardry Kickstarter

Swords & Wizardry Kickstarter

Swords & Wizardry Kickstarter

Swords & Wizardry Kickstarter

Even the GM's Screen is good.

Also got my Glow in the Dark Sorceress from ReAction / Super 7.

Basic Sorceress

Basic Sorceress

Basic Sorceress

Pretty cool, really.

Maybe I should stat her up as a S&W Warlock sometime. There is no S&W Sorcerer. Or maybe I should make one.

Sunday, August 11, 2024

#RPGaDay2024 RPG with well-supported one-shots

 For this I am going back to the dawn of the OSR to pick Basic Fantasy.

Basic Fantasy

In truth Basic Fantasy can work for any "Well Supported" item. One shots, adventures, supplements, you name it. The community is rich, vibrant and engaged. Their Downloads section is loaded full of things you can get for free and are constantly updated.

This includes all their adventures.

Basic Fantasy adventures


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Tuesday, August 6, 2024

#RPGaDAY2024 RPG that is easy to use

 When it gets right down to it, you can't get more basic than Basic D&D.

Moldvay Basic

Like many of the RPGs I am going to talk about this month, this one is so easy that everyone can go from no knowledge to playing their new characters in a matter of minutes.  I know people have very fond memories of the Mentzer set and I personally got my start with the Holmes Basic set, but it is this one I consider my first "real" D&D.


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I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024


Saturday, August 3, 2024

#RPGaDAY Most often played RPG

 I don't think this one is even a contest. That would be Basic-era D&D. 


Dungeons & Dragons Basic Set
What treasures in such a small box!

The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading them today, I marvel that we all conquered this stuff at age 10-11. It may have only covered the first three levels of character growth, but they were a quality three.

I bought the Expert Set for my birthday in 1982. For the longest time, that was all I needed. Eventually, I moved on to AD&D. I discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those games, and I love playing them still, but they never quite had the same magic as that first time I opened up that box and saw what treasures were inside. I did not have to imagine how my characters felt when they discovered some long-lost treasure. I knew.

Today, I still go back to Tom Moldvay's classic Basic book. It is my yardstick for measuring any OSR game. Almost everything I need is right there, just waiting for me.

Three Basic Sets

Three Basic Sets, Books and Dice

Holmes Basic, also called the "Blue Book," was my start. Sort of. The rules I used back when I began were a hodge-podge of Holmes Basic and AD&D, particularly the Monster Manual. This was fine, really, since, at the time, 1979, these game lines were a lot closer to each other. I have talked about this in my "1979 Campaign" posts.

Edited by Dr. John Eric Holmes, this book took the original D&D books and re-edited them to a single cohesive whole, though limited to 3rd level, as a means to get people introduced to the D&D game.  The Original Rules (see "O" day!) were an eclectic collection of rules that grew out of Gary Gygax's and Dave Arneson's playstyles. Debate continues on who did what, and I am not going to provide anything close to a definitive answer, but the game sold well but had a steep learning curve to others who were not part of that inner circle or came from War Games. The Holmes Edition attempted to fix that.

Mentzer Basic, or the BECMI (Basic, Expert, Companion, Master, Immortals) rules, was published after the Moldvay Basic, Cook/Marsh Expert sets. The rules between the B/X and BECMI rules are largely superficial (I will discuss this more), and the BECMI rules go past level 14 into the Companion rules (more on that tomorrow).

There is evidence that the Mentzer Basic set, also known as the "Red Box," was one of the best-selling editions of D&D ever, even outselling the flagship line of AD&D at times. It was also sold in more countries and more languages than any other version of D&D. If you recall Sunday's post, the D&D Basic line was in play for 22 years, covering the same time period as AD&D 1st and 2nd Edition rules. And it is still widely popular today. 

UK, American, and Spanish Mentzer Basics
Basic books from England, the USA, and Spain

Basic D&D has great online support regarding books from DriveThruRPG and other "Old School Renaissance" creators. But it is an older game. One of the oldest in fact. So, some things made perfectly good sense back then that would cause people to scratch their heads at the various design choices (Descending Armor Class? Level limits?), but that doesn't detract from the fun. Finding a Basic game or even people to play it with will be harder.


I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Tuesday, July 30, 2024

The High Witchcraft Tradition

The Magic Circle - John William Waterhouse
I have been on a mini vacation to see my wife's family. They all moved down south. Personally, I dislike going south of Joliet, IL but that is me.  Anyway they are all huge card players staying up till the wee hours playing. That is cool, I got to watch the Olympics. You don't see me talking a lot about sports here though I am a life-long St. Louis Cardinals fan and a complete Olympics junkie. I am no expert by any stretch of the imagination, but I love the Olympics.

With some projects done, and others on hold (Basic Bestiary. Waiting for more art), I started a new project over my extended weekend.

The High Witchcraft Tradition

Well..."new" might be the wrong word.  

I have a lot of notes from other projects that didn't quite fit or didn't get developed enough to get added. Plus this is a book I have been picking at for a while and have been calling my "Last Witch Book."  If it is that remains to be seen, but I do have some great ideas.

Here is the shape of the book so far.

High Magic

It will include the use of High Magic, so magic that invokes spirits, demons, angels and the like. I would also like to include High Magic options for Magic-users. A bit like my Hermetic Mage Prestige class I did for 3.x.

Advanced

This book will be my first "true" book for the Advanced era. So compatibility with OSRIC, Advanced Labyrinth Lord, and Old-School Essentials Advanced is implied. Originally this book was going to be part of my "Basic Witch" series and focus on how I mixed AD&D 1st ed with the Expert set back in the day. I still might do that. I have a lot of ideas for that sort of play, but this is not the book for that.

Plus I will freely admit I am not as enthusiastic for D&D's future as I once was. I will buy D&D 5R, I will even likely play it a few times. But as much as I love digital and online games, that is not my preferred mode. 

So instead of endlessly complaining about it, I am just going to focus my efforts into the types of games I DO enjoy playing. If you are looking for ragey click-bait, you won't find it here.

Best of the Old, Best of the New (Maybe)

I love my old-school games. I also am rather fond of new-school games as well. For me it has always been about maximum fun. So I would love to go back over some of the newer developments in games and see what can be ported back over. This one is not a guarantee. My focus first and foremost is a witch book from circa 1986.   

Cover Art

For this book I am going to commission some original cover art. I have already been sending out emails to artists I want to work with and ones I have worked with in the past for this. And as much as I love the Pre-Raphaelite covers I have used in the past, I have something specific in mind for this one.

Waterhouse's "The Magic Circle" above was one of the ideas I originally had. I am, of course, sad not to use it for this book, but I also want something new. 

I want this book to be really good. I want it to challenge my writing ability and game design ability. Plus I also want it to be able to cover any "so-called" witch written about in the "Advanced-era."  If someone else's book/game/adventure set in the same era with the same or similar rule system and they have a witch character, I want my rules to be flexible enough and comprehensive enough that you could play that character using my rules. Lofty? Maybe. Do able? Certainly.

Potential High Witches

I have been tossing this idea around for a few years now. I finally hit a critical mass of notes to make it a real book. For me as much as for you, here are my posts about it. 

Links to relevant posts

Tuesday, July 23, 2024

Adventure Week: The Temple of the Serpent Queen

The Temple of the Serpent Queen
 Today's adventure is the eagerly anticipated adventure from The Danger Forge. If you have been on Facebook in any of the old-school groups, you have seen postings from The Danger Forge. I don't know much about them personally, but they seem to have a genuine love for all sorts of old-school style play.  And it seems, they have done their homework.

TQ1: The Temple of the Serpent Queen

This is their first adventure and you can get four different versions of it. I bought all four because I wanted to see the differences and how much work they put into making them different for the specific rules.

All four are largely the same and have only minor differences based on their OSR rules set of choice. All four are available as PDF and POD options.

It doesn't really matter which one you grab. Get the one for the rule system you are most comfortable with. 

While this is a great way to give people what they want, it also splits their sales among four different titles, making it harder for them to get a "Best Seller" medal. However, it will tell them which ruleset sells better for them.  

I am going to review all four as one. 

This adventure centers around the reawakening of Khaliassa, the ancient Serpent Queen of lost Samarra. She is a compelling NPC/Foe so building the adventure around was a good start.

Khaliassa

The adventure is 56 pages with maps (in proper Old-School blue), License declarations, and covers. The covers are full color, and the interior art is black & white. Designed for 4 to 6 characters of 5th to 7th level.

The adventure is divided into four chapters, roughly a chapter for each major location. There is some background, largely background on Khaliassa and her realm. Other than that, this adventure can be dropped into just about any campaign that has a rainforest-like environment. 

This adventure also includes plenty of new monsters, new magic, some NPCs to add to the adventure, and pre-generated characters.

The adventure itself is a simple affair. Someone has awakened an angry demi-goddess, and now she wants to rise to power again. There is even a neat little mechanic for much more powerful she gets as time goes on.

This one hits all the nostalgia buttons. 

The art is good, but the layout and presentation are excellent. The Danger Forge knows when to invoke nostalgia and when not to be a slave to it. 

Khaliassa reminds me of Shahmaran from Turkish myth, and I think I see some subtle hints that this is what The Danger Forge was going for, albeit an evil version. 

The adventure is fun and can be run in a couple of longer sessions, to be honest. If this is their first then The Danger Forge is off to a great start.

How I Plan to Use This

I have to admit when I first saw I thought I might be able to slot it in as a potential adventure for War of the Witch Queens, but the more I read it I had other ideas.

Deserts of Desolation & Death

My Deserts of Desolation & Death, the second act of the Second Campaign, is one I have been thinking about a lot lately. This would fit in perfectly between I1 Dwellers of the Forbidden City and I3 Pharaoh. Maybe as a companion adventure to I2 Tomb of the Lizard King. I can see the Lizard King and the Serpent Queen in a centuries long war. 

Considering how I am converting my "Second Campaign" over to Castles & Crusades, this would fit in just fine.

Now. Do I print it out to put in my Second Campaign binder, or do I buy a POD?

Thursday, June 27, 2024

From Imirrhos to Mystara: The Known World

 Been rather busy this week, but this one came across my feed, and I thought it was interesting. I love the Known World, also known as Mystara, so any details about it's history.

The video is about 2 hours long, so pop some popcorn and settle in.




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 19, 2024

#AtoZChallenge2024: Q is for Queens

 I have an inordinate amount of Queens in my games. I am going to talk about two groups in particular, the Vampire Queens and the Witch Queens.

Tea with the Witch Queens by Brian Brinlee
Tea with the Witch Queens by Brian Brinlee

Both groups are near and dear to my heart and make up a lot of my game worlds' backgrounds.

The Vampire Queens

The vampire queens have a special connection to my early days of gaming. They are:

I have been using vampire queens in my adventures for as long as I can remember. I recall reading lurid tales of Erzsébet Báthory and watching movies like "Daughters of Darkness" and "Countess Dracula." I had worked on a very early vampire queen, who was going to be called "Miriam" thanks to "The Hunger" for my Ravenloft games (see tomorrow), but I kept coming up with so many ideas. Miriam is still out there, even if many of her aspects are now part of Darlessa. The non-vampire parts of Miriam survived as my Witch Queen Miriam

In truth I kind of use them all interchangeably, with some emphasis on Darlessa. As they have all evolved in my games, I am slowly sifting out which traits belong to which queen. 

Interestingly enough, both Darlessa and Xaltana are also both Witch Queens. Xaltana combines Iggwilv (a witch queen) and Drelzna her vampire daughter.  

The Witch Queens

While the Vampire Queens are here to challenge the characters as adversaries, the Witch Queens play a much different and far more wide-reaching role. 

This began as an idea of me finding and then stating up every witch ever mentioned in the pages of a D&D or related game. The premise here was that every 13 years the witches of these worlds would meet in one place to discuss what they are up to in their worlds and plan to generally stay out of each other's way. The gathering, known as the Tredecim, became a big part of my games. At the Tredecim, the 13 ruling witches then choose a new High Witch Queen to serve over the next 13 years.  In my campaign, War of the Witch Queens, the then-current High Witch Queen is murdered before a new one can be chosen. This sends the witches into war against each other, but due to their pacts with Baba Yaga, they can't outright fight each other. So, all their worlds get dragged into the conflict.  This includes the characters.

The characters learn first that a once-in-a-century storm has destroyed their home, and they are refugees helping move their fellow town folk to a new home in East Haven. While their first obvious goal is to stop all the weird happenings going on in their own world, they discover these events are playing out across the worlds. To stop it, they need to stop the all-powerful Witch Queens, but to do that, they will need to discover who murdered the High Queen, how, and why.

Since I started working on this and developing it more and more, I have gone over 13 Witch Queens and my planned 13 Adventures. I am using Basic B/X D&D as my rules of choice here, which limits the levels characters can achieve to 14. 

I am running it with my family now, but I'd also like to run it for a dedicated group someday.  I think for that I would take all the adventures I am using for it and edit them all a bit. 

If I keep the levels 1-14 then the obvious choice is D&D Basic B/X.  If I expand it all to level 20 then my choice will be Castles & Crusades.

Either way, I have a lot to look forward to!

Tomorrow is R Day, and I am going with the campaign setting I ran for all of the AD&D 2nd Edition era, Ravenloft.

OH? Like the art of my Witch Queens up there? The artist is Brian Brinlee and he has a Kickstarter of his new art book going on now! Check it out.

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


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