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

Thursday, July 20, 2017

This Old Dragon: Issue #160

August of 1990 was my Senior year in college. I moved into an apartment in a very notorious neighborhood of my college town.  I was helping my roommate (one of four guys living in this place) put together this huge entertainment center. He sent me out to get a case of beer for the job. We lived next door to a liquor store.  I was back with the case (likely Keystone) in hand.  He didn't even know I had left.  We got so drunk that we named the entertainment center "The Ferderko" (after Bernie Ferderko). That was how the 90s began for me.  They ended with me three degrees later, married, living 300 miles away from that liquor store and the Ferderko, with a new baby son.  So yeah, I saw some changes.
Dragon, D&D and especially TSR saw a lot of changes in the 90s too.  But that was not obvious to us in August of 1990 when issue #160 came out.  So let's turn on some Star Trek TNG Season 4, fire up the 386SX and let's get going on Issue #160 of This Old Dragon.

The cover looks like it should be part of a Halloween issue, but it is actually for the special topic section of Urban adventures.  I was quite excited to see this, to be honest.  During the last couple of years of my High School AD&D game we focused largely on urban adventures.  My then DM and I even wrote up our own "Urban Survival Guide".  Kinda wish I still had that, would be cool to polish it up and use it.  At this point I should note that this particular Dragon, while not my original from then, is in surprisingly great shape.  The covers are still on it and it doesn't reek of mildew.

Inside we get an ad that would shape my entire 2nd Ed AD&D experience.  The first ad for the Ravenloft campaign world.  I bought everything for Ravenloft back then, when I could afford it, from the newly opened Castle Perilous Games in Carbondale, IL.  Ravenloft was my world.

First up is The Enemy at the Gates by James R. Collier.  This details some of the magical defenses a city must have to survive in the *D&D game worlds.  It's a good read, to be honest, and anyone with solid knowledge of the D&D spells or monster could likely come up with even more ways to attack a city.  Examples of +1 swords to Ents/Treants are given.  I also once destroyed a keep full of vampires with a charmed blue dragon in a game.  Likely right around this same time to be honest.  The article is good in describing all sorts of attacks, but not much in the way of defending against those attacks save for "fight dragons with dragons!".  The material though is still good after all these years and it can be used with just about any FRPG.  The article is also quite a long one.

The Last Call Inn by Willie Walsh is a sample inn and tavern with maps that can be used in any AD&D game.  Again, while it says AD&D on the tin, it could be used with any FRPG.  The article is more than just a map and room descriptions. It covers running the inn, prices, costs and setting up shop.   The economy is very AD&D 1st ed, though I think it was trying for AD&D 2nd ed.  Stats for NPCs are 2nd Ed.

Matthew J. Iden is next with a thieves' guild in The Touch of the Black Hand.  By this time we have seen a lot of Dragon articles on thieves' guilds and assassin guilds.    This one is good but doesn't expand much on the articles from the earliest days of the Dragon.  Maybe I should collect them all and have a look at them in that perspective.  I bet then I could find something unique and useful in each one.

Sage Advice covers some questions on Krynn and Greyhawk.

A big, garish, advertisement for Chill 2nd Edition.  The 90s were going to be about horror. I didn't know that then, but the writing is there on the walls as if it had been written there in blood by Anne Rice or Poppy Z. Brite.  I started the 90s with Ravenloft, ended it with WitchCraft. Had Chill and Vampire in-between.

The Forum handles the various "Is D&D Satanic" questions.  I guess the 80s are not quite over just yet...

+Bruce Heard is up with Up, Away, And Beyond: Space Travel in D&D a topic he is well versed in.  I'll even go as far to say as one of the two or three experts in it.  There are a couple of things in this article right away.  This is for D&D. Not AD&D.  So we are talking BECMI here.  There is even a bit on how the D&D and AD&D worlds are not linked. So you can't use space travel to get to one from the other.  Well, I tend to disagree, but that is the beauty of these games right.
There is a lot here really. Heard talks about different shaped worlds, odd gravity and how to work Spelljammer into all of this.  Fascinating read really.  A lot of this can also all still be used today, whether or not you use Spelljamer or Bruce's own Calidar setting.
Naturally, this is followed up by an episode of Voyage of the Princess Ark.

The Role of Computers is up next.  I could not help but notice it was Copyright 1990 by the authors.  Not too uncommon really, but will cause some problems for WotC when they try to re-publish these in ten years.

Nigel D. Findley is up with The Ecology of the Gibbering Mouther.  Did you know that creatures killed and eaten by the Mouther can not be raised, resurrected or reincarnated?  I don't think I did. Yes, this thing actually eats your soul too.

In the middle of the magazine, and still intact are some of the then new AD&D Trading Cards.
I really don't know much about these, to be honest.  I was never a collectible card guy. Are they worth anything?


Inside is also a poster for Dungeon magazine.

The fiction piece, Thief On  A String, features a scene that Mission: Impossible will steal in 6 years.

More ads...The Convention Calendar reminds us to get our tickets for Gen Con early. They had 10,000 people now two years running!

Another article that could see new life today is one from Mark E. Smith on There Are No Generic Black Belts: Defend yourself with a variety in TOP SECRETS/S.I.™ games.  I am not sure if the rules will match up with the new Top Secret coming out, but the advice is solid.   Several styles are covered here.  Interestingly enough, the one that I was studying at this time and into grad school, Isshinryu, is listed here.  I don't see it mentioned much.

Novel Ideas is more of an ad than it is an article. J. Eric Severson covers the Buck Rogers novels from TSR.

Also, more of an advertisement than an article is the Game Wizards detailing the new Ravenloft campaign setting.  I was very, very excited to see this.

We get a lot of ads and the comics.
And since I actually have one this time, the back cover features the Hollow World.


This is a nostalgic issue for me if only for the time it represents and not really for the content inside. Soon I would stop buying Dragon and eventually even D&D stuff completely.  Grad School makes for some difficult times for gaming.

I suppose it is good then that I don't have many issues past this one. I have no real insights to them having not read them when they were new and not even playing for much of the late 90s.  Still, it is fun to look back on these.

Tuesday, May 30, 2017

Methyn Sarr, Witch Queen of the Fire Coast

I spent some time over the long weekend reading through Barbarians of Lemuria: Mythic Edition. I have the previous editions and this one captures the same feel of the pulp-era adventures.  It is a fun game in it's own right but in truth, I am not at a point anymore where I want to learn a bunch of systems.
I am very, very happy with my world of OSR and B/X so I set out to convert BoL over to B/X D&D.   I also quickly discovered that a one-to-one conversion is not always the best idea.

Barbarians of Lemuria: Mythic Edition is a low-magic, and dare I even say low-powered game.  Even the main antagonist would not really convert to a very high level given most of the advice I have seen online.

I went into Barbarians of Lemuria with two goals.  First, I want to get some more information on Lemuria for my own games and add this feel to my current "Second Campaign" game.   Secondly, I want to convert the main antagonist, Methyn Sarr, into something I can use for my "War of the Witch Queens" game.   I'll detail the first as it happens, but I can talk about the second now.

Barbarians of Lemuria, along with Crypts & Things, share an ethos and a feel with another favorite game of mine, Astonishing Swordsmen & Sorcerers of Hyperborea.  In my mind, all three can be combined to make a Pulp-fantastic, old-school D&D like-game worthy of any mighty thewed barbarian or crafty sorcerer. Mix in a little DCC or Lamentations of the Flame Princess and you have a heady brew.   There is a lot to love here, I just wish I had the time to do all of these games the justice they deserve.

Of course, the antagonist, Methyn Sarr, caught my eye.  She is described as "the Witch Queen of the Fire Coast" and the devoted agent of Zaggath, Lord of Fire.  She is fierce, cruel, beautiful and deadly. Everything I love about an evil witch.  A direct conversion didn't feel right.  No one is afraid of a 3rd level witch*.  (*the suggestion that 1 HD = 5 LB has been thrown out on the internet.  So her 12 LB would be 2.4 HD).

Instead, I looked at her Arcane Power (16) and her careers.   She can cast Third Magnitude spells which I figure are about 6th-8th level for witches.  Since I was looking at AS&SH that puts her 11th level (or 12th).  I wanted something a little more impressive, so I also looked at my own Witch stats for 13th level.

Methyn Sarr, Witch Queen of the Fire Coast


Methyn Sarr, Witch Queen of the Fire Coast
Female Witch 11th level (Astonishing Swordsmen & Sorcerers of Hyperborea, +Jeff Talanian)
Chaotic Evil

Race: Human
Secondary Skill: Torturer

Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 18
Wisdom: 16
Charisma: 17

Casting Ability: 11
Fighting Ability: 5

Hit Points:  24
Alignment: Chaotic Evil
AC: 5 (battle harness)

Powers
1st level: Brew Potions, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy
7th level: Animate Broom
9th level: Witch's Apprentice

Spells (due to her connection to Zaggath she may also cast Pyromancer spells)
First: (5) Burning Hands, Charm Person, Influence Normal Fires, Shocking Grasp, Sleep
Second: (5) Cause Blindness, Flame Blade, Flaming Sphere, Infernal Tongues, Ray of Enfeeblement
Third: (4) Black Cloud, Explosive Runes, Fireball, Witch Fire
Fourth: (3) Fire Shield, Mirror Mirror, Transfer Wounds
Fifth: (2) Magic Jar, Produce Bonfire
Sixth: (1) Disintegrate

Magic Items
Battle Harness (provides AC 5)
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood)


Methyn Sarr, Witch Queen of the Fire Coast


Methyn Sarr, Witch Queen of the Fire Coast
Female Witch, Malefic Tradition 13th level (The Witch)
Chaotic

Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 17
Wisdom: 16
Charisma: 18

Hit Points: 29
AC: 5 (battle harness)

Occult Powers
Familiar: Raven
7th level:  Evil's Touch
13th level: Devil's Tongue

Spells 
Cantrips: Black Flame, Daze, Detect Curse, Object Reading, Open, Palm
First: Cause Fear, Fey Sight, Ghostly Slashing, Increase Sex Appeal, Sleep
Second: Agony, Blast Shield, Death Armor, Evil Eye
Third: Feral Spirit, Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Phantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh:  Wave of Mutilation

Magic Items
Battle Harness (provides AC 5)
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood)

So not exact conversions by any stretch, but certainly workable ones.

Thursday, May 11, 2017

Classic Modules Today: Death's Ride

I have been a fan of the "Classic Modules Today" group for a bit now.
The premise is to use the leeway of the DMSGuild to produce 5e conversions of classic TSR modules.
Well you know I am all about that!  So I have been buying as many as I can for the various campaigns I have been running. They are great. All the basic information I need in one place.

Could I have done these on my own? Sure.  But for the price of my triple grande latte, I can grab 2-3 of these pdfs and be good to go.

Since I also believe in giving back I made my own for an adventure I have coming up.

Here is the Classic Modules today conversion of one of my favorites, CM2 Death's Ride.


You can get the conversion here on the DMSGuild and the original module too.
You will need the original, these are conversion notes, not the full product.



You can find these and all the Classic Modules Today conversions (and the original adventures) at the DMSguild.

Wednesday, April 19, 2017

Into the Nentir Vale (was BECMI/4e Conversion)

Yesterday's post on my BECMI/4e conversions really took off and it seems there is a ton of interest in it.  So I am going to explore the idea further.
Now I have been conversions since, well since forever really. Converting fluff, converting plots. That is easy. Can do it on the fly.  Converting the monsters is also no great task, but it does require some care.  Since I am already doing the work of 4e to BECMI I might as well through 5e into this too.
Why not.

Crazy Delicious
When I convert say between 5e and TSR D&D (1st, 2nd, Basic) I just swap out the monsters. It works nice.  When I add 3e into the mix then I want to look over the monster for any feats or powers it might have and make sure those get preserved somehow.  4e is a bit trickier.

4e, more so than either 3e or 5e, has a strict XP budget. You are expected to level up at certain points in the game.  This might not be true of EVERY 4e game, but it is of HPE adventures.
The other factor working against me is the 30 levels of advancement in 4e vs. the 20 in 1st, 2nd, and 3rd.  BECMI helps me out here with a nice range of 36 levels.
I want characters to progress through these adventures AND still stay within their target levels.

So I am building a spreadsheet (I am a numbers guy afterall) to help me calculate the XPs given per adventure.  This will help me find the appropriate monster replacement for each game, help me balance the XP so the levels come out right and give me the exercise of going through each adventure and understanding each encounter.



Open in new tab/window.

I am opening up my spreadsheet so everyone can have a look and comment.  I am not opening it up to contributors yet since I also want the exercise of going through every monster in every adventure.
I added the data from yesterday's conversion and added a 5e column as well.  The 5e data has the advantage of using a VLOOKUP to allow me just to put in a CR and it spits out the XP.  I could do this with the 4e and BECMI ones as well, just have not done it yet.  I could also easily add Swords & Wizardry to the mix if people are interested.

If you scroll to the right (Col "O" to "R") you will see I have summed up the XP per adventure and then figured out how much per character based on the default (4e) party of 5 or a party of 6.  My feeling is that to make the levels work out with 5e I am going to have to assume that 6 characters are going through.  This should also make the combats faster.  I have not figured out what the optimal number of characters is for BECMI yet.

I will also have to convert the treasure.  There are some wildly different assumptions on what treasure needs to be in different versions of the game.  You get lots in 4e, not a lot in 5e, and in BECMI (or at least Basic) Treasure also gives you XP.

THEN I need to figure out what this all means for my Come Endless Darkness game.  If I run this set of adventures the party goes up against Orcus. In CED I also wanted them to fight Orcus.  Have to figure it out later I guess.

Other posts related to this:


Let me know what you think!

Tuesday, April 18, 2017

BECMI/4e Conversion, Ghost Tower of the Witchlight Fens

Last week I talked about RPGs and Sunk Costs.  This lead to a discussion of me converting my 4e collection into something else.  As is my wont, I opted for the most difficult conversion I could do and still be D&D; converting 4e to BECMI.

Since this is a test run I want something simple and something that others can look over to see what they think.  So for this trial, I am converting the free low-level adventure Ghost Tower of the Witchlight Fens. I am also using the D&D Rules Cyclopedia for ease of conversion here.



Ghost Tower of the Witchlight Fens is the 2nd adventure for a single player coming off of the D&D 4e Starter set.  The one that looks like the BECMI Basic Set.  Given this the character you are playing should be about 2nd level.   Now when I run this for real I am going to likely use it with a party and scale up the encounters.  But for now I want to see what a quick conversion looks like.
I am taking a lot of cues from the Classic Modules Today folks and just providing the monster conversions. I am not attempting to balance anything at this point.

Special Note: IF (and that is a big IF) I do these conversions I am going to all use the "Prince of Undeath" conversions for the HPE modules that were done by Myrhdraak a few years back.  This conversion makes it more of an Adventure Path style campaign that we now see from Paizo and WotC.  Plus it makes the Orcus plot more interesting.
Details are here:


Ghost Tower of the Witchlight Fens Conversion

Skill checks: Use the appropriate ability score. Perception is normally Wisdom, but use Intelligence where applicable.
Skill Challenges: Use as skill checks, but only provide XP if properly role-played.

Poison Dart and Poison Gas traps are Save vs. Poison or die.
Psychic Staircase trap is Save vs. Paralysis or take 5 hp of damage.

Sareth is a 1st level Elf with 7hp and 1 first level spell: Shield

Kobold Quickblade is a kobold chieftain (RC p. 187) with 9 hp (10 xp)  [100 xp]
Kobold Tunnelers (4) are normal kobolds  (RC p. 187) with 1 hp (5 xp each) [25 xp each]

Decrepit Skeletons (2) are normal skeletons (RC p. 204) with 1 hp (5 xp each) [25 xp each]
Grasping Zombie is a normal zombie (RC p. 213) with 13 hp (20 xp) [100 xp]

Skeletal Blackguard is a skeleton with 2HD (RC p. 204, 214-215) with 18 hp (25 xp) [250 xp]
Tomb Rats (5) are giant rats (RC p. 201) with 1 hp each (5 xp) [25 xp]

XP values in parentheses () are for BECMI D&D.  For comparison the D&D4 XP values are in brackets [].

In 4e a player would get a total of 725 XP from combat.  In BECMI/RC this becomes 110 xp.
So progression will be slower for RC.

I could follow this up with  The Dungeon of the Ghost Tower the next adventure.

Also, I can tell already that the combats for the BECMI version is going to be a hell of a lot faster.  This might not be such an insane idea after all.

Wednesday, April 12, 2017

RPGS and the Sunk Costs

Often you will hear people exclaim that they don't need to buy any more/new RPGs because they have more than they will ever play in their lifetime OR they have found the only one they ever need.
I can certainly appreciate both of these claims.  I DO have more than I'll ever play AND I have the game (or really 3 games) I could play forever and never need a new one.

Yet.  I still buy games.

I am fortunate really. I can make my hobby pay for itself. I can buy the books I want, when I want.
Thankfully my needs are also small and specific, so I also tend to write the material I want more out need of the material than out of a cost saving feature.
Sometimes though I buy something and I never use it, or, I never use as I wanted to use it.

Take for example D&D 4e.


I have a lot of 4e books.  Many I bought REALLY cheap, but some I got new. In any case it represents a sunk cost for me. Even if I unload them all at my FLGS auction, I am not likely to make anything at all back from it.

I'd love to do something with it someday, but am I playing into a Sunk Cost Fallacy?
That is I'll never make my money (time, resources) back by put more money/time/resources int it.

I would love to the run the HPE adventures that are centered around Orcus and the Raven Queen.  I have read through them many times and started them and think it would be fun.

There are three scenarios I am considering.

1. Run them under 5e.  This one is more of a thought experiment for me really.  I'd try to run it as a 4e/5e hybrid to scale 4e's 30 levels down too 5e's 20.   I like this idea since it would make for an interesting experiment and test my knowledge on both systems.  Converting 4e to 5e is easier than say converting 4e to something else.

2. Convert 4e to Something else.  I am honestly thinking of doing this under BECMI. Using the honest to goodness Red Boxes and everything.  This idea appeals to me on a lot of levels. BECMI's 1-36 levels map nicely onto 4e's 1-30.  Both end in characters being immortals.  Naturally this is the hardest to do and appeals to me the most, though I have done it before.  The level differences and system differences would allow me to start H1 Keep on the Shadowfell at BECMI level 4 or 5 and give me 1-3 for other adventures.  Maybe even the Aleena adventure in the Red Box and the Witchlight Fens adventure in the...Red Box.


The more I think about this the more I like it really.   I would need to decided on Class and Race (like AD&D) or Race as Class (as BECMI).  In truth it would not be difficult.  The 4e races all have a class they seem to prefer.  Dragonborn would all be Paladins, Tieflings all are Warlocks, Half-Orcs are all Barbarians and so on.  Plus there is a lot I still like about BECMI that I want to do.
This is something I think needs delving into further.

3. Run the adventures under 4e.  The simplest solution, naturally, has no appeal to me.

Am I sinking more resources into a fruitless endeavor?  Should I cut my losses and run?

No idea yet.  But I think I can invest a *little* more resources with out (too much) loss.

Tuesday, January 24, 2017

New Releases Tuesday: Black Box BECMI Supplements

The mid 90s were an odd time of gaming for me. I started out very excited about the new AD&D 2nd Edition game, moved completely over to Ravenloft and in the end had left D&D completely in favor of games like WitchCraft and Mage.   Consequently, I started the 90s as a college kid and ended the 90s a house, a wife, a kid and ABD on my first Ph.D. so I saw a lot of change.

What that all adds up to is that there were a ton of D&D-related releases that I not only didn't experience or play but also never even heard of till much later.   "Black-box BECMI" was one of those.  Again, as I mentioned, I was into AD&D2 pretty hard and then left D&D, so BECMI was not something I paid attention too.  Fast forward to the mid-late 2000s I started to discover these boxed sets.  In some ways they seem so retro; a boxed set with board-game like pieces in a world edging towards glossy (and thick) hardcovers.

At a +Games Plus auction I was able to pick up these,



They are a ridiculous amount of nostalgia and I REALLY want to use them some time as the start of a pure BECMI campaign.

Well today we got two new releases in this line on DriveThruRPG, The Dragon's Den and The Goblin's Lair.

I have no idea how the scans are. The box interiors have quite a lot of pieces.


So it will be interesting to see how they scanned all of this.  At $5 a piece, that is not too bad of a deal really.   The "Black Box" is not available on DriveThru yet, so you will need to use the Rules Cyclopedia for these.

I don't have a campaign in mind for this at all, outside of knowing I want to use Quest for the Silver Sword as the next adventure after these.  I am always a sucker for a haunted house adventure.

Saturday, December 31, 2016

2016 A Look Back

It is already 2017 in some parts of the world, but here 2016 is staying around like that last guest that just won't leave.  So let's look back on 2016 on The Other Side.

D&D 5
Without a doubt D&D 5th Edition was the biggest game this year and D&D5 posts here got the most traffic. D&D got a big push in the media this year and D&D 5 benefited from all of that.  Closer to home I played a lot of 5th edition this past year. I ran games for my kids and various cousins and my oldest son ran three different campaigns. Ok, they were all roughly the same adventures, but with three different groups.
Not everything was all 5e all the time. I managed to work in some Basic (B/X) D&D as well and even a little AD&D 1st Ed. Back in October, I reignited a Blue Rose game too and even worked in a little Castles and Crusades.
I have caught some rumors of some very interesting 5e related news I can't share yet.  But 5e is going to have just as much of a good 2017 as it did 2016.

Geek Culture
This is a wonderful time to be alive if you are geek. Really. In 2016 we got more superhero movies than I can recall (ok Civil War was a bit of a let down compared to comic), Star Trek AND Star Wars in the theatres in the same year. Doctor Strange came out, a movie I wanted since the 70s, new Ghostbusters, new Jason Bourne, a new movie in the Harry Potter universe!  And that is just the movies.
On TV we have super heroes, scratch that, DC Super Heroes every night of the week! Luke Cage on Netflix. STRANGER THINGS! So much great content that I can't even keep up.  We have an embarrassment of riches here.
Speaking of DC. The rebooted, reboot of DC's Rebirth in comics is doing fantastic. Not just in sales, but also in terms of story. While the DC movies are hit and miss (I am a fan, but I am also realistic here) and the TV shows are nailing it night after night (still a fan) the comics, especially the "New52" had been iffy. Not anymore.

Bloggin'
My output decreased this year and it is likely to decrease more next year. More on that later, but mostly it is due to me needing more time for work, family and other projects.  I had a lot of fun with my deep dives into Victorian RPGs and Blue Rose. The stats show you liked them as well. I said goodbye to some regular features like Zatannurday and Friday Night Videos.  I have mostly retired Class Struggles and "The Best Blog You Are Not Reading", but I retain the right to post something with them in 2017.
I was nominated again for "Best Blog Ennie" for 2016. I didn't win, but I had a lot of fun going to awards show.



Personal
Things are good here at home. Family is healthy and good. My wife and I launched into a new exercise plan where I run every day and exercise in the evening.  I am healthier now in my later 40s than I was in my 30s. My weight is way down and my blood pressure (something I have had issues with since I was a teen) is also down. In fact, save for a minor respiratory bug last week 2016 has been one of my healthiest years on record.
Work is going fine. In 2017 I have a new graduate program whose curriculum I am redoing, so that will keep me busy for the next couple of years. I got a promotion (of sorts) and a raise (of sorts) and a new boss.

The Other Side Publishing
2016 saw the launch of my personal imprint The Other Side Publishing.  I am not trying to take the RPG world by storm here, I just want to put out a few books of things I want to play.  My biggest success so far has been Sisters of the Aquarian Order (currently a Copper best seller!) for White Star.
I am making enough here to keep going and I can keep myself in other people's books too.  That is a success in my mind. Actually, people buying my stuff and getting enjoyment out of it is much more of a success than the actual money, but the money does buy more art.



And Then There Was That Other Thing...
Yeah 2016 had it's fair share of suck too. More than it's fair share to be honest. The election was shit-show and the outcome was pretty much to worst of all possible outcomes.  I have mentioned before I am less of a "Social Justice Warrior" as I am a "Social Justice Veteran" or, more to the point "Social Justice Terrorist".  I was in the trenches before Facebook, before Twitter and back when letters and phone calls to Congressmen, Senators, and Judges were a common thing for me. I got back on the phone this year to my Representatives and other elected officials. 2017 might be the year that pulls me back into social activism.  In fact, I have already started to put my money where my mouth is, so I am also going to put in my time.



We had a lot of our icons die this past year. Not much I can say about that really. I am going to miss Bowie the most I think. I just liked the idea of being in a world that also had him in it.

So here is to 2016. The good, the bad and the ugly. And there was a lot of bad and ugly!
Here is to a much better 2017! Though it is really 2020 I am looking forward to the most! ;)

Thursday, December 29, 2016

Post Christmas

I hope everyone had a wonderful Christmas if you celebrate it or whatever your holiday.
We had a great one here. Lots of gifts, family, food, and plenty of my aged Egg Nog.

Boxed Set Day
+James Spahn  over at Halfling's Luck came up with a great idea and one I hope catches on. Make December 26th, Boxed Set Day!


So I plan to celebrate this in the future EXACTLY like I have been doing it for the last two years.  Last year I gave my nephews on my wife's side of the family a D&D 5 boxed set.  This year I gave my sister's son a Pathfinder Beginner Box.  Well in truth he paid for half of it himself and I gave him some minis.

A photo posted by Jessica (@zigada75) on

Next year I'll get a D&D 5 box.  Or maybe a Castles & Crusades one.  But this will be my new tradition, getting someone a boxed set of some game.  Boxed set with dice.

This is a good thing.
How many of you got your start with a D&D boxed set on Christmas?  Too many to know for sure I know that.

Now what to buy and who to buy it for? I have a little less than a year to figure it out.

Saturday, December 24, 2016

Krampus for your OSR/5e Games

It's Christmas eve so you know what you need?  More demons!

Here are a couple PWYW products for your Christmas games.










Have a great Christmas, Holiday, Yule and New Year.

Tuesday, November 22, 2016

Wizards of the Coast Print On Demand: The Results

Yesterday I got a surprise in the mail from DriveThruRPG/OneBookshelf/LightningSource.


My copy of the Shady Dragon Inn came in.  It looks fantastic.
I don't have an original one to compare it too, but inside it looks great.




The maps are part of the book, not detachable, but that is fine really.



They are set to 1" = 5', so D&D 3, 4 & 5 standard.
They do not print out to 1" exactly, but when you buy the pdf you get the maps as files to print on your own.

The characters inside can be converted to 5e easily enough.
Ignore the saving throws, and recalculate the base to hit as 20 - THAC0.  I find that 22 or 23 -THAC0 actually works out a little bit better for 5e.

Plus $8 is better than the $30 or so it can go for on eBay.

I do kind of wish now I had grabbed something that I have an original of just to compare.

The quality is very good; what you would expect from a high quality print of a high quality PDF source.  Though the source of that PDF is a scan of the original that has been seriously cleaned up.
The results are something fantastic for the table or reading, but no collector will be convinced it is an orignal.  That's perfect for me really.  I am a collector, but a pragmatic one and a "playing" one.  I like to have these books, but their value to me is not on my shelf, but my game table.

 DriveThru has promised us new Wizards of the Coast Print on Demand updates each week.  So check back on every Tuesday to see what is new.  In fact they have new items up today.

Bookmark this link to check back on what's new each week.

Friday, November 11, 2016

Dungeons & Dragons in Toy Hall of Fame

The big news in the RPG world is of course, the introduction of Dungeons & Dragons into the National Toy Hall of Fame.

You can read what they said about D&D here:
http://www.toyhalloffame.org/toys/dungeons-dragons

Some people are commenting, and maybe rightly so, that the pictures show the wrong box.  But I disagree in one respect.

Moldvay Basic, a game I have very fond memories of, was D&D for many gamers my age.  Yes, we all love White Box even with all it's weird idiosyncracies, Moldvay Basic (and Expert) really opened the rules up to so many; many that did not have that wargaming background.  This was the edition that was made for D&D players first.  Ok...so what Holmes (which I also love) this was something new.

My wife says it was included in the Toy Hall of Fame this year in part due to Stranger Things.  I agree, but D&D also has had a pretty successful couple of years.  D&D 5 is doing great, the 40th anniversary was a huge success, and gamers of the 80s are now the successful adults of today. So there is that.



So congrats D&D!  Well earned.

Here is another interesting thought.  How many of you that started with Moldvay Basic/Cook & Marsh Expert ALSO had that Fisher Price Little People Barnyard toy as a kid?  I think every kid in the 70s was issued one.

Wednesday, November 2, 2016

The Witch Thomasin

File under: "You knew this was coming so you really can't act surprised."

Black Philip: Wouldst thou like to live deliciously?

Warning: Spoilers ahead for The Witch.

The Witch is a fantastic movie, not just due to it's script and amazing attention to historical deatils but for the breakout performances of it's young cast including, and especially, Ayna Taylor-Joy as the good girl turned witch, Thomasin.

With all the reviews I was doing last month I could not but help think f her in terms of some of the games.



Some reviews claimed that The Witch does not have a "Happily Ever After" I say, of course not! Chapter 1's never do!
Thomasin is by any stretch of the imagination a starting character.  The Witch is her origin story.

This makes things really easy in terms of character creation. Just follow the book.
We only see her indulging in one act of magic so we are going to need to make some assumptions based on what we have seen already.

There are three games in particular that I think are good choices for Thomasin.  WITCH: Fated Souls, C.J. Carrella's WitchCraft, and my own The Witch.



Basic Information
Age: 16
Height: 5'2"
Weight 120#
Hair Blond
Eyes: Blue

I figure this is right after the end of the movie.  I used the character pre-creation information in WITCH: Fated Souls to help guide me as to what Thomasin might be like.  I also decided that the "Devil" made good on his promise and gave Thomasin some resources.  She now lives alone on her family farm now, she has some riches but is still bound to a life of toil.  She is also now part of the local witch coven.  As the youngest, they will likely find a way to get her pregnant so they can sacrifice the baby to the devil.  Yeah, I am going with the stereotypical witches here.

The Witch: A sourcebook for Basic Edition fantasy games
Thomasin is very much a 1st level character.  She might know a cantrip and a 1st level spell, but that is about it.  Since witches in my book gain a familiar at first level we can also cover Black Philip.

Thomasin
1st level Witch, Malefic Tradition

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 10
Wisdom: 11
Charisma: 15

Saves
Death Ray or Poison:  13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15

Hit Points: 5
Alignment: Chaotic
AC: 9 (none)

Dagger

Occult Powers
Familiar:  Goat/Imp "Black Philip"

Spells
Cantrips: (4) Black Flame, Chill, Clean, Close
First: (1) Cause Fear

WITCH: Fated Souls
+Elizabeth Chaipraditkul's Witch was one of the first games I thought of when I was watching this movie.  Also this movie was what I was thinking of when I working on my review for her game.  It all works out really.  Thomasin really fits this game well.  If you are a fan of the movie, check this game out. If you are a fan of this game then watch the movie.  She is a really good fit.

Character: Thomasin
Fate: Heks
Familiar: Black Philip

Intelligence: 2
Wisdom: 2
Perception: 3
Charisma: 2
Manipulation: 3
Dexterity: 2
Strength: 1
Stamina: 3

Athletics 1, Brawl 2, Craft 2, Deception 2, Dodge 2, Empathy 1, Expression 1, Intimidation 1, Perform 2, Spot 1, Stealth 1, Survival 2, Thievery 1, Wits 1

Hit Points
Hurt: 14, Injured 14, Mauled 8, Unconcious 5
Soak: 0

CD to Hit: 13

Pursuits: Property 3, Contacts 1, Funds 1

Spell Level: 1

Talents: Casting 2, Potions 1, Occult 1

Spells: Telekinesis
Cantrips, Canto I, II
Bonus: Use TK cantrip to fly

Spells: Curse
Cantrips

CJ Carrella's WitchCraft
WitchCraft is such a fantastic game I feel I can use it for anything and everything.  The Witch is no exception.  I did go back and forth on whether or not to make Thomasin a Gifted or Lesser Gifted; arguments can be made for either one.  In the end, I went with Gifted.
I also stuck with the WitchCraft core book for her.

Thomasin
Gifted
Wicce
Concept: Forsaken
Life Points: 26
Essence: 19

Strength: 1
Dexterity: 2
Constitution: 3
Intelligence: 2
Perception: 3
Willpower: 3

Endurance: 26
Speed: 10

Qualities
Attractive 2, Gifted, Essence Channeling, Increased Essence Pool,

Drawbacks
Covetous, Cruel

Skills
Craft 1, First Aid 1, Myth & Legend 1, Occult Knoweldge 2, Riding (horse) 2, Rituals (Wicce) 1, Survival 2

Metaphysics
Affect the Psyche
- Influence Emotions
- Aura of Confidence

Communion
- One with the Land

Warding
- Create Ward

All three work very well in my mind.  Obviously I needed to take some liberties and some guess work. I should try these three with a more powerful character to see how they work with that.

What do you think Thomasin?



Oh in case anyone is annyed by the "VVitch" I give you this.


Could this be about Thomasin or her coven?

Wednesday, September 7, 2016

In Search of... the Holmes Witch

Very recently this image popped up again. This time on Tumblr.



Which started a conversation on the existence, or lack thereof, of the Holmes Witch.
The witch, as speculated then, would have been a sub-class of the Magic-User.
But where did this come from?

Well research into the original Holmes manuscript over at Zenopus Archives, gives some backing to long-held idea that the witch was something added later on in editing.

Gygax himself weighs in on this here, again thanks to Zenopus Archives.
"That mention slipped by me, and all I can assume was that either Eric was planning to force such a class upon me, or else someone editing the work thought it a good joke to play. I never had a PC class of that sort in mind for the game." (Enworld forum post archived at greyhawkonline)

In truth there never really was a "Holmes Witch".  There are "Holmesian-like Witches" to be sure (I classify my own witch class as more "Moldvay"), but nothing he ever wrote himself.

Other discussions
- Recent Google+ discussion that prompted this post
- An older OD&D Boards Discussion
Um, I was promised Witches?
- Holmes Rules: The Witch

Semi-Related
- Tom Moldvay on Witches

Wednesday, August 24, 2016

RPGaDAY2016: Day 24

What is the game you are most likely to give to others as a gift?

It kind of depends on the situation.  If I am trying to introduce someone to our hobby, but I think they need "training wheels" of a sort, then I am most likely to give them Dungeon! because it is easy to learn and does not require a game master.


Though if I think they are ready for the plunge I have a couple of other options.

My go to in most cases is the D&D Basic set of whatever the most current or popular version is.  So over the last few years I have given away copies of the 4th and 5th edition Basic/Beginners Sets and the Pathfinder Basic Box.

I also love to give out copies of Basic Fantasy with a set of dice.
It is cheap and everything is in one book and easy to learn.  Typically anytime I make a big Amazon order, I'll throw a couple of Basic Fantasy books on and always have them on hand.  Sometimes I also throw in a copy of my Witch book.



Maybe what is needed is a nice cheap book that is designed to get people into the game and has everything they need to get going.  Something like "OSR Basic".

Hmm....I wonder how much it would cost to print up just the basic information from the D&D 5 SRD?
But not just rules, something to really bring new players into the fold.

http://www.brigadecon.org/rpgaday2016/


Wednesday, July 13, 2016

Class Struggles: Cthonic Warlocks and The Return of Tharizdûn

Working through my "end game" for my Come Endless Darkness campaign.  Like the Gygax book of the same name my main Big Bad is Tharizdûn.  Also like the books I am sure that the universe is going to look very different when I am done.

Through the various adventures, the big plot emerging is that Orcus, Lolth, Yeegnohu and others are taking advantage of the death of all the Sun Gods, but no one has yet confirmed or not if they have any actual involvement in it. They suspect Orcus.

In truth it is all going to be Tharizidûn.  This is something I have built up over the last couple of campaigns.  The "Dragonslayers" (the generation before the "Order of the Platinum Dragon") uncovered the Forgotten Temple of Tharizdûn.  His big plan, of course, is to get free.

Currently, I have him in a cage deep in the lowest part of the Nine Hells. Asmodeus is still his jailer and in many ways is the very first Warlock of Tharizdûn.  He has been siphoning off Tharizdûn's power for centuries, it is how he took control of Hell in fact.  But Tharizdûn knows this and while Asmodeus has been doing this, Tharizdûn has been pulling him deeper and deeper into his thrall.

In my games Tharizdûn also has another title, "The Whispering God".  This comes from his warlocks who say their god whispers in their ears and tells them secrets. And convinces them to do terrible things.  He is also known as the Elder Elemental Eye and worshiped by elemental-demon cults. He is also worshiped by the Drow that do not follow Lolth.

Recently Strange Brew: Warlocks was released.  It includes a version of the Whispering God that I used in my games. I am particularly proud of it to be honest.
WARLOCK PATRON: THE WHISPERING GOD
Deep in forgotten tombs, hidden in forsaken forests, and haunting long-abandoned churches of long-dead gods, you can hear it. It is soft, but it is there. Once you hear it, then it is always with you—day and night, sleeping and waking. It is the voice of the Whispering God. No one is for sure who or what the Whispering God is.
There are no churches or priests dedicated to him. No stories of creation. No heroes. No tales of battles. Just the constant whispering. Those warlocks who follow this entity are blessed and cursed: blessed with great power and cursed with the voice of their patron in their ears forever. No one knows what the Whispering God wants or even why he/it needs warlocks and not clerics.
The speculation is that he is a god trapped in prison so dark and so perfect only his voice can escape, but just barely. He needs these warlocks to spread the word so he can escape. Others claim that the god is nothing more than the madness that will consume all “his” warlocks.
For Pathfinder this is a "Cthonic" Patron.  For D&D 5 this would be an "Old One".
For my players, it means trouble.

Here is a Cthonic Tradition for the Basic Era Witch.

New Tradition: Cthonic

Witches of the Cthonic Tradition honor and some say are slaves of, very, very ancient powers. Some are inhuman powers from beyond our reality and understanding. Some are ancient Primordial Beigns from before the times of gods or mortals. A few are Dead Gods whose worship continues and whose power remains.

More so than any other witches, these are most often called Warlocks.

Role: These witches and warlocks represent a tie to the ancient past or to other unworldly powers.  They represent classical villains or the scholar that has delved too deep into things that mortals were never meant to know.

Joining this Tradition: To join one must either discover the Cthonic Patron of be discovered by one.  For example, the Cult of the Whispering God hears their Patron's whispers when they uncover hidden knowledge about the God or venture deep into areas that were formerly His centers of worship.

These witches tend to be Solitaries or be involved in small cults.
They are for the most part are chaotic, with some gravitating towards neutral. Rare is the lawful Cthonic witch, but it is not unheard of.

Leaving this Tradition: Often there is no way to leave this tradition; not even in death.

Occult Powers
Minor - 1st Level: Grimoire. The warlock does not gain a familiar like other witches, but rather a semi-aware tome known as a Grimoire.  These tomes replace the Book of Shadows for these witches. These Grimoires are often sought after by occultist, magic-users.

Lesser - 7th Level: Immune to Fear. Exposed to so many horrors or alien minds warps the mind of the warlock to a point where normal fear has no effect on them.  Magical fear is also given a -4 bonus on saves.

Medial - 13th Level:  Alien Mind. The Cthonic witch has become so accustomed to dealing with alien and ancient minds that she becomes immune to charm and hold spells. Her mind can't be probed or read via telepathy, ESP or similar powers.

Greater - 19th Level: Curse. The warlock can place a powerful Curse on a single creature. She can only do this once per day (for a single creature). The curse can be of any sort, but usually the curse will bestow a -4 to all to-hit rolls and -2 to any saving throws. Other curses may be allowed, such as the Bestow Curse spell. Witch curses are quite powerful and require the use of two (2) remove curse spells to be fully removed.

Major - 25th Level: Shape Change. Once per day, the witch may change her shape to any type of aberrant monster, like the spell Shape Change. For 1 turn per level, the witch may move freely back and forth between her aberration and human forms. Once the form is chosen, that is the only form she can use for the day. So, a witch may choose to change between the forms of human and a roper but cannot go between roper, human and bird. Once the duration has expired, the witch reverts back to human form.  The witch does not have the special abilities of the aberant form save for those that she can manage with the form.  So the roper's tentacles would be replicated, but not the basts of a Sphere of Many Eyes.

Superior - 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For witches of the Whispering God her voice barley rises above a whisper, but her voice can be used as a Command spell once per day, a Charm spell 3 times per day, and a suggestion seven times per day.


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