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

Tuesday, February 9, 2021

Warlocks & Warriors (1977)

Warlocks & Warriors Box cover
The weekend before last I was at my FLGS and in their "glass case" there was a game that I have been wanting since I opened my first "Gateway to Adventure."  That game is Warlocks & Warriors.

While the game has some serious nostalgia value to it (details in a bit) the game itself is so simple it makes Dungeon! look like RuneQuest or Champions.

Choose to be a warrior or a warlock and move your pawn on the board.  Run into another player? Duel, which has the effect of pushing them back. 

The goal is to get the blonde princess back to her castle so her daddy the King can give you half his kingdom and supposedly the princess too. Hey, it was 1977.  Given the cover, I thought maybe the blonde was also a playable character.  I really should have known better, but I had hoped.

But there are a few things going for it.  First and foremost this game was designed by Gardner Fox.  Yes THAT Gardner Fox.  So I was hoping for a little more to be honest.  The guy that gave us Zatanna and Doctor Fate (among others) should have had cooler warlocks.

It is also an "Introductory Fantasy Game" so it would be fun as an introduction to old-school D&D tropes for younger kids.  Though the lack of anything like fantasy monsters (as moving pieces) or treasure limit the use of this for that.  The playing pieces are basic, but not really for 1977 standards.

The cover similarities between this and Holmes Basic can't be ignored.

Holmes Basic D&D with Warlocks & Warriors Boxes

It really seems to be the same "Warlock" and "Warrior" on both covers.  Both were done by David Sutherland and both boxed sets came out the same year.

This is also not the only time we see the "Princess" we next see her in the AD&D Player's Handbook looking over the collected treasure loot. 

The W&W Princess becomes her own hero!

Maybe she told the Warrior and the Warlock (and her dad)  to go get bent and she became an adventurer herself.  I mean she is eyeing that magic sword.

Zenopus Archives (the authority on all things Holmes) comments on how the map from this game would make for a good Holmes Basic "Hex Crawl".

Warlocks & Warriors Wilderness Map

The box itself is surprisingly light.  But I am judging it by today's standards.

Warlocks & Warriors box and pawns

Warlocks & Warriors instructionsEarly TSR catalog

Warlock & Warriors credits

Would this game satisfy my "Traveller Envy?"  I am not sure.  I think I could work it into a game somehow.  Maybe as the previously mentioned Hex Crawl for Holmes (or Basic Era between levels 1 and 3).  I could come up with a whole adventure for it to be honest.  Warlock holding a princess captive, hex crawl to find her.  But that is WAY too clichéd. 

Still. I can't help think there is a way to add this to the Holmes Experience.  Potentially add it to the Monster Manual for the full 1977 experience!  Or maybe the Ancient Ruins on the map are the dungeon from the Dungeon! board game. 

Elise Gygax, D&D, Dungeon! and Warlocks & Warriors. Party like it is 1977!

The game itself is really just a larger "mini-game" not much more complex than the mini-games that TSR would later release in 1981.  I'll even go on a limb here and say the relationship between Warlocks & Warriors to Holmes is not significantly different than the relationship between the 1981 mini-games and Moldvay Basic.

TSRs Mini-games

More on these mini-games at a future date!

Reviews

Wednesday, February 3, 2021

Morelia the Wood Witch for Basic Era D&D (BX/OSE)

I make no excuses for it, I like Ginny Di. She is great and is having more fun with D&D than a roomful of dudes my age.  She often has content I enjoy but this week she has given her viewers three more NPCs to adopt or adapt and I just couldn't say no.

So with her (implied) permission here is Morelia the Wood Witch.  She has accidentally overdid it on a love potion and now the whole village is madly in love with her.  She is very happy to see any new PCs, especially ones not from the village.  She will work out a deal with them. If they can bring back enough Pixie's Tongue (it's actually a type of plant) then she can brew up the antidote for everyone.  But you better hurry! Two fights for Morelia's hand have already broken out and things promise to get worse soon!


Morelia the Wood Witch

Ginny Di as Morelia the Wood Witch
8th Level Green Witch*, Elf, Lawful (Good)

Abilities
Strength: 12
Intelligence: 15
Wisdom:  13
Dexterity: 17
Constitution: 16
Charisma: 17

Saving Throws
Death or poison: 10
Wands: 12
Paralysis: 11
Breath Weapons: 14
Spells: 13

AC: 9
HP: 45
Age: 216
Gender: Female

Occult Powers

Familiar: Cremini, a white cat with shocking gold eyes.
3rd: Herbal Healing
7th: Speak to Plants and Animals

Spells
1st Level: Color Spray, Salving Rest. Consecrate Focus Item (Ritual)
2nd Level: Burning Gaze, Glitterdust, Bonds of Hospitality (Ritual)
3rd Level: Dance of Frogs, Summon Guardian of the Green (Ritual)
4th Level: Dryad's Door, Venus Glass

*The Green Witch Tradition from my Swords & Wizardry Green Witch book is perfect for her, but I also want this character to have access to some Pagan spells. Plus I want to use her as an NPC for BX/OSE, so she is a Pagan Green Witch.  Combine books and mix and match spells.  And given that hair I can't help but think there is a little Pumpkin Spice Witch in her as well!

Helping Morelia now in the adventure will pay off later.  Morelia knows about the Tredecium and what is going on with the Witch Queens.  She will be an invaluable source of information. That is if she can fix her love potion mishap.

ETA: Ginny has added some more about this lovely character on her World Anvil site

Monday, January 4, 2021

Character Creation Challenge: Dungeons & Dragons, Basic Edition

Monday of the first week of the year and it is back to the day job for me.  Thankfully I planned an easy (for me) one today.  To continue with the editions of Dungeons & Dragons we are now up to Basic D&D. 

Basic D&D Boxed set

The Game: Basic Dungeons & Dragons 

I have told the tale here many times on how I began with Holmes Basic, but the first D&D I ever owned was the Moldvay Basic Set.  I played Basic D&D, just "D&D" to me then,  but soon I and everyone else, were mixing it liberally with bits of AD&D.  Sometimes I think of the days when a Blue or Red D&D Basic book was used side by side with the AD&D Monster Manual and modules.

Spend any time here and you will know of my love for Basic D&D. So there is little more I can say here.

The Character: Áine nic Elatha

The witch class I am pairing with this is the one from Dragon Magazine #43 and using the guidelines set out by Tom Moldvay on what a witch should be. 

Dragon Magazine #43 was published in November 1980; the high point of Holmes Basic, the start of AD&D popularity, and one year before Moldvay Basic was released.  The class is overtly designed for AD&D, but as I mentioned we used Basic and Advanced interchangeably.  I suppose if I am being true to Basic I should drop the bonus spells per Intelligence the witch gains.

Given the time and this tantalizing promise, I can justify making it for a bastardized Basic/Advanced D&D.

The witch from Holmes

Áine daughter of Elatha is a human magic-user (Basic after all).  She is "the path not taken" for me.  My first "witch-like" character was Luna, a cleric that worshipped an unnamed moon goddess. While she would later morph into something else, I soon created other witch type characters, Áine is what that character could have been if I had chosen Magic-user rather than Cleric.

Áine nic Elatha
1st level Human Witch

STR: 10
INT: 17
WIS: 12
DEX: 11
CON: 12
CHA: 11

AC: 9
HP: 3

Spells
1st (1+3):  Change Self, Cure Wounds, Light, Sleep

Equipment
Dagger, backpack, iron rations, water, holy water, darts (3), 50' rope, staff.


Holmes & Moldvay Basic sets

If you are doing this challenge as well please feel free to post on the Facebook group, I'd Rather Be Killing Monsters.

Also, this month's RPG Blog Carnival is being hosted by Plastic Polyhedra. They are doing Characters, Stories, and Worlds, so that fits right in with everything we are posting this month!

Do check them out!


Sunday, January 3, 2021

War of the Witch Queens Session 2: Into the Ruins of Ramat

We got a chance to play the second full session of War of the Witch Queens today, our last day of winter vacation.  Today's adventure dealt with leveling up the characters to level 1 and giving them a slight boost in HP.  The characters also got the chance to buy some real weapons and armor.

All in the process they learned about the terrible Ruins of Ramat from the villagers of Wydfield Woodfield.


The party searched the ruined church and found their way down into the underground structure where the clerics had lived and trained.   

They still need to find the spear and use it to defeat the ghost above.  Hopefully, we can get a session in this week, even with work.

The players are learning a key feature of Basic-era D&D.  Sometimes it is better to run away.  

Since everyone is now level 1, I am allowing the players to diversify their characters.  One thief is now an Assassin from OSE-Advanced. The magic-users are splitting up into a Blood Witch, Sorcerer, and Wizard.  I am going to let them choose from a common spell list, and then also a spell list unique to each class. One cleric is going to focus on being a healer.  So I need to get that written up with some ideas. 

For this game, I swapped out my New Big Dragon Game Master's Screen for the Old School Essentials Screen.  Both work great.

The tiles are Dwarven Forge and the temple is from Reaper Minis.

Can't wait to see where we all go next!

Tuesday, December 29, 2020

The Queen is Dead! Session 1 of War of the Witch Queens

After Session 0 the other day we settled on three characters each to run through the funnel of The Witch of Wydfield; or rather the Witch of Woodfield as we kept calling it.

Witch of Woodfield

The adventure went as expected. I had everyone choose one of the "Basic Four" classes; Cleric, Fighter, Magic-user, or Thief.  As they played we worked out what specific class each one would end up being.  One magic-user will become a sorcerer, the other a blood witch.  A cleric that worships the Moon might go into druid or might go into fighter, but tell everyone he is still a cleric. It's my youngest. That is what he does.

Witch of Woodfield

I had plenty of copies of Moldvay Basic so everyone had one.  I used my Old-School Essentials book and my GM1a Game Master's Screen from New Big Dragon Games Unlimited.

Since one of my goals is to use as many different kinds of OSR products I can, I think I am off to a good start. Everyone had so much fun they want to play again tomorrow.

I am likely to go with the Ruins of Ramat, this time for Labyrinth Lord. There are also versions for Original EditonCastles & Crusades, and an expanded Castles & Crusades version.  I have not decided which one to use.  Part of the fun is converting.

The characters (and the players) learn the first hint of the overall arc of the campaign; cryptic messages from a possessed girl and the moon (no, really) "the Queen is dead!"

No new hints in the next adventure, but we will see.

Saturday, December 26, 2020

Boxing Day: The World of Mayhem Campaign

A couple of weeks ago I posted about getting my 7th adventure from Mark Taormino's Dark Wizard GamesDread Swamp of the Banshee.  It is a great bit of fun and I can't wait to run it.  

I also know exactly what I want to do with them.


The World of Mayhem Campaign and I am going to run it using B/X rules, likely OSE Advanced Rules

OSE Advanced gives me the B/X rules I adore along with some of the rules from the Advanced era I want AND some additional options that were not available to me in either.   


Organizing the adventures from the lowest level to the highest you get a great spread from levels 1 to 14, perfect B/X and OSE levels.


I have talked about this in the past with the first five adventures, but the newer three only support this plan even more.

Arranged like this:

It makes solid coverage of levels 1 to 14.  If anything an adventure for levels 2 to 5  might be good.

With the addition of their Monsters of Mayhem #1, it makes for a full campaign.

I know the feel of these adventures is very much in the spirit of 1st Edition AD&D as well as the OSRIC rule set.  But for me, my "gonzo" gaming years were with B/X.  The rules of B/X were much looser than Advanced and these adventures really need a lighter hand on the rules.

I am thinking of also adding some material from Pacesetter's B/X RPG rules, in particular some of the classes.  Plus the B/X RPG rules play well with OSE, so that is reason enough to use them.  Plus I enjoy combining Palace of the Vampire Queen: Castle Blood from Pacesetter with Hanging Coffins of the Vampire Queen for a full saga of the Vampire Queen.


I have now run Vampire Queen for Basic, 1st Edition, and 5th Edition versions of D&D.  I think Basic was my favorite experience. 

Friday, December 25, 2020

Christmas Miracle! I Started "War of the Witch Queens"

It's Christmas, spent some quality time with the family yesterday and today.  We built a new kitchen cart for my oldest to keep all his cooking gear in, made a turkey, got a new laptop (using it now) oh and we started the War of the Witch Queens today!


Started with The Witch of Wydfield.  Didn't get very far though, we just started with session 0.  

We are going to use the Classic D&D B/X rules.  I didn't pick a particular flavor yet but likely go with Old School Essentials.  Right now since this is a DCC adventure for 0 level characters I had everyone roll up three characters.  All very simple. I used the classic Basic rules and had everyone choose Cleric, Fighter, Magic-User, or Thief at 0 level.  Once everyone hits 1st level, at 500 xp, I am going to allow them to specialize into OSE Advanced Classes or even something from BX RPG or anything really.  My goal is to say "yes" first and then direct them to something that works.

I had everyone roll 2d6+3 for stats. Yes that makes them all rather low on their abilities, but they are also just starting.  I am going to either allow them all a 1d6 per ability when they get to level 1 or give them 5d6 number of points to distribute amongst all their abilities.  This will in turn make their abilities a touch higher than average.  I am ok with that. I am still playing around with ideas.  I might even adopt some D&D 5 rules and let them add +1 to a stat every four levels or so.

Since they are super low level and below-average at this point I am saying they are all refugees from another village destroyed abut terrible weather.   This is of course the first "attack" of the witches with the Witch Queen now dead.  No queen so the more evil elements of the witchcraft world are running free.

This is going to be one of those only every so often games.  I am not 100% convinced everyone likes the old rules or are they just humoring me. 

I hope to pick up the next session soon.

Wednesday, December 16, 2020

The Sea Witch Tradition

I have been playing around with a Sea Witch Tradition.   The Sea Witch is a powerful archetype and one that has featured in myths and legends since humankind looked out into the sea.  

Newes from Scotland. Witches brewing a storm in Scottland
Witches brewing a storm in Scottland

Among the media, mythological and literary examples are Circe from myth,  Calypso from The Odyssey, Sycorax in Shakespeare's The Tempest, the Sea Hag from Popeye, Ursula from The Little Mermaid (and from the original Hans Christian Andersen),  Tia Dalma in Pirates of the Caribbean, comics, and a story I recall reading as a kid that I have not been able to remember properly.

The Sea witch has power over wind, weather, waves, and various creatures of the sea and coast.  This would include the obvious fish and marine mammals, but also birds associated with the sea. 

Sea Witch Tradition

Witches of the Sea Witch Tradition are members of a very ancient tradition related to the Classical tradition but also the Pagan traditions and Chthonic traditions.  Witches of this tradition honor the sea in both it's capacity the cradle of life and in its capacity to destroy.

Role: Witches of this tradition often serve gods, goddesses, and other ancient powerful beings as their patrons.  Many will often refer to the Sea as a Goddess in and of herself and other Gods of the seas are merely Her extensions and proxies.

Joining this Tradition: Sea witches join this tradition typically very early in life. They will claim they have sea-water in their veins and the sea in their soul.  They feel drawn to the sea and will typically live near the sea if they are land-dwelling, or in it.  They will often grow up in families where many of the members are sailors or fisherfolk.  Some even are related by blood to creatures like selkies, mermaids, or even swanmays or nymphs. 

Unlike most Hags that are part of the Faerie tradition, Sea Hags are part of this Sea Witch tradition.

Leaving this Tradition: Witches rarely if ever leave this tradition. Even when they are physically distant from the sea they still "feel the call of the sea."

Occult Powers

Minor, 1st Level: Familiar. The Seas witch gains a familiar related to the sea. 

Lesser, 7th Level: Breathing. The sea witch gains the ability to breathe underwater if they normally breathe air, or the ability to breathe on land if they normally breathe water. This is a persistent power.

Medial, 13th Level: Shape Change. The Sean witch may shape change as per the Druid ability Wild Shape or Polymorph Self. This may be done once per day at the 13th level. The witch may only change shape to a natural sea animal that is within one size category of her normal size. So a Medium-sized witch may only change to a Small, Medium, or Large animal.

The number of times the witch may do this per day increases with every other level.  So 2 times per day at 15th, 3 times per day at 17th, and 4 times per day at 19th.  The witch may opt to sacrifice one of these times to go outside of her normal range of sizes.  So a 17th level Amazon witch could shift to Huge or Tiny once and her normal sizes the other two (total of 4 shapeshifts per day).

Greater, 19th Level: Raise Storm. Considered by many to be the ultimate form of the Sea Witch's power, the Sea Witch can affect the weather as per the magic-user and druids spells Control Weather and Control Winds.

Major, 25th Level: Longevity.  The witch stops aging.  Her appearance will continue to age but her body and mind will stay the same age she was when she reached this level.  She is also no longer affected by magical aging.  She can still be killed by normal means.

Superior, 31st Level: Apotheosis.  The witch becomes something else. This new form and powers are dependent on the Patron she serves.  For sea witches, her form becomes that of a sea creature.  She becomes something akin to a Triton, a Cecelia, or even odder combinations. 

Special Benefits and Restrictions: The sea witch will honor a god or goddess of the sea. The vow never to willing move further and a mile away from any body of water. Most prefer to be much closer.  Seas witches with a familiar can communicate with marine life and even other creatures that leave near the sea.

Equipment:  The tool of this tradition is the cauldron.  Like the sea, the cauldron holds all possibilities. 

Preferred/Barred Covens: Sea Witches are typically solitaries, but they will often meet up every few years with others. Sea witches also tend to be very territorial, so only one will typically be found in any one natural locale, such as a bay, cove, or other inlets. 

Relationship to the Goddess/Patron: The sea witch views the Goddess as the Sea itself.  "Human" manifestations of Her are but limited projections into the human understanding of what the Sea and the Goddess actually is.

This relationship with the sea also makes the Sea Witch a unique figure among sailors.  Many sailors are very superstitious and among those superstitions and fears are ones regarding having women on ships.  Many feel it is bad luck, others feel that a woman on a ship will cause the crew to mutiny. The witch is exempt from these notions. She is both a welcome and feared member of a crew.  

Male sea witches are a welcome addition to most crews even if they are just as feared and respected.

Source/Views of Magic: Like most witches, the Sea Witch views her magic as a manifestation of the Goddess who is the Sea.  The source of her magic is the endless ocean, the unfathomable depths, the irresistible urge of the sea.  

Archetypes: Most Faerie Witches see little use in the Good vs. Evil axis. The sea is both and neither, so why should they choose?  Most tend towards neutral if a little chaotic.

Other: Sea Witches tend not to hoard much wealth, but they do appreciate treasure. Especially treasure found in the sea or on it, such as a pirate's chest of gold, or something rare and beautiful from a faraway land. Pearls are valued over other gems and gold more so than silver or platinum. 

Other Traditions

Tuesday, December 8, 2020

Mail Call: Dread Swamp of the Banshee

Mark Taormino has done it again (8 times the charm!) and I got my new adventure in the mail today.


Maximum Mayhem Dungeons #7 Dread Swamp of the Banshee came in the mail today.  I have had the PDF for a little bit now and I am really looking forward to running this one!

If you enjoyed the previous adventures in this series, like I have, then you know what to expect here. 



If you love the old-school style modules but want something that is just "a little more" then I highly recommend these.

One day my plan is to run these all with some flavor of B/X since the adventures top out at 14th level.  Though the adventures are very much in the 1st Ed D&D vein and not really "Basic", it's what I want to do with them. 

Maybe when the Advanced books for Old-School Essentials come in I'll revisit this idea.


Tuesday, November 10, 2020

Current Works In Progress: Basic Bestiary & High Witchcraft

Work has me really busy right now, so I have been slow on getting new material out.  Either in book form or for this blog (except for Halloween).  But I wanted to give an update on what I am working on now.

I recently went through all my research notes, books, and files.  This has been a good thing and something I like to do every so often to keep me grounded in what sort of game I want.  It is far, far too easy in game design to drift away from your core principles into something else.  One example of this power-creep in games, though there are other reasons for power-creep too.  The other is scope-creep and that is when a project gets too unwieldy and becomes much larger than intended. 

Both types have hit my latest two works in progress, so I have been taking a step back to see what I really have.

Basic Bestiary

This is the "Big" project that has my focus now.  The project began with collecting all the monsters from all my witch books, plus all the monsters for Monstrous Mondays, and additional ones I have but have not published.  Once I pull them all together I had over 220 pages with 300 or so monsters with no art (yet).  For me that felt like a "good size" but I got to thinking.  Even if I edit them all and standardize them all, which is no small amount of work, these are all essentially "re-runs" material people have already seen and in some cases paid for.   That didn't feel right to me.  So I started adding more (power and scope creep!) and that is where the issues began.

For starters, I publish most for Basic-era (B/X, BECMI, OSE, LL) and Swords & Wizardry games.  Add in all the other games I post about here I have monsters in six to seven different but still largely compatible systems.  I needed to standardize my monster stat block.  You have seen it's evolution here on my blog. The current and most stable version can be seen in yesterday's Fenodyree.  Essentially a Labyrinth Lord stat block with some other information thrown in that I like to use in my games.   If you go back and look at something like the Wendigo then you can see that there are three different, similar but not the same, stat blocks.   So there is that process now going on.  Some stat blocks like S&W and OSE are great, but far too minimal for me. 

Also since the hardcover of The Craft of the Wise went over so well I decided that the Basic Bestiary needed softcover (Basic) and hardcover (Advanced) options.  Here are the covers as they sit now.  These very likely will change again.

Basic Bestiary cover, version 1 Basic Bestiary cover, version 2

For these covers, I made two changes.  First I switched to Goya's "The Witches' Sabbath" to reflect the feel that this book is mostly witch related monsters.  It also fits better with the quote I use in the Preface, "El sueño de la razón produce monstruos." or "The sleep of reason produces monsters."

I am also going with my own compatibility logos on these since they really have gone beyond one system or the other.  They are still largely "Basic" in nature, but as you can see from my stat blocks they have a little bit of everything in the OGC. 

Switching from Fuseli to Goya also was an outward sign of another issue.   I had WAY too many demons.  Not just demons, but devils and all sorts of fiends.  I also had my own demonic families of Baalserph, Lilim, Eodemons, Calabim, and Shedim.  I mean you can't do as much reading, researching, and writing about witches like I do and not collect some demons.    There really was only one solution.

Split them into two books. 

This actually works well since in my discussions with people there are decidedly two camps. The ones that use demons in basic-era games and those who don't.   This gives both groups buying options.

Basic Bestiary II, Basic coverBasic Bestiary II, Advanced cover

Regardless of whether you buy the "Basic" softcover or the "Advanced" hardcover, the material inside will be the same.  The Basic Bestiary I will be heavy on undead, vampires, fey, hags, and other witch-related monsters.   The Basic Bestiary II will cover demons, devils, and all sorts of fiends.

Right now there is no projected publication dates.  BUT I want to get BBI out and follow up with BBII maybe three or six months later.

Between those two I will also publish my "Last Witch Book,"  The High Secret Order Witchcraft book.


Going back to Rosetti for this one, a perennial favorite of mine.  The piece is "Astarte Syriaca" which harkens back to the first witch coven I ever wrote, the Coven of Astártē Queen of Heaven.

All three books (five covers) will be under my "Basic-Era Compatible" banner to indicate greater compatibility with each other and my desire to use what I consider the best or best of all the systems along with my own additions. Compatibility is key, but innovation is the driving goal here. 

The weakest link right now is The Secret Order book.  I have a ton of material and none of it put together the way I want yet.

Personally, I am really excited about all of these. 

Tuesday, October 20, 2020

It's Free Witches!

 OR...Make that a Free Witch.

Right now DriveThruRPG (and all the OneBookshelf "DriveThru" sites) are having their Halloween Sales.

Now, normally I would be telling you which one of my Witch books are on sale.  And I will, but I have something EVEN BETTER.

Right now if you go on to DriveThruRPG's site you will find witches hats, jack-o-lanterns, ghosts and more to get a free download.

One of those free downloads is my The Basic Witch: The Pumpkin Spice Witch Tradition!


I could tell you where, but that would ruin all the fun!  Trust me it is there and the Basic Witch, the Pumpkin Spice Witch Tradition is now FREE until the end of this month November 2nd.

Grab it and see what I do.

Also, there are plenty of great sales going on.


In addition to the Pumpkin Spice Witch being free several of my other books are on sale.

Help me celebrate my FAVORITE holiday by adding something witchy to your games.

Wednesday, October 7, 2020

BaF - The Muse from Basic Witch Games

If you name your publishing label "Basic Witch Games" you are going to get my attention. 

So last night I got a new PDF from a just-as-new company.  The PDF is The Muse and the company is Basic Witch Games.  Now full disclosure, I knew about this class a while back and gave the author a tiny bit of advice about it and encouraged her to add a bit and publish it.  

So ethically I can not provide you all an unbiased review. 

Also, the book uses some of my own OGC, so there is another reason.

But I do want to tell you this is a fun class. It's not for every group, but that is true of all classes really, but for the right group this can be a lot of fun. 

The Muse is the first in what I hope will be more Basic era content from Basic Witch Games.
The class is something of a tempter or even a seducer.  I am immediately reminded of the old Houri Class from White Dwarf.  

The class itself is 14 level B/X style class.  The cover has a nice visual transition from red to blu to cover the red and blue of the beloved Basic and Expert books. In addition to the spells from my witch classes, there are new spells too.  There is also a new magic sword.

Basic Witch Games will be coming out with more material and even a Dark Fantasy / Romantic Fantasy setting. So I am looking forward to seeing what they do. 

So check them out. Spend a buck for this.

They can also be found on Twitter at, @BasicWitchGame

Tuesday, September 22, 2020

The Craft of the Wise, now in Hardcover

The customers asked for it and so I am going to deliver.

The Craft of the Wise: The Pagan Witch Tradition is now available in A5 Hardcover version.


The Softcover version is Letter-sized, 8.5" x 11".  This works with your B/X, BECMI, or other OSR books.

The Hardcover is A5 sized, 148mm X 210mm, (8.3" x 5.8").  This is the same size as the OSE books and roughly the same size as my Warlock book (which is Digest size 6"x9").




The content and art are the same for each, so the layout is different.



This is an experiment.  If the sales on this are good then I will consider A5 or Digest sized versions of my other Basic Era Witch series books.

You can get it now at DriveThruRPG.

Sunday, September 20, 2020

Week of Shadow Begins Today

The Autumn Equinox draws near.  Today we have slightly more light during the 24 period than tomorrow.  On Tuesday this all changes and we begin that slow descent to the Dark.

This week I am going to be looking at and doing reviews on the Shadow Fey, Shadow Elves, and other creatures of shadow.  


Think of it as my prep for Halloween!

Friday, September 11, 2020