Showing posts with label old-school. Show all posts
Showing posts with label old-school. Show all posts

Friday, June 28, 2019

Kickstart Your Weekend: Friendship is Magic Edition

Couple of Kickstarters are ending in the next four days from some friends of mine and I wanted to share.  Both are great and I want to see them both do well.

First up is the sequel to Eric Bloat's wonderful Vigilante City supers game.

SURVIVE THIS!! Vigilante City RPG 2 Book Quickstarter


https://www.kickstarter.com/projects/ericfrombloatgames/survive-this-vigilante-city-rpg-2-book-quickstarter?ref=theotherside

Vigilante City is such a great game and I feel bad I have not done more with it. If you are familiar with Dark Places & Demogorgons then you know this system.   This time we get books 3 & 4:  SURVIVE THIS!! Vigilante City - Superhero Team-Up! and Into The Sewers.

From the Kickstarter:
SURVIVE THIS!! Vigilante City Book 3: Superhero Team up! Comes with the inclusion of many new classes, goes through the steps of team building while greatly adding to the equipment and vehicles. It shows how to build new superhero headquarters and stock it full of the valuable tech and tools every team needs to be successful. There will be new combat rules to include Team Moves and so much more!

SURVIVE THIS!! Vigilante City Book 4: Into The Sewers takes you underground to maze of tunnels that travelunderthe Metropolitan of Victory City, into the world of subcultures, gangs, Mutants & Anthropomorphs. Into The Sewers will feel like a new setting and greatly expands upon the already robust Mutant and Anthropomorph classes and powers.
It looks like it will be great!
Did I mention there is an all-star team working on this too?  Well, there is!  Check it out.

Next is Jason Vey's Amazing Adventures.

Amazing Adventures 5E RPG


https://www.kickstarter.com/projects/676918054/amazing-adventures-5e-rpg?ref=theotherside

I featured Amazing Adventures 5e a while back.  It is also in its last 4 days, so time to get moving.

The book is done, save for the art and layout and I have played it.  It's so much fun.
Since my first post there have been a lot of stretch goals met and more added, and met. The next one is about to be unlocked.

Both games are a lot of fun and worthy of space on your game table.

Thursday, June 27, 2019

Mail Call: Bunnies & Burrows

This is my busy time at work, so just a quick drive-by posting today.  Came up from a meeting to find this waiting for me.


Bunnies & Burrows 2nd ed.  So far it looks really great.







The feel is like that of many FGG books.  The art is full color for the most part and the pages are glossy.

It "feels" more like a D&D book than say an old Bunnies & Burrows one, but that is fine.  The game inside feels like the B&B of old.

Hope to get a review up soon.


Simon Bunny approved!

Tuesday, June 18, 2019

Review: Odysseys & Overlords

Odysseys & Overlords is a new Old-School setting and rules system from Travis Legge and Aegis Studios.  Travis has an impressive bibliography with over 400 publications on DriveThruRPG.  So when I saw these were out I jumped on them as soon as I saw they were published.  I also admit I was drawn in with the Dean Spencer art.

Odysseys & Overlords uses Basic Fantasy as it's ruleset and I think that is a good idea. Of all the clones out there BF is one of the more flexible and easily approachable to new gamers.  If you are using a Basic-era ruleset of your own then it will work with that.  For example, while reading up for this review I compared and contrasted these rules to rules in Labyrinth Lord and Blueholme.  I found no issues.

Odysseys & Overlords Player's Guide
PDF. 56 pages, color cover, b&w interior.
The Player's guide has what you should expect a Player's Guide to have.  Here you get a bit of background on the campaign world of the O&O game.  It's fine, as far as these things go, but I have no emotional investment in it.  It does help situate some of the game-design choices and that is nice.  Still, I see a campaign guide or gazetteer sometime in the future.  Since this is a Basic-era OSR game based on Basic Fantasy races and classes are separate. With this, we get some new races, called genus in this book (a more apt name really).   We get Abyss-kissed, which are like other games' Tieflings though more in-line with this game's mythos. Spellscorched, which cover the same niche as elves only here children of the gods.  Wild folk, humanoids with animal traits and blood. And garden variety humans.  No elves, dwarves or halflings here and that is great by me! (Note: they also do not appear in the Monsters section of the Game Master's book)
Classes include the favorites of Clerics, Fighters, Magic-users and Thieves and also adds another take on the Bard class.  Might need to give that one a try sometime.  Bards do not have spells but do have songs they can learn for different in-game effects.
Additionally, there is a section on equipment. I'll be honest, I don't pay much attention to equipment lists anymore. I have so many games with so much equipment that if I need to find something I am sure I have it OR I can just make it up on the spot.
Spells follow next.   Spells for both clerics and magic-users only go to 6th level.  Personally, I still like my magic-users to have more spellcasting power than clerics and would have liked to see magic-user spells go to at least 7th level.  All the expected suspects are here. 
We get some adventuring rules and finally some combat rules.
The layout and art is really good and has a solid old-school feel. The book just looks nice and fills you with all sorts of old-school nostalgia.  I do wish the book though offered some more new unique classes to go along with the new unique races.   A little more on the world background as it applies to the characters would also have been nice.
There is a character sheet at the end of the book. You can also get the character sheet here for free.

Odysseys & Overlords Game Master's Guide
PDF. 63 pages, color cover, b&w interior.
This book covers a bit of material not found in the Player's guide. 
Again we get some great Dean Spenser cover art and again we get the same overview of the campaign world.
We get into a section on various encounter areas, including my favorite, Urban Encounters.   Tips on dealing with players, hopeless characters, and weapon and armor restrictions.
There is also a good section on XP advancement and narrative advancement, which has come to be called "milestone" advancement in D&D 4 and 5.  It provides some nice balance. I am using both types in different games and it has the effect of taking the focus away from combat and more onto role-playing for Narrative/Milestone advancement. 
Magical research into new spells and new magic items are also discussed.
There is a monster section following the discussion on dungeons and wilderness exploring.  The problem I have with the monsters here is that you are directed to use Basic Fantasy there are not any new monsters.  Nearly all, save for two, can be found in what I would call the "common canon" of the OSR.  There was a real chance here to set this book apart from others with some new and unique monsters, or at least some rare ones.  It is too bad this chance was not taken.
Magic items follow next. A good variety here, but again I would have liked something unique to this world to stand out.
We end with the Kingdoms.  Ah! now here is the new and unique material I was hoping for.  There is a good amount here to work with without being overly detailed.   The descriptions are good, but a map, even a rough one, would have been great.  Tip: Can't afford a good cartographer?  Scribble one out and call it "an adventures map found in a dragon horde". 
Interestingly enough, there are maps in the books from Dyson Logos, but that causes an awkward mix of the OGL and Creative Commons Licences that I have been told to avoid doing.  Hope this works for them!
I think there is something here to the world put forth, I just would have liked to have seen more of it.

I have not picked up many of the adventures yet, but here is one.

Temple of the Harpies
PDF. 14 pages, color cover, b&w interior, two maps
This adventure is a pretty straightforward affair that can be run in a long afternoon. Designed for four to six characters of 2nd to 3rd level, the character must retrieve a missing child, defeat harpies, kobolds, and an ancient curse and not awaken an army of undead. Suitable for any OSR game or really any d20 based fantasy game with tweaks.  This one also includes some new monsters, which I always like.


I think there is a lot of potential with this line and would like to see more.



Thursday, May 30, 2019

Holy Grail Item: Vampyre Mini Game from TSR

So to recap a long and sad story, I lost a lot of my old school D&D books in one of my moves between college and grad-school.  The only thing I had from my "early days" were my core 2nd Ed AD&D books and a few modules.    Fast forward a few years and the sweet combination of a great job and an understanding wife I have been able to replace all that I had lost and then some.

But there are still a few items that have remained ever elusive.
Today I can cross one more item off that list.

Thanks to an estate sale on eBay I was able to pick up a copy of the Vampyre: Game of the Hunt for Dracula for much less than it normally goes for.



The game is, as far as I can tell, complete if already punched.  The maps are in great shape, the book less so.






The book has highlighter all over it, which sucks, but hey I can't expect a perfect copy and I am sure mine had highlighter all over it too.

As big fan of the novel Dracula, I loved this game.  I remember enjoying the wilderness portion more than the castle. 

Very nostalgic seeing the same Souvenir/Soutane font and Erol Otus art as the B/X sets. I tried many times to run a Castle Dracula like game with Basic/Expert.  Maybe now is that time!

Anyway happy to have this.  Only a couple more items on my list.

Thursday, May 9, 2019

Mail Call: Bloat Games

Quick one today.  Yesterday I got a nice package in the mail.






Vigilante City is here! 
These books are much larger than I expected and I rather like them.
The print versions look fantastic and I can't wait to play around with them some more.

As soon as I can I'll need to devote a week or so to this game. Reviews, characters, and some ideas.
Printing a bunch of sheets now.


Tuesday, May 7, 2019

Review: B/X Essentials

To celebrate 40 years of playing D&D I am doing a year-long celebration I am calling Back to Basic.  While I got my start on Holmes Basic, it is the Moldvay Basic and Cook/Marsh Expert that really lit my fires.

It should be no surprise then that I am a big fan of Gavin Norman's B/X Essentials (soon to become Old School Essentials) line. 


Gavin has been producing some great content for a while now via his Necrotic Gnome label. His Theorems & Thaumaturgy and Complete Vivimancer are among my favorite Old-School books.

His Kickstarter for Old School Essentials is funded and going into its last days now.  While this is going on you can still get copies of B/X Essentials.

For these reviews, I am using both the PDF and Print versions of these books.

B/X Essentials is a redesign of the classic "Basic/Expert" rules using OGC sources.  The books are all digest-sized, 6" x 9" format.  All of the books feature fantastic full-color covers from artist Andrew Walter and color accented interiors; limited to mostly pale green.
A moment about these covers.  They remind me of a surreal 70s version of Lord of the Rings meets Elric; easily some of my most favorite covers of in all of the Old-School movement.
All the books are extremely modular. This was a design goal by Norman and it pays off.  Everything is easy to find.  Sections usually take up a page or multiple full pages. If you were so inclined you could cut up your books (!) or print out the PDFs and reorganize them as you see fit. Really at this point, the only thing that could make these books easier to use is having all the content in a spiral-bound volume so it can lay flat at your table.

B/X Essentials: Core Rules
The Core Rules weighs in at 34 pages and gets to the very heart of the B/X Essentials line.  The essential Essentials as it were. It covers Ability scores in general, sequences of play and all the basic rules needed.  Combat is covered separately. Magic also gets a bit of coverage here in general terms and including how spells can be researched and magic items made. 
The rules have been "cleaned up" from their obvious predecessors.   Focus is on readability and playability here.  In fact all the entries under the basic rules are alphabetical, so finding something say like Movement, is easy.  In the original rules it took a bit of digging to actually figure out how much a character moves.  This was vastly improved in later editions of the game, but here it is very succinctly spelled out. Other rules are equally made clear.
Since the "Basic" and "Expert" rules are combined here there is an economy of word usage here.  As much as I love my Basic and Expert games, sometimes you need to consult both books when a situation comes up.

B/X Essentials: Classes and Equipment
The Classes and Equipment book comes in at 44 pages.  It begins naturally enough with character creation.  Some details, such as Ability scores, are detailed here, but also give a call back to the Core Rules book.  Still, though everything is here to make a character.  For practice, I made a 7th level Cleric just using this book. It went extremely fast and very little need to flip pages back and forth.  I just needed to use the Spells book to pick out spells.
The modular design of the B/XE system extends to this book as well. Each class begins on an even-numbered page and extends to the next odd-numbered page.  You can then hold the book flat, put it up two-pages at a time on your screen,  and read everything you need in a glance.   I really appreciate this level of attention paid.  Many books do not do this and in fact, look like they were just run off on Word's PDF converter.  There is more attention put into the layout here than in most products and to me, that is what sets this above the others.
The classes represented here are the 7 classics; Cleric, Fighter, Magic-User, Thief and the three demi-humans, Dwarf, Elf, and Halfling.  True to B/X these are "race as class" classes.
Equipment, money and of course weapons are covered in the next half of the book.

B/X Essentials: Cleric and Magic-User Spells
Cleric and Magic-User Spells would have been my favorite book if B/XE had come out in the 80s.  Right now it also has my favorite cover from the entire series. Seriously, I love it.
The book itself has 34 pages and covers all the Cleric and Magic-User/Elf spells in the game.
All the usual suspects are here.  Again when making my recent Cleric I used this book. 
The modularity again is a huge boon for this book and game.  Adding a new class, like the proposed Druid and Illusionists? Add a new book easy! 

B/X Essentials: Adventures and Treasures
At 48 pages this is one of the two larger books in the series. This book deals with adventuring and what sort of things you can find on those adventures. So there are traps, monster tables, and all the treasure types and magical treasure.
Again we see where combining the Basic and Expert rules gives you a much better idea of what is going on in these "dungeons".
This is also my second favorite cover of the line. 

B/X Essentials: Monsters
Ah, now this is a book I would have loved back in 81.  Also coming in at 48 pages this book is about monsters and nothing else.
Stat blocks are concise and there is none of the bloat in the descriptions that appear in later editions (ok to be fair that bloat was demanded by players).   The book is fantastic with my only reservation in I wish it had been illustrated more.  But even that is fine.
I can easily see a "Monsters 2" and "Monsters 3" sometime in the future for this line.

In truth, I can't say enough good about this.   Is it 100% brand new material?  No, but that was also never the design goal.  The books do exactly what they say they are going to do.  If I were starting with a new group using B/X-flavor D&D I would be hard-pressed to come up with a reason NOT to use these books.

B/X Essentials: Demihumans of Dolmenwood
This free product is only 8 pages long and is only in PDF. It is the only genre and world-specific book in the line covering the Dolmenwood, the shared setting used by Necrotic Gnome.   This book includes two new races, the Fairy Elf and the Woodgrue, both fairy races of the Dolmenwood.  There is also a listing of some Fae lords and ladies.



A Bit about OSE
Old School Essentials expands on these rules and reorganizes them some more.  There is a Basic Rules that takes place of the Core book and then a Genre book that covers classes and other "D&D" like topics.  I imagine that different genre books will have other rules and classes.

Old-School Essentials: Basic Rules
This free 56-page book covers all the basics of the OSE line.  Picking it up you can see the stylistic changes from B/XE to OSE.  Also this book covers just about everything you need to play right now.  It includes the four human classes, some rules, some spells, some monsters, and treasure.  Enough to give you a taste of what OSE will be like.
It has the same modular design as B/XE so finding things is simple, leaving more time for play.
There is no interior art in this free version, but that hardly detracts from it.

I am really looking forward to seeing OSE out.  But until then I am going to enjoy playing with B/XE!

Friday, April 12, 2019

Kickstart Your Weekend: Old-School Essentials

Gavin Norman of Necrotic Gnome has been producing some great products for Old School gaming with his own unique style for years. His B/X Essentials is one of my favorite products.
Well now he is producing an updated version and it looks fantastic!

Old-School Essentials


https://www.kickstarter.com/projects/necroticgnome/old-school-essentials?ref=theotherside

A faithful reproduction of the B/X-era rules in a digest-sized boxed set or "Rules Cyclopedia" style book.  I am pleased the what I have been calling "Black Box Basic" for years is now coming in an actual black box!

Really there is so much awesome about this and I will spend some time next week talking about it.

I have seen what is very, very close to the final PDFs and they look fantastic.

I do want to talk about those covers. 

Not sure if this will be the final cover, but it's awesome!

I mean look at that!  A castle on the back of a giant turtle? I want to GO THERE NOW!
Kudos to Andrew Walter for these great covers that feel so 70s inspired.  They look like the cover to a Yes or Uriah Heep album.  That's an adventure right there.

So yeah. I am in.  You should be too.


Friday, March 29, 2019

Kickstart Your Weekend: Gothic Horror, Supers, Zines and the 8.2M lb Gorilla

Lots of great Kickstarters today!  Let's have a look.

Leagues of Gothic Horror RPG Expansions


https://www.kickstarter.com/projects/1588759266/leagues-of-gothic-horror-rpg-expansions?ref=theotherside

Leagues of Gothic Horror is one of my favorite games and these three books are a must have in my opinion. Not much time left on this one.


Prowlers & Paragons Ultimate Edition


https://www.kickstarter.com/projects/1977703373/prowlers-and-paragons-ultimate-edition?ref=theotherside

I have been featuring P&P all week.  It is a fun game and character creation is a snap. Plenty of demo videoes out there to see game play as well.

The Way of Wicked Sin #ZineQuest


https://www.kickstarter.com/projects/1666739355/the-way-of-wicked-sin-zinequest?ref=theotherside

Three Zines about the evilest races in FRPGs.  A zine each for Orcs, Drow and the worst of all, Humans!  Stated for 5e, S&W, Pathfinder, and Runequest.
Don't want all three? No problem pick the ones you want.


And finally, let's address the 8.2 Million Pound Dollar gorilla in the room.


Critical Role: The Legend of Vox Machina Animated Special

https://www.kickstarter.com/projects/criticalrole/critical-role-the-legend-of-vox-machina-animated-s?ref=theotherside

Critical Role has blown past its funding goal, all of its original stretch goals and its second batch of stretch goals.  With 20 days still to go it is sitting at $8.2 Million (right now, but it grew by $100,000 while I was writing this post). 

I am coming around to agreeing with the Diana Jones award for "Actual Play" in 2018.  This is a huge phenomenon and like it or not one that will shape what the RPG industry does in the future.

Monday, March 4, 2019

Monstrous Monday: Snakes. Why did it have to be Snakes?

A little something different today for MM.  I want to talk about snake people.


Snake people, serpent folk, Ophidians, Yuan-ti whatever you want to call them they have been a staple of fiction and D&D since ... well likely forever.

They were common enough in the pages in the Conan that even as a casual reader of the pulps I had heard about them.  They have had a prominent focus in AD&D with the Yuan-ti; so much so that there are one of the very, very few monsters that are IP and Closed to the OGL.
So yeah, they come with some history.

I think it is also that snakes seem so loathsome to humans.  There is just something "evil" about them in our collective subconscious.   That makes them a great old-school threat.

Review: Serpentine - Oldskull Serpent Folk

Serpentine - Oldskull Serpent Folk from Oldskull, aka Kent David Kelly is a nice RPG for adding and using Serpent Folk, known as Serpentine here, in any old-school like game. The book is 41 pages with cover and OGL statement. Everything is 100% open minus the usual trade dress and some names.  The book is full color, but mostly public domain black and white art.
The purpose of this book is to bring together various mythos and stories together to present a cohesive whole narrative of a primordial race of serpent people.  In this respect, it works rather well.
History and Pre-History of the Serpent Folk. Drawing on the works of Dunsany, Lovecraft, Howard, and Smith Kelley weaves a history (or Hisssstory!) that combines the Hyborian Mythos and the Cthulhu Mythos, with other myths of the world added for good measure.  While overtly for the Oldskull world it can be added and modified as any game master needs.  One of the reasons it works so well here is that Kelley draws on some primordial myths and legends.  The same that influenced the authors of the stories being used.   Quotes from those authors are found throughout this book.
Up next we get a Serpent Folk Truename Generator.  A useful tool to help you name all those NPCs (or even PCs) you plan on using.  This is followed by Description or what your serpent folk looks like.  A section on Ability Minimums, Maximums and Modifiers is next. After that are sections on Behavior, XP modifiers, and views on Alignment.
There is a list of serpent folk deities from other myths.  It is a good list, but I have a few issues with some of the gods on it; for example Brigid. But the vast majority I see why they are there.  Mostly Serpent Folk are going to worship Yig and/or Tsathogga, though Set is a close runner up.
We get into a section now on Class Options for Serpent Folk. Most are going to fall into the various fighter classes and thief-related classes.  Also presented here is the new Soul Slaver class, which combines Cleric, Shaman, and Necromancer all in one serpent-related class.  It's a good class and it adds a lot of flavor to the Serpent Folk.  I might tweak it to be less Necromancer and more Shaman myself, but that is only personal bias, not a shortcoming of the class.  Basically, the class draws on the souls of the deceased to perform magical feats. There are spell lists, mostly from the classical B/X and Advanced sources.    They advance as Magic-Users, but have their own spell progression and, in a nice old-school touch, level titles.
There is also a section on Racial Powers serpent folk get and what kinds of snakes they are likely to summon.  This also included specail attacks and special limitations.
There is a nice section on how Serpent folk get along with Dragons (spoiler, they don't) that really sealed the deal for me.  I have been using various serpent-like races (Yuan-ti, Naga) as the ancient ancestral enemies of the Dragonfolk (Dragonborn) for years.
We end with a recomended reading list.
So for just $3 and a little over 40 pages this book packs a lot in.  There are so many cool ideas it is hard to figure out where I want to start with it.  I think that since Kelley tapped into some primal myths here that all gamers have an idea of these creatures, he just put it down in writing for us.

PWWO: Serpentine in Other Old-School Games

Astonishing Swordsmen & Sorcerers of Hyperborea has been my obsession over the last few weeks. Given the background of both AS&SH and Serpentine, it should really be no surprise then that I see the two of them working quite well together.  With the addition of Serpentine you can really "punch up" the stats for Sanke People in AS&SH. Already an interesting monster, now with this addition Snake People go from "just another monster" in the Bestiary section to potential Big Bad material.  Growing cult activity? Serpent People. More dinosaur sightings? Serpent People.  Increased slave trade? Yup. Serpent People.   Plus AS&SH and Oldskull Serpentine draw from exactly the same sources. They just rearrange things in a different order.  Both books feature Yig and owners of one book should find it to be of positive use when used with the other book.

Serpentine features the often used Clark Ashton Smith god, Tsathoggua.  Here he is considered to be a god of the Serpent People. AS&SH has the god Xathoqqua, which is the same god.  There are some differences in how they are portrayed in each book, but gods are supposed to be mutable.  Of course, the best source for Tsathogga (yet another spelling) is from the Frog Gods themselves in their Tome of Horror Complete.  Here he is presented as a demon, but that is perfect for me really. The same book (and the Tome of Horrors 4) have the Inphidians, which are their versions of the Yuan-ti, save Open for the OGL. Speaking of the Frog Gods, in their Monstrosities book feature Ophidians, a name I have also used in the past, as snake men.

The OSR games Blueholme and Adventurer Conqueror King System both have rules within their systems to allow Serpentine player characters. All you need really is the Serpentine book.


Union of the Snake: The Second Campaign

The heroes of the Second Campaign, my D&D 5e nod to old-school gaming, have already had their first encounter with the Yuan-ti.  They have encountered other snake-like creatures and reptiles worshiping snake gods, but everything is about to go into overdrive when they hit their desert-related adventures.

While the campaign is 5e based there is a lot of old-school influences in it.  I plan to take a bunch of the material above, put it in a blender then bury it in a desert for 3,000 years and see what comes up.
For me a lot of it is leading up to the ultimate confrontation with Demogorgon.
Borrowing from Advanced Labyrinth Lord I am using Demogorgon as the cult leader behind the snakes and snake men.  This fits in with my use of the blood apes as one of the three factions the worship Demogorgon; with human cultists and Ophidians/Snake Men/Serpent Folk being the other two.  The campaign will take a solid desert/Egyptian turn here soon.  I just need to figure out the Set-Apep-Yig-Demogorgon connection.

Of course, there will be creepy ass snake-men and cultists. All part of the alchemy of my past. Yes. My influeces for this are an forgotten Dirk Benedict horror movie and Duran Duran.  My game, my weird ass childhood.

Friday, March 1, 2019

Kickstart Your Weekend: Old School Style Zines!

Got some great Old-school style Zines. So let's go!

The Isle of The Amazons - RPG Zine for #ZineQuest

https://www.kickstarter.com/projects/ericfrombloatgames/the-isle-of-the-amazons-rpg-zine-for-zinequest?ref=theotherside

From friend of the Other Side Eric Bloat:
The Isle of The Amazons (TIOTA) is an optional setting designed specifically for Untold Adventures by Ennie Award winning author and designer, James M. Spahn. However, as such TIOTA, is compatible with Swords & Wizardry and really any White Box based game as well as easily convertible to be used with all OSR RPG games.

TIOTA showcases the island paradise of Elencia, the home of the Amazons. It also features Amazon City, the Amazons ways, their history, other inhabitants of Elencia, dangerous locations and monsters and much more.

TIOTA details the 7 new playable classes: The Aristocrat, Disciple of the High Priestess, Guard, Muse, Psion, Sorceress & Sungia.
It looks great!

Draugr & Draculas


https://www.kickstarter.com/projects/joshburnett/draugr-and-draculas?ref=theotherside

Another Old Scool Zine!
Draugr & Draculas is a one-off zine for old-stye/OSR roleplaying adventure games. Dr&Dr focuses on vampires, undead, and spooky horror magic for use in your own fantasy RPG campaigns. The zine will be entirely written and illustrated by me, Josh Burnett. In accordance with the Zine Quest guidelines, Draugr & Draculas will be a 5.5” x 8.5” zine, staple-bound and printed in black-and-white. I estimate it should clock in at around 24-32 pages.

What's in the zine?
  • Count Dracula himself, as well as his origins and current motivations
  • Details on Dracula's lesser servants
  • Dracula's deadly rival, Elizabeth Bathory
  • Draugr—northern undead of varying degrees of power
  • The Draugr class
  • Rules for magic users striking a deal with the Devil
  • New magical items of perilous power
  • Pagan's Well, a small dungeon full of traps and treasure
  • And whatever else I can fit in this thing.   

Honestly, you had me at Vampires.

And of course a huge friend of the Other Side Justin Ryan Issac's offering.

Cade's Big Book o' Booze


https://www.kickstarter.com/projects/1988380379/cades-big-book-o-booze?ref=theotherside
Cade's Big Book o' Booze is a humorous zine designed to be used with the 5th edition of the world's most popular fantasy rpg. While the tone is jovial, the book itself will contain content useful for any fantasy game.
  • The "Intoxicated" condition and what it entails
  • New alcohols for your fantasy game to add some flavor (pun-intended) to your campaigns
  • New equipment and weapons, including the formidable dwarven battle mug
  • Cade's Bar Guide: a list of materials/ingredients found in the game world and how to use them to make the ultimate cocktails 
  • New magic: spells and magic items 
  • New monsters to face, including the b'ooze and the dreaded bad beer elemental
  • NPC stats for Cade Ashworthy, the titular planehopping halfling 
  • And more... 

At these prices, you can grab them all!

Tuesday, February 26, 2019

Review: Astonishing Swordsmen & Sorcerers of Hyperborea 2E

This one has been a long time in coming.

Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)

This is the newest version of the AS&SH game and there are few notable differences between it and the first edition, but it is still the same fun game from Jeffrey Talanian and the sorcerers over at North Wind Adventures.

I will be reviewing both the PDF and the physical copy. I purchased these via the Kickstarter a while back so no review was expected or asked for.

Where to begin with this massive tome?  Well, let's talk about the book itself.  The book is massive at 622 pages.  The covers are full color and the interior art is a combination of mostly black & white with some new full-color pages; most to designate larger sections of the book.

Some of the art and text is held over from the First Edition, but since this book is designed as a replacement that's fine with me really.  It is more than that too.

AS&SH2e is a complete game. Everything you need except for dice is here.  There are player's sections and a game master section.  I will work through them all.


Volume I: Swordsmen & Sorcerers covers character creation. We have the same basic material we see in all games, what is an RPG, how to play, dice, how to generate stats and so on.  I gloss over it here because I know my readers know all of this but to a newcomer to the game these sections are written with a lot of clarity.  I do think that most people coming to this game will be coming from other RPGs, but this is still good material.  The bulk of this volume (over 120 pages) is devoted to classes.  We still have our Basic Four; Fighter, Magician, Cleric, and Theif.  Each also gets a number of subclasses.  Fighters get  Barbarian, Berserker, Cataphract, Paladin, Ranger, and Warlock with the addition of a new to this edition Huntsman.  The Magician has Illusionist, Necromancer, Pyromancer, and Witch. with the new to this edition Cyromancer (a new favorite of mine).  The Cleric has the Druid, Monk, Priest,  and Shaman and the new Runegraver.  Finally, the Thief has the Assassin, Bard, Legerdemainist, Scout and the new Purloiner.  Each subclass is very much like it's parent classes with some changes.  The classes look pretty well balanced. The new classes also feel right with the Cryomancer, Huntsman, and Runegraver falling into the "why didn't think of these in 1st ed, they are so obvious!" category.
Each class has a "Fighting Ability" and a "Magic Ability" which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level.  It's a great little shorthand and works great.  So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3.  Subclasses can and do vary.
AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.
Races are dealt with next. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man.  No elves or dwarves here. Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil and Neutral.
There are background skills and weapon skills. Also listed are some gods and plenty of equipment.


Volume II: Sorcery deals with all the spells of the various spellcasting classes. At a little over 80 pages, there are a lot of spells here.  Even more impressive when you consider that the highest level spell is only Sixth level.


Volume III: Adventure & Combat covers the next 60 or so pages of what is essentially the Player's section. It deals with combat in all its forms. So combat, mass combat, saves and conditions.  Siege combat, strongholds, waterborne adventures, and combat. A great collection really of some of the "Best of" ideas I have seen in many games, but it all works really nice here. It has been expanded on from the 1st edition.
Now there are some differences here between AS&SH and say "Normal" or "Standard" D&D.  There are things like group intitative, the Fighting Ability figures more in than actually level and others.  Please be sure to read this section carefully when running your first game.

Volume IV: Bestiary kicks off what is the Referee's section. Now it is no secret I love monster books so for the next 130 pages we get all sorts of monsters. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. I know NorthWind has a Player's book out now, but a Monster book would also be fantastic.  Thankfully nearly every Clone or OSR monster book can be used with this with minor tweaks.

Volume V: Treasure covers the next 50 or so pages. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.

Volume VI: Hyperborea Gazetteer is our last volume. It is a great bit that I can easily drop into my game. The lands are a pastiche of Howard, Vance, Lovecraft, and Smith.  If these names mean anything to you then you know, or have an idea, of what you are going to get here.  This section has been greatly expanded from the previous edition. Included here are the gods again and a little more on religion.  Basically you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists.  So yeah, you know I am a fan.


Appendix A: Referee Advice is just that.  One page and straight to the point.
Appendix B: Weather in Hyperborea. You mean it does more than snow? Charts that help you figure out the temperature and conditions at any given time.  Also useful for other games.
Appendix C: Rogues Gallery. Some NPCs, or what I guess we could call the Iconics of AS&SH.  All are easily recognizable from the art in the book.  No iconic witch though...hmmm. All are listed at 1st, 5th and 9th levels.
Appendix D: Introductory Setting. This gives us the Town of Swampgate. It's a pretty robust setting with some adventure keyed in.

I have said it once, but I will repeat it here.  Astonishing Swordsmen & Sorcerers of Hyperborea is hands down one of my most favorite retro-clone/OSR/Old-School games.

For me, it is another example of striking the perfect balance between B/X D&D and AD&D1.  This one leans more towards the AD&D side of the spectrum, but the power level, the grit, the overall vibe is far more B/X.  THEN you add in material from Lovecraft, Howard and Clark Ashton Smith? Well, that is the perfect icing on the cake really.

Of course, it is nearly perfect out of the box, but it can also lend itself to so much more than what is given us to use between the covers.  I have run Zothique games and Pellucidar style ones as well where all of Hyperborea was either one continent in the far future or underground, inside hollow earth (respectively).

The book is as attractive as it is huge.
I really can't recommend this book and game enough. The new book is great and it will sit next my 1st Ed box rather nicely.


Wednesday, April 4, 2018

Into the Borderlands

I stopped by my favorite local game store, Games Plus, today and picked up my copy of the "new" Goodman Games Into the Borderlands.



It's a huge book.

Almost 400 pages (380) and full of nostalgic content.




There are several essays from people involved with the originals and the new project.





Some full-color panels of the covers and maps.



Inside the covers where they belong!



So interesting tidbits I never saw in the earlier modules.


It compares favorably to the originals, but it's size makes it awkward for the game table.  I am hoping that Goodman Games comes out with a PDF so I can just print the sections I want.

This book also has some new spells and some "new" monsters, or really monsters ported over from the Fiend Folio for the most part. 

The large number "1" in the upper left-hand corner is quite conspicuous.  I am wondering if we will get a "2" with Palace of the Silver Princess and Ilse of Dread?  A detailed treatment of B3 Palace of the Silver Princess would be fantastic, to be honest.



Is it worth the $50 price tag?  Maybe not to new gamers, but certainly to gamers of my age bracket.

I think it is pretty damn fun in my opinion!
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