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

Thursday, June 27, 2013

Review: Magical Theorems & Dark Pacts

Finally picked up Dyson's Magical Theorems & Dark Pacts.

Magical Theorems & Dark Pacts (MT&DP) is an Old-school reference for all things Magic-user.
The book is designed with what I call "Basic Era" in mind, so the rules from right around 1979-1981 where "elf" is a class, not just a race. Overtly it is designed for Labyrinth Lord.  That being said it is still compatible in spirit to 99% of all the OSR and books from that time.

The book itself is 6"x9", black and white interior and 161 pages.  So for a "Class" book there is a lot here.  There are 5 Chapters covering Classes, Spells, Magic Items, Monsters and a section on using this book with the "Advanced Era" books (and their clones), along with an Introduction and OGL page.

The introduction covers the basics.  What this books, what it is for and it's very, very open OGL declaration.

Chapter 1 is the heart of this book really.  It details 13 Magic using classes. The two two core classes, Cleric and Magic-User (Wizard) and 11 new classes.
From the product page:

  • Cleric (warrior-priests)
  • Wizard (classic magic-users with 10 levels of spells)
  • Elven Swordmage (elves from the core rules – arcane warriors)
  • Elven Warder (wilderness elves, guardians of their kin)
  • Enchanter (artists, con-men, and masters of… duh… enchantments)
  • Fleshcrafter (twisted magic-users that work with flesh)
  • Healer (compassionate and tough hearth-healers)
  • Inquisitor (ecclesiastic investigators and master intimidators)
  • Merchant Prince (elite merchants with spellcasting support)
  • Necromancer (you know exactly what these guys do)
  • Pact-Bound (magic-users who sell their souls for power)
  • Theurge (divine casters who learn from liturgical texts)
  • Unseen (thieves with an innate knack for magic)

Clerics are as you know them, but Magic-Users are now Wizards (since everyone here is a magic user) and they get 10 levels of spells.  The "Elven" classes replace the "Elf" class in the book.  The others are as they are described, but there is more (much more) to them than re-skinned Magic-Users (not that there is anything wrong with wrong that).  The classes are re-cast with many new spells, some powers (but nothing out of whack with Basic Era) and often different hit-dice and altered saving throws.
Nearly a third of the book is made up in these new classes.

Chapter 2 covers all the spells.  Spells are listed alphabetically with class and level for each spell noted (like newer 3.x Era products).   There are a lot of spells here too.  Many have been seen in other products, but some are new. In any case they are a welcome addition.
This section makes up slight more than a third of the book.

The last three chapters take up the last third or so of the book.
Chapter 3 covers Magic items. There are 28 new magic items with these spellcasters in mind.
Chapter 4 covers some magical creatures.  These are monsters listed in many of the new spells for summoning.  There are not a lot, but needed.
Chapter 5 is the Advanced Edition conversion materials. It covers HD changes, racial limits and multi-class options.

So what are my thoughts.  Well you get a lot of material in 160+ pages to be honest.  At 10 bucks it is a good price.  For me it is worth it for the classes.  Sure we have seen variations of these over the years, but it is here all in one place and they all work well together.  The spells are good.  At first I balked at 10th level spells, but really they are for the most part other people's 9th level spells, so they work for me.

The magic items are nice, but for me the value is in the classes and the spells.

Who should buy this?  If you play old-school games and enjoy playing different sorts of Magic-Users then this is a must have book.  If you are looking to expand your class offerings or even add a few new spells then  this is also a good choice. Personally I think it is a great book and I am glad I picked it up.

Does it Play Nice with The Witch?
Honestly I debated doing this section since it is tacky really to use a review to pimp your own product.  But in this case I decided to do it for the simple reason that people who liked my book will find things to like in this book as well.  MT&DP works great with the Witch.  The obvious and easy cross-over are the spells.  Spells from one book can be used EASILY with the other.   So easy I would consider even putting up a list of the Witch book spells with the spell levels of the various classes.
There is some of that now for the Wizard and the Cleric, but the rest of the classes too.  In terms of classes the Pact Bound is closest in theme to the witch, so what is true for one is true for the other.
In fact you could take the Pact Bound and turn it into a Witch Tradition, say the Pact Bound Tradition.   The Pact Bound's "Twisted Gift" becomes the The Witch's "Occult Power".

I like that Dyson did more or less the same thing with the Wizard that I did in my book.  No surprises at all, it seems like the logical progression.

So I will say this. If you liked and use my book in your games, then this is a great book to have.  There is a enough overlap to make them complementary but not so much that you think you are buying the same materials twice.

Of course if you are reading this because you own MT&DP and don't yet have the Witch, then it would be a 5 bucks well spent!

Tuesday, June 25, 2013

Review: Crypts & Things

Crypts & Things is one of those games that has been sitting in my "to be read" pile forever.  It is an Old School game built off of Swords & Wizardry.  Some of the material is familiar to anyone that has played S&W or any of the various D&D/Retro-clone games.  Where C&T differs is in scope (what the characters can eventually do vs what the creatures can already do) and tone.  C&T is very much "Conan vs. The Horrors".  It tries to go after the same ethos as say Dungeon Crawl Classics or Lamentations of the Flame Princess.  I think though it succeeds where those two games fail with me because it still assumes that the characters, rough cut as they are, are still something of a hero.

The game begins with the same basic info on Abilities found in all old-school games.  We get to classes.  Here there are some changes.  The Barbarian is a core class for example.  The Magic-User and Cleric are now rolled into a Magician, which is not a bad change really.  They are stronger than their OSR counterparts (d6 HD vs the more common d4).  The Magician also can channel White, Grey or black magic; so effectively 3 classes. The other classes are Fighter and Thief.  If you don't like Clerics (as a seperate class), well this is your game.

Hit points are also handled differently in C&T. It is less health and more a measure of health, will, and determination to live. Honestly it is the same as a house rule I used to use back in the day.

There is a completely old-school Random Life Events table (which, like most everything in this book, can be used with other games).There are a few pages on equipment, on styles of play and about 20 pages of spells.
Additionally there is a minimalist Sanity mechanic that I thinks works rather well.  I am a huge critic of sanity mechanics in RPGs and I feel that most never get it right, especially in a heroics-based rpg.  While there is a lot of room for interpretation in these rules, the gist of the rules are good.  I can certainly say I don't hate this mechanic.

The rest of the book (about 3/5 ths) is devoted to the game master or Crypt Keeper. This includes a little bit about the assumed game world, a pastiche of Howard, Lovecraft, Smith, Moorcock and other Appendix N luminaries.  Normally I scoff at this, but here it works rather well.  More to point it can also be ignored or added as needed since it doesn't take up a lot of space.
Next we have Treasure. Like many games of this sort there is not a lot of magic items.  Indeed there are only 20 total; designed to be rare and special.
After that is the monster listings.  This is what really sets this game above and beyond it's peers.  There are plenty of monsters here both new and old.  There is also a monster creation section.
We end the main book with a sample adventure.
13 Appendices follow that would work for any game and finally a great looking character sheet.

What is Crypts & Things good for?
It is a great addition to any S&W game for starters.  Get it for the monsters alone, or the revised Magician or Barbarian.  There is something here new for you.
It is a great addition to any OSR game for a grittier, "us against the darkness" sort of game.
In terms of horror, it is the subtle creeping horror.  It is somewhere between Ravenloft (minus the camp and cliches) and Call of Cthulhu.  Though unlike those games which has the implication of "looking for trouble" in C&T trouble comes for you.

Honestly almost everything you need to know about C&T is on that cover.  A magician and barbarian fighting snake-like lizard men.

Wednesday, June 19, 2013

Do you Remember This?

Do you remember this ad?


Pretty much sums up popular culture's romance with S&S.

So how many of you cut that ad out of Playboy er Popular Science and taped it to a folder?
Better yet, who among you based a character on her.

ETA my contribution:


Made around 85 or 86.

Sunday, June 2, 2013

OSR Distribution CD-ROM?

So I was posting this comment over at Once More Unto the Breach!:
I have run plenty of demos in my time.
The thing about running a demo game is if you are good then the players will want to go out buy that game. If I do it in a game store (my prefered place to run demos) then I like to take them to the product.

The problem with the OSR is that often the product is not there. I have taken books before and sold them at cost, but I am not a retailer so it's an as-needed/as-I-think of it thing.

I suppose what would be nice is if had permission to redistribute the free OSR books on a CD. Maybe build some nice interface and have the PDFs.

Pop in the CD-ROM and it runs on any machine.

Hmm. That sounds like an idea.
And that got me thinking.  What about a FREE OSR distribution CD-ROM?
We put on the most popular free products that we have the permission to use, build a front end (HTML) that has the links to the PDFs on the disk and then links to the various sites and links to whatever else.

Each game would need some promotional "Ad" copy written.

The idea then is we, you, me, whomever demos the game then gives out copies of this disk to the players.

Off the top of my head I think we should include:
There could be and should be more.  Plus I want to state right now I have not sought permission for ANY of these yet.  This is just a crazy half-baked idea, but it is one I have done before.  In the pre-WiFi, pre-HiSpeed, stuck in the dial-up days of the Internet I put together a lot packages like this, so I have a pretty good idea of what I want to do.

Would anyone be interested in such a thing?
Would anyone out there be interested in contributing to something like this? (Free PDFs to redistribute not money!)

Monday, May 20, 2013

Review: Castles & Crusades Core

Three books make up the Castles & Crusades core.  The main one is the Castles & Crusades Players Handbook it focuses on character creation and leveling, plus many of the rules around equipment and combat.  The Castles & Crusades Castle Keepers Guide is a massive tome about running all sorts of C&C games. Finally, no old-school FRPG is complete without monsters or treasure so the Castles & Crusades Monsters & Treasure book had you covered.

Today I want to talk about the first two.

It is often said that Castles & Crusades is the Rosetta Stone of Old School Gaming.  It certainly is that, but there is a lot more going on here than just that.  Castles & Crusades is very much a stripped down version of the basic 3.x SRD.  As such there are lot of concepts that are modern including a one-roll mechanic for all sorts of situations.  Though if that were all then there would be nothing separating this from say True20 or other "lite" d20 iterations.  Castles & Crusades plays like good old fashioned D&D.  The aesthetic here is 1st Ed. AD&D, with the simplicity of Basic era D&D.  The concept is noble and one we see in many of the retro-clones.  But where the clones attempt to use the OGL to make an older version of the rules, Castles & Crusades makes it's own rules and instead goes for the feel or nature of the game.   So while you will see Thieve's abilities represented by percentage rolls in Basic Fantasy or OSRIC and as a skill in 3.x in C&C it will be a Dexterity check.  Simple, elegant and easy.  The Ability check, whether your abilities are Prime or Secondary, are a key element of C&C.

The Players Handbook

The Players Handbook is the first book you need for Castles & Crusades. At 140+ pages it is all about getting your character up and going.  The abilities here are the same six you have always used and they are even generated by rolling 3d6 and assigning.  If you have a different method that you liked back in the day OR if you have adopted some point by system from a new version I see no reason why it would not work here.  I am a fan of 4d6, drop the lowest myself.  The ability score modifications are a bit different than new OGL games, but are in fact much closer to older games.  Bottom line is just pay attention to how many pluses that 18 gives you if you are used to playing newer games.

Next you will choose a class based on your abilities.  Each class has a prime ability; one that is most associated with it.  So fighters have strength, clerics wisdom, wizards intelligence and so on.  Speaking of classes, all the "classics" are here and some new ones.  So you have Assassins, Barbarians, Bards, Clerics, Druids, Fighters, Illusionists, Knights, Monks, Paladins, Rangers, Rogues and Wizards.  There are some minor tweaks that make them different from other versions of the same class in another game, but nothing that made me scream "That's not right!" in fact in most cases I was more inclined to agree with what they did.  For example I like the Barbarian for the first time ever.  Each class has some special abilities and skills.
In C&C it is assumed that if a character wants to do something that instead of a skill roll an ability check is made.  There is Target Number, 12 for Primes (something you are good at) or an 18 for Secondary.  You add your mods, any class or race based modifications and there you go.  Simple.  Skills are no longer of a list of things you can or can't do, but now potential to do or at least try anything.  This is something we did back in the old days, but the newer twist here is that this is just the same as any d20 based roll. Be it skills or attack.  So Rangers and Barbarians are good at tracking, wizards at arcane lore and so on.  makes things pretty easy.  So improvement over 3.x games, no tracking skill points.
I have to add, that there is such a cool old-school vibe here that it is just like reading a book from the early 80s.  Only with far better layout and art.  As another aside, the art is fantastic.  I love my old school games and wizards in pointy hats and all, but the wizard in C&C looks AWESOME.  I would not mess with that guy, I don't care if he looks like a farmer or not.

Races are up next and all the usual suspects are here.
Races and Classes are built in such away that customization is REALLY easy.  If I wanted to play a Goblin here I bet I could rather easy.  Every race gets two Prime stats.  Typically you want one of these to correspond with your class.  Humans get three allowing for their flexibility.  All other races also get modifiers to abilities and/or special traits.  While the modularity of 3.x is obvious, the feel is still more 1st ed.
We end character creation on completing the character with persona, gods and alignment.
Up next are some lists of equipment and rules on encumbrance.  The rules are some of the easiest encumbrance rules I have seen.  So far so good? Well we have by this point gotten through roughly a third of the book.  Not too bad for 50 pages.

Magic and Spells take up the remaining bulk (65 pages) of the book.  Not a surprise given four spell casting classes.  Spells are listed alphabetically and range from 0-level cantrips to 9th level spells for each of the four classes. That is a major break from their old-school roots when only wizards had access to 9th level spells.
The spell format itself is also closer to that of 3.x, though no XP penalties that I could see.
The nest 20 or so pages deal with the Castle Keep (GM) of the game.  This includes all sorts of advice on how to handle conflict, award XP and even how to set up an adventuring party.  Good advice all around to be honest and enough to keep most groups going for a long time.
There is also an appendix on multi-classing as an optional rule.  I have not tried it yet, but it looks solid. Not as elegant as what you see in 3.x, but better than what we had in 1st or 2nd ed.

The Players Handbook is all most players will ever need and even some Castle Keepers.
I have the 4th ed version with the black and white interior art and the newer 5th ed with the full color art.  Rule wise they are the same, but the full color version is really, really nice and the art is just fantastic.
The book ends with a character sheet that is just goldenrod paper shy of being an awesome old-school sheet.

Castle Keepers Guide
The Castle Keepers Guide is the guide for Castles & Crusades Game Masters. It is a massive book at 291 pages. There are some obvious parallels between this book and the immortal Dungeon Master's Guide, but I am going to focus on this text.
Part 1, The Character largely parallels the Players Handbook with advanced discussions on abilities, classes and races in Chapter 1.  Magic is covered in detail in Chapter 2. Equipment is expanded on in Chapter 3 and non-player characters are discussed in Chapter 4.
Chapter 1 does give the CK more options than just what is detailed in the Players book.  For example the 4d6 method is discussed among others. If you prefer the newer attribute modifiers; ie the ones from the SRD, 3.x where 18 grants a +4, then those are also discussed and how they might affect the game.  Along with that abilities of 20 or greater (godlike abilities) are discussed.
For characters, more options are given and experience levels beyond what is listed in the Players Handbook, typically to 24th level.
Chapter 2 on Magic is a must read for anyone like me that loves magic using classes. In particular there lots of good bits on spell components and the prices of various items needed to research spells or make scrolls.  The effects of holy ground on clerics is very nice to see.
Chapter 3 details a number of mundane and exotic items not found in the Players book.
Chapter 4 covers NPCs as allies, adversaries or as hired help.
Part 2 covers Worlds of Adventure, or how to build your own fantasy game world. Everything from how many moons, to average tempertures by month and zones is covered.  Details you might not ever need, but here for your use when you do need them.   I rather liked the large portion devoted to urban settings; something I feel gets shorted in fantasy games.  Of course dungeons and other underground environments are covered. As well as air and sea adventures.
Other sections detail equipment usage, land as treasure (and running this land once you have it) and going to war.
Some discussion is had on Monster ecology as well. Trying to make sense of what monsters live in your world and why.  The standard monsters from Monsters and Treasure are discussed with an eye to what they are doing in the world; what is their purpose and ecological niche.
Chapter 13: Expanding the Genre is actually the first chapter that attracted me to buying this book.  On the outset it covers merging different times with your fantasy world. Say adding guns, Gothic Horror or Pulp Adventures.
Chapters 14 and 15 details some of the underlying assumptions of the SIEGE Engine rules powering Castles & Crusades.  This chapter makes a lot more sense in retrospective of reading Amazing Adventures.
Chapter 16 talks a little more about treasure. Chapter 17 about combat.
Chapter 18 adds some secondary Skills to the game.  Not needed to play, but certainly will add some more flavor.  A Rogue that only steals magical items for example might have a need for Ars Magica.
Finally we end with Character Deaths and Fates.

Castles & Crusades is constructed in such a way that most of the information a Castle Keeper needs is in the Player's book.  But if they plan on doing anything other than just dungeon crawls then Castle Keepers guide is a must have.  Like the Players Handbook the layout and art is fantastic.  I also could not help but notice some really nice pieces from Larry Elmore and Peter Bradley.  Always a bonus in my book.

If you are a Game Master of any FRPG based on or around the d20 SRD then I would highly recommend this book.  The advice is solid and the mechanics are so easy to translate that it hardly matters what game you are running, it will work with this.

EDITED TO ADD: Want more C&C insight? Check out Gaming Ronin today as well!

Monday, May 13, 2013

Old School Week at DriveThruRPG


DriveThruRPG is celebrating the best of the OSR this week.

For a limited time you can grab their selected 10 best OSR products for a special price.
You can use promotional code OSRF711F2 to get 15% off on these select titles till Sunday, May 19.

Personally I can't recommend these titles enough.  We have the immortal D&D Basic Book in new, clean PDF format, the awesome Astonishing Swordsmen & Sorcerers of Hyperborea and two of my favorite "what if" games, Spellcraft & Swordplay and Adventures Dark & Deep.  Plus three very different kinds of games with a great old-school feel, HackMaster, Dungeon Crawl Classics and one of my personal favorites Castles & Crusades.

Lots of great stuff here.

Monster Post later today.

Wednesday, April 3, 2013

Petty Gods

I sent my submission over to Greg Gorgonmilk for his resurrected Petty Gods project.

I can't wait for you all to meet Nox, the Goddess of Near Darkness and her minions Syla and the Fyre Fae.



Sunday, March 10, 2013

Palace of the Vampire Queen

Next weekend my friend Greg is hosting a mini-con for his D&D group, the Streamwood Dungeoneers.  My son plays in his group every weekend, so I was asked to prep and run an Old School adventure.
Greg wanted to give his players, the Gen Con experience since none of us are going Gen Con or even Gary Con this year.

I had a bunch of ideas, but I wanted to play to my strengths.  At first I wanted to do Ravenloft, but that would take to long.  So instead I am going to run Palace of the Vampire Queen using Basic/Expert D&D and my Witch book.

I have been dying to run this since I first scored a copy about three years ago.
This is a classic adventure and has been talked about on various blog before. Here is Grognardia's take and a bit from Jeff's Game Blog.  To be able to run this in a Con like setting is going to be a real treat.

Since that 2010 post I have picked up another copy from Pacesetter (not sure if it is the same Pacesetter that did 1st Ed Chill).

The module is thin.  Not just in size but in terms of plot too.
I'll give the kids some background and I might develop the character of the vampire queen more using my Basic Vampire supplement (which is free by the way).  She is a self-styled vampire Queen in my mind.  So not Akasha or even Marceline.

But in truth it is going to be a simple dungeon crawl with lots of undead and a big bad at the end.
Just like like to old days!


Tuesday, March 5, 2013

Review: Astonishing Swordsmen & Sorcerers of Hyperborea

Astonishing Swordsmen & Sorcerers of Hyperborea

There is just something about a big red box for games.

I have not been able to get Astonishing Swordsmen & Sorcerers of Hyperborea in it's big red box form, but I do have it on PDF, and let me say it is really nice.
So what do you get with this?  Well there is a 256 page player's book, 240 page Referee's book, a map of Hyperborea and pdfs of the Box Covers.  So all in all about 500 pages worth of old school playing goodness.

Now there is a lot here that is old hat for the experienced role-player and some that is similar to many of the OSR games.  That all being said it does also make it a great intro game for anyone and there is a still so much here for the old-timers that I don't feel a page is wasted.

The Players Book focuses on making characters, magic and combat.  So ability scores are covered, alignment and classes.  Most of this is the same as say D&D or S&W, but there are enough little changes to make it worth your notice.
for starters the races of Hyperborea are all human-centric.  So we have Amazons, Kelts, Kimmerian, Vikings and Hyperboreans among others.  All what I call the "Conan" races.
Let's move to the classes. There are the four basic classes, the Fighter, Magician, Cleric and Thief.  But each also has 4 to 6 subclasses. Fighter has the Barbarian, Berserker, Cataphract, Paladin, Ranger and Warlock.  The Magician has Illusionist, Necromancer, Pyromancer and Witch. The Cleric has the Druid, Monk, Priest,  and Shaman.  Finally the Thief has the Assassin, Bard, Legerdemainist and Scout.
Each subclass is very much like it's parent classes with some changes.  The classes look pretty well balanced. I liked the bard as a single class option (nice to have and not something that we had in 1979).  I would love to try out the Necromancer, Witch and Warlock and I know my son would love to try the Pyromancer.
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.  Sub classes 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 easy. There are background skills and weapon skills.

The next 90 or so pages deals with magic and all the spells.  The max spell level is 6. Not a bad number really and that is still plenty of spells.

The last 60 pages of the Player's book deals with combat in all it's forms. So combat, mass combat, saves and conditions.  A great collection really of some of the "Best of" ideas I have seen in many games, but it all works really nice here.

The Referee's Manual is next.
It is nearly as big (240 pages vs 256).
The first half is fully devoted to monsters.  The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some notable exceptions.  For starters this book includes the Demons (but not the devils).  It does NOT include any dragons. But to make up for it there are many of the "Lovecraft" races such as the Great Race, Elder Things and fish men.  Great inclusion.

The next 50 or so pages covers treasure. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy.

Finally we end with the Hyperborea Gazetteer. 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.

All together this is a package of such great ideas I can't wait to use it somewhere.

For me this would work perfect a "Hyperbora" in my own Mystoerth world.  I would include my own White Orcs in any AS&SH game though.  The witch is a nice class, I would supplement some of my own rules for it.

With the GM's sales going on this is a great buy. You can also buy the print version from their website (and find other goodies too). http://www.swordsmen-and-sorcerers.com/.

This game is so full of potential. Whether you play it as is or as a supplement to your favorite old-school game.

Sunday, March 3, 2013

Teratic Tome: Print Verison

I picked up the Teratic Tome on PDF a while back.
http://timbrannan.blogspot.com/2013/02/review-teratic-tome.html

I liked it. So I decided to pick up the hardcover too.

It fits in nicely with all my other 1st edition-ish books.


The author,  Rafael Chandler, did a really good job of capturing the look of the 1st ed books.







Maybe too good of job in fact.  In any case it fits in nice with my books as a Monster Manual 4 or Fiend Folio 2 (if Monsters of Myth is MM 3).

What really swayed me on this is the fact I am running a 1e game with my kids and I could use a couple of these.

If you buy the PDF you get a coupon to get hardcover at $6.66 off.  If you buy the hardcover at full price you get a free PDF.

Pretty nice really.

Tuesday, January 29, 2013

Review: Barbarians of Lemuria + Red Sonja

I had the chance to pick up Barbarians of Lemuria: Legendary Edition recently and I have to admit I was quite pleased.  The game was not at all what I expected it to be.  Well...the setting and the tone was, the mechanics were not.  This is the best combination really.

Ok, so tone.  Barbarians of Lemuria is what I expected in that it is a fantasy game of mighty barbarians, evil warlocks, sly thieves and semi-naked women.   Very much the stereotype of the Pulp Age of fantasy I expected it to be.  Except it plays it with an honesty and earnestness that I really want to play a big, dumb barbarian with might thews and a giant axe.

The game is full of sorts of great background that I could adapt it to any old-school fantasy game with no issues and run with it.  I mean honestly look at the cover.  Barbarian standing in a pit surrounded by vaguely eldritch horrors as a tribal shaman gorilla prepares to sacrifice a slave girl.  If you think the next scene is the girl's spilled blood and horrors unleashed over the land, then go play a horror game.  If you think the next scene is that sword cleaving through the bodies of the horrors and the barbarian killing the shaman and saving the girl.  Then this is the game you want.

The system I have to admit took me aback, in a good way.
I was expecting another OGL-based or D&D-clone, but instead we get a very nice, very simple system.  Character creation is all point-buy, and not dozens of points, but 4.  The real joy here is being able to create a character is minutes and get going.

The underlying mechanic is a simple 2d6+mods vs target number of 9.  This makes it very, very similar to Unisystem and also to Spellcraft & Swordplay.  I suppose that if you wanted a more flat game then you could use a d12.  But d6s are great and they give us boons and flaws.  Boons and Flaws are a neat mechanic. In either case you roll 3d6 instead of 2d6.  If you have a boon, drop the lowest d6. If you have a flaw, drop the highest.  Each character gets a boon or two boons and a flaw.

There is plenty for everyone to do in combat since fighting style can vary.  I like that the emphasis here is that everyone has a chance to be the hero.  Sure you might be a lowly thief or slave, but you still have something to contribute.

The careers are nice touch and helps give your character some background on what they were or did, or what they can do now.  Frankly I enjoy how it is all put together.

The art is good, not up to the level one expects from say Pathfinder, but perfect for the tone and the feel of this game.  And I liked it, so that is great for me.

The magic system is very open and reminds me a lot of magic from the time period.  These are sorcerers that gained their power through evil pacts or forbidden knowledge.  There are no Hogwarts grads here.

It really is a lot of fun and the rules-lightness of it is a huge benefit.
Even if I didn't like the rules I could use this for my own fantasy games since the background information is so great.

Of course I should stat up a character and who better than Red Sonja.

Jettie Monday as Red Sonja
Red Sonja
Attributes  Combat 
 Strength          2 Brawl                1
 Agility  1 Melee    3
 Mind  0 Ranged  -1
 Appeal  1        Defense   1

Careers
 Barbarian   2   Lifeblood   14
 Mercenary   1  Hero Points    5
 Noble   1
 Assassin   1

Protection: d6-2 (light armour)
Weapons Sword d6+1, Knife d6-2

Languages
Spoken: Hyrkanian
Written: as spoken

Boons: Attractive, Hard to Kill

Flaws: Scáthach's Curse (never lie with a man unless he bests her in single combat)

Not a bad build.

You can find more at Beyond Belief Games'  website, http://beyondbeliefgames.webs.com/

Sunday, January 6, 2013

Known by the company you keep


Then my book is in some pretty good company here.

Not trying to indicate any compatibility here at all.   But they all sure do look good together.

Thursday, December 13, 2012

The Witch is now in Print!

For those of you waiting till the Witch appears in print.  Well wait no longer!!
http://rpg.drivethrustuff.com/product/107132/The-Witch%3A-A-sourcebook-for-Basic-Edition-fantasy-games?affiliate_id=10748

My proof copies, your softcover copies will be, well, softcover.

The softcover version of the witch is now ready to go.  For $25.00 you can get it along with the PDF, or just   the physical book.

These make FANTASTIC Christmas gifts (though I am not sure if you will get them in time for Christmas or not).  These make FANTASTIC New Years Gifts for the that special gamer in your life.  Or for yourself.

Monday, December 3, 2012

Starships & Spacemen 2e

Just picked up Starships & Spacemen 2e.



So far I like it.  I like that it is compatible with Labyrinth Lord and Mutant Future and I like that it specifically has a cool Star Trek vibe about it.
Love to try it out sometime.




Tuesday, November 27, 2012

Well I did it after all (and other updates)

I picked up a copy of Dungeon Crawl Classics.

I picked it up because I am a fan of Goodman Games and they have always had a quality product in the past.  It is also on sale now at DriveThruRPG.

I seriously doubt I will play this game and if I do it won't be with d7s or anything like that.
But I am enjoying the read so far and maybe there is something in this for my AD&D1 game.

There is a lot to get through.

In other news...
I picked up my Kickstarter Supporter PDF copy of the Adventurer Conqueror King System Player's Companion.

There is a lot of great stuff in this book as well.  I am going to hold off on a proper review till it is released on DriveThruRPG as well.  But I will say this, I am pleased with the Witch and Warlock classes (so expect to hear some more about those) and the Class Construction rules look very interesting.

I finished reading through the Swords and Wizardry Complete Rulebook from Frog God Games.  Again, some neat ideas, but I am not sure if I'll every play it or run it.  But it is a great toolbox for a near Editionless D&D.  More on it and my third in-depth dive into Lamentations of the Flame Princess in another post.


Monday, November 26, 2012

Dragonfolk for the Advanced Era

Like his dad, my oldest son enjoys all versions of D&D.  He plays a 3e game with me and his brother, a 4e game with some friends and a Pathfinder game with some other friends.   He has also had the chance to play Castles & Crusades, ACKS and Basic Era D&D.  But so far his favorite has to be 1st Ed AD&D.

He also loves dragons.  Always has.  So it was a natural then that he would want to make his own dragon book and have some going back and forth we decided that an OSRIC or Labyrinth Lord Advanced compatible book would be the best.

Of course in what can only be called a bit of Generational Rebellion, according to my son there are no know Dragonfolk witches. 

So for your enjoyment here is a new player character race he has been working on for some time. 
The Dragonfolk.

All text below is considered OPEN for the Open Gaming License. It is copyright 2012 Liam and Timothy Brannan.

Dragonfolk
It is well known that dragons can often take the guise of humans, elves or other humanoid species.  It has been through this magic that the dragons have come into direct contact and congress with these younger species.  For years these various dragon-blooded and half-dragons roamed the world often ignorant of their own heritages.  It was not till the great hero Marduk, himself rumored to be the spawn of a human mother and Ea the Dawn Dragon, gathered all the dragon blooded to one one land now known as the Dragon Isles. He then became their first King.

Thousands of years later the Dragon Empires have waned, but the Dragonfolk have survived as a species in their own right.  They rarely leave their Dragon Isles and are thus rare or even legend in other parts of the world.

There are two type of Dragonfolk recognized, Imperial and non-Imperial.  Imperial Dragonfolk hale from the Isles of the Dragon Empire.  The Empire has waned in the 700+ generations since Marduk first united the Dragonfolk into a single people, but the Imperial Dragonfolk are still just as proud as they ever were.

Non-Imperial Dragonfolk are born from the union of a humanoid (typically human, elf or dwarf) and a dragon.  They are of the same general sort of their humanoid parent with the scales, coloration and temperament of their dragon parent.  Non-Imperial Dragonfolk are often shunned in human committees. Any non-Imperial Dragonfolk can claim to be an Imperial Dragonfolk only if they make a pilgrimage to the Temple of Dragons on the Dragon Isle and there renounce their ties to their humanoid relatives.

Description
Dragonfolk appear as dragonlike humanoids.  They share qualities with both of their parent stock.  They stand taller than humans typically 6 to 7 feet in height with males and females being roughly the same height.  They are warm blooded despite their reptilian appearance, though they are not as comfortable in extreme climates as are humans.   Dragonfolk lay eggs like dragons, but also produce milk like a mammal.  Typically only 1 to 2 eggs are laid in a clutch.  The eggs develop partially inside the female and then are kept warm by the male and female once laid.  Twins resulting from one egg is considered an ill omen.

Imperial Dragonfolk can claim human, elf, dwarf as well as a variety of draconic parentage.  Imperial Dragonfolk are only fertile with other Dragonfolk. Non-Imperial are fertile with other Dragon-folk and their members of their humanoid parent's race (and races cross fertile with them such as orcs, trolls, goblins).

Dragonfolk can come from any combination of dragon and humanoid parentage.  For Imperial Dragonfolk, ones that live or come from the Dragon Isles, this is not determination of potential alignment or powers. For non-Imperial Dragonfolk parentage can have an affect on coloration, powers and potential alignment.  
Dragonfolk only recognize the difference between Imperial and non-Imperial Dragonfolk, with Imperial Dragonfolk claiming superiority to the non-Imperial individuals.  Non-Imperial Dragonfolk can produce offspring with strong Dragonfolk traits. These straits remain strong even through many generations.

There is some questionable scholarly work claiming that Kobolds are non-Imperial crosses with gnomes or halflings.  While is this largely dismissed even the most conservative scholars do believe that Kobolds may be the result of non-Imperial pairings of dragons and goblins.

Dragonfolk develop from egg to hatchling in 6 months and are weaned after 6 months. They reach maturity at 13 years.  Imperial Dragonfolk are considered Citizens at 21 years of age.  Their average lifespan is 250 years.  A mated pair will usually mate first between 14 and 21 years old and they will stay together for life, though they may not not necessarily live with each other.

Honor and Caste
Dargonfolk have a strict code of honor. This and the Dragonfolk caste system will be detailed in the future.

Requirements: CON 9
Ability Modifiers: STR +1, CHA +1, DEX -1
Ability Min/Max: STR 4/19, DEX 2/17, CON 9/18, INT 3/18, WIS 3/18, CHA 4/19

Languages: Dragonfolk learn Draconic as their primary Language and can learn the common tongue and alignment language.  They may learn additional languages to these based on their Intelligence score. If Kobolds have a unique language then Dragonfolk will also know this language. 

Infravision: 30 ft
Low-light vision: 120ft

Naturally Dragonfolk are a highly magical race. They gain a +2 to all saves from Spells and Spell like devices.  The gain a +4 vs Dragon Breath saves.  

They can see Invisible creatures and items on a 1 on a 1d6.  They can find secret doors on a 1-2 on a 1d6 as well. 

Dragonfolk are naturally resistant to weapons due to their tough, scaly hides. They gain an additional -1 to their Armor Class. 

Permitted class options: Cleric, Fighter, Paladin, Magic-User*, Thief, Cleric/Fighter, Cleric/Paladin,  Fighter/Magic-User, Fighter/Thief.

Level Limits
Cleric: 9th 
Fighter: Unlimited
Paladin: 17th
Magic-User*: 11th
Thief: 8th

Dragonfolk have their own type of magic-user known as Dragon Mages.  These will detailed later.

Dragonfolk Thief Skill Adjustments
Pick Locks -5%
Find and Remove Traps +5%
Climb Walls -15%

Movement Rate: 120 ft

Breath Weapon
A holdover from their draconic heritage, Dragonfolk have a limited breath weapon.  Regardless of their coloration or alignment the individual Dragonfolk can choose among Acid, Cold, Gas, Electricity,  or Fire.  
Once per day a Dragonfolk can emit a powerful breath weapon attack.  This attack does 1d6 + 1hp/level damage. The damage type is chosen at character creation and can't be changed short of a Wish spell.

Dragonfolk and Kobolds
Dragonfolk and Kobolds share a relationship similar to that of Humans and Halflings or Dwarves and Gnomes. In areas where Dragonfolk are more common Kobolds will live on the outskirts of the Dragonfolk communities.  Kobolds will adjust their normal behaviors and alignments to suit that of their Dragonfolk cousins.  Indeed small communities of kobolds near good aligned Dragonfolk areas have been known to be good aligned as well.  

Religion
Dragonfolk follow a form of Ancestor worship where they honor the spirits of fallen warriors, kings and dragons.  They claim that many of the dragon "gods" that cultures around the world worship were in fact personages in their history.  Many times these gods were non-Imperial Dragonfolk that rose to great power and honor.   Such dragons and Dragonfolk are Aži Dahāka (The Destroyer), Druk (thunder dragon), Ea (Dawn Dragon), Jawzahr (Moon Dragon), Karkeu (Diamond Dragon), Marduk (Dragonfolk Hero and Emperor), Quetzalcoatl (Dragonfolk Lord of the Sky), Tiamat (Mother of Monsters), Yam (Son of Ea and Tiamat, dragon god of the Sea), Zirnitra (Dragon God of Sorcerery), and Zmey Gorynych (Darkness).


Section 15.
OSRIC. Copyright 2008 Stuart Marshall.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.

"Dragonfolk for the Advanced Era" Copyright 2012, Timothy & Liam Brannan.

Saturday, November 24, 2012

Second Chance Weekend

Thanksgiving at my parents was great.  Got a chance to talk to the guy who was my fist AD&D DM.    I knew I was going to run into him so I took a copy of my Witch book.

I also grabbed my copies of Sword & Wizardry and Lamentations of the Flame Princess.
These are two games I gave passes on.  S&W because I was into Labyrinth Lord and Spell craft &Swordplay, and LotFP because, well frankly, I didn't see the point of it.

I am rereading them both now and getting slightly different points of view than before.

I'll keep you all posted.

Tuesday, November 20, 2012

This is the story of how we died.

When Gary and Dave sat down and designed Dungeons & Dragons they certainly had one thing in mind.  That it should be a social game.  It should be a time when friends got together and talked and had a good time.  Then after the game they could talk about the game they had or share in other games.  The cirlces were small back then in the Dawn Age; everyone knew everyone or were at least separated only by a person or two.

My degree of separation between me and Gygax is 1. The cousin of my regular DM ran us through an OD&D game one summer in 87.  He (whose name was also Gary) had played some games with Gary Gygax back in the day.   He told us we were playing "just like Gary did".   Outside of some email communication with Gary Gygax in the late 90s and meeting him once at what would be his last Gen Con, that is the closest I ever got.  

I am a member of what I like to call the Second Generation of Gamers.  I began in 1979 but did not really get into it until 1980-81.  I didn't learn at the feet of Masters.  I learned mostly on my own and with other kids who had done the same.  We may have known someone that knew someone that had gamed with Gygax or Arneson, but none of us had.

For argument sake I call the First Generation those that were the Masters or learned directly from them.  The first gen gets fuzzy when dealing with people that learned from people that learned from the Masters.  These are not static categories in my mind.

Presently I am commenting of one of James' latest posts on learning to DM/GM from the pre-made modules.  (for the record I give James the benefit of the doubt of being First Gen even if he is the same age as me, started about the same time and is by his own admission more of my Second Generation ).   He dislikes   (maybe too strong of a word) the older modules as DM/GM tools.  I love them.

I love my home-brew adventures as much as the next guy/gal loves his/her own.  Though there is one thing that was never discussed back then that is fairly evident now.  Running or playing those old adventures has given us all shared community.  My readers/players or you and your player or people I run into at Cons more than likely did not play at my game table back in 83.  But we can all talk about heading to the Cave of Chaos or the Barrier Peaks. We can all share stories of how we died in the Tomb of Horrors or the Forgotten Temples or Cities or even Realms.  Is has been those shared experiences that have helped shape the culture of the game we all play.  

It is an extension of the social circle that guys named Gary or Dave probably never thought of.

We can all share common stories thanks to these old modules. Share what we did, how we did it.  How the characters achieved greatness and how they died.  When I mention the Owlbear in the cave at the Caves of Chaos in B2 I could get dozens of stories from you all.  I can ask did  anyone ever shout "Bree Yark!" at the goblins?  I can ask did you ever defeat Strahd.

When I was at Gen Con this past August I ran my boys through Module B1 using a mix (of course!) of D&D Basic and AD&D rules.  We played for about 4 hours each night.  I would say only about 2.5 hours were actual play time.  The other 1.5 was devoted to people walking by to tell my kids how much fun they were going to have and how awesome the adventure was.  I didn't mind. Quite the opposite in fact, I loved it.  They loved it.  They had the feeling they were about to experience something special, something that others had gone through when they were kids.  I even joked with them in the adventure  that the place had looked like it had seen hundreds of people go through the corridors over the last 30 years.

One day, maybe very soon, they will be at Gen Con or Gary Con or something else and they will say "You know I almost died in the Caves of Chaos" and someone, of same age between 100 and 10 will say "yeah! Me too!".

Friday, November 16, 2012

Witch Traditions

With print copy of the Witch on the way and the ebook/print version of Eldritch Witchery also coming along I thought I'd spend some time talking about Witch Traditions.

What is a Tradition for the Witch class?

Historically Tradition is like a style or even a denomination of Witchcraft.  In my books Traditions are styles of witchcraft too, but it is also a bit more.

On the roleplaying side a Tradition helps define what sort of witch they are.  Their background, how they learned to be a witch and how they get their Powers and Spells. It also help define what their familiar is like.  For example a witch might roll and get "Toad", but for a Faerie witch this toad could be a nature spirit, for a Maleficia it is a small demon.  In both cases it just happens to look and act like a toad.
On the crunch side it tells you what sort Occult Powers you gain

Each book has a different set of Traditions so if you do get them both then there is something new in each one (there are more difference than just this, but this is what I am talking about today).  The Traditions are roughly set up the same way and have particulars according to their supported rules, but translation is easy.

Halfling Herb Woman - Daniel Brannan
The Witch
Aquarian
Classical
Faerie
Family
Maleficia
Eclectic

Demi-humans
Xothia (Dwarf)
Kuruni (Elf)
Good Walker (Gnome)
Bogglebos (Half-orc, orc, goblinoid)
Herb Woman (Halfling)

Eldritch Witchery
Witches (Traditions)
Craft of the Wise
Tradition of the Magna Mater (Great Mother)
Demonic
Faerie
Gypsy

Warlocks (Lodges)
Goetic Scholar
Hermetic Brother
Scholar of the Scholomance
Secret Masters of the Invisible College

There are even new Traditions in the upcoming Player's Companion for the Adventurer Conqueror King System.  I had some input on how the new ACKS Witch works (not a lot but some) and some of it was based on some of my earlier work.  Bottom line for you. The ACKS witch is very compatible with the witch from "The Witch" and "Eldritch Witchery".  There are also Shaman and Warlock classes in ACK-PC that would mix in great with any game that has a witch in it.

ACKS though is based on 14 levels, Eldritch Witchery on 20 levels and The Witch on the classic B/X 36 levels.  So you will need to move the powers across the levels some.

The ACKS-PC witch gains special powers by Tradition at 1st, 3rd, 5th and 7th level.
The Witch gets occult powers at 1st, 7th, 13th, 19th, 26th and 31st levels.
In Eldritch Witchery the witch gains her Occult powers at 1st, 7th, 13th and 19th level.
For my witches the 1st level power is a familiar.  The Witch and EW can be played just as easily with 14 or 20 levels. Well...13 and 20 actually works better in my mind (make the 21st level witch the Queen of Witches).

I am not going to mention the traditions in the ACKS Player's Companion.  I will wait till it comes out.  Sufice it to say there are two that are roughly the same (and this gives a base to compare) and the others that are new.  All of them are given the ACKS-world twist.
Charles Myers, a contibutor to the ACKS Witch class has even put up some new Traditions on his own blog.


I have not tried to convert these yet, but my rough eyeballing of them tells me they should work fine.

If you picked up Joesph Bloch's wonderful Adventures Dark and Deep Witch or Jonathan Becker's Witch from the Complete B/X Adventurer then you can also use this with them and visa versa by implementing the Tradition idea.

Joesph Bloch's presents a deliciously evil witch I really want to run under B/X rules.  I would probably call her a Malevolent Witch (Malefic was already taken).  This witch is limited to 13th level so she is a good fir with ACKS-PC.  Or use this witch in place of my Malefic one.  Joe makes a lot of great points in his book on how to play an evil witch.

Jonathan Becker's witch is harder to fit in, though I do love how it works.  In this case choose one or the other witch and then take the things you like from the other books.

Daniel Proctor put together a "Diabolic Witch" for OSRIC that would also port over nicely.

One thing that ALL the books have that will thrill the witch player is spells.  Lots and lots of spells

These are not the only Traditions you can use (but it is a lot!).  You are certainly free to make up your own.

Thursday, November 15, 2012

More WotC Reprints and New Material

So you might have seen all of this in the blogs already.  If not here are some links.
Here are the links to the WotC pages for the upcoming products,
This is awesome of course.     The A-series even comes with an all new A0 introduction adventure.
My thoughts on these.

Unearthed Arcana. For me nothing draws a cleaner line between the "Generation 1" old-schoolers and the "Generation 2" old-schoolers than their opinions on Unearthed Arcana. Generation 1 hates it. Generation 2 loves it.

I loved Unearthed Arcana.  Not just because it gave me new classes and spells but it meant that this wonderful game I had been playing will continue to grow.  So yeah I loved the goofy Barbarian and Cavalier. I didn't care that the Paladin I had been playing all this time now suddenly was changed, I thought it was great.

I like how this new version looks.  I will agree though with the Generation 1 old-schoolers on one point.  The original UA had terrible binding.  This one can only be an improvement and I understand that it includes all the errata.

The A Series is an odd one for me.   I never sought out to collect it, never really considered it much back in the day except when going through it and my new Assassin character was killed.  It is also the one I am looking forward to the most.  For starters it will be perfect for my kids new AD&D game.  Secondly and the most important is it will include the first new AD&D adventure to be published by WotC since they took over TSR.  They are supporting an edition other the current version.  I don't care how jaded you are this is a big deal.  Yes, of course it is about making money. It is ALWAYS about making money, but they are doing it in a way that supports old-school gaming.

The S Series was one of my favorite series of modules.  I have many copies of the original adventures and even some I have for all 4 editions of D&D/AD&D.  I even have the softcover "Super  module" they released years ago. I went and had it bound into a hard cover. So while I am happy about this one, I am less excited about getting it.   I bet I still will though.  My kids have already gone though half of the S modules though.

Again I will say if you are  an "OSR" publisher I would be getting your A game ready.  We seem to be in an odd lame-duck period between 4e and 5e.  Maybe WotC (who has nothing else so far on their calendar) is going to fill this with 1e products.