Showing posts with label osr. Show all posts
Showing posts with label osr. Show all posts

Tuesday, October 15, 2013

Review: Adventures Dark & Deep A Curious Volume of Forgotten Lore

A Curious Volume of Forgotten Lore is the first of Joseph Bloch's Adventures Dark & Deep books.  It is presented as an add-on or supplement to OSRIC, Labyrinth Lord or any other "Old School" game.  But its roots are obviously in AD&D 1st edition.

The book works under the premise of what would 2nd Edition have looked like if Gary Gygax had stayed at TSR.  Joe has taken articles, interviews and discussions and something like an anthropologist pieced it all together to get something new and yet familiar.
At a modest 140 or so pages, this book packs in a lot.

We begin with some level limits of some newer races. By newer I mean ones that did not appear in the Player's Handbook/OSRIC.

We quickly move into classes.  First up it should be noted is a usable Bard class.  No more advancing as a thief, fighter and then druid to get to the bard, this is a straight out bard class.  Already makes it worth it.  The bard also has some nice powers too.  I will be honest, when playing in my "old school" games this is the Bard I look to the most often now.
We also get a Jester class, which is nice because it is one of those classes I remember Gygax talking about wanting to use all the time.  Same with the Mountebank.
The mystic class seems closer to the BECMI/RC version than it does to the monk.  Which is fine by me really.
The last class is a savant, another one I recall reading about back in the day.  This one is more of your occult investigator/sage with some magic type.

So far as a "class book" it is shaping up real nice. Lots of ones I'd like to try out and they fill niches that /could/ be filled by other classes, but they make it their own.

The next section is on Secondary Skills, which seems to refine the system in AD&D, but not quite a full blown skill system.  Very much in the vein of "your class is what you do, but you have this extra thing" philosophy.
We end up the characters section with monthly expenses and starting ages.

The next section is on combat with an alternate combat system.  Again I seem to recall talk of such a thing, but it is more vague in my memory that the classes.
The system is detailed and should appeal to anyone that like more flavor to their AD&D combat.

We get a page on Social Encounters.
Next is an expanded Treasure listing and a section on ships and waterborne adventures.  Something I could have used at the close of my AF&F 1st ed games to be honest.

The next 25 pages are dedicated to magic including a number of new spells for the new spell casting classes.

The Game Master's section is next, though it is not specifically called that.
New dungeon hazards are covered and then we get to magic item descriptions.

We end with some new monsters which include various Angels, Demons and some dragons.

All in all this is a good addition to the AD&D/OSRIC/LL-Advanced game.  Even if you don't use everything here there is enough to make it worth your while.


Monday, October 14, 2013

Adventures Dark & Deep Week

Joseph Bloch is one of those rarities in the OSR side of the RPG biz.
He has a blog (nothing new there), has a retro clone (also nothing new) and he runs some Kickstarters to get his product to the presses.  Also nothing new.

What Joseph and BRW games DOES do that is noteworthy is how quickly he gets his Kickstarters done.
The rewards for the Adventures Dark and Deep Players Manual shipped more than a month early.
And now the rewards for Adventures Dark and Deep Bestiary are shipping now, about 6 months early.

That is great, then add in the fact that Adventures Dark & Deep is also a fun game and worth the money then you have the recipe for a very happy fan base.

I want to spend some time this week talking about all the products Joe and BRW has to offer.

A Curious Volume of Forgotten Lore
Adventures Dark and Deep Players Manual
Adventures Dark and Deep Game Masters Toolkit
Adventures Dark and Deep Bestiary
Darker Paths 1: The Necromancer
Darker Paths 2: The Witch

Adventures Dark & Deep is built on the premise of "What If".  In this case, "What if Gary Gygax had still been with TSR and produced 2nd Edition AD&D?"

Joe has spent a lot of time coming through Dragon magazine articles, interviews and then taking all of that and making some logical assumptions about the game.  You get something that might have been the 2nd Edition game of a parallel universe.

So join me this week as we go over this game.

Tuesday, September 10, 2013

Review: Basic Arcana

The idea of Basic Arcana is simple. Create an "Unearthed Arcana" for the B/X rule system.  Via the OGL and OSR this can be done for Basic Fantasy or Labyrinth Lord.  The result of this idea from Tom Doolan is this book.

The style is very much in the feel of the old B/X books.  The text and most of the art is by Doolan himself, so kudos in that regard.

We start off with some class variants. The obvious parallel here is when the UA expanded the classes demi-humans could take but it also fills a niche.  Not all elves use magic, not all dwarves swing an axe.  While we can see some of this in ACKs, this has a tighter feel with the B/X design.  We get two new races, the Half-elf and the Half-orc and two new classes, the Barbarian and the Martialist.

There are some rule additions including various to hit bonuses, rules for Followers and the Mass Combat rules.

Mass Combat is interesting since it is a backwards evolution of what D&D took from Chainmail.

On the down side I did not see a declaration of open content. The OGL is there, but not the copyright for this book or how much open.

Also while the book feels packed it is only 17 pages total or about 14 pages of text.  I am of two minds on this. First the book does feel packed, so a lot was crammed into these 14 pages of text.  On the otherhand is $3 too much for 14 pages?

In the end I judged the price fair, but I would have liked to have seen some more.  Some special spells for the Dwarf Priest and the Elf Sorcerer would have been nice.

Who should buy this?
If you are a big B/X fan (like me) then there is a lot of value here for your buck.  If you play any of the "Basic Era" games then there are things you could use here.

I think there is worth while in identifying some spells from various "Basic" sources that might work well with the new classes. Books such as Magical Theorems & Dark Pacts and my own The Witch.

You can find Tom on the web at http://wishfulgaming.blogspot.com/

Thursday, September 5, 2013

Old School Systems Questions

One of the things the OSR was supposed to do (at least in my mind) was free us from the necessity of rules fundamentalism.  Making products for OSRIC for example was allow publishers to make "1st Edition" compatible products without saying "Compatible with Advanced Dungeons & Dragons".
Basic Fantasy seemed close to this as well, but more of a melding of the "Basic" and "Advanced" ideas.

At the end of the day though a product that is compatible for one game should work with another.

In a couple of recent posts from Billy Goes to Mordor (love that blog name) suggests that there is still some form of system adherence in the OSR crowd.
http://billygoes.blogspot.co.il/2013/08/by-numbers-relative-popularity-of-dnd.html
http://billygoes.blogspot.com/2013/09/the-relative-popularity-of-various.html

His numbers, based on his survey came out like this:
  1. DCC RPG 32%
  2. Labyrinth Lord 31%
  3. Swords and Wizardry 28%
  4. LotFP 24%
  5. ACKS 10%
  6. OSRIC 8%
Granted this is limited to people that visit his blog, so not a random sample.  He is very open about his methods of data collection, so I am good with this.

He compares this to relative Google+ groups sizes as an index of popularity.
  1. Swords &Wizardry 826
  2. DCC RPG 776
  3. Lamentations of the Flame Princess 498
  4. Basic Fantasy 387
  5. Labyrinth Lord 382
  6. Adventurer Conquerer King 347
  7. Castles & Crusades 303
  8. OSRIC 110
Pretty good alignment there I agree.

But this brings up the larger question again.  Are eliminating the necessity of a certain rules system (D&D Basic, Advanced, 2nd ed) just to exchange it for another (Basic Fantasy, ACKS, DCC)?

So when looking for a OSR supplement, adventure or add-on do the clone rules matter to you?

Back in the day we used pretty much everything with everything else.  Still do in fact.

For example I mentioned a while back how you can use ACKS with the B/X Companion or even B/X Companion with Labyrinth Lord or Basic Fantasy.  Those are easy though due to their relationship back to Basic D&D.

What are your experiences? Do you ignore S&W's single save when using the Tome of Horrors with Basic Fantasy?   Do you convert on the fly?

Sunday, July 14, 2013

I love June

Doing some late end of the month analysis out at the pool and noticed that June was my best month of sales since October.

That is really awesome.

I am working on a few more books and hope to get them out to you all soon.  Not just OSR, but Gaslight, Pathfinder and more.

I have also had a couple requests for for a hardcover version of the Witch.  Any more takers on that?

Tuesday, June 11, 2013

OSR Specific Publishers?

Hey all!

I am working on a few side projects and it dawned on me that I am not 100% certain who all the players are in the OSR publishing biz.

Sure I know the big names. Even some of the smaller names.  But who else is there?

In particular I was looking for the smaller publishers to see what they are doing.  Maybe even feature a couple now and then here.

So. Who are you?  What do you sell?  If you are a small publisher then let me (and everyone else) know!!


Tuesday, June 4, 2013

OSRchive updates

I have a couple one more games to add today and need to tweak the background image a bit.

After that I am going to be looking for some serious feedback.  The OSRchive blog is really only a "draft", the idea is to get the files onto a physical medium.

On my to do list:
- Banner image
- fix the background image CSS
- figure out if I am going to link other sites
- figure out what other games we need
- look for cheap flash drives
- something else that I just forgot...

http://osrchive.blogspot.com.


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 6, 2013

Is the OSR Fundamentalism?

D&D, and by extension much of the OSR, has a problem.  It must innovate, or be considered "old fashioned" and yet it must also adhere to a certain set of expectations of be considered too far away from the concept.  For many 4e was a step too far, for others 3e was.
Wizards of the Coast gets to chart out the next version of D&D once more and they will have to make some changes to game to keep it financially viable.

Boing Boing has an interesting point of view on this in a new article by Peter Bebergal.
http://boingboing.net/2013/05/06/old-school-dungeons-dragons.html

You can read that article and come to your own conclusions and thoughts.  I want to focus on one bit of it though; is the OSR D&D Fundamentalism?

Certainly a lot of us are here because we think "the old ways are best" or even out nostalgia.
I have been pretty much focused on B/X D&D over the last year or so myself.  Part of it is fun, part of it is nostalgia for sure.

Do we though as a group eschew innovation for an "old school" feel?  Or more to the point, a "proper old school" feel.  For example I like drama points in my games. It gives the characters a chance to do heroic things, it works great in other games AND I can find examples of their use in the various "Appendix N" games.  Honestly, read the John Carter books and tell me he wasn't burning drama points when fighting the Green Martians, Thakrs or First Born in various books.

Sometimes using ability checks are nice, but so are skills.  Multiclassing in 3e was far better than anything before (or after).  Swords & Wizardry has some nice ideas above and beyond OD&D.  I have seen add-ons that allow skills, feats and other such "improvements" to older games.

I suppose the question lies in what sort of experience you want to have.  If that is the case I have had some fantastic "D&D experiences" using WitchCraft and Ghosts of Albion, while having some games where I felt I was nothing more than a ref with some (unnamed) versions of the Grand Old Game.

I do know this.  Wizards will have to update D&D. It is going to be impossible to make it all things to all players.  Look at all the various retro-clone rules we have now.  We can't even as a group agree on what cloned version we like the best and we represent a tiny, mostly homogeneous, demographic.
True, all these games are really 95% or better compatible out of the box and 100% compatible with a little imagination.

What do you think?

Tuesday, April 16, 2013

Adventures Dark & Deep is here!

Got home today and look what I found at my door.





My Adventures Dark and Deep hardcover is here.
It is really nice and my hat is off to Joesph Bloch on this one.

Look for a review after a bit.  gotta survive this month first.


Thursday, March 21, 2013

Second Chance: Swords & Wizardry (Frog God Games)

A while a back I posted that I was giving some products another chance.  One of those products was Swords & Wizardry.

I picked up the Frog God "Complete Rulebook" and spent a lot of time with it.  I think my biggest issue with S&W is that was sold to me as "0 Edition" or "OD&D" and it isn't. I played OD&D and S&W is nothing like it. Well, not "nothing" but it's made some serious changes.  Those changes I think kept me from enjoying the game for what it is.  So after staying away from the game for a number of months I came back and looked at in a different light.  I dropped the idea that is an OD&D clone but instead a Retro Clone stripped down to it's most basic form.  Now that is game I can get behind.  If you ever played any version of D&D or any clone you can play this.  S&W is really the basic essence of what D&D is. The most basic stuff you need to play.  In this new light I saw the changes for what they were, really nice and intuitive changes.
The classics are really basic, but they work. In this Frog God edition you have a more classes, Assassins, Paladins, Rangers, Druids and Monks join Thieves, Clerics, Magic-Users and Fighters.  Races are Human, Elves, Half-elves, Halflings and Dwarves. So again all easily recognizable.
There are a set of good multi-classing rules (which is always nice in an OSR game).
Spells go up to 9 for Magic-Users, 7 for most others.
There are plenty of monsters, tons really.  The monster blocks are simple like everything else.

Really S&W does take a lot of what made OD&D/Dasic D&D so fun, the advances in AD&D and the features that made 3.x so popular.  Yes. It has Ascending AC (which is still the best, sorry old school guys) and I like single saving throw bonus.
This Frog God version shares a lot of the art that appeared in The Tome of Horrors Complete and the layout.  This is not a big deal as far as I am concerned.

At a 134 pages it is a complete game. You don't really need anything else here, though you can use it with nearly other OSR product or any of the scores of products created for S&W.

I am glad I gave this another chance.

If you have this then The Tome of Horrors Complete is a great supplement to have.

If you are new to S&W then there are some other supplements to help you out.

MCMLXXV (aka 1975) is a new introductory module and old-school primer.
At just under 24 pages (minus cover and ogl) this is designed to be something akin to Keep on the Borderlands for S&W, only not as big.  The adventure is small, but in old school terms it is good sized really.  There is less in terms of pages of descriptions than modern day modules. It leaves far more to the imagination of the players and GM.  If there was a Frog God Games S&W box set then this would be included.
Great little adventure that really helps set the tone of the S&W game.

Swords and Wizardry Monstrosities is a new monster book.  New in that is newly published, but some of the monsters we have before either in the SRD or other books.  That though does not detract from it's value as this is a 560+ page book since in addition to that there are some new monsters.  The cover is very evocative of the old-school (pre 1980) covers.
There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook.  While ToH used some recycled art, this all seems to be new art.  Even Orcus (which we now have 3 listings for) is new.  Actually the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art.
Honestly there is so much great stuff in this book that even with the occasional repeat monster this is still a top notch collection. If you play S&W then this is a great monster book to have.  I am even going as far as to say it is a must have for any serious S&W GM.




OD&D
If you really want a game that is close to what OD&D really was like you do have some choices.

First up there is the OD&D set from WotC coming out this fall.
http://timbrannan.blogspot.com/2013/02/original-d-premium-edition.html

There is also Spellcraft & Swordplay, a personal favorite of mine.
http://timbrannan.blogspot.com/2012/04/s-is-for-spellcraft-swordplay.html

While S&W has some neat ideas, S&S comes closer to OD&D for me.

In any case you can use all of these game to party like it's 1975!

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.

Thursday, February 7, 2013

Review: ACKS Player's Companion

So the long awaited Adventurer Conqueror King System Player's Companion is now out in PDF.  I don't know know if it is out in stores yet at all or if people that supported it on Kickstarter have their physical  copies, but it is up on DriveThruRPG.

I have talked about ACKS in the past:

Those are the main ones, but I have been talking about it for a bit.

Now full disclosure time.  I did provide some support for the witch class.  I was able to look at an early copy of the witch and provide some feedback since it had been based on some work I had done for d20.  I shared a copy of my spells research notes and some material that would be part of my own Witch Book.
Neither group was looking for cross-compatibility except int he broadest terms.  We did though develop from similar source materials and there is a bit of cohesion between the two classes.  To be clear though, I didn't actually write anything for this.  The authors had their ideas in a pretty solid form when they talked to me.

That being said let me proceed.  ACKS Player's Companion reads like an "Unearthed Arcana" or even a Player's Handbook 2 for the ACKS set.  In many ways it is very similar to the Complete B/X Adventurer.
There are a number of authors that were brought to together to author the various sections.  Sometime you can tell, other times no.  This is not a big deal to me except for maybe there are some redundancies in various classes.

Chapter 2 covers all the new classes.  We get: Anti-Paladin, Barbarian, Dwarven Delver, Dwarven Fury, Dwarven Machinist, Elven Courtier, Elven Enchanter, Elven Ranger, Gnomish Trickster, Mystic, Nobiran Wonderworker, Paladin, Priestess, Shaman, Thrassian Gladiator, Venturer, Warlock, Witch, and Zaharan Ruinguard.  Not a bad list at all.  That takes up about 44 pages of the book's 160.
The classes vary a bit.  I liked most of them to be honest. The new feature of ACK:PC are the templates (Chapter 3), so all the new classes also have these templates.  They define starting proficiencies and equipment.

At first I expected to hate the new racial classes but they provide a nice bit of background that goes beyond just crunch and fluff.  In particular the Elven Enchanter and Elven Ranger add something interesting to the game.  Sure, you could do this in AD&D in 1978, but here it has a bit of different feel.  In fact I reminded of the old Dragon article back in the mid  80s about the Elven Cavalier.  Sure it was something you could do on your own, but the article and this book give you something a bit more.  The Gnomish Trickster could be reskinned if you are like me and miss the Halflings.  The Mystic is a suitable Monk replacement in the vein of the old D&D Rules Cyclopedia.   There are few ACKS unique race-classes too.  We also get a Priestess, Warlock and Witch.  Those I'll deal with later.

Chapter 3 introduces Templates.  These are part roleplaying tips and part mechanical. If you remember the old 2nd Ed Kits these remind me of those, or the Backgrounds in newer games.  Several are presented for all classes, new and old.  Each character gets Proficiencies and Starting Equipment.  It's a really fun idea.

Chapter 4 is an interesting one.  It is a custom class creation tool.  I have not seen how it compares with similar systems I have seen on the net or in Dragon.  I know that the classes in this book were "Verified" with it, so it at least has ACKS internal consistency.

Chapter 5 is Spells.  There is a section on magic experimentation and mishaps.  Really fun stuff to be honest. Also a section on creating new spells. This is from the same school of thought on the Class Creation.  in theory you should be able to check on any spell in the book and get the same numbers.
This followed by the Spell lists.  Spells are listed by type and level  then the descriptions are alphabetical by name. There is about 38 pages of spells here.

Chapter 6 covers Supplemental Rules.  Things like Aging and various equipment.
There is a hyperlinked index and two more for spells and powers.

Utility for other Old School Games
Well the classes can be ported over outright for the most part.  The Proficiencies and Templates are a nice addition to any game even if you ignore the mechanics and use them only as role-playing guides.
I am not sure if the Class Creation guidelines will work outside of ACKS or not.  My feeling is that they will with some tweaking.  Same with the Spells sections.  Chapter 6 should be fine for any game.

Witches, Warlocks & Priestesses
There are three (four if we throw in the shaman) classes that fit the witch archetype.  The Priestess is a female cleric dedicated to what we normally call Mystery Religions.  They honor a Goddess for example.  Now in other games this would just be another type of cleric, or a cleric with role-playing notes. To me it actually seems weaker than the regular cleric.   The Warlock is stereotypical "Evil" warlock and that works well here really. But the real utility for me is when you compare the Warlock to the Witch.
The Warlock is an arcane caster and the Witch is a divine one.  So depending on what sort of archetype you want to build you can choose a witch or a warlock.   This is a dichotomy that I have also used in the past and it works out well.  You can even rule in your games that witches and warlocks were once one class that split or two classes with similar methods or not even related at all.
Witches are most similar to my own.  Witches in ACKS:PC also have Traditions as I have talked about briefly before.  The Traditions here are Antiquarian (a classic witch), Chthonic (dedicated to dark gods), Sylvan (woodland and faerie) and Voudon (voodoo or even Shaman-like).  You can adapt these traditions to work with my book or my trads to work with ACKS.  I should post a conversion guide between the traditions sometime.
Spells of course a completely cross compatible.

The Book Itself
The layout is top notch and this is a good looking book.  It will be attractive as all heck in dead tree format, but the PDF is no lesser product.  The index is hyperlinked to pages and it is fully bookmarked.
The art is great and I especially enjoyed the "character" art of Chapter 2.  The art changes by Chapter 5 to some commercially available art, which is not a bad thing, but the style is different for the later half of the book.

Who Should Buy this Book?
For the first audience, players and game masters of ACKS, this is a no-brainer, you should get this.  There is enough here to make this purchase worthwhile even if you only use parts of it.
If you are a fan of B/X clones and top your games off at level 14 then this is also a good buy.  Also the class creation and spell creation engines are worth the price if you like to experiment with your games.
If you play other retro-clones or other versions of the Grand Old Game, then there are still some things here you will find useful.
At 10 bucks for the PDF this is a pretty good deal.

Thursday, January 31, 2013

An Open Offer to GROGNARDIA readers

Hello!

I want to extend an offer to the many, many readers of the Grognardia blog.

Like you I have been a fan of James' writings from the early days of his blog.
Like you I have also noticed a visible lack of presence in my Google Reader and blog rolls.

Well today I would like to offer you something of consolation.
Please subscribe to my blog, the Other Side.  Go ahead and click that "Join this Site" button there on the right. Just scroll down a bit.

We all know that James has been going through some tough times and is really busy with real life and getting his magnum opus Dwimmermount done.  I wish him all the best and hope it lives up to all the hype and beyond.

I am not asking you to replace Grognardia with the Other Side by any stretch.  I am giving you something extra to read in the interim.

Now why should you read my blog when have been to this point reading his?  That is a very good question.  Here are some points in favor for my blog.

- My age and background is very similar to James.
- We began playing around the same time. We have had similar experiences.
- He does retrospectives and I have done them as well.
- He has done Ares and Imagine, I am doing White Dwarf.
- We both have ties to the early masters of the game.  My DM in the later part of 1986-87 was a guy that had learned from Gary himself (his name was also Gary), that year I played D&D straight out of the White Box.
- We both do reviews of products.
- We have both published a number of books.
- We both have written for WotC. Granted James has done more of this than I have.
- Chicago (where I live) is a lot like Toronto (where James lives).

In my favor:
- While I have played a lot of *D&D I have also played tons of other games too.
- I like every edition of D&D and can find something good in all of them.  No edition wars here.
- I make it a point to post at least once a day, some days twice.
- I read a lot of blogs so I know what is going on in that realm and I am friends with a lot of designers and freelancers.
- I write about more games. Granted I have a few I really like, but I have a few more that I have never mentioned in the queue ready to go.
- I actually liked Ratatouille.  (ok that one might be a low blow).
- I give stuff away! Well, it has been a while, but I should find something to give away in concert with this.  Though I do provide a Downloads area of some free stuff.
- Kurt Wiegel at Game Geeks has only reviewed two games more than once.  One of those was mine.

So until he comes back, give the Other Side a try.

Like the great sage Stephen Stills once said:


Don't be angry - don't be sad
Don't sit crying over good times you've had

And if you can't be with the one you love honey
Love the one you're with

If this sounds like a thinly veiled attempt to gain more followers then I failed. I was looking for a more heavy handed one. ;)

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.

Tuesday, December 11, 2012

S&W Witch?

I have been rereading the Sword & Wizardry rules since Thanksgiving.

http://timbrannan.blogspot.com/2012/11/second-chance-weekend.html

And I am discovering I rather like it.  It's not perfect, and there are some things that I am still not sure why they did what they did.  But it is pretty solid.

The question I now have for all of you is this?  Should I spend any time doing a S&W version of the Witch?
Not the entire book, just the class.  I would focus on making is a core class and stripping it down to it's essentials.  Maybe just 1 tradition with some occult powers. It would be a new tradition though, something not in The Witch or Eldritch Witchery.

I am not sure yet. And if I do, whether it should be free, for sale or what. I would naturally want to include some new material.

Would anyone be interested in such a thing?




Monday, December 10, 2012

Reminder: Adventures Dark and Deep

Just a reminder that there is only just about a week left for the Adventures Dark & Deep Kickstarter.

http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual

This is the best thing to a no-brainer Kickstarter.  The book is already done and the author is looking for some art to improve it.

So please stop by and support this really cool "What if" project.

Sunday, December 2, 2012

The Return of the OSRIC Player's Guide

Last year you might remember the drama concerning the OSRIC Player's Guides.

http://timbrannan.blogspot.com/2011/10/other-osric-players-guide.html
http://timbrannan.blogspot.com/2011/10/more-osric-players-guide-woes.html

Well one of them is now back.

This is the OSRIC Player's Guide that was the stripped down and edited version of OSRIC just for players.
It was/is edited by Steve Robertson (formerly of the Bree Yark blog)  and features a bunch of art from him as well.

You can get the PDF fro free at his website or pick up a soft or hard cover at Lulu.
http://www.vanquishingleviathan.com/ and you can see some pics of it over at RPG.Net:
http://forum.rpg.net/showthread.php?665558-OSRIC-Player-s-Guide-is-up-for-sale!

Of the two Player's Guides, this one was the better of the two.  This one does feature a lot of new art from the editor (he does not call himself the author which is good) and it was edited.
The other was just a copy-and-paste job with some art found on the internet.

It is worth checking out.

Thursday, November 8, 2012

Random Pre-Coffee Thoughts

Still thinking through some of my ideas for Ordinary World.  I did not get to go over all my notes for the various games I have laying around though.

Swords & Wizardry was mentioned as a contender for the rule set and that idea has merits.  I am also still looking into Labyrinth Lord as well.  Regardless what system I use I think I want to have it use a compatibility logo.  I did not do that with the Witch because I wanted the broadest appeal and frankly to make it work with ALL the games I had to make some assumptions and changes.  So while it works great (in my playtests) with BFRPG, LL, S&W and the original game, it is not beholden to any one of those.

Rob Conley over at Bat in the Attic has posted link to all the current "big" SRDs for playing various d20 and OSR games.


The S&W one is new to me, so thanks Rob for pointing it out.

This got me thinking.
Would you like to see a S&W version of The Witch?

It would be stripped down to just the class and spells.  Maybe some magic items.
I would include notes on making covens, but I think my goal needs to be 20 pages.
I would include a new Tradition to make it have some value above what you already have from The Witch or Eldritch Witchery.  The Witch has five traditions plus the Eclectic, EW also has five traditions (only 1 that is the same) and five Warlock lodges.  So that is 15 so far.  I am going to do a web freebie when EW comes out for a new total of 16.

I'd like to aim it at $1.50.  Though to be honest I have paid a buck for classes in the past and have gotten about 4 pages.  I am going to struggle to keep this one under 20 pages.

What do you think?

Edited to add: I suppose I could also do a Free one that did not include any new spells, just the class, a new tradition (that is important to me), some Occult powers and some art.
Weigh in on that as well.