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

Monday, November 10, 2014

Returning to the Manor

One of the cool things about the early days of this hobby was finding great little zines of new content.  Sometimes it was an alternate rule, or new monster or class.  Some of these were good, many were mediocre but all of them were a lot of fun.  Back then I didn't care how good or bad it was, I was just glad to have something new and exciting to try out.

The Manor reminds me of the best parts of that time.   The Manor is the digital zine from +Tim Shorts over at Gothridge Manor.  I have always enjoyed Tim's blog. He began his blogging around the same time I really started blogging in earnest. Plus he is a fellow Tim so I am inclined to like it!

I while back I reviewed the first three issues and some other publications from him.  Today I want to look into the next four issues; The Manor #4 to #7.

The Manor #4
At 39 pages this issue takes the Manor beyond the Zine world and puts it more firmly in "magazine" territory.   Even the Owl & Weasel or the Strategic Review got to this size.
We start out with an adventure for Swords & Wizardy for 4 to 6 characters of 5th to 7th level.  The adventure is 15 pages and includes 2 new monsters including a very cool, Lovecraftian-feeling "big bad".   The last part of this adventure with the monster (the Or'Drog) and it's lair are worth the price of this Zine alone.  Slap this bad guy into your generic Caves of Chaos and suddenly the stakes have gone up a lot.  I am kicking myself for not reading this sooner.  This was out in July of 2013. I could have used this very monster in exactly what I mentioned above when playing Keep on the Borderlands with my kids. Yes, this 11 HD monster would have been too much for them, but it would have up the stakes considerably.
SO if you have copies of these laying around, READ THEM!  There is good stuff in here.

"From Beneath the Manor" is so great. It is a feature that I hope to see more of;  Contributors send in their monsters to be stated up for any OSR compatible game and illustrated by Jason Sholtis.  It reminds me of the old Fiend Factory from White Dwarf.

We end with a couple of ads (for that full Zine feel).
Seriously though, The Manor #4 is awesome and I can't wait to read the next ones.

The Manor #5
The Manor #5 is a bit shorter than #4, but at 28 pages it is still a great deal.
First up is the "Vineyard of Villain. Four Evil NPCs to use in your game and illustrated by Jay Penn.
"Cursed Concoctions" by Chris Coski is a collection of 7 new poisons/potions for evil GMs.  There is a random table of tavern names if you need a dive in a hurry.  The "Sullen Hagfish" has good food I am sure.
There is a lengthy article on doors.  With a nice font for the header.  Made this feel like a cool 70s Zine,  The article itself is a good one and a good read for GMs.
There is another longish article on random city encounters.
Like before, we end it with an ad (of sorts).

I am not as overtly enthusiastic about #5 as I was for #4; but there is a lot great stuff here all the same.  Taken as a body of work it is still fun and still gives me that same thrill that I got when discovering Zines in the 80s.

The Manor #6
AKA the Issue with the Halfling with the Epic Pimp Hat.
The Manor #6 is back to 28 pages and jam packed by the looks of the Table of Contents.
The first adventure/setting is "The Brothel at Wargumn". It might be a little to risque for the youngest gamers, but it is sure a lot less risque than things I was reading at the time when zines were popular (70s and 80s).   Easy to drop this into any game, any world or even any town.
The Guard class is next. It would not be right unless a new class showed up every now and then.  I am not sure that this class adds anything above and beyond say a dedicated fighter, but it still looks solid and looks like it plays well.
"Getting from Point A to Point B" is an interesting addition from Ken Harrison.  It details three portal traps/puzzles of getting from A to B in a dungeon setting.  A great little addition to any dungeon where a magic-user may want to keep something hidden (Point B) but still need to get to it time to time.
"Witches of the Dark Moon" is a great little one-shot written by Tim Shorts himself using a lot of elements he had at his disposal.  This includes using my own Witch Class for the witches.  You don't need my book to play this, but it does add a little extra to the mix.  Consequently this one shot also does the one thing my witch DIDN'T do well and that is provide a ready to play adventure for witches.  The adventure it self is a lot of fun.

The only "ad" at the end is one for a the Manor Compilation of issues #1 thru #5.  Now I do want to point out. I LIKE the ads at the end. I do. It gives the Manor a nice zine feel and reminds me of reading the Owl & Weasel or older White Dwarf magazines.

The Manor #7
This is the newest one on the batch (for now) and it shows.  The evolving layout and feel of the zine gives it a nice organic feel.  I love the PDFs, but this issue makes me want them all in print form too.
The other big difference here is that creator Tim Shorts is only the editor of this, he has no content of his own in it.  I am taking that as a sign of good growth.
"Boltswitch's Mobile Potion Emporium" by Boric Glanduum is a great throwback to the traveling snake-oil salemen of the previous turn of the century.   Whether his potions work is up to the GM I guess, but I like the idea enough to steal it!  I hope he has some Guards from Issue #6 to protect him.
"The Skinwalker (Coyote)" by Joshua De Santo is a Native American feeling lycanthropic class for S&W.  It looks fun, but leaves me wanting more to be honest.
Chris Coski is back an he has a number of magical mirrors in "Mirror, Mirror".  His penchant for alliteration is amusing, but it could have gotten tiresome quick.
A couple of smaller adventures are next. "Trouble Down the Well" by Simon Forester and "Horrid Caves" by Garrison James.  Horrid Caves is the larger of the two. It has some new spells and a couple of new monsters.
Rusty Battle Axe brings us some Mind Flayer art and an Illithid haiku.  Two words that I have never used that close to each other.
We end with an ad for Tenkar & the Badger's OSR Radio podcast. Though no URL is provided. Here it is just in case, http://www.tavernradio.com/.

All in all these are great additions to your gaming library.  Take them, cut them up and paste the bits you like into your own notebook and run with it like it was 1981.


Thursday, October 16, 2014

Working Here...What is your Favorite OSR adventure?

Hey.

So between working on Strange Brew, the Horror Movie Challenge and oh yeah the Day Job, I kinda feel like I have been phoning it in lately.

Well today is no different!!

Actually though there is something you all can do to REALLY help out.  I will post the reasoning tomorrow as part of a larger post.



But what I would like to know today is this.

What is your favorite OSR adventure module?

By this I mean a new adventure, published say since 2007 (I am flexible on that date), by a third party publisher for use with one of the OSR* rulesets or the Original Rules (OD&D, BD&D, AD&D).

(*I guess unless that is a tautology above I am saying that the "R" in OSR does not mean "Rules".  That's about as close as a definition as you are going to get around here.)

I would prefer stand alone adventures, but a trilogy is also fine.

Tell me what it is and why you like it.

Myself I am rather fond of some of the Dragonsfoot Adventures, but mostly I like the ones from Troll Lords' Castles & Crusades line.

Post in the comments below or on Google+.

Thanks!

Monday, September 22, 2014

Advice for the Lapsed Gamer

+Erik Tenkar  over at his eponymous Tavern is starting a series on "OSR for the Lapsed Gamer" which is basically advice for people that have left the game and are now coming back.

http://www.tenkarstavern.com/search/label/osr%20for%20the%20lapsed%20gamer

This is a great thing.  I was just helping out someone this past weekend that wasn't really lapsed, but had no idea what to do with the OSR.

Looking forward to seeing what all he does with this.


Wednesday, July 16, 2014

Biggest List of Retro-clones I have seen

This list was posted to my Facebook feed today.
http://taxidermicowlbear.weebly.com/dd-retroclones.html

It is easily the biggest list of Retro-clones, near clones and other Old-School games I have ever seen.

Do yourself a favor and check it out.
The website's owner is also the author of Full Metal Plate Mail and Grey Six.
Grey Six includes an interesting take on the Warlock class and uses a lot of my OGC witch spells.


Friday, May 9, 2014

Witch items from other blogs

Not so much of a post today and more of a "hey lets share my research notes".  Here are a list of blogs, many of which you all know, and some items they have posted over the last few years on witches.  Some of these I use in game, others I have adapted to make them work better with my witches. But all I found interesting enough to save them in an unpublished till now post.

Do you know anymore?  If you do share them! I love reading other people's takes on witches, magic and everything like that.

A Paladin in Citadel
Um, I was promised Witches?
http://apaladinincitadel.blogspot.com/2011/04/um-i-was-promised-witches.html

Alien Shores
Mirror Demon
http://knightsky-alienshores.blogspot.com/2013/10/monster-monday-mirror-demon.html

Asshat Paladins
Edith the Harpy Witch
http://asshatpaladins.blogspot.com/2010/01/labyrinth-lord-npc-edith-witch.html

Beyond the Black Gate
Baba Yaga's Hut
http://beyondtheblackgate.blogspot.com/2010/08/baba-yagas-hut.html

Hathras, City of Dreams
http://beyondtheblackgate.blogspot.com/2010/09/omegea-atlas-hathras-city-of-dreams.html

B/X Blackrazor
His B/X Witch Class
http://bxblackrazor.blogspot.com/2011/05/bx-witch.html

Cross Planes
Witch Doves
http://crossplanes.blogspot.com/2014/04/a-to-z-challenge-w-is-for-witch-dove.html

D&D Next Witches
Maiden, Mother, and Crone

Dangerous Brian
Zama: The Drune
http://dangerousbrian.blogspot.com/2011/04/z-of-zama-drune.html

The Houri, Part 1 and Part 2
http://dangerousbrian.blogspot.com/2010/11/new-osric-class-houri-part-i.html
http://dangerousbrian.blogspot.com/2010/11/new-character-class-houri-part-ii.html

Dreams of the Lich House
Mythic Monday: The Witch
http://dreamsinthelichhouse.blogspot.com/2011/01/mythic-monday-witch.html

Any of the Gothic Greyhawk posts
http://dreamsinthelichhouse.blogspot.com/search/label/Gothic%20Greyhawk

Elfmaids & Octopi
d100 Witches
http://elfmaidsandoctopi.blogspot.com/2014/01/d100-witches.html

Greyhawk Grognard
Darker Paths II: The Witch
http://greyhawkgrognard.blogspot.com/2011/10/now-available-witch.html

Witch Preview #3: Familiar Names
http://greyhawkgrognard.blogspot.com/2008/07/witch-preview-3-familiar-names.html

Witch Class Preview: Evil Eye
http://greyhawkgrognard.blogspot.com/2008/07/witch-class-preview-evil-eye.html

Jaron's RANTs and RAVEs
[DND] Character Concept - WAR D&D: Witch Elf
http://jaron95.blogspot.com/2010/03/dnd-character-concept-war-d-witch-elf.html
Based on the WoW Witch Elf, they a close to what I would call a War Witch.

Realms of Chirak
B/X D&D Month XIV: Terragia, the Witch of Galitath
http://realmsofchirak.blogspot.com/2014/04/bx-d-month-xiv-terragia-witch-of.html

Steve's Gamer Blog
Witches & Warlocks (4e)
http://stevesgamerblog.blogspot.com/2011/10/witches-warlocks.html

Scarecrows Part 1 and Part 2

Heroes of the Feywild Preview: Pixie and Witch
http://stevesgamerblog.blogspot.com/2011/10/heroes-of-feywild-preview-pixie-and.html

Strange Magic
Witch for B/X D&D
http://strangemagic.robertsongames.com/2012/03/witch-for-bx-d.html

Tower of the Archmage
New magic Item: Summoner's Candles
http://towerofthearchmage.blogspot.com/2014/03/new-magic-item-summoners-candles.html

New Monster: Fear Gorta
http://towerofthearchmage.blogspot.com/2014/03/new-monster-fear-gorta.html

Venger's old school gaming blog
D&D Ouija or RPG Witch-Board
http://vengersatanis.blogspot.com/2013/11/d-ouija-or-rpg-witch-board.html
Not really playing a witch, but a cool idea if you have a lot of supernatural characters in the mix.

What a Horrible Night to Have a Curse
Beast of the Week: Witch
http://lordgwydion.blogspot.com/2012/11/beast-of-week-witch.html

Updates:

Playing D&D With Porn Stars
D100 Witch Traits
http://dndwithpornstars.blogspot.com/2014/08/d100-witch-traits.html

Rachel Bonuses
Fey-touched Background for 5e
http://rachelghoulgamestuff.blogspot.com/2014/08/in-which-5e-background-is-introduced.html

From the Sorcerer's Skull
Witches of Ix
http://sorcerersskull.blogspot.com/2014/08/witches-of-ix.html

Thursday, May 8, 2014

The Manor #6 is out

What happens when +Tim Shorts of Gothridge Manor and The Manor books mixes my witches with Dylan Hartwell's Big Book of Spiders and one of +matt jackson's maps?

You get one creepy ass adventure!

Witches of the Dark Moon is a low level adventure featured in The Manor #6, the latest in the Manor series.

I have not read it all yet, but the adventure looks fun, creepy as all heck and some really awesome takes on my witch class. I love seeing this sort of stuff.   And no worries, if you do not own a copy of The Witch (buy why not!?) you can still use the witches here.

Of course there is more material in this issue than the adventure, but I just got it so it will have to wait for a proper review.

But I can say this.  Go out and get this now!

Monday, March 31, 2014

New Blog on the Block: Traveling Spellbook

James Michael Spahn is not a new name to the OSR scene.  His company Barrel Rider Games has been producing material for Labyrinth Lord now for a couple of years.

Well he is entering the blog arena now with Traveling Spellbook and he is doing some reviews of his favorite Labyrinth Lord/Basic Era compatible products.

http://travelingspellbook.blogspot.com/

In fact one of his first reviews is on my Witch book!
http://travelingspellbook.blogspot.com/2014/03/review-witch.html

James is huge Tolkien fan so I am hoping to see some posts on that as well.

So go to his blog, add it to your RSS reader or watch list.
I am expecting some really great things from him.

Sunday, March 23, 2014

March Madness OSR Challenge! Part 4

I want to thank Tomb of Tedankhamen for hosting this.

Here is part 4 of my list.  Hope you enjoy!

23 What is the most broken game that you tried and were unable to play?
The Bram Stoker's Dracula RPG.  It's just awful really.  This one is an easy choice.  But the question remains, is it broken or just bad?

24 What is the most broken game that you tried and loved to play, warts and all?
Broken is sometimes a matter of opinion.  I personally think the Skills and Powers books for 2nd Ed AD&D are broken.  The World of Synibarr is broken and bad, and yet there is something appealing about it.  It's just so crazy it went past bad right into crazy ass gonzo.  I have seen people say (and complain) that AD&D is broken.  It might be, but it is still fun.

25 Which game has the sleekest, most modern engine?
Cinematic Unisystem.  There isn't anything that it can't do well. Or maybe more to the point there isn't anything I can't do with it.  I am sure others think the same thing about GURPS, d20 and/or Savage Worlds. For me CineUnisystem is a perfect fit.

26 What RPG based on an IP did you enjoy most? Give details.
At the risk of sounding vain, Ghosts of Albion. Based on Amber Benson and Christopher Golden's novels and animations.  Written by myself. ;)  But seriously those have been some of the most fun games I have ever played.  Outside of that then the Buffy or Angel games.

27 What IP (=Intellectual Property, be it book, movie or comic) that doesn’t have an RPG deserves it? Why?
Charmed. I am dead serious.   I have been wanting to write a Charmed game for years and honestly I think I could not only do it justice but get people to play it that never watched the show.  One of the most fun times I ever had at Gen Con was playing Piper (a witch from Charmed) in a Charmed/Buffy/Supernatural crossover game.  I would love to do it as a Cinematic Unisystem game.  And it would rock.

28 What free RPG or what non-English RPG did you enjoy most? Give details.
For free I would have to say Basic Fantasy.  It really is a great game and really represents what I feel is the best ideals of the OSR.  Plus it is that sweet spot of how I was playing in the early 80s; a mix of Basic and Advanced D&D.

29 What OSR product have you enjoyed most? Explain why.
Wow. There are so many to be honest.  Nearly half of this blog is dedicated to OSR products I enjoy.  One of the things I like most about the OSR are the products that don't give me things I already have, but things I have always wanted or never knew I needed.
Here are some of my favorites.
B/X Companion - it gave me a book I have been waiting nearly 30 years for.  I had left B/X years ago, but I always felt a little longing for the Companion rules (levels 14-36) that we never got.
Labyrinth Lord - The Basic version of D&D that opened up the OSR world to me.  While in some respects I prefer Basic Fantasy, Labyrinth Lord is still one of my favorites.
Adventures Dark and Deep - Joesph Bloch's magnum opus. A "what if" book, so not a "retro-clone" really.  Something new based on history.  This book is AD&D 2nd ed if Gygax had not left TSR.  Is it "exactly" like what Gygax would have done? No. But this is the closest I think we will ever get.  Joe based this one the reading of all Gygax's letters and things he had mentioned in the pages of Dragon magazine and elsewhere.  It is also a perfectly enjoyable game in it's own right.
Spellcraft & Swordplay - Another "what if" game.  This one takes the SRD and uses the original combat mechanic found in OD&D (not the alternate d20 one we all now use).  It also streamlines a number of things and gives you a really nice, very gritty, old-school game.  One of my favorites.
Another favorite is Astonishing Swordsmen & Sorcerers of Hyperborea which I have talked about a lot here.

30 Which non-D&D supplemental product should everyone know about? Give details.
Chill Vampires. If you ever want to use vampires in any game then I suggest you get this book. If you can get the Pacesetter, 1st Edition version then do so, otherwise the Mayfair, 2nd Ed. version is good too, it is just missing a couple of the vampires I really found interesting.  It really is a great book on how vampires can go from being just another monster to an enemy that needs to be studied and understood before fighting.

31 What out-of-print RPG would you most like to see back in publication? Why?
Castle Falkenstein.  Not only is it a fun game, but Mike Poundsmith is one of the best game designers out there.  The premise is cool but the game design blew me away. If you have only ever played D&D or it's direct clones/offspring then you owe it to yourself to play this.  It is available in PDF but I would love to have it in print.

Tuesday, March 4, 2014

Guidebook to the City of Dolmvay

Guidebook to the City of Dolmvay.

I have been waiting for this book for a while and I have to say it was worth the wait.
Dolmvay is not only a highly detailed city complete with maps, npcs, new monsters and pretty much everything you need, it is also a shared city.

Let's talk about the product first.  It's Pay What You Want, but it is certainly worth at least $19.95 or more (so pay at least 5 buck or more!).  You get 223 pages worth of material.  There are the maps I mentioned, but there is also a fairly detailed history. You could easily drop this into any game, and let's be honest, any system.   If you are familiar with other products from SNG then takes place in the World of Amherth setting.  But this book (and most of the Amherth books) are easily adapted to any setting.

There is a chapter on adventuring in the city. How the local churches react to magic and what can be expected of travelling adventurers.
Makes it perfect for a way point between adventures, but you would be missing all the fun.
The book also details an number houses, factions and NPCs and their own desires for the city.  If you like games of political intrigue and courtly drama then this is a good place to start.

The bulk of the book details the layout of the city. In this respect it reads like a guide book. NPCs, hooks and other information is given.  There is plenty here for new GM to use it as is and plenty more for an experienced GM to add their own information.
It strikes a nice balance between detail and flexibility.   Among my favorite items are the random rumor table and the common greetings and gestures.   Things like this give a setting life of it's own.

Common businesses are covered as well as a sampling of Taverns and Inns.  City encounters and even some new monsters.
Venture into the sewers or the Island of Heroes.

There is a section on random NPC generation as well.

Dolmvay the concept is the idea that this is a shared City.  If developers want to create their own encounters, adventures or anything else really and set it in Dolmvay then there is an easy to use and free license to do so.
It is such a great idea I am surprised that no one else has done it before.

This book is steal at any price.

I think I will need to come up with some sort of witch coven that is active here.  That would be fun.
It would have to be small and of course persecuted by the local church.

Tuesday, January 14, 2014

Come Endless Darkness,Part 2

So yesterday I posted this great idea I had for adventures for my kids for their 1st Ed game.
I *thought* I had a cool original-ish idea.  Well...not so much.

It was pointed out to me (thanks Sciamantis!) that this was already done in a series of 2nd Ed adventures.

I must have had some knowledge of these, at least in a broad sense.  I don't own them and they date from my D&D hiatus of the late 90s.  They are written by +Bruce R Cordell, so that gives me confidence but otherwise I know very little about them.  Anyone have any experience or knowledge of these?  I'd like to know more about them before I start cruising  Half-Price Books and eBay for them.  They are not up on DnDClassics.com yet.

That also brings up a larger issue.  I am using modules in my game here to give my kids a shared experience with other gamers.  B2 is a rite of passage, the GDQ series is equally iconic.  These are things they can talk about with others.  Hell I don't even need to describe them, I can just say B2 or GDQ. 
But these other adventures are not the same are they?  They might be great, they might even be perfect for me, but if I didn't even recall them then how much of a shared experience can they get?

Monday, January 13, 2014

Come Endless Darkness

No. Not the Gary Gygax book, but related.

I have been thinking a lot about the 1st Ed AD&D game my kids are in now.   They love play 1st ed more than 3e I feel, but what is missing from this game, at least how I initially conceived it, is an epic arc.

In this campaign the characters are going to get involved in something huge, something world changing.  Since these characters are the sons and daughters of their 3e characters I also want some thing that alters the feel of the game world to help explain the shift in rules from 3e to 1st Ed.

So I am going back to an idea I had years ago that I originally wanted to try for 3e.  It was going to be called Shadow Earth and bits and pieces live on in my other products and posts.
I am planning to blot out the sun.
This was something that I toyed with now and again and thought it might make for a good plot. It was also one of the ideas I threw out later on as an idea for my "no big bad" game Season of the Witch.

The idea is a simple one really.  The vampires, drow and mind flayers* (or maybe the mi-go have not decided yet) join forces to blot out the sun.

The PCs discover part of this plot after they bust up a slaving operation being run by vampires (A series).  Unlike like other games though, the bad guys succeed in their plans and the sun goes dark.  While the big powers of the world are meeting to discover how to reverse it (and thus not able to help out their offspring) the new generation is sent off to investigate reports of giants attacking a village nearby (GDQ).

So yes I am using modules with this.  I figure I have come up with say about 100 unique adventures over the last 35 years or so.  These allow me to ease some of the heavy lifting AND also to give my kids a shared experience with other gamers.
Here is the plan so far.
  • B1 In Search of the Unknown, levels 1-3 (played at Gen Con 2012)
  • B2 Keep on the Borderlands, levels 1-3 (playing now, will include a shrine to an evil god of chaos)
  • T1 Village of Hommlet, Intro-levels (might not use now, depends on how the Temple of EE fits in)
  • L1 The Secret of Bone Hill, levels 2-4 (maybe)
  • X2 Castle Amber, levels 3-6 (the MiGo plot)
  • A0 to A4, levels 4-7 (the vampires get their victims from the Slavers)
  • A5, The Last Slave Lord, levels 5-9 
  • I1 Dwellers of the Forbidden City, levels 4-7  (snakemen - minions)
  • C1 The Hidden Shrine of Tamoachan, levels 5-7
  • G123, levels 8-12 (drow)
  • D12, levels 9-14
  • D3, levels 10-14
  • Q1, levels 10-14
They are currently going through Tomb of Horrors under 3e, and I am thinking of running Expedition to the Barrier Peaks under AS&SH.

The idea then will be that the PCs discover the plot and have to destroy the device blocking out the sun on Lolth's plane.  IF things work out and we have more time or they want to go on then I *might* work in the old H4 Module, Throne of Bloodstone and redo it a bit to give them a second part to destroy.

Things I have not yet figured out.  I would love to use my Ophidians in there somewhere.  I should really since they a cool race and work well.  I will have to use my take on Demogorgon then as well.

Mindflayers seem like a no brainer to me which means I should really investigate why I am using them.  I think they should be part of a more Mythos-like mindset.  Their goal of course is to enslave the entire world.  But do they have a demon lord they answer to? Not likely.  Given this many factions I need to figure out their motivations.  Why? Well that will tell me how the players will be able to succeed.
Maybe the Ophidians are in league with or controlled by the mind flayers.

I want to give them an epic. I want this to feel like opera; like all three parts of Wagner's Ring Cycle.
At the end I want to be able to look over the table at their faces and know they know what it is to shake the pillars of Heaven.  I felt that when the I was done playing in the "Dragon Wars" in 1988 and again when I ran "The Dragon and the Phoenix" in 2002-2004.

Regardless how epic it might be, it will be fun.

Thursday, December 12, 2013

The 12 Days of OSR-Xmas

Tenkar over at his Eponymous Tavern will begin his "Twelve Days of OSR Christmas" where he will be giving away a TON of great OSR products.  Included in the mix are a copy of the Witch and Eldritch Witchery.
That tomorrow is also Friday the 13th makes it doubly fun for me.

So please make sure you stop by and give it a look.  Hopefully you will win something cool.


Sunday, December 1, 2013

Astonishing Swordsmen & Sorcerers of Hyperborea on Sale now

From now till Dec 4 you can get the amazing Astonishing Swordsmen & Sorcerers of Hyperborea in pdf for only $7.50!


That is an absolute steal!
Get this now while you can. This is my current favorite Old-School game.

Tuesday, November 19, 2013

Another Clone, but is this the Rosetta Stone?

There is another retro-clone game out on the market.  Fantastic Heroes & Witchery.
http://www.dragonsfoot.org/forums/viewtopic.php?f=48&t=63759

Now, while I enjoy clones I am not sure we need yet another one.  So I took a look at this.



FREE PDF: http://www.dcrouzet.net/temporary/Fantastic-Heroes-Witchery_screen.pdf

Print: http://www.lulu.com/shop/search.ep?type=&keyWords=dominique+crouzet&x=-1004&y=-8&sitesearch=lulu.com&q=

First it is really attractive has some great layout and some very cool old-school art.

Plus once I started reading through it I recognized the art and finally the name of the author/artist.
It was made by an old friend Dominique Crouzet.
Dom had helped me back in 2000 on the original Netbook of Witches and Warlocks.  We had also submitted a game world (Shadow Earth) together to WotC.  They went with this other world, Eberron.
(Some of what was to be Shadow Earth lived on in Eire and in Eldritch Witchery).

What I think is best about this game is in how it tries to be the middle ground between the pure old school games of Basic and 1st/2nd eds, but also the newer 3.x games and the OSR games.
Critics will say there is nothing at all new here. Sure, but that misses the point I think.

What we have here is a game framework that can either be played as a game (and it looks like it is a fun one) OR used as a Rosetta Stone when translating other game products.

Dom put a lot of work into this.  This isn't some "cheap copy and paste job on Lulu". It is a fully playable game with ideas that are very familiar and some new ones as well.

The current PDF is free and there are print versions on Lulu.
And it is pretty much 100% compatible with The Witch.  Just use the Wizard advancement table and replace "Signature Spell" with "Ritual Spell".

EDITED TO ADD: Dom actually uses The Witch as an example on page 393.  He says:

Lets take for example the witch class from The Witch by Tim Brannan (this is a PDF ebook available on rpgnow.com). In this case you could distribute its special abilities as follows: “Least, Herb Use” at 1st level; “Lesser” at 3rd level; “Minor” at 5th level; “Medial” at 7th level; “Major” at 9th level; and “Superior” at 11th level.

I completely concur!

I wish Dom nothing but the best on this!

Sunday, November 17, 2013

Return to the Keep

We got a chance to get back to the Keep on the Borderlands and the Cave of Chaos today.  They cleared out one cave system and high-tailed it back to the keep to report on the growing threat.  The characters took some time to heal, regroup and restock.

The NPCs that had been travelling with them will come back, the Cinco Hermanos (the Keep is modeled in my game after Spanish missons and castles, so everyone in the Keep speaks Spanish).  They have also picked up a couple of other characters. An assassin pretending to be a thief, a healer (NPC) and a Forester (or maybe an Unseen).  The Healer and the Unseen are classes from Magical Theorems & Dark Pacts.  The wizard of the group is going to drift more towards Pyromancy so I am going to let my son use the Pyromancer spells from Astonishing Swordsmen & Sorcerers of Hyperborea.   This will work out well since I am gong to start drifting towards my "older, bolder, colder" world that AS&SH supports.

They have not run into Dr. Zabaza yet, but I'll keep you all posted!

This group doesn't have a name yet.  I'll need to figure something out.

Monday, November 4, 2013

My Weekend in Hyperborea

I spent some quality time this past weekend reading and rereading the rules for Astonishing Swordsmen & Sorcerers of Hyperborea.

I have to say. The more I read the more I like them.
For starters there is a real B/X feel about these rules I like. Simple, intuitive and easy to run.  Not that say AD&D or 3e are difficult rulesets, but there is more given to flow of play with these rules. Plus it goes for that same sweet spot of play that Adventurer Conqueror King goes after.

I also feel, in all honesty, that this is the best combination of "D&D" and "Cthulhu Myths" I have ever read.
It captures the nihilism of Lovecraft's world view extremely well and infuses it with the proper amount of horror.  Building on a world that is, as I have been taking to call it, "Older, Bolder and Colder".
I do have Realms of Crawling Chaos for Labyrinth Lord, and I think it is great.  This just has a better Lovecraftian vibe to it really.
What I like most of all is how it makes even "mundane" monsters seem weird and alien. I was rereading the Gelatinous Cube and thinking of it as horror beyond reality now, not just some stupid slime that cleans dungeons.

I have been wanting to use it for some time now to flesh out my own Hyperborea (for my own play, not publish!) and it is perfect.

Since I have been reading a ton of Robert E. Howard, Edgar Rice Burroughs and of course Clark Ashton Smith this is really the best rules to get after that weird, Pulp Horror.

I was looking over the rules and the classic adventures I want to run, and thought it might just be perfect.  While I would prefer to use this system, my boys are committed to AD&D proper.   I might though slip in a rule here and some monsters there.   Thankfully AS&SH is perfect for this.question for

In fact I think I know how I am going to bring this all together.
But I think that reveal might need to wait till another posting.  I am missing one key ingredient.

Though it would totally fit my need to use the older modules, bring them up to date for a post-Drizzt crowd and use my "Older, Bolder, Colder" ideas.  


Links
Unboxing
Review
Mystoerth: Hyborea / Hyperborea

Thursday, October 31, 2013

Unboxing: Astonishing Swordsmen & Sorcerers of Hyperborea

Every Halloween I buy myself a new game or game supplement.  Usually something with a horror theme.
I got mine 2013 one last night.


Nice big box from Noble Knight Games.  What's inside?


OOOO  a Game in a Red Box!


Nice thick spiral bound books and dice that I have to color in!  No crayon though.


The Witch class looks awesome.


Lots of character sheets!


And a big hex map of the lands beyond the North Wind.


Cool back of the box.



Looks great with my other boxed games.


And I saved some space for it on my OSR/Clone shelf.

So far I am far, far more pleased with this game than I have a right to be!  In fact I like it even more than the when I reviewed the PDF back in March.   I think it is because I have been spending most of my summer and fall reading the Pulp/Appendix N classics.  I was always a fan of Lovecraft and Clark Ashton Smith, but I have been reading Edgar Rice Burroughs (John Carter,Pellucidar) and Robert E. Howard.
This game is called "Weird Tales: The RPG" in the Forward, I think that is very, very apt.  And since Weird Tales is my new current favorite thing to read, I really enjoy this.

I talked before about wanting to add a Hyborea/Hyperboria to my own world/playing and this might is exactly the sort of thing I wanted to do.

Astonishing Swordsmen & Sorcerers of Hyperborea covers a lot of the same ground as Adventurer, Conquer, King. But the ground in AS&SH is older, colder and has the foot prints of unnamed horrors.

Among other things this game is one of the best I have seen that mix the Lovecraftian Horrors and classic "AD&D" demons together into a believable whole.

Expect me to be going on (and on and on) about this game in the future.

Tuesday, October 29, 2013

Review: The Shrine of St. Aleena

Once upon a time there was a boy and a girl.

The boy was just getting started out in his new life as an "adventurer". He didn't know much, and the girl even asked him if knew about clerics at all.  But theirs was not a story to fill long epics or sagas. Her story ended then when she was murdered.

The Shrine of St. Aleena is an adventure in the lands where that boy who never forgot that girl would later become a man, settle down, raise some kids and erect a 20 ft tall statue in honor of the saint she became and the girl she was.

The adventure "The Shrine of St. Aleena" is another act of devotion.  Maybe by a similar boy, now 30 years later a man. Sorry, I don't know Peter C. Spahn personally.  The adventure is designed for beginning level characters, levels 1-3, around the the eponymous shrine.  Just like the old days there is a dungeon crawl and the surrounding environs where monsters can be fought and sometimes even NPCs can be befriended.

The central plot is that the minions of "The Infamous One", the wizard that killed that poor girl, are attempting to defile this most holy of places.  It is up to this generation of heroes to once again stop his plans.

This could have come off as a ham fist attempt at nostalgia, but there is an earnestness about it and honesty that instead it comes off as loving tribute.  The art, descriptions and some situations all have thinly-veiled references to things going on in the 80s in gaming that if you are the right age then you will find them very amusing.  But if not, no worries, they still work in the adventure.

The plot is thin at best, but it's still more plot than most of the old-school adventures from the time when the Saint herself was still alive.  So really, that is feature not a bug.

There is a great table of rumors (d12 though not a d20), plenty of random wilderness encounters (yeah a d20 table!) and of course that awesome site of the 20 ft statue of the saint.    In true old-school fashion there are a lot of save or die encounters here, so you are warned.


The objective is easily defined, but there is a lot here to keep the party busy.  A dedicated party could complete in one (longish) session.  Most parties though will take more.

The only thing I think missing in this is some information on what the shrine is like after the defeat of the Spawn.  Personally I think drinking from the pool grants a Cure Light Wounds once in a character's life time or maybe even a Bless enchantment.  Another random table! d6 for random benefit!

d6 Roll Benefit (only once per character)
1 No effect!
2 Cure Light Wonds
3 Bless +1 on next d20 roll
4 Remove Poison
5 Remove Paralysis
6 Reverse Turn to Stone

In the end I really enjoyed this and plan on inserting it into my regular game as a "Side trek".  That's pretty serious for me. I was limiting all my adventures to modules made in the 80s only.

Well worth the money paid.

Thursday, October 17, 2013

Review: Adventures Dark and Deep Game Masters Toolkit

One of the greatest books ever produced for any game is the 1st Edition Dungeon Master's Guide.  One of the most disappointing books ever made was the 2nd Edition Dungeon Master's Guide.

The logic for this was good.  All the information that all players need should be in the Player's Handbook.  The rest goes into the DMG.  The result should be a larger Player's Book than a Game Master's book. That is what we got for 2nd ed.  Somehow it didn't quite work as well.

Adventures Dark & Deep follows the same logic but gain a different result.
The Adventures Dark and Deep Game Masters Toolkit is the book that BRW and Joseph Bloch didn't have to do a Kickstarter for.   The statement that Joe put out at the time was Kickstarters are for projects he needed to finish the funding for.  The Game Masters Toolkit did not need it.

The GMTK is smaller than the Player's Book at 174 pages.  Not as small as the 2nd ed DMG, but the comparison is there.  The GMTK also includes some information from A Curious Volume of Forgotten Lore but it also has a lot more.

The GMTK also follows an example from 2nd ed and it largely mirrors the layout and placement of sections form the Players Book.  Something that the 1st ed DMG could have done better.
We start with a discussion on "alternate" races like the Dark Elf or Deep Gnome.
Various NPC types are discussed including class distribution and some non-classes like noble and hirelings.
There are tables to generate personalities and physical traits for random NPCs, as well as alignment and possessions.

We get into the Game Environment that is a hold over from A Curious Volume.
Swimming, Underwater travel and Flying are also discussed along with various terrains and hazards.  A little bit down we have a section on ships that is greatly expanded.  Again, could have used this when I was wrapping up my 1st Ed AD&D game.
The feel of these is similar to the classic DMG, but better organized.

Social Encounters come from A Curious Volume, but having them here in context with the other rules is much nicer.

Treasure types are discussed and magic item distribution.

The most interesting bits to me are coming up.   To me this shows the influence of the 3e DMG or just a natural progression.  Bloch covers not just the campaign world, the campaign mythos as well.  So whether you like playing in a Classical world, a Lost Golden Age, Underground or even in a Lovecraftian-inspired world is up to you. You are given the tools to build what you need, but not the worlds themselves (this is Feature, not a Bug!).

Religion and Gods are covered next.  Various reasons to have a god or a patron deity are covered and what sorts of powers they all have.  The list of powers and abilities is more 1st Ed than 2nd Ed.  I will also admit I don't know much off the top of my head about what Gygax said about gods and religions.  I know he said some things.  On a personal note I had conversations with  Mr. Gygax himself on the topic of religion and I know he was no great fan despite his own history.
Bloch though moves on and gives us a sample Pantheon to use in our game, the Norse gods.  Again from personal knowledge I know that Joseph Bloch is a fan of the Norse mythology and gods, so this is a good fit really.   Though I do wonder at the utility of listing the XP for permanently slaying Odin (1,022,000 XP btw).

The Planes of Existence is up next and it is cut from the Gygaxian cloth.  Wholly compatible to what we have seen in 1st and 2nd ed, there are some nice twists.  I like the art depicting the planes in relationship to each other.

Next we get into a section on Designing Adventures.  Covered are Dungeons, Wilderness and Urban.  The section is not long, but very useful.

Magic Items are next.  Personally I would have liked the charts for the Magic Items and the descriptions to all be in one place.  This takes up quite a bit of the book at 70 pages.

Appendix A is last and it collects and reprints all the useful tables.
Correction: Appendix A is a whole new set of random tables.  Sorry for the oversight on that!

With the GMTK you can really see the utility of Adventures Dark & Deep over a reference guide like OSRIC.  Not a slight at OSRIC at all, but this book has a slight edge in just by being a seperate Game Masters book.

To me the advantages of this book, all this information is one place, is better than say OSRIC or Labyrinth Lord + what is missing.

That being said, there are still some things I would have done differently. Most involve the placement of various section. Others I know are "locked" into the Gygazian visions or at least how Joseph Bloch interprets them. For me, I think I would have expanded the sections on adventuring in Dungeons, Wilderness and Urban settings more.  I would have expanded the section on how to create magic items and even changed somethings.  But that is me.

All in all this is a good addition to the game line.  I felt less of the Gygax connection here. Hard to say if that is me not knowing what he said on these subjects OR these are things that need to be here logically to make the rest of the game work.  In any case I am happy with what I got.

Wednesday, October 16, 2013

Review: Adventures Dark and Deep Players Manual

Adventures Dark and Deep Players Manual is the first major release from BRW Games and the first major release of what is the Adventures Dark & Deep game.  Again, a lot of what I have said about
A Curious Volume of Forgotten Lore is true here.  Including how this was the result of a particularly successful Kickstarter that shipped early.

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.   Unlike the previous book, the Player Manual makes no assumptions that you have AD&D1 or OSRIC.  There are some obvious roots in those games, but this is now it's own thing.

Like most Player's books this one concentrates much of it's text on creating characters.
There is the obligatory sections on how to use the dice and then how to generate ability scores.  In a difference from this game and it's spiritual cousin AD&D 2nd ed, we still have exceptional strength.  Also all the ability score tables go to 25.  Humans (and most PCs) still rank 3-18.
The same six ability scores are here.  Interestingly enough, not Comeliness.  I thought that would have made the cut.

Races are covered.  Again the same ones we have seen before.  But thats the point isn't it? This a AD&D2 as if Gary had created it.  So there are a lot of elements in common here with AD&D 1 and 2 plus older versions.  We do get a Dark Elf (not a Drow) and Half-Orc.  It would take a critical eye to see the differences here between Adventures Dark & Deep and say OSRIC.

Classes include the new and the old.
From A Curious Volume we have: the Bard, Jester, Mystic, Savant, Thief-Acrobat, Mountebank
From the classic sources we have: the Paladin, Cleric, Druid (topping out at 15th level), Fighter, Barbarian, Ranger, Mage, Illusionist, Thief
And new to this volume we have: the Cavalier, Vates (Druids of 15th level and higher).
The Assassin is listed in the Appendix.
Classes are grouped into Class and Sub-class like AD&D1/2 but not like OSRIC.  So all in all 17 (18) classes.  Not bad really.

The Alignment system is the same as *D&D.

Secondary Skills is pretty much the same as what is found in A Curious Volume of Forgotten Lore. Same with the Monthly Expenses which is now part of Social Class.

The next big section is Combat which includes the standard D&D style combat we all know and the additional material from A Curious Volume of Forgotten Lore.  Morale is back in this edition, sort of like it was in Basic and AD&D2.   There is a nice section on item saving throws. I have seen similar ones over the years, but this one seems fairly complete.

The next section is Magic.
It includes the making of magic items, learning spells and even an optional rule on sacrifice.  The bulk though is devoted to spells.
The Spells are listed by class and level, but all the spells are alphabetical.  There are 118 pages of spells, so roughly what you would expect from OSRIC and A Curious Volume. I see about 6-7 spells per page, so maybe close to 650 spells. There could also be more, but I did not check every single one.  The spells are are written in a way that makes them compatible with pretty much every other OSR-style book out there.

Appendix A covers the Assassin class.
Appendix B covers weapons vs. various Armor types. A very Gygaxian holdover. As opposed to vs. AC, this is actually the type of armor. I like it and it makes sense.  I am thinking of using this in my own old school game to be honest.
Appendix C covers combat tables.

The book does capture the feel of old D&D with some interesting twists. None that would trip you up, but still enough to make you go "huh, that is kind of neat".

The art is nice and still invokes that Old-School feel without looking dated.

The PDF is copy/paste restricted, but not print restricted. Which is good because I want to print that Appendix B.  The physical book is nice and sturdy and at 257 pages it is a decent sized book. It compares well to the AD&D 2nd Ed Player's Handbook to be honest.


It is a nice book.

So who should get this book?
Well if you like the OSR or enjoy AD&D then this is a good choice.  It is a better "game" than OSRIC is.  I say "game" because OSRIC isn't a game as much as a reference to a game you already know how to play.

If you have A Curious Volume of Forgotten Lore and OSRIC then yes you could re-create this book on your own.  But part of the utility of this book is that all of that information is in one volume. 

It is worth it for the new classes and spells too.

I like it because it is a well researched "What If" experiment, much like Spellcraft & Swordplay (what if D&D continued using the default combat roll) and B/X Companion (what if the Companion rules had come out for B/X and not BECMI).  We will never know what Gygax's 2nd Ed would have been like. In a way, really we don't need to know. 2e was fine and Adventures Dark & Deep is here now.
It is perfectly playable and fun.

More tomorrow!