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

Friday, March 1, 2019

Kickstart Your Weekend: Old School Style Zines!

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

The Isle of The Amazons - RPG Zine for #ZineQuest

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

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

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

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

Draugr & Draculas


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

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

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

Honestly, you had me at Vampires.

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

Cade's Big Book o' Booze


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

At these prices, you can grab them all!

Tuesday, February 26, 2019

Review: Astonishing Swordsmen & Sorcerers of Hyperborea 2E

This one has been a long time in coming.

Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)

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

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

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

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

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


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


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


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

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

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

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


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

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

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

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

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


Tuesday, December 11, 2018

Shrine of St. Aleena for 5e

In a very nice surprise this morning I was given the word that a conversion I did a bit ago is now live on DMSGuild.


The Shrine of St. Aleena, Small Niche Games and Pete Spahn's classic OSR adventure is now available for 5e thanks to yours truly.  Love the colorized cover!

You can read my review of the original on its product page.
The 5e version remains faithful and adds some new 5e features such as the Monastic Order of St. Aleena.  Now you can play a Monk dedicated to the service of this most revered saint.

I want to thank Pete for giving me a chance to play around in his world here for a bit.

At under 5 bucks this is a steal!

You can still the OSR version too.




Thursday, October 18, 2018

The Witch for Swords & Wizardry White Box

It's 13 days till Halloween.
What better way to celebrate than with



A complete set of rules for the witch class for the Swords & Wizardry White Box RPG.

Inside you will find:
  • The Witch Class (levels 1-10)
  • The White Witchcraft tradition
  • 183 witch spells
  • 76 brand new spells
  • 18 monsters 
  • New treasure and magic items

All for your Swords & Wizardry White Box old-school games!

And 100% compatible with all my Swords & Wizardry witch books/traditions.

Cover art by A.E. Short.
Some interior art by Anna Marine:



Available NOW in both PDF and Print on Demand formats.


Joyous Samhain and Happy Halloween!!

Friday, October 12, 2018

Kickstart Your Weekend: Bunnies & Burrows 3rd Ed.

It's been some time in the making, but Bunnies & Burrows 3rd Edition is coming from Frog God Games.

Bunnies and Burrows 3rd Edition


https://www.kickstarter.com/projects/froggodgames/bunnies-and-burrows

I will admit I was and am a fan of the original 1976 Edition.  I never really got to play it, save for one time, but that was it.

I did, however, spend a lot of time back in 2007 rewriting the Bunnies & Burrows article on Wikipedia.  Not only was I and others able to get the article to Good Article status, I had a Furry Advocacy group offer to send me money because of it.   I just asked them to donate the money to the Humane Society.  I didn't want my edits called into question if I Was doing them for pay.  I was doing it to further my own RPG knowledge.

I have not seen this new game yet, but it feels like it stays true to the spirit of the original version.   Though in 2018 it is hard to capture the real feel of 1976.

Of course, I backed this.  I have kids (although a younger set than what I have is better for this game) and I have bunnies.    So this could be fun.  I am already planning a "you have been changed into animals" adventure to use this with.

What do you say, Nigel? Is this a good game?



Nigel says yes. And he is a bunny, so he knows this stuff.


Tuesday, October 2, 2018

Dark Places & Demogorgons: The Ghost Hunter's Handbook

Nothing beats a good ghost story and the early 80s was full of them.  From the old school hauntings of 1981's Ghost Story to 1982's Poltergeist to the old guard in House of the Long Shadows (1983) and even to 1984's Ghostbusters. And this is now where near all. If you loved ghost stories it was a great time.

Thankfully Bloat Games hears you and has what you need.

DARK PLACES & DEMOGORGONS - The Ghost Hunter's Handbook is 60 pages (digest sized) with color covers and black and white interior.  It has the same feel as the other books in this series.  The art is good and I recognize a lot of the names inside. 

With this book, like the others, we start out with new classes.
The Clairvoyant can see things the others can't (we have a couple "I see dead people" classes already, but this is a good one).
The Parapsychologist is great, but I think it is stretching what it means for a "Kid" class like the core book is filled with.  Though, I guess reading the starting equipment this is also the class that best fit me in High School! Yes, I did write a program to emulate a PKE meter on my TRS-80 Color Computer.
The Mystical Ghost Hunter covers your basic exorcists/cleanser type.
But the class I was happiest to see was the Nullifier!  This is the guy who walks in the room and all paranormal activity stops.  The class might have limited growth, save that they are the ones that will survive any magical attack, but I like them all the same.  In college one of my "hippie" friends claimed I was a "Null" because his Ouija board never worked when I was around! 

Pages 14-24 cover different kinds of ghosts, spectres, and haunts and their reasons for haunting.   This is one of the parts that make this book "and use w/other OSR games".  You can drop these spookies into any OSR game (some will require tweaks) and you are good to go.  They can all be run as-is really; especially if you are playing Swords & Wizardry.    In fact, there is a lot here in the DP&D that the S&W game master can use.

A few pages on what you can find on The Other Side! (uh...Thanks! but I didn't get you anything.  OH! THAT Other Side.)

There are a couple pages on equipment including Ghost Hunter kits to fit your price range.

Next, we have some new ghost-related magic items.
A couple pages of minor and major spells.

And what book on ghosts would be complete without a haunted house? Well, this one taped into that 80s feeling well and gives us a haunted asylum! It's like you guys read my Christmas lists or something!

Information of the J'town Paranormal Society (which feels like it is somewhere between Supernatural's "Ghost Chasers" and Doctor Who's LINDA).

We end with a great, but incomplete, list books, movies, and television shows.

Author Josh Palmer did a hell of a job here and this is a worthy addition to the DP&D line. The book is worth every penny. In truth, at just $5 and 60 pages you are getting a hell of a deal.
Print on demand is coming soon.

It's Halloween. Get out there and bust some ghosts!

Tuesday, June 26, 2018

Review: Survive This! Dark Places & Demogorgons Companions

Today I spend even more quality time with Dark Places & Demogorgons.  There are a number of great supplements now out for PD&D and more on the horizon.  Right now I am going to focus on these four since they will focus on my new campaign idea I'll talk more about tomorrow.
In all cases, I am reviewing the physical copies and PDFs.



Dark Places & Demogorgons: Jeffersontown Setting Guide
140 pages, color covers, black & white interiors.
This book covers the Jeffersontown setting introduced in the core rulebook.  I have to admit, I was not going to buy this book.  I was not really that interested in the J'town setting; I had my own setting, settings really, to try out and this one did not grab me.
That would have been a mistake. This book is really freaking awesome.
Reading through this book you begin to realize that all small towns are the same.  I read through this and was mentally replacing J'Town details with my own old hometown Jacksonville (J'Ville, no really that is what we called it).  There are a ton of great ideas here for any type of campaign.
So who should buy this?
Well if grew up in the 80s then you know this already. You lived it.  But this book is a wonderful trip down memory lane.  It's someone else's memory lane, but it looks like yours; it looks a lot like mine too.
If you didn't grow up in the 80s then this book is a must-have.  Really sets the tone and tenor of the game perfectly.
This makes this book a must buy, I am glad I picked it up.

Dark Places & Demogorgons: Player Options & GM Guide
124 pages, color covers, black & white interiors.
Now this book.  I knew I needed this one the moment I read the table of contents.  This book expands the game in a number of really awesome ways. Now all classes can go to 7th level and all the core classes get a boost.  That is great, and we get 13 new classes. They are Equestrian Show Rider, Equestrian Rider, Monster Hunter, Party Animal, The Performer, Phantasmagon, ROTC Cadet, Soviet Spy, Spy in Training, Street Tough, Survivalist, Teen Ninja, and the Telepath.   We also get five new Magic classes! Black Witch, Mechano-Mage, Nature Witch, Voodoo Practitioner, and White Witch.  All with a bunch of new spells! So yes, I am quite excited about these.  Worth the price on the cover alone for me.
Additionally, we get a bunch of new skills.

The last half of the book is everything 80s.  I have seen a lot of 80s guides in games before, but this one is very comprehensive.  These sections include 80's Crushes/ Idols, Your Songs of the 80's, Your Movies of the 80's, Random 80's Movie Quote Table, and Your TV of the 80's.  And just listing these does not do this lists justice at all.  I consider myself an 80s aficionado and there are things here I had forgotten or even never knew.  I am little surprised there isn't a Dark Places & Demogorgons 80s mix list on Spotify.
Really glad I got this book and I consider it a must-have for fans of this games.

Dark Places & Demogorgons: Vampire Sourcebook
36 pages, color covers, black & white interiors.
With the Vampire Sourcebook, we move DP&D a little further away from "Stranger Things" and "X-Files" territory and more into the realms of "Fright Night", "Lost Boys", and "Buffy the Vampire Slayer".  The cover in fact is very reminicent of all the above.
We start off with an introduction to basic vampire pop-culture lore and quickly move to a list of vampire movies of the 1980s.  It's a solid list, I knew all the titles so it feels complete, but I am sure there a couple Euro flicks missing.  Not a big deal since that is not the focus of this book.
We get stats for a variety of vampires and plot hooks/backgrounds for all of them.
The book is designed for DP&D, but it really can be used with any OSR game.
For more 80s fun combine it with some New Wave Requiem from the World of Darkness game.
If you want to play a vampire then I suggest The Blood is the Life - Basic Vampires as a mostly compatible solution.
It is a thin book and I would have liked to see more varieties, in truth this probably the perfect size. Vampires are series-ending "Big Bads" not just your monster of the week.  So characters are only likely to see one or maybe two their entire game life.

Dark Places & Demogorgons: Werewolf Sourcebook
36 pages, color covers, black & white interiors.
Same size, but a step up from the Vampire book to be honest.  There feels like there is more material here and I will admit I was surprised to see the page count was really the same. 
We get a little background on werewolves as a horror trope. Different means of causing lycanthropy are also covered.  There is also a section of infecting humans and how it alters their stats, including Player Characters.  Now I would say that being a werewolf runs counter to what a GM might normally want to do with a DP&D game, I can see it coming up.  Good for drama really.
Now anyone that knows me well knows I am "the Witch guy" and before that I was "the Vampire guy".  So I was totally expecting this to be my least favorite book, but no chance of that!  This is a great book and even better than the Vampire book.
There plot hooks, NPCs, monsters AND a complete adventure.  The book is packed. Well worth the money spent.
IF you can only afford one of these books, Vampire or Werewolf, then I would put my money on the werewolf one. Plus it has some fantastic Jacob Blackmon cover art, so what could be better?


Monday, June 25, 2018

Monstrous Mondays: Scarecrow for Dark Places & Demogorgons

"Rain on the Scarecrow.  Blood on the plow.
Blood on the scarecrow. Blood on the plow" 

- John Mellencamp, Scarecrow



Is there anything more ubiquitous to the midwest than the cornfield?  How about that lone scarecrow in that field.  Standing silent vigil throughout the summer and into the fall.  Are you sure he is not watching you?

Scarecrow
Scarecrows are basic guardians similar to golems, but not nearly as powerful. Like typical scarecrows, their bodies are made of straw and cloth. The stumble about their assigned area poorly and attack most anything that wanders through it. Some Scarecrows are bound to a post. A Scarecrow can use their paralyzing gaze to imprison any trespassers (save vs. Courage, fail means victim remains rooted to the spot).
Scarecrows are assigned to protect a particular area. They never leave the area, even when chasing an intruder. They will attack anything, humanoid or animal-like in appearance that walks into its territory unless otherwise instructed by their creator.
A scarecrow is immune to mind-influencing effects, poison, disease, and similar effects. They are not subject to critical hits, subdual damage, ability damage, energy drain or death from massive damage.
Fire Vulnerability: Because of their straw bodies, Scarecrows are extremely vulnerable to attacks from fire. They take triple damage from all fire attacks.

Armor Class: 10
Hit Dice: 3 + 1
Move: 12
Attacks: 1
Attack Damage: Slam 1d4+4 or Slap 1d4+1
Special:  Paralyzing Gaze.  Courage roll required if victim meets the gaze of a Scarecrow. They can't move for one moment.
Bonuses: +1 to hit, +4 to hide in corn or soy fields.
Terror: 8
HDE: 4

Review: Survive This! Dark Places & Demogorgons

I'll start off my week-long look at Survive This! Dark Places & Demogorgons with the core rulebook.   A little bit of background thought first.  I love the 80s in the way a true child of the 80s only can.  Everything about the decade still fascinates me, fills me nostalgia and is a creative well I keep going back to.  In truth, I had better decades.  The 90s were particularly good to me and the 2010s are also really nice, but the 80s hold my interest more, especially when it comes to gaming.

Dark Places & Demogorgons (DP&D) taps into all of this in such a deep and profound way that it pisses me off me to no end.  Pisses me off, because I wish I had come up it myself!

A few things upfront.  DP&D owes a great deal to Stranger Things (which in turns owes a lot to D&D), but as fantastic as that is, that is not enough to sustain a game.  DP&D draws on deep 80s culture as well.  And deep I do mean shallow!  Nothing here about the Cold War, or USA for Africa, or the 84 Olympics, or the home computer revolution.  This is about what was going on in YOUR small town USA and how it felt like it was the strangest place on the planet.  All that "important stuff" is just background noise to what is really important; what are we doing Friday night and who's going to drive around cruising?  That of course until your friends start to disappear.

Dark Places & Demogorgons (DP&D) is a 200 page 5"x9" book with color covers and black & white interiors.  The art is a mix of new art, some art purchased from collections and (my personal favorite) some photos of the authors and friends from some 80's high school yearbooks.  I am reviewing both the physical book and PDF.  Both of which were purchased by me so no books were contributed for review.

The book is divided into an 80 page Player's Section which includes the Classes and Basic rules, and a 120 Page Game Master Section.

The Players section introduces the concept of a Role-playing game and what you can do.  We also get a little background on the town this all takes place in, Jeffersontown KY.
We go right into building a character. Now while the book tells us that this is a version of the same game played in 1974, there are more 21st Century rules here.  The rules feel like a Swords & Wizardry variant with some Basic (Holmes in particular) thrown in.  There are multiple types of saving throws (ala OD&D, Basic, an on up) and ascending AC (S&W, 3e).   In short though if you have played any sort of OSR game in the last few years you will pick this up fast.  If you have never played before, well you will still pick this up fast.

Unlike its progenitors, this game has Seven Abilities.  The new one is Survival.  At first, I was not a fan of it, but now I see how it works in the game it makes more sense to me.  Much like how another seventh ability, "Luck", works in The Heroes' Journey.
I mentioned there are new saving throws too, Courage, Critical, Death, Mental, and Poison.  Courage works a lot like a Fear/San test and there is even a terror table.

Where DP&D takes off though are ways you use to describe your characters.  We start off with Backgrounds.  You can roll randomly here in true 80s style, or choose.  Rolling seems better.  These include things like "Parents are never home" or "Bratty Kid Sister" and they have in-game effects.  Not having your parents home makes for your house to become the natural HQ of your monster surviving endeavors, but having to watch your "Strawberry Shortcake" obsessed little sister is going to slow you down.

After that, you can decide on what your Class is going to be. Classes work here like everywhere else really.  They decide your skills, they let you know where you fit in the world and they provide a role-playing guide.  The classes in this book are largely based on 80s High School stereotypes.  There are five main classes with three subclasses each (similar to how 5e does it) You have The Brain (Kid Scientist, The Nerd, The Geek), The Athlete (The Jock, Extreme Athlete, The Karate Kid), The Outsider (Break Dancer, Goth, Metal Head), The Popular Kid (Preppy, The Princess, Teen Heart Throb), and The Rebel (Bully, The Hood, the Punk Rocker). That pretty much covers everyone in a small high school.
Each class gets 5 levels and new abilities and/or skills each level.  So the Karate kid gets new moves and martial arts, the Princess can affect others and so on.

Skills cover the things you can do.  You can get some via your class or be improved by your class.  Others you can pick.  Combat is a skill and if you want to be better at it then you need to take the skill otherwise you are just a kid with a +0 to hit.

Character creation then is largely rolling up Abilities, picking a Background, a Class, some skills, determining your saving throws and finding out how much cash you have in your pocket.  Then you are set!

I recommend a Session 0 for character creation and concept.  Sure it is not in the rules and certainly not old school, but it better than everyone showing up for the game playing all playing "The Bully" or "The Nerd".

Lastly, you come up with your age, Alignment and various combat-related stats (AC, attack bonus).  DP&D is not a combat focused game.  You are kids and the monsters are, well, monsters.  You might score a hit or two, but that is it.  Otherwise, run!
XP and Leveling are a little "easier" then and there are other ways to gain levels.

We end this section with some sample characters, examples of play and a quick breakdown of the 1980s vs. Today.

The Game Master Section is next and this is where the fun is!
Here the advice of not making this a combat heavy game is repeated.  This is a game of mystery, investigation, and deduction.   From the book:

This game draws inspiration from movies like The Goonies, ET and The Lost Boys and T.V. shows like Stranger Things, Eerie Indiana and Scooby Doo.
Talk about hitting me where I live!

The rules might say 1974 on the tin, but they are much easier than that.  Nearly every rule is simplified and straightforward in a way we never would have tried in the 80s.  Among the "new" rules are Difficulty Classes (circa 3e) and Advantage/Disadvantage rules (circa 5e).  It makes for a very fast-paced game and the rules will fall into the background.

We get some weapons and explosives, but not a lot.

There is a nice section on magic and the occult which include some really nice Psychic classes.  In case you want to dial your game up to 11 (see what I did there!).

The fun part of the book are the Adventure Seeds.  Some are familiar to anyone that watched movies or TV in the 80s.  But others...well I can only conclude that these must be local legends and myths from the author's own home.  Which reminds me how much all these little towns are really the same, just the details differ.


Replace the Pope Lick Monster with the Mobil Monster and they could have been talking about my old hometown of Jacksonville, IL.  We even had giant cats, giant birds and bigfoot.  But if you know what is good for you stay away from Magical Mystery Lane (if you could find it) or the glowing "things" out by Lake Jacksonville.

The book also has a bunch of monsters in Swords & Wizardry format (more or less).  You could add more, but be careful.   Just because I have the stats for a Manticore in a S&W book that would work with this there had better be a good reason to include it.

There are stats for animals and various types of NPCs.  There is even a table of random monster generation.  Delving into more game specific tables there is a table (1d100) of basic adventure hooks.

We also get a small guide to the setting, Jeffersontown, or J'Town (I grew up in J'ville. AND we used to call it a "Sinkhole of Evil" YEARS before anyone ever said the words "hell mouth").
The guide is great, not just for use in the game but for the sheer nostalgia.  It read like someone had taken a fictionalized version of my old hometown.  I think that it is also flexible enough that an lot of people reading it will feel the same way.

We end with a nice solid appendix (the PDF is not hyper-linked here) and their own "Appendix N" of movies, television, and music.  Music was too important in the 80s for there not to be a list like this.

We end with a copy of the character sheet.

Wow.  Where to begin.

Ok first of this game is very nearly perfect and I hate it so much.  That's not true. I hate that I didn't come up with it and publish it sooner.  But in truth, I am not sure if I would have done the same quality job as Eric Bloat and Josh Palmer.  Plus the inclusion of their yearbook pictures and own background made this book for me.  I LOVED reading J'Town because I could see and feel my own J'Ville in it.  I would not have been able to do that if I had written it myself, so much kudos to them.
This is a work of art and I love it.

Everything feels right about this game, to be honest.  I even have a potential "Series" in mind for it.

Can't wait to do more with it!  I would love to get some of my old gamer friends from the 80s and have them play versions of themeselves in a "Stranger Jacksonville" or more to the point the Jacksonville we all WISHED it was.

Next time I look at the supplements.

Sunday, June 24, 2018

Survive This! Dark Places & Demogorgons Week

I am going to spend some quality time this week with Bloat GamesDark Places & Demogorgons.


The game is set in the 1980s and uses the same basic rules as 1970's era D&D. The game owes more than just a little to Stranger Things, but also to just the glorious weird times that was the 1980s.
The same cauldron that gave us the Satanic Panic would later set the groundwork for shows like The X Files and Buffy the Vampire Slayer.  This alchemical brew would also fuel so many of my games from then til now.

This game hits all my nostalgia buttons in one nice tight little package. Spending the week with it is going to be a real treat. Weird little towns, vampires, werewolves, ghosts and maybe the best soundtrack ever.



So load up your favorite 80s mixtape, put on your Member's Only jacket and pull out your Trapper Keepers full of graph paper dungeons and let's explore some Dark Places!

Tuesday, June 5, 2018

Got My OSR Patch

Just in time for Gen Con!


I'll get one of these sewn on to my "bag of holding" before August.

Want one?  Check out the original post over at Tenkar's.

Friday, June 1, 2018

Kickstart Your Weekend: No One Warps For Free

Venger is back and this time he has some new for the universe of Alpha Blue.



The newest and now full color Alpha Blue supplement, Alpha Ass, Hydrogen Gas, or Cosmic Grass... No One Warps For Free!  Is being kickstarted today.

I will freely admit.  I love Alpha Blue.  70s Sci-Fi sleaze is almost as much fun as 70s horror sleaze and I love them both.  Alpha Blue is one of my favorite all time RPG books.  Not books Venger has done, but all RPG books.  Why? Because it is so over the top and really in an infinite universe a space station like Alpha Blue would exist.  


Venger always delivers on his kickstarters so this one should be no different.  He is promising a minimum of 30 pages and all full color. 

New classes include Bard, Primitive Screwheads and Space sorcerers.  Hell, it sounds like so much fun I might need to come up with a sect of my own Sisters of the Aquarian Order to play with this.    Oh know!  Before they take their final oaths all prospective Sisters are given 24 hours where they are free to do whatever they want.  Well, a group of near-graduating space witches have chosen to party on Alpha Blue.  

So check this out.  Alpha Blue is Venger's best selling line for a reason.

Saturday, May 5, 2018

OERAD: Spellcraft & Swordplay

Wellcome once again to the annual Original Edition RPG Appreciation Day!

Uh wait... isn't that supposed to be Swords & Wizardry Appreciation Day?  Well, yes, but this year Gamers & Grognards, our host, has decided to expand the day to any old-school game that emulates the Original Edition, or (of course) the Original Edition itself.

This year I want to talk about one of my favorite Old-School games, Spellcraft & Swordplay.

Now, just I get this out of the way first.  Jason is a friend of mine and we worked on a lot of Unisystem games together.   Also, I worked on a supplement for S&S called Eldritch Witchery.  That all being said I developed my opinion of this game long before EW ever was thought of.

Spellcraft & Swordplay is not a retro-clone exactly.  It is more of a "near-clone" or as I often think of it as an alternate reality version of OD&D. This game was released in 2011 and it is much closer to the Original Edition feel than S&W.  How?  Well, it uses the original 2d6 means of combat resolution rather than the "alternate" method of the d20.

When D&D was starting out it grew out of the rules in Chainmail.  Using a d20 (twenty-sided die) was the "alternate" combat method that became the norm.  But the original combat method involved 2d6 (two six-sided dice), S&S (among other changes) explores that further.

There are other changes such as saving throws are made against the appropriate ability (which is not too far off to how 5th edition or Castles & Crusades does it). So you can make a Dexterity save to avoid getting hit with something, or a Constitution save to avoid the effects of a poison.

There are no skills, but ability rolls and some characters get bonuses due their classes.

S&S “feels” a lot like the old rules.


The first third of the book is dedicated to character creation. It is roughly analogous to “Men & Magic” and about the same size. We have our introduction that tells why this book is here. There is a section on ability scores and what they can do. There are entries for the four core races (humans, elves, dwarfs, and Halflings), Warriors (not Fighters or Fighting Men), Priests, Wizards, Thieves and Assassins, all the things we remember as kids or have been told about. Some things have been renamed (my OD&D had Clerics and Magic Users and it was not till 2nd Ed that I had Priests and Wizards) some oddly so (Crypto-Linguistics? I am going to need some more levels in Read Languages to figure that out!) but the spirit is there and that was the point.
Classes each have their own advancement tables as in days of old, though the hit point calculations are weird, they are in line with OD&D rules (I just had forgotten how it was done). Though I missed the level names. Spells are a simpler deal. Levels and description, that’s it.

Part 2, Combat and Confrontation is a little more modern than it’s old school counterpart, showing it’s modern sensibilities. It is, in fact, truer to a more modern concept, the Dungeon Master’s Guide. Ability checks, for the most part, replace all skills. Armor Classes though go up instead of down (so 7 is better than 3) and start at 1, not 10.

Part 3, Monsters and Magic is the “Monsters & Treasure” or “Monster Manual” portion. All stats are in a table at the beginning of the chapter, with descriptive text and some pictures following. It does make it awkward to read, but again this is the same as the OD&D books. Monsters are followed by a listing of magic items.

While there some differences from baseline D&D,  S&S is one of those systems that becomes systemless after a while.  The focus is less on rolling dice and more on adventure and role-playing.  For that reason, I find anything written for OD&D, Swords & Wizardry or Basic D&D can be translated and used in a snap.

In fact, as much as I enjoy Swords & Wizardry I find Spellcraft & Swordplay closer to OD&D in terms of gameplay and feel.

Spellcraft & Swordplay Books


Spellcraft & Swordplay Characters
Reviews


Friday, January 12, 2018

Kickstart your Weekend with Venger As'Nas Satanis

You gotta love +Venger Satanis and his Kortthalis Publishing
He is out there doing his own thing. Doing to make the stuff he wanted to play with back in the day and if we want to come along, well great. While he takes himself far less seriously than other publishers, he takes his games and books very seriously. And it shows in his production values.  So today I want to share two new Venger products with you.  First up a Kickstarter.

Battle Star Trilogy: Trek Wars


https://www.kickstarter.com/projects/1575519826/battle-star-trilogy-trek-wars

I'll admit it. I LOVE Alpha Blue.  I might be because I am the right demographic for it, but I also love 70s sleaze.  Anything for Alpha Blue then is good in my book.
This one will be three adventure scenarios for Alpha Blue, but I would be lying if I said I wasn't thinking of trying them in White Star and/or Star Frontiers.

Player's Handbook Like A Fucking Boss
Out now is Venger's latest in his "Like a Fucking Boss" series. 
Venger is a man after my own heart, and PHB-LAFB takes many nods and cues from Basic-era D&D, or at least his reading of it which is just as good.
PHB-LAFB is not a rule book or an adventure, but a collection of various tips, tricks and odds and ends to help your game along.  There are some very obvious nods to classic/Basic/OSR style play and there are nods to more modern/D&D5 style mechanics and design.  The bottom line here (and a big one for me when reading this) is I can use it with just about any game I play.
In truest old-school fashion there are plenty of tables. "Stranger Things" gives us a table of various odds and ends, emphasis on the odd.  "Honor and Fame" and "Dishonor and Infamy" are also very useful tables for rewards that reminds me of some the rules I have seen in AGE and Blue Rose; again a natural idea given Venger's own twist. 
There is a lot of great character building ideas too. Tables, checklists, backgrounds. It's all here.
For $5.00 and 33 full-color pages, it is quite worth it.
I am not quite sure if it is up to the level of awesomeness that is How to Game Master like a Fucking Boss but it is also more focused on players and characters and is half the price too.

No one does Venger quite like Venger.  Both of this products are top notch.

Tuesday, October 31, 2017

New Releases Tuesday: The Witch for Swords & Wizardry Continual Light

I have been keeping this one under wraps for now, but it's Halloween and it's the time for witches.



Cover art by the wonderful Marlena Mozgawa, Lenamo Art. http://www.lenamo.art and https://lenamoart.deviantart.com/.

The Witch for Swords & Wizardry Continual Light includes:

  • Seven levels of the Witch Class with three brand new witch traditions
  • new, never before published witch spells
  • rules for familiars and ritual magic
  • new spells, monsters and magic items for Swords & Wizardry Light/Continual Light

All in 13 pages for your Halloween games.

The Witch for Swords & Wizardry Continual Light is designed for Swords & Wizardry Continual Light

Tuesday, July 25, 2017

New in Print: Mail-call Edition

When I get games or game books together; either via a con, or an auction, 2nd hand sale, or whatever I tend to think of them as "linked" products whether they are or not.  This is doubly true when I get a bunch books at the same time in the mail.  Like I did over the last couple of days.

Here is what the UPS man left on my door in three different boxes.


That is +Mark Taormino's latest Maximum Mayhem Dungeon #4 Vault of the Dwarven King, fresh from the Kickstarter.  The print proof of my own The Green Witch, which you can now buy in print AND while it is on sale at RPGNow's Christmas in July.   With +Gavin Norman's print copy of Theorems & Thaumaturgy Revised Edition. His PDF is also on sale.

Let's jump in!

First up is the fourth installment of Mark Taormino's Maximum Mayhem Dungeon series.  This time for characters level 4 to 7 it involves investigating a Dwarven mine.  But you know that is not all.

The mine cars and tracks look more like roller coasters and there are monsters breeding down in the mines.  I would say they are unimaginable, but in truth, they are EXACTLY the sort thing we probably imagined at age 13-14 when making our own dungeons.  Mark just has better production values.  Like the others in this series, this is pure nostalgia fueled gonzo fun.   Crazy mines, insane monsters, goblins with chain saws. Yup.  This module has it all, and what it doesn't one of the others in the series does.


OR order them this way to have The Maximum Mayhem CampaignTM for levels 1 to 14!


Makes me want to pull out my Basic and Expert books and do that!

If so then you can bet that I will be including one of Gavin Norman's Vivimancers in the mix.

Theorems & Thaumaturgy Revised Edition has been out for about 7 months and it looks like it is doing well.  That's great because this is completely kick ass little book.


Inside we have three new classes, The Elementalist (specialist in the volatile energies of nature), The Necromancer (master of death and restless spirits), and The Vivimancer (expert of cloning, vat-growth, and bio-sorcery).  All for you Labyrinth Lord or Basic-era game.
If you have the older T&T then Gavin has put up a blog post to explain the differences.


And of course, I will have to include a Witch in the mix.


The Green Witch for Swords & Wizardry follows up my Warlock class.  These are witches that protect the wood.  Are they protecting it from humankind, or are they protecting humankind from it? Maybe both.

Like my other witch books, this presents a new witch Tradition which includes new Occult Powers and Spells.  It also has some new associated classes, the Green Knight (a paladin for witches) and the Huntsman (a pagan-inspired Ranger).


All my recent witch books are for Swords & Wizardry and written not only to be compatible, but also to have very little in the way of overlap.  Obviously, the Experience tables are the same (they are all witches) and some spells are shared by all witches (Bestow Curse is a good example).  I try to make each one worth your while and moeny to buy.



And right now it is on sale. In fact nearly everything for the witch is on sale now.