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Friday, September 5, 2025

Fantasy Fridays: Adventurer Conqueror King System

ACKS II Rulebook
 Getting back to the real purpose behind the Fantasy Friday posts, helping you to find that perfect Fantasy RPG and showing that there is more than just D&D out there. Though today's post doesn't stray very far from D&D.

Adventurer Conqueror King System

The Adventurer Conqueror King System, or more often ACKS, was released in 2012. It was one of the biggest OSR titles released and met with a lot of critical acclaim. I have already talked about it quite a lot here, so instead of treading over well-trodden ground, I'll link out those posts here. 

I like ACKs. The system is B/X with some add-ons to give me some of the things I miss from AD&D. Plus the Witch class from the Player's Companion is based on my OGC and material I shared with the authors/designers back in their early days. 

Adventurer Conqueror King - Imperial Imprint (ACKS II)

by Alexander Macris, Autarch 2025

The WotC/Hasbro OGL scandal caused a lot of folks, myself included, to re-think their reliance on the OGL. So Autarch opted to revise their core rules into three new books they are calling Adventurer Conqueror King - Imperial Imprint AKA ACKS II.

The books feel familiar:

I like how the new Revised Rulebook looks like the next scene of the original rulebook.

This system is largely the same, with some of the OGC removed and revised. We are still not deviating far from the D&D B/X standard of 14 levels and some "race as class" ideas, but all in all it is still a very playable system. Converts from OSE or D&D B/X will drop right in, maybe even using the same characters they already were. Converts from D&D 5 or Pathfinder might find themselves wonder where all their "kewl powerz" are.

Where ACKS II shines is in its scope and depth. Autarch has taken what was already a very crunchy, very ambitious game and doubled down. The Revised Rulebook is a beast of nearly 550 pages, the Judges Journal piles on another 350k words of domain rules, economic systems, alchemy, and advice. If ACKS I was about building dungeons and kingdoms, ACKS II is about running empires.

The proficiency system deserves a call-out. It’s the same idea as before, but cleaned up and standardized to cover a wide variety of “skills.” In my opinion, this is one of the better OSR takes on non-combat abilities, and something I’d happily import into other B/X-derived games.  The systems here feels like the feats of 5e (but not 3e if that makes sense) so there is a solid rhyme and reason to them all. Plus the need to spend money and time for training keeps it solidly in the old-school camp. 

The GM's book is filled with great advice. With the vast majority of if compatible with whatever OSR or old-school game you are currently playing. 

The monster book is well organized with one monster per page, art, and plenty of information on each monster. Again, compatible with most OSR games, but especially anything with B/X DNA. Even if you don't play ACKS or ACKS II, this book would be useful. Note, there are no demons or devils in this book so if you need demons, devils or creatures from the "lower planes," may I recommend my own The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions.  Given ACKS compatibility, you could add this as another type of witch tradition.

The overall vibe? If Hyperborea is AD&D wearing a B/X mask, ACKS has always been B/X pretending to be AD&D. ACKS II leans further into that identity. It’s a game that lets you start with kobolds in a hole and end with fleets, armies, and dynasties, something most OSR titles only sketch at. 

A note about AI art. There is a lot of art in this book, and unlike the previous edition, it is all color art. The vast majority is human made, but some of it is AI art. This is according to Autarch themselves. I am not going to moralize on this at all. But you will need to figure out for yourself it this is a deal-breaker or not.

Larina Nix for ACKS II

So a D&D-like system with a native witch, based on my own witch materials? Of course, I am going to try out Larina. In ACKS Witches are a type of Divine Caster, so they use the same spells as doe Priets/Clerics.

Larina Nix Witch (Antiquarian), Level 14 Witch Queen
Larina Nix
Witch (Antiquarian), Level 14 Witch Queen
Human (Rorn) Female, Neutral (Lawful Neutral)

STR 9 +0
INT 18 +3
DEX 11 +0
WIL 18 +3
CON 11 +0
CHA 18 +3

Hit Points: 30
Initiative +0
AC: 1 (Bracers of Defense AC 1)

To Hit AC 0: 16

Paralysis 9
Death 9
Blast 11
Implements 7
Spells 8

Movement
Exploration 120 Feet/Turn
Combat 40 Feet/Round
Charge/Run 120 Feet/Round
Expedition 24 miles/day

Class Features
Traditional Medicine, Brew Potions, Minor Magical Research, Second Sight, Scribe Scrolls, Magic Mirror, Major Magical Research

Proficiencies
 Lore Mastery, Knowledge Occult (x2), Healing, Familiar, Arcane Dabbling, Alchemy, Mystic Aura, Adventuringt 

Spells (Divine)
First Level: Allure, Counterspell, Cure Light Injury, Kindle Flame, Sanctuary, Word of Command
Second Level: Augury, Dark Whisper, Halt Humanoids, Magic Lock, Righteous Wrath, Spiritual Weapon
Third Level: Bewitch Humanoid, Clairvoyance, Dispel Magic, Lightning Strike, Remove Cure, Winged Flight
Fourth Level: Divination, Inspire Awe, Lightless Vision, Skinchange, Smite Undead, Spirit of Healing
Fifth Level: Boil Blood, Communion, Fiery Pillar, Healing Circle, True Seeing
Sixth Level: Arrows of the Sun, Bewitch Monster, Home Ward, Phoenix Armor, Spellwarded Zone

Rituals Known: 7

All in all, not a bad version of Larina. Reminds me a bit of her AD&D 2nd Edition counterpart from my Complete Netbook of Witches & Warlocks. I would like to have pumped up her language skills a bit more. 

Who Should Play This Game?

ACKS is a fine game, it does some things rather well, but it only brings a few new things to the table already crowded with Hyperborea, Old-School Essentials, and original B/X D&D. Mind you, the things it does bring are really great. The organization is wonderful as is the presentation. The monster book is worth grabbing if you play any OSR game, just because it has a great presentation and some new monsters. The new classes are a great addition and I am certain someone out there is using the new classes here in their OSE game or even in B/X. I admit I would roll up a Bladedancer or Elven Nigthblade in a heartbeat. Come to think of it, Taryn, Larina's Half-elf daughter, would also make for a good Elven Nightblade.

Reading the rules will not help you decide if this game is for you over some other OSR game. You will need to play.

What makes ACKS II unique in the OSR landscape is that it doesn’t stop at the dungeon door. It’s not just about slaying dragons or clearing hexes, it’s about what happens next. You claim land, raise armies, chart trade routes, and maybe even crown yourself emperor. The rules don’t just hand-wave these things; they give you the numbers, the systems, and the tools to run them at the table.

I don't think ACKS or ACKS II will replace D&D 5e at someone's table, but who knows, I could be wrong. There is enough here to make it someone's perfect game.

The physical books, especially the limited edition black covers, look fantastic. I am content with my PDFs for now.

For me, it will be a game I reference a lot, but one I likely won't actually play. Though I think I would like to come up with the three Witch Queens (one for each tradition) of the Auran Empire on the continent of AurĂ«pos on the world of Cybele.

Friday, June 20, 2025

Fantasy Fridays: Dungeons & Dragons Rules Cyclopedia

Dungeons & Dragons Rules Cyclopedia (1991)
 While my Fantasy Fridays are overtly about featuring fantasy RPGs other than Dungeons & Dragons, I feel a pretty solid case can be made for this as a different game. The truth is that the 1991 edition of the Dungeons & Dragons Rules Cyclopedia is worthy of more love and attention. Well, at least more love and attention by me.

June, after all, has traditionally been my month to celebrate all things Basic-era D&D, and this is a perfect choice. 

Dungeons & Dragons Rules Cyclopedia (1991)

Edited by Aaron Allston and based on the work of Frank Mentzer, Dave Arneson, and Gary Gygax.

There’s something magical about the Dungeons & Dragons Rules Cyclopedia. It’s not just a book, it’s a time capsule. Released in 1991, this single volume condensed the sprawling BECM,  Basic/Expert/Companion/Master (excluding Immortals, which I'll address later) sets into one massive, 300+ page tome. When the standard was established and continues to be three-volume sets for AD&D/D&D, the Rules Cyclopedia broke the mold, providing everything in one book.

I have already gone on record stating that I didn't pick this up at the time, despite my initial interest in it. I was heavy into AD&D, and as a broke college student, and my drinking spending money was limited. 

Dungeons & Dragons Rules Cyclopedia

One Book to Rule Them All

Sort of. The Rules Cyclopedia was certainly an ambitious project. Take the well-loved BECMI pentalogy and try to rearrange it into a cohesive whole. By this point, we had already had the Original D&D game, which was reorganized into the Holmes Basic game, which was in turn re-edited into the B/X Moldvay/Cook/Marsh books, and then finally those gave rise to the Mentzer BECMI. There was a lot of play and a lot of history here to try to gather together.  The DNA of all of those works is still visible here.

If you are familiar with Basic D&D in its many forms (Basic, B/X, BECMI) you have four basic human classes: Cleric, Fighter, Magic-user, and Thief, and the three demi-human races (races was still used here, so let's stick with that) Dwarf, Elf, and Halfling. Human classes go to an impressive 36 levels. Demi-humans have level limits, but still have ways to improve with experience. There are a LOT of things characters can do in these 36 levels, too. Neutral Clerics can become Druids, Lawful Fighters can become Paladins, and there is more. Magic-users at 36th level get 81 total spell levels. There is a lot more like this. There is also a Mystic class, sorta like the D&D Monk. 

I also still feel that BECMI and the RC have some of the best high-level play advice in D&D. In truth, there is a lot of great "D&D" advice here that is great for any D&D edition, but obviously the best translation is to AD&D 1st ed. Some of this advice does exist in different wording in the DMG. But without all the High Gygaxian. And better organized. 

The trick here is, of course, not how the rules are the same, but how they are different. A great example is how dragons are handled. There are small, large, and huge sizes for starters. Something we would not see in AD&D until 2nd edition. Plus all sorts of Gemstone dragons which include the rulers of Dragons, Diamond, Pearl, and Opal. (An aside. What if the Dragons were divided like this: Pearl = Chaotic, Opal = Neutral, Diamond =Lawful, Bahamut = Good, Tiamat = Evil?)

Lots of fun monsters here and despite the lack of art (or maybe because of) there is a lot of intersting entries. The entry on Monster spellcasters is uniquely BECMI/RC and something I wish I had adapted more back in my AD&D games. 

The D&D planes are covered, similar to the AD&D planes. But only the inner planes are covered. 

Some of the best bits are cover the D&D Game World, Mystara, and the Known World. Here we see a departure from BECMI, where the game world was called Urt and was a living world. The map from the Expert Set is back for the Known World, which we learn on later maps is just a small section of the world. AND the Known World is Hollow, which was a revelation to me when I first read it. I rather love it. 

Appendix 2 covers conversions to and from AD&D, which is rather fun. 

D&D vs. AD&D

The character sheets are rather plain, to be honest. 

Immortals

I call this one out specifically, because it is one of the main differences between the Basic and Advanced games. In the D&D Rules Cyclopedia, Immortals are discussed, but specific Immortals are rarely mentioned.  Ka, Odin, and Atzanteotl, are mentioned by name and have appeared in other BECMI products over the years.  The conversion notes for D&D to AD&D 2nd Ed in the Cyclopedia gives us this little tidbit:

The Immortals of the D&D system and the deities of the AD&D system should not be converted between the game systems.

They were really set on the whole Immortals ≠ Gods thing. But this works for me since it is possible and even desirable for characters to become immortals. 

The most interesting parts cover the PCs' acquisition of immortality. We would see this again in D&D 4e, though in a different form, the idea is the same. 

Summary

I have not covered this book in detail and certainly not in the detail that it deserves. This is a masterpiece really. 

Larina Nix for D&D Rules Cyclopedia

Larina got her start as a witch in Glantri (the Country) and wanted to move to Glantri City to attend the city's magic school. Of course, this was before I picked up the Glantri Gazetteer. Who knows what I would have done with her had I bought that Gazetteer back then? 

For this I am going to use my "The Witch." While not exactly for the Rule Cyclopedia nor BECMI, but for "Basic-era games" going to level 36. It does work for this and honestly the book was created largely based on Larina as my major play-test character.

Larina by Jeff Dee
"Larina" by Jeff Dee
Larina Nix
36th Level Witch, Classical Tradition
Human Female

Strength: 10 (+0)
Intelligence: 18 (+3)
Wisdom: 18 (+3)
Dexterity: 12 (+0)
Constitution: 12 (+0)
Charisma: 18 (+3) * (+15% XP)

Death Ray or Poison: 2
Magic Wands: 2
Paralysis or Turn to Stone: 2
Dragon Breath: 2
Rod, Staff, or Spell: 2

THAC0: 6
Movement: 120 (40)

Occult Powers
1st level: Familiar ("Cotton Ball" Flying Cat)
Herb Use
7th level: Temporary Magic
13th level: Permanent Magic
19th level: Witch's Blessing
25th level: Ability Bonus
31st level: Timeless Body

Spells
Cantrips: Black Flame, Chill, Dancing Lights, Inflict Minor Wounds, Object Reading, Quick Sleeping
First Level: Bewitch I, Black Fire, Burning Hands, Charm Person, Endure Elements, Fey Sight,  Glamour, Read Languages, Concentration (Ritual)
Second Level: Alter Self, Candle of the Wise, Enhance Familiar, Ghost Touch, Hold Person, Produce Flame, Scare, Suggestion, Calling the Quarters (Ritual)
Third Level: Bestow Curse, Bewitch III, Clairvoyance, Danse Macabre, Dispel Magic, Fly, Scry, Tongues, Imbue Witch Ball (Ritual)
Fourth Level: Analyze Magic, Arcane Eye, Divination, Ethereal Projection, Intangible Cloak of Shadows, Mirror Talk, Phantom Lacerations, Spiritual Dagger, Drawing the Moon (Ritual)
Fifth Level: Bewitch V, Blade Dance, Death Curse, Dream, Endless Sleep, Eternal Charm Person, Hold Person, Primal Scream, Telekinesis
Sixth Level: Anti-magic Shell, Death Blade, Eye Bite, Find the Path, Greater Scry, Mass Agony, Mirror Walk, True Seeing, Legend Lore (Ritual)
Seventh Level: Ball of Sunshine, Breath of the Goddess, Death Aura, Etherealness, Greater Arcane Eye, Insanity, Wave of Mutilation, Widdershins Dance, Vision (Ritual)
Eighth Level: Astral Projection, Bewitch VIII, Damming Stare, Discern Location, Mystic Barrier, Prophesy, Wail of the Banshee, Descent of the Goddess (Ritual), Protection of the Goddess (Ritual)

Immortal Sphere: Energy

This is a good build. This is Larina right before her ascension to Immortality. If I review Wrath of the Immortals, then that is where I will go next.

Dungeons & Dragons Rules Cyclopedia with Larina

Who Should Play This Game?

Honestly, anyone who has ever played AD&D or played any version of D&D after this should give this a try. The rules are different enough to be a new experience and familiar enough to make it easy to get into. The Race-as-Class will feel odd to most other veterans of D&D, but it is such an important piece of D&D history that everyone should try out. 

The newer Print on Demand version is reasonably priced and easier to read than the previous versions, but it makes for a great choice for people who do not want to pay eBay prices for it. 

Links

The Known World

Print on Demand Review


Wednesday, March 26, 2025

Witchcraft Wednesday: The Left Hand Path

 It's been a bit since I last did this. So, let's get it going. I have a NEW Witch book coming out!

The Left Hand Path - Diabolic & Demonic Witchcraft

What can I say about this one?

Well, I think this will be my last "Basic-era" witch book. Yeah, I have said that before. 

You can see on the cover that the "banner" is for "Basic-Era Compatible," so not specifically Labyrinth Lord, Blueholme, Old-School Essentials, or ShadowDark. But rather a Basic system that can support them all (most of all) including a BECMI game I have been playing off and on for a bit.

All my witch books have a ruleset focus, as well as what I call a playstyle focus. This one is for all Basic rules, and the playstyle is how I was playing in 1985-86.  A time when the games I ran still had a bit of Basic & Expert in them, but I using AD&D.  This one is written from a point of view that we got that B/X Companion rules we had been promised. In the 1980s I wasn't playing BECMI yet.

I am also writing this from the perspective of the two major outbreaks of the Satanic Panic. The First was obviously the Witch Craze in Europe from the 15th century to the 18th. Witches in this book engage in activities that people believed witches did back then. I am also using notions from the 20th century Satanic Panic. D&D and Witches have always had a lot in common. 

And this one is huge. Here is a breakdown of the monsters and spells.

Monsters in the Left Hand Path

Spells in the Left Hand Path

One of the reasons this has so many monsters in it is the notion that where there are witches, there are demons and devils. Additionally, I have many demons that I've posted here on The Other Side; this was an opportunity to collect them. Yes, I still want to complete my Basic Bestiaries; I just lack enough artwork.

As far as demons and devils go, I'll say I have the Usual Suspects here and lots of my own.

"The Usual Suspects" Demon Line-up JE Shields art
"The Usual Suspects" Demon Line-up JE Shields art

I am certainly going to be talking about this one a bit over the next month.

My target release date in Walpurgis Night, April 30, which is five weeks from right now. Yikes!

All the writing is done. I am in heavy edit mode now.

I am on "pink" pages now
I am on "pink" pages now

Did I mention that this thing is huge? No idea on total page count yet. That will change a lot between now and then, but this is crazy. 

I really hope you enjoy this one. I have had a blast working on it. 

Monday, November 18, 2024

Companion Set Dungeons & Dragons

NOTE: My oldest has been running his Sunday group through all the editions of D&D. I have been planning on doing something with the Cook/Marsh Expert set, but schedules being a thing I have had to adapt and now do a Companion-level adventure.

One thing led to another, and now I have a new, different project on my hands. 

Today is my "Day 1" of it. The day I start pulling together research notes into a draft. 

I put this post together as a set of notes and research from previous posts. 

No. I am not doing my own Companion set. As I have outlined below we have plenty very good ones.

D&D Companion Set

The Companion Edition of D&D was one of the near-mythical books for me growing up.  As I mentioned yesterday that I began my game playing with the Basic/Expert, known today as B/X, sets from the early 80s.  The expert took the game from the 3rd to the 14th level, and the Companion book was then going to take the game from the 14th to the 36th level.  Even though I knew of AD&D at the time, I thought the Companion book would be the way to go. So I waited for it.

And waited.

And waited some more.

Finally, I gave up waiting and dove into AD&D instead, leaving Basic D&D behind.  Eventually, a Companion Rules Set came out.  But it was for the new Mentzer-edited Basic set (now called BECMI), and I no longer had any interest in it, having discovered the world could also have Assassins, half-orcs, and 9 alignments.

Fast forward to the Old School Revolution/Renaissance/Resurgence/Recycled and I have re-discovered the Basic sets (all of them) in their imperfect glories.  And I am not the only one that must have felt a little gipped by not getting a Companion book for B/X.

Jonathan Becker over at B/X Blackrazor designed his own Companion rules. If it is not exactly what the companion would be, it is really close.

Soon after, I managed to pick up my copy of the Companion Set.  So join me on my exploration of the new worlds of the D&D Companion Set.  But a warning, here there be Dragons!

D&D Companion Set (1984)

I don't think it is too much to say that the Companion Set contains some of the most interesting changes and updates to the D&D than any other product TSR had published to date.  I will talk more about these in the review, but first a look back.

I have eagerly awaited the Companion set for D&D ever since I got my Expert Set, which is by B/X Moldvay/Cook Basic and Expert Set.

The Companion Set, as promised by the Expert Set rules, mentions that characters will now go to 36th level and there will be a way to cure undead level drain!  Such promises. Such hope!

Classes
D&D Cook/Marsh Expert Set, page X8


I did manage to read it once.  I was in college, and it was at Castle Perilous Games in Carbondale. Of course, AD&D 2nd Ed was the new hotness at the time, and I had no desire to look backward.  What I saw, though, at the time did not impress me.  The entire Mentzer set at the time (AT THE TIME, mind you) made me think of it as D&D for little kids (now I see it differently).

Looking back now, I see I made a BIG MISTAKE.
Well...maybe.  I would not have traded my AD&D time for anything, but I wish I had given the BECMI rules more chance.

Now I can fix that.

Today I am going to cover the BECMI Companion Rules.  I am going to cover both the DriveThruRPG PDFs and my physical box set.

Companion Rules

The Companion Set follows the rules as presented in the BECMI Basic and Expert books. But unlike those books, the Companion Rules sets off into uncharted directions and gives us some new material.

While the claim can be made that Frank Mentzer only edited and organized the Basic and Expert rules based on previous editions, the Companion set is all his.  While there may be some influences from earlier editions such as Greyhawk (with it's 22nd level cap [wizards] and some monsters) and AD&D (some monsters and the multiverse) this really feels new.

Companion Player's Book 1
The player's book is 32 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
Opening this book we get a preface with a dedication to Brian Blume. A nice touch and yeah he is often forgotten in the tale of D&D's earliest years.  The preface also firmly situates us in time. We 10 years out from when D&D was first published. The design goals of this book, and consequently this series, have never been more firmly stated.  This is an introduction to the D&D game and designed to be fun, playable, and true to the spirit of D&D.  It certainly feels like this is the successor to the Original D&D game; maybe more so than AD&D.
One page in and we are off to a great start.

The title and table of contents page tell us that this game is now "by" Frank Mentzer, based on D&D by Gygax and Arneson.  As we move into the book proper we get a feel for the "changing game."  Characters are more powerful and once difficult threats are no more than a nuisance or exercise.  The characters are ready to take their place among the rulers of the world.  This makes explicit something I always felt AD&D only played lip service to.

We get some new weapons that have different sorts of effects like knocking out an opponent or entangling them. We also get some unarmed combat rules.    Now, these feel they really should have been added to the Basic or Expert rule sets. Maybe they were but were cut for space or time.

Up next is Stronghold management from the point of view of the player characters.  Again here D&D continues its unwritten objective of being educational as well as fun.  More on this in the DM's book.

Character Classes
Finally, about 11 pages in we get to the Character updates.  Here all the human character classes get tables that go to level 25; again maybe a nod to Greyhawk's level 20-22 caps, and caps of 7th level spells (clerics) and 9th level spell (magic-users).  Clerics get more spells and spell levels.  The big upgrade comes in the form of their expanded undead turning table.  Clerics up to 25th level and monsters up to Liches and Special.  This mimics the AD&D Clerics table; I'd have to look at them side by side to see and differences.  One difference that comes up right away is the increase in undead monsters.  There are phantoms, haunts, spirits, and nightshades.  Nightshades, Liches, and "Special" will be detailed in the Master Set.

Something that is big pops up in the cleric listing.  A Neutral cleric of level 9 or higher may choose to become a Druid! Druids only resemble their AD&D counterparts in superficial ways.  They have similar spells, but the BECMI Druid cannot change shape.  It is an interesting implementation of the class, and I'll discuss it in detail.

Arguably it is fighters that get the biggest boost in the Companion Set.  They gain the ability to have multiple attacks per round now and other combat maneuvers such as smashing, pairing and disarming. This is a big deal since they got so little in the Expert set. Fighters can also "specialize" into three paths depending on alignment.  There are Knights, Paladins, and Avengers.  Each type gives the fighter something a little extra.  Paladins are not very far off from their AD&D counterparts and Avengers are as close to an Anti-Paladin as D&D will get until we get to the Blackguards.

Conversely, Magic-users do not get as much save from greater spells. We do get the restriction that any spell maxes out 20dX damage.

Thieves can now become Guildmasters or Rogues.  A name that will come up more and more with future editions of D&D.

BECMI "Prestige Classes?"
The Druid, Knight, Avenger, Paladin, and, to a lesser degree, the Magist and Rogues represent what could arguably be called the first Prestige Classes to D&D.  Their inclusion predates the publication of the Thief-Acrobat in the AD&D Unearthed Arcana.

Prestige Classes are classes that one can take after meeting certain requirements in other "base" classes in D&D 3.x and Pathfinder. Often at 10th level, but can occur anytime the character meets the requirements.  This concept is later carried on into D&D 4 with their "Paragon Paths" (chosen at 11th level) and even into D&D 5 with their subclasses (chosen at 2nd level).

The BECMI Avenger and Paladin are the best examples of these working just like the Prestige Classes will in 15 more years. This is interesting since it also means other classes can be added to the basic 4 core ones using the same system.  An easy example is the Thief-Acrobat from UA or even the Ranger from AD&D.  Though in this version the problem lies in the alignment system.  Rangers are supposed to be "good" for example.

Demi-Humans
Demi-humans may not advance any more in level, but they are not idle.  This is also the area of the Companion Set that I most often go wrong.  Each demi-human race has a Clan Relic, and some demi-humans could be in charge of these clan relics, making them very powerful. There are also clan rulers, and they are also detailed.  What does all that mean?  It means there is a good in-game reason why demi-humans do not advance in levels anymore.  They are much more dedicated to their clans than humans. So, after some time, they are expected to return home to take up their responsibilities for the clan.

Companion level Elves

That is not to say that these characters do not advance anymore.  Each demi-human race can still gain "Attack Ranks" as if they are still leveling up.  They don't gain any more HP, but they can attack as if they are higher-level fighters.  They also gain some of the fighter's combat options. Each class gets 11 such rank-levels.   It seems to split some hairs on "no more levels" but whatever.

We end with a map of the expanding Known World.  This is the continent of Brun of Mystara, but we don't know that yet.  But I will discuss that later this week.

This book is a lot more than I expected it to be and that is a good thing.

Companion DM's Book 2
The DM's book is 64 pages with color covers and black & white interiors. Art by Larry Elmore and Jeff Easley.
There is a lot to this book.  First, we get to some General Guidelines that cover the higher levels of play and planning adventures accordingly. There is sadly not a lot here.
We follow up with Part 2: The Fantasy World.  This continues some of the discussion of stronghold management and dominion management as well.  Now here is quite a bit of good information on what happens, or could happen, in a dominion. 
This section also includes the hidden secret of the D&D BECMI series.  The War Machine Mass Combat system.

War Machine
Around the same time, TSR also developed the BattleSystem Mass Combat system.  The two are largely incompatible with each other.  I always thought it was odd that two systems that do essentially the same things were created and incompatible.   Later I learned that D&D BECMI lived in what we like to call a "walled garden" in the business.  It was out there doing it's own thing while the "real business" of AD&D was going on.  The problem was that D&D Basic was outselling AD&D at this point.  This was not the first time that TSR would woefully misunderstand their customers, and sadly, it was not the last time either.
War Machine is elegant compared to BattleSystem. I am not saying it is simple, but the work involved is not difficult, and I am happy to say it looks like it will work with any edition of D&D.

The Multiverse 
A big part of any D&D experience is the Multiverse.  This section allows the DMs and Players to dip their toes into the wider Multiverse which includes the Ethereal Plane and the Elemental Planes.

Elemental Planes

Space is also given to the discussion on aging, damage to magic items, demi-human crafts, poison, and more. We also get all of our character tables.

Monsters
About halfway through the book, we reach the monster section. Many familiar AD&D faces are now here, though a bit of digging will show that many of these are also from OD&D up to the Greyhawk supplement. Most notable are the beholder, larger dragons, druids (as monsters), and many elemental types. Monsters are split into Prime Plane and Other Planes. 

Among the monsters featured are the aforementioned Beholder, larger Dragons, and bunches of new Undead, like haunts, druj, ghosts and more.  A few that caught my attention are the Gargantua (gigantic monsters) and Malfera.  The Malfera REALLY caught my attention since they are from the "Dimension of Nightmares."  This is more fodder for my Mystara-Ravenloft connection.
Monsters from the Other Planes focus on the Elemental planes.

Treasure
Lots of new treasures and magic items.

Adventures
There are three short adventure or adventure hooks for companion-level characters.

All in all the Companion Set is full and had many things I did not think it had given my very casual relationship to it over the years.  Reading it now and in-depth for the very first time I see there is a lot I could have used in my games back then.

Other Companion Books

I was not the only one that waited. 

Companion Expansion from Barrataria Games,Jonathan Becker's B/X Companion

Others came up with their own Companion rules for the B/X Style Basic D&D instead of the BECMI Style Basic D&D. Now...let's be 100% honest here. The differences between BX and BECMI are so subtle that only a huge nerd like me cares. But then again, I was not the only one.

I mentioned Jonathan Becker's B/X Companion above and I reviewed it a while back. It compares favorably to the BECMI Companion from TSR, and it fits the look and feel of the BX books well.

There was also the Companion Expansion from Barrataria Games, which was also quite good. It was more of a move from BX Basic D&D closer to AD&D, which is fine. It is also free, and all the content was released 100% under the Open Gaming License, so that was a nice plus in my mind.

And proving that sometimes the wait is good, Stephen R. Marsh, the Marsh of the Cook/Marsh Expert Set, is working on his own Companion set.  So I can have all three to satisfy that desire the 12-year-old-me had. 

It just goes to show how active the old-school D&D communities still are.

Some part of me still wants a proper B/X Companion set from 1982. Maybe such a thing existed in an alternate universe. But that is also a universe where the BECMI sets didn't exist, and given how popular Mentzer's red box was, I am unsure how it would have changed D&D as a whole in the mid- to late 1980s.

Companion Set Rules

What Role Does the Companion Serve?

One has to ask. What does the Companion rules actually do? Or even what role does it serve?

In many ways, the Companion rules (and here on out, regardless of which one I mean) represent the fork in the road where D&D splits from AD&D.  With the continuum of OD&D to Holmes Basic to Moldvay and then Mentzer Basic, you could still go on to AD&D (largely as Gary would have liked). The Companion rules then are the path of no return. Once you head down that path there is no turning back for AD&D.  So the Companion needs to fill the same gaps that AD&D fills, but it doesn't need to do them in the same way.

For me, any discussion about the various merits of AD&D vs Basic-era D&D has to include a conversation about how the Companion (and Masters) handle various AD&D topics. The only problem is that no Companion development ever happened in a vacuum. 

Things like Druids, stronger monsters (notably elementals), the outer planes and their inhabitants, are all slightly different in the Companion rules. But rare are the entirely new elements. Granted, the BECMI Companion often has new monsters and the War Machine. The Companion Expansion from Barrataria Games was designed to fill in the gaps B/X had compared to AD&D. It is hard to throw off the shadow of AD&D. Though I would like to see something new. Something that AD&D would have to convert over from D&D for a change. But likely that time has long since passed. 

Should Classes Be Different?

One of the ideas floated by the BECMI Companion is that there are some classes, the Druid is my prime example, that act like Basic Prestige Classes. So, a neutral 9th-level cleric could now be considered a Druid if that is what the player wanted. Does that mean a Fighter then could be something else? Knights, Avengers, and Paladins are mentioned in BECMI. But would Rangers, Barbarians, and Cavaliers be out of the question?

While I would not want to recreate the Prestige Class bloat of the early 2000s, the idea is an intriguing one. Would my witch even be just a type of magic-user, then? 

Should Monsters Be Different?

My go-to here is the humble succubus. In Becker's Companion, she is a 7 HD monster. In BECMI, granted in the Immortal Rules, she is a whopping 15 HD (Whispering Demon in the Immortals boxed set). In Eldritch Wizardry (where she is introduced) and in AD&D she is 6+6 HD.  Obviously, for characters 15th level and higher, a single 6 or 7 HD succubus is not really a challenge unless she is played correctly in a non-combat role.

Other times, we get more powerful dragons and more powerful elementals. A 15 HD succubus may be a bad idea, but the 15 HD Queen of Succubi is better.

The threats need to be targeted to the level of the characters involved. 

Gives me a lot to think about.

Saturday, August 3, 2024

#RPGaDAY Most often played RPG

 I don't think this one is even a contest. That would be Basic-era D&D. 


Dungeons & Dragons Basic Set
What treasures in such a small box!

The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading them today, I marvel that we all conquered this stuff at age 10-11. It may have only covered the first three levels of character growth, but they were a quality three.

I bought the Expert Set for my birthday in 1982. For the longest time, that was all I needed. Eventually, I moved on to AD&D. I discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those games, and I love playing them still, but they never quite had the same magic as that first time I opened up that box and saw what treasures were inside. I did not have to imagine how my characters felt when they discovered some long-lost treasure. I knew.

Today, I still go back to Tom Moldvay's classic Basic book. It is my yardstick for measuring any OSR game. Almost everything I need is right there, just waiting for me.

Three Basic Sets

Three Basic Sets, Books and Dice

Holmes Basic, also called the "Blue Book," was my start. Sort of. The rules I used back when I began were a hodge-podge of Holmes Basic and AD&D, particularly the Monster Manual. This was fine, really, since, at the time, 1979, these game lines were a lot closer to each other. I have talked about this in my "1979 Campaign" posts.

Edited by Dr. John Eric Holmes, this book took the original D&D books and re-edited them to a single cohesive whole, though limited to 3rd level, as a means to get people introduced to the D&D game.  The Original Rules (see "O" day!) were an eclectic collection of rules that grew out of Gary Gygax's and Dave Arneson's playstyles. Debate continues on who did what, and I am not going to provide anything close to a definitive answer, but the game sold well but had a steep learning curve to others who were not part of that inner circle or came from War Games. The Holmes Edition attempted to fix that.

Mentzer Basic, or the BECMI (Basic, Expert, Companion, Master, Immortals) rules, was published after the Moldvay Basic, Cook/Marsh Expert sets. The rules between the B/X and BECMI rules are largely superficial (I will discuss this more), and the BECMI rules go past level 14 into the Companion rules (more on that tomorrow).

There is evidence that the Mentzer Basic set, also known as the "Red Box," was one of the best-selling editions of D&D ever, even outselling the flagship line of AD&D at times. It was also sold in more countries and more languages than any other version of D&D. If you recall Sunday's post, the D&D Basic line was in play for 22 years, covering the same time period as AD&D 1st and 2nd Edition rules. And it is still widely popular today. 

UK, American, and Spanish Mentzer Basics
Basic books from England, the USA, and Spain

Basic D&D has great online support regarding books from DriveThruRPG and other "Old School Renaissance" creators. But it is an older game. One of the oldest in fact. So, some things made perfectly good sense back then that would cause people to scratch their heads at the various design choices (Descending Armor Class? Level limits?), but that doesn't detract from the fun. Finding a Basic game or even people to play it with will be harder.


I am participating in Dave Chapman's #RPGaDAY2024 for August. 

#RPGaDay2024

Tuesday, April 30, 2024

#AtoZChallenge2024: Z is for the Z-Library (of Dungeons & Dragons)

Ok a bit of a change for the last post of the A to Z of Dungeons & Dragons today. First off, I want to thank everyone who came by, commented, and shared my links. You all are the reason I love doing this.

So, for that, I want to give back to you all.  

If you have been involved in academia in the past few years you likely know about the infamous "Z-Library." This is a "shadow library" (which admittedly sounds cool) that gives you access to 1,000s of books. The legality of this, though, is on the questionable side to outright piracy. So no, I will not be linking out to it. 

But what I can do for you, my readers, is provide you with a 100% free and 100% legal, and in many cases with the author's express permission, access to books so you can play or discover Dungeons & Dragons on your own: A Dungeons & Dragons Z-Library.

Part of my Library

Again, all these titles are free, 100% legal, and 100% safe for you to download and begin playing.  Often all you will need is pencil, paper and some dice.

Don't have mult-sided polyhedral dice? No worries, Google's Dice Roller has you covered.

Dungeons & Dragons for Free

D&D Beyond has a portal where you can read the rules and create (up to 6) characters for free. This is for the current edition of 5e.

IF you don't mind a little work and don't care about art, the entire D&D 5e system has been released to the Creative Commons. It is free to grab and use as you like.

DriveThruRPG has many free items from D&D's current publisher, Wizards of the Coast, for free. In particular, they have the following for older editions:

The last two 4e titles can be combined into a fairly robust version of 4e. 

Other D&D-like Games for Free

These games are often referred to as "Retro Clones," and they emulate older forms of D&D. While they are not 100% D&D, they are close, and ALL offer the same sorts of experiences. You could play one of these, call it D&D, and everyone would be happy.

Since I have been talking about the various editions of D&D all month long, I will organize these Clones by the edition they are most similar to.  Some are full games, and others will be "quick starts," which are usually just an introduction to the game. 

Note: This is not everything, but it is many free ones. Many of these also have paid versions as well.

Original Edition

These games mimic the original Edition of the D&D game.

Delving Deeper. This game mimics the original three books of OD&D. It is free from it's website and from DriveThruRPG.

Iron Falcon. This game mimics OD&D and its first supplement, which made the game the one we recognize today. Iron Falcon comes to us from the same team that gave us Basic Fantasy, so everything is 100% free. The print books are at cost. In terms of giving back to the community, none is better than Basic Fantasy/Iron Falcon. I like to support them for these reasons alone. 

White Box: Fantastic Medieval Adventure Game. Based on the Swords & Wizardry rules. Not exactly OD&D but very close. 

Dungeon Crawl Classics. This is an odd one. It has the feel of OD&D, some of the mechanics of Basic D&D, and the game play of AD&D. All with the grit turned up to 11.

Basic Edition

These games are most like the Basic-era games, so Holmes, Moldvay, and Mentzer versions of D&D Basic.

Basic Fantasy. This is the gold standard when it comes to free content and community. It is most similar to Basic D&D, but not Rules as Written, but more like how we actually played it back in 1980-2. EVERYTHING for it is free. The print books are sold at cost. There is a ton of material for it, and it really is the best game for learning to play a Basic (and basic) D&D game. I highly recommend it.

BLUEHOLME™ Prentice Rules. This game very specifically was designed to emulate the John Eric Holmes edited version of the D&D Basic rules. So great for that 1977 to 1979 gaming experience. This version is free, if you like it then there is the BLUEHOLME™ Journeymanne Rules for $10.  I reviewed them both here.

Dark Dungeons and Dark Dungeons X. These books emulate the D&D Rules Cyclopedia, the Basic era RPG that covered the Basic, Expert, Companion, and Masters rules from level 1 to level 36! The first book is free, and DDX is "Pay What You Want" with print options. The name is an homage to the notorious anti-D&D Jack Chick tract.

Holmes77. A free RPG based on the Holmes version of Basic. I don't know a lot about it, really.

Labyrinth Lord. One of the premier Basic D&D clones with a ton of support.

Mazes & Perils RPG. Another Holmes-influenced retro clone. I reviewed it here.

Old-School Essentials Basic Rules. Old-School Essentials is one of the current favorites of the Retro-Clone games. It is a pretty faithful replication of the Moldvay Basic / Cook-Marsh Expert rules from 1981. The OSE rules have some fantastic production values, and these free rules are a great example.

Shadowdark RPG Quickstart Set. The newest darling of the Retro-Clone scene. It is a combination of Basic and 5th edition D&D. This one might easier to find a game going on than most of the others.

Advanced Dungeons & Dragons 1st Edition

OSRIC. The Old School Reference & Index Compilation was one of the very first retro-clones produced and was one of the test beds of the concept of a clone game.  It is the Advanced Dungeons & Dragons rules but reorganized.  Designed as a tool to publish new AD&D 1st Ed rules, it does work as a game. 

Castles & Crusades Players Handbook. This is the player's book for the Castles & Crusades RPG. It is a presentation of the D&D 3rd edition rules designed to play like the AD&D 1st edition rules.

Advanced Dungeons & Dragons 2nd Edition

For Gold & Glory 2e Core Rules. A good emulation of the AD&D 2nd Edition game.

Dungeons & Dragons 3rd Edition

3.5 d20 SRD. The D&D 3.5 System Reference Document is the rawest version of the D&D 3.x rules. No thrills, no fluff, but everything you need to play a D&D 3 game.

Pathfinder d20 SRD. Same as the SRD above, but with the added Pathfinder material. 

NOTE: The SRDs are not games per se, but they are all the rules. They do not have art, no explanations, no examples. Just the rules. 

--

I would be remiss if I didn't at least promote my own game here. 

Night Shift: Veterans of the Supernatural Wars is a modern supernatural urban fantasy role-playing game.  If you liked shows like Supernatural, Buffy the Vampire Slayer, and  Vampire Diaries as well as Friday the 13th the series,Tales from the Darkside, and horror movies, then this is the game for you.

AND you can try it out (up to 4th level) for free!

Night Shift: Veterans of the Supernatural Wars Quick Start Kit

The title is Pay What You Want, but I urge you to give it a try.

--

Regardless of which one you choose, and you can choose them all, the most important thing when playing any role-playing game is to remember to have fun. 

And that is it for another A to Z Challenge! I hope you enjoyed my rather geeky exploration into the last 50 years of Dungeons & Dragons.  Come back all year long and I will be doing more of the same. May will be Sci-Fi month so I am going to talk about sci-fi RPGs related to Dungeons & Dragons. October is my huge Horror month, so I am going to talk Ravenloft. June I typically save for Basic-era D&D (B/X and BECMI) but not sure yet. 

So come back all year long!

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Friday, April 12, 2024

#AtoZChallenge2024: K is for the Known World

 Today I am going to talk about the Known World, or the campaign setting implied in Basic D&D.

the Known World

When the D&D Expert Set was introduced, it included a two-page map of part of a continent. This was described as "The Known World," and that was good enough for us back then. A lot of strange cultures were crammed into an area about the size of the North Eastern portion of North America. But hey, it was D&D, and we thought it was great. It was certainly enough for me. In fact my characters rarely left this area. There was plenty to adventure here.

At the time, I did not know the work already done here and where this world would go in the next few years.

The Schick-Moldvay Known World

Before working on the D&D Basic Set, Tom Moldvay had a game with future D&D heavyweight Lawrence Schick. In their games they had a campaign world they were calling "The Known World."

A while back, Lawerence Schick posted "The “Known World” D&D Setting: A Secret History" over at the Black Gate site.  A nice history of how he and Tom Moldvay came up with the Known World for their own games and then ported it over to D&D Basic/Expert.  It is a fascinating read if, like me, you are a fan of the Mystara world and/or of maps in general.



James Mishler (who also did the Mystoerth map) takes this one further and provides the above map for the Moldvay/Schick known world.

It is interesting how so many familiar names and even locations exist in different places. It is like looking at a world you know but through some sort of distorted lens. What is also quite interesting to me are the new lands—places, and names that are entirely new to me.

The Known World
The Known World Replica Map by James Mishler

There is so much here I can use and honestly I have yet to grow tired of exploring this map. BUT it is not the map we ended up with. No once the Known World left the hands of Moldvay and Schick it became a different world.  That world would eventually be called URT! (ok and then Msytara).

The Known World of Urt Mystara

Spend any time here, and you will know that the Known World of the Basic/Expert Sets (B/X) was the first world I played in.  While I would move on to AD&D and Oerth, the Known World would also move to Mystara.  It would be the world introduced to us in the Companion Set and expanded on the Gazeteer Series, the D&D Rules Cyclopedia, and even into the 2nd Edition age and beyond.

But it was in the Companion and Master Sets that Mystara got its start.


The B/X Known World only occupies the East-most lower gray box, this is the same as the very first map on the top of this page.   The BECMI World, Mystara, is going to be bigger.  Even this is just the continent of Brun.

I am not sure who came up with the idea for Mystara to look the way it does but there are some obvious parallels.

From the Master DM's Book,



Here is Mystara, courtesy of http://pandius.com/





If it looks familiar, there is a good reason.


That is the Late Jurassic, the early Cretaceous period of the Earth, 150+ Million Years Ago.

Long-time readers here already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps, and throughout all of human history, the Earth has been the same. Not so throughout ALL history and prehistory.

It's also kind of cool to see where the places of Mystara will line up to our world.

Mystara and the Lands Beneath the Waves by Grimklok

At first, the Known World was known by Urt or even Urth by Frank Mentzer and was designed to be similar to Gary's Oerth of the AD&D game. We also learn in the Immortals Set that Urt did not look like Earth 150 MYA it WAS Earth at that time. 

Though I think (and I have nothing to support this) that the "Urt" version of the Known World was scrapped after Frank Mentzer left TSR. His good friend Gary had already been ousted. It seems like Urt was a casualty of that regime change. So "Urt" was out, and "Mystara" was in. 

Mystara 

The Known World of Mystara was later expanded and given more detail in the wonderful Gazetteer Series, Hollow World Series, and Challenger Series.

While delving into everything Mystara would take me another month or another year, there is still a vibrant and active community on the web to support this world.  In fact, I would say it is far more active than most other worlds. Starting in the early days of the MPGN listserve lists run by TSR. The MYSTARA-L listserve was active back in the days when my access to the Internet was via a mainframe.  Many of the same people on those lists then are still active in the various Facebook groups and websites today.

Mystoerth

For me, I always had a soft spot in my heart for Mystara. It was the world of my Basic era days, and when I moved on to AD&D, I still kept the world as "my own."  It was understood that when I was a player, it was in Greyhawk/Oerth, but when I was a DM, it was in the Known World/Mystara.  Eventually, right before college, we merged our worlds into one. I got the western half, and my DM got the eastern half.  

So you know, I was thrilled when I found the James Mischler/Chatdemon Mystoerth map.  The worlds share a lot of details in common, so a merge was inevitable. I no longer have the original map my then DM made, but this one is a better rendition anyway.


Click for larger

This appears to be the original map. While researching this, I found an old post by Rich/Chatdemon that offers an alternate name: Oerstara. I kind of like that. A lot. It sounds like Ostara, the pagan holiday from which Easter comes. Oestara could have been an alternate name for the planet, like Earth and Terra.

Regardless of which version of the Known World I would use there is more than enough in any of them to last me another lifetime of gaming and exploration.

Isn't that what it is all about?

Tomorrow is L, and I will talk about Larian Studios and Baldur's Gate 3

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival