Today's topic is Obscure.
Again I am going with a different version of the word because this made me think of Pink Floyd's "Obscured by Clouds". A very, very underrated album and one semi-central to my D&D playing years.
Obscured by Clouds was released in 1972, a year before their landmark album Dark Side of the Moon. Now I could write a dissertation on Dark Side, and many have. But that is not today's post.
ObC was a softer album, but in it are the seeds of what the "new" Pink Floyd became planted in the very fertile ground of the older psychedelic Pink Floyd.
My first DM, the guy that ran me through so many adventures of D&D Expert combined with AD&D, turned me on to this album. We were both huge Pink Floyd fans and Dark Side was my favorite album. I would go over to his house to play D&D but before we would play, like so many kids in the 80s, we went out on our bikes first.
He lived near the Capitol Records plant so we would rummage around the loading doc and always find a cassette or two that never made it on to the trucks. Mostly things like Kenny Rogers, but every so often a gem like Iron Maiden or Kraftwerk (Capitol was EMI's American counterpart). If we were REALLY lucky we would score a Pink Floyd cassette. Especially since Floyd had left Capitol/EMI for Columbia/CBS Records in the mid 70s.
Obscured by Clouds was a soundtrack of sorts to the film La Vallée (The Valley). But to my young and unsophisticated ears, it was the soundtrack of an older adventurer. Someone that had adventured, loved, lost and now lay dying only with his regrets.
Nothing characterized that better for me than the song Free Four. Sure it is about the recording industry and Roger Waters singing (again) about his dead dad. But in the early 80s it was more than that to me.
Floyd would continue to be an inspiration to me when playing although I can't draw a direct line from them to anything I have created like I can with Stevie Nicks or the Police or Led Zeppelin.
Still. To this day, listening to Floyd makes me think of D&D games gone by.
Thursday, August 8, 2019
Wednesday, August 7, 2019
#RPGaDAY2019: Familiar
Today's topic is Familiar.
Again, I think I'll make a hard turn here and talk about Familiars; as in animal familiars, not something that is familiar.
I have talked a lot about familiars here. Books on familiars, spells for familiars, and what familiars could do for witches and wizards.
Sometimes I have pondered doing a book on just familiars. An OSR books for both witches and magic-users/wizards. I'd include animal companions for druids as well.
But there are already good books out there for that and most of what I have wanted to add have been already added to my various witch books. So maybe there is no need.
Still. It could be fun.
What do you all think? Would this be something anyone is interested in? I wouldn't do it if I didn't add a bunch of new material.
Again, I think I'll make a hard turn here and talk about Familiars; as in animal familiars, not something that is familiar.
I have talked a lot about familiars here. Books on familiars, spells for familiars, and what familiars could do for witches and wizards.
Sometimes I have pondered doing a book on just familiars. An OSR books for both witches and magic-users/wizards. I'd include animal companions for druids as well.
But there are already good books out there for that and most of what I have wanted to add have been already added to my various witch books. So maybe there is no need.
Still. It could be fun.
What do you all think? Would this be something anyone is interested in? I wouldn't do it if I didn't add a bunch of new material.
Tuesday, August 6, 2019
#RPGaDAY2019: Ancient
Today's topic is Ancient.
I have to admit my first thought when hearing this is not Ancient tomes or civilizations, but the Justified Ancients of Mu Mu, also known as The KLF.
This post is not about The KLF per se, but it is about what made them work.
Take their song, Justified and Ancient (Stand By The JAMs). What do we have in this? Electronica of the early 90s. Singing, some rapping, and right in the middle of it all? Tammy Wynette, credited as "The First Lady of County" and not all looking out of place.
What?
Seriously though, have a look.
WHY do I bring this up?
Simple. Sometimes things work that should never work on paper. So combine things in your game that may or may not make any sense. Sure sometimes you get Peanut Butter and Ketchup (or Peanut Butter and Furniture Polish) other times you get Peanut Butter and Chocolate.
And like the KLF slap a thin veneer of "ancient" on it. Like claiming to have been in contact with the ancient Masters of Mu.
Essentially isn't this a plot point in Umberto Eco's Foucault's Pendulum? (something that should be assigned reading for anyone writing a modern horror or conspiracy theory game.)
Don't be afraid to mix it up. Add new stuff. Add old stuff. Add really weird stuff.
Be like the Justified Ancients of Mu Mu.
I have to admit my first thought when hearing this is not Ancient tomes or civilizations, but the Justified Ancients of Mu Mu, also known as The KLF.
This post is not about The KLF per se, but it is about what made them work.
Take their song, Justified and Ancient (Stand By The JAMs). What do we have in this? Electronica of the early 90s. Singing, some rapping, and right in the middle of it all? Tammy Wynette, credited as "The First Lady of County" and not all looking out of place.
What?
Seriously though, have a look.
WHY do I bring this up?
Simple. Sometimes things work that should never work on paper. So combine things in your game that may or may not make any sense. Sure sometimes you get Peanut Butter and Ketchup (or Peanut Butter and Furniture Polish) other times you get Peanut Butter and Chocolate.
And like the KLF slap a thin veneer of "ancient" on it. Like claiming to have been in contact with the ancient Masters of Mu.
Essentially isn't this a plot point in Umberto Eco's Foucault's Pendulum? (something that should be assigned reading for anyone writing a modern horror or conspiracy theory game.)
Don't be afraid to mix it up. Add new stuff. Add old stuff. Add really weird stuff.
Be like the Justified Ancients of Mu Mu.
Monday, August 5, 2019
#RPGaDAY2019: Space
Today's topic is Space.
Space can mean a lot of things. I was originally going to go with Space as in Outer Space. Space the Final Frontier Space. But instead, I would rather talk about my gaming space.
I have shared "shelfies" in the past because they are kind of fun, but I do really love my gaming space.
This didn't happen overnight or even in a few years. It happed with careful collecting and of course getting two Ph.D.s and a job where I can afford a house for this and the custom shelves.
Growing up this was my dream. To have my own library or study where I can sit with my books. I have everything I need to read and research my games here. Comfortable chairs and wicked fast internet speeds. I love a place where I can play and have a dedicated room to do it.
My kids have their friends over all the time and there are anywhere from 3 to 4 games being run in my house every week! It means though they are living the stereotype of gaming in their parent's basement!
Not to bad really. Of course, I work all the time and only get to enjoy it a little myself!
Next project for my game space? I am going to tear out all the old lighting and replace them with LEDs. Also get my HD projector mounted on a swivel arm for either projecting on the walls or on the table for maps.
Space can mean a lot of things. I was originally going to go with Space as in Outer Space. Space the Final Frontier Space. But instead, I would rather talk about my gaming space.
I have shared "shelfies" in the past because they are kind of fun, but I do really love my gaming space.
This didn't happen overnight or even in a few years. It happed with careful collecting and of course getting two Ph.D.s and a job where I can afford a house for this and the custom shelves.
Growing up this was my dream. To have my own library or study where I can sit with my books. I have everything I need to read and research my games here. Comfortable chairs and wicked fast internet speeds. I love a place where I can play and have a dedicated room to do it.
My kids have their friends over all the time and there are anywhere from 3 to 4 games being run in my house every week! It means though they are living the stereotype of gaming in their parent's basement!
Not to bad really. Of course, I work all the time and only get to enjoy it a little myself!
Next project for my game space? I am going to tear out all the old lighting and replace them with LEDs. Also get my HD projector mounted on a swivel arm for either projecting on the walls or on the table for maps.
Sunday, August 4, 2019
Back from Gen Con!
I just got back from Gen Con 2019!
Took the whole family and we had a great time. In fact, it was one of the best Gen Cons in recent memory. We played a lot of D&D 5 and Call of Cthulhu 7th ed. I got in a game of Blue Rose and a public playtest of Cthulhu Tech 2.0.
More details later. Tired and needing some Chicago style pizza. Indy is great, but their pizza sucks.
Took the whole family and we had a great time. In fact, it was one of the best Gen Cons in recent memory. We played a lot of D&D 5 and Call of Cthulhu 7th ed. I got in a game of Blue Rose and a public playtest of Cthulhu Tech 2.0.
More details later. Tired and needing some Chicago style pizza. Indy is great, but their pizza sucks.
#RPGaDAY2019: Share
Today's topic is Share.
One of the reasons I have a blog is my desire to share what I do with others.
This hobby has given me a lot of joy and despite the occasional bad actor out there I still consider it a largely positive endeavor.
You sit around a table telling each other stories about a shared construction. We all contribute. I don't care if you don't consider yourself a "Story gamer" or not. We are participating in something that is ancient, primal even. We each tell our stories, whether that is around a table with dice or around a fire at night in some far forgotten age and place.
We share with each other and I want to share with you.
So I post stuff here. Sometimes good, sometimes...well sometimes some ideas need more work.
I am not going to do a Patreon site, because that is not what I am about.
I'll still sell books because that allows me to pay for art and buy more books to share with you all.
And really. Isn't the point of all of this to share some fun?
One of the reasons I have a blog is my desire to share what I do with others.
This hobby has given me a lot of joy and despite the occasional bad actor out there I still consider it a largely positive endeavor.
You sit around a table telling each other stories about a shared construction. We all contribute. I don't care if you don't consider yourself a "Story gamer" or not. We are participating in something that is ancient, primal even. We each tell our stories, whether that is around a table with dice or around a fire at night in some far forgotten age and place.
We share with each other and I want to share with you.
So I post stuff here. Sometimes good, sometimes...well sometimes some ideas need more work.
I am not going to do a Patreon site, because that is not what I am about.
I'll still sell books because that allows me to pay for art and buy more books to share with you all.
And really. Isn't the point of all of this to share some fun?
Saturday, August 3, 2019
#RPGaDAY2019: Engage
Today's topic is Engage.
How do you engage your players?
When I am running a new game with new people I will often drop them into the middle of combat. This is a trick I learned when I was writing and promoting Ghosts of Albion. To get the players used to the new system I would put them into a situation where they didn't need to worry about character, they could get a handle on the rules fast and combat in Ghosts is easy.
In other games, I try to focus on the strengths of the game. For example, Mage (either one) is less about reality-warping magic and more the people that have this power. So here I want to get the players to think about what makes their characters do what they want. In D&D similarily, why do these characters what to leave the comforts of home and go out on an adventure? In Call of Cthulhu what makes the characters want to investigate these horrors they know will likely get them killed?
Engagement is the key. Getting people to the table is part of the task, but keeping them there is the difficult part. Keeping them coming back for more, that's the work of a master.
How do you engage your players?
When I am running a new game with new people I will often drop them into the middle of combat. This is a trick I learned when I was writing and promoting Ghosts of Albion. To get the players used to the new system I would put them into a situation where they didn't need to worry about character, they could get a handle on the rules fast and combat in Ghosts is easy.
In other games, I try to focus on the strengths of the game. For example, Mage (either one) is less about reality-warping magic and more the people that have this power. So here I want to get the players to think about what makes their characters do what they want. In D&D similarily, why do these characters what to leave the comforts of home and go out on an adventure? In Call of Cthulhu what makes the characters want to investigate these horrors they know will likely get them killed?
Engagement is the key. Getting people to the table is part of the task, but keeping them there is the difficult part. Keeping them coming back for more, that's the work of a master.
Friday, August 2, 2019
#RPGaDAY2019: Unique
Today's topic is Unique.
I have to say I have had a lot of very interesting and fun RPG related experiences. But for my money my favorite unique experience was the night after a freak storm we played Castle Amber by candlelight.
It was about five years ago and we had just converted our 1st Ed AD&D game we had started at Gen Con that year to the brand new 5e. We had a freak storm and we had lost power for several days.
We spent the day cooking everything from our freezer and sharing the food with all our neighbors who were doing the same (the retired actuary down the street gave us steaks for my wife's homegrown tomatoes and he STILL thinks he got the better deal).
My wife and kids still talk about that adventure. In fact, this was the start of our Come Endless Darkness campaign.
I have to say I have had a lot of very interesting and fun RPG related experiences. But for my money my favorite unique experience was the night after a freak storm we played Castle Amber by candlelight.
It was about five years ago and we had just converted our 1st Ed AD&D game we had started at Gen Con that year to the brand new 5e. We had a freak storm and we had lost power for several days.
We spent the day cooking everything from our freezer and sharing the food with all our neighbors who were doing the same (the retired actuary down the street gave us steaks for my wife's homegrown tomatoes and he STILL thinks he got the better deal).
My wife and kids still talk about that adventure. In fact, this was the start of our Come Endless Darkness campaign.
Thursday, August 1, 2019
#RPGaDAY2019: First
Today's topic is First.
I imagine that a lot of people will talk about their first RPG. Well given that I have been celebrating all year my first RPG, I think I will follow along!
Seriously though, my first RPG has never been more on my mind of late. I say my first was D&D Basic, but that is only somewhat accurate.
The first RPG I ever played was Holmes D&D Basic.
The first RPG I ever owned was the Moldvay Basic Set.
These are the books I go back to time and time again.
Oh don't get me wrong, I love new games. I have enjoyed the hell out of D&D 5 and I have played a little bit of everything. But these are the ones that fill me with unbridled geek joy.
These are the ones that I think about when coming up with new campaigns. These are my D&D.
I imagine that a lot of people will talk about their first RPG. Well given that I have been celebrating all year my first RPG, I think I will follow along!
Seriously though, my first RPG has never been more on my mind of late. I say my first was D&D Basic, but that is only somewhat accurate.
The first RPG I ever played was Holmes D&D Basic.
The first RPG I ever owned was the Moldvay Basic Set.
These are the books I go back to time and time again.
Oh don't get me wrong, I love new games. I have enjoyed the hell out of D&D 5 and I have played a little bit of everything. But these are the ones that fill me with unbridled geek joy.
These are the ones that I think about when coming up with new campaigns. These are my D&D.
Wednesday, July 31, 2019
The Return of #RPGaDAY 2019
Once again I am participating in Dave Chapman's #RPGaDAY for 2019.
He will be posting on his blog, AUTOCRATIK and elsewhere on the net, esp. Twitter. I am planning on cross-posting in a lot of places myself, testing out some new social media tools I have.
Here is the list of topics.
The idea is to get creative with the posts. So I plan to do my best.
Tune in tomorrow and all month to see what I am doing. Participating? Let others know here too!
He will be posting on his blog, AUTOCRATIK and elsewhere on the net, esp. Twitter. I am planning on cross-posting in a lot of places myself, testing out some new social media tools I have.
Here is the list of topics.
- First
- Unique
- Engage
- Share
- Space
- Ancient
- Familiar
- Obscure
- Critical
- Focus
- Examine
- Friendship
- Mystery
- Guide
- Door
- Dream
- One
- Plenty
- Scary
- Noble
- Vast
- Lost
- Surprise
- Triumph
- Calamity
- Idea
- Suspense
- Love
- Evolve
- Connection
- Last
The idea is to get creative with the posts. So I plan to do my best.
Tune in tomorrow and all month to see what I am doing. Participating? Let others know here too!
Tuesday, July 30, 2019
Lord of the Rings fan films
Was doing a little research today and discovered these Lord of the Rings fan films.
I have not watched them all yet, but the production values are really good and they look good as well. Yeah, they are fan films so the acting isn't Oscar level, but what they lack in skill they make up for in enthusiasm.
The first is Born in Hope a story of Aragorn's parents and The Necromancer/Sauron's search for the Ring.
The other is The Hunt for Gollum. It deals with Aragorn's hunt for Gollum and Gandalf's search for more information on the Ring.
These are based on Tolkien's works but are more akin to the movies than the books, but there is a lot of love in both of them.
I have not watched them all yet, but the production values are really good and they look good as well. Yeah, they are fan films so the acting isn't Oscar level, but what they lack in skill they make up for in enthusiasm.
The first is Born in Hope a story of Aragorn's parents and The Necromancer/Sauron's search for the Ring.
The other is The Hunt for Gollum. It deals with Aragorn's hunt for Gollum and Gandalf's search for more information on the Ring.
These are based on Tolkien's works but are more akin to the movies than the books, but there is a lot of love in both of them.
Monday, July 29, 2019
Monstrous Monday: Demonic Trolls
Gearing up for the big finale of the Order of the Platinum Dragon game this week. Five-six years, spread out, has now come down to the big confrontation between the forces of Good and the forces of Chaos. This weekend the Order will face off against Lolth.
I have been planning this one for years. Knowing full well the history of how Q1 Queen of the Demonweb Pits was written and produced and knowing while it can be epic in scope, it often falls a little flat. Well, I have worked that out a bit and even have adapted several other adventures such as Skein of the Death Mother and the original version of Queen of Lies.
But there are still somethings in the Q1 module that needs to be changed. One, oft mentioned bit, is that the characters get to the Abyss and they are assaulted by trolls and gnolls. Wait. Trolls? Gnolls? These creatures seem a little too mundane for the ultra weirdness that is the Abyss.
Now one hand gnolls have evolved since the late 70s, early 80s to become more and more demonically influenced. So these I can keep, just maybe turn up the evil a bit. But Trolls? Like Tom, Bert, and William from the Hobbit? No that can't be right.
But if I go with Demonic Trolls, now there is something else.
We know two things. 1. Trolls regenerate after they are damaged. 2. The Abyss corrupts the life found in it to adapt to the environment in twisted ways. That last one is from the 4th Ed version of the Demonomicon. So what happens when you put these together? Demon Trolls. And if they are in the Demonweb? Demonic Spider Trolls.
Here are Demonic Trolls for the Blueholme Journeymanne Rules, my current "Basic" of choice these days.
TROLL, DEMONIC
AC: 2
HD: 12d8
Move: 45
Attacks: 2 claws, 1 bite or weapon
Damage: 1d6 (claw) x2/ 2d6 (bite) or weapon
Special: Bite save vs. Poison 2d6 (half with save)
XP: 2,300
Alignment: CE
Treasure: None
Abilities: +3 Strength, +2 Dexterity, -4 Charisma
Climb Surfaces +25%, Hear Noise +15%, Read Languages -10%, Read Scrolls -10%, Use Wand -15%
Regenerates 1d6+6 hp at the start of it's turn.
And for D&D 5e.
Demonic Troll
I have been planning this one for years. Knowing full well the history of how Q1 Queen of the Demonweb Pits was written and produced and knowing while it can be epic in scope, it often falls a little flat. Well, I have worked that out a bit and even have adapted several other adventures such as Skein of the Death Mother and the original version of Queen of Lies.
But there are still somethings in the Q1 module that needs to be changed. One, oft mentioned bit, is that the characters get to the Abyss and they are assaulted by trolls and gnolls. Wait. Trolls? Gnolls? These creatures seem a little too mundane for the ultra weirdness that is the Abyss.
Now one hand gnolls have evolved since the late 70s, early 80s to become more and more demonically influenced. So these I can keep, just maybe turn up the evil a bit. But Trolls? Like Tom, Bert, and William from the Hobbit? No that can't be right.
But if I go with Demonic Trolls, now there is something else.
We know two things. 1. Trolls regenerate after they are damaged. 2. The Abyss corrupts the life found in it to adapt to the environment in twisted ways. That last one is from the 4th Ed version of the Demonomicon. So what happens when you put these together? Demon Trolls. And if they are in the Demonweb? Demonic Spider Trolls.
Here are Demonic Trolls for the Blueholme Journeymanne Rules, my current "Basic" of choice these days.
TROLL, DEMONIC
HD: 12d8
Move: 45
Attacks: 2 claws, 1 bite or weapon
Damage: 1d6 (claw) x2/ 2d6 (bite) or weapon
Special: Bite save vs. Poison 2d6 (half with save)
XP: 2,300
Alignment: CE
Treasure: None
Abilities: +3 Strength, +2 Dexterity, -4 Charisma
Climb Surfaces +25%, Hear Noise +15%, Read Languages -10%, Read Scrolls -10%, Use Wand -15%
Regenerates 1d6+6 hp at the start of it's turn.
And for D&D 5e.
Demonic Troll
Large Fiend, chaotic evil Armor Class 17 (natural armor) Hit Points 108 (12d10 + 48) Speed 45 ft., climb 45 ft.
Skills Perception +6, Stealth +9 Senses darkvision 120 ft., passive Perception 15 Languages Abyssal, Undercommon Challenge 6 (2,300 XP) TRAITS Keen Smell: The demonic troll has advantage on Wisdom (Perception) checks that rely on smell. Regeneration: The demoic troll regains 15 Hit Points at the start of its turn. If the demonic troll takes acid or fire damage, this trait doesn't function at the start of the demonic troll's next turn. The demonic troll dies only if it starts its turn with 0 Hit Points and doesn't Regenerate. Spider Climb. The demonic troll can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. ACTIONSMultiattack. The demonic troll makes two attacks, either with it's claws or bite.Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 9 (1d6+6) slashing damage. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 6) piercing damage plus 7 (2d6) poison damage. Trolls may also use a melee or improvised weapon. Description Demonic trolls are the result of trolls becoming captured or lost in the Abyss. Their natural regenerative powers combined with the Abyss' computing influences create true monsters. Their intellect is lowered as they become deranged with blood lust, but their strength and speed become truly monstrous. They will often adopt demonic features such as horns, wings, a forked tail, or any number of thousands of possible mutations. Often they pick up traits of whatever abyssal plane they are on. Trolls in the Demonweb, for example, will have spider-like features. Trolls in the layers of Juiblex will have ooze like features and seem to melt and reform as the attack. Regeneration The regeneration powers of the demonic troll are horrifying. If the troll looses a limb it can hold the limb to the wound to reattach it. Or it can pick up any severed limb and that will re-attach as well. Left over severed limbs will regrow into new trolls, altered by the environment. |
Friday, July 26, 2019
Kickstart Your Weekend: Everglade Angels
There is a new comic coming out and it looks like a lot of fun.
EVERGLADE ANGELS - a graphic novel
https://www.kickstarter.com/projects/blake-northcott/everglade-angels-a-graphic-novel
From the minds of writer Blake Northcott, Scott Lobdell, artists Leila Leiz, and Roc Upchurch, comes an "R-rated" adult horror comic set in the Florida Everglades.
From the Kickstarter.
Worth checking out.
EVERGLADE ANGELS - a graphic novel
https://www.kickstarter.com/projects/blake-northcott/everglade-angels-a-graphic-novel
From the minds of writer Blake Northcott, Scott Lobdell, artists Leila Leiz, and Roc Upchurch, comes an "R-rated" adult horror comic set in the Florida Everglades.
From the Kickstarter.
EVERGLADE ANGELS, an R-rated, 48-page graphic novel, is the first horror graphic novel from Scott Lobdell (writer of Marvel's X-MEN, and the writer & creator of HAPPY DEATH DAY).It looks like a fun, 90s style slasher flick tale.
The book is co-created by Blake Northcott (international bestselling author of ARENA MODE and THE NORTH VALLEY GRIMOIRE) who is writing her first creator-owned graphic novel.
The art is by Roc Upchurch, the co-creator and artist of RAT QUEENS (the Eisner and Hugo nominated Image Comic series that won a GLAAD Media Award in 2015).
Worth checking out.
Thursday, July 25, 2019
Review: Blueholme Journeymanne and Prentice Rules
It's been a year of Basic-era games for me and I want to talk about one of my newest favorites today.
Earlier this week I talked about the new D&D 5 Essentials Kit, I wanted to have another look at my own roots, the D&D Holmes Basic Set. The Holmes set is one of the few versions of the D&D games you can't get from DriveThruRPG. You can, however, get the Blueholme game from Michael Thomas and Dreamscape Design.
Blueholme comes in two different versions, the introductory Prentice Rules, and the full Journeymanne Rules. I will cover both here. In this case, I am reviewing both the print books from Lulu and the PDF versions from DriveThruRPG.
Blueholme Journeymanne Rules
118 pages, full-color covers, b/w interiors. $9.99.
Blueholme is a retro-clone / what-if of the first Basic Set edited by John Eric Holmes. Sometimes called "Blue Box Basic" or "Blue Book Basic". At 118 pages it is a complete game. If that sounds light, then you are right! Blueholme is a "rules" light old-school game much in the same way that Holmes was. Don't let it's light-weight dissuade you. This is a feature, not a bug.
On the surface, the Blueholme Journeymanne Rules (BJR) looks like any other retro-clone in the OSR. Once you dig into it you will see the differences are from the source materials.
Foreward. We start with a foreward (not forward) from Chris Holmes, the son of John Eric Holmes and the reason why there was a Holmes Basic set to begin with. It gives these rules a bit of gravitas if you ask me.
Part 1: Introduction covers what you should expect to see in this book and the general tone of the book. Like everything else it is short, sweet and to the point.
Part 2: Characters deals with character creation. All game developers should have a look at these first two pages to see how the economy of words pays off. In the first two pages, we cover all the steps in creation. Rolling stats (3d6 in order), choosing a species (I prefer this over "race"), class, and everything else. The six ability scores are covered and what they do. SURPRISE they do much less here than in other OSR games. Essentially these are the means to get a bonus when leveling. Eg. Strength provides no bonuses in combat. Constitution does aid in hp it points, Intelligence still helps in learning languages. But that is about it really. Only Dexterity helps to hit and then only + or - 1. Dexterity is central to combat, but more on that later.
For species, there is nothing specific listed outside of humans. For anything else have a look in the Monster section and pick something! Want an elf, dwarf or orc? Go ahead! Goblin? Yes! Dragon? sure, work it out with your GM. Black Pudding? Sure...work it out with your GM.
It is very much the way the original D&D and Holmes D&D games worked.
Classes are the basic four; Cleric, Fighter, Magic-user, and Thief. Fighters do not get more attacks as they level up, but can cause more damage. There are rules on Combination Classes or what we also call Multiclassing. If your base creature type has more HD then there is a table of adjustments.
Alignment is broken down to just five, Lawful Good, Chaotic Good, True Neutral, Chaotic Evil and Lawful Evil.
Coin and Equipment is next. Note that all weapons do 1d6 points of damage per hit as per the OD&D and Holmes BD&D rules.
Part 3: Spells covers all the spells that can be cast by Clerics (1 to 7 spell level) and Magic-Users (1 to 9 spell levels). These are not huge lists and some spells are different than other books representations of them. Make sure you read before you assume a spell does what you think it does.
Part 4: Adventures covers just that, what the characters do and where they do it. This section is very reminiscent of the similar sections in both Holmes and Moldvay Basic. The breadth of the information is wide, but the depth is low since it depends on the Game Master to make calls on what is happening in certain situations.
Part 5: Encounters would be called Combat in other books, but the name change fits. We start with lots of tables of monster encounters at various levels and various locales. Combat, damage, and healing are also covered. The initiative is determined by Dexterity score. If there is a tie then a 1d6 is rolled with highest going first. AC is descending with an AC of 9 meaning unarmored.
We get tables of attack matrices and saving throws too.
Part 6: Creatures deals with all the creatures you can encounter as friend or foes. There are plenty here and brevity is the key. For example, Demon gets a single entry and some tables to determine what it looks like. You can also choose your character specifies from these entries. All the usual suspects are here. I in particular like the "pumpkin-headed" bugbear; a nod to the OD&D rules. There are a lot of Lovecraftian monsters here as well. They are the ones credited for creating the vast "Underground" where the adventurers find their fortunes. There are also plenty of "Appendix N" style creatures like intelligent apes and monsters out of Pellucidar and of course dragons and dinosaurs and undead.
Part 7: Treasure has both individual and hoard types with plenty of magic, and cursed items.
Part 8: Campaigns is a guide for Game Masters.
We end with a character sheet and a solid index.
The PDF is bookmarked, but the Table of Contents and Index are not hyperlinked (minor thing really).
The book is well laid out and easy to read. The art is all new and works fantastic with the book. Solid old-school feel to it., if slightly better than what we actually had back then. It reminded me more of Moldvay era art than Holmes, but that is fine really.
Blueholme Prentice Rules
63 pages, mono-color covers, b/w interiors. Pay What You Want.
The Blueholme Prentice Rules came out first as a preview of the Journeymanne rules.
These rules cover the basic rules as the Journeymanne rules, save only to level 3. In this respect it is actually closer to the Holmes set than the maine (manne?) rules.
In character creation, the choices of Human, Elf, Dwarf, and Halfling are given. The same basic four classes of Cleric, Fighter, Magic-user, and Thief are here.
From here the Prentice rules parallel the Journeymanne rules, there is just less of them. This is a truly Basic set of rules with everything to get you started for the price of dice.
The Prentice Rules has the same cover art, albeit in a monochrome format (not unlike Holmes) and features Public Domain art inside from Henry J. Ford. Now personally I LOVE the art. These old images from old fairy tales really sets the mood for me and gives this game a different feel.
Bluehlome Prentice Rules are a perfect solution for someone wanting to get into an Old School game and does not know where to start or what to do, and maybe not spend a lot of money upfront. For a PWYW PDF and print copies under $6, it has replaced Basic Fantasy as my OSR game of choice to hand out to people I want to introduce to old-school play.
Additionally, there are some full-color character sheets and an introductory adventure.
Blueholme is a great addition to the vast and growing library of OSR games. It might be one of my favorites, to be honest.
You can find Dreamscape Design on the web at:
Earlier this week I talked about the new D&D 5 Essentials Kit, I wanted to have another look at my own roots, the D&D Holmes Basic Set. The Holmes set is one of the few versions of the D&D games you can't get from DriveThruRPG. You can, however, get the Blueholme game from Michael Thomas and Dreamscape Design.
Blueholme comes in two different versions, the introductory Prentice Rules, and the full Journeymanne Rules. I will cover both here. In this case, I am reviewing both the print books from Lulu and the PDF versions from DriveThruRPG.
Blueholme Journeymanne Rules
118 pages, full-color covers, b/w interiors. $9.99.
Blueholme is a retro-clone / what-if of the first Basic Set edited by John Eric Holmes. Sometimes called "Blue Box Basic" or "Blue Book Basic". At 118 pages it is a complete game. If that sounds light, then you are right! Blueholme is a "rules" light old-school game much in the same way that Holmes was. Don't let it's light-weight dissuade you. This is a feature, not a bug.
On the surface, the Blueholme Journeymanne Rules (BJR) looks like any other retro-clone in the OSR. Once you dig into it you will see the differences are from the source materials.
Foreward. We start with a foreward (not forward) from Chris Holmes, the son of John Eric Holmes and the reason why there was a Holmes Basic set to begin with. It gives these rules a bit of gravitas if you ask me.
Part 1: Introduction covers what you should expect to see in this book and the general tone of the book. Like everything else it is short, sweet and to the point.
Part 2: Characters deals with character creation. All game developers should have a look at these first two pages to see how the economy of words pays off. In the first two pages, we cover all the steps in creation. Rolling stats (3d6 in order), choosing a species (I prefer this over "race"), class, and everything else. The six ability scores are covered and what they do. SURPRISE they do much less here than in other OSR games. Essentially these are the means to get a bonus when leveling. Eg. Strength provides no bonuses in combat. Constitution does aid in hp it points, Intelligence still helps in learning languages. But that is about it really. Only Dexterity helps to hit and then only + or - 1. Dexterity is central to combat, but more on that later.
For species, there is nothing specific listed outside of humans. For anything else have a look in the Monster section and pick something! Want an elf, dwarf or orc? Go ahead! Goblin? Yes! Dragon? sure, work it out with your GM. Black Pudding? Sure...work it out with your GM.
It is very much the way the original D&D and Holmes D&D games worked.
Classes are the basic four; Cleric, Fighter, Magic-user, and Thief. Fighters do not get more attacks as they level up, but can cause more damage. There are rules on Combination Classes or what we also call Multiclassing. If your base creature type has more HD then there is a table of adjustments.
Alignment is broken down to just five, Lawful Good, Chaotic Good, True Neutral, Chaotic Evil and Lawful Evil.
Coin and Equipment is next. Note that all weapons do 1d6 points of damage per hit as per the OD&D and Holmes BD&D rules.
Part 3: Spells covers all the spells that can be cast by Clerics (1 to 7 spell level) and Magic-Users (1 to 9 spell levels). These are not huge lists and some spells are different than other books representations of them. Make sure you read before you assume a spell does what you think it does.
Part 4: Adventures covers just that, what the characters do and where they do it. This section is very reminiscent of the similar sections in both Holmes and Moldvay Basic. The breadth of the information is wide, but the depth is low since it depends on the Game Master to make calls on what is happening in certain situations.
Part 5: Encounters would be called Combat in other books, but the name change fits. We start with lots of tables of monster encounters at various levels and various locales. Combat, damage, and healing are also covered. The initiative is determined by Dexterity score. If there is a tie then a 1d6 is rolled with highest going first. AC is descending with an AC of 9 meaning unarmored.
We get tables of attack matrices and saving throws too.
Part 6: Creatures deals with all the creatures you can encounter as friend or foes. There are plenty here and brevity is the key. For example, Demon gets a single entry and some tables to determine what it looks like. You can also choose your character specifies from these entries. All the usual suspects are here. I in particular like the "pumpkin-headed" bugbear; a nod to the OD&D rules. There are a lot of Lovecraftian monsters here as well. They are the ones credited for creating the vast "Underground" where the adventurers find their fortunes. There are also plenty of "Appendix N" style creatures like intelligent apes and monsters out of Pellucidar and of course dragons and dinosaurs and undead.
Part 7: Treasure has both individual and hoard types with plenty of magic, and cursed items.
Part 8: Campaigns is a guide for Game Masters.
We end with a character sheet and a solid index.
The PDF is bookmarked, but the Table of Contents and Index are not hyperlinked (minor thing really).
The book is well laid out and easy to read. The art is all new and works fantastic with the book. Solid old-school feel to it., if slightly better than what we actually had back then. It reminded me more of Moldvay era art than Holmes, but that is fine really.
Blueholme Prentice Rules
63 pages, mono-color covers, b/w interiors. Pay What You Want.
The Blueholme Prentice Rules came out first as a preview of the Journeymanne rules.
These rules cover the basic rules as the Journeymanne rules, save only to level 3. In this respect it is actually closer to the Holmes set than the maine (manne?) rules.
In character creation, the choices of Human, Elf, Dwarf, and Halfling are given. The same basic four classes of Cleric, Fighter, Magic-user, and Thief are here.
From here the Prentice rules parallel the Journeymanne rules, there is just less of them. This is a truly Basic set of rules with everything to get you started for the price of dice.
The Prentice Rules has the same cover art, albeit in a monochrome format (not unlike Holmes) and features Public Domain art inside from Henry J. Ford. Now personally I LOVE the art. These old images from old fairy tales really sets the mood for me and gives this game a different feel.
Bluehlome Prentice Rules are a perfect solution for someone wanting to get into an Old School game and does not know where to start or what to do, and maybe not spend a lot of money upfront. For a PWYW PDF and print copies under $6, it has replaced Basic Fantasy as my OSR game of choice to hand out to people I want to introduce to old-school play.
Additionally, there are some full-color character sheets and an introductory adventure.
Blueholme is a great addition to the vast and growing library of OSR games. It might be one of my favorites, to be honest.
You can find Dreamscape Design on the web at:
Tuesday, July 23, 2019
D&D Essentials Kit: Unboxing and Review
Today I want to spend some time with the new D&D Essentials Kit. I had held off buying this when it first came out. It was only available at Target stores and it is designed to get people up and going in the D&D 5 game that does not have prior experience with D&D. That is not me. Plus buying one means that someone new might not get a copy. But I kept hearing really good things about it and the sales I have heard are really good. So I opted to pick up a copy now.
Since I prefer to buy my game materials from my favorite local game store, I will pick up another one when they are released to games stores in September. I am likely going to donate that copy to my kid's local high school gaming club. It will be well recieved I am sure.
So for $25 what does the Essentials Kit have and what can you do with it? According to the back of the box we have:
Opening up the box we see:
The adventure has a familiar feel of all the D&D 5 books.
Cards.
The map of the Sword Coast.
The DM's screen. It is similar to the DM's screen sold separately, but this is made of thinner material.
Character sheets. These are thicker paper than photocopier paper.
The rulebook covers nearly everything characters will need for levels 1 to 6.
And dice. 1d4, 4d6s, 1d8, 1d10, 1d%, 1d12 and 2d20s.
The Essentials Kit covers a bunch of material and it is a fantastic introduction to the Dungeons & Dragons 5th Edition game. The rules are clear, cover all the necessary topics and items.
The Essentials Kit is designed to work with the Starter Kit, but in truth I felt the Essentials can stand on it's own.
Certainly together they make for a complete game. The Starter Set has more monsters and another adventure.
I think that there was a missed opportunity here to call these the Basic and Expert sets.
The easy comparison here is to the various Basic Sets we have gotten over the years for D&D.
One of the complaints of the Starter Set was the lack of character creation rules. There were some other complaints that I felt were overblown. But let's look at this new box and ask the basic question "can I run a D&D game with just this box?"
The answer is yes, of course you can. But are the elements here? Certainly.
I went through my Holmes and Moldvay Basic sets (Metzer is similar enough to Moldvay for this) and picked out rules sections to see what they have and how the Essentials compares.
This is what I came up with:
All three sets align well in terms of what you have. You can start a character, choose one of four races and one of five classes and take them from 1st to 6th level with this box. And with this box there are already blank character sheets.
Like the boxes of old, save for my Holmes set made during the Great Dice Drought, all have dice. All have included adventures and all have character creation rules.
Will Dragon of Icespire Peak go down in history like Keep on the Borderlands? No. But it is still a very fine adventure.
The weak point of this boxed set as a complete game are the lack of a huge variety of Monsters. Holmes featured 58 monsters. Moldvay had over 70, more with variants and sub-types. Essentials has 33. Still, a good amount and all three sets cover the same ones. I don't see this as an issue since monsters can be downloaded from the SRD or the online Basic Game. The Starter Kit also has Monsters as well.
So. The new Essentials Kit is a great starting place for people wanting to learn D&D 5 and have never played D&D before. It is also good for anyone new to D&D 5 but has played other games in the past; though I would direct those folks to the Player's Handbook.
At 25 bucks the entry price is low enough for a casual gamer.
The woman at the register at Target asked me if the game was for me or my kids. I admitted it was for me, but my kids play. She was telling me how popular the set has been and it was flying off the shelves. I told her I knew, since this was the fourth Target I had been at in the Chicago'burbs looking for it. She said her son had asked for it and she got it for him. Now he and all his friends play at her house. Cheaper than a video game and she knew where they were and what they were doing to whole time.
I think. No. I KNOW that Wizards of the Coast did the right thing putting this in Target stores. If this gets the word out more about our hobby, then fantastic.
My next plan is to do some sample characters. I have a new Bard, Cleric or Druid, and a Fighter I want to try out using just this box and do the same characters with the new Pathfinder. Could be fun to see which character creation process "feels" the best.
Since I prefer to buy my game materials from my favorite local game store, I will pick up another one when they are released to games stores in September. I am likely going to donate that copy to my kid's local high school gaming club. It will be well recieved I am sure.
So for $25 what does the Essentials Kit have and what can you do with it? According to the back of the box we have:
- 64 Page Rulebook
- Dragon of Icespire Peak Adventure
- Double-sided poster map
- DM's screen
- 6 blank character sheets
- 11 polyhedral dice
- 81 cards describing magic-items, NPC and conditions
- Access codes for D&D Beyond
Opening up the box we see:
The adventure has a familiar feel of all the D&D 5 books.
Cards.
The map of the Sword Coast.
The DM's screen. It is similar to the DM's screen sold separately, but this is made of thinner material.
Character sheets. These are thicker paper than photocopier paper.
The rulebook covers nearly everything characters will need for levels 1 to 6.
And dice. 1d4, 4d6s, 1d8, 1d10, 1d%, 1d12 and 2d20s.
The Essentials Kit covers a bunch of material and it is a fantastic introduction to the Dungeons & Dragons 5th Edition game. The rules are clear, cover all the necessary topics and items.
The Essentials Kit is designed to work with the Starter Kit, but in truth I felt the Essentials can stand on it's own.
Certainly together they make for a complete game. The Starter Set has more monsters and another adventure.
I think that there was a missed opportunity here to call these the Basic and Expert sets.
The easy comparison here is to the various Basic Sets we have gotten over the years for D&D.
One of the complaints of the Starter Set was the lack of character creation rules. There were some other complaints that I felt were overblown. But let's look at this new box and ask the basic question "can I run a D&D game with just this box?"
The answer is yes, of course you can. But are the elements here? Certainly.
I went through my Holmes and Moldvay Basic sets (Metzer is similar enough to Moldvay for this) and picked out rules sections to see what they have and how the Essentials compares.
This is what I came up with:
Item/Rule/Topic | D&D 5e Essentials | Holmes Basic | Moldvay Basic |
---|---|---|---|
Character Creation | Yes | Yes | Yes |
Ability Generation | 4d6, drop lowest or array | 3d6 | 3d6 |
Character Races | Dwarf, Elf, Halfling, Human | Dwarf, Elf, Halfling, Human | Dwarf, Elf, Halfling, Human |
Character Classes | Bard, Cleric, Fighter, Rogue, Wizard | Cleric, Fighter, Magic-user, Thief | Cleric, Fighter, Magic-user, Thief and Race-as-class |
Levels | 1 to 6 | 1 to 3 | 1 to 3 |
Spells | Yes (Bard, Cleric & Wizard) | Yes (Cleric & Magic-user) | Yes (Cleric & Magic-user) |
Equipment | Yes | Yes | Yes |
Combat | Yes | Yes | Yes |
Monsters | Yes, in included adventure | Yes | Yes |
Magic Items | Yes | Yes | Yes |
DM's Section | Yes, in included adventure | Yes | Yes |
Running Adventures | Yes | Yes | Yes |
Sample Adventure | No (but includes a full adventure) | Yes | Yes |
Full Adventure | Dragon of Icespire Peak | B1 Search of the Unknown | B2 Keep on the Borderlands |
Character Sheets | Yes | No | No* (but a page you can copy) |
Dice | Yes (11) | No (Chits) | Yes (6) |
All three sets align well in terms of what you have. You can start a character, choose one of four races and one of five classes and take them from 1st to 6th level with this box. And with this box there are already blank character sheets.
Like the boxes of old, save for my Holmes set made during the Great Dice Drought, all have dice. All have included adventures and all have character creation rules.
Will Dragon of Icespire Peak go down in history like Keep on the Borderlands? No. But it is still a very fine adventure.
The weak point of this boxed set as a complete game are the lack of a huge variety of Monsters. Holmes featured 58 monsters. Moldvay had over 70, more with variants and sub-types. Essentials has 33. Still, a good amount and all three sets cover the same ones. I don't see this as an issue since monsters can be downloaded from the SRD or the online Basic Game. The Starter Kit also has Monsters as well.
So. The new Essentials Kit is a great starting place for people wanting to learn D&D 5 and have never played D&D before. It is also good for anyone new to D&D 5 but has played other games in the past; though I would direct those folks to the Player's Handbook.
At 25 bucks the entry price is low enough for a casual gamer.
The woman at the register at Target asked me if the game was for me or my kids. I admitted it was for me, but my kids play. She was telling me how popular the set has been and it was flying off the shelves. I told her I knew, since this was the fourth Target I had been at in the Chicago'burbs looking for it. She said her son had asked for it and she got it for him. Now he and all his friends play at her house. Cheaper than a video game and she knew where they were and what they were doing to whole time.
I think. No. I KNOW that Wizards of the Coast did the right thing putting this in Target stores. If this gets the word out more about our hobby, then fantastic.
My next plan is to do some sample characters. I have a new Bard, Cleric or Druid, and a Fighter I want to try out using just this box and do the same characters with the new Pathfinder. Could be fun to see which character creation process "feels" the best.
Monday, July 22, 2019
Happy Anniversary!
No regular post today, it's my 24th Wedding Anniversary!
24 years ago I stood on a beach in Ocho Rios, Jamaica and I said "I Do" to my best friend.
It's been a wonderful ride so far. Two houses, two kids, 8 different jobs, and 21 season of gardens (missing one due to a move and no gardens when we lived in an apartment). I wouldn't change a thing.
To keep this RPG related I got a commission from one of my Featured Artist, Ben Honeycutt, to do a portrait of my wife's and mine D&D 5 characters. Or, more closely, us cosplaying as our characters. ;)
These are our characters Johan IV (Paladin) and Lana (Fighter)
These were based on our minis and our engagement photo from 1995.
24 years ago I stood on a beach in Ocho Rios, Jamaica and I said "I Do" to my best friend.
It's been a wonderful ride so far. Two houses, two kids, 8 different jobs, and 21 season of gardens (missing one due to a move and no gardens when we lived in an apartment). I wouldn't change a thing.
To keep this RPG related I got a commission from one of my Featured Artist, Ben Honeycutt, to do a portrait of my wife's and mine D&D 5 characters. Or, more closely, us cosplaying as our characters. ;)
These are our characters Johan IV (Paladin) and Lana (Fighter)
These were based on our minis and our engagement photo from 1995.
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