Grabbing the next issue of the top I see we are moving to the end of the 80s. September 1989 I was in my Junior year at University. I was not playing a lot, though I did have an occasional game going. AD&D 2nd Ed was the game on the shelves and tables, but it was still mixed with 1st Ed for the most part. The music scene at the time was a vapid collection of soft AOR and look-a-like, sound-a-like hair metal bands. To give you an idea Milli Vanilli was the number #1 act on the radio. Tough times. But we won't let that stop us. It's September 1989 and this is issue #149 of This Old Dragon!
The cover of this issue is one I remember fondly. It is another really awesome piece by Robin Wood called "The Trinket". Personally, it is the look of joy our protagonist has when she sees this little bauble that attracts me.
You can tell this is Roger Moore-era Dragon and not Kim Mohan-era. The Moore era was a bit more stylized and had better layout and internal art. Also, most, if not all the magazine is in color. I am not passing judgment. A lot of this can be attributed to evolution and better layout software. In fact, there is very much a "Macintosh" feel to this. I could be wrong though.
Also at this time, we begin to see names of people that are still active in the industry today.
Well, maybe not active in the strictest sense, but certainly infamous. Case in point the big ad on the next page is for Mutazoids from "Whit Productions, Inc.", yes the first company from Ken Whitman.
This is followed by ads for various TSR book lines. The novels got a HUGE pushback then and hundreds were written.
The Letters are a bit of fun. I guess Issue #137 had a letter from a player discussing his 358-level Magic-user who had destroyed Greyhawk with a nuclear bomb he had invented. I guess he demanded that everyone mail in their character sheets so he could calculate Waldorf's XP.
I say he should have sent in Waldork's sheet for characters from other worlds to try to take him out. ;)
Sage Advice is up from Skip Williams. This issue covers the new Player's Handbook for 2nd Edition AD&D.
Gregory W. Detwiler is up with our first real article, Magic for Beginners. Basically some interesting ideas for magic items for 1st level characters. While I try to avoid giving 1st level characters any magic, there are some great ideas here and ones that work with an edition of the game. Except for maybe 4th. 4th Ed had some pretty detailed magic-item rules and budgets.
Few more pages in we get the 1988 Origins Awards winners.
The Dragons Bestiary: Not quite horses but perhaps better from Kurt Martin gives us a lot of different kinds of horses. Interestingly enough the stats are still in 1st Edition. Or I suspect not so surprising.
Another Sage Advice of sorts again from Skip Williams. This time on Gamma World 3rd Edition.
Ken Rolston is up with Orcs in Space! Role-playing campaigns in Games Workshops WARHAMMER 40,000 universe. Or how to do more role-playing in WH4k. My knowledge of any WH is limited to watching guys at my FLGS paint armies after armies and then playing on these huge tables in the game room. This article addresses that perception and also talks about how to get more a role-play element in.
Articles are notably longer than previous issues.
Cheryl Peterson has a true oddity and one that really could only appear in a handful of issues around this time. Certainly not before and not really after either. Kesmai and Beyond Updating the Island of Kesmai on-line fantasy game. Now. By online they mean online via CompuServe. So no graphical interface, but you can LOOK AT things or FIGHT them. If you are lucky you might even kill a monster and TAKE COINS. I am being flip, but remember what it was like back then? Suddenly you could interact with others, and time and distance did not matter! Computers and computer gaming grew up with D&D and both influenced the other in a multitude of untold ways.
We get some boats and ships for Star Frontiers. No really. From Freighters to Flying Boats Traveling the high seas in the STAR FRONTIERS game by Matthew M. Seabaugh details a lot of boats. It's actually a neat idea. In a couple more years Scotty will let the rest of his Enterprise crewmates know he is ready for retirement and he "just bought a boat". So it's really not all that out there.
We get to the middle section and there are the small ads normally seen at the end of the magazine. Makes me wonder if I am missing something, like a poster.
Richard W. Emerich has some advice on running games at Cons in Getting It Right the First Time. It's a good article with solid advice. Though the advice "Be prepared and run your adventure before you get to the con" won't give you the same pay-per-word count.
So there are some interesting ads in this issue. Not the normal game-related ones but ads that I consider more mainstream.
American Heart Association, American Cancer Socity and the Give Five campaign.
Interesting really. I wonder if the TSR management wanted to reach out to other sources of ad revenue. Makes sense to me really.
Following these, we get the TSR Previews. Heavy on the 2nd Edition books and Campaign books.
In fact we get a nice big ad for the New Spelljammer system.
John C. Bunnell has some book reviews in the Role of Books.
The Role of Computers talks about the new Azure Bounds computer game. I have to admit, I have a desire to try this game out as part of my Forgoten Realms education. I seem to recall that their were for sale somewhere. Anyone remember that?
In Role-Playing Reviews, Jim Bambra covers GURPS Autoduel, Cyberpunk and Top Secret SI Lancers. Of these, R. Talsorian Games' Cyberpunk has had the longest lasting effect on the industry. Not just for the system, or even the genre but for the introduction of "Maximum" Mike Pondsmith. Mike had already given us Mekton and in a few more years he would give us the groundbreaking Castle Falkenstein.
Oddly enough the only article I can remember from this issue is this next one. Time Marches On
An RPG campaign creates its own history as you play by Thomas M. Kane discusses that as the game moves on and ages it builds up it's own mythology. I can remember sitting in my dorm and reading this, but nothing else in the issue. Strange.
Con Calendar and Dragonmirth wraps up this issue.
So a good issue, but not a memorable one (well for me, but it was college).
Thursday, January 25, 2018
Tuesday, January 23, 2018
More Game Prep (Come Endless Darkness)
Not much to discuss today. I have a HUGE project deadline at the end of the month so can't dedicate too much time here. No worries, it will pay off!
In the meantime, I got some more material for my Descent into the Depths of the Earth game.
A cooler looking player's map and more Kuo-toa minis.
A new Encyclopedia Subterranica map.
And all my "Drow" dice.
Been wanting to do this one for so long.
In the meantime, I got some more material for my Descent into the Depths of the Earth game.
A cooler looking player's map and more Kuo-toa minis.
A new Encyclopedia Subterranica map.
And all my "Drow" dice.
Been wanting to do this one for so long.
Monday, January 22, 2018
This Could Be Hobbit Forming, Part 2
Note: Part 1 is here and more discussion is here.
Well I have one kid down sick and another I had to rush to the ER because he cut off the tip of his finger. (Both kids will be fine). But that, of course, means no weekend gaming report.
What I did though was give a little more thought on what my Middle Earth game might be like.
I know there are some perfectly good Lord of the Rings/Middle Earth games out there. I played MERP in the past and I was one of the playtesters for the Cubicle 7 The One Ring game. I will talk about those at a later date. There are also some other games that others have let me know work well for Middle Earth. I might touch on those too, no idea yet. One, Rolemaster, intrigues me because it is not the sort of game I normally would do with RM.
No. Today I want to talk about something I have wanted to do forever. D&D in Middle-Earth. So per my normal weekend-game prep I set some books up on the old-treadmill and went for a run.
I think by now we all know that the effect of Tolkien on D&D has been purposefully diminished over the years. The reasons are varied (and various) but largely seem due to avoid more legal issues.
The evidence is there that Tolkien did have an influence on D&D. Here is my copy of Chainmail with the Fantasy Supplement.
Moving in on this.
So here we have "Hobbits", "Balrogs" "Ents" and even "Nazgul" among the standard "Elves" and "Dwarves". These were scrubbed from later editions.
Regardless of all of that, it brings up my first candidate. Original D&D.
OD&D has a LOT going for it. The rules are really stripped down, the class selection is few and the overall power level is what I feel represents the average to high-level adventurers in Middle Earth. Despite wizards, dragons, and rings, Middle Earth is a low magic setting. Even great swords like those forged by the elven smiths in Gondolin are at best what, +3? Nothing like a vorpal sword, or even a sword of sharpness. OD&D does this really well.
The biggest issue I have with OD&D is that I already had a grand experiment with it. Back in 1988 I spent a summer playing in an OD&D campaign with rather mundane characters; 3d6 in order, no substitutions unless an ability was lower than 7. Now don't get me wrong, I enjoyed the hell out of that game. But I am not sure if I want to do that again or not.
Naturally, I thought, maybe Basic D&D is the way to go.
I am planning on limiting my Middle Earth game to just 10th level. If I throw in the Expert set I might go to 12. Here again, there are a ton of compelling reasons, for me, to use this.
I love Basic era D&D. I can do so much with it. I also even think that race-as-class would work; except for a halfling burglar.
While I really wanted to stick with something pure D&D at about the 1-mile mark I came to a realization. The game I want does exist. It is OD&D like. Limited to 10 levels. And has the feel I Want in a game. It is +James Spahn's The Hero's Journey Fantasy Roleplaying.
Hero's Journey is James Spahn's love letter to the Hobbit and the kinds of adventures inspired by it. This is not a grimdark game so it would fit my needs perfectly. Plus James has worked on Cubicle 7's Adventures in Middle Earth RPG so he has the background to pull it off.
Now. I have no idea if I would include my own Hedge Witch in this. She doesn't really fit, but I pulled my book anyway to see. Hero's Journey not only has the feel I want, but it also has the classes I am looking for. While I am not likely to use OD&D/Basic/HJ's Wizard or Magic-user at all, I do see a spot for the cleric. Only instead of serving gods they the scholars of Arda. Plus we will need some healing magic.
I think I am going to come up with a basic character concept, maybe even a couple, and see how well I can create them in these games and selcted Middle-Earth dedicated games.
Obviously I will have to use a young hobbit adventurer, a dwarf fighter of some sort maybe an elf and a human too.
This won't be a long-term or even a serious campaign, but one I can run when I have the desire to do something light.
Just need to find a time to set it all in. I am thinking at the start of the Third Age or maybe near the end of the Second Age.
Well I have one kid down sick and another I had to rush to the ER because he cut off the tip of his finger. (Both kids will be fine). But that, of course, means no weekend gaming report.
What I did though was give a little more thought on what my Middle Earth game might be like.
I know there are some perfectly good Lord of the Rings/Middle Earth games out there. I played MERP in the past and I was one of the playtesters for the Cubicle 7 The One Ring game. I will talk about those at a later date. There are also some other games that others have let me know work well for Middle Earth. I might touch on those too, no idea yet. One, Rolemaster, intrigues me because it is not the sort of game I normally would do with RM.
No. Today I want to talk about something I have wanted to do forever. D&D in Middle-Earth. So per my normal weekend-game prep I set some books up on the old-treadmill and went for a run.
I think by now we all know that the effect of Tolkien on D&D has been purposefully diminished over the years. The reasons are varied (and various) but largely seem due to avoid more legal issues.
The evidence is there that Tolkien did have an influence on D&D. Here is my copy of Chainmail with the Fantasy Supplement.
Moving in on this.
So here we have "Hobbits", "Balrogs" "Ents" and even "Nazgul" among the standard "Elves" and "Dwarves". These were scrubbed from later editions.
Regardless of all of that, it brings up my first candidate. Original D&D.
OD&D has a LOT going for it. The rules are really stripped down, the class selection is few and the overall power level is what I feel represents the average to high-level adventurers in Middle Earth. Despite wizards, dragons, and rings, Middle Earth is a low magic setting. Even great swords like those forged by the elven smiths in Gondolin are at best what, +3? Nothing like a vorpal sword, or even a sword of sharpness. OD&D does this really well.
The biggest issue I have with OD&D is that I already had a grand experiment with it. Back in 1988 I spent a summer playing in an OD&D campaign with rather mundane characters; 3d6 in order, no substitutions unless an ability was lower than 7. Now don't get me wrong, I enjoyed the hell out of that game. But I am not sure if I want to do that again or not.
Naturally, I thought, maybe Basic D&D is the way to go.
I am planning on limiting my Middle Earth game to just 10th level. If I throw in the Expert set I might go to 12. Here again, there are a ton of compelling reasons, for me, to use this.
I love Basic era D&D. I can do so much with it. I also even think that race-as-class would work; except for a halfling burglar.
While I really wanted to stick with something pure D&D at about the 1-mile mark I came to a realization. The game I want does exist. It is OD&D like. Limited to 10 levels. And has the feel I Want in a game. It is +James Spahn's The Hero's Journey Fantasy Roleplaying.
Hero's Journey is James Spahn's love letter to the Hobbit and the kinds of adventures inspired by it. This is not a grimdark game so it would fit my needs perfectly. Plus James has worked on Cubicle 7's Adventures in Middle Earth RPG so he has the background to pull it off.
Now. I have no idea if I would include my own Hedge Witch in this. She doesn't really fit, but I pulled my book anyway to see. Hero's Journey not only has the feel I want, but it also has the classes I am looking for. While I am not likely to use OD&D/Basic/HJ's Wizard or Magic-user at all, I do see a spot for the cleric. Only instead of serving gods they the scholars of Arda. Plus we will need some healing magic.
I think I am going to come up with a basic character concept, maybe even a couple, and see how well I can create them in these games and selcted Middle-Earth dedicated games.
Obviously I will have to use a young hobbit adventurer, a dwarf fighter of some sort maybe an elf and a human too.
This won't be a long-term or even a serious campaign, but one I can run when I have the desire to do something light.
Just need to find a time to set it all in. I am thinking at the start of the Third Age or maybe near the end of the Second Age.
Labels:
0e,
basic,
DnD,
Middle-Earth
Thursday, January 18, 2018
This Old Dragon: Issue #95
Ok, this really is less of a cheat than it might appear. This issue was actually third on my list for this week, it gets promoted due to one article that I'll mention in a bit. For now, it is March 1985, Madonna rules the radio and MTV. Eddie Murphy dominates the silver screens with Beverly Hills Cop. On the way to our shelves is Unearthed Arcana (more on that) but there now is issue #95 of This Old Dragon!
Our cover is something of a classic from Dean Morrissey. I will admit I did not like it when this was new. I liked the idea, but the cover left cold. Over the years my mind has changed and I consider this one of my top 20 covers. Not quite top 10, but certainly up there.
The table of contents promises a lot of things, but at the bottom we get a note from Kim Mohan. Titled In defense of advertising Kim advises us to read the letters on the next page and then come back. I'll talk about that in a bit. This article is a defense of the number of ads in Dragon magazine. He points out that while the magazine has grown the price, $3.00, has been consistent for nearly five years. Having grown up in that time with a limited income from a paper route I appreciated the price stability. Plus I *loved* the ads. That's how I knew what was new and what was going on with other companies. Some games I bought solely based on their ad in Dragon.
Ok Letters. Dan Fejes sends in one titled "Hard of hearing?" where he complains about the number of ads in the magazine AND the fact that the editors are "not listening to the readers". Dan can't defend himself here, so me ripping into him is counter-productive. But seriously? I understand that no one is really made of money, but this sounds like typical entitled-gamer bullshit to me. Unless he has a degree in economics where he can show his price per useful content ratio is somehow less...but I digress. Forget Dan. I love the ads. My only beef is when the ads went exclusively to TSR. But that is some time away yet.
Speaking of ads...We get our first look at the nearly-mythical D&D Set 3: Companion Rules!
Suck it Dan.
Gary is up first with Demi-humans Get a Lift in his From the Sorcerer's Scroll feature. This covers the new level and class limits for Demi-humans in the AD&D game. A preview of sorts for the new Unearthed Arcana he announces at the end of the article. We also get an update on the D&D movie. That is to say that there is still a D&D movie being shopped around.
Gary mentions that Gen Con was attended by 8,000 people, the most ever of this kind of convention. I bet it will grow! This is cover some sort of argument over which one con was better/larger Gen Con vs. Origins.
Here is the article that bumped this issue to the head of the queue today.
The influence of J. R. R. Tolkien on the D&D® and AD&D® games. Why Middle Earth is not part of the game world by Gary Gygax.
Let's take a moment and remember when this article was written. 1985. I.C.E. has the MERP game now and TSR has already had a litigious past with the Tolkien estate. I am going to forward this quote first,
Gygax might be trying to make the point that D&D would have come about with or without Tolkien. He might be right, but it would certainly not have come out like it was in 85. The fertile ground that D&D grew in was tilled by Tolkien. Others have also tilled and sown those fields, but our good professor did a little more than his fair share of work. Plus I can't help but feel there is a bit of revisionism going on here. Lest we forget that the original D&D rules featured Hobbits, Ents and Balorgs by those names. Halflings in D&D are defacto Hobbits right down to their hairy feet and subrace names. Harfoots, Fallowhides, and Stoors for Tolkien and Hairfoots, Tallfellows and Stouts for AD&D. I am not going to belabor this point really other than to point out that Gary is both correct and wrong in his article. How much of this was oversight or even on advice from his lawyers we will really never know. There have been a number of follow-up articles, interviews and the like since then and right on up to his death.
Whew! We are only on page 15!
The Convention Calendar is up. I see my FLGS is having a Game Day on March 30.
Yes. They are still open and they still have the same phone number! Well, the area code has changed twice since this ad. It is now 847-577-9656. Not too bad really. Want to buy a copy of the Dragons I review? I usually buy them here!
Ok I do want to talk about this ad.
So DragonRaid got a lot of grief in the gaming communities I was apart of. I had some Christian gamer friends that thought it was a cheap attempt to capitalize on their faith and some even that did not want to mix their D&D and belief. As an Atheist, then and now, I thought it was interesting. As someone who was interested in psychology then and someone with degrees in it now I also thought it was an interesting way to learn something, in this case, Bible verses. I always wanted to see the game for myself. You can still buy the game directly from the publisher.
Anyone ever play this game?
Next up is How taxes take their toll: The kings collectors dont have it easy, either by Arthur Collins is done as a faux interview. The basic premise is how to do taxes in your fantasy medieval world.
Ecology of the Cockatrice is next from Ed Greenwood. He has another entry later on. This is another good piece and reminds me why I liked these "Ecology of" articles so much. They can take an uninteresting monster and really do a lot with it.
In the days before the internet, this next article by Glenn Rahman was pure gold. Prices for the Roaring 20s: A way to measure PCs purchasing power gives us price lists. I remember sitting in my then local library for hours looking up prices for one of the first Victorian-era games I ever ran. Now it is a click away.
Katharine Kerr is back with more advice on experience rules in Credit where credit is due. This article looks to examples from other games to award some non-combat experience and in particular the use of skills.
Next is an article I actually used quite a bit. The many shapes of apes: Giving primates the attention they deserve by Stephen Inniss gives us some stats for various primates including the Gigantopithecus, which I used quite a lot.
We get to the main feature of this issue. A new mid-level adventure from Ed Greenwood called Into the Forgotten Realms. This might not be the first official Forgotten Realms entry in the pages of Dragon, but it is the biggest so far. Run as a tournament module at Gen Con 1984, this adventure has you begin in the Realms. There are characters provided. It has been my plan to use this adventure in my Realms based game someday. I am still planning this. It looks really fun to be honest.
Battles above the dungeon by Tim W. Brown has advice for combat in open spaces.
The fiction section is next, Desperate Acts, I know nothing of the story save that it has one of my favorite pieces of art to appear in a Dragon magazine. No surprise it is by Denis Beauvais.
I thought she was an awesome looking character.
The Ares section is next.
We get some new starships for the Star Frontiers: Knight Hawks game NOW back in print.
Penny Petticord has some answers to various GammaWorld questions.
Jeff Grubb talks Iron Man in the Marvel-Phile. Though at this point it is Rhodey wearing the armor of Iron Man and not Tony.
We get Dolphins as a space-farring race for RingWorld by Sherman Kahn. Now we know how they left Earth in So Long and Thanks for All the Fish. Interestingly enough a Star Trek TNG novel had dolphin crew member and I always pictured this art for it.
Small ads.
Big ad for Gen Con 18.
Wormy, Dragonmirth and Snarf.
Wow. What another packed issue. So much here that I remembered and so much more I had forgotten.
Want to know what I was saying about White Dwarf from the same time period? Have a look at White Dwarf Wednesday #63.
Our cover is something of a classic from Dean Morrissey. I will admit I did not like it when this was new. I liked the idea, but the cover left cold. Over the years my mind has changed and I consider this one of my top 20 covers. Not quite top 10, but certainly up there.
The table of contents promises a lot of things, but at the bottom we get a note from Kim Mohan. Titled In defense of advertising Kim advises us to read the letters on the next page and then come back. I'll talk about that in a bit. This article is a defense of the number of ads in Dragon magazine. He points out that while the magazine has grown the price, $3.00, has been consistent for nearly five years. Having grown up in that time with a limited income from a paper route I appreciated the price stability. Plus I *loved* the ads. That's how I knew what was new and what was going on with other companies. Some games I bought solely based on their ad in Dragon.
Ok Letters. Dan Fejes sends in one titled "Hard of hearing?" where he complains about the number of ads in the magazine AND the fact that the editors are "not listening to the readers". Dan can't defend himself here, so me ripping into him is counter-productive. But seriously? I understand that no one is really made of money, but this sounds like typical entitled-gamer bullshit to me. Unless he has a degree in economics where he can show his price per useful content ratio is somehow less...but I digress. Forget Dan. I love the ads. My only beef is when the ads went exclusively to TSR. But that is some time away yet.
Speaking of ads...We get our first look at the nearly-mythical D&D Set 3: Companion Rules!
Suck it Dan.
Gary is up first with Demi-humans Get a Lift in his From the Sorcerer's Scroll feature. This covers the new level and class limits for Demi-humans in the AD&D game. A preview of sorts for the new Unearthed Arcana he announces at the end of the article. We also get an update on the D&D movie. That is to say that there is still a D&D movie being shopped around.
Gary mentions that Gen Con was attended by 8,000 people, the most ever of this kind of convention. I bet it will grow! This is cover some sort of argument over which one con was better/larger Gen Con vs. Origins.
Here is the article that bumped this issue to the head of the queue today.
The influence of J. R. R. Tolkien on the D&D® and AD&D® games. Why Middle Earth is not part of the game world by Gary Gygax.
Let's take a moment and remember when this article was written. 1985. I.C.E. has the MERP game now and TSR has already had a litigious past with the Tolkien estate. I am going to forward this quote first,
The popularity of Professor Tolkiens fantasy works did encourage me to develop my own. But while there are bits and pieces of his works reflected hazily in mine, I believe that his influence, as a whole, is quite minimal.Now there are plenty of reasons for him to state this, and he follows up in the article going over now well known ground on how the pulps, Howard in particular, were the source of most of his fantasy thoughts. None of this is really in dispute. What follows is a breakdown of creatures D&D and Tolkien share in common and where Tolkien might have derieved them. All of which has the benefit of being true, we know this from Tolkien's own letters, and completely not really the point.
- Gary Gygax, p. 12. Dragon 95, March 1985.
Gygax might be trying to make the point that D&D would have come about with or without Tolkien. He might be right, but it would certainly not have come out like it was in 85. The fertile ground that D&D grew in was tilled by Tolkien. Others have also tilled and sown those fields, but our good professor did a little more than his fair share of work. Plus I can't help but feel there is a bit of revisionism going on here. Lest we forget that the original D&D rules featured Hobbits, Ents and Balorgs by those names. Halflings in D&D are defacto Hobbits right down to their hairy feet and subrace names. Harfoots, Fallowhides, and Stoors for Tolkien and Hairfoots, Tallfellows and Stouts for AD&D. I am not going to belabor this point really other than to point out that Gary is both correct and wrong in his article. How much of this was oversight or even on advice from his lawyers we will really never know. There have been a number of follow-up articles, interviews and the like since then and right on up to his death.
- Grognardia: Dungeons & Hobbits
- Grognardia: Gygax on Tolkien (Again)
- OneRing.net: Interview with Gary Gygax, Creator of Dungeons & Dragons
Whew! We are only on page 15!
The Convention Calendar is up. I see my FLGS is having a Game Day on March 30.
Yes. They are still open and they still have the same phone number! Well, the area code has changed twice since this ad. It is now 847-577-9656. Not too bad really. Want to buy a copy of the Dragons I review? I usually buy them here!
Ok I do want to talk about this ad.
So DragonRaid got a lot of grief in the gaming communities I was apart of. I had some Christian gamer friends that thought it was a cheap attempt to capitalize on their faith and some even that did not want to mix their D&D and belief. As an Atheist, then and now, I thought it was interesting. As someone who was interested in psychology then and someone with degrees in it now I also thought it was an interesting way to learn something, in this case, Bible verses. I always wanted to see the game for myself. You can still buy the game directly from the publisher.
Anyone ever play this game?
Next up is How taxes take their toll: The kings collectors dont have it easy, either by Arthur Collins is done as a faux interview. The basic premise is how to do taxes in your fantasy medieval world.
Ecology of the Cockatrice is next from Ed Greenwood. He has another entry later on. This is another good piece and reminds me why I liked these "Ecology of" articles so much. They can take an uninteresting monster and really do a lot with it.
In the days before the internet, this next article by Glenn Rahman was pure gold. Prices for the Roaring 20s: A way to measure PCs purchasing power gives us price lists. I remember sitting in my then local library for hours looking up prices for one of the first Victorian-era games I ever ran. Now it is a click away.
Katharine Kerr is back with more advice on experience rules in Credit where credit is due. This article looks to examples from other games to award some non-combat experience and in particular the use of skills.
Next is an article I actually used quite a bit. The many shapes of apes: Giving primates the attention they deserve by Stephen Inniss gives us some stats for various primates including the Gigantopithecus, which I used quite a lot.
We get to the main feature of this issue. A new mid-level adventure from Ed Greenwood called Into the Forgotten Realms. This might not be the first official Forgotten Realms entry in the pages of Dragon, but it is the biggest so far. Run as a tournament module at Gen Con 1984, this adventure has you begin in the Realms. There are characters provided. It has been my plan to use this adventure in my Realms based game someday. I am still planning this. It looks really fun to be honest.
Battles above the dungeon by Tim W. Brown has advice for combat in open spaces.
The fiction section is next, Desperate Acts, I know nothing of the story save that it has one of my favorite pieces of art to appear in a Dragon magazine. No surprise it is by Denis Beauvais.
I thought she was an awesome looking character.
The Ares section is next.
We get some new starships for the Star Frontiers: Knight Hawks game NOW back in print.
Penny Petticord has some answers to various GammaWorld questions.
Jeff Grubb talks Iron Man in the Marvel-Phile. Though at this point it is Rhodey wearing the armor of Iron Man and not Tony.
We get Dolphins as a space-farring race for RingWorld by Sherman Kahn. Now we know how they left Earth in So Long and Thanks for All the Fish. Interestingly enough a Star Trek TNG novel had dolphin crew member and I always pictured this art for it.
Small ads.
Big ad for Gen Con 18.
Wormy, Dragonmirth and Snarf.
Wow. What another packed issue. So much here that I remembered and so much more I had forgotten.
Want to know what I was saying about White Dwarf from the same time period? Have a look at White Dwarf Wednesday #63.
Wednesday, January 17, 2018
This Could Be Hobbit Forming!
I have been waiting years to use that title.
So an interesting thing happened yesterday. There were not two, not three but four "Tolkien and D&D" posts made to the blogs I read all within hours of each other. I have no reason to assume the author's all planned this, but if you are a fan of Tolkien, Lord of the Rings and D&D then it was a great day of reading.
Tolkien and D&D have had a relationship for as long as there have been a D&D. While one only needs to look to Halflings for this there are plenty of other examples including the obvious elf and orc ones. There are also the Balors and Treants or as they appeared in the earliest edition, Balrogs and Ents.
While it was politic for a while to dismiss the effect Tolkien had on D&D, no one really tow's that line anymore. Gary even rather famously distanced himself from it and his followers likewise took the same point of view.
These next four bloggers are not of that frame of mind.
Tim Shorts of +Gothridge Manor starts us out in Musings from a Man Playing Two Middle Earth Games. Tim talks about one of our other bloggers, Rob Conley, and his love for Tolkien. We will get to him in a bit. His point of view comes from that of the casual Tolkien fan, but also as someone that is enjoying both games he is in. Immersion seems to be the key for Tim. The time taken for the adventure feels different for Middle Earth than say D&D. The pacing is key.
+Jonathan Hicks over at Farsight Blogger discusses playing two other Middle Earth games as a self-described big fan in J.R.R. Tolkien and my roleplaying hobby. His discussion centers around the classic Iron Crown Enterprises Middle-Earth Roleplaying game (of which I was also a big fan) and the later The Decipher Lord of the Rings roleplaying game using the CODA system. Now for me both systems had their issues, but their fluff was top notch. Hicks' post is a great narrative of games that "almost were" and some of the issues of playing in Tolkien's world. Or at least the issues of one GM in particular. I have to largely agree with his post. Tolkien's world(s) are huge and detailed, but sometimes that detail works against you.
+Rob Conley over at Bat in the Attic follows this up with his Why Middle Earth has been working for me. It is a follow-up to Tim Short's post above but also works as follow up to Hicks. Rob, also a self-professed big fan, discusses his issues with the MERP system (which I largely agree with) and his enjoyment of the newer Adventures in Middle Earth from Cubicle 7 that uses D&D5 as a base. The time period of the C7 games works well for Rob; between the battle of Five Armies and the War of the Ring. So there is plenty of reasons (and reasoning) for young hobbits to want to go on adventures. There is also the rise in Mordor at this point and the waning influence of the elves.
Later 3rd Age Middle Earth is a time of war, but also of adventure. Compare this to the description that Hicks gives of his Star Wars game (used by him for comparison) the characters don't have to be in some strange part of the world (or galaxy) they can be in the thick of it.
Finally, we get a long post from +Jason Vey over at the Wasted Lands, is sometimes blog about his campaign. Jason is a huge fan of Tolkien. His post, Fellowship of the Ring: Lord of the Rings and Campaign Building, Part One, deals with as he puts it, Lord of the Rings: A Master Class in Campaign Building. In this he builds a "Fellowship of the Ring" campaign using the book (not the movie) as a guide. I only point out book vs. movie here since some of the differences play into the campaign building. Jason takes a very old-school rule specific look at building a campaign based on the Lord of the Rings model. This is a subtle difference than the posts above which deal with playing in Lord of the Rings world. If Jason's approach could be described in a phrase it is getting back to the roots. The roots of both D&D (structure and rules) and of Tolkien (narrative). It is not explicitly said, but the idea I get is that this is designed with OD&D in mind. Indeed, Jason and I have talked about how if either of us were to run a Middle Earth game it would need to be using OD&D. I suppose that Swords & Wizardry would also work, but it does not have the gravitas that OD&D has. Plus I happen to know that Jason has copies of the LBB that still have "Ents", "Hobbits" and "Balrogs" in them, so there is that.
These posts have me thinking about trying a Middle Earth game. Something I have wanted to try since discovering D&D and Hobbit right around the same time. I'd love to do it with OD&D or maybe B/X D&D, but it has to be D&D proper. I would, naturally need to remove some classes, but otherwise I think it would be great fun.
Links (to current RPGs)
Adventures in Middle-earth Player's Guide
Adventures in Middle-earth Loremaster's Guide
The One Ring Roleplaying Game
So an interesting thing happened yesterday. There were not two, not three but four "Tolkien and D&D" posts made to the blogs I read all within hours of each other. I have no reason to assume the author's all planned this, but if you are a fan of Tolkien, Lord of the Rings and D&D then it was a great day of reading.
Tolkien and D&D have had a relationship for as long as there have been a D&D. While one only needs to look to Halflings for this there are plenty of other examples including the obvious elf and orc ones. There are also the Balors and Treants or as they appeared in the earliest edition, Balrogs and Ents.
While it was politic for a while to dismiss the effect Tolkien had on D&D, no one really tow's that line anymore. Gary even rather famously distanced himself from it and his followers likewise took the same point of view.
These next four bloggers are not of that frame of mind.
Tim Shorts of +Gothridge Manor starts us out in Musings from a Man Playing Two Middle Earth Games. Tim talks about one of our other bloggers, Rob Conley, and his love for Tolkien. We will get to him in a bit. His point of view comes from that of the casual Tolkien fan, but also as someone that is enjoying both games he is in. Immersion seems to be the key for Tim. The time taken for the adventure feels different for Middle Earth than say D&D. The pacing is key.
+Jonathan Hicks over at Farsight Blogger discusses playing two other Middle Earth games as a self-described big fan in J.R.R. Tolkien and my roleplaying hobby. His discussion centers around the classic Iron Crown Enterprises Middle-Earth Roleplaying game (of which I was also a big fan) and the later The Decipher Lord of the Rings roleplaying game using the CODA system. Now for me both systems had their issues, but their fluff was top notch. Hicks' post is a great narrative of games that "almost were" and some of the issues of playing in Tolkien's world. Or at least the issues of one GM in particular. I have to largely agree with his post. Tolkien's world(s) are huge and detailed, but sometimes that detail works against you.
+Rob Conley over at Bat in the Attic follows this up with his Why Middle Earth has been working for me. It is a follow-up to Tim Short's post above but also works as follow up to Hicks. Rob, also a self-professed big fan, discusses his issues with the MERP system (which I largely agree with) and his enjoyment of the newer Adventures in Middle Earth from Cubicle 7 that uses D&D5 as a base. The time period of the C7 games works well for Rob; between the battle of Five Armies and the War of the Ring. So there is plenty of reasons (and reasoning) for young hobbits to want to go on adventures. There is also the rise in Mordor at this point and the waning influence of the elves.
Later 3rd Age Middle Earth is a time of war, but also of adventure. Compare this to the description that Hicks gives of his Star Wars game (used by him for comparison) the characters don't have to be in some strange part of the world (or galaxy) they can be in the thick of it.
Finally, we get a long post from +Jason Vey over at the Wasted Lands, is sometimes blog about his campaign. Jason is a huge fan of Tolkien. His post, Fellowship of the Ring: Lord of the Rings and Campaign Building, Part One, deals with as he puts it, Lord of the Rings: A Master Class in Campaign Building. In this he builds a "Fellowship of the Ring" campaign using the book (not the movie) as a guide. I only point out book vs. movie here since some of the differences play into the campaign building. Jason takes a very old-school rule specific look at building a campaign based on the Lord of the Rings model. This is a subtle difference than the posts above which deal with playing in Lord of the Rings world. If Jason's approach could be described in a phrase it is getting back to the roots. The roots of both D&D (structure and rules) and of Tolkien (narrative). It is not explicitly said, but the idea I get is that this is designed with OD&D in mind. Indeed, Jason and I have talked about how if either of us were to run a Middle Earth game it would need to be using OD&D. I suppose that Swords & Wizardry would also work, but it does not have the gravitas that OD&D has. Plus I happen to know that Jason has copies of the LBB that still have "Ents", "Hobbits" and "Balrogs" in them, so there is that.
These posts have me thinking about trying a Middle Earth game. Something I have wanted to try since discovering D&D and Hobbit right around the same time. I'd love to do it with OD&D or maybe B/X D&D, but it has to be D&D proper. I would, naturally need to remove some classes, but otherwise I think it would be great fun.
Links (to current RPGs)
Adventures in Middle-earth Player's Guide
Adventures in Middle-earth Loremaster's Guide
The One Ring Roleplaying Game
Monday, January 15, 2018
Slight Shift in Plans: Down, Down to Drow Town
Over the extended Christmas break we got to play quite a lot of D&D5. My son, when not playing or running games for his cousins, also spent some time updating our Order of the Platinum Dragon characters. Everyone is right at 13th level and he wants to play them again.
So I am pulling out my Descent into the Depths of the Earth to get going on their first underdark hexcrawl. I am of course using the Classic Modules Today conversion for 5e.
I am going to let them find their own way here, though maybe not as much as I could let them.
I really only need them to go up one more level before The Vault of the Drow.
To aid me in this I found a great alternate Player's Map at Blog of Exalted Deeds that I really like.
Looking forward to running this piece of AD&D history with my kids.
So I am pulling out my Descent into the Depths of the Earth to get going on their first underdark hexcrawl. I am of course using the Classic Modules Today conversion for 5e.
I am going to let them find their own way here, though maybe not as much as I could let them.
I really only need them to go up one more level before The Vault of the Drow.
To aid me in this I found a great alternate Player's Map at Blog of Exalted Deeds that I really like.
Looking forward to running this piece of AD&D history with my kids.
Friday, January 12, 2018
Kickstart your Weekend with Venger As'Nas Satanis
You gotta love +Venger Satanis and his Kortthalis Publishing.
He is out there doing his own thing. Doing to make the stuff he wanted to play with back in the day and if we want to come along, well great. While he takes himself far less seriously than other publishers, he takes his games and books very seriously. And it shows in his production values. So today I want to share two new Venger products with you. First up a Kickstarter.
Battle Star Trilogy: Trek Wars
https://www.kickstarter.com/projects/1575519826/battle-star-trilogy-trek-wars
I'll admit it. I LOVE Alpha Blue. I might be because I am the right demographic for it, but I also love 70s sleaze. Anything for Alpha Blue then is good in my book.
This one will be three adventure scenarios for Alpha Blue, but I would be lying if I said I wasn't thinking of trying them in White Star and/or Star Frontiers.
Player's Handbook Like A Fucking Boss
Out now is Venger's latest in his "Like a Fucking Boss" series.
Venger is a man after my own heart, and PHB-LAFB takes many nods and cues from Basic-era D&D, or at least his reading of it which is just as good.
PHB-LAFB is not a rule book or an adventure, but a collection of various tips, tricks and odds and ends to help your game along. There are some very obvious nods to classic/Basic/OSR style play and there are nods to more modern/D&D5 style mechanics and design. The bottom line here (and a big one for me when reading this) is I can use it with just about any game I play.
In truest old-school fashion there are plenty of tables. "Stranger Things" gives us a table of various odds and ends, emphasis on the odd. "Honor and Fame" and "Dishonor and Infamy" are also very useful tables for rewards that reminds me of some the rules I have seen in AGE and Blue Rose; again a natural idea given Venger's own twist.
There is a lot of great character building ideas too. Tables, checklists, backgrounds. It's all here.
For $5.00 and 33 full-color pages, it is quite worth it.
I am not quite sure if it is up to the level of awesomeness that is How to Game Master like a Fucking Boss but it is also more focused on players and characters and is half the price too.
No one does Venger quite like Venger. Both of this products are top notch.
He is out there doing his own thing. Doing to make the stuff he wanted to play with back in the day and if we want to come along, well great. While he takes himself far less seriously than other publishers, he takes his games and books very seriously. And it shows in his production values. So today I want to share two new Venger products with you. First up a Kickstarter.
Battle Star Trilogy: Trek Wars
https://www.kickstarter.com/projects/1575519826/battle-star-trilogy-trek-wars
I'll admit it. I LOVE Alpha Blue. I might be because I am the right demographic for it, but I also love 70s sleaze. Anything for Alpha Blue then is good in my book.
This one will be three adventure scenarios for Alpha Blue, but I would be lying if I said I wasn't thinking of trying them in White Star and/or Star Frontiers.
Player's Handbook Like A Fucking Boss
Out now is Venger's latest in his "Like a Fucking Boss" series.
Venger is a man after my own heart, and PHB-LAFB takes many nods and cues from Basic-era D&D, or at least his reading of it which is just as good.
PHB-LAFB is not a rule book or an adventure, but a collection of various tips, tricks and odds and ends to help your game along. There are some very obvious nods to classic/Basic/OSR style play and there are nods to more modern/D&D5 style mechanics and design. The bottom line here (and a big one for me when reading this) is I can use it with just about any game I play.
In truest old-school fashion there are plenty of tables. "Stranger Things" gives us a table of various odds and ends, emphasis on the odd. "Honor and Fame" and "Dishonor and Infamy" are also very useful tables for rewards that reminds me of some the rules I have seen in AGE and Blue Rose; again a natural idea given Venger's own twist.
There is a lot of great character building ideas too. Tables, checklists, backgrounds. It's all here.
For $5.00 and 33 full-color pages, it is quite worth it.
I am not quite sure if it is up to the level of awesomeness that is How to Game Master like a Fucking Boss but it is also more focused on players and characters and is half the price too.
No one does Venger quite like Venger. Both of this products are top notch.
Subscribe to:
Posts (Atom)