Thursday, March 8, 2018

This Old Dragon: Issue #80

Issue 80  is one of those issues I have some very fond memories of and one that made it's way into my gaming life in odd and interesting ways.  So enough preamble, let's get going. It's December 1983 and this is Issue #80 of This Old Dragon!

This time around I have two copies of this magazine, but neither is complete.   Both are missing the cover, both are missing the city-based adventure and one has large sections cut out.

Let's talk about the cover.  This is a Clyde Caldwell work.  I always loved his work and this one is no exception. A purple-haired (I think it is blonde really with odd lighting) magic-user over a crystal ball?  What's not to love?

Kim Mohan is up with the editorial. First is plea for people sending in computer programs. Long story short, they want BASIC programs that people that have 16k and 32k systems can run (as opposed to those 'power users' at 48k and 64k).   This is a prelude to the AD&D combat program later in this issue.  The next part of the Editorial covers material in this issue.

Out on a Limb covers this months letters.  Couple issues back had another program that ran a Chi-Square (x2)analysis to determine if your dice were biased.  One reader has issues with this, but it seems like the editors came to the same conclusion I did; that the reader went through all the work to find a fault in the procedure and not his dice.  I'll be on the lookout for that article.  Now you can run even complex Chi-Squares in Excel.  Somewhere I have a sheet for checking dice.

Nice big ad for James Bond 007.  1983 was a good Bond year. Back in the summer, Octopussy with Roger Moore (no relation to Dragon's Roger Moore) hit the screens and this fall and winter we got the non-Eon Never Say Never Again with Sean Connery.  Of course only Octopussy of the two would make it into an adventure for the game (along with Goldfinger and one of my favorites Dr. No).   I have been a huge Bond fan ever since I saw Live and Let Die but I have never played this game.  IF I were to do it, I might use the Doctor Who rules just for fun.

Up next is Fraser Sherman and The Psychology of the Doppleganger.  An interesting little read about these (in my mind) under-used creatures.

Big ad for the new Intellivision AD&D cartridge game, Treasure of Tarmin.

David F. Godwin has an article that has plagued DMs and Players since time out of time (or at least since 1975). In How many coins in a coffer? He discusses the weight and the value of the coins of each type.   It's the type of gritty analysis that was really popular at the time.  It can still serve some good use today, the numbers still work and if you want to adapt it to current precious metal prices that is your choice. Personally, I prefer to handwave this and use the old Basic D&D standard of 1 coin = 1/10 a pound.   It keeps the math easy.   Yess, yes I know...someone will ask "what about resource management and encumbrance?"  That is fine, if I wanted to make D&D more like Economics or Supply Chain Management. And I don't.

Ah now here is something everyone can use.  The Five keys to DMing success by Mike Beeman is essential reading for any DM, regardless of edition they play or experience they have.  These keys are 1. Continuity, 2. Character (the Player Character), 3. Competence (rules knowledge, but not memorization), 4. Creative, and 5. Cooperation.  Most of this advice is of the common sense sort, but good to have in one place. OR maybe it is only common sense to me now on the other side of nearly 40 years of running games. It is worth checking out if you wish to expand your art as a DM.

Ah here we go.  John Warren gives us the Dungeon Master’s Familiar, a computer-based AD&D combat simulator.  Going over the BASIC code makes me wonder why we didn't move to the Ascending Armor Class of D&D 3 sooner.   At line 2070 and on list data tables to replicate the attack tables for characters.  When my old DM and I created our own software we found a mathematical way to recreate this.  It was not 100% of course, but it was close enough.  I checked my CD-ROM version to see if the code had been converted to text and sadly it was not.  Pity, since I wanted to run this but I have no desire to type it all up.

Who lives in that castle? by Katharine Kerr covers what should be one of the most basic bits of information that every person living in a quasi-Medieval society would know.  Castles, who lives in them and how they are run AND who does that running.  Do your characters have a castle? Who is your master of hunt? Who makes sure the larders are stocked? These questions are ones that this in-depth article can help you figure this out.  At seven pages it is also a longer one.

Ed Greenwood gives us one man's trash and another man's treasure. Treasures rare and wondrous is a collection of various treasure items characters are likely to find.  Some are utterly mundane, like a silver belt buckle, others are more unique like a 30,000+ gp bejeweled garter.

Up next is Barnacus: City in Peril.
That is it is what should be here.  But neither of my copies have this.


So. Moving on.

We get some revised AD&D charts (damn! and I just entered it all in BASIC!!) based on something called the "5% Principle" by authors Len Lakofka and Gary Gygax.  Again, I am seeing the future here and the DC-type of AC we see in D&D 3.0. Naturally, I have the supreme advantage of hindsight here.

Cool ads for Star Fleet Battles and Fantasy Games Unlimited.

Ken Rolston has some guides for reviewing games in A set of rules for game reviews.
He covers three types of reviews. 1. The Capsule review,  a review that comes out when the game is new and wants to let people to know the basics.  2. The Feature review, a more extended review tht covers the main details. Rolston this type of review is only good for "significant" games, but I largely disagree.  Any game can now have a feature review.  3. The Critical review is the detailed review that takes on many aspects of the games. He also spends some time on discussing who the audiences of the reviews are.

Taking his own advice on Timeship. He likes the simplicity.  We also get reviews for Illuminati and Privateers and Gentlemen.   Ken Rolston also reviews Man, Myth, & Magic which he refers to an ambitious failure.  Despite all the bad reviews I have read (and there are a lot of them) I still find myself curious about this game.   But I have to take his final words on the subject in mind.
I strongly recommend that the game be carefully examined by any prospective buyer; there is a good chance that the purchase will be a disappointing one.
I think I need to reconsider my morbid fascination for this game.

Nice big ad for some future TSR products including the World of Greyhawk boxed set.

The book reviews are next,  but some of the pages are cut in half.

More small ads.  The con calendar.

We get to the comics with What's New, Wormy, and Snarf Quest.

So this issue is smaller (well, mine is , I think it is missing more), but it also has a lot really useful material that you can still use today regardless of your system of choice.

It makes me sad that my copies are so mildewy (and missing pages).

Want to see what I was saying about White Dwarf from the same time?  Check out White Dwarf Wednesday for issue #48.

Wednesday, March 7, 2018

Big News about the Next Version

Of course, I am talking about Charmed.

We have the final casting in place for the next Power of Three.
http://www.eonline.com/news/918622/charmed-reboot-finds-its-3-sisters


They are left to right, Sarah Jeffery (Madison), Melonie Diaz (Mel), and Madeleine Mantock (Macy).

I am 100% unapologetic about my love for Charmed. I was a fan early on and enjoyed all 8 seasons.  I think one of the reasons you have not seen me post the stats of the Charmed Ones here is because I don't think I could do them justice the way I want.  I did stats for the for Semi-Charmed Life, but I want to redo them.
Though one of my most favorite memories of Gen Con is playing Piper in this big Charmed/Buffy/Supernatural crossover.  It was so much fun.




The new show is being described as "fierce, funny, feminist," and that is rubbing some people the wrong way.
Not me.
I want it to be in your face feminism. I want them to vanquish demons and douchebags with equal gusto. I want to see alt-right bloggers and Fox News bobble-heads crying because this show is on the air.

Now I know a lot of old fans are also pretty up in arms about this. Not wanting a new series, or wanting a new series but only with the original cast (all four).  I get this.  But it is not going to happen.
I hate to be blunt but can Allysa Milano and Shannen Doherty even work together any more?  And not to be insensitive but Shannen is battling some pretty nasty cancer. She is, by all accounts, keeping her head up high and spirits strong, but could she take on the physical rigors of filming a series again?  Plus can Rose McGowan even be in the same room as any of the other three?  I follow them all on social media and they are great women and turning into some fierce fighters for rights, but maybe a silly little show about witches is not enough for them now.

So here is to the new cast. I hope they get picked up for the 1st Season and many more after that.
I hope that Macy, Mel, and Madison will soon be as important names to me a Prue, Piper, Phoebe, and Paige.

Oh and in other news Pathfinder is going to go into a 2nd Edtion. You can find Playtest information and a FAQ on their site.

Tuesday, March 6, 2018

Magic School: So you Want to Go to Magic School?

No gaming this past weekend.  Thought about some of the entry requirements for my B/X|BECMI Magic School campaign.

Entry Requirements
Age: 13 (0-level, 2 hp+con bonus, see below)
Minimum Intelligence: 16 (15 in conditional admit)
Demonstrate the ability to cast one spell (cantrip).
Interview with the School.  (Role=play/first adventure)

Ability Scores
Ability Scores are rolled per normal; 3d6 in order*. (Considering 2d6+3 for Strength, Dexterity, and Constitution).
I will allow the highest ability to be placed in Intelligence without penalty.
Each year the student will get 1 point to place in an ability of their choice. Max is 18.

According to the D&D Rules Cyclopedia, humans with an Intelligence ability of 16 or more knows at least 4 languages.  Common, Alignment and two others.  These two (or more) additional languages will be learned in the school.  Typically students learn Elven and Draconic.  Other, more exotic languages can be learned by 3rd and 4th-year students.

Cantrips
I will have a universal system for learning cantrips.  If so, then the first spell the students know might be a Cantrip.

Students can take seven courses per year and one over the summer.

First Year Classes
Physical Conditioning I:  Each morning will begin with exercise and other physical conditioning training.  Often a wizard will be required to stand in a magic circle for hours on end chanting. Weak in the body is as dangerous as weak in the will here.  Students enrolled (mandatory for First Years) will have the full amount of hp for their Hit Die per Level (typically 4 + con bonus).

Herbs and their Properties: Necessary for material component understanding and a prerequisite for Alchemy and Magical Theory and Thought II.

Magical Theory and Thought I: Double course. Topics cover why and how magic works.

Ecclesiastic Studies I: The nature of gods and the planes.  Required for First years, optional after that.

Elvish I: Learning to speak, read and understand the major dialects of Elvish.

Mathematics:  Necessary for advanced Magic Theory and Alchemy.

End of the first year they are 1st level and know 1 1st level spell.

Summer Apprenticeships
Here students can get practical application knowledge.  Internships are on a first come, first served basis though faculty can also make placements.

Second Year Classes
PCII: Students continue their physical conditioning classes.

Intermediate Herbology: Plants helpful and harmful.

Ecclesiastics II: Advanced topics including the nature of Immortality, transmigration of the soul and the nature of undead. Required for Ecclesiastic and Necromancy students.

Magical Theory and Thought II: The nature of arcane magic, the use of material components. Discussion and case studies of the works of famous, but esoteric wizards.

Creatures I: The three textbooks affectionately called Monster Manual, Fiend Folio and Creature Catalog.

Draconic I: Learning to speak, write and understand the major dialects of Draconic.
Elvish II: Elvish and it's relationship to magic are covered.

Survey and Seminar: (half term) Covers the Colleges of the school and their disciplines.
Elective: (half term) First Elective choice.

End of the second year they are 2nd level and know 2 1st level spells.

Third Year Classes
Third Year is the year they take their specialization. These will depend on which "Colleges" I create.

Ecclesiastics III & Magical Theory and Thought III: This combine double class covers the natures of gods, deities, and spell granting powers including demon lords, Dukes of Hell and the Fey Lords.

PCIII: Advanced finger conditioning.  Known by fourth years as "the days of pain".

Draconic II: Learning to recognize and speak the "vulgar" dialects of Draconic.
Elvish III: Conversational High Elvish and Sylvan Elvish are covered in depth.

Creatures II: Exploration of the major works including the Ecologies.

End of the third year they are 3rd level and know 2 1st level spells and 1 2nd level spell.

Fourth, Fifth and Sixth Year Classes

These will be in the student's major area of study.

Courses that continue but are not required at this point are Ecclesiastics, Magical Theory & Thought, Draconic, and Elvish.

End of the fourth year they are 4th level and know 2 1st level spells and 2 2nd level spells.
End of the fifth year they are 5th level and know 2 1st level spells, 2 2nd level spells, and 1 3rd level spell.
End of the sixth year they are 6th level and know 2 1st level spells, 2 2nd level spells, and 2 3rd level spells.

Fields of Study (so far)
Alchemy
Bardic Magic
Dragonolgy/Dragonmancy
Necromancy
High Witchcraft

I might add more.  I think I am going to need a good "Basic Era" Alchemist class and a better Bard.  So far I am not 100% on any of the Bards I have seen so far.

Part of the plan is to use any and all the magic books I have in my collection, I have a lot of fun stuff and this would be a good chance to use them. 
With all the games I worked on over the years I figure I have written somewhere near 800 new spells. Might be fun to use all of that in one game.


Thursday, March 1, 2018

This Old Dragon: Issue #61

Going WAY back for this one today.  Let's see May of 1982 I was in 7th Grade.  I know I had seen this issue back then because I remember way too much of it now.  I believe my then DM had a copy. This is another of my favorite covers.  I don't know much about it really, save it is by Susan Collins.

The biggest news in this issue is the acquisition of SPI by TSR, and Amazing Stories by Dragon magazine.  The future can decide if these are good choices, I personally liked the Amazing Stories content that Dragon brought to me in the next few years.

Out on a Limb has some luminaries as Rick Loomis and Len Lakofka sharing their opinions on small press and clerics respectively.

Gary Gygax is up first in the Sorcerer's Scroll with something I was looking forward to the most in this issue.  Illusionist Cantrips. Of course, this is all old news to us now, but looking at it again now this was some great stuff. I always liked the idea of cantrips, both as a game item and as in an in-world item.  Also if any class needs cantrips it's the illusionist.

Giants in the Earth is next and another favorite of mine.  Roger E. Moore covers three heroes that I really don't know anything about, but that is fine.  Correction.  In my second pass, I see that the last character is Tarl Cabot from the Gor novels of John Norman.   I know of this character, but I can't say I know him.  Reading the character description he seems like an asshole.
One of the features of this article is to introduce readers to new books via the lens of AD&D.  I know for a fact there are books I read because of GitE.  If that was the purpose then it worked for me.

Phil Meyers and Rory Bowman are up with a tag team articles on Weaponless Combat and Weird Weapons.  The Exotic weapons article is an interesting one with some really cool weapons.  Some we will see again in the upcoming Oriental Adventures, but that is still years off.

The Gnomish Point of View is up from Roger E. Moore.  Again, we will see this later in UA. I like gnomes. They are underrated really and a lot of fun.  Too bad absolutely NONE of my previous DMs ever liked gnomes.   The article is great, too bad the art is not up to it.  The Gods of the Gnomes follows this and continues the thread.

Our Centerpiece is Quest of the Midas Orb by Jennie Good. This adventure was the Third place winner of the Dungeon Design Contest II they had back then.  It's a fun little adventure revolving around the return of the said orb.

One of my favorite features is up next, Dragon's Bestiary. Here we get four new monsters.  The only one I remember is the Firetail from Ed Greenwood.  Still, they would be fun to use in a game sometime, just to shake things up some.

New AD&D aid: Monster Cards features the newest product from TSR.  I have to admit I LOVED these cards. Really. I spent so much time picking them up at Waldenbooks and Belobrajdic's bookstore. I never got them.  My income was a paper route so I had to make the dollars count.  By the time I could get them, they were gone.  Oh, don't worry, I bought them. Bought them at an auction from a collection of a TSR employee.  I spent...well a lot, but it was totally worth it.
The magazine has pictures of all the monsters, but none of that stats.  But that is fine.  Maybe if I had read this issue then I would have bought the cards sooner and saved a ... well a lot.

An ad for something I did buy is next, the Best of Dragon II. Now that was a great buy back then. I read and re-read that I don't know how many times.


Next up is something we really just don't see anymore that is a huge shame.
Conrad Froehlich gives Jo-Ga-Oh, the Little People of the Iroquois.  I love stuff like this.  It is often way too easy to keep going back to the well travelled well of Dark Age Europe, or to shake it up a bit "head out East".  Here we get something that is new, exciting and much, much closer to home.  Great background and three new "monsters" to use.

Gary is back with a rare outing for Top Secret. Special Knowledge and a bureau for Infiltrators. It's a pretty long article, to be honest, it adds a lot of new material to Top Secret.   I wish I knew more about the game!

Ah now here is a game I know a lot about!  David Cook reviews Call of Cthulhu.  The review is largely positive but I don't think he "gets" the game.  Now granted, I have the benefit of years, no decades, of playing and reading Lovecraft and his imitators.  So his perceived shortcomings in the game I see as features. Like how light the rules are on combat.  CoC is not a combat game. It's more than that.

Off the Shelf has some book reviews.  One of them is the NEW "Resturant at the End of Universe" by Douglas Adams. Oh my, the number of times I read that book.

What's New with Phil and Dixie covers "new" games, with a special guest appearance by Wormy.
Wormy has his own spread right after and that is all for the comics in this issue; no Dragonsmirth.

The last page is an ad for the Basic and Exper line.  Not sure what it was about the Basic/Expert ads but I always liked them more than some of the ads for the AD&D line. 


I am pretty sure the girl in the red shirt is Jami Gertz, who would go on to bigger fame as "Star" in The Lost Boys among other roles.  This ad was part of the same marketing that featured this television spot.


It also features a pre-Ferris Bueller Allan Ruck.

I think the most interesting thing about this issue is how much of it would later find it's way into official books.  If not this material exactly then something very close.

Want to see what I was saying about White Dwarf from this time?  Check out White Dwarf Wednesday #30.

Tuesday, February 27, 2018

Skylla: The Arcanum

The Arcanum was always one of "those books".  You know what I mean. The ones where you tried to convince your non-D&D playing friends that D&D was not evil and then they point to the black book with the red pentagram on it.  Ah well.

The Arcanum is the follow up to one of my favorite series of books, The Compleat Spellcaster, Compleat Alchemist and Compleat Adventurer.  I have discussed my love of the Compleat Spellcaster many times in the past.

Of course the class I enjoyed the most was the Witch.

All the spellcasting classes were interesting since they could choose from different lists of spells.  So there was Elementalism, Black Magic, Mysticism, and Sorcery for example.    Witches could choose Elemental and Enchantment is they are good or Elemental and Black Magic if evil.
I liked that it made for some really unique spellcasters.

Great to try on Skylla.
Since the Arcanum was a supplement, what better core rules than some D&D Rules Cyclopedia.

Skylla, 7th Level Witch
Chaotic Evil

Skylla by Neothera
Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 14
Wisdom: 13
Charisma: 12

Breath Weapon: 14
Poison & Deathray 11
Paralysis & Turn to Stone: 11
Magic Wands: 12
Rod, Staff, Spells: 12

Hit Points:  25
AC: 4 (Ring of Protection AC 4)

Skills
1st level: Weapon (Dagger), Herb Lore, Herbal Remedies
3rd level: Herbal Elixers
5th level: Venoms and Poisons, Philtres
7th level: Potions

Spells
1st level: Arcane Bolt, Curse, Detect Magic,
2nd level: Control, Pain
3rd level: Malediction, Summon Lesser Semon
4th level: Ring of Fire

So a very different selection of spells.  A bit different than the ones from the Compleat Spellcaster.
I would want to play with some different witch types in this to get a feel for all the black magic spells.
This Skylla, while she has some skills, is overall less powerful than others.

Monday, February 26, 2018

Monster Monday: Eretica

Been a while since I have done one of these.  Here is a rare type of vampire that was a witch in her former life. For Basic-Era games.


Eretica*

Armor Class: 3
Hit Dice: 7** (M)
Move: 120' (40')
 Flying: 180' (60')
Attacks: 1 touch or special
Damage: ld10 + double Con drain or special
No. Appearing: 1d3 (1d6)
Save As: W7
Morale: 10
Treasure Type: F
Intelligence: 12
Alignment: Chaotic
XP Value: 1,750
Monster Type: Undead, Enchanted (Very Rare)

Vampires are among the most feared of the undead.  Eretica are witches that have returned from the dead as a horrible vampire.  Believed to be the followers of Hecate the eretica are also created when witches denounce the predominant religion of the area and are cursed by a local cleric.
The eretica can appear as attractive young women, but their true form is that of an ancient hag in rags.

Abilities: All eretica are unaffected by sleep, charm, and hold spells, and can only be hit with magical weapons. An eretica may take the form of a human, a dire wolf, a giant bat, or as a mote of moonlight at will. Each change takes 1 round.

Whatever its form, an eretica regenerates 3 hit points per round, starting as soon as it is damaged. Like the vampire, if the eretica is reduced to 0 hit points it does not regenerate, but becomes moonlight and flees to its coffin.

In dire wolf or giant bat form, the eretica's move, attacks, and damage are those of the animal.
The eretica's AC, Hit Dice, morale, and saving throws remain unchanged. In moonlight form, an eretica cannot attack but can fly at the speed given above and is immune to all weapon attacks.

In human form, an eretica can attack by gaze or touch or can summon other creatures. The touch of an eretica inflicts a double energy drain (removing 2 points of Constitution) in addition to damage. The creature's gaze can charm. Any victim who meets the gaze may make a saving throw vs. spells to avoid the charm, but with a - 2 penalty to the roll. To the charmed victim the eretica appears to be a beautiful young woman. To others she is still a monstrous hag.

The eretica may summon any one of the following creatures, which will come to its aid if they are within 300 feet (300 yards outdoors):

Rats 6-60 Giant rats 4-16
Bats 8-80 Giant bats 3-18
Wolves 3-18 Dire wolves 2-8

Any character slain by an eretica will return from death in three days, as a wraith under the control of the eretica who slayed them.   Only witches killed by an eretica can become eretica in death this way.

Since eretica were witches in life they still can cast witch spells.  They are treated as 7th level witches, but they do not have any Occult Powers.

Weaknesses of the eretica: The eretica shares the same weaknesses and vulnerabilities of the vampire. A eretica cannot come within 10 feet of a strongly presented holy symbol, although it can move to attack from another direction. The odor of garlic repels an eretica; the creature must make a successful saving throw vs. poison or stay at least 10 feet away from the garlic during that round.

The eretica cannot cross running water, either on foot or flying, except at bridges or while in their coffins. During the day, an eretica usually rests in its coffin; failure to do so results in the loss of 2d6 hit points per day. These hit points are not regenerated until the eretica has rested in its coffin for a full day. An eretica casts no reflection and avoids mirrors.

The only way to truly destroy an eretica is burn the body at the stake or to stake her in the heart with a stake of aspen.

The eretica are Turned as Vampires.

Friday, February 23, 2018

Kickstart Your Weekend: Pirate Campaign Compendium

Still a bit under the weather here, but not so bad I can't share this awesome kickstarter with you.

Pirate Campaign Compendium for 5E and Pathfinder RPG


https://www.kickstarter.com/projects/legendarygames/pirate-campaign-compendium-for-5e-and-pathfinder-r

Here is some information right from their own Press Release.
Legendary Games launched the Pirate Campaign Compendium Kickstarter for 5th Edition and Pathfinder! This project is intended to create a spectacular seagoing supplement which includes five complete adventures plus ready-to-use nautical NPCs of every level, aquatic options for your characters, treasure troves of pirate plunder, ship combat, treasure maps, and so much more with stretch goals aplenty to create a glorious 300+ page compendium that'll shiver yer timbers!

Publisher, Jason Nelson states, “Whether you come in as a Salty Sailor or join us for a glorious Pirate Feast, take the plunge and walk the plank with us today!” Rachel Ventura, Business Director of Legendary Games, said “Everyone loves a good pirate adventure, this book has FIVE! There’s also some fun swag like clear pirate minis, wooden engraved dice boxes, and new dice!”
It looks like a bunch of fun and it appeals to my desire to dual (or triple) stat everything.

10 days are left for this and it looks like it will be a lot of fun!