Monday, February 4, 2019

Monstrous Monday: The Shattered Knights

I got a 3D printer for Christmas, but there is something seriously wrong with it.  I have not figured it out yet and might be calling their customer support today.  But until then here are some of the test paladins I have printed and what I am planning to do with them.


The Shattered Knights*

Armor Class: 2
Hit Dice: 9**
Move: 120' (40')
   Phasing: 240' (80')
Attacks: 2 weapon or special
Damage: 1d10 / 1d10  or Wisdom Drain

No. Appearing: 1d4 (1d6)
Save As: Fighter 9
Morale: 11 (12)
Treasure Type: None
Alignment: Chaotic

The Shattered Knights are fearsome undead of unknown origin.  Legends say that they had been a group of virtuous knights who had been sent to apprehend an evil wizard.  But, as legend tells it, the wizard's lair was a trap and the king who sent them knew they would die.  The wizard's tower was destroyed in a huge magical explosion just as the knights learned of their betrayal.
Now they are undead creatures caught between life and death forever.

They are semi-intangible and can only be hit by magic weapons.  Like all undead, the knights are immune to sleep, charm, and hold spells.  They can attack with the weapons they had in life and also a powerful touch attack that drains 1 point of Wisdom per touch (no save).  This must be done with their hand, not a weapon and it is the only attack they can make that round.

The knights are never fully in or out of normal reality so they may opt to make a phase movement instead of an attack.  They move at twice their normal speed and can move through solid objects. When in phase they cannot attack or be attacked by physical means.

The Knights are Turned by Cleric as if they were Spectres.  The knights are always accompanied by 1d4 wights.

If four or more knights are encountered then one will be the Knight Commander.



Knight Commander*

Armor Class: 1
Hit Dice: 10**
Move: 120' (40')
   Phasing: 240' (80')
Attacks: 2 weapon or special
Damage: 1d10+1 / 1d10+!  or Wisdom Drain

No. Appearing: 1 (1)
Save As: Fighter 10
Morale: 12
Treasure Type: None
Alignment: Chaotic

The Knight Commander is the leader of the Shattered Knights.  He has all the same attacks and powers as his knights.  When he is present with a group of knights their Moral increases to 12.

The Knight Commander is Turned by Cleric as if he were a Vampire.

Characters slain by a Shattered Knight or the Knight Commander will become wights under their command.


Sadly I fear more shattered knights may join their ranks before I figure this out.

Friday, February 1, 2019

Kickstart Your Weekend: Cult of the Demon Lord

I won't lie. I loves me a good old fashioned demonic cult.

They are great antagonists and great for myth-building in my worlds.  What's not to love?
And now I can get 28mm versions in pewter?  Yeah, sign me up!

Cult of the Demon Lord


https://www.kickstarter.com/projects/497254986/cult-of-the-demon-lord-molding-a-28mm-pewter-culti?ref=theotherside

These would just be a lot of fun to have.

They are on stretch goals now and just have a little under 2 weeks to go. Check it out!

Thursday, January 31, 2019

This Old Dragon: Issue #78

Ok. I will admit. Today is a total cheat. I was not due to post this issue for a few more weeks., but given yesterday's discussion on Psionics and Deyrni I went to my collection and pulled this one out.  Glad I did. This is one of my favorite issues.  So let's mentally project ourselves back in time to October 1983 for issue #78 of This Old Dragon!

As usual, let's start with that cover.  Butterfly winged dragon-like creature feeds their young. Looks like a cool alien landscape too.  I always liked this cover a lot. It had a great Sci-fi and Fantasy feel to it.  Perfect for Dragon really.

The Editorial cover the 1983 (and not the 1988 typo) Gen Con.  Some nice reminiscing.

Letters mostly covers a list of complaints. About copyright issues, about spell rulings, about Sci-Fi being shuffled off to Ares.  Nothing Earth shattering or terribly interesting to us today.

Ah. Here is the main feature and why I grabbed this for today.
Mind Games deals with all sorts of psionics.

Arthur Collins is up first with Psionics is different. . . And that's putting it rather mildly.
First he details what I think was always assumed but never explicit in the rules. Magic comes from without, but psionics are powered from within; the power of the characters' own minds.  Collins also makes some comparisons between AD&D and OD&D psionics AND the issue of whether or not elves should be psionic (I say no).  He spends nine pages discussing all sorts of situations that come in psionics.  So psionic character creation, ability use and of course combat. It is very detailed and honestly, I would not play AD&D 1st Ed psionics without this guide.

Sage Advice deals with various psionic questions. Some seem to contradict advice given in Collins article (namely about psionic elves) but all in all a good read too.  Three full pages of this advice too.

GREAT ad for what would become one of my favorite adventures, Ravenloft.


Yeah. I ate that up.

Next is Overhauling the system. A three-part remedy for problems with psionics by Robert Schroeck.  This deals largely with the fact that you get all your psionic strength points at once. So a first level character with high mental scores (Intelligence, Wisdom, and Charisma) and good rolls can have a ton of points. I think 350 was the maximum, but that is a memory and I am likely wrong.  Schroeck solution? It's a good one really, start with 25 points at 1st level and then gain 15 points per level till they reach their max.  He also suggests a "use them or lose them" option, so psionic characters need to keep using their powers, even if that means that monsters will be attracted to them.   He also suggests some changes to psionic combat.  I like all three of his suggestions and would use this as well.  Astute readers will see that many of these ideas would later be adopted in some fashion or another in 2nd Edition.

Another treat from the past and my past in particular, an ad for Bard Games "Compleat" series.


Arthur Collins is back and this one is a big one, again both in terms of the issue and for me.
And now, the psionicist. A class that moves psionics into the mainstream gives us exactly what it sounds like.  It is based on Katherine Kurtz's Deryni books and it looks great.
The Psionicist is it's own class and it has a monk-like feel to it. The class has some ability score minimums, but nothing at all like I would expect.  It is avialable to humans and half-elves only, but I would say that half-orcs could as well.  No armor, no shields, minimal weapons and no spell use at all.  So no multi- or dual classed magic-user or cleric characters here.
The class progression reminds me of the Magic-User. The psionicst gets a d10 for first level hp and then a d8 till 4th, then a d6 till 7th and then a d4 at 7 and on.  This represents the psionicsts deepening devotion to mental pursuits and not physical ones.  It's an interesting progression.
As expected they get attack modes, defense modes, minor and major Disciplines,  as well as the new Grand Disciplines which they don't even get till 12th level.
Additionally, we get two new minor (devotions) disciplines, two new major (sciences) disciplines, and six all new grand (arts) disciplines.  In particular is the dreaded "healers" power of Severance or the ability to disconnect another's psychic powers.
Whether it looks like this is left to the individual DMs.


The article ends with a great section of psionic-related magic items from the DMG and a bunch of new "magic" items.

This article is followed, again by Collins, about the Deryni race.  It is adapted by Collins with the permission of Katherine Kurtz.  We get a Monster Manual like entry and some notes on Deryni as a race. They can be multi-classed psionists/magic-user or clerics.

We end this section with another one from Collins (seriously did anyone else write this month?) all about the Heroes & villains of the Deryni. This includes the famous Camber of Culdi.

Honestly, if I stopped here that would make this a great issue.  But we are less than halfway through.

Our big adventure is next.  Citadel by the Sea was designed by Sid Fisher.  I remember this one and had a lot of fun with it. But more importantly it was the adventure that convinced me that I could write my own adventures AND get them published.  I mean Sid Fisher, whomever that was, was just a regular guy. He wasn't named Gygax or Moldvay or Holmes and he got his adventure published.  I never got my earliest adventure published, the Knight of the Serpents, but i did get stuff done.
The adventure is a low-level sea-side mystery at a full 16 pages.  I do wish it had been more connected to the psionic stuff, especially since it is for 1st to 3rd level. Ah well, can't have everything.

A couple pages on miniatures from various manufacturers.
A page of the then hottest conventions.

Ah, now here is something.  I remember this article so, so well.
Be thy die ill-wrought? Only those that pass the chi-square test can play by D. G. Weeks asks the age-old question.  Do my dice suck?
This article gives the basics (huh huh) of the Chi-square (x2) goodness of fit test to see if your dice are biased in any way.  You get the basics of the Chi-square test and even a BASIC program to test them.  I remember typing in this program into my TRS-80 Color Computer 2 (I did not have my upgraded Color Computer 3 yet) but I never could get it to work.  I think now it is because I just didn't really understand how the Chi-square worked.  Today I would just drop my numbers into Excel.

The hits keep coming.  Roger Moore gives us a GREAT one.  The ecology of the mind flayer. Not just great information on the Mind Flayer, but also the githyanki and githzerai. This is also the first time I read the word illithid. Like the article The Sunset World that would appear six years later I read and reread this article many, many times. A huge part of my now current adventure campaign, Come Endless Darkness, comes from these articles.

Kim Mohan is getting in on the psychic action too with Spells can be psionic, too. How and why magic resembles mental powers. This lengthy article (6 pages) covers all sorts of Player's Handbook Spells that emulate psionic powers.  We took the opposite approach and looked at how powers could be like spells. I know we referenced this article many times for that.

I know I do this one a lot, but here another ad for my favorite local game store.  Of course at the time Games Plus was 200 miles away from me.  Now it is a very short dirve and I get tickled whenever I see one of these ads. Plus I don't mind giving them some free press. I ordered from them for years via mail.

They still have the same phone number, only the area code has changed around them. 312 to 708 to now 847.

Wow. 3/4ths of the way through and this issue has delivered more to me than 2 or 3 other issues combined.

Pop the clutch and roll! is a set of rules for car chases for Top Secret.  It's a good-sized article, 4 pages, but I can really say anything intelligent about it.

Paul Montgomery Crabaugh is up with a Dragonquest article on hunting in The thrill of the hunt.  DQ is one of those games I always wanted to try out but never did.  I now have a copy of the 1st edition and I am looking forward to trying it out.

Oh and don't look, but the answers to the later "What's New" quiz are listed here.

A few full-page ads. The Gamer Guide has a bunch of smaller ads. Including ads for War Games West and "The Floppy Disk" a store for wargame and RPG software.

Two pages of What's New features some logic problems, maze, and other silliness.
A page of Wormy, and three pages of Snarf Quest.

We end with big ads for Hârn and Middle Earth Roleplaying games.

So. Wow. What an issue. Not only was it full of great 1st Edition material for psionics there is material here that I am STILL using.

Just a great, great issue really.

Want to know what I said about White Dwarf from the same time? Check out White Dwarf Wednesday #46.

Wednesday, January 30, 2019

Class Struggles: Psionics, D.S. al Coda

I have not done a Class Struggles in a while, but something came up to make want to look back at a few I did in the past.


Jason Vey, author and game designer of many systems (currently working with the Troll Lords on Castles & Crusades and Amazing Adventures), recently did a deep dive into the psionic systems of both OD&D and AD&D.  If you have not read his blog, please do. He is more knowledgable about OD&D and AD&D than many of the self-professed experts out there.  He will be the first to claim he doesn't know everything about the games and he has still more to learn, but I will take the opinion of a quiet sage that claims to know only little than a loud-mouthed fool that claims to know a lot.

Anyway, his posts are here:


If you have any interest in psionics or OD&D/AD&D in general then it is a great read. 

I covered similar, but with a different focus, in my Class Struggles posts on Psionics and Psychic Classes, Part 1 and Part 2.  I also covered the Pathfinder Occult heroes book and the Judges' Guild Psychic Witch in detail. 

That's a lot of actual and virtual ink spilled on the subject of psionics.

Today though one of my biggest questions is this.
Do psychic powers belong in Fantasy Role-Playing Games?

Now there are a lot of GREAT game books on psionics and psychic powers.  That is not what this question is about.  This question boils down to a few things in my mind. Should psychic powers exist alongside magic? If they do, can psychic powers interact with magic? Can a character be psychic and magical? 

Jason addresses some of these questions in his first post. He addresses it as his Point 1 ("They [Psionics] are science-fiction feeling and simply don't have a place in a fantasy game.") and later states that it is not the focus of his post.  That's 100% fine. It's not the purpose of his, but it is the purpose of this post. 

Psionics in Fantasy Role-Playing Games

Maybe it was because I grew up in the 70s and played a lot of *D&D in the 80s this question seems bigger to me than maybe it really is.   

Back in my AD&D days, we played in two separate psionic focused games. The first was our regular big AD&D game in which psionic people were inequivalent of witches or mutants. We read a lot of X-Men back then.  So there was a class of psychic characters that would use their psychic abilities to mimic wizards just to survive.  It was a great meta-plot and I have not done anything similar to it for a while.  We also did a limited run "Deryni" game using OD&D but the AD&D psionic rules. I thought they had been the OD&D Eldritch Wizardry rules, but re-reading Jason's posts made me realize that what we were doing was closer to AD&D.

In these games, this worked for us because we kept magic and psionic powers completely separate. Detect Magic would not detect psionic powers. For example, the spell Detect Invisible would not detect someone that was invisible due to psychic powers.  We decided that magical invisibility would "bend the light around you", thus the idea that "shadow" ala the Hobbit, could be seen.  Psychic invisibility edited the person from the minds of those looking.  So mindless creatures could still see a psychically invisible character. 
We had a lot of discussions on what worked when and how.  As I got older I wanted things to be simpler.  

The trouble lies not in the complexity or simplicity of the systems really. The trouble lies in my own bias.


D&D 3.x made some great strides in fitting Psionics into their Fantasy Magic game by largely making psionics just another type of magic.  This is a good thing that helps deal with the host of natively psychic monsters (grells, mind flayers, brain moles, intellect devourers, aboleths) and keeps the D&D 3 mantra of one single system going.  Trouble is with this idea is that psychic powers now do feel just like another form of magic.

D&D 4 also did this, a bit more powerfully and it kept the unique feel of psychic powers <> magic.  Which is quite a feat given that one of the legitimate complaints of D&D 4 is that all the classes feel the same. 

Thinking back to the 70s and the Occult Revival magic and psychic powers were all wrapped up in the same ball of weird-ass, new age, stuff.  While I certainly think that psionics, as they are written in OD&D and AD&D, were influenced more by science fiction stories there is certainly a feeling of the 70s mentality on what these powers are.

For simplicity sake maybe it is as simple as this.
Magic is a power external to those using it. Be it from a god, pact, bloodline or the ability to learn to how to manipulate those same forces. 
Psionics are power from within.  They can mimic magic but are not the same.

So what is the difference then between a Pyromancer (magical fire) and a Pyrokneticst (psychic fire)?  Maybe none from the outside, but one has spent more time in school learning how to use their powers and the other likely spent their time in a mental hospital for using theirs.

Another way I guess to look at it is through the lens of books and television shows. Magic-Users are more like the Magicians, Harry Dresden, and Harry Potter. They study a lot, they know the rules of magic because others have written them down before them. In the case of Harry Potter the magic is outside of them and they manipulate it and in Magicians it takes a lot of learning and practice.  
Psychics are like Tomorrow People or The Gifted.  There are certain things they can do but they have had no training, and sometimes it is painfully obvious they haven't.  

I guess in the end here I still don't really have an answer.  
Maybe that is fine. Maybe I don't need an answer to "do psychics belong in a FRPG?" becasue that is not the right question to ask.
Maybe the right question to ask is to borrow from a current meme "Does it bring you joy?" or the question I ask everytime I design a new game or piece of a game, "Will it be fun?"

Do psychic powers belong in Fantasy Role-Playing Games?
Will it be fun?

If yes to the second question, then yes to the first.

Everything else are just details.

Tuesday, January 29, 2019

Plays Well With Others: DP&D Cryptid Manual

There is just over a week to go for the Dark Places & Demogorgons Cryptid Manual and I have been enjoying the hell out of my preview copy.

Back in the late 70s and early 80s I devoured books about cryptids, monsters, and UFOs.  Honestly, when I wasn't reading books about the occult or witches, I was reading this stuff.
I guess that is one of the reasons why this book (and this game) hit such a nerve with me.

Plus I love monster books. Always have.

So naturally, I want to use this book everywhere I can.


First and foremost, the Cryptid Manual is 90% compatible with Swords & Wizardry White Box. There is not a lot of overlap in monsters, so this makes the CM a perfect monster book for S&WWB players.  Also, there are a lot of "new" monsters in S&W for the DP&D player/GM.  Who's to say that an alien life form could resemble an orc or a wyvern.

In fact, this is true for nearly every clone. The clone game provides monsters for DP&P and the Cryptid Manual provides new monsters for your clone of choice.  You just need to justify why they are there.


The tone of The Hero's Journey is different than the other Clones, but with a tiny bit of tinkering the adventure-centric tone of THJ can work with the dark conspiracy tone of DP&D.  I mean really, isn't a Bigfoot just another kind of forest spirit?  I bit like a wilder, but less evil, ogre or troll.



B/X Essentials is an interesting game and one I will delve into more on future posts.  There is essentially a B/X Essentials Monster Manual.  Either or both can be used with both or either game and all fit well.  I think the only overlapping monster is the Medusa, and they are close enough to each other as to be the same creature with local variations.
Both games have a monster Morale score.  I have not done the math to see if these morale scores are 100% compatible, but they feel that way and are based on the same Basic mechanic.
If you like either game then consider picking up the other monster book for even more monsters.




I think the claim that the Cryptid Manual is a good book for any OSR game is a solid one.
I have been wanting to add a Hodag to my games for YEARS.

Now adding this book to an OSR/Clone book is easy. The hard part is figuring out why or how Chupacabras are out running around with the likes of elves and dragons.

Something that might help is looking at other games that cover many of the same creatures and ideas.


Dark Places & Demogorgons holds the same place that is/was occupied by Chill.  I can pretty much take any Chill adventure I developed and re-run under DP&D.  The Chill Monsters book covers a lot of the same ground as the Cryptid Manual.  The advantage of picking up the Monsters book has more information on each creature and a few new ones.  The Cryptid Manual also has a few new creatures for Chill players as well.  For conversions, I would find similar creatures in the books and use that as a template.

Chill's focus is more international and more adult.  BUT a great idea I had was to play a Chill game with some investigators and do a "flashback" adventure of when they were kids using DP&D.  Players of both games should check out the other books for lots of ideas.



The same is true of Eden's Conspiracy X 2.0.

The focus is even more X-Files than Chill is.  There is also a greater focus on Extraterrestrials than in Chill.  Like Chill, there is a feeling that Con X might be the "sequel" of the DP&P game.  Again a fun idea would be to run a Con X game, but pull out DP&D for a "flashback" adventure to when the characters were all children. 

Think about it in terms of the X-Files.  You are playing Fox Mulder as an FBI Agent working on the X-Files (Con X), but the GM wants to go back and try playing Fox as a kid when his sister gets taken by Aliens (DP&D).  It could be a flashback, an alien device that makes him relive it or he is in therapy and his doctor tries memory regression.  There is a ton of different things you can do. 

The systems are not compatible, but I am pretty fluent in both systems and did some of the work already for my Sunny Valley, OH Buffy game.

So, yes the Cryptid Manual is a remarkablly useful and flexible book that I can already use for a dozen or so games, and I plan on doing so.  Hodags! Hodags in every game!!

Monday, January 28, 2019

Monstrous Monday: Bionic Bigfoot

The Kickstarter for the Dark Places & Demogorgons Cryptid Manual is doing well.

Justin Isaac is also a huge fan of DP&D and has been creating some great material for it on his blog Halls of the Nephilim. He just recently gave us another version of Bigfoot to go with the ones found in the Cryptid Manual; the BMX Bigfoot.  It's fun and really works well with DP&D to be honest.

He then challenged me to do my own and suggested I do the Bigfoot from the Six Million Dollar Man.  So I said yes in a heartbeat! I mean how could I not?

I grew up watching the 6M$M fairly religiously. So yeah I had to jump on this.

Bigfoot in the 6M$M was not just a Bigfoot, but he was also bionic! And an alien! And played by none other than Andre the Giant in the first Bigfoot episodes and then Ted "Lurch" Cassidy.  I mean really? Could anything be more 70s than this?

The Bionic Bigfoot would fit in perfectly into any DP&P game.  Bionic, alien, either with his memory intact or still erased he would make for a fun ally or enemy.

Bionic Bigfoot

Armor Class: 14
Hit Dice: 5+4
Move: On Foot - 18 (ignore rough terrain)
Actions: 2
Morale: 9
Terror: 12
HDE: 7

Attack Damage: Fist (d8), Slam (d8), Rock Throw (d6)

Special: Bionic creature, 20 STR, Toughness +4, Immune to Cold, can run x4 Move

Bonuses: +5 to Melee attacks, +5 to Melee damage, +8 to Spot (bionic eye), +6 to Listen, +8 to Stealth, +2 to Initiative, +4 to Track.

Hug Attack: In combat, if he attacks with his fists and both hit, he will deliver a bone-crushing hug attack for an additional 2d6+4 hp damage.  A successful DEX check by the target will grant half-damage.

The Bionic Bigfoot is not a natural creature, but one created by an alien race as their protector.  The creature is unnaturally strong, even more so than other Bigfoot creatures due to it's bionics.  If the creature is discovered in it's normal state it will be intelligent and generally passive,  though it will lead anyone away from the aliens he protects.  If he is discovered in a damaged state (75% of the time) he will think and act like a normal sasquatch.




Friday, January 25, 2019

Kickstart Your Weekend: Zorro!

I will admit I have a certain fondness for Zorro.  No surprise really, in him we see the beginnings of what would later become both Indiana Jones and Batman.  So it is not a big surprise to see there is a new Zorro RPG coming out.

Zorro: The Roleplaying Game


https://www.kickstarter.com/projects/gallantknightgames/zorrotm-the-roleplaying-game

I mean we have a Flash Gordon RPG, a John Carter of Mars RPG, and a Conan RPG, Zorro seems like a no-brainer.

The game uses the new d6 2E system; the second edition of the West End Games classic d6 system.  Personally, I think that is a GREAT fit for this.

They made their funding in the first day, but I am certain they will meet their stretch goals too.
For me?  I am hopping that the section of Zorro vs. Dracula gets written.  Zorro's battle with the supernatural (which in a way also gave us Santo) were always my favorites.

The first stretch goal has been reached and it will be an adventure from the OSR's own James Spahn.

Anyway. Check it out!