I got my Astonishing Swordsmen & Sorcerers of Hyperborea 2nd Edition book as part of the Kickstarter, so I have had it for a while now. In the time I have been reading through it I came up with at least three (or four depending on my mood) completely separate games/campaigns I want to do with it and only one is the Default setting.
So let's talk a little about those while I see what I also have on my shelves to use.
Since it is an "Retro Clone" of sorts and an OSR game it naturally lends itself well to mixing an matching. I mentioned in my review yesterday that I feel it is a good blend of both B/X D&D and AD&D. Maybe leaning towards more to the AD&D side of the equation.
B/X D&D goes to 14th level, AS&SH goes to 12th. So any adventure written for Basic or Expert D&D is in theory (and very much in practice) going to work for AS&SH. I mean you will need to do something about the elves, dwarves, and halflings about. But for the most part I make them Kelts and Picts respectively. Sometimes I even throw in the odd elf or dwarf to keep things weird. The feel of the two games is also very, very similar. The four Basic human classes map exactly to the four main classes of AS&SH, with sub-classes essential being role-playing notes.
But you don't need to take my word for it alone. Eric Fabiaschi over at Swords & Stitchery has been blogging about AS&SH for years. In fact, he has been working through many of the classic TRS-era modules for use with AS&SH, both 1st and 2nd editions.
I read a lot about other's games online most times I think "wow, that looks fun!", sometimes I think "Er. OK, you do you, but I am happy WAY over here." But with Eric's I am most often going "Damn! Why didn't I think of that first!"
Speaking of which.
I recently ran Isle of Dread for my kids under 5e. It was fantastic, really. We had a great time and I got to relive some great moments of the adventure that I had back in the early 80s. I could not help but think how awesome X1 would be with the AS&SH rules. Go all pulp with dinosaurs, King Kong and creepy ass cults.
As you can imagine, Eric has covered this topic well on his blog too. So instead of me trying to tell what you can do in a paragraph, check out his pages of ideas!
So I mentioned that I see AS&SH as good combination of B/X and AD&D rules. Essentially it is what we were playing back in the early 80s. Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book and a Cook/Marsh Expert Book. The rules we played by were also an equally eclectic mix.
AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.
Labyrinth Lord and Basic Fantasy are both implementations of the Basic D&D rules, but expanded out. Lots of great stuff in both systems. Basic Fantasy, in particular, has an absolute trove of materials usuable with the core rules and easily for use in AS&SH.
The same is true for Blueholme, the Holmes-inspired clone.
While all three have significant overlap in monsters, there are some unique ones in each that make for a fuller picture. In particular Blueholme has a few good choices.
I mentioned Realms of Crawling Chaos before. Both of these books cover some of the same Lovecraftian beasties, RoCC gives a little more detail on how to run a Lovecraftian-style "D&D" game. Hyperborea is not so much about horror, it's more Howardian, but there is no reason why it can't be. This is a good place to start.
If Crawling Chaos is good, then Call of Cthulhu is even better. Again all these books cover the same ground and feature similar themes. The d20 CoC book does have a section on how heroic characters (aka D&D characters) would respond to these monsters, as opposed to the normal people of the CoC proper rules. Grabbing a copy of CoC is good for ANY gamer in my mind but for the AS&SH gamer/gamer master there are some great ideas on how to play the Lovecraftian, and Smith, side of the game more. In truth, all monsters get a boost thematically speaking with a read through of CoC.
That is great and fun, but what if I want to up the Howardian or Pulpy aspects of the game? Well for me I wanted to run a Pellucidar-like game.
Hollow Earth adventures is a pulp-style game using the Ubiquity system, so system conversion is different, but the themes are 100% compatible with AS&SH. What about the lands UNDER Hyperborea, are their Lizard People? Snake Cults? Dinosaurs? OF COURSE there is!
Amazing Adventures and many of the works of Jason Vey to be honest (including his Wasted Lands house setting) work great with AS&SH. Again, not a direct translation, though the SIEGE system is easier to convert to AS&SH, but thematic. I actually ran a playtest of the "Red God" adventure under the AS&SH (1st Ed) rules.
Astonishing Swordsmen & Sorcerers of Hyperborea is an amazingly flexible system and strikes all the notes that many games attempt. I guess that's why the core book is 608 pages.
Mixing these I have decided that what really want to do is a Zothique game. Based on all the Zothique tales from Clark Ashton Smith.
There is an unofficial d20 supplement for Zothique that is good and can be easily converted to AS&SH. Even James at Grognardia wanted to do a CAS game.
As I work on my game more with all the materials above I'll keep you all posted.
Wednesday, February 27, 2019
Tuesday, February 26, 2019
Review: Astonishing Swordsmen & Sorcerers of Hyperborea 2E
This one has been a long time in coming.
Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)
This is the newest version of the AS&SH game and there are few notable differences between it and the first edition, but it is still the same fun game from Jeffrey Talanian and the sorcerers over at North Wind Adventures.
I will be reviewing both the PDF and the physical copy. I purchased these via the Kickstarter a while back so no review was expected or asked for.
Where to begin with this massive tome? Well, let's talk about the book itself. The book is massive at 622 pages. The covers are full color and the interior art is a combination of mostly black & white with some new full-color pages; most to designate larger sections of the book.
Some of the art and text is held over from the First Edition, but since this book is designed as a replacement that's fine with me really. It is more than that too.
AS&SH2e is a complete game. Everything you need except for dice is here. There are player's sections and a game master section. I will work through them all.
Volume I: Swordsmen & Sorcerers covers character creation. We have the same basic material we see in all games, what is an RPG, how to play, dice, how to generate stats and so on. I gloss over it here because I know my readers know all of this but to a newcomer to the game these sections are written with a lot of clarity. I do think that most people coming to this game will be coming from other RPGs, but this is still good material. The bulk of this volume (over 120 pages) is devoted to classes. We still have our Basic Four; Fighter, Magician, Cleric, and Thief. Each also gets a number of subclasses. Fighters get Barbarian, Berserker, Cataphract, Paladin, Ranger, and Warlock with the addition of a new to this edition Huntsman. The Magician has an Illusionist, Necromancer, Pyromancer, and Witch. with the new to this edition Cyromancer (a new favorite of mine). The Cleric has the Druid, Monk, Priest, and Shaman and the new Runegraver. Finally, the Thief has the Assassin, Bard, Legerdemainist, Scout and the new Purloiner. Each subclass is very much like it's parent classes with some changes. The classes look pretty well balanced. The new classes also feel right with the Cryomancer, Huntsman, and Runegraver falling into the "why didn't think of these in 1st ed, they are so obvious!" category.
Each class has a "Fighting Ability" and a "Magic Ability" which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level. It's a great little shorthand and works great. So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3. Subclasses can and do vary.
AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.
Races are dealt with next. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man. No elves or dwarves here. Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil and Neutral.
There are background skills and weapon skills. Also listed are some gods and plenty of equipment.
Volume II: Sorcery deals with all the spells of the various spellcasting classes. At a little over 80 pages, there are a lot of spells here. Even more impressive when you consider that the highest level spell is only Sixth level.
Volume III: Adventure & Combat covers the next 60 or so pages of what is essentially the Player's section. It deals with combat in all its forms. So combat, mass combat, saves and conditions. Siege combat, strongholds, waterborne adventures, and combat. A great collection really of some of the "Best of" ideas I have seen in many games, but it all works really nice here. It has been expanded on from the 1st edition.
Now there are some differences here between AS&SH and say "Normal" or "Standard" D&D. There are things like group intitative, the Fighting Ability figures more in than actually level and others. Please be sure to read this section carefully when running your first game.
Volume IV: Bestiary kicks off what is the Referee's section. Now it is no secret I love monster books so for the next 130 pages we get all sorts of monsters. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. I know NorthWind has a Player's book out now, but a Monster book would also be fantastic. Thankfully nearly every Clone or OSR monster book can be used with this with minor tweaks.
Volume V: Treasure covers the next 50 or so pages. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.
Volume VI: Hyperborea Gazetteer is our last volume. It is a great bit that I can easily drop into my game. The lands are a pastiche of Howard, Vance, Lovecraft, and Smith. If these names mean anything to you then you know, or have an idea, of what you are going to get here. This section has been greatly expanded from the previous edition. Included here are the gods again and a little more on religion. Basically you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists. So yeah, you know I am a fan.
Appendix A: Referee Advice is just that. One page and straight to the point.
Appendix B: Weather in Hyperborea. You mean it does more than snow? Charts that help you figure out the temperature and conditions at any given time. Also useful for other games.
Appendix C: Rogues Gallery. Some NPCs, or what I guess we could call the Iconics of AS&SH. All are easily recognizable from the art in the book. No iconic witch though...hmmm. All are listed at 1st, 5th and 9th levels.
Appendix D: Introductory Setting. This gives us the Town of Swampgate. It's a pretty robust setting with some adventure keyed in.
I have said it once, but I will repeat it here. Astonishing Swordsmen & Sorcerers of Hyperborea is hands down one of my most favorite retro-clone/OSR/Old-School games.
For me, it is another example of striking the perfect balance between B/X D&D and AD&D1. This one leans more towards the AD&D side of the spectrum, but the power level, the grit, the overall vibe is far more B/X. THEN you add in material from Lovecraft, Howard and Clark Ashton Smith? Well, that is the perfect icing on the cake really.
Of course, it is nearly perfect out of the box, but it can also lend itself to so much more than what is given us to use between the covers. I have run Zothique games and Pellucidar style ones as well where all of Hyperborea was either one continent in the far future or underground, inside hollow earth (respectively).
The book is as attractive as it is huge.
I really can't recommend this book and game enough. The new book is great and it will sit next my 1st Ed box rather nicely.
Astonishing Swordsmen & Sorcerers of Hyperborea (Compleat Second Edition)
This is the newest version of the AS&SH game and there are few notable differences between it and the first edition, but it is still the same fun game from Jeffrey Talanian and the sorcerers over at North Wind Adventures.
I will be reviewing both the PDF and the physical copy. I purchased these via the Kickstarter a while back so no review was expected or asked for.
Where to begin with this massive tome? Well, let's talk about the book itself. The book is massive at 622 pages. The covers are full color and the interior art is a combination of mostly black & white with some new full-color pages; most to designate larger sections of the book.
Some of the art and text is held over from the First Edition, but since this book is designed as a replacement that's fine with me really. It is more than that too.
AS&SH2e is a complete game. Everything you need except for dice is here. There are player's sections and a game master section. I will work through them all.
Volume I: Swordsmen & Sorcerers covers character creation. We have the same basic material we see in all games, what is an RPG, how to play, dice, how to generate stats and so on. I gloss over it here because I know my readers know all of this but to a newcomer to the game these sections are written with a lot of clarity. I do think that most people coming to this game will be coming from other RPGs, but this is still good material. The bulk of this volume (over 120 pages) is devoted to classes. We still have our Basic Four; Fighter, Magician, Cleric, and Thief. Each also gets a number of subclasses. Fighters get Barbarian, Berserker, Cataphract, Paladin, Ranger, and Warlock with the addition of a new to this edition Huntsman. The Magician has an Illusionist, Necromancer, Pyromancer, and Witch. with the new to this edition Cyromancer (a new favorite of mine). The Cleric has the Druid, Monk, Priest, and Shaman and the new Runegraver. Finally, the Thief has the Assassin, Bard, Legerdemainist, Scout and the new Purloiner. Each subclass is very much like it's parent classes with some changes. The classes look pretty well balanced. The new classes also feel right with the Cryomancer, Huntsman, and Runegraver falling into the "why didn't think of these in 1st ed, they are so obvious!" category.
Each class has a "Fighting Ability" and a "Magic Ability" which relates to attacks. So yes, even magicians can get a little better in combat as they go up in level. It's a great little shorthand and works great. So a 4th level Fighter has a fighting ability of 4. A 4th level magician still only has a fighting ability of 1 and a cleric 3 and thief 3. Subclasses can and do vary.
AC is descending (like old school games), BUT with the Fighting Ability stat it could be converted to an ascending AC easily.
Races are dealt with next. They include Amazons, Atlanteans, Esquimaux, Hyperboreans, Ixians, Kelts, Kimmerians, Lemurians, Picts, and Vikings along with the catch-all "Common" race of man. No elves or dwarves here. Alignment is a simpler affair of Lawful Good, Lawful Evil, Chaotic Good, Chaotic Evil and Neutral.
There are background skills and weapon skills. Also listed are some gods and plenty of equipment.
Volume II: Sorcery deals with all the spells of the various spellcasting classes. At a little over 80 pages, there are a lot of spells here. Even more impressive when you consider that the highest level spell is only Sixth level.
Volume III: Adventure & Combat covers the next 60 or so pages of what is essentially the Player's section. It deals with combat in all its forms. So combat, mass combat, saves and conditions. Siege combat, strongholds, waterborne adventures, and combat. A great collection really of some of the "Best of" ideas I have seen in many games, but it all works really nice here. It has been expanded on from the 1st edition.
Now there are some differences here between AS&SH and say "Normal" or "Standard" D&D. There are things like group intitative, the Fighting Ability figures more in than actually level and others. Please be sure to read this section carefully when running your first game.
Volume IV: Bestiary kicks off what is the Referee's section. Now it is no secret I love monster books so for the next 130 pages we get all sorts of monsters. The format is most similar to Basic or Labyrinth Lord, and it is full of the usual suspects with some Lovecraftian Horrors, and even remnants of alien and bygone ages. "Demons" are here, but no devils. I know NorthWind has a Player's book out now, but a Monster book would also be fantastic. Thankfully nearly every Clone or OSR monster book can be used with this with minor tweaks.
Volume V: Treasure covers the next 50 or so pages. Among the magic items are things like Radium Pistols and other sc-fi artifacts. Very pulpy. It also includes some rules on scribing spell and protection scrolls. There is even a small section on Alchemy in Hyperborea. Very useful to have really.
Volume VI: Hyperborea Gazetteer is our last volume. It is a great bit that I can easily drop into my game. The lands are a pastiche of Howard, Vance, Lovecraft, and Smith. If these names mean anything to you then you know, or have an idea, of what you are going to get here. This section has been greatly expanded from the previous edition. Included here are the gods again and a little more on religion. Basically you get the idea that gods are either something you swear by (or to) or get sacrificed to by crazy cultists. So yeah, you know I am a fan.
Appendix A: Referee Advice is just that. One page and straight to the point.
Appendix B: Weather in Hyperborea. You mean it does more than snow? Charts that help you figure out the temperature and conditions at any given time. Also useful for other games.
Appendix C: Rogues Gallery. Some NPCs, or what I guess we could call the Iconics of AS&SH. All are easily recognizable from the art in the book. No iconic witch though...hmmm. All are listed at 1st, 5th and 9th levels.
Appendix D: Introductory Setting. This gives us the Town of Swampgate. It's a pretty robust setting with some adventure keyed in.
I have said it once, but I will repeat it here. Astonishing Swordsmen & Sorcerers of Hyperborea is hands down one of my most favorite retro-clone/OSR/Old-School games.
For me, it is another example of striking the perfect balance between B/X D&D and AD&D1. This one leans more towards the AD&D side of the spectrum, but the power level, the grit, the overall vibe is far more B/X. THEN you add in material from Lovecraft, Howard and Clark Ashton Smith? Well, that is the perfect icing on the cake really.
Of course, it is nearly perfect out of the box, but it can also lend itself to so much more than what is given us to use between the covers. I have run Zothique games and Pellucidar style ones as well where all of Hyperborea was either one continent in the far future or underground, inside hollow earth (respectively).
The book is as attractive as it is huge.
I really can't recommend this book and game enough. The new book is great and it will sit next my 1st Ed box rather nicely.
Labels:
as&sh,
old-school,
osr,
review
Monday, February 25, 2019
Monstrous Monday: The Social Justice Witch
File Under: Well...it was only a matter of time really.
EDITED TO ADD: Check out Justin Ryan Isaac's version for Vigilante City.
This is for those guys on Reddit who seem to be easily irritated at what I post!
Thought I might do something a little different for my Monstrous Monday. This is not really a monster in the classical sense but would make for a great NPC who battles injustice, the local patriarchy, or whatever mouthbreathing douches are in your game.
Plus I was inspired by these articles:
Alexandria Ocasio-Cortez
7th level Witch Aiséiligh Tradition
Lawful (Good)
Strength 12
Dexterity 15
Constitution 15
Intelligence 18
Wisdom 16
Charisma 18
hp: 32
THAC0: 17
Saving Throw: 9
Occult Powers
Familiar: Small blue bird named "Twitter".
1st level power: Healing Touch
7th level power: Immune to Fear
Spells
First (3): Feel My Pain, Glamour, Minor Fighting Prowess
Second (2): Burning Gaze, Mind Obscure
Third (2): Call Lightning, Witch Wail
Fourth (1): Instant Karma
Yeah, I like it. Give them Hell AOC!
EDITED TO ADD: Check out Justin Ryan Isaac's version for Vigilante City.
This is for those guys on Reddit who seem to be easily irritated at what I post!
Alexandria Ocasio-Cortez and the Freshman Force: New Party Who Dis? |
Plus I was inspired by these articles:
- Conservative Christians Claim Ocasio-Cortez Is A Witch Leading Attack Against Trump
- Dave Kubal Prays Against the Witches and ‘Diabolical Power’ Operating in Alexandria Ocasio-Cortez’s District
- Evangelical Asks Question No One Would Think To Ask: Is AOC A Witch Or A Demon?
- Wingnut: ‘Spiritual SWAT Team’ Sent to NYC to Deal with ‘Witch’ AOC
The good news about the midterm elections is that there is a great opportunity for evil to be exposed in the days and weeks to come,” he said. “It’s been widely publicized that there is a coven of witches that cast spells on President Trump 24 hours a day, seven days a week. This particular coven is found in the southern portion of New York City.”So how about it. Let's make a Social Justice Witch!
...
“So, right in the middle of all of this, the southern district, in the middle of where these witches are doing the 24/7 spell-casting, we find the territory of Alexandria Ocasio-Cortez,” Kubal added. “Her district is in the center of all of this going on. Is this a coincidence? Maybe … Is there an evil thread running through this area, trying to dispel diabolical power?”
Alexandria Ocasio-Cortez
7th level Witch Aiséiligh Tradition
Lawful (Good)
Strength 12
Dexterity 15
Constitution 15
Intelligence 18
Wisdom 16
Charisma 18
hp: 32
THAC0: 17
Saving Throw: 9
Occult Powers
Familiar: Small blue bird named "Twitter".
1st level power: Healing Touch
7th level power: Immune to Fear
Spells
First (3): Feel My Pain, Glamour, Minor Fighting Prowess
Second (2): Burning Gaze, Mind Obscure
Third (2): Call Lightning, Witch Wail
Fourth (1): Instant Karma
Yeah, I like it. Give them Hell AOC!
Saturday, February 23, 2019
Zatannurday: New DC Super Hero Girls Series
WHAT? A Zatannurday post??
Yes, it is and there is something cool coming.
Years ago we used to get an animated short, Super Best Friends Forever featuring Supergirl, Batgirl, and Wondergirl in crazy little adventures. It was created by Lauren Faust, the same creative genius behind PowerPuff Girls and Foster's Home for Imaginary Creatures.
A little bit later a new multimedia merchandising line came out, DC Super Hero Girls. It featured books, toys and some animated shorts as well featuring a lot of DC's most famous superhero women, such as Supergirl, Batgirl, Wonder Woman, as well as Poison Ivy, Killer Frost, and Harley Quinn.
Well now DC has combined the two and Lauren Faust is once again in charge.
So premiering next month is the New DC Super Hero Girls Series.
The visual cues are DC Super Hero Girls, but the execution is Super Best Friends Forever.
Why am I posting this here, now and bringing Zatannurday out of retirement? Well, take a guess.
Like I mentioned, the style is a nice mix of SBBF and Super Hero Girls.
You can get more information here:
Yes, it is and there is something cool coming.
Years ago we used to get an animated short, Super Best Friends Forever featuring Supergirl, Batgirl, and Wondergirl in crazy little adventures. It was created by Lauren Faust, the same creative genius behind PowerPuff Girls and Foster's Home for Imaginary Creatures.
A little bit later a new multimedia merchandising line came out, DC Super Hero Girls. It featured books, toys and some animated shorts as well featuring a lot of DC's most famous superhero women, such as Supergirl, Batgirl, Wonder Woman, as well as Poison Ivy, Killer Frost, and Harley Quinn.
Well now DC has combined the two and Lauren Faust is once again in charge.
So premiering next month is the New DC Super Hero Girls Series.
The visual cues are DC Super Hero Girls, but the execution is Super Best Friends Forever.
Why am I posting this here, now and bringing Zatannurday out of retirement? Well, take a guess.
Like I mentioned, the style is a nice mix of SBBF and Super Hero Girls.
You can get more information here:
- YouTube, https://www.youtube.com/channel/UCRdVJ9XqHCb6BqApCIO_TYg
- Instgram, https://www.instagram.com/DCSuperHeroGirls/
- Facebook, https://www.facebook.com/DCSuperHeroGirls/
- The main site at DC Kids.
Friday, February 22, 2019
Kickstart Your Weekend: Codex Egyptium
The next book in the Castles & Crusades Mythos Series is now being Kickstarted.
Castles & Crusades Codex Egyptium
https://www.kickstarter.com/projects/676918054/castles-and-crusades-codex-aegyptus?ref=theotherside
If this book is half as researched as the others in the line then it will still be awesome.
Brian Young is a solid scholar in the true sense of the word but also a solid gamer. This will not be a dry treatise on 3,000 years of Egyptian history, but a living breathing game supplement to add the realm that pretty much gave birth to our modern ideas of magic.
Among the other options is a chance to get the book that started it all, Castles & Crusades Codex Celtarum. I love this book and think it is something every C&C fan should have.
Some much great stuff for this one.
Still heading to the finishing line is Justin's Cade's Big Book o' Booze.
Cade's Big Book o' Booze
An alcohol-related zine for use with 5th edition fantasy.
https://www.kickstarter.com/projects/1988380379/cades-big-book-o-booze?ref=theotherside
Castles & Crusades Codex Egyptium
https://www.kickstarter.com/projects/676918054/castles-and-crusades-codex-aegyptus?ref=theotherside
If this book is half as researched as the others in the line then it will still be awesome.
Brian Young is a solid scholar in the true sense of the word but also a solid gamer. This will not be a dry treatise on 3,000 years of Egyptian history, but a living breathing game supplement to add the realm that pretty much gave birth to our modern ideas of magic.
Among the other options is a chance to get the book that started it all, Castles & Crusades Codex Celtarum. I love this book and think it is something every C&C fan should have.
Some much great stuff for this one.
Still heading to the finishing line is Justin's Cade's Big Book o' Booze.
Cade's Big Book o' Booze
An alcohol-related zine for use with 5th edition fantasy.
https://www.kickstarter.com/projects/1988380379/cades-big-book-o-booze?ref=theotherside
Thursday, February 21, 2019
Busy Week, But Nothing to Show For It!
Been a busy week here at The Other Side HQ.
Got a new project I am working on that I think is fantastic and I can't wait to get it out to you all. No spoilers yet.
It's also near term start for me and I had to completely rewrite an entire Biostats course from the inside out. Still, don't have my videos for it.
But not all is work over here.
My youngest son got some really nice accolades this morning in our annual Parent Teacher conference.
He got his gaming club off the ground and it's been running great!
They are playing D&D 5th edition and some board games. I plan on donating one of my copies of Dungeon! to the group. Connor, my son, already bought enough dice with money he made for the entire group to all have their own set.
They have about 25 kids they are the most ethnically and gender diverse group I have ever seen. Pretty cool really. The state of the hobby could not be in better hands in my mind.
Got a new project I am working on that I think is fantastic and I can't wait to get it out to you all. No spoilers yet.
It's also near term start for me and I had to completely rewrite an entire Biostats course from the inside out. Still, don't have my videos for it.
But not all is work over here.
My youngest son got some really nice accolades this morning in our annual Parent Teacher conference.
He got his gaming club off the ground and it's been running great!
They are playing D&D 5th edition and some board games. I plan on donating one of my copies of Dungeon! to the group. Connor, my son, already bought enough dice with money he made for the entire group to all have their own set.
They have about 25 kids they are the most ethnically and gender diverse group I have ever seen. Pretty cool really. The state of the hobby could not be in better hands in my mind.
Tuesday, February 19, 2019
TBBYANR: The Wasted Lands
Whoa. A Best Blog You Are Not Reading post?
Yes! This is a feature I wanted to bring back for 2019 to give a shout out to some lesser know, lesser read blogs or at least ones people may not talk about much.
Today I want to feature a blog that has been around forever, out there doing his own thing.
Jason Vey runs the Wasted Lands blog
Now I have known Jason for years. We worked at Eden together, worked on the Buffy RPG at the same time. He playtested my Ghosts of Albion for Eden I playtested his All Flesh Must Be Eaten books for Eden. I playtested his Spellcraft & Swordplay retro-game and many other games.
So we have been working together for nearly 20 years really.
Among other things Jason also is the author/designer of the Amazing Adventures game from Troll Lords and did a lot of work on various Castles & Crusades projects. So he has a solid game design reputation and CV.
The Wasted Lands is his deep dive, scholarly work into older editions of D&D, in particular, OD&D and AD&D first edition.
He covers a lot of OD&D topics. In fact I bought my white box OD&D 5th printing off of him because he had an extra.
He covers AD&D First Edition, he is now up to Part 45 of his read through of the AD&D Dungeon Master's Guide.
And more recently he did a long series of posts on Psionics in the OD&D and AD&D games.
And today, much closer to our shared roots, he posted stats for the cast of Buffy the Vampire Slayer for OD&D.
Jason is also something a legitimate Robert E. Howard and Conan scholar.
So do yourself a favor and check out his blog. Start with what I have linked above and don't ignore his Star Wars posts.
Yes! This is a feature I wanted to bring back for 2019 to give a shout out to some lesser know, lesser read blogs or at least ones people may not talk about much.
Today I want to feature a blog that has been around forever, out there doing his own thing.
Jason Vey runs the Wasted Lands blog
Now I have known Jason for years. We worked at Eden together, worked on the Buffy RPG at the same time. He playtested my Ghosts of Albion for Eden I playtested his All Flesh Must Be Eaten books for Eden. I playtested his Spellcraft & Swordplay retro-game and many other games.
So we have been working together for nearly 20 years really.
Among other things Jason also is the author/designer of the Amazing Adventures game from Troll Lords and did a lot of work on various Castles & Crusades projects. So he has a solid game design reputation and CV.
The Wasted Lands is his deep dive, scholarly work into older editions of D&D, in particular, OD&D and AD&D first edition.
He covers a lot of OD&D topics. In fact I bought my white box OD&D 5th printing off of him because he had an extra.
He covers AD&D First Edition, he is now up to Part 45 of his read through of the AD&D Dungeon Master's Guide.
And more recently he did a long series of posts on Psionics in the OD&D and AD&D games.
And today, much closer to our shared roots, he posted stats for the cast of Buffy the Vampire Slayer for OD&D.
Jason is also something a legitimate Robert E. Howard and Conan scholar.
So do yourself a favor and check out his blog. Start with what I have linked above and don't ignore his Star Wars posts.
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