I have been thinking about Time Crystals and Klingon Time Travel.
That almost sounds contradictory, but hear me out.
A couple of things about Klingon culture stand out to me.
First, there is Boreth, the Klingon Monastery. When the First Emporer Kahless was leaving his people he pointed to a star and said: "Look for me there, on that point of light." That point of light was the star that Boreth orbited. It has been given as one of the reasons that Klingons expanded into space; to keep their promise with Kahless.
Boreth has only one building, a monastery dedicated to Kahless. Here devotees can have visions. One thing not spoken about in Federation circles is that these visions always come true. Why? Boreth is also home to naturally occurring Time Crystals. These warps time around them much like dilithium warps matter and space. No, the science doesn't make any real sense, but this is Star Trek, not Astrophysics. So we have a culture that has a planet full of time altering crystals. We saw the Klingon High Priest Tenavik grow to an adult in a few months here (ST:DISCO) and later Worf sees visions of his future (ST:TNG).
Klingons have also had access to time travel devices in Voyager. In particular, in 2404 (five years from the current Picard series) a Klingon named Korath "sells" Janeway a time travel device. The implication is this was something only a Klingon could get and he wasn't supposed to be sharing it with any non-Klingon.
Then there is the Klingon homeworld of Qo'noS. Or as we say it, Kronos. Another nod to time.
So why don't Klingons travel in time? Simple. Kahless told them not too.
Before Kahless went to Sto'Vo'Kor he passed on some more wisdom to his fellow Klingons.
"nuq 'oH legh ghaH 'Iv legh qa' jIH."
or "He who looks to the past misses the future."
Klingons, while they honor their past, took this as an injunction against meddling with it.
Kahless is not just their Emporer, he is a messianic figure. Remember, according to Lt. Commander Worf, "Our gods are dead. Ancient Klingon warriors slew them a millennia ago. They were more trouble than they were worth." Kahless is all they have left.
BlackStar
How does this fit into BlackStar?
This is the background I am using to set up "The Ghost Station of Inverness Five."
It would make for a great con game. I could even run it straight as a pure Star Trek game, to be honest. Though this makes The Ghost Station the most "Trek" of all the BlackStar adventures.
I am going to have to see if I can find an old copy of the FASA Trek Regula-1 Deck Plans.
After I posted my first post on The Ghost Station I realized I put a Space Station into what should at that time be protected space. So the Time Crystals simply pulled the science station into the current time.
The station is from the Federation-Klingon war, so lots of old-school Trek fun with it. I just have to be careful and not steal to many ideas that I was going to use in the "Ghost Ship" adventure.
Tuesday, March 10, 2020
Monday, March 9, 2020
Monstrous Mondays: Acolytes to Initiates
I think if I was hard-pressed into it I could recall all of the monsters from the Moldavy Basic D&D book. I read that section over and over. In my pre-adolescent mind, I felt I had to memorize the monsters so I could properly run a D&D game.
"Acolyte, Ape (white), Bandit, Bat, ..." I didn't try to memorize the order, but it came with the territory. I would pour over the Monster Manual with the same enthusiasm and likewise the Cook/Marsh Expert book. But they did not "attach" themselves to my psyche the same way that the Basic book did. The Monster Manual did so in different ways and the Expert monsters provided me with some of my all-time favorites.
Largely due to something called "The Serial Position Effect" in psychology it was easiest to remember the endpoints; Acolytes and Zombies. So my earliest games had a lot of these. Sometimes, oftentimes, in the same encounters.
I grew rather fond of acolytes to be honest. Not only did they have more flexibility than veterans (the "monster" type for fighters) but they could be used in a variety of ways. Devotees on pilgrimages, wandering friars or monks, cultists, and yes, these guys.
With the Craft of the Wise: The Pagan Witch Tradition on the way, why not do the same with witches?
Initiates
Initiates are 1st level witches on personal quests. They usually travel in small groups, but larger groups can have higher level witches. Groups of 4 or more are led by a higher level witch (1d10: 1–4: 2nd level, 5–7: 3rd level, 8–9: 4th level, 10: 5th level).
These witches will typically all be from the same coven and tradition. For example, a coven of Bandrui witches can be Pagan Witch and/or Green Witch Traditions.
Initiates
(Labyrinth Lord)
No. Enc.: 1d6+1 (2d6+1)
Alignment: Any
Movement: 60' (20')
Armor Class: 9 [10]
Hit Dice: 1* (3 hp)
Attacks: 1 (dagger)
Damage: 1d6
Special: Witch spells
Save: Witch 1
Morale: 8
Hoard Class: IV
XP: 10
Initiates
(Blueholme Journeymanne Rules)
AC: 9 [10]
HD: 1d4
Move: 60
Attacks: 1 (dagger, 1d6), Witch spell
Alignment: Any
Treasure: 0 (3)
XP: 10
Initiate
(Old-School Essentials)
1st level witches on personal quests.
Armor Class 9 [10]
Hit Dice 1 (5 hp)
Attacks 1 × dagger (1d6) or spell
THAC0 19 [0]
Movement Rate 60’ (20’)
Saves D11 W12 P14 B16 S15 (W1)
Morale 8
Alignment Any
XP for Defeating 10
Number Appearing 1d6+1 (2d6+1)
Treasure Type U
(Iron Falcon)
Armor Class 9
Hit Dice 1
No. Attacks 1
Damage 1d6, by weapon
Move 6"
Alignment Any
No. Appearing 2d6+1
% in Lair None
Treasure C
Coming Soon!
The Craft of the Wise - The Pagan Witch Tradition for Old-School Essentials
"Acolyte, Ape (white), Bandit, Bat, ..." I didn't try to memorize the order, but it came with the territory. I would pour over the Monster Manual with the same enthusiasm and likewise the Cook/Marsh Expert book. But they did not "attach" themselves to my psyche the same way that the Basic book did. The Monster Manual did so in different ways and the Expert monsters provided me with some of my all-time favorites.
Largely due to something called "The Serial Position Effect" in psychology it was easiest to remember the endpoints; Acolytes and Zombies. So my earliest games had a lot of these. Sometimes, oftentimes, in the same encounters.
I grew rather fond of acolytes to be honest. Not only did they have more flexibility than veterans (the "monster" type for fighters) but they could be used in a variety of ways. Devotees on pilgrimages, wandering friars or monks, cultists, and yes, these guys.
With the Craft of the Wise: The Pagan Witch Tradition on the way, why not do the same with witches?
Image by Enrique Meseguer from Pixabay |
Initiates are 1st level witches on personal quests. They usually travel in small groups, but larger groups can have higher level witches. Groups of 4 or more are led by a higher level witch (1d10: 1–4: 2nd level, 5–7: 3rd level, 8–9: 4th level, 10: 5th level).
These witches will typically all be from the same coven and tradition. For example, a coven of Bandrui witches can be Pagan Witch and/or Green Witch Traditions.
Initiates
(Labyrinth Lord)
No. Enc.: 1d6+1 (2d6+1)
Alignment: Any
Movement: 60' (20')
Armor Class: 9 [10]
Hit Dice: 1* (3 hp)
Attacks: 1 (dagger)
Damage: 1d6
Special: Witch spells
Save: Witch 1
Morale: 8
Hoard Class: IV
XP: 10
Initiates
(Blueholme Journeymanne Rules)
AC: 9 [10]
HD: 1d4
Move: 60
Attacks: 1 (dagger, 1d6), Witch spell
Alignment: Any
Treasure: 0 (3)
XP: 10
Initiate
(Old-School Essentials)
1st level witches on personal quests.
Armor Class 9 [10]
Hit Dice 1 (5 hp)
Attacks 1 × dagger (1d6) or spell
THAC0 19 [0]
Movement Rate 60’ (20’)
Saves D11 W12 P14 B16 S15 (W1)
Morale 8
Alignment Any
XP for Defeating 10
Number Appearing 1d6+1 (2d6+1)
Treasure Type U
- Demi-Human witches. Elven NPC witches are known as “Kuruni,” and Dwarven NPC witches are called “Xothia.”
- Leader. Groups of 4+ are led by a higher level witch (1d10: 1–4: 2nd level, 5–7: 3rd level, 8–9: 4th level, 10: 5th level). Choose or roll the leader’s spells.
- Person. Considered a “person” for magical effects.
(Iron Falcon)
Armor Class 9
Hit Dice 1
No. Attacks 1
Damage 1d6, by weapon
Move 6"
Alignment Any
No. Appearing 2d6+1
% in Lair None
Treasure C
Coming Soon!
The Craft of the Wise - The Pagan Witch Tradition for Old-School Essentials
Friday, March 6, 2020
Iron Falcon Handbook of Monsters
I have talked a lot about Basic Fantasy in the past. It is one of my favorites of the Retro-Clone movement and it in many ways reflects how I played back in the early 80s with a mix of Basic D&D and Advanced D&D. Something I think that a lot of people did and something that creator Chris Gonnerman was keenly aware of.
A while back I discovered he had done ANOTHER game called Iron Falcon.
Iron Falcon, like Basic Fantasy, is a Basic-era Retro Clone, though more on the side of OD&D than AD&D. Gonnerman is more explicit about this being a game not of the rules "as they were written" but more "as we played them."
That appeals to me.
You can get Iron Falcon in lots of places. In particular the dedicated website, Lulu, Amazon and of course DriveThruRPG. I hope to play around with it some more to see what it is all about, but so far it feels like a nice mix of OD&D feel and Basic D&D play.
But today I want to talk about the Iron Falcon Handbook of Monsters. Or rather, let's let Chris Gonnerman talk about it and his plans for it.
The Cafepress shop can be found here, https://www.cafepress.com/ironfalcon.
There is a lot of cool merchandise here and like Chris mentions, the difference here between this and a Kickstarter is you get something right away. I think it is a great idea. I am going to have to grab a t-shirt or two.
So check it out and come back every month to see what is new and different.
I'll try to get some Iron Falcon reviews up soon.
A while back I discovered he had done ANOTHER game called Iron Falcon.
Iron Falcon, like Basic Fantasy, is a Basic-era Retro Clone, though more on the side of OD&D than AD&D. Gonnerman is more explicit about this being a game not of the rules "as they were written" but more "as we played them."
That appeals to me.
You can get Iron Falcon in lots of places. In particular the dedicated website, Lulu, Amazon and of course DriveThruRPG. I hope to play around with it some more to see what it is all about, but so far it feels like a nice mix of OD&D feel and Basic D&D play.
But today I want to talk about the Iron Falcon Handbook of Monsters. Or rather, let's let Chris Gonnerman talk about it and his plans for it.
The Cafepress shop can be found here, https://www.cafepress.com/ironfalcon.
There is a lot of cool merchandise here and like Chris mentions, the difference here between this and a Kickstarter is you get something right away. I think it is a great idea. I am going to have to grab a t-shirt or two.
So check it out and come back every month to see what is new and different.
I'll try to get some Iron Falcon reviews up soon.
Labels:
0e,
basic,
osr,
Retro-Clone
Thursday, March 5, 2020
No Magic Like Family: Angela, Dolly and Elvira
It should be no shock to anyone that I am a huge fan of Cassandra "Elvira" Petersen. So when I saw this, well you know where my thoughts went!
I mean seriously? Dolly and Elvira in a TV show playing sister witches?? It's like someone on the internet was reading my secret stash of fan-fic...that I totally don't have.
Dolly did a movie with a witch back in 86, A Smoky Mountain Christmas. Yes. I remember it.
I can't do a TV show. And seriously Hallmark, you can do 3,000 Christmas movies, would a Halloween one like this kill ya'? But I can do RPG stuff.
And I know the PERFECT RPG book for this.
Background
Ok, I am going to add this to my War of the Witch Queens somehow. Dolly's and Elvira's mother, a very powerful witch, has just died. I don't think she is one that sets off the war, but it is a precursor. Their mother was the founder of the Home, Heart, and Hearth shops and both her daughters worked there. Dolly went more for the "lighter" side of things focusing on the front side of the stores where minor magics are sold. Elvira was naturally attracted to the darker, backroom side of the business that dealt in "gray market" magic items.
Just to make life easy for all of us, I am just going with "Dolly" and "Elvira" for their names. No need to create new-weird character names. Just pretend they are twin sisters and it all works out fine.
Of course, given this, only one woman could be their mother. Angela Lansbury.
This is another good example of mixing and matching my various Basic-era witch books to suit your own needs.
Dolly
Female Witch 14th level, Pumpkin Spice Tradition
Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 14d4+14 (50 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 14
Morale: 11
Alignment: Lawful
Str: 12 Int: 15 Wis: 16 Dex: 12 Con: 14 Cha: 18
Dolly has the following witch spells and Occult Powers. She casts as a 14th level witch.
Occult Powers
Familiar: Dog "Popeye"
Lesser: Things That Man Was Not Meant to Know are Fine For Women
Minor: Resting Witch Face
Patron: Cardea, the Opener of Ways
Spells by Level
1st (5): Blessed, Forget Me Knot, Glamour, Speak with Animals, Cake and Tea (Ritual)
2nd (4): Heal Affliction, Light as a Feather, Stiff as a Board, Witch Slap, Sage Burning (Ritual)
3rd (4): Bewitch III, Live Laugh Love, Ward of the Season, Merry Meetings (Ritual)
4th (3): Age Resistance (Lesser), Cleanse, Mirror Talk
5th (3): Calm Weather, Private Sanctum, Tripping the Light Fantastic (Ritual)
6th (2): Cloak of Dreams, Summon Higher Power
7th (2): Peace Aura, Hell Hath No Fury (Ritual)
Elvira, Mistress of the Dark
Female Witch 13th level, Mara Tradition
Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 13d4+26 (60 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 13
Morale: 10
Alignment: Chaotic
Str: 11 Int: 12 Wis: 14 Dex: 14 Con: 15 Cha: 18
Elvira has the following witch spells and Occult Powers. She casts as a 13th level witch.
Occult Powers
Familiar: Hell Poodle "Gonk"
Lesser: Dream Invasion
Minor: Nightmare Shape
Patron: Hecate
Spells by Level
1st (4): Bewitched I, Feel My Pain, Protection from Spirits, Vigor
2nd (4): Choking Grip, Ghoulish Hands, Hypnotize, Summon Witches (Ritual)
3rd (3): Bestow Curse, Edge of Blackness, Summon and Bind Imp of the Perverse (Ritual)
4th (3): Grave Sanctuary, Intangible Cloak of Shadows, Ardour Flame (Ritual)
5th (2): Cry for the Night Bird, Summon Shadow
6th (2): Aspect of the Crone, Summon Nightmare Steed
7th (1): Enchant Item
And just for fun, let's say that Angela is actually alive but faked her death to get her two daughters working together again to save the family business! Hey Hallmark! Where's my job offer now?
Angela
Female Witch 17th level, Classical Tradition
Armor Class: 7 (witch gown, +2)
Hit Dice/Level: 19d4 (48 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 19
Morale: 11
Alignment: Lawful
Str: 11 Int: 16 Wis: 18 Dex: 12 Con: 11 Cha: 18
Angela has the following witch spells and Occult Powers. She casts as a 19th level witch.
Occult Powers
Familiar: Dog
Lesser: Gift of Prophecy
Minor: Drawing Down the Moon
Medial: Charge of the Goddess
Patrons: Hestia and Hecate
Spells by Level
1st (6): Color Spray, Fortell, Fury of the Ancestors, Obedient Beast, Speak with Animals, Witch's Mark (Ritual)
2nd (5): Augury, Blur, Demeter's Lament, Witch Sense, Favor of the Gods (Ritual)
3rd (5): Danger Sense, Dither, Scry, Third Eye, Family Curse (Ritual)
4th (4): Create Talisman, Divination, Eyes Everywhere, Hounds of the Underworld (Ritual)
5th (4): Dome of Deepest Night, Empower Distaff, Sending, Access the Library (Ritual)
6th (3): Analyze Dweomer, Empower Rod, Staff or Wand, True Seeing
7th (3): Breath of Life, Magickal Conception, Sirocco
8th (2): Permanency, Protection of the Goddess (Ritual)
Angela has the patrons of Hestia and Hecate. With their guidance, she began the Home, Heart, and Hearth shops.
And if you can check out the REAL shop at Neon Horror. Some great merchandise there including that Dolly & Elvira t-shirt.
Fun idea! She’s a little bit Country and I’m a little bit Rock’n Roll! https://t.co/5vETiiAXTl pic.twitter.com/T0RaN5KDrQ— Elvira (@TheRealElvira) December 9, 2019
I mean seriously? Dolly and Elvira in a TV show playing sister witches?? It's like someone on the internet was reading my secret stash of fan-fic...that I totally don't have.
Dolly & Elvira by Neon Horror http://www.neonhorror.com |
I can't do a TV show. And seriously Hallmark, you can do 3,000 Christmas movies, would a Halloween one like this kill ya'? But I can do RPG stuff.
And I know the PERFECT RPG book for this.
Background
Ok, I am going to add this to my War of the Witch Queens somehow. Dolly's and Elvira's mother, a very powerful witch, has just died. I don't think she is one that sets off the war, but it is a precursor. Their mother was the founder of the Home, Heart, and Hearth shops and both her daughters worked there. Dolly went more for the "lighter" side of things focusing on the front side of the stores where minor magics are sold. Elvira was naturally attracted to the darker, backroom side of the business that dealt in "gray market" magic items.
Just to make life easy for all of us, I am just going with "Dolly" and "Elvira" for their names. No need to create new-weird character names. Just pretend they are twin sisters and it all works out fine.
Of course, given this, only one woman could be their mother. Angela Lansbury.
This is another good example of mixing and matching my various Basic-era witch books to suit your own needs.
Dolly
Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 14d4+14 (50 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 14
Morale: 11
Alignment: Lawful
Str: 12 Int: 15 Wis: 16 Dex: 12 Con: 14 Cha: 18
Dolly has the following witch spells and Occult Powers. She casts as a 14th level witch.
Occult Powers
Familiar: Dog "Popeye"
Lesser: Things That Man Was Not Meant to Know are Fine For Women
Minor: Resting Witch Face
Patron: Cardea, the Opener of Ways
Spells by Level
1st (5): Blessed, Forget Me Knot, Glamour, Speak with Animals, Cake and Tea (Ritual)
2nd (4): Heal Affliction, Light as a Feather, Stiff as a Board, Witch Slap, Sage Burning (Ritual)
3rd (4): Bewitch III, Live Laugh Love, Ward of the Season, Merry Meetings (Ritual)
4th (3): Age Resistance (Lesser), Cleanse, Mirror Talk
5th (3): Calm Weather, Private Sanctum, Tripping the Light Fantastic (Ritual)
6th (2): Cloak of Dreams, Summon Higher Power
7th (2): Peace Aura, Hell Hath No Fury (Ritual)
Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 13d4+26 (60 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 13
Morale: 10
Alignment: Chaotic
Str: 11 Int: 12 Wis: 14 Dex: 14 Con: 15 Cha: 18
Elvira has the following witch spells and Occult Powers. She casts as a 13th level witch.
Occult Powers
Familiar: Hell Poodle "Gonk"
Lesser: Dream Invasion
Minor: Nightmare Shape
Patron: Hecate
Spells by Level
1st (4): Bewitched I, Feel My Pain, Protection from Spirits, Vigor
2nd (4): Choking Grip, Ghoulish Hands, Hypnotize, Summon Witches (Ritual)
3rd (3): Bestow Curse, Edge of Blackness, Summon and Bind Imp of the Perverse (Ritual)
4th (3): Grave Sanctuary, Intangible Cloak of Shadows, Ardour Flame (Ritual)
5th (2): Cry for the Night Bird, Summon Shadow
6th (2): Aspect of the Crone, Summon Nightmare Steed
7th (1): Enchant Item
And just for fun, let's say that Angela is actually alive but faked her death to get her two daughters working together again to save the family business! Hey Hallmark! Where's my job offer now?
Angela
Armor Class: 7 (witch gown, +2)
Hit Dice/Level: 19d4 (48 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 19
Morale: 11
Alignment: Lawful
Str: 11 Int: 16 Wis: 18 Dex: 12 Con: 11 Cha: 18
Angela has the following witch spells and Occult Powers. She casts as a 19th level witch.
Occult Powers
Familiar: Dog
Lesser: Gift of Prophecy
Minor: Drawing Down the Moon
Medial: Charge of the Goddess
Patrons: Hestia and Hecate
Spells by Level
1st (6): Color Spray, Fortell, Fury of the Ancestors, Obedient Beast, Speak with Animals, Witch's Mark (Ritual)
2nd (5): Augury, Blur, Demeter's Lament, Witch Sense, Favor of the Gods (Ritual)
3rd (5): Danger Sense, Dither, Scry, Third Eye, Family Curse (Ritual)
4th (4): Create Talisman, Divination, Eyes Everywhere, Hounds of the Underworld (Ritual)
5th (4): Dome of Deepest Night, Empower Distaff, Sending, Access the Library (Ritual)
6th (3): Analyze Dweomer, Empower Rod, Staff or Wand, True Seeing
7th (3): Breath of Life, Magickal Conception, Sirocco
8th (2): Permanency, Protection of the Goddess (Ritual)
Angela has the patrons of Hestia and Hecate. With their guidance, she began the Home, Heart, and Hearth shops.
And if you can check out the REAL shop at Neon Horror. Some great merchandise there including that Dolly & Elvira t-shirt.
Labels:
Elvira,
music,
television,
witch,
WotWQ
Monday, March 2, 2020
Monstrous Monday: Gwragedd Annwn
An old favorite for today's Monstrous Monday. The Swanmay from Monster Manual II featured heavily in my Ravenloft games of late First Ed and Early 2nd Ed.
While there are creatures like these found all over Europe, it is the Welsh Gwragedd Annwn that remains my favorite. Though not 100% the same as the Swanmay, it is close enough for my liking.
Here she is for Old-School Essentials.
Gwragedd Annwn (swan-maidens)
Human maidens capable of turning into a swan. They only have this power while they remain unmarried.
Armor Class 7 [12]
Hit Dice 2 or more (9 hp)
Attacks 1 weapon (by weapon type)
THAC0 19 [+1]
Movement Rate 120’ (40’) or 150’ (50’) swim or 180’ (60’) flying
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Lawful
XP for Defeating 25
Number Appearing 1 (1d4+1)
Treasure Type U (A)
While there are creatures like these found all over Europe, it is the Welsh Gwragedd Annwn that remains my favorite. Though not 100% the same as the Swanmay, it is close enough for my liking.
Here she is for Old-School Essentials.
swan maiden by liga-marta |
Human maidens capable of turning into a swan. They only have this power while they remain unmarried.
Armor Class 7 [12]
Hit Dice 2 or more (9 hp)
Attacks 1 weapon (by weapon type)
THAC0 19 [+1]
Movement Rate 120’ (40’) or 150’ (50’) swim or 180’ (60’) flying
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Lawful
XP for Defeating 25
Number Appearing 1 (1d4+1)
Treasure Type U (A)
- Enemy of Evil. Gwragedd Annwn are fierce enemies of evil and chaos and fight it wherever they can.
- Rangers. All Gwragedd Annwn are rangers of level equal to their HD. They will be equipped accordingly.
- Swan Transformation. By means of a feather token they can transform into a large swan. It is believed that once they take a husband they must give this token to him. Many are loathe to do that.
Friday, February 28, 2020
Kickstart Your Weekend: Space Kids
The last Kickstart Your Weekend for February. And this one really appeals to me.
SPACE KIDS RPG
https://www.kickstarter.com/projects/bigbaldgames/space-kids-rpg?ref=274bc4
From the KS page,
As a gamer, father, and educator I heartily approve of this project!
If you think about it, the "mission statement" of this game is really no different than that of Star Trek or even Doctor Who.
Plus you can get in for just 7 bucks for two PDFs. That's pretty good if you ask me.
So check this out and share it around. They already met their goals, but some of those stretch goals would be nice too!
SPACE KIDS RPG
https://www.kickstarter.com/projects/bigbaldgames/space-kids-rpg?ref=274bc4
From the KS page,
SPACE KIDS RPG™ is a tabletop roleplaying game (RPG) for kids aged 4-12 and their parents, set in a lighthearted science fiction universe of advanced technology, fascinating aliens, and unending adventures.There is more, a lot more. The game centers around the two design goals of Teamwork and Problem Solving and Everyone Matters. I will also add that another, only semi-stated goal of passing on the love and joy of RPGs to a younger audience.
As a gamer, father, and educator I heartily approve of this project!
If you think about it, the "mission statement" of this game is really no different than that of Star Trek or even Doctor Who.
Plus you can get in for just 7 bucks for two PDFs. That's pretty good if you ask me.
So check this out and share it around. They already met their goals, but some of those stretch goals would be nice too!
Wednesday, February 26, 2020
Plays Well With Others: Old-School Essentials
By its very nature Old-School Essentials is easily combined with anything that supports B/X style play. So it naturally Plays Well With Others.
Mechanics are largely easy, what about tone and style? Well, that is what I am going to chat about today.
OSE & B/X
This is the obvious mix. So obvious in fact that there is not a lot to say that isn't painfully obvious. So instead I am going to admire how nice those two black covers look together. A nice addition to what I tend to call Black Book or Black Box Basic (also because like a Black Box, I throw things in and get things out and don't really care how or why it works as long as it does).
Obviously, any adventure designed for B/X or even BECMI will work with OSE. At least up to level 14.
OSE & Maximum Mayhem Adventures
Mark Taormino's collection of crazy gonzo adventures run from levels 1 to 14. Are you thinking what I am thinking? Well, today is the flip-side of a PWWO on Maximum Mayhem Adventures I did a while back. If you want to know more about those adventures, hit that link.
While the adventures are overtly and specifically designed for OSRIC/AD&D1, I have had a great time running these under B/X style rules. I also find that none of the deadliness is lost here. If anything the fun factor is increased.
OSE & Astonishing Swordsmen & Sorcerers of Hyperborea
Another popular choice of mine for PWWO. For this, I would use the Advanced Fantasy options of OSE. AS&SH can be trimmed down to "Basic" style play easily enough. So the two games can meet in the middle, system-wise. Style-wise there is more to overcome. AS&SH is a "Black Sabbath" album. Deep, rich with darker tones and cold nights. OSE is a "Yes" album. Ætheric, it is journey of expected highs but also surprising depths. The demi-humans of OSE-AF bolster the newer classes of AS&SH. IT might not be a mix that all people like, but it does appeal to me.
OSE & the B/X OSR
There are so many products out there that support B/X style play these days and there is no way I could cover even all the ones in my own collection.
But here are few.
Does B/X or OSE *need* psionics? Likely no. Is it better with it? I think so! Richard LeBlanc's Basic Psionics Handbook is a great book and a fun psionic system. One he could redo for OSE if he wanted. But like all things psionics, it's a choice. As it is now it is a perfect fit.
The same is true for any number of Monster books. I mentioned that OSE would easily support Monsters 2 and Monsters 3 books with no issue. Hell. With all the OGC sources a Monsters 2 and 3 could be made that mimic the monsters in Fiend Folio and Monster Manual 2.
OSE is not the only Basic-game in town. Blueholme cleaves closer to Holmes Basic, but it's 1-20 levels provide a little more play (though those last 6 levels are not as fun as the first 6) and Labyrinth Lord provides the same. LL has their Advanced versions too if you are planning an "Advanced Fantasy" style game. This takes it in a slightly different direction, but ultimately (for me anyway) it makes it possible to play a "cleaner" version of the D&D/AD&D hybrid we used to play in the early 80s. Purity is for water, not games.
OSE & BX Companion
Eventually, someone will ask for an OSE Companion book. Taking OSE to level 36 or Immortals. Well, you can wait for one or use the one we are all using now.
A while back I posted How I commit heresy with Adventurer Conqueror King. I can do the same thing with OSE. Johnathan Becker's magnum opus is as much of a love letter to BX as OSE is. While B/X Companion doesn't work as well with say Labyrinth Lord of Basic Fantasy (the main Basic clones at the time) it does work great with OSE.
Basic-Era Witches
I'd be remiss if I didn't point this out. In fact, while working on this post and taking these pictures I am once again hit with the idea of how well this would all work out for my War of the Witch Queens campaign.
So OSE has been giving me no end of pleasure and I don't see that stopping anytime soon.
Mechanics are largely easy, what about tone and style? Well, that is what I am going to chat about today.
OSE & B/X
This is the obvious mix. So obvious in fact that there is not a lot to say that isn't painfully obvious. So instead I am going to admire how nice those two black covers look together. A nice addition to what I tend to call Black Book or Black Box Basic (also because like a Black Box, I throw things in and get things out and don't really care how or why it works as long as it does).
Obviously, any adventure designed for B/X or even BECMI will work with OSE. At least up to level 14.
OSE & Maximum Mayhem Adventures
Mark Taormino's collection of crazy gonzo adventures run from levels 1 to 14. Are you thinking what I am thinking? Well, today is the flip-side of a PWWO on Maximum Mayhem Adventures I did a while back. If you want to know more about those adventures, hit that link.
While the adventures are overtly and specifically designed for OSRIC/AD&D1, I have had a great time running these under B/X style rules. I also find that none of the deadliness is lost here. If anything the fun factor is increased.
OSE & Astonishing Swordsmen & Sorcerers of Hyperborea
Another popular choice of mine for PWWO. For this, I would use the Advanced Fantasy options of OSE. AS&SH can be trimmed down to "Basic" style play easily enough. So the two games can meet in the middle, system-wise. Style-wise there is more to overcome. AS&SH is a "Black Sabbath" album. Deep, rich with darker tones and cold nights. OSE is a "Yes" album. Ætheric, it is journey of expected highs but also surprising depths. The demi-humans of OSE-AF bolster the newer classes of AS&SH. IT might not be a mix that all people like, but it does appeal to me.
OSE & the B/X OSR
There are so many products out there that support B/X style play these days and there is no way I could cover even all the ones in my own collection.
But here are few.
Does B/X or OSE *need* psionics? Likely no. Is it better with it? I think so! Richard LeBlanc's Basic Psionics Handbook is a great book and a fun psionic system. One he could redo for OSE if he wanted. But like all things psionics, it's a choice. As it is now it is a perfect fit.
The same is true for any number of Monster books. I mentioned that OSE would easily support Monsters 2 and Monsters 3 books with no issue. Hell. With all the OGC sources a Monsters 2 and 3 could be made that mimic the monsters in Fiend Folio and Monster Manual 2.
OSE is not the only Basic-game in town. Blueholme cleaves closer to Holmes Basic, but it's 1-20 levels provide a little more play (though those last 6 levels are not as fun as the first 6) and Labyrinth Lord provides the same. LL has their Advanced versions too if you are planning an "Advanced Fantasy" style game. This takes it in a slightly different direction, but ultimately (for me anyway) it makes it possible to play a "cleaner" version of the D&D/AD&D hybrid we used to play in the early 80s. Purity is for water, not games.
OSE & BX Companion
Eventually, someone will ask for an OSE Companion book. Taking OSE to level 36 or Immortals. Well, you can wait for one or use the one we are all using now.
A while back I posted How I commit heresy with Adventurer Conqueror King. I can do the same thing with OSE. Johnathan Becker's magnum opus is as much of a love letter to BX as OSE is. While B/X Companion doesn't work as well with say Labyrinth Lord of Basic Fantasy (the main Basic clones at the time) it does work great with OSE.
Basic-Era Witches
I'd be remiss if I didn't point this out. In fact, while working on this post and taking these pictures I am once again hit with the idea of how well this would all work out for my War of the Witch Queens campaign.
So OSE has been giving me no end of pleasure and I don't see that stopping anytime soon.
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