Sunday, July 26, 2020

Troll Week Starts Tomorrow

I have been working from home since March 15th or so. It has been great really, work has provided me with all the tech I need. I wanted to make my life a little easier so I also set up my kid's old gaming computer in my office.  They still use for playing D&D online via Discord and Roll20, but I use it to test various things.  The computer still has CD-ROM and DVD-ROM drives.

While digging through some old back-ups I found a download folder I had thought had been lost.

On it was a copy of Ron Edwards' "Trollbabe" RPG. 
I was reading through it and forgot how much fun it was.  It also got me thinking about trolls, troll magic, and all sorts of related topics.

I remember back in the earliest days of my Dragon magazine reading and getting mail-order catalogs from Games Plus and the Dungeon Hobby Shop one of the products that always jumped out at me was Runequest's TrollPak.  

It was the exact sort of deep dive into a singular topic that appealed to me then and now.  Of course at the time I thought it might be related to Tunnels & Trolls.  When I discovered it wasn't I figured I could convert it and have a Troll-focused game.

You can't read a bunch of myths, legends, and fairy tales about witches and not run across the occasional troll.  They are all over the place.   Especially any of the stories of Northern Europe.

What I never liked though was how the trolls of myth and in particular the trolls from the Hobbit looked and acted nothing like the trolls of D&D.  Sure ogres are fine, but thin rubbery dudes that regenerate? Not so much.  As time went on I of course saw where the D&D trolls came from and why they were chosen; a stronger differentiation between ogres and trolls needed to be made.  But I still never really liked them.

In my games I made a new troll, the Earth Troll, that was more like the trolls I saw in the books I was reading.  These trolls were often the lackeys of hags, in particular, the Wood Hag.  These were much closer and I would later go one to make more trolls.  The idea here that trolls are highly adaptable to their environment.  They are Lamarckian Evolution played out in D&D.  Put a troll near water and in a couple of generations, they are adapted to it.  

But one thing I never did and will do this week, is adapt Troll Pak and Tunnels & Trolls to the Trolls of D&D.


Looking forward to seeing what I can come up with!

Saturday, July 25, 2020

Games Plus Fall Auction

I have mentioned my Favorite Local Game Store, Games Plus, many times here.
They have a games auction twice a year, in October and in March.



This year they are looking for some advice on how to run their October auction.
While COVID cases are slightly down in Illinois, Cook County has seen some minor increases.  The state is generally going in the right direction, but things could change if people lose vigilance.

This game auction is often the source of all my rare and wonderful items I find.  

Why am I bringing this up to you all?  Well, one of the options includes a virtual auction that would allow you to bid from anywhere.   While I have absolutely no desire to have all the gamers that follow me bid against me, one of these options opens the auction up to people that have never been able to take advantage of the joy that is a Games Plus game auction.




So let them know what you think if you would like to take advantage of this.  

Friday, July 24, 2020

Friday Night Videos: Sounds of the NIGHT SHIFT, Welcome to the Academy of Magical and Paranormal Arts

Copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS are going out to the Kickstarter backers AND people that pre-ordered on the website.

You can order your own hardcover version at the publisher's website, at https://www.elflair.com/nightshift.html.

You can also buy the PDF at DriveThruRPG.

One of the things that really motivated Jason and me while working on this is music.  Spend any time here and you know I am a big music fan.  



So I thought it might be great to share some of the music that reminded us of the stories we were telling with NIGHT SHIFT and the games we have ran.

Up this Friday Night Videoes are songs from my playlist.  Tonight, songs from "Welcome to the Academy of Magical and Paranormal Arts" for the Generation HEX Night World!




Silver Anniversary Time

Wednesday was my 25th Wedding Anniversary!  We had plans to be in Jamaica this year, but given how Americans are been told to stay in their own damn plague country, we settled for carry-out at our favorite seafood restaurant (Bob Chinn's FYI) and a nice walk (been walking 5k+ every night since COVID hit).

My wife and I are at an age where we don't really want a lot of things. For me, it was better to spend time with her, our favorite restaurant, and plate of sea scallops.  Besides we are also at an age where if there is something we need or want we just go get it. I didn't bust my ass in grad school for nothing.

BUT.  That doesn't mean I am not going to treat ourselves.
While my wife is going to get a new garden shed for her hobby.  I went to my FLGS and grabbed something I have been wanting for 20 years. Consequently, it is also a 25 year anniversary item.


My FLGS has had the D&D 25th Anniversary edition boxed set in their "glass" case for some time.

It is a premium item and likely cost WAY more than it should have (and more than I should have spent) but it is something I have wanted, it was my anniversary and I had promised I was only going to buy local once everything had opened back up.

I got it and I am very pleased.

I knew of the contents of course, but it was so nice to have them in front of me.


While they are all reprints I didn't actually own the separate G series modules and my copy of S2 White Plume Mountain walked years ago.  All I have is a printed PDF.  So those are "new" to me.

The copy of Ravenloft is nice and a little different from my 1983 original.



The "new" material for me was the history book and Len Lakofka's L3 Deep Dwarven Delve.





With L3 in hand, I now have the complete Lendore Isle's Trilogy. (Yes, I DO know there are more on Dragonsfoot.)



The set is very nice and there is a lot of room inside for more.  But not everything belongs inside to be honest.   But I figure my Silver Anniversary Return to the Keep on the Borderlands would be fine.


I just need a good copy of Return to White Plume Mountain as well. (ETA I see there is a POD version up at DriveThruRPG!)

BTW Return to the Keep is seriously under-rated. I use it now whenever I want to run a Keep adventure. I just typicall show everyone the B2 module so they think they are getting the full "orginal D&D experience."

This set is a nice companion piece to my Arts & Arcana for D&D history.



So happy 25th anniversary to me, my wife and D&D (just 20 years late on that last one).




Wednesday, July 22, 2020

B/X Boxing Match: OSE vs. BX RPG

One question I have been getting since I purchased both the Pacesetter BX RPG and Necrotic Gnome's Old-School Essentials is "which one is better?"

Truthfully I am not really interested in "better" but instead "which is best for me" and "which one satisfies it's design goals best?"

Well, lets have a look!


Before I start let's agree on some terms and shorthand.

B/X refers to the D&D Basic and D&D Expert Boxed Sets edited by Tom Moldvay (Basic) and David Cook and Steven Marsh (Expert). 

BECMI while it might not come up, refers to the Basic, Expert, Companion, Master, Immortal sets edited by Frank Mentzer.  Unless a distinction needs to be made I am always referring to the B/X versions of Basic and Expert rules.

OSE refers to the Old School Essentials set from Gavin Norman and Necrotic Gnome. In truth I also mean OSE and the Fantasy rules.
OSE-Advanced refers to OSE with the Advanced add-ons; classes and spells.

BX RPG refers to the BX RPG by Bill Barsh and Pacesetter Games and Simulations.

The "Gold Standard" for any comparison is the B/X set.

I want to state unequivocally that I am very, very fond of all four of the above-mentioned games and they all have a place on my table.  Each one is used in my games. Sometimes separately, sometimes all at once.

Match 1: How well does the game emulate B/X?
So our first match is how well does each game emulate the source material of B/X.  
If we are talking "Rules as Written" then clear winner here is OSE.  If we are talking "Rules as played" then it can be a toss-up between OSE-Advanced and BX.  Both offer different takes on B/X + Advanced.  
I can recall my first paladin character was made in a mix of Expert and Advanced rules.  Eventually, BECMI would give us a Paladin, but mine was pure B/X.  Both sets offer a paladin class (among others) and they are roughly equivalent. 



Match 2: Layout and Art
The OSE game is a marvel of layout efficiency, modular design, and artistic expression.  There is not a ton of art in OSE, but what there is packs a punch.  Both OSE and BX feature "old-school esthetic" in terms of black & white art.  This is not a detractor, but rather a feature for me.
My biggest issue with OSE's layout is that it is TOO efficient and sometimes that leaves it feeling a little bit sterile.  Efficiency and modularity are two of the set's design goals so it is hard to fault them here.
BX RPG needs another round of QA check, but otherwise, it also meets their stated design goals.
OSE edges out here. 

Match 3: Options
Out of the box BX offers more options than core OSE. More classes, races, levels, spells, and levels. Here OSE's strength of emulation works against it.  If you have B/X and can play it without looking things up then OSE Core has little more to offer you.  
Adding the OSE-Advanced options makes it more attractive to the current B/X player looking for more but not wanting to dive deep in the AD&D ocean.  Still, even with these options in place, BX RPG edges out OSE.
Both games are promising even more options in the future so this one could be close for some time to come.

Match 4: Playability
OSE is so well organized it not only edges out the original B/X in this regard but even the well organized BECMI.  OSE though works best for players already experienced in B/X or any flavor of D&D. The modularity of OSE rivals that of 4e.  That is not a slight, but rather a compliment. The layout and modularity of 4e was a design masterpiece. 
BX RPG is less organized, but there is so much explanatory material that it is perfect for newer players or someone with no experience with B/X and wants to give it a try.
Verdict? If you have B/X experience then OSE is best. If you are new to B/X then BX RPG.

Match 5: Price per Value
This is much harder.  Both games are priced well. 

The physical BX RPG boxed set comes with books, adventures, and dice for US$50.  Though it is hard to tell exactly what is in the box from Pacesetter's website.  So I am not sure what is exactly in the box other than the rule books. This is just the physical books, no PDFs.

The OSE Boxed set can be configured in a number of ways on the Necrotic Gnome website. The Classic set, closest to the B/X game, is available in a box with hardcover digest sized books and PDFs for €60,00 (presently about US$68.50).  You can add on the OSE-Advanced options. 

OSE has a sturdier box and hardcover books and comes in a single volume option.
BX RPG has good box with room for dice and adventures.

So lower price entry for the boxed sets for BX RPG.  More buying options for OSE.

Which one is for you?
I hate to dodge this one, but that is really up to you and the games you are going to run.

For me? I am happy to have both systems. I think there is a slight edge on BX RPG for players and a similar edge for Game Masters for OSE.  The options of BX RPG make it more attractive to the player and the OSE-Advanced books work fine with BX and B/X (even BECMI).  The organization of OSE makes it a dream to run and find things.

One thing for sure for me, if I were to run either game I would invest in about four or five extra player books for the players.

BX RPG Player books can be bought here, PDF and Print.
Old-School Essentials Classic Fantasy: Player's Rules Tome, PDF and Print/PDF.
(Note if you are outside of Europe you might want to go with this site for OSE products.)

Tuesday, July 21, 2020

Review: Pacesetter Games & Simulations' BX RPG

So far it has been a good couple of years for fans of the classic B/X version of the D&D game.  This is one edited by Tom Moldvay, David Cook, and Steven Marsh.  It is certainly one of my favorites.  This scene has been dominated by the success of Necrotic Gnome's Old Schol Essentials, but it was not the only boxed set dedicated to BX D&D to come out in 2019.

The other was Pacesetter Games & Simulations' BX RPG designed by Bill Barsh.  
This set had a different approach and design from OSE. Different enough that I happily back both Kickstarters for both products.  While BX RPG can, and does, stand on it's own, comparisons to OSE are natural and merited. But I will keep them to a minimum.



The BX RPG from Pacesetter G&S was Kickstarted back in March of 2019.  There were some delays, but there was also a lot of communications so I never really worried.  In December 2019 I got my boxed set and the PDFs were sent out a bit before.

The boxed set and books were only available via Pacesetter's own website, BX store,  but now you can get the PDFs from DriveThruRPG as well. 

For this review, I am going to consider the box set, the softcover books, and the PDFs.

The main design philosophy behind the BX RPG was "remaster" the B/X rules into a whole and then split the material between a Player's Guide and a Dungeon Guide for Game Masters. The boxed set also included some adventures and dice, depending on your pledge level.


Pacesetter has a fun esthetic that shows a love and appreciation for the old-school rules but still manages to differentiate themselves in a world where every publisher wants a bit of the nostalgia dollar.   

Ultimately Pacesetter, like many publishers these days, is a one-man shop of Bill Barsh.  This leads to a consistent vision but also slows things down when the guy writing the material is also the guy editing the material and the guy shipping the material.  Sometimes this shows.

104 pages. Color covers, black & white interior art.
The BX RPG is split into the Player's Guide and the Dungeon Guide.  The Player's guide has all the information a player needs.  The book is broken down into creating a character, the character classes, spells, and other abilities of the classes.  Following the basic design goals, the information in this book largely cleaves close to the original B/X game. So things like the ability scores and their bonuses work the same way.  There are some optional rule sidebars, like giving max hp at 1st level and so on.  Likely things we all did anyway.  They are not part of the core rules and are presented as options.

Classes
This is one of the larger changes to the standard B/X rules.  In the BX RPG we have the same "Basic Four" of Cleric, Fighter, Magic-user, and Thief.  We also get the Druid, Monk, Necromancer, Paladin, and Ranger.  Some classes get some additional abilities. Clerics have spell progression to the 9th level (but only up to 7th level spells are featured in the book).  Magic-users can use cantrips or 0-level spells in a fashion similar to what I have done with my Witch classes. Makes sense, it is an easy way to add minor spells to a Basic-era game. Druids, Monks, Paladins, and Rangers all get their expected abilities and powers.  They are a pretty good Basic interpretation of some standard Advanced classes. Fighters, Monks, Rangers, and Paladins all get extra attacks per round as they advance. 
The Necromancer is a truly new addition.  It takes the "place" of the Illusionist. Their XP totals are bit more than the Magic-user. While they do not get the ability to use cantrips, they control undead as a Chaotic Cleric might. Spell progression is a bit faster compared to a magic-user, but their selection is more limited.  It might be interesting to compare this Necromancer to the others I have seen in the past.
All human classes have a maximum of 18 levels.





Races
Since this is a B/X remaster, races are classes as well.  This RPG gives up the same trinity of Dwarf, Elf, and Halfling, and adds the Gnome and Half-elf race/classes.  There are some changes to these classes as well. Dwarves are limited to level 15, Elves to 18, Gnomes 18, Halflings 15, and Half-elves 18.  Gnomes and Half-elves have magic similar to elves. In fact, not much differentiates the elf from the half-elf save that the half-elf gains the fighter's multiple attacks per round and elves are better with a bow.  Halflings though get some minor thieves abilities which are a great addition and something that should have been part of the B/X rules in my opinion. 

Spells
The next 50 or so pages of the 104-page book are dedicated to spells.  They are sorted by class and then by level.  Clerics and Paladins share a list. Magic-users, Elves, and Half-elves share a list. Druids and Rangers share a list. Necromancers have their own list. Gnomes have their own list as well.
Like B/X and BECMI some spells can be reversed.  
There are redundances in the lists. For example spells like Light and Wish appear on multiple lists and the spell is repeated each time for those classes at the appropriate level as opposed to the B/X standard of "See 1st level magic-user spell of the same name" or listing all spells alphabetically and including what class can cast it, like 3rd Edition does. The advantage to this is if you have the PDf you can print out all the spells for your class and have them all attached to your character sheet.  Nothing jumped out at me as being particularly new in the spell area. There are few non-B/X, non-BECMI ones ported over from Advanced and some logical extensions of spells, like Wall of Bone for Necromancers. Again this largely fits in with the design goals of this set.  

There is a somewhat plain, but very pragmatic (often the same thing) character sheet at the end. 



The art is very much old-school inspired though I think some may call it "anime-inspired."  I actually rather like the art and love the cover.  The halfling, in particular, is great and from now on thanks to this and James Spahn, all my halfling will have mutton chops. 

The book could have gone through another round of edits and QA checks. There are some typos and some layout oddities. I am only mentioning them because others have. I only found the ones I did because I was looking for them.  Though one sticks out.  The Cleric spell chart going to level 9.  Hard to say if this is a typo (or editing mistake) or if clerics really do get 8th and 9th level spells and those will appear in a future product. 

112 pages. Color covers, black & white interior art.
One of the best features about the BX RPG is taking the base B/X game and redoing it all to split the Player's and Game Master's material into two books.   Makes it great for when you have a group and can get extra Player's books.
The Dungeon guide covers the basic rules including adventuring, combat, poison and granting experience.  These rules go into more detail than their B/X counterparts and more akin to the detail we see in BECMI.  There are more examples given for situations as well.  If you were a brand new player of Game Master for the B/X system then this set is a pretty good start to get you going. 

Creatures
A large bulk of the book is dedicated to creatures.  Here is a good mix of both the Basic and Expert sets with a few more thrown in for good measure. A lot of detail is given to the creatures.  Additionally, the stat blocks are bit more robust than with other Basic-era games, but not quite the detail we see in the 2nd ed AD&D game. Monsters are grouped by type, Animals, Giants, Dinosaurs, Dragons, Undead, and so on.  So if you are an old hand at this the monsters are easy to find, if you are new it might take longer. There are new monsters sprinkled around here and there. Some are new-to-B/X and some are new new.  So it is nice to get a little more variety. 
Demons are mentioned and this is the first explicit notice to check out another product and to wait for future ones. It seems the universe is telling me that Demons are a good thing for Basic-era games.



Gods, Demons and the Planes
In the first bit of overt world-building, the BX RPG takes place in Pacesetter's Misty Isles setting (Print, PDF).  There is note stating that more setting material will be available in Fall 2020.  Some gods are mentioned and they seem to be practical "D&D" like gods.  There is not a lot here, but enough for clerics to jot down a god on their sheets.  Demons seem to be like the D&D standards so far. No stats or names are given here.  

Treasure, Charts, and Appendicies
This section follows the monsters much like day follows night.  The usual treasure is covered here with a lot of magic items. There are no intelligent swords. 
Monster to hit and save charts follow. Along with Cleric turning, and Object saving throws (nice to have).

A sample dungeon in next and it is an excerpt from the module BX2 the Haunter Tower which is included in the boxed set (print, pdf). It's a nice intro to be honest and I got a solid Basic Set vibe from this. That is intentional of course. 



There are also random tables of monsters, dungeon settings/encounters, random treasure and even curses and monster summoning tables.

There is a bit on demi-humans using other classes. This book falls on the side of yes there are dwarf clerics and elf thieves, they just don't go on adventures. Though Game Masters have the ultimate say.

In my review for the Player's Book I ended with a note on the typos and layout issues. The same problem exists here. Though this time there were enough that a new version of the Dungeon Guide was sent to the backers of the Kickstarter. 




 The differences are about 12 pages and the older version of the Dungeon guide is stapled (like the Player's book and the original B/X books) the newer one is perfect bound.  The PDF only has the newer content.

The Boxed Set
The Boxed set comes with both books plus four adventures and a set of dice.








The adventures are not bad, very "Basic" is all senses of the word, but that is a good thing in this case.

I have been including my copy of B1 Legacy of the Unknown and B2 Beyond the Caves of Chaos

While overtly designed for AD&D1/OSRIC and AD&D1/D&D 5 respectively, it would be a great fit for the BX RPG.  In fact, it might fit better.


One thing I did find odd about this set was the fact there is no OGL statement anywhere in the books.  These were not released under the OGL.  While this is not a concern for the average player it does strike me as odd.

In the end this set does what it set out to do. Remaster the B/X rules by splitting up the Player and Game Master sections while adding the material from other sources to round out the game.  The final rules could have used another deft hand at editing, but there are no deal breakers in terms of readability or playability. 

The box can hold more books so I am planning to go over the Pacesetter material I have and see how well it all fits inside the box. 

I am likely to spend some more time with this set.

Monday, July 20, 2020

Monstrous Mondays: The Wendigo for NIGHT SHIFT, BX RPG and AS&SH

Modern Wendigo by skeletoninadress
The Wendigo has always been a favorite monster of mine.  

The Algonquin (and Illiniwek) people had great mythology and SO underutilized in games or novels.  One creature that I always was fascinated with was the Wendigo. The Wendigo has been seen a lot in horror fiction, especially with the rise in popularity of werewolves and zombies.  But they are still very interesting.  The most famous one of course is The Wendigo by Algernon Blackwood, followed by August Derleth's Ithaqua.

This is a creature that possesses humans under conditions of extreme cold and hunger and gets them to become cannibals.  Also, people that engaged in cannibalism were also at greater risk of possession.

The Wendigo is a spirit most times, unable to physically manifest in the world or interact with it.  That is until someone in a cold part of the world begins to despair and go hungry.  There are plenty of places in the world that are cold and these have hungry people, the Wendigo though chooses someone though that has or will resort to cannibalism to stay alive. Once this is done the Wendigo has access to the victim's heart. 

With their heart frozen the victim becomes the physical Wendigo.  They appear lean and gaunt, but taller; as if stretched out.  Their hands become claws with vile blue talons.  Their entire appearance becomes more feral.  They appear to be something akin to a ghoul or even a starving were-wolf mid-transformation.  They are constantly hungry, eating all the flesh they can, though they never eat their fill.  Eventually, the wendigo strains the host body too much and they die completely in a number of weeks.  Though there are rumors of giant wendigo, whose heads reach the clouds that are thousands of years old.

I included the Wendigo and the more powerful Wendigo Matron in my The Winter Witch for Swords & Wizardry.  Here it is for other games. 

Wendigo
No. Appearing: 1-2
AC: 3
Move: 45ft.
Hit Dice: 8
Special: 3 attacks (2 claws, bite) + Breath weapon, Enhanced Senses, Immunity to Cold, Immunity to Normal Weapons, Requires Blessed weapon to hit.
XP VALUE: 1,280

This creature shares a number of characteristics with were-creatures and undead. Ancient people believed that only a tribal shaman could bless a weapon that would kill both the host body and the wendigo spirit. 

The wendigo is completely immune to all cold-based attacks.  It attacks with its claws and bite and can emit a blast of freezing cold air up 3 times per day for 1d6+5 hp of damage (save for half).

Ordinary World: Wendigos are known to exist in the Ordinary World, but few even among the supernatural community have encountered them.  They are generally feared to be unpredictable and very, very dangerous.

Valhalla, AK:  Everyone in Valhalla "knows" that there are "wendigos" north of the town.  The locals though will point out that the creature everyone thinks is a wendigo is actually the wechuge ("way-chu-gay"). Someone can become a wechuge by breaking a tribal taboo or becoming too prideful. 
Some of the indigenous locals still remember tales from their grandparents and great-grandparents of the horrible winters of long ago where you could hear the howls of the wechuge/wendigo. 

Wendigo

Armor Class: 2     
No. Appearing: 0 / 1d3
Hit Dice: 8
Save As: F8
Movement: 150/50 
Attacks: 3 claw/claw/bite 
Damage: 1d6/1d6/1d8
Special Attacks: Breath weapon (cold) 1d8+5
Special Defense: Immune to cold-based attacks, immune to normal weapons, requires a blessed weapon to hit
Intelligence: 4 (devious cunning)
Morale: 11
Treasure Type: None
Alignment: Chaos
THACO: 12
Experience: 1,750

This creature shares a number of characteristics with were-creatures and undead. Ancient people believed that only a tribal shaman/cleric could bless a weapon that would kill both the host body and the wendigo spirit. A cleric can turn one as a Special Undead. Once a person is infected with a wendigo they can not be cured.

The wendigo is completely immune to all cold-based attacks.  It attacks with its claws and bite and can emit a blast of freezing cold air up 3 times per day for 1d6+5 hp of damage (save for half).


Wendigo

No. Encountered: 0 (1d4)
Alignment: Chaotic Evil
Size: L
Movement: 50 
Dexterity: 12
Armour Class: 2
Hit Dice: 8
Attack Rate: 3/1 (claw / claw / bite) + breath weapon (cold) x3
Damage: 1d6 / 1d6 / 1d8 + 1d8+5
Special: Immune to cold-based attacks, immune to normal weapons, requires a blessed weapon to hit
Saving Throw: 12
Morale: 11
Experience Points: 1,000
Treasure Class: None

The wendigo are believed to have been first created by Ythaqqa.
They can be turned as undead type 13.