Showing posts with label 3.x. Show all posts
Showing posts with label 3.x. Show all posts

Monday, October 28, 2024

Review: Expedition to Castle Ravenloft (3.5)

Expedition to Castle Ravenloft 3.5
Near the end of of the life cycle of D&D 3.5 people were beginning to suspect that a new edition was on the way. They were not wrong, but before that happened we saw some changes in the adventure format from Wizards of the Coast. Certainly a trend to more tactical maps. These last few adventures were all mostly re-visions of some of the classic adventures of old. Castle Greyhawk, Queen of the Demonweb Pits, Undermountain, and of course, Castle Ravenloft.

Expedition to Castle Ravenloft (3.5)

2006. by Bruce R. Cordell and James Wyatt. Based on Ravenloft by Tracy and Laura Hickman. Cover art Kev Walker. Interior art, Dave Allsop, Kalman Andrasofsky, Ralph Horsley, William O’Connor, Lucio Parrillo, Anne Stokes, and Eva Widermann. Cartography Jason Engle, Kyle Hunter. 224 pages.

For this review I am considering my PDF and Print on Demand copies

It is not a new edition of D&D unless we have new take on the classic Ravenloft. This adventure sees Ravenloft back in it's original home; not just in terms of the adventure published by Wizards of the Coast after Sword & Sorcery Studios license, but Castle Ravenloft, divorced from the Demi-Plane of Dread. This is the 3.5 revision of the original adventure.

Like the original I6 Ravenloft adventure, this adventure plunges players into the cursed land of Barovia, a realm dominated by a bleak atmosphere and ruled by the vampire lord Strahd von Zarovich. Adventurers take on the daunting mission of navigating Castle Ravenloft, confronting Strahd, and ending his sinister reign over Barovia once and for all.

The revamped (heh) Expedition to Castle Ravenloft expands on the original with enhanced encounters, new rules, and a more comprehensive campaign that immerses players in Strahd’s haunting domain. The new encounter system of 3.5 takes up the later half of the book, but makes it easy for DMs to plan out how they want to do their encounters. Given we are on the eve of 4e, this means which minis to grab and which maps to use.

The adventure is expanded into a mini-campaign of sorts. And really, that has always been one of the strengths of this adventure; its ability to do more. The adventure can cover 20 sessions, raising characters from 6th level to 10th or broken up into smaller sessions. It can even be run exactly like the original adventure as a straight forward 1 or 2 sessions of "Find the vampire and kill it."

While that is a great bit of flexibility for the adventure, I already did that back in the 1980s. It would be a shame not to use all the new great material here that Cordell and Wyatt (two excellent designers) have done here. There are new antagonists and new locations to explore. 

Barovia itself is a character in this module: a mist-laden, gloomy land filled with mystery, danger, and spectral beauty. Players are encouraged to explore its towns, ruined abbeys, and dense forests, meeting unique NPCs who add depth and lore to the journey. The encounters are varied and challenging, balancing tense dungeon crawls with narrative-driven encounters that test both the characters' skills and the players' wits. And then finally getting to Castle Ravenloft itself. A locale that has lost none of its "charm" over the years. 

We still have the Fortunes of Ravenloft here, among other classic notes expanded for this new adventure. And like the original, Count Strahd von Zarovich is front and center. Not just in the adventure but in the book as well. 

I have played and run the original Ravenloft many, many times. I honestly think this version is rather fun. It stays true to the original while updating the adventure is good AND providing more adventure as well. It is rare when a "remake" can improve, but this one does.

Even if I were to run Ravenloft again under the 1st or 2nd Ed of AD&D, I would still import ideas from this version to those, especially all the locales around the castle and in Barovia. The original adventure kinda just drops you in (not a big deal, works fine) but this one gives you more land to explore, more people to interact with. 

Strahd is still awful, tragic, powerful and one of the more interesting villains in D&D. Castle Ravenloft is still wonderful to explore filled with dangers both obvious and hidden. 

The art is amazing, and really the views of Castle Ravenloft alone in both art and maps makes this must have for any fan of the adventure. 

The adventure/book is divided into five major sections, four chapters and an Appendix.

Chapter 1 covers Adventures in Ravenloft. An overview of what one should expect to see (or do since this is a Dungeon Masters' book) in the area. While the demi-plane of Ravenloft is not used here, there are area affects due to Strahd and his evil.  This also features our first encounter areas.

Chapter 2 the Village of Barovia covers D&D's own "Hammer Hamlet." 

Chapter 3 details the Lands of Barovia. We have more encounter areas here and our "Fortunes of Ravenloft" options.

Chapter 4 is Castle Ravenloft itself.

The Appendix details some new feats, a new spell, and various magical items.

About the Print on Demand

Of all the Print on Demand products I have bought, this one might be one of the very best. It is the "Hardcover, Standard Color Book" option and it compares very well to the off-set printing ones of the same era. 

Expedition to ... PODs

The pages are crisp and easy to read. The binding is solid.

Ravenloft's Strahd


Ravenloft pod

I am pretty sure the idea to divorce Ravenloft: The Adventure from Ravenloft: The Demi Plane was a.) to get a new generation into the adventure in it's "original" form, and b.) maybe part of their larger plans for it moving away from 3.x to 4e. But I have nothing to back that up.

This is a great adventure by all accounts for D&D 3.x. It has everything the original AD&D adventure had and more.Maybe it is my "nostalgia goggles" (as my son would say) but I still prefer I6 Ravenloft.

This adventure also marks the end of the 3.x Ravenloft line. Next time we meet in the Land of the Mists it will be under 4th Edition D&D rules.

Friday, October 25, 2024

Review: Van Richten's Arsenal, Vol 1

Van Richten's Arsenal, Vol 1
Ok. A bit of an odd one, but one I wanted to take time out to do.  I am still covering the 3rd edition era of Ravenloft, mostly published by Swords & Sorcery Studio. I didn't buy many of these books. After 10+ years of Ravenloft I was ready for something new. But I did buy a few in PDF. OR at least I think I did. I went back to DriveThruRPG and could not find ones I knew I had purchased. It was not until I plugged in my external drive of 3rd edition PDFs that I did find them and yes I had bought them on DriveThruRPG. No idea when (the file date is 2008), but they are all watermarked. 

As you can see with the cover to the right, the scan is not very good. Though my order number confirms it was purchased from DriveThruRPG (or maybe RPGNow). 

Van Richten's Arsenal, Vol 1

2002. By Andrew Cermak, John W. Mangrum, Ryan Naylor, Chris Nichols, Andrew Wyatt. Art by Jeff Holt, Brian LeBlanc and Talon Dunning. Softcover/PDF. 160 pages.

Of note, John W. Mangrum was very active in Ravenloft fandom during the 2e days. He was one of the main authors for the various Books of S___ produced by the Kargatane. Looking him up now I see he ended up with a few more official Ravenloft books under his belt. Happy to see that.

Ok. So why this book? Well it has a witch prestige class in it, so I had to buy it. 

Introduction: Like many of the "Van Richten guides..." this one works under the conceit of have been started by the eponymous hunter of evil and completed by his various protégés.

Chapter One: Stake and Silver. This chapter deals with variou mundane tools used to hunt the supernatural creatures of Ravenloft. 

Chapter Two: Faith and Fury. This covers new arcane and divine spells. There are quite a few good ones here too. Makes me wish this was an OGC book and not a licensed one. Spells are divided into offensive and defensive.

Chapter Three: Instruments of power. These are new magic items and other ways to enhance weapons.

Chapter Four: Bottled Lightning. Introduces alchemical devices and feats. It essentially gives us an alchemist class, or more to the point a way to build and alchemist out of any other class.

Chapter Five: Perilous Pursuit.  These are our Prestige classes. They include Alchemical Philosopher, Anchorite of the Mists, Avenger, Crypt Raider, Dirgist, Guardian Seeker, Hallowed Witch, Knight of the Shadows, Pistoleer, and the Stygian Attendant. The Hallowed Witch was why I bought the book but these all were very fun. In some ways I miss Prestige Classes. I did have a Dirgist at one point as an NPC. 

Hallowed Witch

I should point out that this witch is again different than the witches that appeared in the AD&D 2nd Edition VanRichtens Guide to Witches. This witch for example HAS to be a spell caster first, and have both divine and arcane spellcasting. In 2nd ed the witch had to be anything but a spellcaster first.

This witch does have coven casting abilities too. 

Chapter Six: Tricks and Tactics. This covers how to plan investigation and battles with the supernatural, and extra-normal elements of the demi-plane. This includes dealing with the Vistani, and how to research. Some details on various monster types are also covered. Such as vampires, liches and lycanthropes.

DM’s appendix: NPC stat sheet and detailed background for Gennifer and Laurie Weathermay-Foxgrove (The Weathermay Twins), George Weathermay, Perseyus Lathenna, Lord Balfour de Casteelle, Agatha Clairmont, Toret Johann Severin, and Jameld of Hroth. Each comes with a background, 3e stat blocks and "Dread Possibilities" on how these good hunters of evil may have become corrupted. No witches though. Maybe I should stat up Goodwife B of Kartakass above. I am not sure if I remember HOW to do a 3rd Edition character. I would give her the minimums of cleric or druid for her divine spell casting and the minimum levels of sorcerer. She feels more clerical to me than druid to be honest.

I do still like this book, though I lament that it is no longer available on DriveThruRPG and print copies are more than I want to pay for just for a casual stroll down memory lane.

Thursday, October 24, 2024

Review: Ravenloft Masque of the Red Death d20

Ravenloft Masque of the Red Death d20
Ravenloft was doing well from what I can recall so it was only natural that Sword & Sorcery Studios would eventually want to take on Ravenloft's other setting, Gothic Earth. So in 2004 they published the new Ravenloft Masque of the Red Death.

Ravenloft Masque of the Red Death d20

2004. by Jackie Cassada, Claire Hoffman, Carla Hollar, Harold Johnson, Rucht Lilavivat, Nicky Rea, Andrew Scott, and Peter Woodworth. Art by Talon Dunning, Jeff Holt, Marcio, Fiorito, Brian LeBlanc, Jeremy McHugh, Claudio Pozas, and Beth Trott. Cover art by Ron Thompson. 288 pages. Hardcover.

There is no PDF option for this title at DriveThruRPG. So, for this review, I considering only my hardbound copy. 

I LOVED Gothic Earth for Ravenloft AD&D 2nd Edition. To me, it felt like a bold attempt to try something brand new. Plus, I love Victorian Gothic Horror, so it was an easy win. But despite all of that, some of the things in Masque of the Red Death for 2ne Ed just really didn't work. The "new" Masque of the Red Death for the d20 rules fixes some of those problems. But does it measure up?

The background is largely the same, or at least I didn't see anything jump out at me as very different. 

Chapter One: A History of Gothic Earth

This all feels very similar to the AD&D 2nd Ed version. I can't find anything here wildly different.

Like the original, there are sections of "Forbidden Lore" spread throughout the book. 

Chapter Two: An Atlas of Gothic Earth

This chapter covers all the continents in a very brief manner. There is more here than the AD&D set, or at least it is presented with some more information. They still use a "Western" or even "British Empire" point of view here. I feel that this is the right way to do this. Why? The British Empire was at its zenith now, and this was the time when "the sun never sat on the British flag" so coming from this point of view works here. Plus why not add in the horrors of colonialism to it all as well. 

I feel more lip service is paid to the Domains of Ravenloft here, but I am not able to quantify it in any meaningful way. 

Chapter Three: Character Creation

This naturally has the most changes over its predecessor. It also has some changes over the D&D 3.x/d20 Modern rules. The six core classes are Adept, Athlete, Intellectual, Mystic, Sleuth, and Tradesman. For me this is the biggest improvement in these rules. The classes have be redesigned with an Earth-like world in mind. This is much better than trying to fit the AD&D classes into an Earth-shaped hole. 

Each class also has a few sub-classes or specializations. I would recommend keeping a tighter hold on the subclasses. Most can be accomplished with the parent class and some roleplaying. But that is up to individual game masters, really. In truth, all the classes are good fits, and there is plenty of choices here.

Skills are expanded/shifted to cover a 19th-Century Earth environment. Same with the Feats. 

Chapter Four: Money and Equipment

Re-read Dracula, esp. the last third of the book to see how important this is for a Victorian game.  This is not a long chapter but it is an important one.

Chapter Five: The Magic of Gothic Earth

Magic on Gothic Earth is different. It is less powerful and more dangerous to the practitioner than it is in other D&D/d20 worlds.  A bit of history is given, providing the background on why magic works and what is happening when the caster calls on these powers. 

Spells from the D&D 3.x and the Ravenloft Player's Handbook 3.5 are listed for the new classes and some new spells are also detailed. 

Gothic Earth is a magic-seeped world, but that doesn't mean mortals can or even should control it. There are no arch-mages here. Not anymore.

Chapter Six: Combat

Covers the sorts of combat that the PCs are likely to get into. Most importantly this covers the guns of the time.

Chapter Seven: Madness and Mystery

This chapter covers how the supernatural effects everything in the world of Gothic Earth, in particular magic and how people deal with the supernatural. This includes "insanity" rules. Now, I typically have a lot of issues with how games deal with sanity, madness, and psychological trauma. One nitpick here, they use "insanity" instead of madness. I typically prefer madness or even lunacy when doing Victorian-era games since that was the more common term. Thankfully we do not get a long list of mental illnesses here. I would rather see none than horribly wrong lists. 

Fear, Horror, and Madness are all dealt with as a subset of the Will Save. Which actually works well for me.

Chapter Eight: A Practical Guide to the 19th Century

This is a great guide for any Victorian-era game. While Gothic Earth is mentioned, this is fairly system—and setting-free. The timeline of inventions (real) and popular books and music of the 1890s is quite fantastic. 

We get into some "setting" details with the section on Clubs and Cabals. Some are real, and some are invented for this setting.

The "Language of Flowers" section is great addition. If you know your Victorian-era then you know how important this actually is. 

Appendix I: The Villains of Gothic Earth

Ahh...The Usual Suspects! This is the crunchiest part of the book so far and that is expected. Featured here are Dracula, Imhotep, Frankenstein's Monster, Professor Moriarty (still a Rakshasa, not my favorite choice), Xavier Von Tuerin, Madame Delphine LaLaurie, and Sarah Winchester (of the Winchester Mansion). 

Appendix II: Monsters in the World

A brief monster section on creatures unique to Gothic Earth. 

Appendix III: Lairs of Evil

Covers what I would call "Sinkholes of Evil" and their effects. Some specific examples are given. 

Appendix IV: Adventures in Gothic Earth

Covers how to run adventures in Gothic Earth and what makes them different. Several adventure ideas and seeds are given.  One of my favorites is the "Ghosts of Salem."

There is a good index in the back to wrap it all up.

Comparing the Two Masques

Masque of the Red Death for AD&D 2nd ed and D&D 3rd ed.

Both editions of Masque of the Red Death are wonderful to have. There is a lot more detail for AD&D Second Edition (a boxed set and two more books) compared to the single book for 3.x/d20.

The 3.x/d20 edition "feels" like a better fit for the world. 

What I can't tell is this. Do I like the AD&D 2nd Edition version because of the impact it made on me when I bought it and the 3.x/d20 version pales in comparison to that? Or is the 3.x/d20 quantifiably lacking in something? 

I don't think it is, especially considering that I can use the additional AD&D 2nd ed Gothic Earth books with the 3.x/d20 version. I can also use other supplements like d20 Past, Gaslight, and many other Victorian OGL titles. Not to mention all the Victorian games I already have.

Masque of the Red Death and Gaslight for d20/3rd ed.

I really need to come back to this world sometime.

Wednesday, October 23, 2024

Review: Ravenloft 3.0

Ravenloft 3.0
 We are moving into a new territory now with Ravenloft.  TSR is gone, and Wizards of the Coast is in its place. AD&D 2nd ed is done, and the brand new D&D (no more "A") 3rd edition is out. And there is a new Ravenloft core rules out. BUT it was not being done by Wizards.

Well. It is. Sort of. 

Newly formed Swords and Sorcery Studio is a division of White Wolf and their label Arthaus and its purpose is to publish material for the brand new d20 STL license under the Open Gaming License. They obtained a license from Wizards to produce the new Ravenloft. White Wolf. The makers of Vampire: the Masquerade, now in charge of Ravenloft?!

If you had told me this was going to happen back in 1992 I would have never believed it. But here we are. I remember the very animated discussions on the RAVENLOFT-L mailing lists at the time. 

Ravenloft 3.0

2001. by Andrew Cermak, John W. Mangrum, Andrew Wyatt. Art by Leanne Buckley, Mike Chaney, Talon Dunning, Anthony Hightower. Jeff Holt, Steve Prescott, and Richard Thomas. 224 pages. Hardcover.

Ravenloft 3.0 was one of my favorite books I bought in the new 3.x era and I loved how it looked. I splurged and grabbed the limited edition version from my favorite local game store.

I thought the art was fantastic and loved how well it adapted to the 3.0 rules. But I had already had some experience with 3.0 and had even picked up some Swords & Sorcery Studios books and enjoyed those as well. The races were a nice treat, to be honest. For the first time, I really felt like I could run a Ravenloft game with the likes of gnomes, halflings, and especially half-orcs, now rebranded as Calibans and the new Giogoto.

Races of Ravenloft

I think, though, I was expecting more at the time. SSS was part of White Wolf like I mentioned, and I was hoping for some of what made Vampire: The Masquerade so good to be here. In re-reading it now, so many years later, I had unrealistic expectations. In truth, this book is a much better organized and updated version of the 2e Domains of Dread book. 

The nice thing about Ravenloft (and many of the D&D worlds) is that the plot kept moving along despite edition changes. However, there is also a nice timeline included so DMs can do what they want. You don't need to know all the details of say, The Grim Harvest, just know it happened.

This book had a black and white interior, while most others were going full color. This is a feature, not a bug. Ravenloft is a world of shades of grey; the art here helps convey this. The book is an introductory campaign guide including the people, the lands, and, most important for Ravenloft, the horrors of the lands. There are some new feats and skills. No new spells, but suggestions on how magic will be altered by the Mists. There is even a section on the Gods of Ravenloft.

Since most of this book covers the lands, their inhabitants, and the Cultural Level of each, there is only a little crunch. Translation: You can use this with any other version of D&D you like. Even the feats look like they would work well with 5e. Even the "Fear, Horror and Madness" section would work well.

It lacks large foldout maps of the 2e days, but it is a surprisingly good resource to me these days. Well worth picking up.

It is available as a PDF and Print on Demand on DriveThruRPG. I do not have the PoD, so I can't speak to that version. 

At some point the rights to the 3.x versions reverted back to Wizards and now they sell the PDFs/PoDs on DriveThru and not SSS/White Wolf's storefront.

My physical copy is nearly 25 years old (24 years and 1 week, according to the ISBN database), and it is still in great shape. 

Ravenloft Core Rules 3.0

Wednesday, May 22, 2024

Review: Star Wars Roleplaying Game (d20)

Star Wars Revised d20 RPG
 I am bouncing around a bit here on my cruise through the science fiction games from TSR/WotC to find one that I actually rather like, even though I know many do not. I am discussing the d20 Star Wars RPG from Wizards of the Coast.

I will freely admit that I have not played a lot of the West End Game's d6 Star Wars, though I do know it is widely held in high regard. I also have never played the Fantasy Flight Games edition of Star Wars (though my son has). So, my review might be a touch myopic, and I am OK with this. 

Star Wars and D&D

Before I begin this review I have to talk a bit about my background and why I think d20 and Star Wars was a good fit.

I have talked about Star Wars a few times here, but I am obviously a much bigger Star Trek fan. I had (and still have) a good sized collection of Star Wars toys from the Kenner era in the 1980s and I religiously have seen all the movies. I enjoy the Disney+ shows and find many of the fans to be exhausting. Ok, to be fair many Trek fans are the same way. But I am a causal fan. I had read some of the Extended (or is it Expanded) Universe books and I liked many of them. I thought Grand Admiral Thrawn was a great character and getting Lars Mikkelsen to play him in live-action has to be the most brilliant, or most obvious, casting choice ever.  When the EU went away...well I honestly felt not that much. Sure lots of great stories were gone, but Star Wars had a relationship with their canon that Star Trek novels could only dream of. 

But for me, my Star Wars obsession was in the 1980s. When I had action figures and playing out new scenarios in my head. When I took a Colonial Viper model, some extra action figure guns, and an AMC (or Revel, can't remember now) 1978 Corvette and built one of my first Kitbashes. I could not afford a real Slave 1 back then (so now of course I have three) but I did build "Slave II" and it was quite literally "Fett's Vette." And I was obsessed with D&D.

I have said it before, and I will say it here again, Star Wars, aka A New Hope, is a D&D movie. We have a hero, a villain, a princess (who is also a hero), an old wizard, a rogue, an impenetrable fortress (the Death Star), war, magic (tell me to my face the Force is not magic) and a quest.  There are sword fights, monsters, and interesting locales. It is D&D in all but name. They even meet the rogue in a bar! 

I can't even begin to count the number of times we tried to do "D&D Star Wars" and our attempts were lame compared to others. Do an internet search on "D&D Jedi" prior to 1999 and see all the stuff that was out there, though admittedly not as much now as it was at the time. 

Even later on I often likened the Star Wars EU to another line of novels and quasi-canon material; that of the Forgotten Realms. 

So for me D&D and by extension d20 and Star Wars seemed like an obvious fit.

Star Wars RPG - Revised Core Rulebook

2002, Wizards of the Coast. 384 pages. Full-color covers and interior art. d20 System.

This is the revised version of the Star Wars d20 RPG, first published in 2000. 

This game is very closely related to the D&D 3.0 edition that had been released in 2000. I don't own a copy of the Star Wars RPG from 2000, so I can't comment on what was changed, but there is a "feel" to me that this might be an early draft of D&D 3.5. Much in the same way that Star Wars Saga Edition was an early draft of D&D 4.0.

The game is built on the d20 mechanics, so there are alien species, classes, skills, and feats. The book is divided into a players section and a game master section, so I guess the better comparison here is d20 Modern. Especially once we get in to it in detail.

Characters have a species and class, and the same six abilities as D&D. There are same 3.x era saves of Fortitude, Reflex, and Will. There are also Vitality and Wound Points.  If you can play D&D d20 era or d20 Modern then you know how to play this game. 

Chapters 2 and 3 cover Species and Classes. There are 17 species to choose from, including standard humans and Ewoks (!). Classes cover the expected varieties, including Fringer, Scout, Scoundrel, Force Adepts, and Jedis. There are Prestige classes covered later. 

Chapters 4 and 5: Skills and Feats look and act like their D&D/d20 counterparts. Skills are mostly the same, but the feats take on some new aspects. While there are many that are the same, there are new ones like Force Feats (which does a lot to help explain Jedi Powers).

Chapter 6 covers the final pieces of building heroic characters, including some more "Star Wars" flavor.

Chapter 7 is our Equipment guide and it is a rather fun one. Lots of gear in the Star Wars universe. 

Chapter 8 covers combat, a needed chapter since "War" is practically the last name here. 

Chapter 9 though takes us into new territory with "The Force." This is more complicated than magic, but there are some great ideas here to take back to a D&D game for Game Masters that want to use the corrupting power of magic.

Chapters 10 and 11 deal with Vehicles and Starships, respectively.  Honestly, I could spend all my time on the Starships chapter.

Chapter 12 is Gamemastering. It covers a lot of ground from how to teach the game to new players, to setting challenges, to Prestige classes (Bounty Hunters, Jedi Masters, and more). The GM Characters from d20 Modern also get ported over here as the Diplomat, Expert, and Thug.

Chapter 13 deals with the Eras of Play. Or at least how they looked in 2002 before the Clone Wars series and Revenge of the Sith hit our screens. There are hints of the Expanded Universe here, but not a lot. Now I know that Wizards, with their own Star Wars books, helped expand the Expanded Universe. We even get stats for the poster girl of the Expanded Universe, Mara Jade Skywalker. I am actually really happy about that. I have a soft spot in my heart for Temporal Orphans

Chapter 14 covers Allies and Opponents, which, of course, can vary depending on what era you are playing in. This also contains Wizards of the Coast biggest contribution to the Expanded Universe, the Yuuzhan Vong, which I always found kind of cool and wanted to port them back to D&D in some way.

Chapter 15 covers the one area where Star Wars is superior to Star Trek. Droids. 

The game really relies a lot on the players' and game masters' own knowledge of Star Wars. Yes, you can play it without that, but it certainly helps. 

Is this the best Star Wars game? I can't say. It is the best one for me. It has enough to allow me to build a game universe and play. I can add in d20 Future material as I like, including some d20 Gamma World or even d20 Traveller

The Wizards of the Coast d20 Star Wars lines are out of print. The new owners of the Star Wars RPG, Fantasy Flight Games (bought by Asmodee in 2014) have their own system. My oldest likes it and has run a few games with it. I'll try it out. I suppose I should also review the d6 West End Games Star Wars at some point as well.

Star Wars RPGs


Thursday, April 18, 2024

#AtoZChallenge2024: P is for Pathfinder (and Paizo)

 A bit of a divergence today for, well, a bit of divergence.  Let me set the stage a bit. It is 2007, and Wizards of the Coast has decided to end the publication of the wildly successful Dungeons & Dragons 3rd Edition line and will now produce Dungeons & Dragons 4th edition.  D&D 3e was the edition that brought many back to the game. It was the edition that rekindled my enjoyment of the game after so many years. The idea that this would end only after 7 years (10 years per edition had been the average) seemed a bit odd.

In any case, 4th edition was released, and ... well, I'll talk about that on Sunday. But people were not ready to give up their 3rd Edition rules. Enter Paizo and Pathfinder!

Pathfinder Core Rules

Back when 3rd Edition was popular, Wizards of the Coast had licensed out the RPG Hobby's flagship gaming Magazines, Dragon and Dungeon, to Paizo, Inc. Here they helmed both magazines for many years and built a few 3rd Edition compatible products thanks to the Open Gaming Licence. In 2007 Wizards of the Coast announced 4th edition they did not renew the contract with Paizo to produce material. So Paizo went on to produce their own Pathfinder periodical, a set of publications similar to the Dungeon magazine. 

In 2008 D&D 4e started out with good sales, but soon they began to fall. Fall faster than expected. Paizo saw there was still a market for 3rd-edition compatible material, but they also wanted to make some changes. Thus, in 2009 the Pathfinder RPG rules were born.

So in 2009, we both did D&D 4e, which was not compatible with D&D 3x or any other D&D rules set. And Pathfinder, which was 95% compatible with D&D 3.x.  That last 5% is for the differences in the D&D 3 and 3.5 rules and the extras Pathfinder added in. But honestly, you could take your D&D 3.0 characters, fight D&D 3.5 monsters while the Game Master ran Pathfinder rules, and everyone would be fine.

Sadly, Wizards of the Coast/Hasbro has a very bad habit of firing people. The good news here though is that some of those people would go on to be hired by Paizo to work on Pathfinder. I mentioned before that Pathfinder is often thought of as being "Dungeons & Dragons 3.75" and there is a lot of truth to that. There is a lot here that feels like D&D 3.x perfected. They certainly had the advantage of 9 more years of playing and writing to help them out. 

Pathfinder then did the impossible, it dethroned D&D as the best selling Fantasy RPG. They beat D&D at their own game. If the OGL was one of the reasons 4e got made, it was 4e's failures that got 5e made. In the meantime, Pathfinder just kept moving along and doing its thing.

Pathfinder 2nd Edition came along in 2019. It was different. While the rules were still very much tied to the OGL and the system first created for D&D 3, these rules had more divergence. The Pathfinder 2nd Edition rules were created to go after the D&D 5th edition, which by this time had reclaimed its market superiority. 

This would change again in 2023 when Wizards announced they were going to "revoke" the OGL (something they actually could not do legally). Pathfinder relied on the safe harbor of the OGL (as do many publishers) so in April of 2023 they announced their Pathfinder 2e Remastered. This would be their 2e ruleset, rewritten to avoid using the OGL and instead their own ORC license. While this did not deal the blow to D&D 5e that Pathfinder did to 4e, it was enough to have some people (myself included) move from D&D 5e to Pathfinder 2eR. 

Pathfinder 2e and 2eR
Pathfinder 2e and 2eR. I am still a sucker for a ribbon in my book.

I can find no significant differences between the Pathfinder 2e rules and the Pathfinder 2eR ones. I know Paizo is no longer selling the 2e rules in favor of the 2eR, which is as it should be. Pathfinder 2e is a fine game in its own right, and I like it better as long as I am not trying to compare it to either D&D 3e or 5e. And then only because they can all do the same sorts of games, just in different ways.

Tomorrow is Q Day, and I am going with a tried and true one. I will talk about the various Queens of Dungeons & Dragons.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Sunday, April 14, 2024

#AtoZChallenge2024: Sunday Special, D&D 3rd Edition

This is another Sunday special to talk about another edition of D&D. Today, we are going to visit the year 2000 and the Third Edition of Dungeons & Dragons.

Dungeons & Dragons, 3rd Edition

Dungeons & Dragons 3rd Edition

Ok, let's get caught up. By 1997 I was married, had a new house, a new job and we were planning on starting a new family. I was also really, really burned out on D&D. I was tired of the nonsense that TSR kept pulling on their fans, I was tired of the infighting between the fans of different settings, and the power creep in the books was getting to be way too much. 

In April of 1997, TSR was not just in dire straits; they were failing life support and hemorrhaging money. In comes Wizards of the Coast, flush with cash from the success of Magic the Gathering. They buy TSR, and Dungeons & Dragons, and wipe out all of TSR's debt. 

For a while, things seemed, well, weird. Wizards ran TSR as an extension, and books were still produced using the TSR trade dress.  However, in late 1999, I got an email. I want to say it was December since that roughly corresponds to my 20th anniversary of playing. This email, which I was told was ultra-confidential, was the play test documents for the new Dungeons & Dragons 3rd Edition.

Then 2000 rolled around. On September 11, 2000 (not *that* 9/11) I went into my Favorite Local Game Store and bought a copy of the 3rd Edition Dungeons & Dragons Player's Handbook. 

This edition was new. So new that unlike the past editions this one was not very backward compatible. This was fine since Wizards of the Coast (now dropping the TSR logo) had provided a conversion guide. The books were solid. All full color and the rules had expanded to fix some of the issues of previous versions of D&D. Armor class number got larger as the armor got stronger, as opposed to lower numbers being better. Charts for combat were largely eliminated, the number on the sheet was what you had to roll against. Everyone could multiclass, all the species (races) could be any class without restrictions, though some were better at it than others, and everyone had skills. 

But the most amazing thing about 3rd Edition D&D was that aside from a few protected monsters and names, Wizard of the Coast gave the whole thing away for free! Yes the books with art cost money. But the rules, just a text dump, were free for everyone to download. It was called the System Reference Document or SRD. It was all the rules so that 3rd-party publishers could produce their own D&D compatible material. With these rules you could play D&D without the books. There was no art and no "fluff" text, but everything was there.

Eventually the system was updated to a 3.5 with various levels of compatibility with 3.0. It was I still say 98% compatible, except for where it wasn't.

Dungeons & Dragons 3.5 Edition - Special covers

The books were larger, and had some new art, but they were still largely the same. They were close enough that originally I did not feel the need to buy them. But when the "Special Edition" leather-bound covers came out, I had to have them. Plus I am a sucker for a book with a ribbon. 

D&D 3rd edition had a very solid run from 2000 to about 2008. 

The rumor I have heard was that the higher-ups at Hasbro (who now owned WotC) demanded a 4th edition because they could not believe that WotC was just giving away the game in the SRD. The way the license was written though they just could not pull it. They tried this back in December 2022/January 2023 and the fans and the publishers revolted. Hasbro's stock fell and subscriptions to their online tool, DnDBeyond, tanked so bad that Hasbro not only backtracked, they dumped the whole 5th Edition SRD into the Creative Commons.  I might to cover that in detail someday.

D&D 3rd Edition, though, still lives on. The Pathfinder RPG was created by people who worked with WotC on D&D 3.x and is often called "D&D 3.75." Pathfinder 1st Edition was published in 2009 and directly competed with D&D 4. By many measures, it out-sold and outperformed D&D 4. Pathfinder 2nd Edition was published in 2019. While not as backward compatible as the 1st edition, we are now at a point where the D&D 3.x (also known as d20) rules are approaching 25 years old.  That is some longevity. 

I still enjoy 3rd Edition. I played it a lot with my kids and had a great time. It rekindled my love for D&D, and that was no small achievement.

Dungeons & Dragons 3.x Edition was also the edition which Wizards really embraced PDF format. So to my knowledge nearly everything is available at DriverThruRPG.

Tomorrow, we will be back to regular A to Z posting. It is M day and Monday, so you know I am going to talk about Monsters!

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.


Sunday, March 31, 2024

#AtoZChallenge2024: Sunday Special, Introduction to Dungeons & Dragons Editions

 I am going to use Sundays of this Challenge to talk about the various Editions of the Dungeons & Dragons (D&D) game that have been published over the last 50 years. 

One of the challenges people have when getting into a game like D&D is where do you start? Generally speaking, you are always best starting with the edition that people around you are playing. If they are playing the newest edition (right now, 5th Edition), then great! This will make finding products easier. If it is an older edition, then great! All editions are fun. 

But what are the Editions? Are there 5 then? Well...it is a bit more complicated than that. Hopefully, this graph (making its rounds on social media and started on Reddit.) will help. The editions are all only sort-of compatible with each other. I'll explain that throughout the month. 

Timeline of D&D Original D&D AD&D 1st Edition D&D Moldvay Basic D&D Mentzer Basic AD&D 2nd Edition D&D Rules Cyclopedia (Basic) The Classic Dungeons and Dragons Game (Basic) Dungeons & Dragons Adventure Game (Basic) The Dragon's Den (Basic) D&D 3 D&D 3.5 D&D 4 D&D 4 Essentials D&D 5 One D&D (D&D 5.5 or 5R)

So there are, by some counts, 15 different versions of D&D. Some are 100% compatible with each other, some less so. 

For my posts, I am likely to focus on Basic era D&D (1977-1999), Advanced Dungeons & Dragons (1977-1988), and D&D 5th edition (2014-2024).  Right now "One D&D" is not out yet. It is due near the end of the year, and by all accounts, it should be 100% backward compatible with D&D 5. We will see. 

Here are a couple of notes for people who don't know (or care) about the differences in these games.

Advanced Dungeons & Dragons 1st Edition is the edition made popular by Stranger Things and E.T. the Extra-Terristrial. It was the one popular in media in the 1980s, though there is some evidence that it was D&D Basic (edited by Frank Mentzer, aka "The Red Box") sold better.

Dungeons & Dragons 5th Edition is the edition made popular by Critical Role

I hope that this month I can help with some of the confusion and mystery and maybe, just maybe, make so new players out of you all.

The A to Z of Dungeons & Dragons: Celebrating 50 years of D&D.

In addition to doing the April A to Z challenge, I am also doing the Ulitmate Blog Challenge

Ultimate Blog Challenge

AND

I hope to have some good entries in the RPG Blog Carnival, hosted in April by Codex Anathema on Favorite Settings.

RPG Blog Carnival

Saturday, January 6, 2024

Character Creation Challenge: Johan Werper IV for Wasted Lands

 When D&D 3.0 hit the game stores in 2000, I was ready for it. I had been away from D&D for a number of years and was really wanting to get back into it. So, D&D 3.0 was the right game for me at the right time. In truth, there is a lot I still love about D&D 3.x, and there were some significant advances made in terms of game design and lore. So, of course, I had to make a new Johan and try out the new Paladin class.

Johan IV is the son of Celene, not Johan III, for a lot of in-game reasons that don't really matter here now. At this point, Celene is much older and retired. Johan IV has begun a quest to recover the sword Demonbane. He didn't find it, but that is another tale for another character.

Johan Werper IV Character Sheets

For this version of Johan, I am opting to try out the Divine Warrior from the Night Companion for NIGHT SHIFT.  Thematically the Divine Warrior doesn't work with the Wasted Lands, everyone has a bit of the divine in them. But mechanically, it works great. Plus this isn't a pure Wasted Lands game, this is "O.G.R.E.S. D&D using the Wasted Lands rules."  

This version of Johan works quite well and helps differentiate him from his forefathers. In my games at this point I was playing around with the ideas of characters marked by the gods. Forgotten Realms has their "Chosen" and I had been working a lot on the Buffy RPG at this point (more on that later) so I liked the idea. Johan IV is not the chosen one (and thus I did not use that class) but he is special. In my Game he was called "The Fist of Pelor" a title for various paladins. My son had a character in 5e who is the "Fist of Bahamut." In this case the Divine Warrior class fits well.

Johan Werper IV
Johan Werper IV

Class: Divine Warrior
Level: 20
Species: Human
Alignment: Light 
Background: Warrior (Wasted Lands p. 185)

Abilities
Strength: 18 (+3) N
Agility: 12 (0) 
Toughness: 12 (0) 
Intelligence: 12 (0) 
Wits: 19 (+3) A
Persona: 18 (+3) N

Fate Points: 1d12
Defense Value: 1
Vitality: 110 
Degeneracy: 0
Corruption: 0

Check Bonus (A/N/D): +8/+6/+4
Melee Bonus: +7 (base), +3 (STR), +1 Divine Touchstones
Ranged Bonus: +7 (base)
Saves: +7 to all Wits and Persona Saves, +2 to Toughness (Warrior background)

Divine Warrior Abilities
Sixth Sense, Heal Injury and Illness (20d6), Supernatural Attacks, Protection from Evil, Turn Undead (level 15), Spot Hidden (1-3 on d4).

Heroic/Divine Touchstones
1st Level: +1 to melee attacks
2nd Level: Cure Light Wounds Spell
3rd Level: Zone of Protection vs Evil
4th Level: Favored Weapon, Sword
5th Level: 
6th Level: Zone of Protection vs. Undead
7th Level: 
8th Level: Paralyze Undead
9th Level: Restore Life
10th Level: Extra Attack
11th Level: Destroy Undead
12th Level:
13th Level: 
14th Level: Spell: Ball of Sunshine

Heroic (Divine) Archetype: Protection

Gear
Longsword, Full plate armor, Holy symbol

Wasted Lands as D&D 3rd Ed

D&D 3.0 introduced a new skill system and the idea of feats to the game. Wasted Lands has skill, but takes an old-school approach to using them. Feats though have a good roleplaying (but not mechanical) analog in the Heroic Touchstones.  The Divine/Heroic Touchstones, though do tend to be more powerful than feats.

Speaking of which. The "Divine Touchstones" of Wasted Lands are being used in NIGHT SHIFT and the upcoming Thirteen Parsecs as "Heroic Touchstones." If I can, I might share some of those ideas here later on.

Unless crunching numbers for skills is your thing, I found that Wasted Lands/O.G.R.E.S. is a superior D&D feel than D&D 3.x. Character creation for a 20th-level paladin is also far simpler. 

You can get the Wasted Lands RPG and the NIGHT SHIFT RPG at Elf Lair Games.

Character Creation Challenge

Wednesday, September 6, 2023

Is Alignment Outmoded for D&D?

Alignment
If I had to make a guess on what was one of the most controversial topics in Dungeons & Dragons games since the beginning, I would not say it was the inclusion of demons, devils, or monsters that you can just randomly kill, or who contributed more; Gary or Dave, or even TSR's early litigious past. 

No. Going back, the most hotly debated topic then and now is Alignment.

Reading some old Dragon magazines, Usenet posts, or modern social media, people still love to argue about alignment. I have read a lot of self-proclaimed experts on D&D that get alignment completely wrong both in terms of use and how it should be applied. 

I have used alignment in D&D and some other games, but most games don't even have it and they are not less off for it. 

And of late, I am thinking that D&D doesn't need it either.

I am not saying that "Evil" and "Good" do not exist in the game in some moral gray space. There is alignment as an idea, a universal moral concept, and alignment as a game mechanic. As a game mechanic, that time has now passed.

Cases in point.

I played a Lawful Good paladin in the AD&D 1st ed days. That's redundant because the only paladins were lawful good. However, he traveled with a Neutral Evil Assassin, which was explicitly against the rules. We solved that issue by having a prophecy that these two had to travel and adventure together because their fates were linked and they could not kill each other. What were their fates? Well we only found out later on (and there may have been some retconning) that the Paladin's son and the Assassin's daughter would fall in love.  In this case, the rule about alignment got in the way of a good role-playing opportunity. 

As time went on, the assassin was less and less evil. I eventually concluded that he was Chaotic Neutral with some evil tendencies. And my paladin became more and more Lawful Autocratic than anything. Rules have to be followed because they are The Rules.  Alignment never served them well despite the restrictions both classes had on alignment. Yes, the hard-core rule lawyers will point out I wasn't playing them right or some other nonsense to justify their memorization of rules, but that is the same problem my Paladin had. Rules for the sake of Ruling and nothing else. 

Another issue. I am playing the Baldur's Gate 3 video game now and I love it. While there is a Detect Good/Evil spell, nothing in the game is alignment-specific. 

There is a Hobgoblin named Blurg, a member of the Society Of Brilliance, an order of sages who want to study and bring culture and civilization to the Underdark. Talk to him about it, and he is obviously intelligent and wants to study the rich ecological conditions in the Underdark and it's vast richnesses that could allow everyone to live together harmoniously.  He even has a friend, a Mindflayer named Omeluum, who wants to help the PCs. Both are from "evil" species, yet they do not perform an evil action. Indeed the actions they do perform can best be described as good or at worst self-serving. So maybe Chaotic Good? Neutral is what the Forgotten Realms Wiki has him as.

Blurg

What about Karlach the tiefling? She has killed, but yet she is one of the nicest, happiest characters in the game. Shadowheart worships the evil Goddess Shar, she should be evil by D&D rules, yet she dislikes needless violence and has a soft spot in her heart for kids and animals. And SPOILER: You can also convert her to the Goddess Selûne, effectively changing her cleric's alignment with no loss of powers. Granted Shar and Selûne have a complicated relationship.

At no point in character creation did I list an alignment. 

Even in the image above, the representative characters don't fit all that well all the time. Darth Vader was redeemed in the end. The Doctor has murdered millions even entire species. Captain America though might fit Lawful Good most of the time.

D&D 4 added the Unaligned alignment and made Succubi Lawful evil. D&D 3 made Orcs Chaotic Evil. D&D has published entire books where NPCs never had an alignment listed. 

I use alignment, but I am seeing less and less need for it in my games. Spells like "Know Alignment" and "Protection from Good/Evil" now will rely more on hostile intent.  

Now, Ill likely keep the Outer Planes as they are and will have to figure that out someday, but for now I am content ditching the whole system.

Thursday, June 15, 2023

Deities & Demigods II: Part 1, Hecate

Let's kick off this inaugural Deities & Demigods II post by trying to figure out what should be in the standard stat block for these gods. Let me begin with some assumptions.

The Triple Hecate, 1795. William Blake
The Triple Hecate, 1795. William Blake

  1. I will favor AD&D 1st Edition. This is the system I have used the most. This is also the system that was the genesis of my original One Man's God feature. So I would like as much overlap as I can.
  2. I will pull in material from any other edition or variation of D&D as I see fit. In particular, some of the Avatar details from AD&D2 and D&D3 as well as any other material that might fit the bill.
  3. I am working under the assumption that these stat blocks ARE NOT designed as super-powerful monsters to kill. In already borrowing from AD&D2, and a house rule we used in the 80s, these stat blocks represent their avatars or mortal manifestations on/in the Prime Material. Their true forms on their own plane are at least 10x more powerful. Likely more.

Now these assumptions are working under a much larger assumption of how my Deities & Demigods II posts will be like moving forward.

Today I want to focus on the stat block. I am not detailing anything about this god, yet nor am I even defining things like standard divine abilities or power levels. Let's go with AD&D 1st Ed standard until I have reason to do otherwise and see where this goes.

I am going to start with the example of Hecate from Greek Mythology. After this, I will use her and this example to develop a new pantheon of gods. I spent a lot of time with her yesterday in preparation for this post. 

Let's look at how Hecate is presented in the various D&D books.

Hecate across the Editions

Deities & Demigods: AD&D 1st Edition

For this I want to break down the AD&D 1st Ed Deities stat block.

Roslof Hecate sketch
HECATE (goddess of magic)
Lesser goddess

ARMOR CLASS: -2
MOVE: 12"
HIT POINTS: 289
NO. OF ATTACKS: 1
DAMAGE/ATTACK: See below
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 89%

SIZE: M (51⁄4')
ALIGNMENT: Lawful evil
WORSHIPER'S ALIGN: Any being working with magic
SYMBOL: Setting moon
PLANE: Nine Hells

CLERIC/DRUID: 14th level druid
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: Special
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S: 12 1:25 W: 9 D: 20 C: 22 CH:25

I separated the sections with hard returns. I would use color, but that gives some screen readers for the visually impaired issues. So instead, I will go with the sections.

The first section starting with AC is very combat-focused. The number of attacks, damage per attack, special attacks, and more.

The second section starting with size is personal information and worshiper's information. This one is great for expansion.

The last section starting with classes is somewhat combat-focused and somewhat personal. For Hecate here, we expect she has some spellcasting ability but maybe not a lot of fighting.  Though as a personal note, I disagree with her Wisdom being so low.

After this follows her description. 

Ok. One of the most common complaints about the presentation in the D&DG is that this is too much like a monster. I high-level monster, but a monster all the same. It has AC and HP, so it must be able to be attacked and killed.  This is not what we want or need. We have nothing here about her Clerics (save for those that use magic), holy days, or anything a worshiper might need/want.

There is a table in back that is actually much more useful than anything in the stat-block above.

Deities & Demigods Tables

This includes their name, Sphere of Control, Clerics [M,F,N-H], Rainment [head, body], Colors, Holy Days, Sacrifice [Frequency, Form], and Place of Worship.

For Hecate, these are: Magic, Hell Hound, yes, yes, no, bare head, tunic, blue-white, fall equinox, monthly on the full moon, ox, and mountain glen. 

This is good material. 

Legends & Lore: AD&D 2nd Edition

I don't need to go into as much detail here since the entries for all gods are typically shorter. But let's have a look at what we have anyway.

Here we get into the concept that the stats are not the God, but their avatars on the Mortal plane.

Hecate's Avatar

Ok, so you can't fight the god, but their avatar instead. A little better I guess.

There is mention here of the duties of the priesthood, what spell domains they gain, what Weapon and Non-Weapon prophecies they have access to, and so on. Though nothing about holy days, animals, colors or the like. Each pantheon/mythos does have some new spells and artifacts listed so that is also nice. 

So the avatar and details on the priest characters are a good takeaways from this one.

Deities & Demigods: D&D 3rd Edition

Lastly, let's look at 3rd Edition, even if it is very different than the first two.

Ok I did pick this for a reason. There is a lot of information here for the players of the Clerics of these gods, which also gives us a Rosetta Stone of how to talk about the gods of other editions. That Rosetta Stone is the D&D Patheon, which at this time was primarily the Greyhawk one. Other editions use a similar set of gods and talk about what their priests can, can't, and could do.  BUT that is all for another time. Let's get back to Hecate.

Hecate 3e

We get Domains, Divine Rank, her Alignment, favored weapons (which can be used by her priests) and Portfolio.  All good information.

Unfortunately, 3.x goes on to embrace the worse parts of the 1st and 2nd Ed's books and then makes a bunch of their own. 

Hecate 3e

I mean yeah, there is lot of information here, but is any of it needed by her clergy? Ok the sections on Dogma and Clergy and Temples is good. But do I *really* need to know or care how many Feats she has. No. Not unless she is going into combat. Which she shouldn't do.

There is an "Avatar of Hecate" on the next page that is reminiscent of the AD&D 2nd Ed one, but still, not exactly something we need.

What, if anything, can I get from all of this?

Well. Sadly the default presentation for the first 25 years of D&D appears to be "God as High-level Monster," which is not at all helpful.

I broke down these stat-blocks WAY back in 2010 when I was detailing a new cult, the Church of Lolth Ascendant, for the Drow Goddess Araushnee. There I captured the stats that seemed most valuable to the clerics (and players of the clerics) of that particular Goddess.

This has me wondering.

What should the format of a "Deities & Demigods II" be? What is the purpose of a book of gods for a D&D-like game?

Given what I have worked through here and in previous posts, I can see two different but related projects.

First, I can see a need/desire/want for a continuation of the format of the 1st Ed AD&D Deities & Demigods, monster-like stats, and all. 

Secondly, I also see a need for a book of gods, demi-gods, and heroes, along with all the above-identified positive things like duties of the priesthood, holy days, and more. I would add new divine spells that are only available to those priesthoods. That's a much larger and more exciting project to be sure.

Deities & Demigods II is something I can do here, with some work.  The other project, the so far unnamed one, that will be something that will take longer. 

I think for the next post, I should first figure out what would be needed for a D&D-game god write-up.

Monday, October 10, 2022

Monstrous Mondays: Books of Vile Darkness

It is the spooky season out there and we need spooky material to work with. So today I am going to cover the two different Books of Vile Darkness for the D&D 3.0 and D&D 4.0 games.  But first a bit of an explanatory note.

Books of Vile Darkness

History

The Book of Vile Darkness was a magic item / semi-artifact found in the original Dungeon Master's Guide. It was a book of power for evil clerics. It raised your wisdom by 1 point and gave you enough XP to move up one level. Its counterpart for good was the Book of Exalted Deeds. 

For both reviews, I am using my physical copies and the PDFs from DriveThruRPG

Book of Vile Darkness (3e)
Book of Vile Darkness (3e)

PDF and Hardcover. 192 pages. Color covers and interior art.

This one caused a bit of a stir when it was first released. For starters, there was a warning label on the cover "WARNING! Content is intended for mature audiences only." There were discussions online about it before it was released, many thinking there was nothing but shock value here. It even took some hits from Dragonlance co-creator Tracy Hickman. The book does cover more than a few topics people might find distasteful and there is more nudity in this book than ever seen in an official D&D book.

The book however was less shocking than expected and it even received praise for the author Monte Cook.

The book is filled with all sorts of ideas and if you are planning to send your players to any of the lower planes then this is a book you should consider. 

The first six chapters are, briefly:

Chapter 1: The Nature of Evil. This covers evil as a very real force in the multiverse of Dungeons & Dragons. There are a few new evil gods, some purely evil races, and notes on creating evil villains and some examples. There is a very cool demon-possessed blue dragon, Enesstrere.

Chapter 2: Variant Rules. This short chapter has rules for possession, sacrifice, disease, curses, and aspects of evil. 

Chapter 3: Evil Equipment gives us torture devices, execution equipment, drug, magic, and quasi-magical alchemical items. 

Chapter 4: Feats and Chapter 5: Prestige Classes have our D&D 3.0-specific materials.  Some of the Prestige Classes are rather fun like Demonologist and the Diabolist. Many Devils also get a "Disciple of ..." prestige class.  Demons likewise get a "Thrall of ..." class.  I will note that the Thrall of Graz'zt on page 69 features art very reminiscent of the witch on the cover of Dragon #114. Not the pose mind you, but it could be the same character.

Chapter 6: Magic is exactly that. Spells and magic items of an evil nature. There are lot of spells here and quite a few evil magic items all the way up to evil major artifacts including the Ruby Rod of Asmodeus. 

Chapter 7: Lords of Evil and Chapter 8: Evil Monsters are the chapters that bring this book to my attention today.

Lords of Evil gives us a brief description of the lower planes and a bit of background on the Blood War. then it gets to the good stuff. Up first are all our Demon Lords. Most of the big names are here too, Demogorgon (before his Netflix fame, though I am not a fan of the art), Graz'zt, Juiblex, Orcus, and Yeenoghu. Arch-devils are also covered. Bel is lord of the First layer here, latest (well for 2003) in a line of lords of the First. Dispater, Mammon (looking like Geryon), the incestuous Belial/Fierna (if you look closely you can see she it flipping the bird in the art on page 152), Levistus, the Hag Countess as Lord of the Sixth (a new one for me back then), Baalzebul, Mephistopheles (now a master of Hellfire), and Asmodeus. Each one is listed with major servants, lieutenants, and followers.

Evil Monsters gives us a bunch of old favorites and some new ones. In particular, we got the new Eye of Fear and Flame and the reptile-insect monsters, the Kython.

While I would not buy this for the monsters alone, it is worthwhile for the Lords and the magic chapters.

Book of Vile Darkness (4e)
Book of Vile Darkness (4e)

PDF 128 pages. Two soft-cover books 96 and 32 pages. Color covers and interior art.

This one is a bit different. The physical edition comes in two softcover books in a cardstock slipcase/sleeve.

The 32-page book is a replica of the Book of Vile Darkness on outside (great to show players) and on the inside has character options (in line with the original BoVD). This includes character themes, of the Cultist, the Disgraced Nobel, Infernal Slave, Reaver, and my favorite the Vile Scholar. Paragon Paths include the Blood-Crazed Berserker, Contract Killer, Demonlogist, Idol of Darkness, and the Vermin Lord. We get one Epic Destiny, the Exemplar of Evil. 

The 96-page book covers many of the same topics from the 3e version. This includes the nature of evil and running evil games. But does not go into the detail that the 3.0 version did.

There are some monsters here, but not a lot. There are Fallen Angels, something new to this book. A demon, a devil, and a new type of hag.  So not as dark as its predecessor. 

Still, it is one of the 4e books I have held on to because there are some good ideas here.