Showing posts with label old-school. Show all posts
Showing posts with label old-school. Show all posts

Tuesday, July 27, 2021

SPI's Demons (1979)

SPI's Demons game
I celebrated my 26th wedding anniversary over the weekend.  I have now been married for over half my life!  We went downtown to see the Immersive Van Gogh Exhibit. I got us the Premium tickets, and glad I did, we sat through the whole thing twice!  It was completely amazing. We ate at a new fusion Thai place and of course, no date night is complete for us without a stop at a bookstore.

Since so many of the bookstores we used to go to over the last three decades are closed, we stopped at Half-Price Books.  

I found this little gem, SPI Demons.

At first I thought it was an add-on or supplement for the DragonQuest RPG.  They look rather similar really.  But closer examination revealed that it was really a board game.

In any case, I could not say no to this. Besides, look at that cover!  That demon is fantastic!

I got it home and since it was late I let sit on my dining room table for a bit.  I finally got around to looking at it yesterday.  Turns out that only is this game whole, and unpunched it looks like it is near mint condition!

Contents of the SPI Demons boxed game

Contents of the SPI Demons boxed game

Contents of the SPI Demons boxed game

Ah. Nothing says the late 70s like oil shortages. 

Contents of the SPI Demons boxed game

Contents of the SPI Demons boxed game

Contents of the SPI Demons boxed game

It is a rather attractive game in a late 70s War-Games-bleeding-into-RPGs way.

I posted some pictures of this over the weekend and I was reminded that TSR bought SPI back in the day and absorbed them.  WotC who now owns all of TSR's IP also owns SPI.  They could rerelease this if they wanted to.  Sadly there is really no reason to.  The cash cow in that arena is D&D and even DragonQuest, who could do well, suffers from comparison.   TSR, like them or not, straight up murdered SPI and the body is too dead to Raise Dead.

BUT that doesn't mean *I* can't perform a bit of Necromancy myself! 

This game could feed into my "Traveller Envy" quite well.

DragonQuest & Demons

The obvious thing to do here is use that Demons map of Albania and do it as a DragonQuest Hex crawl.  And I mean a proper Hex crawl that also just so happens to be filled with demons and wizard hunters.   The magistrate or wizard hunter's angle of the game also made me think of THIS unholy abomination.

DragonRaid vs. Demons

Maybe instead of "EdenAgain" the DragonRaiders are in the old country fighting demons?  That one is a bit of stretch really.  Also I would need some sort of converter to sit in the middle; likely D&D.  Though these both will contribute to my War of the Witch Queens campaign. 

Warlocks & Warriors & Demons

These two games share a lot of similarities in tone and publication time.  Both are essentially the bridges between war games and RPGs as board games. Both feature a wilderness area to explore, monsters (demons) to defeat, and treasure to collect.  Slightly higher on the complexity scale than Dungeon! but not quite full-blown RPGs.   You can read my overview of Warlocks & Warriors here

Demons from Mayfair and SPI

These two do not have a lot in common other than name and subject matter.  But both would be equally fun resources in my games. 

Like I say though I might not figure out how to get these to all work together (or even some of them) but it will be fun trying.

Friday, July 16, 2021

Kickstart Your Weekend and Interview: Roderic Waibel of Chromatic Dungeons

Today I am talking with Roderic Waibel the creator of Chromatic Dungeons which is in the middle of its Kickstarter. Which you can find here: https://www.kickstarter.com/projects/1693797308/chromatic-dungeons?theotherside

Chromatic Dungeons

Tim Brannan/The Other Side:  Let’s start at the beginning, who are you and what do you do?

Roderic Waibel:  I started gaming in 1981 with the Basic Set, and quickly fell in love and moved to AD&D.  Been involved in RPGs every day since, from the first map I drew as a kid, to my first game I wrote in 1986 (I still have a copy of that, and it’s...nothing to be proud of lol).  I’m a project manager as a day job, but have been an indie publisher officially for the past 10 years or so.

TB/TOS: You mention in your bio you have been writing RPGs since 1986.  Anything, in particular, you want to share? What are some of your past hits?

RW:  My biggest commercial success would have to be Compact Heroes.  During my time in the military, portability was a big thing.  It’s one of the reasons why MtG took off for servicepeople; you could easily take it with you while full rulebooks were hard to do that.  So I created a card game that played like a traditional role-playing game.  That won DieHard Gamefan’s Best New Game of the Year in 2011 when it came out.  There are other things I’ve created that I like, but most of those were homebrew systems that never took off.  Let’s be honest, most never do.  Why would someone who doesn’t know me want to play a homebrew system when they have so many officially supported systems out there.  They were all pretty much vanity games.  The only other product that has done pretty well is the megadungeon: Depths of Felk Mor.  I wrote that right when the 5e playtests came out, and is 5e compatible.  It’s written in an old school aesthetic, and chock full of 80s pop culture references lol. Kind of a mix between Cthulhu and 80s cartoon hour.  Yes, that’s a thing lol.

TB/TOS: What are some of your favorite games? Why?

RW:  RPGs are my all-time favorite because I’ve always been very creative and love to imagine things.  Strategy games probably come in second place.  I always have a fond soft spot for Axis&Allies in the non-RPG genre.

Chromatic Dungeons Basic Rules
TB/TOS: Fantastic. Now tell everyone a little bit about your game Chromatic Dungeons.

RW:  Old school D&D was and is my favorite edition.  Not just for nostalgia (admittedly that is part of it, but a small part), but also because of the kind of experience it lends to.  Rulings over rules, speed of play, zero to hero, player creativity and strategy (you can’t assume every encounter should be winnable which is something I see a lot in modern games), etc.  However, it was a product of its time.  That is, catered and marketed to white young males.  As a young white male myself at the time, of course I never noticed anything problematic.  This isn’t a dig at any of the creators of the game, or any of the players of the game.  It was what it was at the time with what we considered socially OK.  But as we’ve grown as a community over the years, we’ve become incredibly diverse.  That diversity should be represented and included.  People other than straight white men like myself should be able to pick up the game and see themselves represented in it.  Studies have shown, over and over, how a diverse group is much more efficient and beneficial than a monocultural one.  I’ve hired a lot of diverse freelancers and editors for this, and I can tell you that the game is much better for it.  

Then you’ve got lessons learned mechanically over the past decades we can rely on that should be applied.  Things like ascending armor class that are more intuitive rules.

These two factors together were the driving force behind Chromatic Dungeons.  Currently there is a lot of drama going on regarding comments some of the folks who call themselves OSR or old school have made with the new re-branding of TSR.  But that isn’t what caused Chromatic Dungeons to come about.  Comments like those folks are making the news now because they are big names, but the fact is that for a long time, the OSR community has had to deal with a large portion of fans who have been espousing exclusionary opinions.  I firmly do NOT believe the OSR itself is like that, or that most fans are like that.  But it’s a problem that needs to be addressed because there is a reputation the OSR is getting, and it’s not good.  We can’t deny that.  And as a fan of the OSR, I will do what I can to show how the OSR can also be welcoming and inclusive.  

Thus, about six months ago, Chromatic Dungeons was born in its first iterations.  It’s basically a game that captures the best things about B/X, 1e, and 2e, while applying modern sensibilities and lessons learned since then, and being presented in an old-school aesthetic that represents how diverse our gaming hobby has become.

TB/TOS: What do you feel makes Chromatic Dungeons a step above or better than say current Clones on the market now?  What do you think makes it special?  Or bottom line, why should people want to buy this game?

RW:  Having fun is the best reason to play a game, right?  That’s the ultimate goal?  Many clones out there try to replicate the rules of those older versions extremely closely.  But as anyone who played back then will tell you, many of the rules got in the way.  We simply ignored them.  Chromatic Dungeons applies some mechanical changes to help alleviate that.  The first and most obvious is the move to ascending Armor Class.  But then you’ve also got a revision to alignment, making it much less impactful in regards to driving a PC’s behavior or moral code.  It’s a cosmic force that acts as an influence, not a strict moral code you have to follow.  Traditional racial traits have been re-done as well.  Now those choices only give a few traits, but there is a heritage system instead that anyone can choose that gives you traditional racial bonuses.  For example, you can choose to play a human with the fey heritage (let’s say they grew up in an elven city), so they can gain resistance to sleep and charm, two traits traditionally reserved only for elves.  Another change is getting rid of dead levels.  While not being a robust customized able system like feats were in 3e (that would defeat the purpose of having a streamlined system like b/x), each class does offer something other than a hit point gain at most levels.

And then of course there’s the presentation.  The game is presented to be welcoming and inclusive of everyone.  Making everyone welcome is always a good thing, as it grows our hobby and keeps it alive. 

TB/TOS: You list a few differences from older games on the Kickstarter site.  What was your driving motivation behind these?

RW: I guess I answered that above.  I tend to ramble lol.  The key goal is to capture the feel of gaming back then, but rules changes can be made as long as that goal isn’t compromised.  You should be able to pick up an old module from the 80s and play Chromatic Dungeons with very little conversion.  You should be able to do it on the fly, actually.  That’s important for me to keep.  People have a plethora of material from the old days, and they should absolutely be able to use it with Chromatic Dungeons. 

TB/TOS: The Character sheet looks fantastic and has a great old-school feel to it.  What things from the older games did you want to retain?

RW: The most important is speed of play and player skill.  Players shouldn’t feel discouraged from attempting something with their PC if they don’t have a skill for it.  The less a player references a character sheet, and the more they go to their imagination to describe what they want, the better.  Keeping players engaged is important. However, if players don’t prefer to use player skill for whatever reason, they can fall back on a skill system that is incredibly simple.  It’s a roll under ability system.  If your PC wants to jump up to the chandelier and swing across the room, they don’t need an acrobatics skill to do that.  Simply roll the d20 and if it’s under your Dexterity score, congrats!  This system also makes every point in an ability count.  A gripe of mine from the current system is that there is no difference between a 14 and 15 ability score.

Chromatic Dungeons Full game
TB/TOS: What sorts of games do you see others playing with these rules?

RW:  Like all old-school games, I see people taking bits and pieces of this and applying it to their own games.  Most old-school gamers are also big into homebrewing.  Back in the day, we all created our own worlds and adventures, and I don’t see that as much now.  So I can easily see someone taking an old adventure module and playing Chromatic Dungeons with it.  Or taking the heritage system out of CD and using it for their OSE game.

TB/TOS: Who would you say Chromatic Dungeons is for?

RW:  Everyone.  I know that sounds cliche, but it’s true.  It’s a big driver behind the whole project.  Everyone should feel like they can play this.  However, and there’s always a however, I fully understand that some folks might not find the appeal.  And that’s totally OK.  We all have different preferences, and there is no one-true-way to play the game.   For example, because the game is streamlined, optimizers might not be drawn to it because there isn’t the level of customization options as 3e.  If you were to force me to answer, I’d say this game is especially for those who want a classic feel of gaming with modern design sensibilities, and who were traditionally not represented in those older games.  But really, anyone who enjoys the style of old school gaming, regardless of the diversity or lack thereof, should enjoy this game.  Because the game makes a point to represent people of every demographic doesn’t mean it excludes the traditional straight white male (I would be excluding myself!).  Yes, I’ve heard that complaint as well.

I will add this:  Because no intelligent mundane humanoid has a default alignment in Chromatic Dungeons, there are several people who I’ve heard say this game excludes people who just want the old way of doing things, where all orcs are evil.  I want to be very clear that in CD, you absolutely can still do that.  I’m not showing up to anyone’s house to “cancel” them.  It’s just not the default assumption anymore.  But you as a GM can do whatever you want, and play them however your table feels like.  That’s still a perfectly valid way to play the game. 

TB/TOS: What are your future plans for this game?

RW:  The immediate plans are to put out a monthly Zine that offers new material.  Think of it like a mini-Dragon magazine from back in the day.  The first four are already done, and part of the Kickstarter as a matter of fact.  Writing the fifth one now (really expanding on orcs, their various cultures, etc).

TB/TOS: And finally, for the benefit of my audience, well and me, who is your favorite witch or magic-using character?

RW:  The second fantasy novel I read after the Book of Three was Sword of Shannara.  So Allanon has always had a soft spot in my heart.

I want to add one final note regarding this campaign.  It’s important for me to walk the talk.  It’s one reason why I made it a point to hire diverse freelancers and editors.  This isn’t mentioned on the Kickstarter page because Kickstarter cannot be used as a fundraiser for charities, but I have committed to matching 25% of net profits and donating that to The Trevor Project.  That’s a great charity that helps at-risk LGBTQ youth, and to give them the support they need.  So by supporting this project, you’re not just getting a great RPG, you’re helping at-risk youth who deserve to be treated better than our society does. 

Links

Chromatic Dungeons Kickstarter

Izegrim Creations

DriveThruRPG


Thursday, July 8, 2021

Blue Rose as an Old-School Setting?

Last month I put up my review of the new Blue Rose Adventurer's Guide, which allows you to play a Blue Rose game using D&D 5th Edition.

Now. I love Blue Rose. I love D&D 5e.  But I also love my old school games.  To be blunt, I am an old gamer and these games fill me with nostalgia.  Can I run a Blue Rose game using the systems I have here?

Short answer? Yes!
Longer Answer? HELL Yes!

Everything I need is right at my fingertips. So how would I do it?  Let's have a look.  Now I have talked about how to take Blue Rose and run the AGE system like an old-school-style game already.   Here I want to talk about how to take your old-school rules and run them like a Blue Rose game.

Old School Blue Rose

Setting

Grab the first Seven chapters of the Blue Rose Adventure's Guide and use them as-is. Append with details from AGE or True 20 as needed.  I mention the True 20 since some things will be easier to convert from that.

Classes

Blue Rose True 20 and AGE have only three classes, Adept, Expert, and Warrior.  Blue Rose Adventure's Guide has all the classes from D&D 5.  Older versions of the game don't have all of these. No problems let's see what we do have.

In the Blue Rose Adventure's Guide, we have the following Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Sorcerer, Thief, Warlock, and Wizard.

By using the "Advanced" versions of both Old-School Essentials and Labyrinth Lord, plus a couple of my witch classes, we could cover every class.  It pains me to even say it but we might not even need my witches here!

True20 / AGE D&D 5e OSR / Basic
 Warrior  Barbarian  Barbarian(LL-A)
 Expert/Adept  Bard  Bard (OSE-A)
 Adept/Warrior  Cleric  Cleric
 Adept/Expert  Druid  Druid
 Warriror  Fighter  Fighter
 Warrior/Adept  Monk  Monk (LL-A)
 Warrior/Adept  Paladin  Paladin
 Warrior/Expert/Adept  Ranger  Ranger
 Adept  Sorcerer  Magic-User
 Expert  Thief  Thief
 Adept  Warlock  Witch
 Adept  Wizard  Magic-user

Ancestry, Culture, and Backgrounds

What old-school games call race we will now break up into Ancestry, Culture, and Backgrounds.

Essentially we can map them like this, rules-wise:

Humans are Humans, Night People use the rules for Half-orcs, and the Vata are essentially Elves rules-wise.  Sea folk are humans with some perks, I'd use the half-elf rules for them.  Small Rhydan can use the rules for halflings and medium Rhydan use the rules for Dwarves. Alter movements and attacks as needed.

Monsters

Every monster in the Blue Rose books has something similar to it in the D20 SRD.  This is an artifact of the Blue Rose True20 days.  If it is in the SRD then there is likely an Old-School version somewhere. I could do a search, but I am pretty confident that every monster in the BR-AGE core can be found somewhere in the Old-School world.

Relationships

Blue Rose pays a lot of attention to how the characters interact with others.  This absolutely should be part of an Old School Blue Rose game too.  Here though mechanics and rules will have to give way to good roleplaying and XP bonuses for characters who play their roles well.  While some old-schoolers may balk at this idea, seeing the characters as only a collection of numbers, the truth is the role-playing aspects that both Blue Rose and D&D5 players love so much today were already all there back in old-school play.  Some of us did it then and didn't need the rules to tell us how or why.

Still, I would offer some XP bonuses for good in-character inter-personal relationships. Especially the bonds.  OR if I REALLY wanted to get old school, XP penalty for not doing it.

Blue Rose + White Box = White Rose?

I might also replace the Law-Neutral-Chaos alignment with Light-Twilight alignment.  Effectively there is not much difference in terms of how one plays a character, but it would give a different feel. 

Everything Else

In truth what I have above covers nearly everything.  What remains can be handled by the DM/Narrator in their own games.  I have already talked about how to use Blue Rose in conjunction with several old-school adventures.

My family really enjoyed playing Blue Rose so I might add some more elements of this game to my old-school games.

Tuesday, July 6, 2021

Review: Old-School Essentials Adventures

One of my fondest memories of gaming has to be the Summer of 1982 playing this weird-ass hybrid of AD&D first ed and D&D Moldvay/Cook B/X. I think I played every weekend to be honest.

While a lot of games have come really close to this feel, the one that now comes the closest has to be Old-School Essentials Advanced Fantasy

Old-School Essentials Adventures

There are a lot of great clones out there but right now nothing is scratching my old-school itch quite like OSE.  I got my Kickstarter package a bit back and while I was engrossed with the rules of the new books, I utterly failed to give much attention to the two included adventures. That is until I started hearing people talk about them more online.  I went back to them and you know what?  They are really kind of great.

For this review, I am considering both the hardcover copies I got with the Kickstarter and the PDF copies from DriveThru RPG.

Both books are 48-page, full-color books. The maps are printed on the inside covers with encounter areas labeled on the maps.  The books are A5 format (5.8" x 8.3", 148mm x 210mm).

The Incandescent Grottoes
The Incandescent Grottoes
by Gavin Norman

This is an introductory adventure designed for characters level 1-2, written by OSE creator Gavin Norman with art by Nate Treme. 

The adventure could be considered a dungeon crawl along the lines of Keep on the Borderlands, but like so much of OSE it taps into how the games were played rather than written. The dungeons of IG *could be* like the Caves of Chaos, but more accurately they are played like Caves of Chaos were played back then.  What do I mean?  Well, there is a demonic cult here, The Cult of the Faceless Lord. There are factions within the dungeon and how they interact. Plus goals for the various groups of monsters. There are tables of treasures and random occurrences to make exploring this dungeon something players can keep coming back to. 

The rooms and areas a very nicely detailed and the whimsical art really adds to the dream-like qualities of the adventure.  There is even a dragon waiting for the characters at the end!  Ok, it is not a very powerful one, but to 1st and 2nd level characters it is powerful enough.  There are some new monsters (the aforementioned dragon) and lots of great encounters.

While there is no overt meta-plot here, one could easily see this as some sort of introduction to a cult of Juiblex vying for control of the Mythic Underworld. 

A bit about the name.  I can't help but notice that a 1st level adventure into the "Mythic Underground" can be read as "I(n) Can Descen(d)t."  I am sure this is intentional.

Halls of the Blood King
Halls of the Blood King
by Diogo Nogueira

Diogo Nogueira has been racking up an impressive list of RPG publications and getting him to pen an adventure for OSE is quite a score.  And the adventure is pretty much what I hoped it would be like.

This time the artist is Justine Jones. If the art of Incandescent Grottoes is dream-like then the art here is nightmarish.  I mean that in the most positive way. 

The adventure is set up in a manner similar to other OSE adventures. We get maps with major encounter areas, descriptions and relationships of the major factions/NPCs/Monsters.

The adventure itself is a castle of a vampire lord for characters of 3rd to 5th level.  

Detail-wise this adventure lives somewhere between the sparse-ness Palace of the Vampire Queen and the detail rich Ravenloft.  I don't want this to sound like there not a lot of detail here, there is, but there is no over arching epic here.  This is great since it allows you to take this adventure and work it into your world much easier.   For example with a tweak or two here and there I could make this "Halls of the Blood Queen" and add it rather nicely to my War of the Witch Queens campaign.  This would work out well since I am using OSE for that.  The only thing stopping me is I have so many Vampire Queens now!  But still, it would be fun and very, very easy.

The adventure is also rather good and looks like a lot of fun.

If these are examples of how adventures for OSE are going to be written in the future then OSE is going have a nice long shelf life.  While neither adventure is revolutionary in design or concepts they are really good adventures.

Thursday, July 1, 2021

Character Creation Challenge: Bunnies & Burrows

Yesterday I reviewed the 3rd Edition of the Bunnies & Burrows RPG. So given my desire to stick with cute and fluffy bunnies, I thought a character was in order.

The Game: Bunnie & Burrows

I detailed this game yesterday, so no need to go into a lot of details here and now.

The Character: Simon

Simon is a dwarf Jersey Wooley rabbit. He is a good bunny and a bit of a rascal. 

Name: Simon Bunny
Species: Rabbit (Jersey Wooley)

Profession: Maverick

STR: 7 (+0)
SPD: 16 (+2)
INT: 16 (+2)
AGI: 17 (+2)
CON: 12 (+0)
MYS: 7 (+0)
SML: 13 (+1)
CHA: 15 (+1)

Abilities
Tumble, Stealing, Handle Man-things

Real bunnies love B&B

Simon is a Maverick.  Thought this was best given what an escape artist this little stinker is.  

Wednesday, June 30, 2021

Review: Bunnies and Burrows 3rd Edition (2019)

Bunnies & Burrows has always been one of those games that elicits a variety of responses from gamers and non-gamer alike.  Most often it is "really? there is a game of that?"

I will admit I was and am a fan of the original 1976 Edition.  I never really got to play it, save for one time, but that was it. It was fun and I wrote a review for it

I did, however, spend a lot of time back in 2007 rewriting the Bunnies & Burrows article on Wikipedia.  Not only was I and others able to get the article to Good Article status, but I also had a Furry Advocacy group offer to send me money because of it.  I just asked them to donate the money to the Humane Society.  I didn't want my edits called into question if I Was doing them for pay.  I was doing it to further my own RPG knowledge.

So when the Kickstarter for the new edition from Frog God Games came up, well yes, I had to back it. They delivered it and it looked great. And I promptly put it on my shelf never to be seen again.  I was cleaning up some shelves to make room for more Traveller books when I found it.  I figure I should give it a go again.

If you have never checked out this game then I say do yourself a favor and remedy that. This is a great piece of the RPG past and should not go ignored.

I am going to review Bunnies & Burrows 3rd Edition from Frog God Games.  For this review, I am considering both the PDF and the Print version I received from Kickstarter.  There is a Print on Demand version, I have not seen it. 

Bunnies & Burrows, 3rd Edition

Bunnies & Burrows 3rd Ed comes to us from Frog God Games. Maybe more well known for the Swords & Wizardry line of books than rabbits, this game is still a solid contender for the Old School market. More so I say than some other games that people think of as "Old School."

In this game, you play rabbits.  Not anthropomorphic rabbits. Not mutant rabbits. But normal, everyday, common in your backyard rabbits.  If this feels a bit "Watership Down" then you are right on track.

Part I: Traits and Characteristics

Characters have 8 base traits, Strength, Speed, Intelligence, Agility, Constitution, Mysticism (was Wisdom in 1st and 2nd Ed), Smell, and Charisma.  Different Professions (Runners, Spies, Shamans...) all have a primary trait.  Traits are rolled like D&D, 3d6, and the bonuses are similar. 

Every profession gets some special abilities. So for example the Fighter gets a double attack and a killing blow.  It is assumed that your starting character is a rabbit or bunny. 

Bunnies & Burrow art

There are other choices too, Raccoon, Jackrabbit, chipmunk, skunk, porcupine, opossum, armadillo, and gray squirrel.  With the examples given, other small furry wild animals could be chosen.

Bunnies & Burrows

Part II: Playing the Game

This covers the rules of the game and more importantly, the sorts of things you can do in the game. Covered are important topics like Habitats, Grooming, Sleep, Foraging, Diseases, and dealing with other animals and at worse, Man-Things.

There is a huge section on encounters and how basically everything out there is harmful to you. There are predators, humans, dangerous terrain, rival animals, and the ever-present search for food and water.

There are many sample scenarios and even a few mini-games to play.

Part III: For the Gamemaster

The last part covers the last half of the book.  It has a lot of information on setting up a game, how to roleplay, and stats of all sorts.  A lot of rival and predatory creatures are also listed in what would the "monster" section of other games.




There are a bunch of maps, scenarios, and encounters all throughout the book.  There is no unified theme, nothing that ties them all together, other than "survive as a little thing in a world full of bigger, scarier things."

There is certainly a lot of Role0playing potential in that. 

Bunnies & Burrow art

Bunnies & Burrow art


Bunnies & Burrow map

B&B makes you feel like it could all be happening in your backyard.  That while we Man-Things sit on our decks and grill our burgers and drink out ices tea, there is a world not that far from us distance-wise, but one that is as different and far away as we can get. A world of survival just under our noses. 

The game is quite attractive in terms of color and art. It looks fantastic.

There is a feel from this, I am going to call it the S&W effect, that I didn't feel when reading the original game.  This is a polished game that is trying to feel old. As opposed to an old that was trying to feel polished.

The original B&B looks cheap by today's standards but it was such an "out there" idea for the time that it felt more important than say the representation it got in RPG circles.  This new B&B has a similar feel, but maybe lacks a little of the gravitas of the original.

In any case, it is a fun game, and one every gamer would at least try.  I don't think you can call yourself an old-school gamer unless you have played it at least once.

Real bunnies love B&B

This game is Simon Bunny approved!

Saturday, June 26, 2021

TSR's Not So Great Start

The new old TSR logo
If you have been online at all this week then you likely have heard about the new new TSR. Justin LaNasa secured the trademarks that were lapsed (again).  There was a TSR Games that produced the new Top Secret game and were involved with the short-lived Gygax magazine. 

The tale began before this, but let's take the June 15th date as a start of the new TSR in the public eye when they sent out their press release.

Lots of people have dissected this already and I have no desire to retread that ground.  There are a few things I want to talk about and for that, I need to start here.  So let's establish some facts. From the PR.

The team includes Justin LaNasa (CEO), Ernest G. Gygax Jr (EVP), Jeff R. Leason (COO, and Stephen E. Dinehart (CCO).

Ok. So far so good...almost. 

LaNasa has posted some questionable material online, on his own FB page, and on the Dungeon Hobby Shop page, now since deleted.  Now people are allowed to have opinions and they don't have to agree with mine. If someone deletes something they posted I am going to assume they had a moment, thought better of it, and deleted it.  That's fine. No need for me to bring it up. But there are others, and when a pattern begins to emerge well it is less like a momentary lapse of reason and more like behavior.

Here is one from a little more recently.

how not to do social media

As a card-carrying member of the "Woke Nation," I take exception to this.  You don't have to like my opinions to take my money, but don't hold your nose and laugh while doing it.  Sorry, but if "woke" means I actually care about the opinions and feelings of others, then fuck it, I am woke.  Not only that I am a pretty big Social Justice Warrior and I have the receipts (in many cases actual receipts) to back that up.  Guess what, I can spend my money elsewhere.

If that were all, I could almost ignore it. I certainly would post anything about it, I'd just not buy your stuff and move on with my life.  There are lots of things I don't like; I want to talk about the things I do like. 

But then there was this bit from Executive VP Ernie Gygax.  It's a long video. The salient bits have been transcribed over at ENWorld

Look. It's an interview, not a presentation, not a press junket, so there are some rough bits in the presentation. But the real rough bits are really rough.

There is an absolute misunderstanding of IPs and copyright. The complete dismissal of the players of 5e is also poor professionalism.  I get you don't like the game, you don't have to like it, but dismissing the players of 5e? Sorry, my kids are huge 5e fans and they are having every bit as much as we did; maybe more. Referring to them as lemmings, also not a fan.  Also dismissing the largest population of role-players with money right now? That's just really bad business practice. 

Again, irritating, but not 100% damnable. Anyone can say something stupid once.  

But completely insulting the LGBT players by dismissing "gender identities" is so not cool and extremely unprofessional. 

why a new TSR?

Online, Justin, in his capacity as CEO of TSR, has made the claim that this is just Ernie expressing his own opinions.  Well, that doesn't really fly. The interview was in his capacity as a spokesperson for the company he is Executive VP for.  Let's be honest. No one will pay the "nostalgia dollar" based on LaNasa's name alone.  They are banking that despite not having a real plan that I can see and a lot of hope that people will buy these products based on the "TSR" and "Gygax" name. 

They want to produce a new "Star Frontiers," they own the name, but that is all. None of the IP, none of the rules.  Nothing really.

I fear they are poking a very large bear (WotC/Hasbro) and I am not sure they get that.  

Shannon Appelcline has written an update on TSR 2.0 and TSR 3.0 for his Designers & Dragons and has posted it to his Facebook page.

There is more. Lots more. But I am not really interested anymore.  This feels like a cheap cash grab to go after the nostalgia dollar and doing it by appealing to the lowest common denominator of that fan base.

Sorry but the whole thing is leaving a rather bad taste in my mouth.   I hope to see some changes, but I am not holding my breath. But I don't need to give any more of my cash to people that utterly dismiss the experiences of people I know and care about. 

Get your act together TSR or you will follow the business trajectory of the last two TSRs. And doubling down on Social Media is not only unprofessional but it is also a bad look. 

BTW: Jeff Dee is not working for them. 

Tuesday, June 15, 2021

Mail Call: Old-School Essentials Advanced Fantasy

I am back at work today after vacation and buried in emails and work.  I am also buried in physical mail too, but among the bills and junk mail, there was a nice little treat.  My Old-School Essentials Advanced Fantasy books came. 

Old-School Essentials Kickstarter

These books live up to the hype of the OSE Core rules.

I opted for the "limited edition" covers as I did for the first Kickstarter.

Old-School Essentials Kickstarter Books

The Reference Booklet and the Carcass Crawler zine fit into the box, but the adventures do not. Not due to shape or size, just because the box is full!

Old-School Essentials Reference bookOld-School Essentials books and box

I have not delved into the books yet, but I am already very happy with them. 

As I have mentioned with Advanced Labyrinth Lord and Basic Fantasy, these books do not represent the D&D we bought back then, but more likely the D&D we played back then.   An odd mixture of AD&D and D&D. 

Currently, this is the ruleset I am using for my War of the Witch Queens campaign. So for me the rules are just right. 

I got my Swords & Wizardry Complete Boxed Set just two weeks ago but due to vacation, I have not really read through it all that much yet.

Swords & Wizardry  and Old-School Essentials boxed sets

I am going to need to go through them both and compare and contrast them.

Both seek to scratch that old-school itch, but in different ways. So this could be a lot of fun.

Boxed Sets

They do all look nice together.

Wednesday, May 19, 2021

Old-School Essentials 3rd Party Publishers


A new bundle of Old-School Essentials products has been released by Planar Compass and is now available on DriveThruRPG. 

Old-School Essentials 3rd Party Publishers by Planar Compass

It has some rather nice products included.

Here are a few of them.

BX Options: Class Builder

Build or customize your own OSE or Basic-era classes. I covered this book a bit ago. 

Hidden Hand of the Horla - T:1
From Appendix N Entertainment

A nice old-school-style adventure where you seek out the tower of the Hand Mage that has reappeared out of legend. It is from R. J. Thompson and is for characters levels 1 to 3.  There are some great new monsters here, the Goatfolk are my favorite, and some new to BX/OSE spells that Advanced players will recognize.  27 pages with maps by Dyson Logos. It is a really fun adventure and captures the spirit of the modules of the early 80s very, very well.  Buy it for the nostalgia, but run it because it is a great little adventure. 

The Chaos Gods Come to Meatlandia
From Knight Owl Publishing

I thought this was an adventure, but it is actually a mini-setting of Meatlandia and the opposing factions. There are meat mages (you really have to buy this to see them) and various types of bards (three in total).  So new classes, new magic (15 pages of meat mage spells), a city, new monsters, new magic items, and just some gonzo-level weirdness.  I have to say that it is not for everyone, BUT there is an audience that will absolutely love this.  Has a solid Dungeon Crawl Classic meets Lamentations of the Flame Princes meets 80s weird horror.  If it were a movie Roger Corman would have been the director or producer and Tom Savini would have starred and consulted on the monster effects. The whole thing is 90 pages long so you are getting a lot.  Not sure where I am going to use it, but it really begs to be used somewhere.  Retooled just a tiny bit could turn it from gonzo to some serious horror. That is the direction I am likely to go.

Barrow Keep: Den of Spies
From R. Rook Games

For starters, you get this product for OSE, 5e, Troika!, and Sharp Swords & Sinister Spells all in the same purchase! So kudos to the authors for that.  The main book covers the keep and a host of important NPCs. The characters are all assumed to be young adults living within the Keep. This covers 72 pages. There are also some new monsters in abbreviated stats that can easily be used by any game.  

The GM's Scenario packs vary from ruleset to ruleset.  5e is 43 pages and OSE is 55 pages.  As expected these GM packs give you scenario seeds, the relevant players/NPCs, and has you go from there.  The flexibility of this a crazy high. I can see an enterprising GM make this their central focus for dozens of adventures if not an entire campaign. If you don't want to do that then make it a home base for the PCs and have the occasional "stay at home" adventure.  Given how well it is multi-stated use it as a means of moving from one game system to the next.  It is extremely well designed.

Get it for one system, but enjoy it with the other three as well.  This has made me want to look more into the Troika! RPG.

FULL DISCLOSURE: The author of this, Richard Ruane, is a co-worker and friend of mine, though I did not see that at the time I purchased this.

I should stat up an NPC Pagan witch that lives in Barrow Keep.

A Witch's Desire - Adventure for Old-School Essentials
From Earl of Fife Games

This is a fun adventure dealing with a bargain made by your village and the local Witch of the Wild.  She is protecting your village from the deadly winter of the Ice Queen.  Now she is asking you for a favor.  Great notes on surviving cold weather and exploring in the wilderness. Part hex crawl-ish, part quest adventure.  The notes say to make her an 8th level magic-user. I say why not an 8th level witch?

Witch of the Wild
8th level Human Witch, Pagan Tradition

Str: 10
Int: 17
Wis: 16
Dex: 11
Con: 13
Cha: 18

HP: 25
AC: 9
THAC0: 18

Saves
D: 10 W: 12 P: 11 B: 14 S: 13

Occult Powers
Familiar: Crow
Cowan: Meepa the Goblin
Herbal healing
Of the Land

Spells
First: (3) Call Spirits of the Land, Cure Light Wounds, Glamour
Second: (3) Animal Messenger, Pins and Needles, Seven Year Blessing (Ritual)
Third: (2) Scry, What You Have is Mine (Ritual)
Fourth: (2) Temperature Control, Wheel of the Year (Ritual)

I could certainly use this adventure as part of my War of the Witch Queens.

There are others that I have not purchased yet but plan to.  

And finally also in this bundle,

The Craft of the Wise: The Pagan Witch Tradition
From The Other Side Publishing

But I assume you know all about this one.

Friday, May 14, 2021

Review: Stars Without Number, Revised Edition (2017)

Stars Without Number: Revised Edition
A few years back I reviewed Kevin Crawford's Stars Without Number.  At the time I said:
The game is beautiful and there is so much going on with it that it would take me a number of games with it just to get the right feeling for it. The overall feel I get with this game is that it is the perfect child of Basic D&D and Traveller. So much of what made both of those games so great is here.

Is Stars Without Number perfect? No, not really. But it is really, really damn close and even from a short distance I could not tell it apart from a perfect game.

Recently I went back over the game and still found it to be nearly perfect. But I had not played it all that much since then.

So on a whim really I picked up the newest Stars Without Number: Revised Edition and I figured I would grab the Print on Demand as well.  I just go it in the main this past week.

Wow.

That is really the only way to describe it.  Any of the reservations I had about the previous edition evaporated with this edition.  

I am considering the PDF and the full-color Print on Demand version. 

Written by Kevin Crawford, art by Jeff Brown, Christof Grobelski, Norah Khor, Aaron Lee, Joyce Maureira, Nick Ong, Grzegorz Pedrycz, Tan Ho Sim. And what fantastic art it is too!  All pages are full color and each one is evocative and eyecatching.   324 pages. 

Character Creation art

Chapter 1 covers Character creation.  We have seen this all before, but perfect for people new to RPGs or sci-fi fans new to the Classic 6 Attributes and level/class systems. The feel here is solid old-school and SWN:RE wears its old-school and OSR cred proudly.  BUT they are also a new game with new design sensibilities.  For example, character creation is broken down into easy steps.

Stars Without Number PC Sheet
You can determine your character's skills (and these can be from a number of sources).

There are background packages that can be added to classes to give your character more depth and determine some of their skills.  There are also training packages to further define your character.

The classes are the three "archetypes" that you can find in other games, The Expert, The Psychic, and The Warrior. This edition also has The Adventurer which does a little bit of all the above. 

Character creation is a breeze and no one seems to die while doing it. There is even a quick character creation method on pages 26-27.

Chapter 2 covers Psionics.  Psionics are rather central to the background fiction of the SWN:RE universe, so they get special placement.  There are quite a lot of psionic powers detailed here.  So first thing, if psionics are something you must have in your sci-fi game then please check this game out first.  Psionic points always give the powers a different feel for me than magic, so this is another plus really.  These powers are not merely reskinned spells, they have been redone to fit within the mythos of the game better.

Chapter 3 is the Systems chapter.  It includes the expected combat, but also a new twist on the skill checks with Target Numbers.  Useful if you are using the skills as described here, but its real utility comes in how flexible it can be.  I would have to try it out more, but it's close enough to other skill + die roll + mods vs TN that I can see its use in a variety of situations.  What I like about these skills is they are a 2d6 roll resolution system and not a d20.  Sure makes it feel a little like Traveller. TRhis chapter also covers all sorts of actions, like combat (regular d20 vs AC here) and Saving Throws; Physical, Evasive, and Mental. Hacking also dealt with here since it is most similar to a skill check.

This also covers Character advancement.

Chapter 4 details all the equipment you will need including the Technology Level of the equipment.  D&D would be tech level 1 (or so) while we are at TL 3.  The game is set at TL 5 with some artifacts at TL 6.  Time Lords are hanging out at 7 or 8 I would say.  D20 Future and Traveller also use a similar mechanic, so if you want to see how they can also work, checking out those games is advisable.

The standard batch of weapons and armor from sticks and stones all the way up to energy weapons are discussed.  AC is now ascending.  What is really nice about this game is in addition to lasers, energy swords, and computers it also includes Cyberware, Drones, Vehicles, and "pre-Silence" artifacts. 

Chapter 5 gives us Starships. Everything on size, type, and costs to ship-to-ship combat.  

Starship art

 Chapter 6 covers the History of Space of the default campaign setting.  Even if you don't use it there are some great ideas here. 

Chapter 7 is Sector Creation which is just FULL of material for any game.  While this game has a lot going for it, this is the real gem in my mind. This chapter is long, detailed and honestly, it makes me want to create worlds.

Chapter 8 covers Adventure Creation. You have characters, you have created all these worlds. Let's get them together. 

Chapter 9 is the Xenobestiary. AKA the Monster Manual.  Again we are given a lot of detail on how to make alien beasts and then a listing of several samples.  Given the old-school nature of this game you could grab ANY old-school monster book for ideas.  Yeah...doing Space Orcs could be boring, but Warhammer 40k has been doing them for so long and if you wanted to do them here, well the rules won't stop you. This chapter also covers the creation of alien species. First, the hows and whys of aliens are discussed; what to use, where, and why to use them.  Some of this is situated in the campaign setting, but there is some good advice here even if you plan on using your own background/campaign or not even have aliens. 

Factions art

Chapter 10, Factions.  Factions are important groups.  Say a group of allied pirates or smugglers, a government or a band of plucky rebels.   Several key factors when creating a faction are given and there is a huge list of sample factions.

Chapter 11 is Game Master Resources. It talks about character death and when to roll for skills. How to build a galaxy and conversions from First Edition Star Without Number.

Game Master Resources

Chapter 12 covers newer material, namely Transhuman stories.  Or what I call the Altered Carbon chapter.  The ability to move on to new bodies.

Chapter 13 has my undivided attention since it is Space Magic. That's right magic and wizards in space. Not psionics, but real arcane magic. 

Chapter 14 covers heroic characters.  These are not your Traveller grunts or even characters from Star Frontiers, these are your Luke Skywalkers, your Buck Rogers, and more. 

Chapter 15 is True Artificial Intelligence. 

Chapter 16 covers Societies.

Chapter 17 gives us Mechs. 

There is a fantastic Index (sadly lacking in many books).

SWN:RE ups the game in every possible way over SWN:1st Ed.  

Print on Demand

I said this book was gorgeous and I meant it.  The print-on-demand copy I got is sturdy and heavy.  It is also the closest thing I have seen to offset printing in a POD product.  You would have to look hard to tell difference. 

I described the previous version as "nearly perfect." Reading through this version I am only left to say that is one pretty much is perfect.  It does everything a sci-fi game should. I mentally slot different sci-fi stories, tropes, and ideas in while reading through it and I could not find something that didn't have a fit somewhere.

I have read a lot of sci-fi games this month, but this is one of the best.  

Tuesday, March 9, 2021

Red Sonja: Old-School Essentials (Remembering Frank Thorne)

Frank Thorne as the Wizard
On Sunday, March 7th, Frank Thorne, the legendary Red Sonja artist, and writer, passed a few hours after his wife Marilyn.  He was 90.

Fans of Red Sonja all know Frank's work from the mid to late 70s. In truth, he defined the character nearly as much as Robert E. Howard, Roy Thomas, and Barry Windsor-Smith.

He certainly left his mark on her enduring legacy.

He was also known for Ghita of Alizarr and "Lann" in Heavy Metal magazine. He was an early cosplayer, taking on the role of "the Wizard."  He would then judge Red Sonja look-a-like contests.  Wendy Pini’s Sonja would be with him at many of these conventions and shows and predated the modern cosplay scene by decades.

Red Sonja

I have done stats for Red Sonja in the past for all sorts of systems:

Feels like a good time to update her to Old-School Essentials, Advanced Fantasy.

Red Sonja
Red Sonja 

13th Level Barbarian
(Old-School Essentials)

Strength: 15
Intelligence: 16
Wisdom: 11
Dexterity: 17
Constitution: 11
Charisma: 18

Alignment: Neutral (chaotic good)

Hit Points: 72
AC: 0 (special scale mail 4), +4 bonus
THAC0: 10 [+9]

Saves
D:3 W:5 P:4 B:5 S:5

CS: 99%
HG: 56%
MS: 50%

Weapons
Sword +2, Great Axe, dagger


Thorne
Thorne "The Wizard"
14th Level Wizard

Strength: 13
Intelligence: 18
Wisdom: 14
Dexterity: 16
Constitution: 11
Charisma: 15

Alignment: Neutral (neutral good)

Hit Points: 34
AC: 6 (Robe of Protection)
THAC0: 10 [+9]

Saves (+3, Robe of Protection)
D:5 W:6 P:5 B:8 S:5

Spells
First level: Detect Magic, Magic Missle, Read Magic, Shield
Second level: Detect Evil, Levitate, Locate Object, Wizard Lock
Third level: Fire Ball, Fly, Protection from Evil 10', Protection from Normal Missiles
Fourth level: Confusion, Dimension Door, Curse, Wizard Eye
Fifth level: Contact Higher Plane, Telekinesis, Teleport
Sixth level: Anti-Magic Shell, Disintegrate, Projected Image

Thorne is Red Sonja's wizard patron. He provides her with magical arms and armor. He is rather over-fond of attractive women.