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

Thursday, November 4, 2021

Review: Chromatic Dungeons, Part 3 The Gnoll Sage

Edited to add:  Here are all the parts to this series: Part 1Part 2Part 3, and Part 4.

Heading into the last of my three-part series on Izegrim Creations' Chromatic Dungeons game.  Today I want to review the first 5 issues of their Zine-like publication The Gnoll Sage.  What it adds to Chromatic Dungeons and what you can get out of these even if you are not a Chromatic Dungeons player.

The Gnoll Sage, #1 to #5

The Gnoll Sage

For this review, I am considering the PDFs from DriveThruRPG as well as the printed, digest-sized, soft-covers I received via Kickstarter.

Each book is 24 or so pages with Issue #5 coming in at 42 pages.  Color covers and black and white interiors. Each one is released under the OGL so a couple of pages go to the license statement.

On the surface, there is a strong influence from Dragon magazine, but not in the way say Gygax magazine tried to do.  The influence here is easily one of someone that had read and grown up on Dragon and wanted to recreate the feeling rather than the actual layout.  It serves The Gnoll Sage (TGS) well.  

The unifying thread through all these issues is the involvement of "Fleabag" the eponymous Gnoll Sage.  Not Phoebe Waller-Bridge (but that would be hilarious) but an intelligent, erudite, be-spectacled, and maybe a bit of a pacifist, Gnoll who presents topics from the issue/zine from their point of view.  I personally rather like it.  It fits well into the idea that no humanoid race in Chromatic Dungeons has a default alignment.  The funny part, for me at any rate, is I have often agreed with this idea on my blog EXCEPT for Gnolls.  Maybe I'll give Fleabag a try anyway.

Each zine has a main feature, usually depicted on the cover, and other details like some magic items, equipment, spells, and so on.  There is a comic section reminiscent of "Dragon Mirth" as well.  There is an editorial in each issue talking about the issue and what might be coming next. 

The material presented in each issue is overtly for the Chromatic Dungeons game, but it is all written in such a way, with extra notes when needed, that it can be used with just about any 80s or 90s versions of *D&D or any clone that emulates them.  In particular, I felt they would be very handy to use with B/X D&D or Old-School Essentials. 

The Gnoll Sage #1
The Gnoll Sage #1

The first issue details the Mrav Covjecka, a group of insectoid/humanoid hybrids that need humanoid blood to nurse their brood. We get an "Ecology of" article as told to us by Fleabag. A monster statblock that can be used by any d20 based game including D&D 5. 

There is also a brief adventure featuring the new monsters.  There is the humor section, some new magic items, some NPCs you can meet, a section of new spells and upcoming topics in future books. 

There is also the OGL statement at the end.


The Gnoll Sage #2
The Gnoll Sage #2

In this second issue we are given the Animist class which is designed to replace classes like "the Witch doctor" or Shaman or even "Spirit Guide."  This is a good thing since the term Animist encapsulates all of these ideas. It is a divine spellcaster in Chromatic Dungeons terms, but can easily be ported over to any other D&D/Clone.  It could also be tweaked and added to D&D 5 if you like.  The class and all it's powers take up 18 of the zine's 28 pages.  I have not played it yet but it looks pretty solid.

The remainder of the book is given over to humor, the look forward, and a copy of the OGL.


The Gnoll Sage #3
The Gnoll Sage #3

The third issue of The Gnoll Sage gives us the ecology of a monster introduced in the Chromatic Dungeons hardcover, the Mushropod. In the Ecology Of article, we get more details from our Gnoll on the Scene, Fleabag as they let us know what they have uncovered about the sentient mushrooms.  Again the stat block reminds me of a 5e one, but everything here lends itself well to use of any 20th century D&D or clone.

There is a very brief adventure featuring these guys, some humor, three new magic items, some new NPCs, and a new spell. We end with the State of the Business note from Waibel where he mentions his Rise of Authur project.  If you follow him at all online now (late Fall 2021) you have seen the characters he has been working on. 


The Gnoll Sage #4
The Gnoll Sage #4

Now here is one I was quite excited for.  This issue introduces us to the Psionist class for Chromatic Dungeons or any other clone.  We start with some fluff with Fleabag and the aftermath of the Mushropod attack from the last issue. Fleabag describes a unique "spellcaster" they had met who what not a spellcaster at all. We then get into the class proper.  Now I am very particular about my psychic and psionic using classes. Even to the point where I have a preferred term (it's "psychic" btw) and I need them to be very different than my spell-using classes. Also if their powers can be built up over time with disciplines, then all the better.  This class satisfies two of those three. The class is flexible to use just about anywhere and easy to introduce. In fact, with the most minor of tweaks, a 5th Edition class can be found here. The psionist can choose one of three disciplines; Psychometabolism, Telekinesis, and Telepathy.  There are powers with each one and they grow as the character levels up. 

We also get an ersatz Mind Flayer in the Mind Eater and some comics.  In the State of the Business, we learn this was the last issue of the original four set, with issue #5 coming as a stretch goal.


The Gnoll Sage #5
The Gnoll Sage #5

This issue is the last of the Kickstarter issues and also the largest so far at 42 pages.  This issue covers the Ecology of the Orc and sets out to challenge our notions, or at least stereotypes of orcs.  This is introduced in the starting fiction with Fleabag challenging the party to think about what sorts of orcs they might be dealing with.  What follows is a very long Ecology Of and details of seven very different Orc clans.  

In the Ecology Of we learn the basic structure of an orc clan including numbers, leadership, and organization.  What follows are descriptions of seven example clans.  They are, briefly: Small Clans are the various orc clans represented in pretty much all other RPGs.  The Iron Shield Clan, a group of orcs more interested in making weapons, and selling them, than using them. Yellow Fang, a group of plains orcs that wear the skins of their enemies as clothing. Chaka Plains orcs are not pacifists per see, but understand the value of life and death and respect it. Meet them peacefully and you will be respected, meet them with violence and they will happily escort you to your next life. There are the sea-faring orc pirates and privateers of the Red Sails, but they only attack the wealthiest of ships.  There are the imperialistic and arrogant orcs of the Baildan Daguulalt (Empire) that combine the best, and worst, characteristics of Imperialisy Britain and the Roman Empire. They are brilliant and utterly convinced of their own superiority, in fact they made the cover.  Finally the orcs of the Silver Glacier might be the most dangerous of all these clans. 

That is a lot! There are still a couple of magic items, some comics, new spells, and some hints about the next issue and a new class The Commander.

Each issue runs for $5.00 for the PDF and $6.00 for the print or print/PDF combination. 

Their digest size makes me think they will fit in well with the newest versions of Old-School Essentials or Swords & Wizardry. So even if you don't play the Chromatic Dungeons game, these are still great resources.

Wednesday, November 3, 2021

Review: Chromatic Dungeons, Part 2 "Advanced" Rules

Chromatic Dungeons RPG

Edited to add:  Here are all the parts to this series: Part 1Part 2Part 3, and Part 4.

Today I want to cover the big game in the Chromatic Dungeons line.  I call it the "Advanced" game, but the name on the cover is just Chromatic Dungeons RPG.

Note.  I do want to point out that nowhere in the game nor in any online conversation has Roderic Waibel or Izegrim Creations called these rules "Advanced."  This is just what I am calling them to differentiate them from the Basic Rules.

Again for this review, I am considering the hardcover I got as a Kickstarter Backer and the PDF from DriveThruRPG.

Note 2: I'll make allusions to the Basic game here.  This is only to describe how these rules go above and beyond the basic rules.  At no point in these rules did I see something that had you refer to the Basic rules for more details.  This rulebook is complete on its own.

Chromatic Dungeons RPG

330 pages, hardcover, color cover art, black & white interior art.

If the Basic Game was meant to invoke feelings of the 1981 Moldvay Basic set then this book is clearly influenced by the earlier AD&D 1st Edition core rules. It is a hardcover for starters, larger, and provides more details for playing a CD game.

The rules are largely in line with and much more compatible with each other than say Basic D&D was to AD&D.  This is one of the biggest reasons I was excited about this particular game.  Back in the day we played D&D and AD&D interchangeably and tried to deal with the rule contradictions the very best we could.  Here those contradictions do not exist except in the way that specific rules override general ones.  Characters are more detailed, as are spells, monsters, and a host of other options, but never in a way they feel contradictory to the Basic Rules.  Characters can move fairly freely between the games. 

Ability Scores are chosen the same way 4d6 and drop the lowest.  Here the general modifiers of the Basic game give way to specific ones for each ability and subscores, ie. to hit and damage adjustment for Strength, number of spells for Intelligence, followers for Charisma, and so on.  Ability Checks are handled in the same fashion.  Scores still cap at 18 for rolls or 20 with bonuses, but the charts go to 25 for the use of exceptional characters and monsters.

Ancestry covers what species you were born into. Dwarves come in Hill, Mountain, and Deep varieties. Elves can be High, Wood, or Deep. Humans and Halflings are back and joined by Gnomes.  A table of alternate Ancestries is also given so you could play Gnolls, Centaurs, Orcs, or Goblins to name but a few.  The system is simple enough that almost any sort of ancestry can be used.    

Ancestry

Heritage, like the Basic game, covers the character's upbringing. This chart is the same as the Basic game, but expanded with more types.  

Character Classes.  This is the first of the really big changes. Where the Basic game has only three basic character types, this one has four major class groups with many sub-classes underneath.  The feeling is that of Astonishing Swordsmen & Sorcerers of Hyperborea or AD&D 2nd Edition to be honest, with maybe just a touch of 5th Edition D&D.  Each group shares an advancement table for HD calculations and to hit bonus along with a shared Saving Throw table.  All groups share the same single XP per level table as per D&D 3rd through 5th Editions.

The first group is the Divine, which gives us Clerics and Druids. Divine Spellcasters are limited to 7th level spells.  Warriors include the fighter, berserker, ranger, and paladin.  Rogues are the most diverse lot with thieves, assassins, bards, and monks.  Magic-users are arcane spellcasters and they get spells to 9th level.  They include the Wizard and the Sorcerer which is a spell-point-based spell caster. Like the sorcerers of 3rd to 5th edition, they have a bloodline and some examples are detailed.

Multiclassing and Alignment are the same here as the Basic game.  The unified XP chart makes multiclassing easier. Alignment is a three-point system of Law-Neutrality-Chaos. 

Equipment is next. Very similar but expanded over the Basic game. 

Spells is the next largest section of the book and also one of the three that gets the most changes.  Spells are split out into classes with the Divine first (Cleric then Druid) then all the Arcane spells. The spells are all listed out alphabetically.  Included now are staples like Area of Effect, Components, casting time, and saving throws. Each spell also has a school listed. 

Spells with Dean Spencer art

How to Play covers the game. This is roughly similar to the Basic Game, but it is expanded.  Saving Throws are now added to the game. They are an interesting remix of Basic/AD&D and D&D3 style saves.  More on traps, diseases, and hirelings are covered here. 

Combat gets its own section.  Here initiative is back to a d20 (not the d10 of the Basic game). 

The Campaign deals with adventures, granting XP and what kinds of monsters can be found where. It ends with a sample play session.

The Bestiary is the last of the three big changes. Not only are all the monsters expanded on, but there are also more of them.  The monsters are still sorted by categories or groups, but now there are more. There are Beasts, Demons, Devils, Dinosaurs, Dragons, Elementals, Fey, Giants, Golems, Humanoids, Lycanthropes, Monstrosities, Oozes, and Undead. The stat blocks are expanded to give average scores for Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. Special Attacks. Special Defenses and Magic Resistance are all now included. 

Old School Monster art

As with the Basic game, many monsters do not have an alignment. Or rather their alignment is listed as n/a.  In the case of animals (Beasts and Dinosaurs), it is because they lack intelligence or awareness. Others like humanoids it is because the Game Master can choose what they want.  Notably, all Demons and Devils are Chaotic, Dragons are split between Lawful and Chaotic along the lines you think they are, Elementals are now properly Neutral, and Fey runs the spectrum.  We get the usual suspects here, nothing jumping out at me as new save for the Mi-Go (not new, but not usual) and the mushropod (sorta new, but certainly NOT usual). 

The Treasure section is also expanded. Included new are Sentient Weapons and rarity tables. There is a new section on crafting items including an ingredient listing with measures of rarity. 

We end with appendices of tables, blank character sheets, indexes, and our OGL statement. 

The PDF is fully bookmarked.

Like the Basic books, this book is filled with evocative old-school style art.  Some of it is from various stock art artists the Old-School community knows, but a good deal is original and new art.  Much of it is clearly influenced by 40 years of playing.  The art goes beyond "Euro-centric" D&D art and a variety of ethnicities, genders, and peoples are represented. 

Old School Art

Again like the Basic books this is really directed at and written for people coming into the Old-School RPG scene anew. While there is a lot to enjoy here if you are an old Grog, and the art, in this case, is a particular treat, the audience that will get the most out of this are a generation younger.  If you still have your original D&D books from the 1970s and 80s you will still find enjoyment here. Especially if you are like me and enjoy seeing the design choices of "D&D's Greatest Hits" here.

The book "feels" like AD&D 1st Ed. Or maybe it is a 2nd Edition clone if that game had been produced later.

Because of how it is built it also feels like nearly anything can be used with it from nearly any area of D&D's history.   

Who Should Buy This?

I said this yesterday about the Basic Chromatic Dungeons game, and it is true for this version as well. This game is a great game to introduce new players, new to RPGs or new to Old-School style games, to the ways of playing of the 1980s.  Sure it is not exactly how we did it, but it is a great compromise between Old and New school.  Finally, someone has made a "Basic" game that works great as an introduction to an "Advanced" game and one that works well enough on its own.  Yes, yes there is Old-School Essentials and Labyrinth Lord that have both Basic and Advanced options, but Chromatic Dungeons' Basic game is truly that, an introductory game, "Basic" and "basic" at the same time and it is the perfect introduction to this "Advanced" game. 

If you are like me and grew up on old-school games and now have a family that loves the newest version of the game then this is a good way to introduce them to old-school play.  OR if you are new school player and want to try your hand at some old school play, but want to retain some of the options that make the new games so attractive, then this is a great game for you.   

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I am posting this as part of this month's RPG Blog Carnival on Indie Games hosted by The Rat Hole.


Tuesday, November 2, 2021

Review: Chromatic Dungeons, Part 1 Basic Rules

Edited to add:  Here are all the parts to this series: Part 1, Part 2, Part 3, and Part 4.

The craziness that  is October is behind me now, time to settle in and read some books and do some reviews.  I have been planning to do this one now for some time and this feels like the best time for me.

For the next few days I am going to review the new Old-School Game on the block, Chromatic Dungeons from Roderic Waibel and Izegrim Creations.  Waibel ran a very successful Kickstarter for this over the Summer and the physical books and PDFs have been in my hands since the very start of Fall. I am happy to report I am very pleased with what I have received. I interviewed Waibel back when his Kickstarter was live so you can get an idea of the goals of Chromatic Dungeons.   I'll refer back to that to see how well his stated goals were met for me.

Chromatic Dungeons

Let me begin with noting that that there three distinct reviews I am doing here this week.  The first covers the "Basic Rules" made up of Player's Book and a Monsters & Treasures book.  The "advanced" or full game of Chromatic Dungeons will be tomorrow. Finally a zine-like product, The Gnoll Sage, will be after that.

Chromatic Dungeons, Basic Rules

Basic Rules, Player's Book. 86 pages, soft-cover, color cover art, black & white interior art.
Basic Rules, Monsters & Treasures. 58 pages, soft-cover, color cover art, black & white interior art.

Chromatic Dungeons, Basic Rules

For this review I am considering the two soft-cover Basic Rules books and PDFs.  

The Basic Rules of Chromatic Dungeons consists of two books a Players Book and a Monsters & Treasures book.  The material for the Game Masters is split between the two books.  Players only need the Player's book, but the GM will need both.  Considering the prices of the books this is not a problem.

The guiding principle for Chromatic Dungeons is to provide an old-school ruleset, say circa 1981, but still have some new school sensibilities.  Because of this it does not make much sense to call Chromatic Dungeons a "retro clone."  It is an old school game yes, but the rules inside are an interesting mix of old and new school mechanics.  I will point these out as I move through the text but to put the major selling point up front, this is the game you are likely to have the most success with when introducing old school play to newer players.  I will detail more (and a few more times) as we progress.

The Basic Rules are designed to introduce new players to the CD game.  It has a lot in common with it's progenitor game, Dungeons & Dragons, in particular the 1981 Moldvay Basic set.  It is written for people that have never played before.  This is still a good thing since one of the goals I believe of this game IS to introduce new players to old-school gaming.  

Basic Rules, Player's Book
Basic Rules, Player's Book

We get an Introduction and Forward that helps explain the nature of this game, but also to set the stage for what we will see. The author wants to make it plain up front that this is an inclusive game and that everyone should feel welcome to it.  This includes a brief overview of the game and a brief glosary of game terms to get everyone going.

Character Creation is first with the character concept and the rolling of ability scores.  The method used here is 4d6, drop the lowest and arrange to suit your concept. This strikes a good balance between getting the character you want and old-school randomness. Want 3d6 in order? That game was already written and likely you already have it.  After this you choose your Ancestry (and Heritage), Class and get equipment.  Lets go into some detail here.

XP per Level is covered first. Each class uses the same XP value much like you see in 21st century D&D games (3rd Edition and beyond).  This has a number of advantages of course.  Multi-classing becomes easier and it helps keep level progression fairly even.  Also it helps the intended audience, new gamers, become acclimated faster.  (Editorial aside: I have taught many players whose first experiences were 3e, Pathfinder or 5e and they adapt to differing XP level charts fine; often with an occasional reminder that the thief is higher level because of it. But still this is easier.)

Ability Scores are the standard six we are all familiar with.  Like the Moldvay Basic set the scores run 3-18 with simple modifiers they all share. Note. These mods are slightly different than what you might find in B/X, Labyrinth Lord, or Swords & Wizardry, so make sure you put them on your character sheet and don't go by memory.  A simple ability check system that is compatible with, well, really all sorts of versions of D&D/Clones is presented.

Note in this version of the Chromatic Dragons game there are no "Saving Throws" but rather specialized ability checks.  For example to "save" against some mind affecting magic you need to make a Wisdom check.  This actually works rather well in my mind.

Ancestry and Heritage is the system used to replace the antiquated notions of "Race."  Essentially this is a "Nature and Nurture" idea where Ancestry is your genetic or biologic make up and Heritage is how and under what conditions you were raised.   For ancestry you can choose Dwarf, Elf, Halfling, and Human. Each has details common to members of the same Ancestry. Dwarves are short, live to 300 years or so, and also something called "solid build" which gives them the ability to reduce damage by blunt object by 1 point. Humans get to add 1 point to any ability score, elves don't need to sleep and so on.  Heritages are how you you were raised.  So this helps give players a bit of character creation control to that backstory in their minds.  You choose two heritages and the list can easily expanded.  For example you can be born a halfling and have all the benefits of the halfling ancestry, but maybe you lived in a a Dwarf community, so you have the heritages of "Crafting" and "Subterranean."

This is a great concept and one I would wholesale adopt for all my games in the future. It just works too well for me. But I do have a couple of nitpicks with how it is done here.  First under Ancestry everyone gets a language of their ancestry.  This is something I feel better goes under Heritage.  And there are some heritages that are better suited for ancestry.  For example my Halfling who grew up in the Dwarven community knows how to speak Halfling due to their Ancestry and has Infravision due their "Subterranean" heritage.  I can see "Dark Adapted" working, or even the ability to detect sloping corridors; but infravision feels like something you should be born with and languages are something that are learned later.  Again, a minor nitpick, but one I will adjust when playing.

Basic Rules Art
Character Classes cover the three basic classes; Fighter, Rogues, and Wizard.  Other 3-class games call these Warriors, Rogue (or Expert) and Adept, but the names in the book are more suited to this genre and make translations to the "Advanced" game easier.  Each class get an ability bonus, much like you see in newer games.  So fighters get a +1 bonus to Strength, Constitution, or Dexterity.  This can be easily rationalized as training. Each class also gets a set of abilities.  Note, the Rogue abilities are presented using the same system as all other ability checks.  They get bonuses for particular abilities; same name as the thief abilities of other games.  Each level they gain 6 points to improve their 9 abilities as they choose (reminds me of 2nd Ed AD&D's Rogues).  I do rather like this, yes it is different from the multiple subsystems that was either the curse or the charm of old-school games (depending on your point of view) but it also makes for a speedier game.  Wizards for this game cover wizards, magic-users and clerics.  Another small nitpick, since there is the Advanced game, I would have called this class a Magic-user, and then when the classes are separated out in the Advanced game called the Magic-users Wizards.  But again, this is minor.

Alignment is a basic, or rather Basic, affair of just Law, Neutrality and Chaos. 

Equipment covers everything you can buy.  I remember running some friend through the Keep on the Borderlands years decades ago and they spent the entire adventure shopping in the Keep and trying to get deals.

How to Play covers all the Basic rules starting with movement.  Movement scale is closer to that of newer, 21st century forms on D&D. We also get good coverage on time, vision, stealth and more.  Discussions on what you can do on your turn are detailed.  At this point we have read a little about about combat, but not all of it. That comes up now with initiative.  Here we are using a hybrid of Basic and 2nd Edition inspired initiative sequence.  We also get Morale another Basic/2nd Ed hybrid, but based on a max score of 10 as opposed to 12 (Basic) or 20 (2nd Ed). 

Armor class is Ascending, not Descending.  This is good since it gets rid of the need for attack tables. Characters have an attack bonus and they roll vs. AC. 

Experience Points are pretty much the same as seen in earlier versions of D&D.  A bit on creating adventures is given and a sample adventure is provided.

Wizard Spells follow.  Since there is only one spell casting class, all the spells to 5th level are here.

We end with a blank character sheet, Appendices of tables, sample characters and a combat quick guide.

Basic Rules, Monster & Treasure
Basic Rules, Monster & Treasure

This book is primarily for Game Masters.  

The bulk (2/3) of the book is about monsters.  It starts off with what the descriptions of the monsters mean, how to read the stat blocks and so on. The stat block is pretty similar to what is found in *D&D circa 1981, so reading or even adapting to other games is easy.  While XP values are listed Treasure type is not. 

There is a section on special monsters, such as having the abilities of a character type or class. As well as assigning numbers for ability checks for monsters.  Something that will be easier in the "Advanced" version of the game. 

The monsters are grouped by category rather than all alphabetical. The Categories are Beasts, Dinosaurs, Dragons, Elementals, Fey, Fiends, Giants, Humanoids, Lycanthropes, Monstrosities, and Undead. Nearly all the usual suspects are here. 

Some monsters are given the alignment of "n/a."  This is typically true of creatures that are too unintelligent for alignment such as dinosaurs, or humanoids that can be any alignment.  I do think for creatures like beasts, dinosaurs and elementals that "neutral" would have been fine and for humanoids "any" would have worked.  Fiends are all Chaotic and so are most of the Dragons, Giants, and Undead.  

The Treasure section covers not only magical treasures as expected, but gives us an alternate treasure type system based on the monster's HD.  So not dissimilar to 3e or 5e. 

Both Books

Both books are filled with evocative old-school style art.  Some of it from various stock art artists the Old-School community knows, but a good deal is original and new art.  Much of it clearly enfluenced by 40 years of playing.  The art goes beyond "Euro-centric" D&D art and variety of ethnicities, genders and peoples are represented. 

Both books are really directed and written for people coming into the Old-School RPG scene anew. While there is a lot to enjoy here if you are an old Grog, and the art in this case is a particular treat, the audience that will get the most out of this are a generation younger.  If you still have your original D&D books from the 1970s and 80s you will still find enjoyment here. Especially if you are like me and enjoy seeing the design choices of "D&D's Greatest Hits" here.

Both PDFs are fully bookmarked.  Both books are fully OGC.

This game is a great game to introduce new players, new to RPGs or new to Old-School style games, to the ways of playing of the 1980s.  Sure it is not exactly how we did it, but it is a great compromise between Old and New school.  This game is also the perfect introduction to the "Advanced" game of Chromatic Dungeons.  Finally, someone has made a "Basic" game that works great as an introduction to an "Advanced" game and one that works well enough on it's own.  Yes, yes there is Old-School Essentials and Labyrinth Lord that have both Basic and Advanced options, but Chromatic Dungeons' Basic game is truly that, an introductory game, "Basic" and "basic" at the same time.

Tomorrow I'll talk about the full Advanced game.

Thursday, September 30, 2021

Review: Lands of Adventure (1983)

Land's of Adventure by Lee Gold
Lands of Adventure has always been something of a Holy Grail item for me.  I knew very little about the game and much less about the author and designer Lee Gold.  However, the cover art was striking and different from anything else I had seen before that my curiosity only grew and grew.  Later on, I began to learn who Lee Gold was and her contributions to the RPGs and geek/nerd culture in general, namely via Alarums and Excursions, that game went from a passing curiosity to an "it's on the list" item.

I am happy to report that not only is Alarums and Excursions still active, so is Lee Gold, having spoken with her briefly over the summer.  After that my "it's on the list" item moved to the top of my list.

Circumstances seem to hit me just right. I had seen a huge increase in my sales and a shrink-wrapped copy had been offered for sale.   I had the opportunity and I had the cash.  The price might have been higher than I would have normally spent, but any buyer's remorse I might have had was quickly evaporated once I got this boxed in the mail and opened it up.  I am not sure what my expectations were, it had been "on the list" for so long, but now I have it and I am really thrilled with it.

Lands of Adventure (1983)

Lands of Adventure by Lee Gold was published by Fantasy Games Unlimited in 1983.  The boxed set came with the Lands of Adventure Rule Book (32 pages) and a Culture Pack (28 pages) that cover Mythic Greece and Medieval England. The back cover of the rule book has a character sheet. example and the box came with one character sheet on heavy paper/light card stock that can be copied.  Which I did.

The box also included some "micro dice" two d20s (white and green) and two d6s (green, with pips). The d20s are numbered 0-9, 0-9, so good for d20s or d%s.  I say good for them, but in truth, they are too tiny for me to read anymore! So I am going to dig up some others to use.

dice with character sheet

The books show their wargaming roots with sections numbered as 1.0, 1.1 all the way to 28.1.  The Culture Pack follows suit, but the numbers here are tied to core rules.  So section 1.1 of the culture section refers also to section 1.1 of the core rules. The Culture Pack section are prefaced with a code letter, which I discuss below.

Note on the art.  The cover art for the box and the books is all done by Bill Willingham and it is some of the best art I have seen of his. I do believe it is one of the best covers for a game I have seen. Certainly, it was the best cover of the time. The book covers are no less impressive for their old-school black and white.

Bill Willingham art

Seriously, that medusa is 10x better than any medusa art I have seen in D&D.  The interior art is by Michael Kucharski. His art is good, though not at the level of the covers. Note. Both artists have websites and both artists have, since this book, gotten to be fantastic artists.  Both also did their own versions of Doctor Stange[BW, MK], so maybe I need to roll up a Doctor Strange-like character for this.

In all cases, the art fits well with the books and the content.

Core Rules

The rulebook begins with a word from the author.  Of note Gold mentions using The Palladium Book of Weapons & ArmourThrough Dungeons Deep: A Fantasy Gamers' Handbook, and encyclopedias of animals. 

Character creation is the big piece of the first book with 11 (yes Eleven!) character attribute traits, though only about half of those are random. The others are derived.  The pure random characteristics are Craft, Talent, Appearance, and Strength. Derived characteristics are Dexterity, Voice, Intelligence, Prudence, Agility, Constitution, and Charisma.  So more than D&D, but far less than DragonRaid. You can also determine Gender and Height.  

Typically the traits are 1-20 which makes it good for converting on a d20 roll or a d% roll. Alternately there is a point-buy system where you can distribute 110+2d10 points across all 11.  I'd likely stick to the derived ones and use the points to build the completely random ones.  In this way, it is not all that different to say WitchCraft. Instead of 110+2d10, maybe 45+1d10 or something for the purely random ones (range: 4-80) and derive the others as normal.

Other details include the Culture Technology Level and modification due to races other than the default human are given. 

Up next (1.1) is Piety.  Various actions are given that adjust this score either through pious or blasphemous actions. This aids in forms of magic.   

2.0 covers measuring Vitality. For the people that really enjoy complexity in their combat there three types of "hit points" in use in this game. They are Energy Points (EP), Body Points (BP), and Life Points (LP).  EPs are lost due to magic or extra actions, BPs cover injury, and LPs cover grievous injuries.  Body Points are increased by armor as described later in the armor section.

3.0 Introduces the Skill systems. The characteristics above determine skills, which are the meat of the game really. There are 10 skill categories with some specialist skills.   These include Communication, Knowledge, Magic, Manipulation, Miracle, Movement, Observation, Persuasion, Weapons (Melee), and Weapons (Missile).  Each has its own method of calculation. Skill checks are % and roll under.  A roll of 1 to 10 is considered a Maximum success and considered flawless.  A roll of 96 to 100 is a Fumble. 

Specialized skills are well, pretty much that.  But for every 10% increase in a Specialized skill, there is a +1% increase to the category. I have not seen that before.   Categories though are Hard, Normal, Easy, and by Weapon.  So improvement in say use of a sword by 10% your ability to shoot arrows increases by 1%.  There is a rough logic here. Categories determine how long it takes to learn a skill and how they can improve. 

The next sections cover all the skills and their specialties.   For example, in section 6.0 we learn there are four categories of Magic; Compulsions, Illusions, Enhancements, and Energy.  Section 8.0 Miracles is set up in a similar manner. 

Oh, oh it's Magic!

Section 12 covers our weapons and how to use them.  Section 13 covers defense.  Relating combat as skill is of course a feature of many games outside of the D&D world.  Section 14 covers equipment.

What's an old school game without a list of weapons?


Section 15 covers time.  1 Phase = 2 seconds, 1 round = 12 seconds (6 phases), and 1 minute = 5 rounds (30 phases).   Skill time is measured in phases and rounds.

Section 17 covers magic in more detail, where Section 6 just details magic as a skill.  There are no "spells" as in D&D per se (see below), but how much power it takes to perform certain example feats of magic.  It reminds me a bit of what we would much later get in White Wolf's Mage or Eden's WitchCraft.  In 17.9 some examples of "spells" built with the rules above are given.  Section 18 covers spellcasting.  Doing a Doctor Strange character is making more and more sense. Much like we will see later on in games like Mage, the four categories of magic can be combined in different permutations to make different spell effects. 

Section 19 covers all sorts of Daemons, Demons, and Gods. This is followed quickly Section 20 on Miracles which is given similar coverage that Spells received.  Section 21 gives us Thaumaturgists or mages with quasi-priestly powers. Section 22 likewise gives us Diabolists.   Miracles rely on the beings from Section 19 to work.   

Section 23 covers the basic stats for animals. Section 24 does the same for humanoids, 25 for Dragons, and 26 for types of undead.   None of these sections have the detail as one would see in a monster manual, the assumption being that you would create your own monsters or rely on the Culture Packs. 

Undead

We end with a very complete index.

The rules feel incomplete to be sure, but I am certain there is a playable game here.  I might be mentally filling in the blanks of what is missing with knowledge of other games and what they would do.

Culture Pack

The intent of the Culture Packs was to provide a "Game" world for the characters to play in.  While not specifically addressed, the assumption was I felt that these would be separate.  Separated by time as they are in the real world.  This is different than the take of Man, Myth & Magic which has all of the Mytho-Historical worlds existing together.  There is a bit higher level of scholarship in our two worlds than what is typically seen in say Man, Myth & Magic.

It is explicitly stated that there would be more Culture Packs, but sadly no others were made.  I could easily see Viking Age Northmen, Knights of Charlemagne, the Roman Empire, and Edo Period Japan.  In fact, given Ms. Gold's previous game, Land of the Rising Sun, Edo Japan seems like an easy choice. I might have to have a look as Land of the Rising Sun and see if I can divorce it enough from Chivalry & Sorcery roots to make a "Culture Pack" for it.  Gold would go on to write the GURPS Japan supplement.  Likewise, the Viking era also seems like a given the Vikings game she did for I.C.E. later on.

This Culture Pack covers Mythic Greece and Medieval England. With each getting half the book.

Layout-wise the two sections follow the same pattern and the pattern set up in the Core Rules. As mentioned the Section numbers match those of the Core book.  "C" is used for Mythic Greece (see below) and "M" for Medieval England.  So in the Core rules, 1.0 covers humans with 1.0b nonhumans (like Elves, Dwarves, Giants).  Section C1.0b covers centaurs, giants, and various nymphs. Section M1.0b cover faeries and picts.  

Mythic Greece is given the title "Children of the Gods," thus the "C" in the section numbering.  I approve, I used the same title (though without knowledge of this book) for my own coverage of Greek myths and Classical witches in Children of the Gods. This Culture Pack covers Ancient Greece before the Trojan War.  The rules here make subtle changes to the Core rules as well as some additions. The big feature here naturally is the inclusion of more gods, festivals, and other creatures. 

Children of the Gods

Medieval England moves the action North and about 2,000 years or so in the future, about the time of the Fall of the Western Roman Empire in England or 1070 CE.  Coverage is given for England of the time.  So one of my favorite topics, the confrontations of Christianity and the "Old Religion" of Celtic Paganism.  So tips are given for role-playing as well as various rule changes. The formula used here to build the Culture Packs is very effective.  Had this game been more successful I would have loved to have seen more. 

Medieval England

Interestingly enough, much like my own Children of the Gods did with her Mythic Greece, there are connections here between her Medieval England and my other Basic Witch book, The Craft of the Wise.  The connections are pretty obvious.  We were reading the same research at the time/from the time.  We both went into the coverage of Greek Myths by Robert Graves. For Medieval England, there are certainly a lot of material she could have used, but she also picked a few that were also on my list like the works of Margaret Murry ("The Witch-Cult in Western Europe") and poets like Kipling.  It makes me wonder how my own books might have been different if I had seen Lee Gold's interpretations first.  As suspected the Magic sections cover witches, familiars, and coven casting.  All of it is very much right out of Murray's books.  I have to admit I was a touch surprised not to see Frazer's "The Golden Bough" in her list of research.

English Dragons


Afterword

Lee Gold is still very active in producing Alarums and Excursions and she still plays Lands of Adventure with her group. I spoke to her over the summer and she is fantastic.

The game does have a "collected notes" feel to it as other reviewers have mentioned. That doesn't detract from a very fascinating, if involved game.  I am certain that with Gold as a Game Master it is all quite fluid and dynamic, first time GMs will be spending a lot of time looking up formulas and a lot of pre-game prep building monsters, NPCs and the like.

I paid quite a lot for this game in it's original shrink wrap and I have to say I am not disappointed.  It is such a fascinating snapshot of one designer's passion.  While this could be construed as a "vanity project" it is not overly so.  Lee Gold is obviously a great game designer.  The diamonds of this game though are still hidden under a lot of coal. 

I hope to spend some more time with it soon.

Unboxing Pictures

It's rare I get something from the 1980s still in shrink.  Let's take it in.

Lands of Adventure, still undiscovered.

Lands of Adventure, still undiscovered.

Tiny, tiny dice

Lands of Adventure books


Links

Wednesday, September 1, 2021

Character Creation Challenge: NIGHT SHIFT Night Companion

The Night Companion
We are getting down to the wire here on The Night Companion

Today's character comes to you all via the Night Companion rules and a challenge from my friend Greg to rebuild his Ghosts of Albion playtest character using the NIGHT SHIFT rules.

The Game: NIGHT SHIFT, Night Companion Rules 

The Night Companion has a number of alternate rules for character creations including a point-buy system and new character types.  I figure I will show off the Immortal rules here and how they work with NIGHT SHIFT RAW.  I am also using the point-buy rules to "check my math."

The Character: Valerie Beaumont, the Immortal

Lady Valerie Beaumont has "haunted" my games for years.  She was a playtest character created for Ghosts of Albion by my friend Greg Littlejohn.  We have run games for each other off and on over the last 20+ years.  He is a great person to give a test game to and tell him "to break it."  There was an alternate combat system that almost went into to Ghosts but did not thanks to him! 

Valerie was also later used when we were playtesting the first round of Doctor Who Adventures in Time and Space.  Little known fact.  A lot of the Ghosts of Albion playtesters were also playtesters for Doctor Who.

Valerie, being immortal also was part of my Spirit of '76 campaign and will be part of Black Star where she will be Captain of the USS Mystic

76 is the past and the Mystic is the future, but here is Val now, living in 2021 in one of the Night Worlds of NIGHT SHIFT.

Valerie Beaumont in 1976
Valerie Beaumont in 1976
Valerie Beaumont
5th Level Survivor/10th Level Sage (Immortal)

Base Abilities
Strength: 12 (0)
Dexterity: 16 (+2) 
Constitution: 14 (+1) 
Intelligence: 21 (+4) P *
Wisdom: 16 (+2) s
Charisma: 16 (+2) s

HP:  5d4+5 / 10d6+10
AC: 9
Fate Points: 1d10

Check Bonus (P/S/T): +8/+5/+3
Melee bonus: +6  Ranged bonus: +8

Saves: +3 Death Saves and area effects. +5 to saves vs. spells and magical effects.  She gains an additional +5 to all saving throws against magic, poison, disease, and death-based attacks due to her immortality.

Immortal Powers
Unique Kill: Virginia Dare (See Below)
Immortals regenerate 1d8 hit points every minute. 
+3 to Intelligence

Survivor Skills
Open Locks: 115%
Bypass Traps: 110%
Sleight of Hand: 120%
Move Silently: 120%
Hide in Shadows: 110%

Hair: Red
Eyes: light-green
Height: 5'7"

Spells
1st level: Magic Missle, Glamour, Sleep
2nd level: ESP, Produce Flame, Suggestion
3rd level: Clairvoyance, Haste, Water Breathing
4th level: Arcane Eye, Phantasmal Killer

Immortal Arcana
Innate Magic: Suggestion (x3 per day)
Enhanced Senses

Valerie was born in 1569 and is immortal. She was a young English girl that made her way to the new world in the year 1585.  She came to the new world and settled in the Roanoke Colony where she lived for a couple of years.  Then something happened.  She was caring for the young Virginia Dare and then woke up several days later and several miles from home.  When she had managed to return to the colony, everyone was gone.  She also discovered that she was immortal and was certain that the two were somehow linked.

Valerie spent the next few years roaming the new world.  She learned magic from some of the few true witches in Salem and more from the indigenous Native Americans.  

She has a ring on her right little finger that manages a glamour that "ages" her.  A gift from a former lover. Currently, she appears to be in her mid-40s.  Without the glamour, she appears as she did when she discovered her immortality, a young woman of 18.  Her mind though is as someone just over 450.

Shadow Steel Sword
She also carries a long thin blade made of "shadow steel" a rare form of steel that the Fae can use.  It can attack any supernatural creature, even ones that are incorporeal or shifted out of phase. 



Virginia Dare

When Valerie was brought to the American colonies her primary employment was with the Dare family to act as a caretaker to the newborn Virginia Dare.  When Valerie was separated from the colony all the other people living in the Roanoke Colony were gone, including Virginia Dare.  For years and even centuries, people claimed to have seen Dare, now grown into young adulthood and called the White Doe.  Many believed the sitings of Dare were nothing more than a myth.

That is, everyone except for Valerie.  

At some point around 1622 Valerie encountered Virginia living with the Powhatan in the forests of Virginia. At first, Valerie was elated to find Virginia, but this soon turned when Virginia blamed Valerie for the disappearance of the colony.  The two fought and discovered quickly that they could harm, even likely kill, each other.  Likely they would have if they had not been interrupted by British forces.  Over the next few centuries they would encounter each other and it would lead to fighting.  

Both Valerie and Virginia are immortals.  The only thing that can kill them is each other. 

Looking forward to doing some more with these two.

--

I have her start as a Survivor.  She was displaced from her colony and spent many years wandering the unknown wilds of the North American continent. Eventually, she picked up knowledge here and there about various occult matters in including some magic. 

I like this since it really shows off how flexible the multi-classing system for NIGHT SHIFT can be.  

Want to see more?  Pledge for the Night Companion on Kickstarter!

Thursday, August 19, 2021

ENnies Voting is now Open

The annual ENnies awards is now open for voting and as usual, there are a lot of great choices to vote for, or at the very least shop for.

I might get into my picks later on (have to see how long voting is) but for today I want to focus on one particular book and maybe convince you to consider voting for it.

Up for Best Adventure and Best Cartography is Halls of the Blood King for Old-School Essentials

Halls of the Blood King

I reviewed Halls of the Blood King last month and frankly, I loved it.  So it is great seeing it get some official recognition.  It would be even great if it wins.

It has some serious competition, in particular from the Alien RPG adventure.  But keep in mind that OSE is still largely a one-man operation of Gavin Norman.  Alien and Free League is a more traditional publisher.  So to say that OSE and Blood King are punching well above their weight class is not hyperbole. 

So, if you can make the time, give HotBK a vote for both Best Adventure and Best Cartography.

Wednesday, July 28, 2021

Review: DragonRaid

The DragonRaid RPG
I have been planning this review for a bit now, but upon hearing of the death of the creator, Dick Wulf, I am opting to move it up a bit. 

Full Disclosure: There is no way I can give this a complete review because I don't know enough about the source material.  I mean I know it, but not enough to for the level of play this learning game would require of me.

I have mentioned before that I have known about DragonRaid since at least the mid-80s. I was both amused and fascinated by it then.  When I learned more about it I was a little more impressed.

The Game

DragonRaid got a lot of grief in the gaming communities I was a part of.  I had some Christian gamer friends that thought it was a cheap attempt to capitalize on their faith and some even did not want to mix their D&D and belief.  As an Atheist, then and now, I thought it was interesting. As someone who was interested in psychology then and someone with degrees in it now I also thought it was an interesting way to learn something, in this case, Bible verses.  I always wanted to see the game for myself.   

One thing I have to keep in mind that this "game" is not really an RPG, but a teaching tool in the form of a role-playing game. 

The game's author and designer was Dick Wulf, MSW, LCSW, who is, as his degrees indicate, a licensed Social Worker and holds a Master's Degree in Social Work.  He had done a lot of work in psychotherapy and ministry. He also played D&D and Traveller. So it seems he actually likes and knows RPGs better than the guys who gave us Fantasy Wargaming!

Plus I have to admit the ads in Dragon Magazine always looked really interesting.  I mean seriously, that is an evil-looking dragon and should be stopped and those look like the brave warriors to do it. Even if they need some more armor*.  (*that is actually a point in the game! more later)

Ad for The DragonRaid RPG

A while back my oldest son and I saw this game at my FLGS and I told him all about it. He is also an Atheist (as everyone in my family is) and he wanted to get it so we could play the other, evil, side.  He wanted to do something with the dragons in the game (he loves dragons) and I of course wanted to bring witches into it (cause that is my raison d'être).   Plus this copy still had the cassette tape in it.  I mean that is just beyond cool really.  So yeah I grabbed it with every intention of having a bit of a laugh with it.

I might be a witch-obsessed Athiest, but I am also an educator and not really an asshole.

The truth of the matter is spending this past week with the game I just can't take a piss on it.  The author is just too earnest in his presentation of this game.  There is love here, and scholarship, and frankly good pedagogy behind the design.   I don't normally mix my professional education background with my game design work.  Yes, they can and they do mix.  But when I am writing a book on the Pagan witches for Old-School Essentials I am not trying to write a historical treatise on the pagan religions of Western Europe during the time of the Roman Empire.  I'll try to keep my facts in line, but I can't serve two masters. I have to write what is best for a game.

DragonRaid also doesn't serve two masters. It serves one and makes that work for both pedagogical reasons (to help young people understand Christianity and their Bible better) and game design reasons (to have a fun roleplaying experience). 

For this DragonRaid succeeds in a lot of ways.  For this, I simply can't do anything else but admire this game and its design.  So no playing dragons here, or me coming up with a witch class to fight the characters.  I might do that at home, but I am not going to be a jerk about it.

Besides look at everything, you get in this box! I mean seriously, this is some value.

The DragonRaid RPG Box contents 1

The DragonRaid RPG Box contents 2, Lightraider sheets

The DragonRaid RPG Box contents 3, so many books!

The DragonRaid RPG Box contents 4, counters

The DragonRaid RPG Box contents 5 documentation

I even got the cassette tape! I don't have anything to play it on though.

The DragonRaid RPG Box contents 6, and honest to goodness cassette tape!

What do you get?

New Player Briefing
Red cover, letter-sized. 16 pages.
This is the first book all players need to read over.  This includes the LightRaiders (player characters) and the AdventureMaster (GM).  The background is really kind of fun.  The world of EdenAgain is like an idealized Earth meets Narnia.  There are humans, regular (OnceBorn), and the TwiceBorn. The TwiceBorn are the ones that follow the Maker and Overlord (thinly veiled versions of "God" and "Jesus").  There is a lot cool details on how Abaddon and Kakia, both described as dragons here, have tempted the world to evil.  

I rather like the idea of this book.  A brief 16 page (large font) booklet to get new players into the game.  It is something that is usually handled by the "What is an RPG?" and "Introduction" sections of other games.  There is cool parallelism between this book and some of the intro to playing material found in Red Box/Mentzer Basic D&D.  Makes a lot of sense since both red books cover similar ground and have the same goals.

The World depicted here is a bit simplistic, but that is also by design.  The players are supposed to explore it all together.

DragonRaid World


Rulebook
Blue cover, letter-sized, 24 pages

The Rule book covers the Basic rules for all players. 
It covers character creations (thankfully we also have the worksheet for that), how to use the StarLot and ShadowStones, Ability checks, and the various forms of combat and armor.  I can't help but feel there was also a bit of a wargamer in Dick Wulf.  

The division of the books into Red and Blue does give me solid B/X and BE Basic vibes.  I am sure that Dick Wulf was familiar with those and chose to emulate their feel even if "Basic" and "Expert" are not really a good way to describe his books.  More like "Novice" and "Basic."  But the idea still holds.

The Light Raider Test 
Orange cover, letter-sized, 44 pages
This is the first of our adventures for the LightRaiders and it is in fact set up as a first mission. It is introduced in the New Player Briefing/Red Book.  Here it is a full-blown adventure complete with player handouts and cue cards for verses. 
Players have to rescue a LightRaider, fight a giant (or drink him under the table), and fight some goblins.  It is noted that any LightRaider that dies goes to Paradise. 
This adventure is fairly straightforward to the point of almost being a railroad.  Well...not quite. I mean the player's options are limited and a lot relies on random rolls.  I suppose as a new LightRaider and AdventureMaster this makes things a little easier.  There is another reason for this. The adventures have certain academic goals or learning outcomes.  These are usually met via the design of the game and altering these would mean the designer could not really tell if the learning goals were being met. Great for a curriculum, not ideal for an adventure. 

Rescue of the Sacred Scrolls
Light Green, letter-sized, 78 pages with 28-page insert.
This is the second adventure and it is much more expansive. Here the LightRaiders must brave the castle of the dragon Thuella and rescue the captive LightRaider Zekion and recover the two parts of the Sacred Scrolls.  Along the way, they can meet a unicorn (a type of angel here) and battle orcs and cave spiders. 

These adventures, minus the quoting of scripture, would make ok D&D-style adventures. There is not much in the way of treasure and the goals really are very different.  DragonRaid players learn through these the power their LightRaiders have via faith (and therefore themselves).  

At this point though it is very, very obvious who this game is marketed to.  All of the art is whiter than the Sound of Music. You would think that there would at least be a little color.  Note: There is one darker-skinned character figure in the cardboard character cutouts.  Still though. Pretty much mayo sandwiches on white bread with milk here.

DragonRaid Book covers


Adventure Master Manual
Green cover, letter-sized, three-hole-punched for binder, 124 pages

Pretty much what it says on the cover. This is Adventure Master's book. Unlike all the other books, this one is looseleaf and three-hole-punched.  This is likely because a.) the designer wanted the Adventure Master to have a place to insert their own notes (a good idea) and b.) a lot of educational materials in the late 70s and early 80s were produced this way.  Also, there is the notion that a lot of Bible study material came published like this.  How do I know?  Back when I was working my way through college I was a night janitor at a Southern Baptist church.  If I had not already been an Atheist then those people would have convinced me.   Sadly the box, while large and sturdy, is not big enough to put a three-ring binder inside.  

Some material is by necessity repeated here.  We get more background on the OnceBorn and the other creatures populating this world that are not LightRaiders.  The OnceBorn are slaves to the DragonLords.  They might live like kings but they are slaves according to the rules.  They may seem happy but they are not we are told.  Of course no matter how evil an OnceBorn might be we have to remember that they deserve redemption; so killing them is out of the question.  

This book also includes another adventure, "Adventure as the Castle of the Falls." This is to give the Adventure Master some practice having players using the WordRunes.  Like all good Game Master books this has a section on becoming a better Adventure Master.  Nothing gamers have not seen before, but good advice all the same for the starting Adventure Master.It is good the box comes with so many adventures since there is not really much in the way of guidance on how to create adventures.  The caveat I will toss out is there are a lot of adventures that can be bought from their publisher.  Another caveat is that this is still more adventures than I am ever likely to run or play with this game. 

There are some Difficulty level charts that are keyed to the various abilities the LightRaiders have. Nice, but not portable to other games really. There are some good ideas on various dragon attacks, but again they central to the mythos and mechanics of this game.  Doing anything else with them would require a lot of work. 

Lightraider Handbook
Yellow cover, spiral-bound, digest-sized, 140 pages.

Now this one is a very neat product.  It has all the rules and even some basics on the creatures encountered, but it is designed for the players to use at the table. It is spiral-bound so it lays flat at the table.  I know the costs are prohibitive, but I do wish more companies would do this.  OSRIC would be a fine choice for this to be honest.  In fact I made my own spiral-bound copy of OSE a while back for this exact same reason.

Spiral bound player's books


This book also contains all of the Word Runes the players will need.   The creature backgrounds (but no stats) are also a nice touch.  I guess that any D&D player, even if new, is going to come to the table with ideas of what a dragon, goblin, troll or orc are.  DragonRaid has slightly different versions of these.  Shorthand if it is not human or a normal (or talking) animal, it is evil.  Tieflings? No way! Elves are even evil here. Well. Maybe not evil, but certainly surrounded by evil beings, and to reclusive to do anything about the evil around them. 

DragonRaid Player's Guide


Audio Cassette Tape
Thankfully you can go to the official Lightraider Academy website to get the audio files from the tape. 

Two Dice
D10 (StarLot)  and a d8 (Shadow Stone).
I kinda like that they give each die a bit of character.  The clear d10 is your StarLot and it is the one you will use for most rolls.  The darker d8, the Shadow Stone< is the one the forces you are fighting will use.  There is an obvious bias here towards the forces of good. 

History of the StarLots


Additionally, the box contains:
  • Character Sheets
  • Character worksheets (I used a spreadsheet for mine)  
  • A Correction sheet
  • Letter from Dick Wulf, MSW
  • Registration Letter
  • Counters (Heroes, Dark Creatures, NPCs)
  • Battle Grid (x2)
  • Ad for “Spiritual Warfare Posters”

This company is all in on this game and I have to admit I totally admire them for it. 

Final Thoughts

As I discussed back in the Character Creation challenge, a lot of the very random rolls you make can really help define who your character is. That is great, but it also confines your character in certain ways.  There are ways to increase abilities you want over ones you don't want, but this game like many others, has you play to your strengths.  Sure in the early 80s people were fine to have a character only defined by the numbers on the sheet; today?  Not so much.  

I will admit that I never felt "talked down to" as a gamer while reading this.  Yes, it is designed for someone with far less experience than myself or my readers, but all the same, the advice in the game always came across as helpful and never condescending. 

Also, I never felt "called out" as an Atheist here.  Sure by the game's standards I am one of the DragonSlaves and even though I consider my life to be good, great even, it is not truly so.   Ok. Whatever.  I am also not as attractive as an elf, strong as an orc, or interesting like a tiefling.   Though my lack of experience with Bible verses and my complete lack of desire to ever memorize any will limit my involvement with this game.  Likely to just this review.

Fighting a Dragon in DragonRaid
The quality of the materials is top-notch.  I am not sure which "printing" I have, but no dates are past 1984 on my books and it still has the cassette tape.   I did notice when doing some research that my box did not have a copy of the purple cover "The Moon Bridge Raid" nor did it have the stickers.  Maybe because I didn't buy it directly from the publisher? Looks like that the Moon Bridge Raid is in later editions/printings and these also included a CD.  So I am really rocking it old-school!

Note: A little digging online tells me there was a newer printing with 1998 and 1999 dates on the books.  Likely this is the printing that had the CD.

Digging deeper EdenAgain seems to be a planet that humans crash-landed on.  Looking at the art one assumes it was only white people on the ship. They had a copy of the Bible on their spaceship.   So is this one a post-apocalypse game?  Could characters from my Star Trek: BlackStar or Star Trek: Mercy games find their way to EdenAgain?  I mean that is not to different than the Star Trek Discovery Season 2 episode "New Eden."  Except the people of New Eden, aka Terralysium, combined all of Earth's faiths including Christianity, Hindu, Judaism, Bahá'í, and Wicca into one.   Not very much in line with what DragonRaid would have wanted.  Discovery Season 2 was fairly heavy with religious symbolism. 

One thing implicit in the game is that all other creatures except for humans do not have souls and can't be saved.  I did not get a clear read on animals and talking ones in particular though I know the rules are in there somewhere.  So ALL creatures would be considered evil; in fact the manifestation of sins.  That giant destroying a village? Evil. Kill it! That dragon eating all the maidens in the country? Evil. Kill it!  That orc sitting on a rock picking his nose? Evil. Kill it! Sleeping baby troll? Evil. Kill it! Get the idea?  There are no shades of grey here.  A human OnceBorn in charge of a child slavery ring is not to be killed.  The goblin that did nothing else but let you know about it so it can be stopped has to be killed.   That goblin isn't a real living creature but sin-made flesh.  Which is kind of cool if you think about it, but also a little too conservative for my tastes.   Combat is physical and is lethal. Combat can also be spiritual.  

One facet of this game that can't be ignored is the production value.  While the art has not aged as well it is still objectively good.  The layout is clean and easy to read.  The material is grouped together well.  The redundant text isn't really redundant at all since this is designed to teach.  The box is sturdy as hell, and mine is still in fantastic shape.  No idea about the cassette tape, but everything else in the box is top-notch.  A spiral rules guide for the game table is something that makes so much sense other companies should have been doing it (I know...cost).   

While character creation can be a chore, the core rules are pretty simple.  Percentile rolls vs some cross-referenced charts based on abilities.  Roll high.  With players using the d10s, sorry, StarLots and the bad guys using the ShadowStones (d8) advantage always goes to the LightRaiders. 

In the end, I am glad I purchased this game even if it took me forever to do anything with it.  I am never likely to play it or run it, and while there are some great ideas here I am also not likely to mine it for any.  I have to give the late Dick Wulf major credit.  He had a vision and a love for this game and it shows on every page.

Links

Here are some collected links if you want to learn more about this game.