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

Monday, May 2, 2022

Monstrous Mondays: Greys (Zeta Reticulians)

Nice meeting of topics here today.  It is May which this year will be the start of my Sci-Fi month.  We have the normal May the Fourth celebrations, and Mayday for Traveller was yesterday.  Plus we get Star Trek Strange New World premiering this week.  AND there is a new D&D Spelljamer on the horizon. So there are a lot of great reasons to celebrate SciFi. 

I also just got finished with my A to Z Challenge for April where I did Conspiracy Theories.  I leaned heavily on a lot of UFO-based ones.  So my appetite has been whetted for more.  And today is Monstrous Monday!  So I thought I would bring all of these ideas together today into a special Monstrous Monday!

Greys (Zeta Reticulians)

Grey Aliens

Of all the alien species that have purportedly visited the Earth few are as popular as the Greys.  These creatures are also known as Zeta Reticulians since they supposedly come from the Zeta Reticuli star system, approximately 40 ly from Earth.  This is based on a drawing from one of the most famous alien abductees ever, Betty Hill.  

Greys are called such due to their skin color. The skin seems to be a uniform grey.  While some are depicted as not wearing clothes, others have suggested that they are wearing skin-tight suits of the same color as their skin to protect them from Earth's atmosphere.  They typically stand 4 to 5ft in height (1.2 to 1.5 meters), are hairless, with large black eyes.  They have no ears nor a nose, save for small slits or holes where such external sense organs would be.  Their bodies are small, thin, and somewhat elongated. Their heads however are large with large foreheads giving the impression of large brains inside. Their hands are long with long delicate fingers. They typically only have four fingers (three fingers and a thumb) per hand, though there are reports of "hybrids" that appear to be greys with human eyes and five fingers per hand.

They do not speak but instead communicate via a form of telepathy. 

Their purpose with humanity is still unknown.  They may not even know themselves just yet since all evidence seems to point to them observing and experimenting on humans. Their experiments in removing eggs and sperm as reported by abductees, and the existence of hybrid forms at least point to an interest in our reproductive abilities.  It is postulated that they are using humans to help deplete their own lessening numbers.

Grey (Dungeons & Dragons 5e)

Grey for 5e

Grey (NIGHT SHIFT)

No. Appearing: 3-12 (3d4)
AC: 6
Move: 30 ft.
Hit Dice: 2-4
Special: Cause fear, psychic abilities (chosen at random), telekinesis, telepathy, Can't use magic
XP Value: Varies

Greys are aliens from the Zeta Reticuli star system. They have enhanced psychic abilities, but are vulnerable to all forms of magic.  They never speak but communicate via telepathy.  A group of Greys are typically a scouting party with various scientists onboard their spaceship. They will abduct humans or cattle, do experiments on them, erase their memories and return them to where they found them.

Grey (OSR)

Frequency: Very Rare
Number Appearing: 1d4+3 (1d10+2)
Alignment: Neutral [True Neutral]
Movement: 90' (30') [9"]
Armor Class: 7-5 [12-14]
Hit Dice: 
   Scientist: 2d8+2* (11 hp)
   Monitor: 3d8+3** (17 hp)
   Leader: 4d8+8** (26 hp)
To Hit AC 0: 18, 16, 15  (+1, +3, +4)
Attacks: 0 or 1
Damage: None, stun 
Special: Cause fear, paralysis, mind blank, telepathy, vulnerable to magic
Save: Monster 3
Morale: 10 (10)
Treasure Hoard Class: Special
XP:
   Scientist: 35 (OSE) 47 (LL)
   Monitor: 100 (OSE) 135 (LL)
   Leader: 275 (OSE) 290 (LL)

Str: 7,9, 11 (-1, 0, 0) Dex: 16 (+2) Con: 14, 14, 16 (+1, +1, +2) Int: 22, 18, 18 (+5, +3, +3) Wis: 16 (+2) Cha: 14 (+1)

Greys come in three castes; Scientists, Monitors, and Leaders.  Scientists perform the experiments, leaders lead the missions, and are the fighters of the group.  Monitors are a blend of the two, acting as leaders amongst the scientists.  The castes are not hierarchical, they are designed so that each role is filled by the most capable individual.  A group of greys encountered outside of the ships will all be scientists with at least one member a monitor or leader. 

Greys have psionic abilities to cause fear, paralysis by touch (save vs. Paralysis or be frozen for one minute), and to erase the memories of their victims.   Scientists do not attack. They leave this to the Leaders and if needed the monitors. 

Additionally, greys have no concept of magic, they save at -2 against all spells and take an additional +1 point damage from magical attacks. 

--

I might tweak these a bit more, but so far they look great to me.

Tuesday, March 22, 2022

Review: Tome of the Unclean (Castles & Crusades)

Tome of the Unclean
Last week I spent a lot of time with the Castles & Codex series and it was great fun.  But there is another book that also works well with my universe building and it is not about the gods.  Rather quite the opposite.

Tome of the Unclean

Back in October of 2017 Troll Lords launched their Tome of the Unclean Kickstarter. With the idea to bring demons, devils, and other fiends to the Castles & Crusades game.  It would also work with Amazing Adventures (which is what I would end up doing later).  I was immediately hooked and knew I needed this book.

Fast forward to 2019 I got my book in the mail and I had been picking up the PDFs (they released as they were completed starting in Jan 2018) all throughout. 

I have just been really slow at getting my review up.

For this review, I am considering both the hardcover print version from the Kickstarter and the now final PDF from DriveThruRPG.

144 pages. Color covers, black & white interior art.

The book follows a format that is now common to many books about fiends.  A part that deals with Demons and Lords of the Abyss.  Another that covers Devils and the Legions of Hell. And a third, which often differs from book to book, covers other fiends of Gehenna and the Undead.  Adding in the undead is a nice touch in my mind and a value add for the book.

Demons & Devils

This covers the basic differences and how these creatures fit into the World of Aihrde, the game world of Castles & Crusades.  It also covers the basics of the monster stat block.

Lords of the Abyss

This is our section about Demons and the Abyss.  It cleaves pretty close to the AD&D standard with what I often refer to as "the Usual Suspects," so all the "Type" demons and succubi. The new material here includes Abyssal Oases which are areas that are habitable by mortal-kind that seem to come up at random.

Covered here are also traits about the Abyss and powers and traits common to all demons. 

The monsters are all alphabetical, so common demons are not separated from the lords.  There are a few lords present. Demogorgon and Orcus return.  But also Oozemandius (as a Juiblex stand-in) and Buer. Graz'zt is mentioned a few times, but no stats are given.  There are 32 total demons with four as lords.

Legions of Hell

This section follows a pattern similar to the Demons one.  The Hells are described, including the nine layers.  They have some new names and some differences, but if you are wed to the Ed Greenwood Dragon articles about Hell then there is not a lot to convert here.  

There are 53 devils, with 16 of these listed as unique Arch-Devils. There are more new devils here than there are new demons.  

Gehenna

This is our "Neutral Evil" plane in the Great Wheel cosmology of the world of Aihrde, taking the place of Hades or the Grey Wastes from AD&D.  This is home to the daemons.  Like the previous chapters, this covers the features of the land and it's inhabitants.  Reading through it is feels like equal parts of the Greek Hades and the Underworld of Kur in the Babylonian myths where Ereshkigal rules.  

Only four deamons are detailed here, with one, Charon the Boatman, as the only unique member.

Undead

The name of the book is the Tome of the Unclean. While demons and devils take up the vast majority of the book there is still some space for the Undead.

18 undead creatures are detailed here, most of favorites (but creatures Vampires are missing) and some new ones. 

Denizens. Fauna, & Flora

Covers various types of evil, non-fiendish, non-undead, monsters that can also be found.

We end with Aihrde specific information and our OGL page.

Tome of the Damned is a fantastic resource for anyone wanting more information on demons, devils, and their ilk for anyone playing Castles & Crusades.  In fact, if you are playing C&C and want demons then this is a must-have book.

The advantage of Castles & Crusades is that it can be adapted to AD&D or any OSR game easily.  So if you want more than what the Monster Manuals I & II can give you, then this book is also a good choice.   I f you are playing AD&D 2nd ed then this book will fill in many of the gaps left by that game.

Now, I have an entire library of books dedicated to demons, devils, and all sorts of evil monsters.  There were only a few things here actually new to me.  But I still rather enjoyed this book quite a lot.  It is a good addition to my Castles & Crusades library.

Castles & Crusades


Friday, February 25, 2022

Kickstart Your Weekend: Zweihänder, Sands and Old School Fun

A bunch of great Kickstarters this week so let's get to it.

The Valley Out of Time series for S&W DCC MCC

The Valley Out of Time series for S&W DCC MCC

https://www.kickstarter.com/projects/science-wizard/the-valley-out-of-time-series-for-sandw-dcc-mcc?ref=theotherside

This one looks like a lot of fun. Has a whole "Lost World" vibe to it and I love that shit. It was already planned for DCC, MCC, and S&W and now with the first stretch goal Pathfinder 1st Edition.

Zweihander Fantasy Horror RPG Starter Kit

Zweihander Fantasy Horror RPG Starter Kit

https://www.kickstarter.com/projects/zweihander/zweihander-rpg-starter-kit?ref=theotherside

I don't know a lot about Zweihänder. I know it is a clone in a sense of Warhammer Fantasy Roleplaying.  So I have been told to try this instead of Warhammer.  Creator Daniel Fox also takes credit for (rightly or not) taking down The Trove so that is a good thing in my mind.

This starter kit looks like a lot of fun and I think I am a good choice as a customer. 

The Sands of Despair: a D&D 5E and PF side trek

The Sands of Despair: a D&D 5E and PF side trek

https://www.kickstarter.com/projects/dlimedia/the-sands-of-despair-a-dandd-5e-side-trek?ref=theotherside

Recent seismic events unearth a long buried tomb in the desert, and the locals fear that a long dead tyrant's last words may come true.

Sounds fun to me! Plus I have been wanting to do more desert adventures. 

And the big one of the week!

Old-School Essentials Fantasy RPG Box Sets

Old-School Essentials Fantasy RPG Box Sets

https://www.kickstarter.com/projects/exaltedfuneral/old-school-essentials-fantasy-rpg-box-sets?ref=theotherside

Ok we all know what this one is. It's the biggest kid on the OSR block right now and after 2-3 days it is sitting on half a million dollars.  Not too shabby really.

I have everything for this already. But damn this is attractive.

Enjoy!

Tuesday, February 8, 2022

Review: Old-School Essentials Advanced Fantasy

Old School Essentials
Arguably one of the biggest success stories of the late OSR movement has been the publication of Old-School Essentials Classic Fantasy (2019) and Old-School Essentials Advanced Fantasy (2021).  Indeed I feel that OSE has supplanted Swords & Wizardry, the darling of the middle OSR movement as the old-school game of choice.  It is the old-school game of choice here in my home game, alternating between it and D&D 5e, and seems to be the most talked-about game in the old-school discussion areas. 

This is all with good reason.  OSE is well designed, superbly organized, and has wonderful art.  There is a minimalist approach to the rules and presentation that does not detract from the experience, instead, it rather enhances it.   You can see my enthusiasm in my review of the Old-School Essentials Classic Fantasy Boxed set back in 2020.   So imagine my surprise when I learned I had not given OSE Advanced a proper review yet.

I have detailed my introduction to D&D many times here. But briefly, my "first" D&D was a poorly copied version of Holmes Basic with an AD&D Monster Manual.  My first "true" D&D, the one I could properly call my own was Moldvay Basic/Cook & MArsh Expert (commonly referred to as "B/X").  I would over the course of a year or so add in elements of AD&D.  Most importantly the Deities & Demigods, the Fiend Folio, and a copy of Eldritch Wizardry.  *My* D&D was always a mish-mash of Basic D&D and AD&D.  I later discovered that my playstyle was not at all unique.

Old School Essentials Advanced Fantasy Edition really strikes at the heart of what this sort of play was like.  The familiar and easy Basic/Expert rules with AD&D layered on top.  Layered is the right word, AD&D had a lot of situational rules and rules used in tournaments and rules designed to cover what looked like medieval realism.  As real that is in a world where half-elves fought dragons with magic.  OSE-AF strips this down back to the B/X style rules found in OSE-CF and then adds in what people used the most from AD&D.  No weapon speed factors, no tournament scoring, just D&D-style play.  

OSE-AF is divided into two books, the Player's Tome and the Referee's Tome.

I am a sucker for a book with a ribbon

For this review, I am considering the hardcover books I got via the Kickstarter, the PDFs from DriveThruRPG, and extra copies of the Player's Tome I picked up at my FLGS.  All books were purchased by me and none were submitted for review purposes.

OSE-AF Player's Tome
OSE-AF Player's Tome

Hardcover. Black and White and color interior art and covers. 248 pages. Bookmarked PDF with hyperlinked table of contents and index. $40.00 for the hardcover print (retail). $15.00 for the PDF.

The Player's Tome covers everything an OSE-AF player needs to know. The book details a lot of the same rules that are found in the OSE-Classic Fantasy (or read: Basic) rules.  This new book though integrates the "Basic" and "Advanced" material together with some notes on the "Advanced Fantasy" sections. One might be tempted to say that this book is not needed if you have the OSE-CF book, but that is not really the case. While there are certainly more classes, and more monsters in the case of the Referee Tome, there is still quite a lot of new material here.  Enough to make AF twice as large content-wise as CF.   

The main feature of this book, and indeed all of the OSE line, is the layout.  All material is laid out so that everything you need to read is on facing pages.  So a character class always takes up two pages (even and odd) so that when laid flat everything can be read at once and easily.  There are very few exceptions to this rule and it gives OSE it's unique look and feel. Add in the art, sparingly but effectively used, the feel is elegant, if minimalist, efficiency.   This is the same design that made D&D 4e a joy to read.  The same feeling is here.

Advanced Fantasy follows its Advanced namesake and splits character race and character class into two separate things. Basic combined race and class so you got Clerics (always human) and Dwarves (always fighters).  Here is the option that most folks want in the "Advanced" game.  In addition to the four classes and the four races of Basic, this book introduces six more races and nine more classes.

In the OSE-AF book, we get: Acrobat, Assassin, Barbarian, Bard, Cleric, Druid, Fighter, Illusionist, Knight, Magic-user, Paladin, Ranger, and Thief.

There are also the "race as class" variants of: Drow, Duergar, Dwarf, Elf, Gnome, Half-elf, Halfling, Half-orc, Human, and Svirfneblin.  The level maximum is 14 for humans and variable for others. All race/class combinations are detailed.  This covers our first 80 some odd pages.

What follows next are guides for character advancement, equipment, animals of burden, transportation, and crews.

The next biggest section is Magic and this covers all the spells for the magic-using classes. Since the max level for any human is 14, spells are limited. Divine spellcasters are limited to the 5th level of casting and Arcane to the 6th level. The advantage here is the clerics and druids are on more equal footing with each other and so are magic-users and illusionists.  Unlike their Advanced namesake, this book does not require spell components nor are their other details given.  The spells are firmly in the Basic format.

The book wraps up with Adventuring, Hirelings, and building strongholds.  

The feel is solid B/X Basic with enough "Advanced" added in to make it feel just a little different. Or in other words, exactly how we used to play it from 1980 to 1983.

OSE-AF Referee's Tome
OSE-AF Referee's Tome

Hardcover. Black and White and color interior art and covers. 248 pages. Bookmarked PDF with hyperlinked table of contents and index. $40.00 for the hardcover print (retail). $15.00 for the PDF.

This book covers how to run an OSE-AF game.  Some of the details here are the same as OSE-CF but there are enough rules additions and clarification to make it worthwhile to anyone that has OSE-CF.

The first part covers running the game and adventures along with designing a dungeon and wilderness areas.

The next section, Monsters, makes up the bulk of the book.  All the old OSE-CF favorites are here and most of the Advanced era monsters.  In 107 or so pages we get over 320 monsters.  Again the art is light, but it is there.  We do not get any Demons or Devils, those are coming in a future book from my understanding, but it is still plenty.

The next largest section is Treasure which includes intelligent swords.

We also get sections on monster tables by terrain, strongholds, and NPCs.

The main feature of this book, and indeed all of the OSE line, is the layout.  All material is laid out so that everything you need to read is on facing pages. This is less obvious here as in the Player's Tome, but it is still a solid feature.

The two-volume set might just be the ultimate in expression of the time period in which I was doing my earliest D&D play.  There are other Basic/Advanced hybrid games out there and they all provide a good mix of their sources, but it is OSE-AF that is the closest to what I was playing then. All of the fun of Basic with the options in Advanced I loved.   The modularity of OSE also allows for expansion.  While the 1 to 14 level range covers most of what people will play there is no reason why there can't be an OSE-Companion to cover higher levels.

OSE-AF Carcass Crawler #1
OSE-AF Carcass Crawler #1

PDF only, 32 pages. Color covers, black & white interior art. $7.50 PDF.

The sometimes zine for OSE and named for the OGC version of the infamous carrion crawler.

This issue adds the new races to the Advanced Fantasy line, the gargantuan (like Goliaths), the goblin, and the hephaestan (logical, elf-like beings).  I am particularly happy with the Goblin.

New classes for Classic and Advanced fantasy are the acolyte (a type of spell-less cleric with healing), the gargantuan (race-class), the goblin (race-class), the hephaestan (race-class), the kineticist (psychics), and the mage (a spell-less magic-user with magical abilities).

There are new rules for fighters and thieves as well as black powder guns.  I like the fighter talents, help give it a bit more to do really.  They are at every 5 levels, but I might make them every 4 instead. 

OSE-AF Fantasy Reference Booklet
OSE-AF Fantasy Reference Booklet

PDF only, 32 pages. Color covers, black & white interior art. $4.00 PDF.

This handy guide covers all the major tables found in the OSE Advanced Fantasy line. For $4 it is a great little reference.

Through out all these books and the entire OSE line the art is both evocative of the old-school style and still modern enough to please new audiences.

This is the game of choice for me to introduce old-school style play to players of modern games. My regular 5e group took to it like ducks to water. They love it. They still love their 5e games, but they also like to do this one.  None of them had ever played B/X prior to this and it was a huge success.

I know that Gavin Norman and Necrotic Gnome have more material to give us for this, I hope it all lives up this new gold standard I set my OSR book to. 

Wednesday, December 29, 2021

My Old School Gaming Project

Spend any time here and you know that I do love my old-school gaming.  Also for me, my introduction to RPGs coincided with my introduction to computers.  For me, RPGs and computers have always gone hand-in-hand. 

So it should be no surprise then that if I am going to spend so much time working on bringing old-school games back to life I might be doing the same with old-school computers.

Here is my current project.  

Raspberry Pi CoCo

This a "proof of concept."  It is a 3D printed case, housing a Raspberry Pi with 8Gigs of RAM.  It is wifi enabled and has HDMI ports.  Currently running the CoCo-Pi software.

https://coco-pi.com/

Back in 1985, I bought my first computer. It was a Tandy Color Computer 2 with 16k of ROM, a tape-cassette drive for storage and I  plugged it into a color TV.  One of the first things I did with it was to write programs to roll dice, do character abilities and even mimic combat.  Eventually, my DM and I would spend our gaming sessions working on some software we called "BARD" and it was a combat manager.  We could load 10 characters in at a time, roll for initiative and have them battle any number of monsters we wanted.  Some special abilities were a problem (beholders gave us no end of grief) but we had it worked out so that even dragons with breath weapons worked well. I even had a character, my one and only even ninja, killed by a black dragon, taking 70 hp of damage in the first attack. The death was so spectacular that my DM and I sat back and laughed our asses off as this black dragon attacked only the ninja and kept on attacking him until he was at -400 hp. 

It was great fun and I still have the source code.

Fast forward to later this year when my brother got me this:

CoCo 2

CoCo 2

That's not just any CoCo2, that is the one my DM and I wrote BARD on.  He had sold it to my brother years ago because one of the EPROM pins broke off and at the time it was too costly to replace and better computers were out.  I have even gone from my CoCo2 to a CoCo3, to a Tandy 1000, to an 8086, and then to an Intel 286 by that time.  I was getting ready to buy my next computer, my Gateway 486 that I upgraded for years until it got to be so full I needed to keep the case off and have fans blowing in. 

But I digress.  This "new" machine is close to 40 years old and I have been spending my Christmas break cleaning it, upgrading the internal components, and even 3D printing new parts for it.  What I have not be able to make or re-use I have been ordering online.

I hope to show her off soon.  Right now I need to stop so I can transfer some files to USB.  Yes, I got it working with some new USB ports.

This will be a lot fun.  Scratch that, this has been a lot of fun already.

Sunday, December 26, 2021

Boxing Day: Magic Realm

Magic Realm
After many years I finally treated myself to a game I have wanted for years.  Avalon Hill's "Magic Realm."

The game looks like a board game, but there are a lot of RPG elements as well.  And the game is notoriously difficult to learn. 

I have no experience with this game. At all. But I just knew I wanted it.   So instead of a review here are some other reviews.

So it looks like I have some learning ahead of me!

I also have no idea if my game is complete or not. I like what I have seen so far.



Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm

Magic Realm


Thursday, December 2, 2021

Plays Well With Others: Man, Myth & Magic and Lands of Adventure

Ok. "Plays Well With Others" might be stretching it a bit. Almost to the point of ridiculousness to be honest, but I have wanted to compare both Lands of Adventure and Man, Myth & Magic for a while now.

Man, Myth & Magic and Lands of Adventure

On the surface both games are attempts at presenting historical or at least semi-historical, roleplaying to a Post-AD&D world. Both games present various areas and eras of play to help facilitate that notion of historical roleplaying. LoA with its Culture Packs and MM&M with its adventures and Egyptian add-on.

Both games can best, and fairly, be described as overly complicated and in reality somewhat messy.

Both games have more complicated (than AD&D) character creation but attempt to create characters that are appropriate for their times.

Incidentally, both games also use real tiny d20 percentile dice that are difficult at best for me to read these days.

Thematically MM&M tries for historical accuracy despite having a rogue T-Rex running around as an ersatz dragon.  LoA probably does a little better here even though it does include several fantastic beasts and monsters.

LoA gives us two (more were planned) Culture Packs, Ancient Greece and Medival England.  They are separated by about 2000 years and characters are not expected to be able to travel to one from the other.

MM&M gives us a bunch of different cultures and the idea of "travel" between them is via Reincarnation.  The culture best (and I say that loosely) represented here is Rome circa 40 AD (or sometime around that).  Even then it has issues.

Neither system is one I want to cozy up with for long periods of time.  Not to mention there are plenty of other games that do historical roleplaying better, Pendragon and Chivalry & Sorcery are two that come to mind right away and there are others.  The idea of historical role-playing though is still an appealing one.

What is a Game Master to do?

The Fantastic Journey

Back in the late 70s there was a short-lived TV series, The Fantastic Journey, about a group of people that were traveling to different lands throughout time and space. It hit all the social and occult themes of the 1970s. A man from the future with psychic powers, the daughter of an Atlantean and an extraterrestrial, a scientist from the 60s (Roddy McDowall), a young African American doctor, and a super-smart teenager (Ike Eisenmann, fresh from Witch Mountain).  The show didn't last long, but it imprinted deeply on my psyche.  

It had similarities to the show Time Tunnel that came before it and Voyagers! and Quantum Leap that came after.  Though, unlike those shows that tried to pay a little lip service to time travel science, TFJ was pure fantasy.  There was magic and even a sorcerer and a werewolf.   I have often wondered how I could make a game that mimics this and fulfill the promises made by MM&M and LoA.

I could take a page from Herbie Brennan's other game Timeship for ideas. But honestly, that is just trading an easy solution for more problems.

I like the idea of a group of characters, unstuck in time, traveling to different periods.  Whether the characters themselves are doing it or they are reincarnations, I go back and forth on.   Part of me likes the idea of the idea reincarnation since that sets them in situ with the proper time and knowledge. OR maybe their consciousness is traveling and inhabiting new bodies ala Quantum Leap.  I would need a big bad of course.  Someone travelling through time, or maybe someone (or multiple someones) that are immortal and trying to do something to humanity.  Destroy it?  No, that is too easy. I am going to say advance them in the past so they are more powerful and deadly in the future for some nefarious means. I might take a page from the Doctor Who episode/serial City of Death.

Part of me wants to do this and each time the character travel in time use the system that best represents it.  So Pendragon, LoA, MM&M, even WitchHunt.   But that is, to put it mildly, insane.

I would use a simple system, likely NIGHT SHIFT to be honest. Survivors would work the best with the odd sage, psychic, and veteran.  Then adapting D&D-like games is easier. Each time the character travels they can pick up some odd skills or the like.

historical games? maybe.

Again, I hate to fall into another sunk cost fallacy here but I like to think I owe it to myself to have the game that I wish these games were.

Wednesday, December 1, 2021

Character Creation Challenge: Man, Myth & Magic

Man, Myth & Magic - PDF cover
It is the first of the month, so that means a new character.  I went through the effort of creating a new character for Man, Myth & Magic.  Well, I say "new" because it is a new character for this game, but it is someone I have used a lot in the past.

The Game: Man, Myth & Magic

I spent the day reviewing Man, Myth & Magic and it was rather fun. But not a game I am likely to play.  So in these cases I use the game to help inform characters that I might be using in other games.  In this case I am doing the human, still living version of a character that has so far only appeared in my games as a ghost.

The Character: Queen Boudica

Fans of the Ghosts of Albion RPG will recognize this name.  Boudica is the Queen of the Iceni Celts living in western Briton at the time of the Roman occupation.  So the time period is really perfect.  I set this at 61 CE.  If I am going to play a game in Roman Briton then I want to join the Queen as she burns down Londinium.

Boudica, or Boadicea, was a central figure in the Ghosts of Albion animations on the BBC and in the books by Christopher Golden and Amber Benson.  She became one of my personal favorite characters in the RPG as well.  While she is great fun as a ghost, getting the chance to play her as a still living and breathing human is too much of a temptation to pass up.

I am going to include a scan of the sheet with page numbers appended to it.  This was one of the bigger (but by no means unique) issues with this game.  You have to flip all over the place to get the information you need to create a character, let alone to play.  

Note: Windows updated and now can't find my scanner. So here is an image from my phone.

Queen Boudica

In Ghosts of Albion lore, Boadicea had some magic. She was in the middle of casting a spell when she was murdered in fact.

For Boudica here I did not include any spells, though I could have.  I didn't find any that fit well with the concept of her in this game.  Plus she is technically not a spell caster here.

In any case, she is a fascinating character and I could stat her up in several systems and not grow tired of her.

Boadicea Haranguing the Britons (called Boudicca, or Boadicea) by John Opie

Long live the Queen.

Tuesday, November 30, 2021

Review: Man, Myth & Magic (1982)

Man, Myth, & Magic RPG
I am going to be spending some quality time with the classic game Man, Myth & Magic by Herbert "Herbie" Brennan and J. Stephen Peek and published originally byYaquinto Publications in 1982, and now published (in PDF and single softcover formats) by Precis Intermedia.  

I was always kind of fascinated by this game. The name of course grabbed me for two reasons. There was the whole "Myth and Magic" side to it all which in 1982 was a big draw for me.  Also, there was the magazine and encyclopedia series also called Man, Myth & Magic that dealt with all sorts of occult-related topics.  

I read reviews for it in Dragon Magazine (#80) and White Dwarf (#41) and was actually quite curious about it.  The reviews really ripped into the game and I needed to know if it was as bad as they made it sound.  Sadly I never found a copy near me and a mail-order of $19.00 + tax and shipping and handling made it a little more out of reach when it was new.

But I was always drawn to historical games. I felt if I could play or run a game and learn something about history at the same time then it was time well spent really.  A few I have enjoyed quite a lot, mostly Victorian-era ones, and others I ripped online so much I promised I wasn't going to rip on them anymore. 

Man, Myth, & Magic sadly belongs to the camp of a historical mishmash, that is to say, it is about as historically accurate as an episode of Xena: Warrior Princess.  Don't get me wrong, I love me some Xena and it is very entertaining in the right frame of mind.  The same is true for this game. Great, in the right frame of mind.  In fact, I think that now, living in a post-Xena world, there is a place for this game that did not exist in 1982.   

Man, Myth, & Magic

For this review, I am going to consider my original boxed set from 1982 (now minus the dice) and the newer PDF versions found on DriveThruRPG published by Precis Intermedia.  In both cases, the material is the same minus some of the extras that came in the boxed set like the dice and a pad of character sheets.

Man, Myth, & Magic

Man, Myth, & Magic was published in a boxed set of three books (same covers), with a pad of character sheets, some maps, and dice.  The PDF combines the three books into one 132 page volume. The original boxed set retailed for $19.00 in 1982 ($55 in today's buying power) and the PDFs sell for $7.95 today.  The books feature color covers and black & white interiors. 

Book 1

Book 1 is 24 pages and covers the "Basic Game" and the game most like the one as originally conceived of by Herbie Brennan.  In this game, the players play gladiators in the time of the Roman Emperors. Which one? That is up to a random dice roll unless of course, the players want something different. 

Who's in charge around here?

It's an interesting idea, but...well there are some problems here. According to the back of the box, it is the Summer of 41 CE. Cool.  But Caligula was assassinated in January of 41 CE.  Tiberius ruled 14 to 37 CE and Nero was Emperor from 54 to 68 CE.  The only Emperor in the Summer of 41 was Claudius. Adding dates in parentheses would have been a nice touch.  Let's not even get into the fact that Cleopatra VII, the last of the Egyptian Pharaohs, had died back in 30 BCE, 71 years before the events of this game, but that looks like her on the cover.  I'll talk more about this later.  In theory you can tun this game from 4000 BCE to 500 (or 1000) CE. 

You begin with your Roman Gladiator and your two percentile d20s and roll up your characteristics.  The characteristics in the Basic Game are Strength, Speed, Skill (not used just yet), Endurance, Intelligence, and Courage. The scores range from 1 to 100.  You add all these up for your Life Points (so 5 to 500), you fall unconscious at 20 or below and dead at 0 or below. 

The Basic rules take your gladiator from start to a bit of combat and adventure with the maxim that the best way to learn is to do.   This is a tactic that the rest of the game uses.  At the end of this, your character is ready for new adventures.

The neat bit, and one I want to revisit, is the idea of reincarnation. That is if your character dies they can be reincarnated. 

Book 2

Book 2 covers the "Advanced Game" and includes 40 pages. Here we learn more about skills, the Power score, and the different Nationalities (10) and Classes associated with each (2-5 each).  All are completely random and no real attempt is made to explain why say an Egyptian Sorcerer, a Gaulish Barbarian, a Roman Gladiator, and a Hibernian Leprechaun would all be part of the same adventuring party.  Ok. That's not entirely true, but the explanation takes some digging. 

Up first is determining your Nationality. Again a random roll gives you African, Briton, Egyptian, Gaul, Greek, Hebrew, Hibernian, Visigoth, Roman, and Oriental. Each at 10% chance.   Within each nationality, there are character classes.  Regardless of how many there is an equal chance for any given class.  Most nationalities have a sort of "fighter" like class and all have merchant.  There are two classes open to women characters only, Wisewoman (African) and Sybil (Greek).  Details are given for all the classes, 20 in total, but not a lot of information.  In most cases only a paragraph here and some more details later on.  This brings up a persistent issue, the rules are a bit scattered everywhere throughout the book. 

Additionally, there are two "Special Categories" of players (not characters) of "Orator" and "Sage" or essentially a storyteller and a record keeper.  Much in the same way Basic D&D has a "Caller."  Not much else is mentioned about these roles however. 

This character is considered to be your first incarnation.  Anytime your character dies, you can then reincarnate.  This allows you to change your nationality, class, and gender and retain a little bit of the Skill from a previous incarnation.  It is an interesting idea, I am not 100% certain though that it works. Knowing gamers I see a situation where players would play a character only to get them to die for a chance at a better character next time. 

There is a fun chart on inheritance that would be fun to port over to other games.  Related there are our ubiquitous tables of equipment.   

Some of the other secondary "Optional" characteristics are also detailed.  These include Agility, Charm, Dexterity, Drinking, and so on.  These are really more akin to "skills." The trouble is that some of these you have to roll higher, some you have to roll lower and others you don't roll at all.  There is no rhyme or reason here. 

Combat rules follow and they remind me a bit of Runequest.  Nothing really special really.  Strength points over 50 can add to your damage, Skill points over 50 can add to your "To hit" chance. Combat, like all the rolls here, start with a basic 50% chance to hit.  The Basic game just has you roll. The Advanced game has you make called shots.  Classes with Combat as their "Prime Ability" can improve their ability to hit even more. All classes can spend Power to also increase their to-hit bonus; 10 points of Power to increase your chance by 1%.  Interestingly armor does not stop you from being hit, it does reduce damage taken.

The goal of the game though is the accumulation of Power.  Power advances your character and can overcome that 50% failure rate.  Power also is the, well, power behind Magic. 

The Magic part of M,M,&M

The last third or so of the book covers all sorts of additional rules.  Some seem tossed in, to be honest. Poisons are covered as are spells.  

Magic, as expected, is given some special attention, though not as much as I was expecting.  Magic is assumed to be real and work, at least part of the time.  Magic is described as "Coincidence," a spell is uttered and something happens whether it caused it or not. "Science," Damascus steel is given an example. The superior technology was seen as magic. "Psychic Phenomena" which not really an explanation at all, likewise "Trance State" and as "Lost Knowledge."  Though no explanation is really given as to how magic works.  

Book 3

The adventures take up Book 3 and is 64 pages.  This book is for the Lore Master (Game Master) only and is also one of the weaker parts of the game.  The Adventures, while interesting, are a bit of a railroad. In order to succeed the players have to hit all the parts in order and then move on to the next adventure.   

The adventures include the following:

  • The Dragon Loose in Rome. Not a dragon really, but a rogue T-Rex.  Not that this makes any more sense, but ok, points for effort.  
  • Apollo's Temple. Emperor Caligula sends the characters to the Temple of Apollo aka Stonehenge.
  • The Witches of Lolag Shlige. The characters then have to go to Ireland (Hibernia) and rescue a child from some witches.
  • The Great Pyramid Revealed. Caligula has issued a death warrant for the characters. They find themselves in the Great Pyramid of Giza.

These adventures are a prelude to the published adventures.   There are some neat ideas here, but the adventures lack something for me. Actually, it lacks a lot of things for me, but I could make some changes to make them work.

There are some encounter tables, but they only cover the areas that the adventures are detailed here. I also have to note there are no monsters here.  Just humans. 

One of the bigger criticisms of this game at the time was the then $19.00 price tag, about $55 in today's buying power.  Now $20 for a boxed set of three books, character sheets, and dice sounds like a steal.  With the PDF at just $7.95 it is at a price I think should attract anyone that might have been interested in this game. 

The art is in black & white, which is expected and welcome, but there is not a lot of it and some of it is repeated throughout the books.  

Man, Myth, & Magic at times feels like two different games, or rather two different ideas merged into one game.  I feel that the classic Roman Gladiator/Basic Game was Herbie Brennan's idea and the worldwide game of various nations and types or the Advanced Game was Steve Peek's. Given that Brennan started working on a game called "Arena" which was a Gladitorial RPG.

About Reincarnation

Reincarnation is quite a big deal in this game. This is not a huge surprise given Herbert Brennan's publication history.  His book "The Reincarnation Workbook: A Complete Course in Recalling Past Lives" could work as a guide for this game.  Personally, I would like to use the reincarnation idea to help smooth out some of the issues with different times.  So adventurers from Cleopatra VII's Egypt, can then deal with Tiberius, and then help in Boudicea's raid on Londinium.   Something similar to the Old Soul quality in Unisystem.  

Somehow using the idea of the Distant Memory which, like Old Soul, allows the characters to draw on past life knowledge and skill.  That is easy to do in Unisystem, not so easy to do in D&D like games with very rigidly defined classes. Maybe taking a level in another class might do it. 

Man, Myth & Magic and Man, Myth & Magic

I am sure there is more in the expansion, The Egyptian Campaign, but I don't have access to that set right now.

There is an interesting game here but I think the concept of it is greater than the rules as presented actually allow.  It never quite lives up to what the box claims.  Nor is it the abomination that earlier reviews made it out to be.  I think most reviewers balked at the price tag and the fact that the game did not offer anything new; at least not anything that meant going through the rather clunky rules. 

It is most certainly not a historically accurate game.  Historically inspired to be sure, but not by any means accurate. 

The bottom line is that the game really isn't good, in fact, it is rather bad in many respects. That is not to say that someone won't find this game interesting or fun. I just think that there are far, far better games out there.

Should you buy it?

I would say the PDF at just under $8 makes it worthwhile for the very, very curious.  I have my boxed set and I am happy with it, but my expectations were low and my curiosity was really high. 

The game itself is only worth about 2 stars.  My curiosity about it and my desire to have pushed it closer to 4 stars.  In the end, I am going to give 3 stars since I don't want to unduly affect Precis Intermedia games' overall rating.  But don't grab this unless you are really curious (which is a good reason) or want to see how not to design a game. 

Links

Wednesday, November 17, 2021

Review: Adventures Dark & Deep Book of Lost Lore

Adventures Dark & Deep Book of Lost Lore
Last week I reviewed that new monster book from BRW Games, Book of Lost Beasts.  Today I want to review the companion book from the same Kickstarter, Book of Lost Lore.  I went into this one less excited than I did with the Book of Lost Beasts, but not due to anything on the part of this book.  I am always more enthusiastic about monster books. I just have to make sure that I am not making unfair comparisons.  I will be making a lot of comparisons with this book and others, however.

Adventures Dark & Deep Book of Lost Lore

For this review, I am considering the Hardcover I received as a Kickstarter backer and the PDF from DriveThruRPG.  BRW does their print fulfillment via DriveThru, so I conveniently have my PDFs where I expect them and I know what sort of product I am getting in terms of Print on Demand.

The book itself is 134 pages, full-color cover, and has black and white interior art.  The layout and art are a tribute to the "2nd covers" of the AD&D 1st Edition line. So it looks nice with your original books and other OSR books designed the same way. 

Like the Book of Lost Beasts, this book carries the Adventures Dark & Deep banner, but it is not made for that game.  It is material from that game ported "Backwards" to the AD&D 1st Edition rules. So again like Book of Beasts, some of this material has been seen before, though not all in 1st Edition format/rules.  

Lost Beasts and Lost Lore

Much of the material does come from Bloch's "What If" game, Adventures Dark & Deep, and in particular, the Players Manual which itself was derived from BRW Games' very first product A Curious Volume of Forgotten Lore (now discontinued).  This is all acknowledged in the Preface of the book.  The selling point of this book is that it is all revised and edited for the "First Edition of the world's most popular RPG."  Not to mention the layout now favors the 1st ed feel rather than the Adventures Dark & Deep feel.

Though as we move on you will see that the biggest comparison that needs to be made is this book to the AD&D Unearthed Arcana.  

On to the book proper now.

This book is split between a Players' Section (close to 98 pages) and GMs' section (36 or so pages).

Players' Section

Dwarf blacksmith
This section covers new races, classes, and spells among other topics that I will discuss. 

Up first, the new races.  Here we are given three "new" races for player characters. These are the Centaur, the Forrest Gnome, and the Half-Drow, of which we get Human-Drow and Elf-Drow.  Those unfamiliar with AD&D 1st ed might be surprised to see level limits and ability limits for the races.  Some are pretty obvious, centaurs tend to be stronger but can't climb walls as a thief. Others are culture-based, drow women can advance more in most classes than their male counterparts due to their matriarchal society, but not as much as wizards since that class is not valued.  While back in the day we really ignored all these rules in AD&D (and they do not exist in 21st Century D&D) they are consistent with the rules and anyone who plays AD&D 1st ed exclusively will take to these easy.

The races seem balanced enough.  The centaur is a nice addition and one that really could go into AD&D well enough.  I personally have never had a desire to play one, but they do seem to work.  The forest gnome is also a good choice and a good option for people more familiar with 21st century D&D gnomes.  The coverage of the half-drow is very interesting and the stand-out of the three.  Given some other things I have crossed my awareness this past week or so I am wanting to try out a half-drow now.  I will need to come back to this one later on. 

Classes are likely the top feature of this book.  They are also the ones that we have seen before.  There are Bards, Jesters, Skalds, Blackguards, Mystics, Savants, and Mountebanks.  Let me repeat. While we have seen these before in other BRW products they are presented here as 1st Edition characters classes and as subclasses of existing 1st Ed classes. Except the Bard, the Bard is it's own class with the Jester and Skald as sub-classes of the Bard.  The Blackguard (or Anti-Paladin) is a subclass of the Cavalier to give you an idea where this book would "fit" into the AD&D 1st Ed lineup. 

It should be noted is a usable single Bard class.  No more advancing as a thief, fighter, and then druid to get to the bard, this is a straight out bard class.  The bard also has some nice powers too. The mystic class seems closer to the BECMI/RC version than it does to the monk.  It was also the focus of one of my very first "Class Struggles" features.   I am a little surprised we didn't see versions of BRW Games'  Necromancer, Witch, or Demonolater classes. Likey to keep these with the Adventures Dark & Deep game. 

From Classes, we move on to Secondary Skills. AD&D 1st Ed has never really been about skills outside of what your character class can do.  While back then I saw this as a problem, I am less inclined to think so now.  Still, a good selection of secondary skills are listed here and how they can be used. 

The next 35 or so pages are dedicated to new spells. Mostly these support the new magic-using classes, though some spells are cross-listed for other classes. 

The last part of the player's section is given over to combat and new weapons and armor.  The arms and armor described here do show an appreciated level of research.  One that would have made Gary and his 6 pages of pole-arms very happy.

Game Masters' Section

This section is not as large but still has gems; figurative and literal. 

making magic items
Up first are some guidelines for social encounters including reactions.  There are some alternate treasure rules that uses the same Treasure Type classification but breaks it down into different categories.  Both the original system and this system can be used interchangeably, even within the same game, with the Game Master deciding what works better at the time. 

There are some new magic items, with updated tables to include them. 

Finally some discussion on the game environment including ability checks. 

Honestly, the only thing it is missing to be "Unearthed Arcana II" is an appendix on the gods of the Centaurs.

Unearthed Arcana and Lost Lore

Some art has appeared before in other BRW books but all of it captures the Old-School gaming feel.

So. Who is this book for?

The obvious answer is for anyone that plays First Edition AD&D.  It should work fine with OSRIC, since that cleaves so close to AD&D, but not sure if players of Advanced Labyrinth Lord or Old School Essentials Advanced will get the same benefits. For example, both of those other games have a Bard class that works about the same.  That is not to say they would not get benefits from this book, it's just the base design principles are not 100% the same.

If you are a player of Adventures Dark & Deep then there is likely nothing new here for you.  But if you have those books and still play Advanced Dungeons & Dragons first ed. then there is enough here for you even if you can convert easily between the two games. 

If you play AD&D 1st ed then this is a great book and it will sit nicely on your shelf or on your table next to your other AD&D books. 

One minor point, the book was not released under the OGL.  Doesn't matter for play or use only if you wanted to reuse a class or spell elsewhere.  Though given the use I have seen of the OGL over the last 20+ years this is also likely not an issue. 

Friday, November 5, 2021

Chromatic Dungeons, Part 4 Final Thoughts and Wrap-up

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

I am ending my week (or so) with Chromatic Dungeons today. It has been a real treat going through this game.  There is a feeling here of the first time I went through the AD&D 1st Ed Player's Handbook in terms of the potential I feel for my games.  There are some really great ideas here I plan to use, either running a CD game or adopting them for my other Old-School games.

Ancestry & Heritage

Along with such products such as Ancestry & Culture: An Alternative to Race in 5e from Arcanist Press and the new material in Pathfinder 2e, this is the way all games are going to move towards. I could go into the racist history of why "race" was originally used starting with examples from the Victorian age and moving on to practices in educational and biological "research" but the truth is the people that are least likely to change are also the most likely to ignore all of that. So what's the point.  I don't teach fish to read and I don't try to talk to people who have their minds made up.  I am convinced that we will see this in D&D 5.5/5r and it will soon migrate to other, even old-school, games.

I am likely to give it a try in my OSE-Advanced games. I would likely tweak it a bit more to fit my needs a little better.

No Alignments for Sentient Humanoids

Again, this is a sea-change in many games.  I have no issues with it at all.  I have had good orcs for years, and a lot of mostly neutral ones, and scores of completely evil ones.  Yes, yes, insert Tolkien arguments here...BUT as much as I adore the Professor and his works, he is not my DM.  Neither is Gygax, or Arneson, nor any others.  I get to decide what my world does or does not do.  Goblins are already all over the place in regards to alignment for me, I am even getting to a place where Drow might not all be evil. Yes the vast, vast majority of them are demon-worshiping sadists. But not all of them.  Interestingly enough, the one humanoid I have always seen as Always Evil are Gnolls.  Something the Gnoll Sage line rejects. 

Again there are things going on here that are just on paper that I have been doing (and posting about here) forever.

Which Witch to Use?

This is my blog so I want to talk about which witch I would use with this RPG.  Design-wise Chromatic Dungeons can be used with just about every or any version of D&D or clones thereof.  So by that logic, any of my witch books should work fine.  But some work better than others, to be honest.

Chromatic Witches

Given when my Chromatic Dungeons books came in the mail I also got my new Pumpkin Spice Witch mini with some Candy Corn Dice.   So I have always felt that my Pumpkin Spice Witch book for Advanced Labyrinth Lord would be perfect.

Chromatic Pumpkin Spice Witch

Rule wise the Classical Witch or Amazon Witch is a better choice. But in any case, if you are playing CD then use the XP values in the CD books and the powers from whichever book you choose.

Personally, I like the idea of Fleabag coming into a "Home, Hearth & Heart" and having a conversation with Becky my Pumpkin Spice Witch.  She would offer them a PSL (though I see Fleabag more as an herbal tea drinker) and go on about their fur ("It looks so soft! Do you use conditioner? We have one here that I LOVE, it's on the house! Wait, you are not allergic to lavender are you?") and have a nice conversation about witches in the world.

In true Chromatic Dungeons fashion though I think there should be a coven with a witch from every Tradition I have represented.  So Pumpkin Spice, White, Green, Classical, Amazon, MaraAiséiligh, Winter, Faerie, Aquarian, Maleficia, Hedge, and Pagan.  That would be a lot of fun.  Not sure how they would all get along though.  Chromatic coven to be sure.

Pumpkin Spice Witch