Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Tuesday, July 6, 2021

Review: Old-School Essentials Adventures

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

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

Old-School Essentials Adventures

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

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

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

The Incandescent Grottoes
The Incandescent Grottoes
by Gavin Norman

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, June 30, 2021

Review: Bunnies and Burrows 3rd Edition (2019)

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

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

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

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

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

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

Bunnies & Burrows, 3rd Edition

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

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

Part I: Traits and Characteristics

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

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

Bunnies & Burrow art

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

Bunnies & Burrows

Part II: Playing the Game

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

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

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

Part III: For the Gamemaster

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




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

There is certainly a lot of Role0playing potential in that. 

Bunnies & Burrow art

Bunnies & Burrow art


Bunnies & Burrow map

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

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

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

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

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

Real bunnies love B&B

This game is Simon Bunny approved!

Wednesday, June 23, 2021

Review: Blue Rose Adventurer's Guide

Blue Rose Adventurer's Guide 5e
I am on record as being a big fan of Green Ronin's Blue Rose setting, both in its True20 and AGE versions.   There is just something about it that I find very, very compelling and think it makes for a fantastic game and game world.

I am also on record as being a huge fan of D&D 5th Edition.  While it wont replace my beloved Basic D&D it will sit on my shelves and game table very happily right next to it.  

So what happens when Green Ronin decides to take their Blue Rose world and used the D&D 5th edition rule system?  Well, you get the best of both worlds!  Let's look into this RPG chocolate and peanut butter creation and see what we have.  My only fear is that some of the things that made Blue Rose so special might get lost here.  Let's find out.

The Blue Rose Adventurer's Guide (5e)

For this review I am considering the PDF and POD versions I purchased from DriveThruRPG.  Note: As of the date of this writing the POD is no longer available. I suspect this has to do with the change in printing costs for "Premium Color" prints.  There was a successful Kickstarter (that I missed) to fund a traditional print run.  It looks like there will offset printing ready for your FLGS by the end of 2021.  I guess I better hold on to my now collector's item!

The book is 176 pages with full-color art throughout.  Once again the cover art is by the incredible Stephanie Pui-Mun Law who has given us the look and feel I associate with Blue Rose.  All of the art, as far as I can tell, has been used before in the AGE version of Blue Rose.  I do not see this as a problem. The art is so tied to Blue Rose for me that I would have a difficult time seeing anything else.  So this is a positive in my mind.

It is hard to believe that it was four years ago that I reviewed the "new" Blue Rose AGE edition (Part 1, Part 2, Part 3).  So a lot of what I said there will apply here.  

You do not need the Blue Rose core rules to play this, but you do need the D&D 5th Edition rules.

Introduction

This section from developer Steve Kenson introduces us to Green Ronin and Blue Rose.  It is a nice reminder that Green Ronin's DNA is deeply sequenced with D&D.  Many of the founders and developers at GR can trace their careers back AD&D 2nd Ed, D&D 3.x, and D&D 5.  These are not "johnny come latelys" these are people with a strong and credible background in game design and D&D in particular.   This also covers some naming conventions.  "Sorcery" from the True20 and AGE versions has been renamed "The Occult" here, so as not to confuse with the sorcerer class.  Similar distinctions are made later on with Priests and Clerics when dealing with the various theocracies.

Chapters 1 through 7

These chapters all deal with the history, people, and geography of the World of Aldea.  They are,in order, The World of Aldea, The Kingdom of Aldis, The Theocracy of Jarzon, The Khanate of Rezea, The Thaumocracy of Kern, The Matriarch of Lar'tya, and On the Borders.

Pages from Blue Rose Adventure's Guide

While these sections are nearly identical to similar sections in the Blue Rose core rules AGE edition, they are not a copy and paste.  I covered those in Part 2 of my Blue Rose review.  The differences here are now largely one of rules setting.  Details have been edited to better fit the D&D 5e rules.  

This also works well as an overview for anyone wanting to play in Aldea regardless of which rules (True20, AGE, D&D5) they want to use.

Chapter 8: Aldean Ancestries

We are moving away from the old concept of race in D&D and I could not be happier.  This chapter gives us a good example of how this can be done moving forward.  There is a natural familiarity here for anyone coming to this version of BR from the True20 one.  The ancestries of the world of Aldea are here and how they can be played in D&D 5.  If you are thinking ahead then YES, you can now use Rhydan and Sea-folk in your regular D&D game.  

Pages from Blue Rose Adventure's Guide

What was "race" is not split off into Ancestries (your "genetics" as it were) and Culture (where you were raised).  This is particularly useful in the cosmopolitan world that is Aldea and in particular Aldis. Sure you might a Night Person, but you were raised in a villa on the Northside of Garnet.  Your best friend is a Sea-folk and you spent more time on the waterways than whatever stereotypical things people think Night Folk do. Sure you might be naturally strong and fierce-looking, but the only battles you have ever been in are the Poetry competitions in Garnet. Which by the way are pretty damn fierce in their own right. In my Blue Rose games, Garnet has annual poetry competitions that have all vibe and energy of an epic Rap-battle.  The top prize is a lot of money, but more importantly, bragging rights.

I would like to say this should be back-ported into D&D, but I am pretty sure we will see this in future versions anyway.  This is an improvement.  Character customization at a new level.

Chapter 9: Aldean Classes

Ah. Here is what I waiting on.  Blue Rose AGE and True20 versions only has three classes.  An while this works remarkably well, D&D has a bit more.  So in the proud tradition of so many D&D 5 books, this book offers new takes on all the standard classes.  I want to focus here on just a couple I really like.  

Pages from Blue Rose Adventure's Guide

The Monk gains the Blue Rose Spirit Dancers in the Way of the Spirit Dance and makes it better than the sum of it's parts.  I have never been a big fan of monks, I have only played one in my 40+ years of gaming.  The Blue Rose spirit dancers were a great concept, but again, not something I would play.  This new Way of the Spirit Dancer Monk is better than either and yes I would play one.  Imagine an acrobat with ballet training and grace and mix that in with aikido and karate.  Yes, that is basically Gymkata (Gods of Light help me) but so much better really.

Paladins get the Oath of the Rose and really just become the Knights I was always playing in BR anyway, but nice to see them on paper.

Warlocks.  You knew I was coming here. We get two Patrons here (from the Primordial Gods), the Autumn King and the Winter Queen.  A Winter Queen warlock is indistinguishable from how I like to play witches as to be the exact same thing.  But honestly, I expected nothing less from Steve Kenson and line developer Joseph Carriker. 

Wizards get a little psychic in School of the Psyche.  I would run wizards with a pretty tight hand in Blue Rose 5e. Not because of the lack of magic, just the opposite, there is a ton of magic in this world. 

These all are designed well for the World of Aldea, but I'd be crazy not to play a Queen of Winter Warlock.

Pages from Blue Rose Adventure's Guide

We also get some Feats to help round out some of the powers that characters can get in Blue Rose-AGE.  Not a lot, but 5e is not as feat-heavy as 3 was.  

Chapter 10: Aldean Backgrounds

Aldea is a new world so there are some modified and new backgrounds for it.  The best is the Reawakened.  Or the reincarnation background.  You know I am going to use that!

Chapter 11: Aldean Arcana

This covers the magic in Aldea including the Occult (what was called Sorcery).  Some spells from the Player's Handbook/SRD are marked as "Occult" spells.

I would have loved to see some new spells here, but I would need to go through both the Blue Rose book and the PHB to see if there is anything missing.

We get some new magic items including Ancestral and Rhydan ones as well as Occult Artifacts (great for any game).

Chapter 12: Aldean Creatures

This covers the monsters and creatures we find in Aldea not in the Monster Manual/SRD.  There are some important alterations to some creatures such as Griffons, Centaurs, the Fey, and undead, to correspond to the world better.  We also get Clockwork creatures, "upgraded" Fey Lords, and slightly different Fiends. Rhydan also get updated 5e style stats.

Shadow of Tanglewood

This is an included adventure for four to six 1st level Blue Rose heroes. 

There is an Index and the OGL statement.

While I was worried that some of the charms of Blue Rose AGE would be lost here there is more than enough to make up for it.  I mean there are no stunts or any of the other nice features of the AGE rules. There is no conversion matrix for bringing over characters from one game to the other.  But this book plays to the strengths of D&D 5e and still manages to give us an Aldea that feels special. 

What might have been lost from the AGE (or even True20) version is more than made up for with D&D5.  It's not exactly the same, but it is every bit as fun.

Who Should Buy This Book?

If you are a Blue Rose fan and a D&D fan then get this book.  If you are a Blue Rose player/GM/fan and your group is playing D&D 5 then you should get this book.  If you are a D&D 5 player, and you are curious about Blue Rose, Aldea, and the City of Aldis then most certainly get this book.

One of the great strengths of this book is its ability to introduce the concepts of Blue Rose and its world to a bunch of new players.  Honestly, D&D 5 players should be grabbing this book. 

If I were Green Ronin, I'd put a QuickStart adventure using Blue Rose 5e with some very simple concepts from the game.  Don't include character creation, but instead have a set of pre-made characters including a Night Person, a Rhy-Cat (or Rhy-Bear), a Sea Folk, and a Vata.  Show off their strengths and then get a group of YouTubers to play it. I know my youngest's group would eat this up in a heartbeat.  Slap a giant ad in the back for both versions of the game.

Now I just need a set of Blue Rose 5e dice to go with my set of Blue Rose AGE d6s.

Blue Rose Core and Blue Rose Adventure's Guide

Thursday, June 17, 2021

Review: The Runewild Campaign Setting

Putting the Hex into hex crawls.

A while back I mentioned the Runewild Campaign Setting Kickstarter. I was quite excited about it and happily backed it.   I got my books and my PDFs, but it was in the middle of my Covid-19 fueled busy summer last year. The book has been sitting on my desk, mostly ignored since then.

That is a damn shame.

With all the fun I have been having with Van Richten Guide to Ravenloft lately I wanted to revisit this book and see what I can add to it from this book.  The short answer? A lot.  So much in fact that while there are some great ideas in this book for Ravenloft, there is a TON more for my War of the Witch Queens campaign for Basic-era (B/X, BECMI, OSE) D&D. 

So for this review, I am going to refer to both the Softcover print and the PDF.

The Runewild Campaign Setting

Published by Sneak Attack Press, written by William Fischer, art by Joyce Maureira, and Cartography by Toy Fayen.  306 pages. Full-color covers and interior art. Available in PDF, Hardcover, and Softcover versions. For 5th Edition, recommended levels are 1 to 10.  Available on DriveThruRPG and at your FLGS.

The PDF is fully bookmarked with hyperlinked Table of Contents. 

The Runewild Campaign Setting (Runewild) is overtly a "Dark Fantasy fairy tale" campaign sandbox guide and a hex crawl in one volume.  That is it in a nutshell but does not really do it justice.  Best to break it up a little more.  

From the introduction,

This book includes:
  • A history of the Runewild and its surrounding settlements
  • 150 detailed encounter areas for player characters to explore 
  • 8 new Backgrounds and a new Feat: Fey-Touched 
  • 21 unique magic items (like witch embers and the staff of clarity and confusion) 
  • 32 new monsters (including clockwork dwarves, fey lions, giant forest sloths, and the terrifyingly beautiful Golden Bodach) 
  • Detailed descriptions of the histories, motivations, and weaknesses of the witches of the Runewild, including the Whitebone Sisters; Missus Switch, the swine hag; Korthsuva, the Witch of Hours; and the Hag Queen Griselda, Mother of Ogres 
  • New optional rules for exploration and resting 
  • Advice for running a sandbox campaign 
  • Dozens of random tables designed to help GMs make a Runewild campaign their own

That is quite a lot. Frankly, I was just happy getting the material on the Witches of the Runewild, the rest is gravy for me.  I turn the page and suddenly my "gravy" turns into another dessert course when I am introduced to the "Witch Wars."  Oh. This will be fun.

The book is split into four sections, Running the Runewild, Magic of the Runewild, A Runewild Gazeteer, A Runewild Bestiary.

Runewild Magic

Running the Runewild: This section covers what the Runewild is and a bit of its history.  It also introduces the idea of a Sandbox Campaign.  While many gamers of a certain age will already be familiar with the idea of a sandbox (and even where the term comes from) this might be new to the majority of younger D&D players.  No inditement of their experience; everyone learns something new at different times. This is a good overview of this style of play for the newer generation of players.  

The advice given about Sandboxes vs. Adventure Path is solid and there is even something here that warms the cockles of my old-school heart.  To quote page 10, "e of the greatest difficulties in running a sandbox-style campaign is balancing encounters. In short, there are no balanced encounters in the Runewild."  Players and Characters need to get used to the idea of running away. 

While this might be a shift for some 5e players, it is not a hard or difficult one.  In fact, it is presented in the light of the characters have the ultimate freedom to do what they want.  It is wonderful really and to quote Darkseid from the Synder Cut of Justice League, "we will use the old ways."

The Old Ways describes Runewild to a tee. 

Among the "old ways" are plenty of Random Encounter tables with brief descriptions of what is encountered.  Adventure Hook tables, Scenery tables, Fey prank tables, general Runewild strangeness, random animals, random NPCs, and more.  For new schoolers, this will make the area feel vibrant and alive. For new schoolers, this will feel strangely homelike. Note at this point, 30 pages in, there has been very, very little in the way of stats. An encounter with a Skeleton is listed for example, but where you look up your skeleton is up to you.

We do get into Runewild Backgrounds which are 5e backgrounds.  For 5e they are great really, lots of great information here, and none of them feel overpowering (they grant a skill and a tool proficiency and usually a language) for other games, you can use the native skill system (Trained would be the equivalent in 3e, free Proficiency in AD&D 1.5) or wing it. One of my favorites is a Polymorphed Animal.  You used to be a normal animal and now thanks to strange magic you are human-ish.  Really fun stuff.

Magic of Runewild: This section covers some more game-specific information such as some new feats, curses, and new magic items (lots of these).  But the star attraction of this section has to be the Goblin Market.  There is so much here and frankly, they could have published this on its own and it would have been a great seller.  There are random tables of trinkets, goblin charms, treasures, and of course a list of vendors and encounters.  

Goblin market
“We must not look at goblin men, We must not buy their fruits:
Who knows upon what soil they fed Their hungry thirsty roots?”

One thing that I felt was missing from this section? Spells.  There are no new spells here.

A Runewild Gazetteer. This starts out with the hex maps of the Runewild. Numbered just like all old-school hex maps too! The hex encounters are then detailed throughout the chapter with a corresponding Challenge Rating. An improvement from older Hex crawls to be sure.  So yeah the party of first-level characters can enter a CR 0 hex with no problem and come out ok. They can also enter into a CR 10 hex with the same level of difficulty (that is, none at all) but they are not going to leave it as easily!  That's a hex crawl. There are no signs saying "You Must Be Level 5 or higher to Enter" if the player goes there, then their characters will pay the price.

Each hex of course has different levels of detail, but they are all given some quick bullet points to help the DM out.   For example:

2. The Last Tower (CR 4)

  • A ghost haunts the tower 
  • Ten giant rats feast on bandit corpses in the tower’s basement 
  • The bandits carried stolen treasure

Then more details follow.  NPCs are noted ad are monsters. There are maps where needed (even a player's map in a few cases!) and yes more random tables. There are 150 such encounter areas and it covers a little over 200 pages. Some encounters are a paragraph or so, others are multiple pages. 

A Runewild Bestiary: Now you know I love this section.  There are over 30 new monsters, monster variants, and (and this is my favorite) listings of  The Witches of Runewild. This includes a bunch of various witches (mostly hags), new types of hags, and the two major and one minor covens.  Again, if they had sold this separately I would have scooped it up the moment it hit DriveThru.   

Here is an example of one of the witches.

Goodie Sharktooth

There is no Witch Class.  Part of me is disappointed, but another part is happy since I can now do what I want with them. 

The chapter and book ends with Monster Variants. 

The art in this book is quite great and helps give the proper mood for this dark fairy tale land.

Using this with Basic-Era D&D

The book feels like a BECMI Gazeteer.   I could set this outside of Glantri and it would feel right. There are 5e stats, but not a lot.  Most of the monsters have an analog in other games.  For example, if you run this with say, Old School Essentials, just swap out the monsters.  BTW this would work FANTASTIC with the Dolemwood products

Runewild OSE

This is a wonderful book and resource and I am very pleased with it. My only regret with it is I wish I had picked up the Hardbound version instead!

Friday, May 28, 2021

Van Richten's Guide to Ravenloft, Part 3 Horrors and Monsters

Ravenloft Spirit Board
This is Part 3 of my coverage of Van Richten's Guide to Ravenloft.  For this, I am going to cover Chapters 4 and 5.
You can also read Part 1, Part 1b, and Part 2.

Chapter 4: Horror Adventures

This chapter covers how to do horror in Ravenloft.  No to be sure this is "how to do horror in the situated rules of D&D and Fantasy Heroics."  It is not, nor should it be "how to do Horror for every other RPG out there."  The advice is good, but only when used in the proper situations and circumstances.  The advice given here is good advice, and it is not dissimilar to any number of horror games I have played in the past. 

For reference, I compared this chapter to some other horror games and books I have here.  In particular, I used: 

These are the ones I use the most, though I could grab examples from another couple dozen or so games.

VRGtR covers Preparing for Horror and this covers not just what sort of horror game everyone wants to play it also covers things like consent. Yes. Consent. No this is not a political stance, it is what I like to call "not being a fucking dick about it."   Section 7.3 of Nightmares of Mine states that 

"Even if the player has originally given his consent, he should be able to veto further exploration of a theme that causes real discomfort, insult, or distraction. Many people don't know exactly where their discomfort zones begin until it is too late."

- Nightmares of Mine, p. 119

And that was written over 20 years ago.  If you are complaining about consent being part of a horror game you lost that battle a long time ago.

Horror Guides

Ravenloft's Session 0 (p. 186) almost matches perfectly to Spooky's "Pre Game Checklist" (p.34) in terms of what sort of horror game is this? Who are the characters? What purpose does the story serve?  Spooky asks "What is the Monster?" Ravenloft asks "Who is the Darklord?"

VRGtR also covers the physical environment to running a horror game. This includes advice, while not exactly cribbed from 2nd Ed Ravenloft, certainly inspired by it.  This includes dimming the lights, props, music, and so on.  Chill also addresses this throughout their game. No shock, Chill 2nd Ed and Ravenloft both came out of the same section of the upper midwest at pretty much the same time.

There is also a section on using the Tarokka Deck (there are many available) and the spirit board that is replicated on the last page of the book. I am hoping that one becomes commercially available. 

Pause for a second here and consider this.  D&D along with Ouija Boards were a favorite target of busy moms and the Christian far-right during the Satanic Panic.  Now consider this. Ravenloft is back, full of all sorts of horror themes AND there is their own version of a spirit board included.  And yeah it is still getting attacked.  I guess some things never change.

There is a fun Horror Toolkit that includes some great Curses to lay down on people, places or whatever needs it.  Similar to what we saw in the AD&D Forbidden Lore set. There is a Fear and Stress mechanic.  Madness is gone. Good ridance.  Here is something I wrote about Madness in my own Sanity in Ravenloft: Masque of the Red Death. 1997

I have always had a problem with the way that the various Ravenloft rulebooks have handled fear, horror and madness checks, but madness in particular. In real life and in most Gothic literature, madness is a gradual thing, usually built up over long periods of time; think of the madness as described in Poe or even Lovecraft. The Madness checks from Ravenloft and later Masque of the Red Death were an all or nothing affair, one failed roll could turn anyone into a raving lunatic. Plus the rules in The Realms of Terror and the Masque of the Red Death books mostly dealt with madness as an after effect of psionic interference. Of course millions of people suffer from mental illness without the “benefit” of being psionic.

Sanity in Ravenloft: Masque of the Red Death. 1997

I wrote that because as someone with multiple degrees in psychology and a former Qualified Mental Health Professional I have NEVER been happy with how any RPG's system for "Madness" or "Sanity" worked.  Call of Cthulhu was an exception because what it did was so closely tied to the stories it emulated.  I attempted to do the same. 

This new system works better for the Fantasy Horror of Ravenloft. For me, the guy who used to be in charge of the night shift at a mental facility for schizophrenics, this system is better.  Yeah, people are going to say "but madness is part of horror!" No. It is part of Gothic Horror and to a degree Cosmic Horror, but there is nothing in Fantasy Horror that needs Madness. Yes, you can use it. No, you don't NEED to use it.  AD&D 2nd Ed used it, I used my own mechanics. I am happy to drop both today.

Though, there is no corruption mechanic here or a fall to Dark Powers.  The underlying assumption is that the PCs are heroes in the pure and true sense.  That is great, but D&D 5 players are no different than AD&D 1st ed players.  Dangle power in front of them and they will grab it with both hands and ask for more.  I get that, I really do and it works for this game. I am going to have to see how it works for me as I play Ravenloft 5e. On one of the few times I was a Ravenloft player and not a DM I had a character, a cavalier-sort, who was sucked in to the Mists and went blind.  He gained the ability to "see" while fighting but no other time (think Daredevil) it was a struggle to keep him from reaching out for more. He did move from Lawful Good to Lawful Neutral, but that was as far as his slide went.

Moving on to a GREAT piece are Survivors.  Survivors are a little bit more than normal humans, and a little bit less than a 1st level character.  These would be the people/characters in Ravenloft that would have souls. There are four basic types and they map on perfectly to the four class archetypes.

  • Apprentices have a minor talent for magic (Wizards, Magic-Users)
  • Disciples adhere to the tenets of the faith (Priests, Clerics)
  • Sneaks survive by their wits and are petty thieves. (Rogue, Thief)
  • Squires have some martial prowess or training. (Warrior, Fighter)

There are stat blocks for these four on the following page. They get a minor talent (like a feat, but not as strong).  Basically, they are Basic D&D 1st level characters.  If I was going to start a Ravenloft game, I would figure out what everyone wanted to play and then give them these level 0.5 characters that match their archetype.  Playing a Warlock? You start out as an Apprentice. And so on.  

House of Lament
The House of Lament

The included adventure deals with the House of Lament.  To new players it is a creepy ass haunted house that holds the spirits of Mara Silvra and Dalk Dranzorg (which are totally names you would find in Glantri, just saying). To older fans, the House of Lament was just as evil.  Now Mara goes from helpless victim to warrior now complicit in her own damnation in Ravenloft.  In both cases, her body is entombed in the house and her spirit haunts it.   The House of Lament was introduced in one of the first accessories for Ravenloft, RR1 Darklords which was released in 1991.  This new house has all the chills of the first.

There are rules for séances and the replies from the various spectral inhabitants.  There is even a handy adventure flowchart.  You don't have to follow it, but it does help.  The new house pretty much looks like the one in Darklords.  The maps are not 100% the same, but close enough that is obvious there are supposed to be the same place. Or at least built by the same hand. BTW the maps of the House of Lament are by none other than Dyson Logos

The change is interesting and hits on things we all talked about online back in the 90s.  So in the original House, Mara was an innocent victim, yet her soul was stuck in this house with the other spirits.  We always wondered why the Mists would trap an innocent soul.   We came up with a lot of reasons, but the current authors bypass the issue altogether and make Mara more active in her placement here.

Still, tt is a great introductory adventure.

Chapter 5: Monsters of Ravenloft

The very last part is a collection of new (well...new to some) monsters found in the Mists and Domains of Ravenloft.

First, we get a bit about how to use monsters in a horror game.  It is good but I do feel it could have been longer. Then we get into the monsters themselves.  First off. I LOVE the Bagman!  Why I never came up with it myself I will never forgive myself for. We get the expected cast.  Invasion of the Body Snatchers Pods, Brain in a Jar, Boneless, evil dolls, headless horsemen, ghosts, Star Spawn of Cthulhu Emissary, slashers, couple of different Vampires, zombies. The expected cast.  Given Ravenloft's history, there are tons more that could be added.  Well, it will keep the folks on DMsGuild busy for a long time!

Ok. So. Let's address it. The monsters do not have alignments listed.  "Oh no" the cries come from the Internet, "nothing is evil anymore! D&D is DOOOOMED!" Oh, grow the fuck up.

Monsters. They are still evil.

I have lost track of how many times over the last 40 years someone has brought up "hey maybe we should get rid of alignments in D&D."  Also aside from Ravenloft how many Horror RPGs have alignments?  Right. None.  Well...maybe Beyond the Supernatural. Just checked, yeah it does, but none of the other non-D&D-derived Horror games have it. One thing is made abundantly clear, monsters are there to be fought and fought against.  There is no "Subjective morality" here the monsters are described in terms of their "Wrongness" (p. 224) or their nightmarish qualities (p. 225). To be clear here every monster listed either wants your soul, your body, your blood, your life, or some combination of all the above.  In truth, there should never be anything at all like a random monster. Everything should be in place to maximize the effect the DM is wanting.  At no point should a random goblin show up in the middle of investigating an undead killer moving through the streets. Every monster should thought out, planned and figured out where they exist in the ecology of fear the DM is creating.  If that means a Boneless is a horrible creature trying to attack OR is it a helpless victim that needs the PCs, then alignments printed on the page would not matter. 

My only complaint about this chapter is there needs to be more. But I do love my monsters.

We end with an art page of the spirit board.

Edited to Add: Wizards of the Coast has a free PDF where you can print out the Ravenloft Spirit board. Print it out and glue it to some wood or cardboard.

All in all this is my favorite D&D 5 book.  I can see myself reviving (reanimating?) my old Ravenloft game with these new rules.  My original players are all over the world now, but I have new ones.  OR what I am more likely to do is add elements of Ravenloft into my current games.  The Second Campaign is headed to a large desert.  You know that Ankhtepot is going to be there.

There has been much ado about the changes to the Vistani. They are less of a cultural stereotype now so that is good. They can be good, or evil, as individuals choose, so that is also good.  Generally improved all the way around.  I have to be honest, I never used them very much save in Barovia, but that was it.

D&D 5 Books

With all the other D&D books out now you can build quite a collection of resources for Ravenloft.  The Candlekeep mysteries adventure, Book of the Raven, was our D&D 5 introduction to the Vistani and some Ravenloft concepts. 

More D&D 5 Books

The new various "Guides" have plenty of monsters and other ideas to flesh out your Ravenloft for 5e.

Thursday, May 27, 2021

Van Richten's Guide to Ravenloft, Part 2 Domains and Darklords

VRGtR: Special Edition Cover
This is Part 2 of my exploration of the new Ravenloft book. You can also read Part 1 and Part 1b.

So last time I ended with character creation.  A couple of other points.   I was talking with my oldest son about the new classes, asking his expert opinion on how balanced they were.  He says that they are fine, nothing too out of the ordinary.  He just wondered why we need a Warlock with the Undead as a Patron when The Sword Coast Adventurer's Guide already had a Warlock with the Patron The Undying.  Yes, they are fairly similar.

People seem concerned that two of the three lineages can see in the dark (Darkvision).  Well...this has always been an issue, elves, dwarves, gnomes, all have been there from the very, very start and they can also see in the dark.  Fear of the dark is a powerful fear, but it is also not the only one.  I always made the mists very opaque.  You might be able to see in the dark, but not the dark found in Ravenloft.  Afraid yet?  Well to quote one important gnome, "you will be. You will be."

Chapter 2: Creating Domains of Dread

Before we get into all the Domains of Dread (39 domains in total) we are going to talk about the creation of a Darklord.   Why do this first? This gets the Ravenloft DM to think about what needs to go into a Domain, AND what doesn't.  

Domains are reflections of their Darklord.  The building of a Darklord looks at the relationship between the Darklord and the characters and even the players.  I mean starting in Barovia with Strahd is always fun, but what if your players are not into vampires?  No problem, there is something here for you and your players.  Here the Darklord is created by asking questions about their past life, their fatal flaws, what makes them evil.  Yes.  This book presents the Darklords as all as unrepentantly evil. Evil with a capital E. Of course, the Darklords may not see themselves as evil or even as a Darklord, but that doesn't change what they are. 

Following the Darklord creation, we create a Domain. Remember that Domains are designed not just to be a prison for the Darklord, but one that tortures the Darklord as well.  Strahd is trapped and constantly tormented by his obsession with Tatyana. She is constantly being reborn, each time she torments him more.  Various other questions are asked.  What sort of culture is this? What do they fear? How do they treat outsiders? And a lot more.  Asking these questions here help understand what the domains are later on. 

Larissa Snowmane
Larissa Snowmane on the River Dancer.  Growing up near the Mississippi, I have had nightmares like this.

The next section, and one of the best, cover all the different sorts of horror you can use and the ones this book uses.  Reminder.  Ravenloft is not really Gothic Horror.  Sure it has elements of Gothic Horror. It has the tropes of Gothic Horror.  But even the AD&D 2nd Ed version of Domains of Dread informed us that Ravenloft is actually Fantasy Horror.  So let's see what the book has. 

  • Body Horror - horrors about being transformed or our bodies failing us.  Think of movies like The Fly, The Thing, or one of my newer favorites, Tusk.
  • Cosmic Horror - horrors from beyond and the cults that follow them.  Think Cthulhu.
  • Dark Fantasy - the intersection of fantasy and horror. Arguably where Ravenloft works the best.
  • Folk Horror - One of my favorites. Old towns with strange natives. Pagan cults and practices.  The Witch, The Wickerman (original one please), and Midsommer are good movie examples, but there are a lot more.
  • Ghost Stories - an old favorite. Ghosts, haunted houses, haunted...well everything. 
  • Gothic Horror - yes, it is represented here. Gothic Horror has much in common with the Romance genre.  The difference is the inclusion of a monster. Not a snarling beast, but often an old, often European aristocrat.  Dracula is the prime example given, but also the works of Poe and Le Fanu.
These are the main ones.  They all feature examples and tone. They also discuss the types of monsters that would be common.  Additionally like all D&D 5 books, there are plenty of d8 and d10 tables of options and suggestions.

There also others that are more briefly covered. Disaster Horror, Occult Detective Horror, Psychological Horror, and Slasher Horror.  All of these are now used in the Domains.  Well...they have all always been used, to be honest, now we are just more explicit about it.

Is this enough to run a horror game? Well...no, not really. It is PERFECT for running a Ravenloft game.  It's not really designed to run a Call of Cthulhu game and certainly not a Kult or Little Fears one, but it does work here.  

If you have never run a horror game before then there is a lot here that will help you.  If you have run horror games then this is a good introduction to the type of horror you can run in Ravenloft.

Chapter 3: Domains of Ravenloft

This the largest portion of the book. Nearly half of all the pages.

The first part covers souls. As in, most of the people in the Domains don't have them.  This is not a new idea really.  It was touched on in the Knight of the Black Rose books. The soul of Kitara was "copied" and her true soul was set free by the Darkpowers to whatever reward (well, punishment) her god (Takhisis) demanded.  What stayed behind was created by the Darkpowers to torture Lord Soth.  Similar to the soul of Firan Zal’honan's son.  

The section on souls also has a bit that should really scare D&D players.  While most "people" don't have souls, the ones that do better keep a tight grip on them.  Dying in Ravenloft is bad.  How bad? Even if you are raised or brought back under 24 hours a bit of your soul is still wandering the Mists.  Over 24 hours?  Your body might be raised, but it won't have your soul in it. That soul will be reincarnated over and over in Ravenloft.  Welcome to the Hotel Barovia. You can check out anytime you like but you can never leave.  While I felt this was a negative feature in Curse of Strahd, it is a positive here. A scary one at that. Death is permanent after a point and death is not even an escape from the mists.

The Domains are now not all Gothic Horror.  They fit into 1 to 3 sub-genres of horror described above.  Gothic Horror is just one of those types.

Unlike previous editions that would feature the Darklords and the Domains separately, this book keeps them together.  This is a big improvement.  Darklords are inseparable from their Domains, and this book sells that philosophy well.

Seventeen Domains and their Darklords are covered here in greater detail and 22 in lesser detail.  Not every Domain from the old books are here. Nor should they be. So goodbye Sithicus, you were fun, but we don't need you now. 

Each Domain is covered, it's Darklord listed, the Genre (from above) listed, usually one to three, the Hallmarks of the Domain and the various Mist Talismans that can drag you here or help you leave.  Also, each covers what characters and people with souls think of their lands and what it means to them. While the Domains are not really part of a world as others think it there is no reason that people living there know that.  Some might suspect something, but they have always lived like this and this is what is normal for them. 

There are some alterations to every part of the Domains. Some are minor, many are major.  While some bemoan this I see it as fantastic.  First, I am not going to be playing this with anyone that knows the difference between Falkovnia and Fallstaff, AZ, let alone the difference between Mordent now and Mordent then.  Plus even if they did, well that is just the Dark Powers messing with their memories.  “Yeah you thought it was like this, but it really isn’t!”

A couple of other points.  The Darklords don't have stats.  But really, the Darklords don’t need stats.  At no point EVER in all the years I ran Ravenloft I never had a group of players that wanted to go after a Darklord.  And many that never even knew who the Darklord truly was.  How many Dracula movies are there?  How many has he been killed in?  Same here, I don't care even if the Darklord IS killed, they will be back as soon as I need them to be.

Also, the Domains are not as connected as they once were. Domains can be islands, or connected or not.  Ravenloft is not a "world" it is a loose collection of semi-connected prisons.  Only the Vistani can safely and somewhat reliably navigate the Mists and that is exactly as it should be.  Connect them if you want, I am playing this as an homage to the old TV series "The Fantastic Journey," the characters, and the players, step into the Mists and no one will know where they will end up. 

Each Domain feels new to me.  Like I am headed back to a place I once knew.  It would be exactly like me going back to my old University town. It has changed a lot since I was last there in 1994, the streets are the same, but the buildings are all different. Some things are the same, but there are things that are new.  This is the same.  

Barovia is the first, well for many reasons, but here it is alphabetical.  It is also the one that will most familiar to old and new players alike thanks to Curse of Strahd.  Like Curse of Strahd is completely supports my thinking that Baravoia is from Mystara, even though it is never stated here. 

the Amber Temple

A couple of other notable Domains.  Darkon was the former domain of Azlin Rex, now it is a Domain in slow-motion destruction. Like watching an explosion slowed down. Azalin is gone, where is he? No one knows. The Kargat still run the place, and there are other factions, but everything else is falling apart.  It is listed as Dark Fantasy with Disaster Horror.  Darkon was always the most "D&D" of the Domains, but now it is in tatters.  It is also a Domain searching for a new Darklord; PCs beware.  

Falkovia is now ruled by Vladeska Drakov. Now no longer a dime-store Transylvania and a bargain-basement Vlad Tepes, it is now World War Z in the Dark Ages.  Think the Black Death, if the Black Death could get up and go after you.  This is fantastic! And, really let's be honest, Vlad Drakov and Falkovia always kinda sucked. Really. It did.  This is so much better.  Har'Akir is so improved that I want to use it first.  Hazlan's Darklord Hazlik finally is portrayed as we always said he was back on the old RAVEN-L lists. He is not evil because he is gay, he is evil because he is a cold-blooded psychotic killer, even beyond that what other Red Wizards of Thay can accept. 

Dementlieu. Ah...now here is something really fun.  Completely changed from the old one this is an endless Masquerade, both in terms of the party and how everyone lives.  The Darklord of Dementlieu is "Duchess" Saidra d'Honaire. She fancies herself as a Lady, but is really just a commoner. In fact, everyone lies in Dementlieu, and every lie has to be more outlandish than the last, but uncovering a lie, or having your lies uncovered, is tantamount to that person's death.  It is Cinderella plus Masque of the Red Death (Poe's version, not the AD&D one) mixed with Bridgerton where every negative high-class society stereotype turned all the way up to 11 and put in a background of "be the most popular or die" attitude.  Get caught up in the lies and deceit and you could be lost in the Grand Masquerade.  You will never or should never get into combat situations in Dementlieu. You could for example challenge some "Lord" to a duel, but his second will, unfortunately, will not be there and he is under strict guidance from his doctor not to duel. Or some other reason.  Most likely Saidra d'Honaire will out you as a fraud first. OR, the would-be combative will be caught in a lie and reduced to ash in front of your very eyes by the Duchess.  

The list can go on. Harkon Lukas is more than just a fop now. He is a great example of a Darklord that has no idea he is a Darklord and thinks he is good. But we know he isn't.  Viktra Mordenheim is a great update over the thin pastiche that Viktor Mordenheim was to Dr. Frankenstein.  Chakuna, the new Darklord of Valachan replaces the old Darklord Baron Urik von Kharkov. I actually liked Baron Urik von Kharkov and the later art made him look like Tony Todd, always a plus.  No opinion yet on this one. But it does look interesting.

Chakuna, the new Darklord of Valachan
The Displacer Beast is a nice touch for this Domain

Not everything is perfect here though.

Yes, some of the domains are not as well defined as they could be or even should be.  Some details are here, but some are left out. I mean how do you grow food in an endless night?  To be honest, I really don’t care where the crops are coming from in Ravenloft to feed the townspeople anymore than I am worrying about where the crops come from to feed the townspeople in Frankenstein Created Woman all I care about is will they have their pitchforks ready when I need them.   And in truth, the book covers this in the very beginning with their “this is a world of nightmare logic” and the fact that most "people" in the Domains are not even real. You can even assume that nothing exists for real until the characters need it too.  The Dark Powers provide it all. How can hordes of zombies attack Falkovia every month like it's Episode 8.03 of Game of Thrones? Doesn't matter, it does and they do until the end of time.

We also get some important NPCs.  They are a great bunch, to be honest.  Among our "Stars" are Van Richten himself, the Weathermay-Foxgrove twins, and Ez d'Avenir.   Others are also returning stars from previous editions with more details.

I think Alanik Ray and Arthur Sedgewick are very much improved.  They remind me of what Holmes and Watson from the Netflix show the Irregulars could have been like.  I know there are people complaining that “they made Holmes and Watson gay!” No. They made Alanik Ray and Arthur Sedgewick gay. And guess what. They can do that if they want.   They are now more than just a thinly veiled dime store Holmes and Watson.

Having  Larissa Snowmane from the novel Dance of the Dead is a nice nod to fans, but they mention she avoids Nathan Timothy and yet they give no indication of who that is or his own Domain or why they would be interacting.  I mean I can pull my old books, but newer players don't have that.

They bring up Firan Zal’honan, but also never talk about how he used to be Azilin Rex. Or maybe he will be again?  I mean I am thrilled to see him! I can remember reading “I, Strahd: The War Against Azalin” in 1998 when it came out, sitting on my backyard deck and watching my wife work in the garden. This is deep-cut stuff.  But my son, who was not even born yet at that time, has his own copy of this book and has no idea who Firan is. 

Among the new Domains is the very compelling Cyre 1313 from Eberron. It's a freaking Ghost Train!  Who has never heard a tale about a Ghost Train?  This is one of the Domains, like the Carnival, that overlaps other Domains for a time.  It can travel the Mists and not in a good way. 

Cyre 1313

I am not a huge fan of how it looks, but my knowledge of Eberron is slim. This might be how all trains look. For me, I might make it look more Victorian.  But that's my solution for most things.  Though floating over the ground with little electrical sparks is good.

That is quite a lot of the book.  Next time I cover Chapters 4 and 5.

Van Richten's Guide to Ravenloft

Thursday, May 20, 2021

Review: Spelljammer, AD&D Adventures in Space

Cover of the Spelljammer book
Come back to me if you will to a time just right before the Internet.
(Ok, technically the roots of the Internet were here in ARPANet and what I was using BitNet at the time. But you know what I mean.)  

The time is 1989 and the game on my table is AD&D 2nd Edition.  Well, it is really Ravenloft, because, in college that was my setting of choice, AD&D just happens to be the system that ran underneath it all.  So a couple of points already.  I was playing AD&D 2nd Ed and really all I had the money for at the time was for one setting and that was Ravenloft.  There were a lot of great settings in the AD&D 2 days; Forgotten Realms loomed large and impressive, and maybe a little intimidating.  Greyhawk and Mystara only had some minor entries, much to my disappointment, Al-Qadim and Kara-Tur both looked like fun, and then we would also get Planescape. But there was one out that seemed so strange to me that I wanted to know more but yet could not bring myself to buy.  Until now. 

DriveThruRPGs Print on Demand has been a fantastic opportunity for those of us who want to go back and look at some of these other systems and games of our youth.  While I have relied mostly on the aftermarket to get myself up to speed on the Forgotten Realms (and enjoying it) I recently picked up the hardcover POD version of AD&D's Spelljammer.  And I am so happy I did.

Now don't get me wrong. I wanted to play SpellJammer back then.  We ever started a new campaign where all the characters were in a navy, so they all had 3 free levels in fighter, and then they were level 1 (or 4 for the fighters) in whatever other classes they were going to be.  Using the AD&D dual classing rules meant they could not act as fighters until later. But it boosted their HP.  They were going to spend some time at sea, but eventually, they were going to turn their ship into a SpellJamming one.  I named the ship "The Black Betty" after the Ram Jam song because every time I heard "Spelljammer" I thought "ram jam" and the Black Betty was a good name for a ship.  Sadly we never got very far. I was at University and my DM at the time was at a different school and the other players were also at yet another school. Meeting only over the summer was not helpful for a long-term campaign.

Fast forward to today.

Spelljammer: Adventures in Space

For this review, I am considering the Print on Demand hardcover and the PDFs from DriveThruRPG.  There may be things true of these versions that are not true for the original boxed set and things that might be the other way around.  I can't speak to the boxed set since I never owned it.  

Spelljammer is a whopping 278 pages.  Jeff Grubb is our primary author with art by Jeff Easley, Jim Holloway, Dave "Diesel" LaForce, and Roy Parker.  Easley is responsible for our cover, and indeed many of the covers from this time.  The interior art is Jim Holloway who really set the tone and feel for what I consider the 2nd Ed "style" of that time.  The interior is largely black and white with some color illustrations.  Mostly the pictures of ships, what were covers in the separate boxed set books, and some maps.  The scanned pages are not crisp, but they are easy to read.

The book is divided into two large sections that correspond to the two 96-page books that came in the boxed set, Lorebook of the Void and Concordance of Arcane Space.

Lorebook of the Void

We are introduced to how Spelljammer, AD&D in Space, came about.  We also now know that this was the first of new boxed set settings to come out for AD&D 2nd ed.  More would follow and make 2nd Ed more famous for their settings rather than their rules.  The goal for Spelljammer was overtly a simple one; AD&D in space, connect all the main AD&D worlds, and make them work together without changing what makes each one unique.

This section covers the basics of Spelljamming and operating a spelljamming helm.  We get a good overview of the types of spelljamming ships and that various races that can be found in Arcane Space.  We learn that gnomes and halflings for the most part avoid Arcane Space since they are too closely tied to their planets (makes sense) but Krynn's Tinker Gnomes are not so tied to their world in the same fashion so they are very much at home in Arcane Space. We even get a bit on goblinoids.  

The next third covers the various monsters and creatures you will find in AD&D 2nd Ed Monstrous Compendium format. We are given new details on the Beholders (they take the place of Daleks in Arcane Space) and the Neogi. Mind Flayers also get new treatments.  

The last thrid covers the three main AD&D game worlds, Krynn (Dragonlance), Oerth (World of Greyhawk), and Toril (Forgotten Realms).  The problems begin to show here since the cosmology of Krynn is tied very much to their gods.  This is not the fault of Spelljammer or Dragonlance, but rather one of trying to fit the divine into a scientific worldview.  I will admit I do like how the spheres are covered here.  It reminds me a little of how the solar system of Urt is covered in the D&D Immortals Set.  One could take that information and drop it rather cleanly into this book.  It was not done of course because at this time Urt/Mystara was considered part of D&D and not AD&D.  Even discussions online close to the time described AD&D as one universe, maybe even in the same galaxy, and D&D in a different universe altogether. 

Concordance of Arcane Space

The second major section of the book covers the rules part of Arcane Space.  The first chapter describes some basics of how Arcane Space and the Phlogiston work.  Chapter 2 covers some changes to the AD&D rules.  The first change, Lizard Men are now a playable race.  There are changes to some spells and how clerics can talk to their gods. We also get some new spells.  Chapter 3 covers the ships. How they are made, flown, and the capabilities (armor, weapons, storage) of examples.  Combat is covered in Chapter 4.  Ships are a lot like characters in they have an Armor Rating and Hull Points.  Damage by large ship weapons can deal hull damage and/or hit point damage. Chapter 5 covers celestial mechanics, or how systems are made. While in real-life astrophysics we know that forces like gravity will produce round (or oblate) planets and stars, there is a wide variety of things found even nearby to us.  Arcane Space should be just as diverse if not more so.  Oerth (Greyhawk) is a Geocentric system, Toril and Krynn are heliocentric. There are other systems that can be and should be, even stranger.  We learn that there is a flow to the Phlogiston and that some worlds might easy to travel to, but harder to travel away from.

We also have several appendices.  The first covers how magic spells and items work in space.  Appendix 2 covers travel times with Earth and the Solar System as an example along with Krynn, Toril, and Oerth.  Mystara/Urt can be substituted for Earth easy enough.  Flow can affect travel times.

The last section of the book are the color deck plans of various spelljamming ships. Maps and cut-out-and-fold ship minis. Best get the PDF along with the printed book so you can print these on your own.  A large black-hex map would work great for movement in space. 

Reading it today I can overlook some of the flaws that would have bothered me in 1990.  

Print on Demand Book

The Print on Demand book is hardcover, mostly black & white with some color art inside and color covers. It is a hefty volume on premium paper which makes it a little thicker than you expect a 278-page book to be.  It is very high quality. 

Covers of the Spelljammer bookCovers of the Spelljammer book


Interior of the Spelljammer book


Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Interior of the Spelljammer book

Converting to 5e

In the first chapter of the first section, some advice is given about converting older AD&D monsters to use with Spelljammer since in theory every monster could be found somewhere.  The example given is the Grimlock from the Fiend Folio, a monster they describe as not likely to be updated to 2nd Edition.

Well. We know now the Grimlock. And updated to 3rd and beyond.   So there is no good reason to assume that Spelljammer will "Never" be updated.  In fact with D&D 5's desire to embrace the past and every world of D&D in their products it is reasonable we will see some Spelljammer at some point.  A spelljamming ship was already placed on a level in a 5th edition adventure. 

But converting to 5e based on the material in this book? Well really there are two main areas of focus; monsters and magic.  Many of the monsters have newer 5e writeups now, so this is less a question of conversion and more of replacement.  Magic, in particular spells, would need some more work but the guidelines are in place.  Similar spells should change in similar manners.  Combat can be swapped out for 5e combat, which not terribly different. So yes, if you are playing a 5e game then you can get a lot of use and play out of this book.

If you have ever been curious about Spelljammer but did not want to pay the aftermarket prices then the PDF is an absolute steal.  If you know about it and want to give it a go again (or for the first time) then the POD version is equally cost-effective.