Tuesday, April 2, 2024

#AtoZChallenge2024: B is for Basic Set Dungeons & Dragons

Dungeons & Dragons Basic Book

Yesterday I talked about the Advanced Dungeons & Dragons game.  Today I want to take a step back and talk about the Basic D&D game.  Though there are several sets that can make the claim of being the "Basic Set."

Regardless of how many or for which edition they all share some things in common.  The Basic set is usually a simpler or stripped-down version of the D&D game designed to introduce new players. They typically come in a boxed set and very often have the very first set of dice a player will own.

My own history with D&D begins with the Basic game. 

Moldvay D&D Basic

Christmas 1981 will forever go down in my memory as the one where everything changed.  I was in Junior High and had been playing D&D for about two years, off and on.  I had read the Monster Manual and I had a copy, badly xeroxed, of the Holmes Basic set.

Christmas though was the turning point. I got two box sets that year; the Ballantine Books boxed set of Lord of the Rings and the "magenta" Basic Set.
Inside was finally my own book, not a copy of someone else's book. I had my own dice (finally!) and a complete adventure.
I devoured that book. Cover to cover. Every page was read and read over and over.

A lot of people talk about "the Red Box." My Red Box was magenta and had Erol Otis on the cover.  For me this was the start of what became "my" D&D. Not someone else's game, but my own.

In 1981, I felt fairly proficient in D&D. But with Holmes D&D, I always felt like something was missing. I only learned later about the "Little Brown Books" and how "Basic" actually came about.

The Moldvay Basic set had almost everything I ever needed for a game.  Plenty of classes and races.  More monsters than I expected (it had dragons!!) and what then felt like tons of spells.  I made dozens of characters, some that saw actual game play, but I didn't care, for me it was the joy of endless possibilities. And that was just in the first couple of dozen pages.

Everything I know about exploring a dungeon, checking for traps, carrying holy water and a 10' pole began here.  I learned that ghouls can cause paralysis (unless you were an elf!) and that zombies always attacked last in the round.  I learned that Thouls was a magical cross-breed between a hobgoblin troll and a ghoul. No, I still have no idea how they are made. I got to meet Morgan Ironwolf herself.
There was a sample adventure in the book, but I never really looked over. I don't think anyone did. It was called the Haunted Keep by the way. Though I very recently was reading that someone put it under the Keep in the famous adventure, Keep on the Borderlands.

This magenta-colored box with strange art on the cover also had other prizes. There inside was my first set of real D&D dice.  No more raiding board games for six-siders, though I learned those dice were properly called "d6s," and my new ones were "polyhedral."  I had a set of blue dice with a white crayon to color them in.  They are not great dice, even then, I knew.  But they were mine, and that is all that mattered.

I want to pause here a second and come back to that art.  Let's look at the cover again.  A woman casting a spell, a man with a spear. Fighting some sort of water dragon (that didn't even appear in the rules!). But look how awesome it is. Do you need to know anything else? No. They are fighting a dragon! That box is why so many gamers fell in love with the art of Erol Otis.  Inside are some equally important names; Jeff Dee, James Roslof, David LaForce, and Bill Willingham.  They gave this D&D a look that was different than AD&D.  I love that art in AD&D, but in this book, that art was just so...timeless. It was D&D.

In that box was also the adventure The Keep on Borderlands. I don't think I need to go into detail there. We have all been to the keep. We have all taken that ride out along the road that would take us to the Caves of Chaos. Nevermind that all these creatures, who should by all rights be attacking each other, never really did anything to me. They were there, and they were "Chaotic," and we were "Lawful." That was all we needed to know back then.

Dungeons & Dragons Basic Set
What treasures in such a small box!

The Moldvay Basic set was more than just an introductory set to D&D. It was an introduction to a hobby, a lifestyle. The rules were simply written and organized. They were not simple rules, and re-reading them today, I marvel that we all conquered this stuff at age 10-11. It may have only covered the first three levels of character growth, but they were a quality three.

I bought the Expert Set for my birthday in 1982. For the longest time, that was all I needed. Eventually, I moved on to AD&D. I discovered those Little Brown Books and even picked up my own real copy of Holmes Basic. I love those games, and I love playing them still, but they never quite had the same magic as that first time I opened up that box and saw what treasures were inside. I did not have to imagine how my characters felt when they discovered some long-lost treasure. I knew.

Today, I still go back to Tom Moldvay's classic Basic book. It is my yardstick for measuring any OSR game. Almost everything I need is right there, just waiting for me.

Basic D&D is a very popular topic for me on the old A to Z Blogging Challenge. Here are some other "Basic" posts I have done in past years.

Other Basic Sets

It would be very remiss of me not to mention that there were other Basic sets as well.

Three Basic Sets

Three Basic Sets, Books and Dice

Holmes Basic, also called the "Blue Book," was my start. Sort of. The rules I used back when I began were a hodge-podge of Holmes Basic and AD&D, particularly the Monster Manual. This was fine, really, since, at the time, 1979, these game lines were a lot closer to each other. I have talked about this in my "1979 Campaign" posts.

Edited by Dr. John Eric Holmes, this book took the original D&D books and re-edited them to a single cohesive whole, though limited to 3rd level, as a means to get people introduced to the D&D game.  The Original Rules (see "O" day!) were an eclectic collection of rules that grew out of Gary Gygax's and Dave Arneson's playstyles. Debate continues on who did what, and I am not going to provide anything close to a definitive answer, but the game sold well but had a steep learning curve to others who were not part of that inner circle or came from War Games. The Holmes Edition attempted to fix that.

Mentzer Basic, or the BECMI (Basic, Expert, Companion, Master, Immortals) rules, was published after the Moldvay Basic, Cook/Marsh Expert sets. The rules between the B/X and BECMI rules are largely superficial (I will discuss this more), and the BECMI rules go past level 14 into the Companion rules (more on that tomorrow).

There is evidence that the Mentzer Basic set, also known as the "Red Box," was one of the best-selling editions of D&D ever, even outselling the flagship line of AD&D at times. It was also sold in more countries and more languages than any other version of D&D. If you recall Sunday's post, the D&D Basic line was in play for 22 years, covering the same time period as AD&D 1st and 2nd Edition rules. And it is still widely popular today. 

UK, American, and Spanish Mentzer Basics
Basic books from England, the USA, and Spain

Is Basic D&D the Game for You?

Basic D&D (all three varieties) are all remarkably easy to pick up and play. Character creation is fast, and the play is super flexible.  It is also one of the main systems I still love to write about and publish for.

Basic D&D has great online support regarding books from DriveThruRPG and other "Old School Renaissance" creators. But it is an older game. One of the oldest in fact. So, some things made perfectly good sense back then that would cause people to scratch their heads at the various design choices (Descending Armor Class? Level limits?), but that doesn't detract from the fun. Finding a Basic game or even people to play it with will be harder.

Any future version of D&D (or any RPG) needs to use Basic D&D as its model for introduction to the game.

Tomorrow, I will talk about a newer topic, Critical Role.

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


Monday, April 1, 2024

Larina Nix for Advanced Dungeons & Dragons (Dragon #114 version)

 I meant to do this one earlier, but I got busy writing something else. Honestly, I am a little surprised I haven't done this before now.

Larina Dragon #114 homage Dragon #114 October 1986
"Larina" by Djinn and "Spirit of the Night" by David Martin

Larina Nix

I first rolled Larina up in July of 1986. At first, she was a "magic-user," and I would play her like a witch. She had a few adventures that year, but that was also when my then DM was heading out of town, and I was getting ready for my senior year at high school. 

Then Dragon Magazine #114 came out in October. 

I read it all over and wondered how I should convert her. The answer became obvious to me right away. She was a witch, only pretending to be a wizard so she could go to Glantri's School of Magic. I kept her magic-user levels and then went on to advance her as a Dragon #114 witch. In the game, I said she ran out of money to keep going, so instead, she got a job at the library in hopes of paying her tuition. 

I updated her sheet and declared her birthday was October 25, but she tells everyone it is October 31st.

As the game progressed, she became less the magical powerhouse I envisioned and became more the group's sage, occult expert, and polyglot. So when it came time to level her up, I took the spells that gave her more social and mental power/aspects. If the choice was to take a power/spell/magic item that gave a blasty power OR say, learn a new language, then I always took the language.  This was also the origin of the "From the Journals of Larina Nix." 

I kept playing her over the years. In college, I kept notes on her and how she played, including her witch spells and powers vs. her magic-user/wizard ones.  I combined these notes with notes I had started back in 1983 on a witch class, and eventually, they became my first Witch class. Since she was so focal in those experiments, I also re-did her as one of my new witches and featured her in a bit of fiction when she was six years old and discovering that she was a witch.

But in the meantime, here is Larina circa 1987-88.

Larina by Gabe Fua
Larina by Gabe Fua
Larina Nix
10th level witch / 1st level Magic-user (Dual classed)

Strength: 9
Dexterity: 12
Constitution: 12
Intelligence: 18 
Wisdom: 18
Charisma: 18
Comeliness: 21

Hit Points:  
Alignment: Lawful Neutral
AC: 2 (Bracers of Protection AC 2)

Saving Throws (base)
Paralyze/Poison: 10
Petrify/Polymorph: 13
Rod, Staff, or Wand: 14
Breath Weapon: 16
Spells: 15

Languages: Common, Alignment, Drow, Undercommon, Elf, Infernal, Dragon

Powers
1st level: none
2nd level: none
3rd level: Brew poisons & narcotics
4th level: Brew truth drug
5th level: Brew love potion
6th level: Manufacture potions & scrolls
7th level: Candle magic
9th Level: Use all-magical items
10th Level: Aquire Familiar (cat, Cotton)

Spells 
First: (5+3+1) Charm Man I, Cure Wounds, Darkness, Give Wounds, Light, Magic Disk, Mending, Read Languages, Sleep (MU)
Second: (5+1) Bless, ESP, Identify, Locate Object, Seduction II, Speak with Animals
Third: (4+1) Calm, Clairvoyance, Lightning bolt, Phantasmal force, Remove Curse
Fourth: (3+1) Cure Serious Wounds, Infravision, Levitate, Shock
Fifth: (1) Oracle
HSO: (1) Prismatic Spray

Magic Items
Dagger +2, Staff of Enchantment, Broom of Flying, Crystal ball w/ ESP.


#AtoZChallenge2024: A is for Advanced Dungeons & Dragons

Welcome to the A to Z blogging challenge for 2024!  As I have been talking about all year, 2024 marks the 50th Anniversary of the first commercially successful (and in many ways the first in all respects) role-playing game. Dungeons and Dragons.

All month long, I hope to celebrate this with my A to Z of D&D.

Today, I start with the edition of D&D that most people who grew up in the 1980s think of when someone says Dungeons & Dragons.  That would be the 1st Edition of Advanced Dungeons & Dragons.  This is the edition that we see the kids playing in "E.T. the Extra-Terrestrial" and on "Stranger Things." This is the classic 1980s version of D&D. The one from the Satanic Panic.

The AD&D Holy Trinity

Advanced Dungeons & Dragons

This game was created in 1977 by Gary Gygax in response to the overwhelming popularity of the Original D&D game.  While the original game relied on some knowledge of wargames at the start, its popularity grew to people who had no experience with war games.  Also, many rule variations began to pop up in terms of both official publications and non-official ones. Gary felt that a gold standard of rules should be written.  There was also the idea that a new game, with a different name, could be used to keep royalties out of the hands of Dungeons & Dragon co-creator Dave Arneson, but more on that in a bit.

The Advanced Dungeons & Dragons game was not just evolutionary but revolutionary in it's own right as well.  Until now, most RPGs were printed as softcover books, many in digest format.  AD&D featured full 8.5x11 hardcover books with color covers and improved interior art.  The game was divided into three separate books. A Player's Handbook for everyone, a Monster Manual for all the creatures encountered and most importantly a Dungeon Master's Guide for everything the Dungeon Master (the Game Master or Referee) needed to run the game.  Soon, all other games sought to emulate this style.

While hard figures are not easy to come by, a lot of legwork and deep investigation by Ben Riggs, author of "Slaying the Dragon," points to AD&D having its best years between 1980 and 1984. Some of these sales are also likely from the D&D Basic Set, which I'll talk about tomorrow.

What made it Advanced?

Well. That's a tricky question. The official line was always this. Advanced Dungeons & Dragons was a "new game" that covered a variety of rules for all sorts of situations, but mostly for tournament-style play and "official" events. The notion came from the idea that Gary Gygax saw all sorts of things going on in D&D that was not what he considered part of the rules, so he collected all his notes and made this new game and one he hoped people would follow as opposed to his prior game, Dungeon & Dragons.

That was the story.

Since that time, there have been accusations that Advanced Dungeons & Dragons was created as a legal loophole to keep royalties of the game out of the hands of Dungeons & Dragons co-creator Dave Arneson. When Arneson left TSR, the company producing Dungeons & Dragons, he was owed quite a bit of royalties. The word is that TSR and Gygax didn't want to pay those (and wouldn't until a later lawsuit was brought in).  

Gygax denied this back in the day, of course, and soft-pedaled it later when all the dust had settled. However, there was a lot on the pages of Dragon Magazine at the time to try to make the point that D&D and AD&D were two completely separate games.  

Gary Gygax from the Sorcerer's Scroll

None of us paid much attention to that. In those early days, we mixed our Basic D&D and Advanced D&D rather freely. It was not until later in my game-playing that I became dogmatic about D&D and AD&D being distinct. 

What were the Differences?

Drama and inside baseball aside, some key elements made Advanced D&D different? 

AD&D had classes (occupations) and races (species) as explicitly separate. Basic D&D had four human classes and three demi-human classes. AD&D expanded on all of these. More classes and more races. The levels went higher than Basic D&D did at the time (the BECMI sets would fix this later), and there was just more everything.

Additionally, there were a lot of rules to handle a lot of specific situations. Gary always imagined that D&D (via OD&D) would be the one people played however they wanted. AD&D was going to be for serious and tournament gameplay. He saw AD&D as having a solid set of rules and judgments like Chess. In practice, though, the average gamer didn't care about all that. We played AD&D much like D&D/OD&D. We ignored all the extra rules we didn't like (weapon speeds?) and kept the ones we liked (like the new monsters and expanded alignments).  So, all this noise about AD&D and D&D being separate and having different games was always a little lost on me. Of course, I learned that others did not see it the same way. I learned when I took my D&D Expert book to an AD&D game. 

Today, the differences again seem very minor to many. The same can be said about AD&D 1st Ed and 2nd Ed, which are still largely compatible. 

For me, AD&D 1st Ed was my game in high school, and I played a lot of it. Despite appearing over 35 years ago, AD&D 1st edition is still played and enjoyed today. If my recent Gary Con trip was any indication, the old games are still doing well. And thanks to Print on Demand you can buy brand new copies of the original AD&D game now for a fraction of the cost of the book in the aftermarket or even the originals.  

And additional books for more classes and spells and monsters.

I like having these in softcover for my game table, and that way, my originals no longer get abused.

Tune in tomorrow, and I will talk about Basic D&D.

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

Sunday, March 31, 2024

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

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

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

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

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

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

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

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

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

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

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

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

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

Ultimate Blog Challenge

AND

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

RPG Blog Carnival

Friday, March 29, 2024

#FollowFriday: The Bewitched Parlor

 Gary Con is not just a great place to see old friends, play some great games and sell some books. It is also a great place to meet some new friends. I want to spend some of the next few #FollowFridays featuring some of the great folks I got to meet.  Up first Luna and Blaise at The Bewitched Parlor.

Luna is in charge of this eclectic shop located in the aptly named Salem, WI. So they are local to Gary Con and this was their first con.

They were selling some fantastic handmade witch hats, journals, leather goods, and yes, even some dice. Actually, everything is handmade by Luna, except for the dice, but you can choose those...so a handmade set.

Luna from The Bewitched Parlor
Shop owner Luna


The Bewitched Parlor

The Bewitched Parlor

The Bewitched Parlor

The Bewitched Parlor

Jason with a hat
Elf Lair Games with a new Witch Hat

Plus, they had the coolest looking booth and even a fireplace!  Luna and Blaise were fantastic, and I wish them all the best!

You can check out all their links below. Head over to her website and pick something up!

The Bewitched Parlor 

Thursday, March 28, 2024

More Lejendary Adventures

 Lejendary Adventures had its heyday from 1999 to 2008 or so. Not bad when you think about it. The game had its own problems (a lot of problems), but the biggest issue was the introduction of Dungeons & Dragons 3rd Edition and the OGL, which took the gaming world by storm.

Lejendary Adventure Books

Still, it seems that Legendary Adventure had its devoted fanbase. It left Hekaforge and then moved over to Troll Lords for a time while Gary was partnering with the Trolls. Sadly, that partnership ended with Gary's death and the bad advice Gail was getting that Gary's material would be worth more if she waited a bit. Now we are at a time where the Troll Lords have their licenses back to do Gary's material. Does that mean we will see more Lejendary Adventures?  Somehow I doubt it. The Trolls have a great game in Castles & Crusades, one that Gary himself called the "Spiritual Successor to AD&D," and Lejendary Adventures...well, it was always late 80s game design introduced in the late 90s. It was "old feeling" then, and it would fare much better today.

Still, there is nice support for it on Dragonsfoot, and the Perilous Journeys Publishing company has produced a Steam Punk game, SteamCraft, that uses the same (close) system. Here, it seems to work much better. The world even feels like the same Lejendary Earth in the Steam Age. 

So while Lejendary Adventure might not be the game for me (or even for many) it is the game for a lot of others and they all seem to say something rather similar; the game reads poorly but plays great.  I can certainly see that with SteamCraft. 

My Future with LA/Lejendary Earth

I half-joked that I am just mental enough to want to try and merge AD&D, Mythus, and Lejendary Adventures into one game but sane enough to realize that it is, well, completely insane. 

But there are, as I have mentioned many times, some interesting ideas here.

So how about this. What about a world, obviously related to Oerth, Learth, and Ærth, with these "legendary" and "mythic" connections.  It would need to be conventionally Earth-like to do the things in Dangerous Journey/Mythus and Lejendary Adventures, but also fantastical enough to cover the Oerth and maybe even Urt, which also seem to have the Gygax connection. 

I also joked that with Earth, Oerth, Learth, Urt, and Ærth all we were missing was Ierth or Iarth. There is an Uerth and a Yarth mentioned by Gygax. On Uerth, Iggwilv/Tasha's double is a sorceress known as "Ahsat."

I will not create a new RPG rule system for a thought experiment like this. I don't have that sort of time or inclination. BUT I do have a system that is AD&D adjacent, has a lot of options, and is already tied to a mythic Earth. That system is Castles & Crusades. Their world is Aihrde, but originally it was called Erde, which is the German word for Earth.  I should point out that Tolkien (a professor of Middle English) used Arda as the name for his Middle Earth.

Now Troll Lords have a great world, filled with history and myths, and so on. But they also have the Codices which detail Earth's mythologies.

So. How about this.

There is a world, right now I am calling Erde but that can change, that looks like Earth. It has similar but different land masses. Say something like the Earth clones we see in Star Trek or Mondas from Doctor Who.

I would use the Castles & Crusades system. Use all their mythological codices, and adopt ideas from Dangerous Journeys and Lejendary Adventure. It could be fun. I could find places for all the Gygax adventures on Earth, like the GDQ series (and T and some B) and find ways to work them into an Earth, not Oerth background. If I am doing that I might as well include my various myths like my Roman/Germanic pantheon. Thanks to the magic of the Internet I even have an idea about some of the Lejendary Earth gods

I don't know. Maybe I am desperate to make something out of both of these games. More Sunk Cost Falicies, I guess.  I mean I have Wasted Lands for my "near Earth" games, but it's still not quite this Erde thing I am trying for. 

Ah well. Let's see what develops here.

Wednesday, March 27, 2024

Review: Gary Gygax's Lejend Master's Lore and Beasts of Lejend (2000)

Gary Gygax's Lejend Master's Lore (2000)
Today, I will cover the last two books of the Lejendary Adventure core, Gary Gygax's Lejend Master's Lore and Beasts of Lejend, both out in 2000, the same year as D&D 3rd Edition.

These reviews will go rather fast.

Gary Gygax's Lejend Master's Lore (2000)

Gary Gygax. 204 pages. Color covers. Black & white interior art.

Published by Hekaforge Productions.

This was the next book in the Lejendary Adventure line. Often considered to be one of the greatest books ever produced for any RPG in any edition is Gary Gygax's Dungeon Master's Guide (DMG) for AD&D 1st Edition, published in 1979. It is a massive tome with all sorts of details for handling an Advanced Dungeons & Dragons game.  This book only shares two things in common with that other tome. 1. Gary's name is on the cover. and 2. there is an organization to the material that can best be described eclectic. 

Like the DMG, the Lejend Master's Lore book seems to be an information dump. 

We start with Avatar Knacks and Quirks, which should have been in the Player's book. While there are some neat ideas here, simple things the characters can do and personality quirks both on d100 tables, not all will work well for all players. I mean, what if I don't want my character to have Wylfphobia and hate "elves"? 

There is a section on setting the various prices for goods for items and an attempt to get it to work with modern ideas of how much gold is worth. Nice idea, but I think that in practice, it is a bad idea. Not to say you should not work out your economy, but trying to tie it to the real world is difficult.  

A lot, 70 pages, is given over to Extraordinary (Magic) Items. There are some neat ideas here for this game. In terms of adapting to other games? Well, I think there are analogues in many games for these, so not a lot to mine here. 

Halfway through the book, we actually get to the sections of Lejend Master's Reference. This covers a lot of situations that the Game Master will likely run into and how to deal with them. And there are a LOT of tables. Lots.

Ok. Comparing this book, or any Game Master book, to the DMG is not fair. The 1979 DMG set the watermark for all other GM books to follow and many do not meet that mark. The DMG is also a good guide for a lot of different sorts of games. It is dense, information-packed, and assumes a level of intellectual competency that you typically do not see in many books.  But it is fair to compare the Lejend Master's Lore to the DMG. Same author, 20+ years apart. This book doesn't even come close. There is no evidence of 20 years of evolution of thought here and anything that is good, we have read before.

If anything, this book is just very disappointing.

Gary Gygax's Beasts of Lejend (2000)
Gary Gygax's Beasts of Lejend (2000)

Gary Gygax. 204 pages. Color covers. Black & white interior art.

Published by Hekaforge Productions.

A quick note. I am confused by the differences in layout between all three of these books. LML and BoL both look similar until you dive into them and both are different enough from the Player's book to make me think different teams or different people did the layout. Again, it is not fair of me to do this, but compare to the D&D 3e books out at the same time. The three cores are obviously related and have a similar look and feel.

This is our book of monsters. The back cover says over 500 creatures, and yeah, that seems right. The stat blocks are small, with descriptions and some art of varying quality.

Now in general, I like monster books. This one is not bad. It might even be a good monster book for this game.

The creatures are divided into sections, which is not a bad way to do things. We have Animals, Creatures of Lore, Dragonkin, Living Dead, and Unquiet Spirits (including demons and devils), and Human-like creatures. No. I am not using Gary's weird ass spellings anymore.

Pretty much any monster you think should be here is here. There are a few interesting variations on monsters, but nothing worth hunting down a copy for. 

--

So in the end of all of this, what do we have? In truth, a rather lack-luster Fantasy Heartbreaker that doesn't bring anything new to the table may be made even sadder due to the author's pedigree. 

Is it a fun game? Maybe, I am sure others could find joy here and I won't rain on their parade. But I have scores, if not hundreds of other games that far, far better and at least dozens that do exactly what this one is trying to do.