Showing posts sorted by relevance for query B/X companion. Sort by date Show all posts
Showing posts sorted by relevance for query B/X companion. Sort by date Show all posts

Friday, November 16, 2012

Witch Traditions

With print copy of the Witch on the way and the ebook/print version of Eldritch Witchery also coming along I thought I'd spend some time talking about Witch Traditions.

What is a Tradition for the Witch class?

Historically Tradition is like a style or even a denomination of Witchcraft.  In my books Traditions are styles of witchcraft too, but it is also a bit more.

On the roleplaying side a Tradition helps define what sort of witch they are.  Their background, how they learned to be a witch and how they get their Powers and Spells. It also help define what their familiar is like.  For example a witch might roll and get "Toad", but for a Faerie witch this toad could be a nature spirit, for a Maleficia it is a small demon.  In both cases it just happens to look and act like a toad.
On the crunch side it tells you what sort Occult Powers you gain

Each book has a different set of Traditions so if you do get them both then there is something new in each one (there are more difference than just this, but this is what I am talking about today).  The Traditions are roughly set up the same way and have particulars according to their supported rules, but translation is easy.

Halfling Herb Woman - Daniel Brannan
The Witch
Aquarian
Classical
Faerie
Family
Maleficia
Eclectic

Demi-humans
Xothia (Dwarf)
Kuruni (Elf)
Good Walker (Gnome)
Bogglebos (Half-orc, orc, goblinoid)
Herb Woman (Halfling)

Eldritch Witchery
Witches (Traditions)
Craft of the Wise
Tradition of the Magna Mater (Great Mother)
Demonic
Faerie
Gypsy

Warlocks (Lodges)
Goetic Scholar
Hermetic Brother
Scholar of the Scholomance
Secret Masters of the Invisible College

There are even new Traditions in the upcoming Player's Companion for the Adventurer Conqueror King System.  I had some input on how the new ACKS Witch works (not a lot but some) and some of it was based on some of my earlier work.  Bottom line for you. The ACKS witch is very compatible with the witch from "The Witch" and "Eldritch Witchery".  There are also Shaman and Warlock classes in ACK-PC that would mix in great with any game that has a witch in it.

ACKS though is based on 14 levels, Eldritch Witchery on 20 levels and The Witch on the classic B/X 36 levels.  So you will need to move the powers across the levels some.

The ACKS-PC witch gains special powers by Tradition at 1st, 3rd, 5th and 7th level.
The Witch gets occult powers at 1st, 7th, 13th, 19th, 26th and 31st levels.
In Eldritch Witchery the witch gains her Occult powers at 1st, 7th, 13th and 19th level.
For my witches the 1st level power is a familiar.  The Witch and EW can be played just as easily with 14 or 20 levels. Well...13 and 20 actually works better in my mind (make the 21st level witch the Queen of Witches).

I am not going to mention the traditions in the ACKS Player's Companion.  I will wait till it comes out.  Sufice it to say there are two that are roughly the same (and this gives a base to compare) and the others that are new.  All of them are given the ACKS-world twist.
Charles Myers, a contibutor to the ACKS Witch class has even put up some new Traditions on his own blog.


I have not tried to convert these yet, but my rough eyeballing of them tells me they should work fine.

If you picked up Joesph Bloch's wonderful Adventures Dark and Deep Witch or Jonathan Becker's Witch from the Complete B/X Adventurer then you can also use this with them and visa versa by implementing the Tradition idea.

Joesph Bloch's presents a deliciously evil witch I really want to run under B/X rules.  I would probably call her a Malevolent Witch (Malefic was already taken).  This witch is limited to 13th level so she is a good fir with ACKS-PC.  Or use this witch in place of my Malefic one.  Joe makes a lot of great points in his book on how to play an evil witch.

Jonathan Becker's witch is harder to fit in, though I do love how it works.  In this case choose one or the other witch and then take the things you like from the other books.

Daniel Proctor put together a "Diabolic Witch" for OSRIC that would also port over nicely.

One thing that ALL the books have that will thrill the witch player is spells.  Lots and lots of spells

These are not the only Traditions you can use (but it is a lot!).  You are certainly free to make up your own.

Sunday, March 23, 2014

March Madness OSR Challenge! Part 4

I want to thank Tomb of Tedankhamen for hosting this.

Here is part 4 of my list.  Hope you enjoy!

23 What is the most broken game that you tried and were unable to play?
The Bram Stoker's Dracula RPG.  It's just awful really.  This one is an easy choice.  But the question remains, is it broken or just bad?

24 What is the most broken game that you tried and loved to play, warts and all?
Broken is sometimes a matter of opinion.  I personally think the Skills and Powers books for 2nd Ed AD&D are broken.  The World of Synibarr is broken and bad, and yet there is something appealing about it.  It's just so crazy it went past bad right into crazy ass gonzo.  I have seen people say (and complain) that AD&D is broken.  It might be, but it is still fun.

25 Which game has the sleekest, most modern engine?
Cinematic Unisystem.  There isn't anything that it can't do well. Or maybe more to the point there isn't anything I can't do with it.  I am sure others think the same thing about GURPS, d20 and/or Savage Worlds. For me CineUnisystem is a perfect fit.

26 What RPG based on an IP did you enjoy most? Give details.
At the risk of sounding vain, Ghosts of Albion. Based on Amber Benson and Christopher Golden's novels and animations.  Written by myself. ;)  But seriously those have been some of the most fun games I have ever played.  Outside of that then the Buffy or Angel games.

27 What IP (=Intellectual Property, be it book, movie or comic) that doesn’t have an RPG deserves it? Why?
Charmed. I am dead serious.   I have been wanting to write a Charmed game for years and honestly I think I could not only do it justice but get people to play it that never watched the show.  One of the most fun times I ever had at Gen Con was playing Piper (a witch from Charmed) in a Charmed/Buffy/Supernatural crossover game.  I would love to do it as a Cinematic Unisystem game.  And it would rock.

28 What free RPG or what non-English RPG did you enjoy most? Give details.
For free I would have to say Basic Fantasy.  It really is a great game and really represents what I feel is the best ideals of the OSR.  Plus it is that sweet spot of how I was playing in the early 80s; a mix of Basic and Advanced D&D.

29 What OSR product have you enjoyed most? Explain why.
Wow. There are so many to be honest.  Nearly half of this blog is dedicated to OSR products I enjoy.  One of the things I like most about the OSR are the products that don't give me things I already have, but things I have always wanted or never knew I needed.
Here are some of my favorites.
B/X Companion - it gave me a book I have been waiting nearly 30 years for.  I had left B/X years ago, but I always felt a little longing for the Companion rules (levels 14-36) that we never got.
Labyrinth Lord - The Basic version of D&D that opened up the OSR world to me.  While in some respects I prefer Basic Fantasy, Labyrinth Lord is still one of my favorites.
Adventures Dark and Deep - Joesph Bloch's magnum opus. A "what if" book, so not a "retro-clone" really.  Something new based on history.  This book is AD&D 2nd ed if Gygax had not left TSR.  Is it "exactly" like what Gygax would have done? No. But this is the closest I think we will ever get.  Joe based this one the reading of all Gygax's letters and things he had mentioned in the pages of Dragon magazine and elsewhere.  It is also a perfectly enjoyable game in it's own right.
Spellcraft & Swordplay - Another "what if" game.  This one takes the SRD and uses the original combat mechanic found in OD&D (not the alternate d20 one we all now use).  It also streamlines a number of things and gives you a really nice, very gritty, old-school game.  One of my favorites.
Another favorite is Astonishing Swordsmen & Sorcerers of Hyperborea which I have talked about a lot here.

30 Which non-D&D supplemental product should everyone know about? Give details.
Chill Vampires. If you ever want to use vampires in any game then I suggest you get this book. If you can get the Pacesetter, 1st Edition version then do so, otherwise the Mayfair, 2nd Ed. version is good too, it is just missing a couple of the vampires I really found interesting.  It really is a great book on how vampires can go from being just another monster to an enemy that needs to be studied and understood before fighting.

31 What out-of-print RPG would you most like to see back in publication? Why?
Castle Falkenstein.  Not only is it a fun game, but Mike Poundsmith is one of the best game designers out there.  The premise is cool but the game design blew me away. If you have only ever played D&D or it's direct clones/offspring then you owe it to yourself to play this.  It is available in PDF but I would love to have it in print.

Monday, August 31, 2015

RPG a Day, James’ Appendix

+James Mishler also added some questions.

1. Best non-RPG property to licensed RPG you’ve ever played
Easy. Ghosts of Albion.

2. Best RPG you’ve ever read but never played
Keltia from Cubicle 7.  It looks amazing.

3. RPG core rulebook you would take with you on a desert island
Only one?  The D&D Rules Cyclopedia. One book, endless possibilities.
That or the WitchCraftRPG.

4. Favorite RPG vaporware.
I hate to throw another designer under the bus, so I won't mention the one I am thinking of.
So I will go historic.  I would have to say the B/X Companion from TSR.  There was a BECMI Companion and a couple of other B/X Companions, but the TSR one is the one I wanted back in the day.

5. Best houserule that ended up with the worst results
Using a d30 for anything.  I know they are fun looking, but damn a flat 1 to 30 range is nearly useless for most games.

6. Worst kerfluffle that ever ended an otherwise good, ongoing campaign
The biggest campaign killers for me have been time to meet.

Wednesday, October 16, 2013

Review: Adventures Dark and Deep Players Manual

Adventures Dark and Deep Players Manual is the first major release from BRW Games and the first major release of what is the Adventures Dark & Deep game.  Again, a lot of what I have said about
A Curious Volume of Forgotten Lore is true here.  Including how this was the result of a particularly successful Kickstarter that shipped early.

The book works under the premise of what would 2nd Edition have looked like if Gary Gygax had stayed at TSR.  Joe has taken articles, interviews and discussions and something like an anthropologist pieced it all together to get something new and yet familiar.   Unlike the previous book, the Player Manual makes no assumptions that you have AD&D1 or OSRIC.  There are some obvious roots in those games, but this is now it's own thing.

Like most Player's books this one concentrates much of it's text on creating characters.
There is the obligatory sections on how to use the dice and then how to generate ability scores.  In a difference from this game and it's spiritual cousin AD&D 2nd ed, we still have exceptional strength.  Also all the ability score tables go to 25.  Humans (and most PCs) still rank 3-18.
The same six ability scores are here.  Interestingly enough, not Comeliness.  I thought that would have made the cut.

Races are covered.  Again the same ones we have seen before.  But thats the point isn't it? This a AD&D2 as if Gary had created it.  So there are a lot of elements in common here with AD&D 1 and 2 plus older versions.  We do get a Dark Elf (not a Drow) and Half-Orc.  It would take a critical eye to see the differences here between Adventures Dark & Deep and say OSRIC.

Classes include the new and the old.
From A Curious Volume we have: the Bard, Jester, Mystic, Savant, Thief-Acrobat, Mountebank
From the classic sources we have: the Paladin, Cleric, Druid (topping out at 15th level), Fighter, Barbarian, Ranger, Mage, Illusionist, Thief
And new to this volume we have: the Cavalier, Vates (Druids of 15th level and higher).
The Assassin is listed in the Appendix.
Classes are grouped into Class and Sub-class like AD&D1/2 but not like OSRIC.  So all in all 17 (18) classes.  Not bad really.

The Alignment system is the same as *D&D.

Secondary Skills is pretty much the same as what is found in A Curious Volume of Forgotten Lore. Same with the Monthly Expenses which is now part of Social Class.

The next big section is Combat which includes the standard D&D style combat we all know and the additional material from A Curious Volume of Forgotten Lore.  Morale is back in this edition, sort of like it was in Basic and AD&D2.   There is a nice section on item saving throws. I have seen similar ones over the years, but this one seems fairly complete.

The next section is Magic.
It includes the making of magic items, learning spells and even an optional rule on sacrifice.  The bulk though is devoted to spells.
The Spells are listed by class and level, but all the spells are alphabetical.  There are 118 pages of spells, so roughly what you would expect from OSRIC and A Curious Volume. I see about 6-7 spells per page, so maybe close to 650 spells. There could also be more, but I did not check every single one.  The spells are are written in a way that makes them compatible with pretty much every other OSR-style book out there.

Appendix A covers the Assassin class.
Appendix B covers weapons vs. various Armor types. A very Gygaxian holdover. As opposed to vs. AC, this is actually the type of armor. I like it and it makes sense.  I am thinking of using this in my own old school game to be honest.
Appendix C covers combat tables.

The book does capture the feel of old D&D with some interesting twists. None that would trip you up, but still enough to make you go "huh, that is kind of neat".

The art is nice and still invokes that Old-School feel without looking dated.

The PDF is copy/paste restricted, but not print restricted. Which is good because I want to print that Appendix B.  The physical book is nice and sturdy and at 257 pages it is a decent sized book. It compares well to the AD&D 2nd Ed Player's Handbook to be honest.


It is a nice book.

So who should get this book?
Well if you like the OSR or enjoy AD&D then this is a good choice.  It is a better "game" than OSRIC is.  I say "game" because OSRIC isn't a game as much as a reference to a game you already know how to play.

If you have A Curious Volume of Forgotten Lore and OSRIC then yes you could re-create this book on your own.  But part of the utility of this book is that all of that information is in one volume. 

It is worth it for the new classes and spells too.

I like it because it is a well researched "What If" experiment, much like Spellcraft & Swordplay (what if D&D continued using the default combat roll) and B/X Companion (what if the Companion rules had come out for B/X and not BECMI).  We will never know what Gygax's 2nd Ed would have been like. In a way, really we don't need to know. 2e was fine and Adventures Dark & Deep is here now.
It is perfectly playable and fun.

More tomorrow!

Thursday, August 16, 2012

Witch Books, Part 4. The New Old

The New Old.  
These are new products to play old school style witches. Generally speaking these are all throwbacks to the Basic or First Edition days for games like Labyrinth Lord, OSRIC or any OSR game.

Classic Fantasy Review: Volume 1, Issue 2
This might be one of the first Old-School style witches that I purchased. In this supplement for OSRIC we get the Diabolical Witch.  A witch that gains her powers and spells from the various demon and devil lords.  Its a cross between a cleric and wizard, maybe with more emphasis on the cleric side of things.  The level progression is closer to the cleric than the wizard to be honest.  There are new spells, just a redistribution of current OSRIC spells.  They get a number of special powers, some make sense (clerical turning and shapeshift) others not as much (limited thief abilities).   A nice feature is how witches of different demon lords, devils get different powers.

Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other. In the end I think I just need to review the product as is. Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D. Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales. This must be recalled when reading the rest of this book. These witches are more Baba Yaga and not Circe for example. There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom. Their Charisma must start high, but it degrades as the witch rises in level. Interesting. I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one. It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules. That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid. She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons. Like other witches of folklore, this witch can also have multiple familiars. A nice touch in my mind.
The spells are the real gem of this book. Nearly 50 new spells there are a lot of classics here. There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).
Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book. In the end this is a very good evil witch class. It does make me wonder how the author might do a good witch.

ACKS Player's Companion: The Witch
This one is not out yet for the public, but I have seen the witch for it.  It was actually based on some OGC I produced a while back with some significant changes.  I didn't write it, but it has it's DNA in stuff I did write. So I have recuse from a proper review, but I will say this:  I like it a lot. It is compatible with my two other "OSR" witches but still covers new ground on it's own. At the same time is still new and fresh.

The Complete B/X Adventurer: The Witch
I have talked about the the TCBXA before, but I want to focus on the Witch class from it.
For starters the class works best if you also own the B/X Companion.

I have to play special attention to the witch.  Not just because it is a witch class, but because it is different than the other spell using classes.  For starters the witch can cast in groups to cast higher level spells. That is a nice feature really and something very much in tune with the archetypal witch.  The witch is the class in the book that is stated up all the way to 36th level AND built to gain powers to that point, also something I rather like.  Why?  Because a 36th level witch is the only class that can cast 10th level spells.  Yup.  This one goes to 10!

Crafting spells.  The witch does not memorize a spell, but she does have a limit on how many she knows.  The witch needs both a high intelligence (to know the spell) and a high wisdom (to learn and scribe it down in the first place).  So a first level witch with a high Intelligence knows 1+Int mod 1st level spells.  She can also scribe spells of 1st level + how ever many extra levels equal to her Wisdom mod.  I like it.  It is a nice quick way to know what can be done.  In fact I would like to use that for clerics since gods should know ahead of time what spells their flock need and then they just give them to the cleric at that time.

For the witch though I would reverse it.  Intelligence to write or scribe the spell and Widsom to know how many they can cast.  Witches are often called the "Craft of the Wise" afterall.   But all in all I like it.
10th level witch spells are nothing at all to sneeze at.  This is a powerful witch class.

The 10th level spells are a nice solution to the "Coven spells"/"Powerful magic" vs independent witches.  I can't see too many witch covens in groups.  Maybe two or three at a time.  With what JB has done here is given us a way to have powerful magics in groups at lower levels and keep those same magics out of the hands of solitary witches till much later.  This then does not make them a more attractive solution over Wizards/Magic Users.

Tuesday, January 4, 2011

Tom Moldvay on Witches

When it comes to Basic D&D, the Basic set edited by (even created by I'd say) Tom Moldvay is my favorite.  Holmes has it's charm (and was my first exposure to D&D) and Mentzer has it's legions of fans (so the new D&D4 starter sets lead me to believe), but it is Moldvay's Basic (and the Cook/Marsh Expert) set that gets my geek-nostalgia into overdrive.  Most of it is because this was my first proper D&D game ever.  Also though, long before I knew of Arneson or really even Gygax, tom Moldvay was the "Name" for me.  His was the names on these boxes and on the adventure X1.  Later I would pick up Castle Amber and there he was again.  To me Moldvay is very much what D&D of 1980-1981 is.   I guess this is one of the reasons I was so geeked about the B/X Companion.


While I have been ruminating on playing a witch again in a B/X era game I could not but help recall somewhere in the deep dark parts of my memory an article that tom Moldvay had done on witches in D&D.  Sure enough, Dragon 43 from Nov. 1980 on page 8 had what I was looking for.

Tom Moldvay was a bit of scholar as well as a game designer.
Here are a few brief lists of his work.


He had a Master degree in Anthropology and was certainly acquainted with works of Margaret Murry.  Even if her ideas and theories have been discounted by modern anthropologists, they were still in vogue at the time Moldvay was in school and writing for TSR, and you can see this in his Dragon article about witches.

According to Moldvay a witch class should include the following:
1. The ability to use herbs for healing and magic.  2. The power of fascination, like a super-charm ability.  3. A combination of both Clerical and Magic-User abilities. 4. The ability to practice sympathetic magic.  5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era. 6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.

I want to look at each of these in turn.

1. Ability to use herbs.  Well to me this reads like a skill, but certainly at the time it was meant to be a class-feature.  How would a witch do this in game?  I would say herbal healing is a natural ability.  The witch would need to find the herbs and then prepare them in a way to heal, say 1-4 hp +1 hp every other level.  She could have some healing balms prepared ahead of time, say no more than 3 plus her INT or WIS modifier (4 to 6 for most PCs).   I would argue that these balms are also of a nature that they can spoil if not used.  So no matter how many are made the witch can only start the game with this number, never more.  When these are exhausted she could look for herbs in the wild (requiring an INT check) and prepare them (requiring a WIS) check  Game mechanics wise we don't want to rob what is a central element of the Cleric class, the ability to heal.  Herbal healing needs to be non-magical; so great for wounds, not great for magical afflictions.  Witches can take cure and healing type spells for that, but not so much to negate the need for a cleric.
I would extend this to include brewing of potions too and other forms of alchemy.

2. The power of fascination, like a super-charm ability. Again, this could be a spell, but it is worded like a class ability. If the ability is greater than the spell Charm, then it also needs to be a spell.  The witch should be able to add her Charisma modifier to any charm-like spell.  If this is a class ability then it behooves the witch to have a high Charisma.

3. A combination of both Clerical and Magic-User abilities. Again, not so much to make either class obsolete.  The Basic Magic-User is as much Morganne le Fey and Circe as it is Merlin and Gandalf. The trick is not to give the witch powers that the Magic-User already has, but to highlight how they can be similar and still different.  If you can be a class that can throw magical spells around and still heal like a cleric then why be a magic-user?  The trick is to have enough overlap, but not too much.  They will all have some spell in common, but keep some signature ones to themselves.  Which I think is a good tie in to point 4.

4. The ability to practice sympathetic magic.  Witches need to have something to make their magic more "witchy" and what is better than "Wool of bat" and "eye of newt"?  Witches, regardless of what magic-users might be doing, HAVE to use material components.  This can even be a good in-game difference.  Clerics need their faith, Wizards rely on their intellect, but a witch needs something, either a small piece of the object she wants to affect or something that was in contact with it or somehow related to it.  She wants it to rain? She needs to pour out a little bit of water to stimulate the elements to do her bidding.  So control dolls, fetishes, strange and sometimes hard to some by items are needed by the witch to make her magic work.  You can imagine that Clerics and Wizards look down on the witch and her "low magic" for needing such "props".  I think that regardless of what is used as a spell component this will make the casting time of any witch spell longer than a similar wizard or cleric spell.

5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era.  This one is harder to pull off as it is written. Think about it, the D&D worlds are FULL of gods. Good ones, bad ones, greater ones, lesser ones, new gods, old gods, gods everywhere.  One faith's cleric is another's witch if you get right down to it.  So who are the witches worshiping?  They need to go with things that are not gods.  Demons, devils, ancient primordials, titans,  even lords and ladies of the Fey courts, or maybe they believe in one Goddess and one God and all others gods and goddesses are only aspects of this great pair.  This is what makes the witch different than a cleric.  Clerics are granted power because they serve their deities purposes in the world.  Witches are granted power, though not the same way, because they serve their patrons directly.  While the origin of these power may be extra-planular or even divine, witches are essentially arcane spellcasters.  They just don't learn this in mage schools.
This is something I tried to do in the 3rd Ed version of my witch class and what WotC does fairly well with their 4th Ed version Warlock.  I called them Patrons, they call them Pacts.  Pacts with Patrons.  Works, more or less, but the idea is the same.  You are giving up something of yourself to serve a "higher" power in exchange for magical power.

6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.  Now here is a tricky one.  What Druid is Moldvay talking about?  Do we mean the popular neo-pagan druids that most people think of when the word "druid" is mentioned?  Does he mean the AD&D Druid with it's animal shape abilities? Or the semi-historical druid of legend that we still only know a little about?  I have seen it mentioned that Druids are male and Witches are female, which is fine if one only is thinking of the neo-pagan versions of each.  This would preclude archetypes like the Bandrui and Warlock.  Plus when you look at it, the AD&D druid had some elemental focused spells, but nothing really on the cycle of seasons.  I would conclude though from this that like the druid the witch would never have access to a Raise Dead spell, but only Reincarnate.  Raise Dead would break the cycle of Life-Death-Rebirth and thus be an taboo.   I would argue undead are the same way, but witches of Orcus would have little to do.

I think this is a good list and certainly one to consider if ever building a Witch class for any version of the game.  But there are couple I think I would like to add.

7. Covens.  While some witches have appeared by themselves there are others that have always appeared together. The weird sisters of Macbeth, the Stygian Witches all the way up to Piper, Phoebe and Paige, witches work together in a coven.  Usually three, sometime more.  A game mechanic needs to be in place to allow this to happen.   It can even be as simple as some spells requiring three or more witches in order to work, or other spells that work better if more than one witch is casting.  Not quite the Ritual Magic of d20 or even Ghosts of Albion, but something.

8. Ritual Magic. I think this is also a must.

I'll be posting more thoughts soon.

Tuesday, November 26, 2019

Review: D&D Expert Set

December of 1979 was the time I was first introduced to Dungeon & Dragons via the Holmes Basic edition and the AD&D Monster Manual.  It was 1980 though that I got my hands on the Moldvay Basic Set and my love affair with B/X D&D.  But that is only the first half of the story.  The second half, the X of  B/X, was the Cook/Marsh Expert Set. 

D&D Expert Set
I am not exactly sure when I got the D&D Expert set.  I do know it was sometime after I had the Basic Set.  I know this because I have very distinct memories of going through the Expert book and just marveling at everything inside.  Just everything from the classes to all the new monsters.  The Moldvay Basic Set was the high mark for me at the time for what an RPG should be.  The Expert set lived up to that set and then blew me away.  That is getting ahead of my narrative.

For this review, I am going to look at the original boxed set, the mini boxed set from Twenty First Century Games S.r.i., and the newer PDF from DriveThruRPG.

On the heels of the Basic Set edited by Tom Moldvay, we have the first Expert Set edited by David "Zeb" Cook with Steve Marsh.  So we often call this the Cook/Marsh Expert set to distinguish it from the Frank Mentzer Expert Set.   This Moldvay/Cook/Marsh set of rules is often called B/X to separate it from the Mentzer BECMI versions.

The Expert Set came in a boxed set featuring cover art by Erol Otus. The art includes the art from the Basic Set; a wizard scries the female wizard and male warrior fighting the dragon.   It remains one of my favorite pieces of gaming art ever.  In fact, it is the current background for my phone.   Included in the boxed set was one of the greatest sandbox adventures ever, X1 Ilse of Dread and a set of 6 polyhedral dice; d4, d6, d8, d10, d12, d20 and a crayon. Note the PDF does not include dice (obviously).

The Expert book features the same cover art on a predominantly blue cover. The book is 64 pages of black & white art.  The cover is full cover and the interior covers are blue ink and feature the table of contents (front) and index (back).  The art features some of the Big Names of 1980s D&D art. Jeff Dee,  Wade Hampton, David S. LaForce,  Erol Otus, James Roslof, and Bill Willingham.  Some so iconic that they STILL define certain elements of the game for me.  Jeff Dee's halflingsDavid LaForce's giants, and Bill Willingham's vampire are to this very day the first thing I think of when any of these creatures are mentioned.

While we were promised "new classes" both in the Holmes Basic book and later by Gygax himself in the pages of Dragon magazine, we stick with same seven classes; four human (Cleric, Fighter, Magic-user, Thief) and three demi-human (Dwarf, Elf, Halfling).  While I had not really thought about the new classes when I got my Expert set, I was a little disappointed that halflings and dwarves didn't get more than they did.  BUT if that was the case I soon got over it since there was SO much more for the Cleric and Magic-users.

Part 1: Introduction. This book begins with some tables from the Basic game. Also we get some guidelines on how this book should be used and what to do if you have an earlier (Holmes edition) of D&D Basic.  Here we also note that the page numbers are X# compared to the B# number.  The idea here was for you to be able to cut up your Basic and Expert books and put them together in a three-ring binder.  Eventually, I did do this, but not with my actual books, but rather with the printouts from the DriveThru PDFs.


Part 2: Player Character Information. This deals with all the classes.  I thought, at the time, that the organization of this section was a vast improvement over the same section in the Basic Book.  Where Basic D&D went from 1st to 3rd level, this book continues on to 14th level for human classes and various levels for the demi-human classes.   Additionally, thief abilities extend to 14th level as does Clerical turning Undead and new, more powerful spells; 5th level for clerics and 6th level for Magic-users.  That was unheard of levels of magic for me.

Part 3: Spells. This section got about 90% of my attention back then.  New detail is given on Reversed spells for both Clerical and Magic-user/Elf spells.  Eight pages of new spells including the amazing Disintegrate spell, which was one of the spells outlawed in many of my local game groups back then.

Part 4: The Adventure.  Not only does this section open up the world of adventuring to the entire wilderness and beyond the dungeon, it gives us some of my favorite Erol Otus art ever. The Alchemist on page X21 defined what an alchemist needed to look like for me.

Part 5: The Encounter covers combat and includes morale, saving throws, and variable weapon damage. This also has all the necessary combat tables.

Part 6: Monsters. Ah. Now here are the pages of my memories!  I have mentioned before how much I love the Monster Manual for AD&D and how it was my monster tome for my time playing Holmes Basic.  But this.  This one was part of my new favorite rules and that made all the difference to me. The mundane rubbed elbows (or knees, or whatever) with the magical and the malevolent.  To this day there are still monsters here that I have not seen the likes of elsewhere. Well yes, I have, but you have to dig for some of them.  But let's be honest, when was the last time you pulled a Devil Swine out on your players? Some versions of monsters here I still prefer over their AD&D Monster Manual counterparts. Giants and Vampires as I have mentioned.


Part 7: Treasure follows.  While D&D lacked the infamous vorpal sword (for now), it made up for it by having better rules in my mind for Intelligent swords.

Part 8: Dungeon Master Information, is what it says on the tin.  We get rules for making ability "saving throws" and spell magic item creation rules.   What I had the most fun with were the castle and stronghold cost rules.  This chapter is chock full of goodness.  Handling players, NPCs, even the first bit of what was known as the "Known World" which later became Mystara.  To this day seeing the "haunted keep" fills me with ideas.


Part 9: Special Adventures this section covers waterborne adventures. 

This book is so full of great stuff and even though we were promised a "Companion" edition that would go to 36th level (unheard of!) there were still plenty of adventures to be had.
Let's be honest, 14 levels is a lot of levels even by today's standards.



The PDF of the Expert book includes the Ilse of Dread AND the Gateway to Adventure catalog.   All that for $4.99? That is a steal really.

The Twenty First Century Games S.r.i., mini boxed set is about 1/8 the size of the normal boxed set.  It came complete with a box, an Expert rule-book and mini copy of Ilse of Dread.  Twenty years ago it looked great! Today the font must have shrunk some because I find it really hard to read!






Tuesday, February 8, 2022

Review: Old-School Essentials Advanced Fantasy

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

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

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

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

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

I am a sucker for a book with a ribbon

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

The next largest section is Treasure which includes intelligent swords.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Thursday, November 7, 2013

Basic Library

Migraine today...can't really think.  Just looking through some of my PDFs.

The older I get the more I desire simpler games.  I don't think it has much to do with age as it does with experience.  I have been doing the rpg thing since the late 70s.  Scores of games and variations on the same rules.  I don't really need a lot of detailed rules; I am happy to wing it half the time.

That is one of the reasons I enjoy Basic D&D so much.
Everything I want is there, and nothing I don't want.  Though there are some things it is "missing" for me.
Thankfully I have the OSR.

Here is my Basic Library books.
These are the core of my current gaming.
Dungeons & Dragons: Basic Set
Dungeons & Dragons: Expert Set

What ever is not covered above I can get from AS&SH. Plus it has a lot of great monsters and a good feel for my games.
Astonishing Swordsmen & Sorcerers of Hyperborea

Various add-ons presents as a "Book 3" or Companion rules.
B/X Companion
Companion Expansion
Basic Arcana

And some extra spells.
The Witch: A sourcebook for Basic Edition fantasy games

And some books to add bits here and there.
Adventurer Conqueror King System
Adventurer Conqueror King System Player's Companion
Magical Theorems & Dark Pacts
Adventures Dark and Deep Bestiary
All sorts of classes from Barrel Rider Games

And of course a new adventure to take everyone through.
The Shrine of St. Aleena

Ok, so maybe not as simple as I thought.

Thursday, June 18, 2020

Retrospective, Review and Refit: CM2 Death's Ride (BECMI)

Ah.  Death's Ride.  I have such fond memories of this adventure.

CM2 Death's Ride: Retrospective
Death's Ride is one of a few adventures I have had the privilege to both play in and to run. While overtly for the D&D Basic rules, Companion set, it can be run (and we did) under AD&D. Though some of the special features were lost I think.

I bought this module and gave it to my DM to run back in the day and I ran it using the 3.x version of the D&D rules and then again most recently using the 5th Edition rules.

The Barony of Two Lakes Vale gave us ample room to move about and try different things, but then it was the NPCs that captured my attention the most. Ulslime, Wazor, and Korbundar lived on in my games for many more years with both Ulsime and Korbundar even threatening my players in the 3rd Ed. game. One, and I am not sure if he was an NPC in the game or one my DM made up, went on to torture my characters for many more adventures after this.

The Death Portal was an interesting bit of necromantic trickery to get the players something to focus on and the new monsters were a lot of fun (the Death Leech nearly took out my characters back in the 80s.)

But before I wax too much more into nostalgia, let's review this adventure proper.

CM2 Death's Ride: Review
by Garry Spiegle, art by Jeff Easley, 32 pages, color covers, black & white interior art.
I am reviewing both the DriveThruRPG PDF and my original copy from 1984.

Death's Ride is one of our first Companion level adventures.  The code for this series in CM, since C was already taken.  Both CM1 Test of the Warlords (with it's Warduke-like cover) and CM2 Death's Ride were designed to be introductions to Companion level play. Both were supposedly designed to work with each other, both being set in Norwold.  However, they really don't work together other than this thin thread of Norwold.  That does not detract from its enjoyment.

The basic premise is this.

The adventurers, already powerful and famous in their own right, are summoned to the Barony of Twolakes Vale by King Ericall of Norwold (Background on King Ericall is given in Companion adventure CM1.) The local baron, Sir Maltus Fharo, has sent no taxes, caravans, or messages in several months. A small body of troops sent by the king to investigate has not returned. At this time, Ericall doesn't have the resources to send a large body of troops, so he is asking the characters to go to the barony, find out what's wrong, and if possible, restore contact. The king gives the characters a royal warrant and permission to act in his name.

The problem is much worse than the King suspects. A gateway to the “Sphere of Death” has been opened in Two Lakes Vale. It's up to the characters to determine who or what opened the gate. They must also close the gate forever. The characters should not actually enter the Sphere of Death in this adventure; their goal is to close the gate. Twolakes Vale holds only an inflow portal from the sphere. Consider any character who actually reaches the Sphere of Death as killed (or at least removed from the campaign until other characters can launch a formal rescue operation).

Here they will encounter death, destruction and our three main Antagonists. Wazor an "Atlantean Mage", Ulslime a cleric of "Death" and our cover boy Korbundar the huge blue dragon.  No, the skeleton riding him does not appear anywhere in this adventure. Nor does the lake of fire.

By the way. Which one do you think is Wazor and which one is Ulslime?
The adventure proceeds on a location-based adventure.  The characters move from location to location in the Twolakes Vale, which is described well except for where it is exactly in Norwold, finding clues, fighting enemies. Until the final confrontation and destruction of the artifact (the "deathstone") opening the Sphere of Death. Of course, you need another artifact to do that.

The NPCs are very detailed and out trio of bad-guys are so much fun that both Ulslime and Korbundar were made into semi-permanent NPCs of note in my games.    It got to the point where my kids would be like "Is that Korbundar!!" anytime a blue dragon was used in a game.

The other issue with this adventure, and one that was lost on me until recently, is that is doesn't really fully feel like something from the Companion Set.  It has been described, by most notably by Jonathan Becker at B/X Blackrazor, that this adventure really runs like a high-level Expert set adventure.  A wilderness hex with various points within the hex that need to be investigated.
There are some of the new monsters in the adventure, but when I played it and ran through it we substituted the monsters from AD&D/D&D3 as the case required.  There are Wrestling Ratings to the monsters and a chance to raise an army, but nothing about domains or ruling kingdoms.
Of course, this would all come later on in the CM adventures, so I guess that is not too big of a deal.

Calling it a "High-level dungeon crawl" or "High-level Expert Set Adventure" is fair, but it leaves out a lot of what made this particular adventure so much fun. I still have my original copy of this and it holds up well.   So despite the criticisms of it as a "Companion Adventure", it is still a very fun "D&D Adventure" and one that holds up.

CM2 Death's Ride: Refit
I have no idea how much I paid for my copy of Death's Ride when it first came out. How much were modules back then? $5? $8?  Whatever it was I certainly got my money's worth. (the consensus online is $6.)

Back in 1985-5 when I went through as a player we used AD&D 1st Ed rules.  Seemed like the logical thing to do.  We stuck it on the end of this huge campaign that also included H4.



When I would later run it again in college it became part of my big "Ravenloft is From Mystara" deal and I ran it under AD&D 2nd Ed.   It usually became the gateway characters used to leave Ravenloft and come back into their normal world.


Now I am setting up to run it again, this time using the 5th Edition Rules.

For that, I joined the Classic Modules Today group and did the 5th edition conversion.


I had a great time not only converting the adventure and creatures, but getting a chance to re-do Wazor, Ulslime, and Korbundar as 5th edition characters.  It was a struggle I have to admit not to include *my* versions of them and instead play them by the book.

In the conversion guide I mention where I would place the adventure in the Forgotten Realms (something we all did) and how it could connect to others.  For me I saw this as a nice Coda to the Out of the Abyss adventure.



Characters will complete Out of the Abyss at roughly the same level characters would need to be to start Death’s Ride. The adventure can be seen as either as some last-ditch effort by Orcus to open a portal in the Realms in which to invade or as a means of flooding the area with undead.

This flows from both my using Death's Ride as part of an Orcus/Realms take-over (Module H4) and my connections to Ravenloft as a portal.

I might not have know the Companion Set very well, but there is at least one Companion level adventure I do know.

Friday, April 12, 2024

#AtoZChallenge2024: K is for the Known World

 Today I am going to talk about the Known World, or the campaign setting implied in Basic D&D.

the Known World

When the D&D Expert Set was introduced, it included a two-page map of part of a continent. This was described as "The Known World," and that was good enough for us back then. A lot of strange cultures were crammed into an area about the size of the North Eastern portion of North America. But hey, it was D&D, and we thought it was great. It was certainly enough for me. In fact my characters rarely left this area. There was plenty to adventure here.

At the time, I did not know the work already done here and where this world would go in the next few years.

The Schick-Moldvay Known World

Before working on the D&D Basic Set, Tom Moldvay had a game with future D&D heavyweight Lawrence Schick. In their games they had a campaign world they were calling "The Known World."

A while back, Lawerence Schick posted "The “Known World” D&D Setting: A Secret History" over at the Black Gate site.  A nice history of how he and Tom Moldvay came up with the Known World for their own games and then ported it over to D&D Basic/Expert.  It is a fascinating read if, like me, you are a fan of the Mystara world and/or of maps in general.



James Mishler (who also did the Mystoerth map) takes this one further and provides the above map for the Moldvay/Schick known world.

It is interesting how so many familiar names and even locations exist in different places. It is like looking at a world you know but through some sort of distorted lens. What is also quite interesting to me are the new lands—places, and names that are entirely new to me.

The Known World
The Known World Replica Map by James Mishler

There is so much here I can use and honestly I have yet to grow tired of exploring this map. BUT it is not the map we ended up with. No once the Known World left the hands of Moldvay and Schick it became a different world.  That world would eventually be called URT! (ok and then Msytara).

The Known World of Urt Mystara

Spend any time here, and you will know that the Known World of the Basic/Expert Sets (B/X) was the first world I played in.  While I would move on to AD&D and Oerth, the Known World would also move to Mystara.  It would be the world introduced to us in the Companion Set and expanded on the Gazeteer Series, the D&D Rules Cyclopedia, and even into the 2nd Edition age and beyond.

But it was in the Companion and Master Sets that Mystara got its start.


The B/X Known World only occupies the East-most lower gray box, this is the same as the very first map on the top of this page.   The BECMI World, Mystara, is going to be bigger.  Even this is just the continent of Brun.

I am not sure who came up with the idea for Mystara to look the way it does but there are some obvious parallels.

From the Master DM's Book,



Here is Mystara, courtesy of http://pandius.com/





If it looks familiar, there is a good reason.


That is the Late Jurassic, the early Cretaceous period of the Earth, 150+ Million Years Ago.

Long-time readers here already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps, and throughout all of human history, the Earth has been the same. Not so throughout ALL history and prehistory.

It's also kind of cool to see where the places of Mystara will line up to our world.

Mystara and the Lands Beneath the Waves by Grimklok

At first, the Known World was known by Urt or even Urth by Frank Mentzer and was designed to be similar to Gary's Oerth of the AD&D game. We also learn in the Immortals Set that Urt did not look like Earth 150 MYA it WAS Earth at that time. 

Though I think (and I have nothing to support this) that the "Urt" version of the Known World was scrapped after Frank Mentzer left TSR. His good friend Gary had already been ousted. It seems like Urt was a casualty of that regime change. So "Urt" was out, and "Mystara" was in. 

Mystara 

The Known World of Mystara was later expanded and given more detail in the wonderful Gazetteer Series, Hollow World Series, and Challenger Series.

While delving into everything Mystara would take me another month or another year, there is still a vibrant and active community on the web to support this world.  In fact, I would say it is far more active than most other worlds. Starting in the early days of the MPGN listserve lists run by TSR. The MYSTARA-L listserve was active back in the days when my access to the Internet was via a mainframe.  Many of the same people on those lists then are still active in the various Facebook groups and websites today.

Mystoerth

For me, I always had a soft spot in my heart for Mystara. It was the world of my Basic era days, and when I moved on to AD&D, I still kept the world as "my own."  It was understood that when I was a player, it was in Greyhawk/Oerth, but when I was a DM, it was in the Known World/Mystara.  Eventually, right before college, we merged our worlds into one. I got the western half, and my DM got the eastern half.  

So you know, I was thrilled when I found the James Mischler/Chatdemon Mystoerth map.  The worlds share a lot of details in common, so a merge was inevitable. I no longer have the original map my then DM made, but this one is a better rendition anyway.


Click for larger

This appears to be the original map. While researching this, I found an old post by Rich/Chatdemon that offers an alternate name: Oerstara. I kind of like that. A lot. It sounds like Ostara, the pagan holiday from which Easter comes. Oestara could have been an alternate name for the planet, like Earth and Terra.

Regardless of which version of the Known World I would use there is more than enough in any of them to last me another lifetime of gaming and exploration.

Isn't that what it is all about?

Tomorrow is L, and I will talk about Larian Studios and Baldur's Gate 3

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


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival