Friday, November 15, 2019

Kickstart Your Weekend: Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee

Mark Taormino is living the dream.  He is working on producing his next module in the Maximum Mayhem Dungeons series, this time it's module #7: Dread Swamp of the Banshee.  This time the adventure is written by author Joe Pearce and it looks great!

Maximum Mayhem Dungeons #7: Dread Swamp of the Banshee


https://www.kickstarter.com/projects/marktaormino/maximum-mayhem-dungeons-7-dread-swamp-of-the-banshee?ref=theotherside

It looks like the same sort of insanity that his other adventures feature.  Old-school maps and adventures and way over the top gonzo fun.

Plus you can pick up all his past adventures as well.  Combined they make a great campaign that your characters will never survive.


Check out the review I did for his first five adventure and monster book.

Mark know his Kickstarters.  He gets them done and he gets them out to you. I trust Mark.

Wednesday, November 13, 2019

Plays Well With Others: B/X Gangbusters

Yesterday I reviewed the new B/X Gangbusters game and talked about its potential due to its Basic-era roots.  I stand behind that and a recent dive into some of my favorite Basic-era games supports this.  So let's see how well Gangbusters, B/X edition Plays Well With Others.



Realms of Crawling Chaos
Both are built on similar B/X designs.  Realms of Crawling Chaos adds Lovecraftian Horrors to your B/X Gangbusters games.  Both also support the same era of play, more or less, and have similar offerings in terms of playing normal humans. In fact, adding Realms of Crawling Chaos can add an edge to your "Educated" characters they might not normally have. 

Of course, at this point, you might ask why not just play Call of Cthulhu or d20 Call of  Cthulhu.  The answer, of course, is to be able to play this as a B/X game.

Amazing Adventures
AA is a Pulp-era game based in and on the 1930s; so about a decade later.  But there is still a lot in this game that would be helpful to the Gangbusters player or Judge. Not to belabor it, but the are equipment lists here that have different items that the GB Basic book.  The Amazing Adventures classes also give the GB Judge some go ideas for playing Powered Characters.

Basic Psionics Handbook
Moving further afield we have Richard LeBlanc's Basic Psionics Handbook.   While psionics have a "complicated" relationship to Fantasy games, they seem to work just fine in semi-modern ones.  In particular, a psionic wild talent would fit well into a GB game.  Let's not forget that the 1920s was also the time of Harry Houdini and his magic shows.  In real life he was a debunker of claims of the supernatural, but who knows what he was doing in YOUR world.

This along with Realms of the Crawling Chaos gives you a Lovecraftian style game that is less "Call of Cthulhu" and more "Cast a Deadly Spell".
I want to try this with a hard-boiled private eye that used to be a boxer and has seen a little too much magic.  I'll have to name him Robert Howard Lovecraft.

Starships & Spacemen 2e
Moving even further out from Psionics we have another one from Goblinnoid Games, Starships & Spacemen.  How does this one work?  Glad you asked!  One of my favorite Star Trek Episodes is "A Piece of the Action" where the crew of the Enterprise beam down to Sigma Iota II to investigate the crash of the Horizon from 100 years earlier.  They discover that the Iotians, a very creative and intelligent humanoid race, have recreated Chicago from the 1920s based on the book "Chicago Mobs of the Twenties", which had been published in (their version of) 1992.  The Iotians recreated their entire civilization based on this book.  At the end of the episode, it is revealed that Dr. McCoy misplaced his communicator.  Kirk and Spock state they will analyze the technology and that by the time they come back they could be the Federation.



There was an attempt to do a sequel to this by Michael Piller for TNG and some comics.  For me though, it was a throw-away section in the FASA TNG Officer's Manual that when the Federation came back to Sigma Iota II that they found a fully functional Federation style Space Station waiting for them.  Frankly, I would use that in a heartbeat for my own BlackStar games.  Maybe even adopt Piller's idea that this was a Federation, with the morality of the Chicago gangs.
It sounds like a lot of fun really.  I'd steal more ideas from FASA Trek for this too, including the interim uniforms they were using for the Enterprise-C era.   I will have to come back to this.

There is a lot more you could do with Gangbusters and the vast library of Basic-era B/X compatible material out there.


Tuesday, November 12, 2019

Review: B/X Gangbusters

The latest game to take over the Old-School gaming scene like, well, gangbusters is the new B/X Gangbusters; an update to the old TSR Gangbusters.

Gangbusters is a new game from Mark Hunt based on both the original Gangbusters and Basic/Expert D&D.  At first, I was a little wary of this.  It seemed a little too close to trademarks and I have seen some shady stuff.  But it turns out that Mark legally owns the Gangbusters trademark and this has been a dream of his for some time.  Reading his posts about it online you get his enthusiasm and it is contagious.  So does it live up to the hype? Let's check it out.

Gangbusters is an old school game built on the Basic version of D&D; or at least a suitable clone of it.  So if you know that game you how this one works. 
Characters have a choice of class; Brutish, Connected, Educated, and Street Smart. And each class has six levels, complete with level titles no less!

Each class gets a good write-up and running them through my memory of Good Fellas, The Untouchables and the Godfather I think they cover just about everything.  My tastes would run more towards Private Eyes so Connected and Street Smart would be great for me.

The alignment system here is Law vs. Neutrality vs. Dishonesty.  It works. It works rather well, to be honest.   

There are a lot of lists of equipment with 1920s costs.  For historical games, I love this stuff. 
There are guides for playing characters and playing in the time period.  

Part 3 is the newest material, Piece Of the Action, covers playing the Gangbusters game. A lot of great information here. 

Part 4 covers Game Mastering or Judging. This covers running a city.  Now, this is where I commit heresy, but there some great stuff here I might steal for other B/X style games.  This also covers awarding experience points.

For Part 5 we get Investigations.  Part 6 deals with Law Enforcement and Part 7 handles The Encounter.  The big gem of Part 7 is the table of vehicles. 



Part 8 is Wandering Adversaries and that is our "Monster" section.  It is 100% or at least 99% compatible with every other OSR game.  Though these are city adversaries of the 1920s.  You get adversaries like Angry Mob, Cat Burglars, Gangsters, Klansmen,  Moonshiners and more.  I have to admit, I now want to send a coven of my witches after a group of klansmen. 

Part 9 covers Combat.  This is expected stuff, but the really cool thing are the Saving Throws.  Gangbusters gives us, Moxie. Quickness. Toughness. Driving. and Observation. Really, how awesome is that?  

There is an optional section here that grabbed my attention. Mysterious Powers allows you to play as Golden Age heroes.  That is a very, very interesting development.



The game comes as a PDF and a Print on Demand book. Color covers and Black & White interior art.   It comes in at 63 pages.  The game is also released under the OGL.

How Does it Compare to Original Gangbusters?
By using the "Basic" system there are a lot details in the original game that are not needed in the newer game.  For example, skills are less of a game mechanic in the newer game.  The original Gangbusters has more detail on various weapon effects but the newer game is far better organized. 
OG Gangbusters weighs in at 64 pages, as was common for TSR at the time and a smaller font.  So it, in general, has more text, but that doesn't mean more game in this case. 

All in all. Gangbusters is a great game.  Part of that greatest comes from Mark Hunt's enthusiasm and his obvious love for this game.  Personally, I would get it for that alone, but thankfully the game here is also great all on it's own.   

If you enjoy the 1920s, Gangster films or even, like me, B/X D&D and related games, then this is a must buy.

Monday, November 11, 2019

Monstrous Monday Review: Monster Manual

For today's Monstrous Monday I want to do another review. For this one, it still follows my 'Back to Basic' theme I have been doing all year even though it is not a Basic-era D&D book.  It is though one of my Basic era books.  The book is the Monster Manual and it was just about 40 years ago that I first held this book in my hand.

This is the book. This is the book that got me into D&D and RPGs.

But how does one review such a genre-defining classic?

My son had made himself a triple cheeseburger covered in bacon, onions, and mushrooms.  I asked him how he was going to fit that into his mouth. He said, "with determination".

How does one review such a genre-defining classic?  With determination.

My History
The Monster Manual was the book for me.  The one that got me hooked.  The one, sitting in "silent reading" back in 1979 at Washington Elementary School in Jacksonville, IL that I became the über-geek you all know today. How über? I used the freaking umlauts, that's my street cred right there.

Back in '79 I was reading a lot of Greek Myths, I loved reading about all the gods, goddesses and monsters.  So I saw my friend's Monster Manual and saw all those cool monsters and I knew I had to have a copy. Though getting one in my tiny near-bible-belt town was not easy.  Not hard mind you, by the early 1980s the local book store stocked them, but I was not there yet.  So I borrowed his and read.  And read.  And read.  I think I had the damn thing memorized long before I ever got my own game going.

Since that time I judge a gamebook on the "Monster Manual" scale.  How close of a feeling do I get from a book or game compared to the scale limit of holding the Monster Manual for the first time?  Some games have come close and others have hit the mark as well.  C.J. Carella's WitchCraft gave me the same feeling.

Also, I like to go to the monster section of any book or get their monster books.  Sure I guess sometimes there are diminishing returns, Monster Manual V for 3.5 anyone?  But even then sometimes you get a Fiend Folio (which I liked thankyouverymuch).

This book captured my imagination like no other gamebook.  Even the 1st DMG, which is a work of art, had to wait till I was older to appreciate it.  The Monster Manual grabbed me and took me for a ride.

The Book (and PDF)
The PDF of the Monster Manual has been available since July of 2015.  The book itself has seen three different covers.


Regardless of what cover you have the insides are all the same.  The book is 112 pages, black and white art from some of the biggest names that ever graced the pages of an RPG book.
This book was the first of so many things we now take for granted in this industry.   The first hardcover, the first dedicated monster tome, the first AD&D book.
The book contains 350 plus monsters of various difficulties for all character levels.  Some of the most iconic monsters in D&D began right here.  Mostly culled from the pages of OD&D, even some of the art is similar, and the pages of The Dragon, this was and is the definitive book on monsters.

Eldritch Wizardry gave us the demons, but the Monster Manual gave us those and all the new devils.  The Monster Manual introduced us to the devils and the Nine Hells.  Additionally, we got the new metallic dragons, more powerful and more diverse undead and many more monsters.  We also got many sub-races of the "big 3". Elves get wood, aquatic, half and drow.  Dwarves get hill and mountain varieties. Halflings get the Tallfellows and Stouts.   So not just more monsters, but more details on the monsters we already knew.

While designed for AD&D I used it with the Holmes Basic book.  The two products had a similar style and to me seemed to work great together.  It was 1979 and honestly, we did all sorts of things with our games back then.  The games worked very well together.



Flipping through one of my physical copies, or paging through the PDF, now I get the same sense of wonder I did 40 years ago.

Thankfully, you can get the PDF of the Monster Manual for just a little more than the hardcover cost 40 years ago.





Thursday, November 7, 2019

Reviews: OSR Mars

I have always been fascinated with Mars.  Not just the Mars I used to look at through my telescope as a kid, but also the worlds of Burroughs, Wells, Smith, Heinlein, and more.
I have often, very often, wanted to run an OD&D game on Mars, or rather a mix of Barsoom, Wells, and the Mars of DC Comics.

So one of my "Holy Grail" items has been Gygax & Blume's Warriors of Mars game. Though every copy I have ever seen is so far out of my price range.  Usually over $1,000 and one I have seen for $4,000!

I like Mars, but not that much for something I am also going to house rule a bit on. 

Thankfully, we have many talented people in the Old-School games scene that can help me with my Mars obsession.

Warriors of Mars - Barsoom by "Doc"
Up first is a fan reproduction of the Warriors of Mars book.
This is from the OD&D Forums by a user named "Doc".  The PDF was reformated by Jason Vey and done up to look like an OD&D book with permission from Doc.   The book also called Warriors of Mars uses the art from the original and naturally feels like an OD&D book with better typesetting.  At 28 pages it covers the basics and the focus is more on D&D than the original 56 pages TSR Warriors of Mars which also used a lot of Chainmail rules.  I am happy this one is out there since it gives me a basis of comparison for future books.  Plus it lets me know that I really don't need to spend 1000 bucks.




Now getting to ones you can buy.

Warriors of the Red Planet
by Al Krombach with art by Thomas Denmark and published by Denmark's Night Owl Workshop.
The PDF is digest-sized, single column, with black & white art from Denmark (so you know it looks great). At 128 pages it is a good-sized volume.  And all for $8.00.  They could have made it $10 and still it would have been a great price.  Overtly the book is for Swords & Wizardry.
This game is more inspired by Burroughs than actually being Barsoom.
There are five races to play, Ancients, Elevated, Exotic, Humans and Unliving. And four classes, Fighting Men, Scoundrels, Mentalists, and Scientists.   Each class goes to 10th level.
Mentalists have powers, Scientists have gadgets and they both work roughly like spells.
There are rules for character creation, equipment (including swords and rayguns), and several examples of play. 
While I said it is overtly for S&W, there is Ascending and Descending AC and "Basic-like" saving throws.
There are some great monsters added to this as well.  Any of which can be ported over to any OSR games if you wish.  Many are recognizable from Burroughs, but there are plenty more as well.
Some of the races get more detail in the appendix.  While an Exotic can nearly be anything (with random tables to boot!) some of the more common types are listed here. As per Burroughs we have Red, Green, Black, White and Yellow Martians.  Earthlings on Mars are also discussed.
Appendix A covers all sorts of random terrain, building, missions, and the unexplained along with weird science artifacts.
Appendix B adds the eldritch to Mars with the Sorcerers of the Black Gate.
Appendix C adds an optional skill system.
Appendix D covers ship to ship combat.
And finally, Appendix N (yup) covers suggested reading.
Again, this is a great book and 100% compatible with other "old-school" books from Night Owl Workshop. And easily worth twice the cover price in my mind.

BX Mars
This is a newer book from Michael Gibbons who also does the illustrations.  Here we get a full (8.5" x 11") PDF at 104 pages with Black & White art.  The author makes a note that the B&W art fits the mood of the game and I can't say I disagree.
This book also is more inspired by Burroughs, but the DNA is a little more obvious here.  Also, the book is designed to be used with B/X style games, this also goes to level 10 (not level 14 as some B/X games).  That's also great by me. 
The classes and these are race-classes, are Princess, Warrior, Thark! (no idea why the ! is there), Menton and Terran.  The classes are pretty much what you think they are. A couple of points. Princess is only open to Red Martian women; there is no Prince class (and sadly no Purple Martians).  The Menton is a psionic using class with powers detailed in the book.
There is also something called "Mastery" which works a little like Feats from 3/4/5e but has a solid B/X/Old-school feel to them. They work quite well here.
There is a Campaign/World-building history here.  It is some good background and fun to add to any game whether you are playing as straight-up Barsoom or something else.
This book has a completely different feel than the other Mars books out there.  While all the books I have looked at list mostly the same sources as inspiration, this one comes closer to Heavy Metal than most.  Also if I ever wanted to play a Herculoids game this would be the first book I'd grab.
The art has a really cool style that I don't often see in modern RPG books, but it fits this one perfectly.

If I wanted to describe the differences between WotRP and BXM, I would say WotRP was later Led Zeppelin and BXM is Blue Oyster Cult.

Wednesday, November 6, 2019

Reviews: DMs Guild Picks

Been spending some time on the DMSGuild to see what sort of products are there.  In general, I have been a bit underwhelmed.   Here are a few that caught my attention.

Class: Elven Cavalier
I have said before that someone out there picked up Dragon #114 and instead of fixating on the witch class like I did, they fixated on the Elven Cavalier.   Well, that person might be Christopher J. Ferguson.  I will look into some of his other works later, but right now let's focus this.

The PDF is 5 pages and $1.00.  The first thing I notice is that the art is largely taken from The Hobbit movies.  I am not sure what the rules are at DMSGuild, but I am still pretty sure this is a copyright violation.
The background makes it difficult to read in some places and some of the font choices also don't help.  The class is a fairly good replication of the 1st Ed AD&D class from Dragon #114.

From a D&D 5 perspective, I am not sure where this class is supposed to live. It does not seem to be part of the core classes where variants are built like sub-classes.  This could have been a sub-class of the Paladin or Fighter for example.
It's too bad really, I was hoping for more.

Witch Class, D&D 5e (inspired by Dragon #114 witch)
Another one from Christopher J. Ferguson.
This is a 9-page $1.00 PDF with color interiors.
I love the art for this one, but the background image makes it harder to read and difficult to print. He starts with a bit of history of the witch in D&D, but I am not sure if the author knows how far back this class actually goes. That's fine the focus here is on the Dragon #114 witch.

This witch uses both Intelligence and Charisma for spellcasting and is a divine spellcaster. There is a distinction between White and Black magic witches. I like the "A Blessing and a Curse" idea here. It's a nice touch. The witches also get a lot of powers in addition to their spells. Some, like the candle magic powers, really do invoke the memories of the old Dragon Magazine witch. There are even 5 new spells. I had hoped that since this was inspired by the Dragon witch that there would be High Secret Order spells too, but the author did not include those. There are some good ideas here.

I have been reading a lot of scholarly works on myths and legends and I have wanted to see more from a Shaman class.  Here are two.

The Shaman - A New Take
From A Point of Inspiration, this PDF is full color and has 9 pages. It is Pay What You Want with a suggested price of 50 cents; it is worth more than that.  This is presented as a new full caster class with two archetypes, the Witch-Doctor and warden.
The class is good, but could use a little more detail, even a little history would be fun.  Even at twice the price it is still good.  There are new powers, but no new spells.
This class has spellcasting foci, like a fetish or idol, which gives it a nice feel. Wisdom is the spellcasting ability. This class also has some spirit based powers that are interesting. The relationship here is similar to the cleric and druid is similar to the Sorcerer-Wizard-Warlock one. I think I would have liked to have seen this class use something more like the Warlock style spellcasting to be honest, but what is here works fine. IT's a good class, but I am left want more.
The PDF is nicely designed and it looks like a fun class to try out.

Shaman Class (5e)
Another Shaman class, this time from Michael Wolf.  This is also PWYW, with a suggested price of $0.00.  It is worth a lot more than that.  The book is 17 pages.
This is a pretty full class with new archetypes, a new type of magic including using spirits, and a few new spells.  The book is pretty well researched and because of that this Shaman is a much fuller class.
This one does fill that "Warlock" niche for divine spell-casters.
If you want to try out a Shaman class then this is not just a great choice, it is one of the better products I have grabbed at DMSGuild recently.






Monday, November 4, 2019

Monstrous Monday Review: D&D Creature Catalogs

Something a little different today as I wind down from that crazy October.
One of the things I wanted to do with my "Back to Basic" year was also to get some more reviews in for some the basic era products I enjoyed the most and for the products that also contributed to my love of the game.  These would both be products by TSR and third party products of the time and of more recent years.

Since today is my day to post about monsters I wanted to hit two products that really enjoyed back in the day.

Now I have gone on and on (and on and on) about how pivotable the AD&D 1st Ed Monster Manual was to my life in RPGs.  So much so that I would later pick up any monster book that came out.   I loved AD&D and played it all throughout my High School days and beyond.   But it was Basic D&D, in particular, the B/X flavor of D&D that was my favorite.  I wanted a Monster Manual for that game.  Eventually, TSR granted my wish.

AC9 The Creature Catalog (1986)
The Creature Catalog (AC9), came out in 1986 and was produced in conjunction with TSR UK and it would be one of the last books to do so.  It shared a name with a series in Dragon Magazine (Issues #89 and #94), which led to some confusion on my part, but that was soon displaced.  A bit of a background story.  My then AD&D DM had grabbed this and let me borrow it. He knew I was a fan of D&D (Basic) and a fan of undead monsters, of which this had a lot of.  I immediately started pouring over the book and loved all the new creatures in it and new versions of some that I considered "classic" by then.   For example, the Umber Hulk (MM1) and the Hook Horror (FF) now shared an entry under "Hook Beast" and the Umber Hulk was now called a "Hulker".  Given the time I just decided it was obviously the same beast and just called that in my version of Mystara and my DM kept Umber Hulk for his version of Greyhawk.  Simple.
Grabbing the PDF a while back I was hit by all these memories of flipping through the book and that sense of wonder came back.  Monsters that I had used in games and have since forgotten about came rushing back to me.
The PDF is a scan of the original book, so the quality is not 100%, more like 80% really.  BUT that is not a reason not to get it. The text is still clear and the pictures, while not high-res are still legible.  If nothing else the "imperfections" of the scan match my imperfect memory of the book.  So point 1 for nostalgia purchase.  The book itself is 96 black & white pages with color covers.
There are about 150 monsters here (151 by my quick count). Some should be familiar to anyone that has been playing for a while, but there are also plenty of new ones that reflect the differences in design tone between D&D and AD&D.
This book is separated by (and bookmarked by in the pdf) sections.  The sections are Animals, Conjurations (magically created creatures), Humanoids, Lowlife, Monsters, and Undead.
There are a lot of fun monsters here, many have made it into later editions of D&D, in particular, the Mystara Monstrous Compendium.
The index is very nice since it also covers all the monsters in the various BEMCI books for a complete picture of the monsterography of the mid-80s D&D.
If you are playing old-school D&D or a retro-clone of the same then this is a great little treat really. The book also has guidelines on where to put monsters and how to make alterations to the monster listing for a different creature.  In fact a lot of what I have seen on some blogs and forums over the last couple years about how to "play monsters" has been better stated here. Yet more evidence that there is really nothing new out there. That and people don't read the classics anymore!

DMR2 Creature Catalog (1993)
The next Creature Catalog (DMR2) came out in 1993 for the D&D Rules Cyclopedia. Most of the same monsters that appear in the Creature Catalog AC9 are here. In fact, a lot of the exact same art is used.  The net difference is this book has 158 monsters.
This book is the more customary 128 black & white pages with two, color covers.  The monsters in this version are all listed alphabetically.  This is also a much better scan and a print option is also available.
This book was designed for the Rules Cyclopedia and not BECMI the rules are 99% the same and thus both this and AC9 can be used interchangeably.  DRM2 Creature Catalog came out at the same time as the AD&D 2nd edition Monstrous Compendiums so the layout and style reflects that.  The color trim here is red instead of blue.
This PDF does bookmark every monster entry and since all monsters are listed together it is easier to find what you want here.  Missing though is some of the advice in the earlier AC9 version.
But like the AC9 version, this is a fantastic book to use with your classic games or retro-clones of them.
In both books you won't find demons or devils since they were not part of the D&D world of Mystara, but that is not a big deal.   For me, the loss is nothing compared the amount of undead both books have.  Some of my favorite undead monsters to use to this very day made their appearances in these books.  Elder Ghouls, Death Leaches, Dark Hoods, Grey Philosophers and Velyas still rank among my favorites.

If you are only able to get one then opt for the DMR2 version for the better scan quality.