Tuesday, August 31, 2010

"You've been so concerned about his Vulcan eyes, doctor, you've forgotten about his Vulcan ears." - More from the DMG

More Points of interest from the DMG

On Listening at Doors
"Keen-eared individuals will gain a bonus of 1 or 2 in 20 (5% or 10%). Use chance of hearing a noise to determine if a character is keen-eared the first time he or she listens at a door, and if it is indicated, tell the player to note the fact for his or her character."   The DMG - Page 60.
I think that's a neat idea. Screw all this Listen Skill crap! You're either keen eared, or you're not and most likely you ain't!

On Detecting Evil (Eeeevilll!)
"It is important to make a distinction between character alignment and some powerful force of evil or good when this detection function is considered. In general, only a Know Alignment spell will determine the evil or good a character holds within. It must be a great evil or a strong good to be detected. Characters who are very strongly aligned, do not stray from their faith, and who are relatively high level (at least 8th or higher) might radiate evil or good if they are intent upon appropriate actions."  The DMG - Page 60. 
I don't remember how I used to rule this and didn't remember the exact ruling on the subject, either. The stereotype of the Paladin, marching about detecting evil on everyone and everything, comes to mind. I don't think I've ever had a Paladin PC in any of my games.

I'm getting ready to start on page 61 - Combat! Woo-hoo! Deep down, I knew that reading the DMG would make me want to run the game. I'll decide about that, sometime this week. For now, I'm reading the DMG during breaks at work and the Forgotten Realms Grey Box in the evening. I have an idea for a campaign set in the Dalelands, forming in my mind. On the other hand, over the weekend I won an ebay auction for the City System. Combined with my copy of FR1, I'll be all set for kicking things off in Waterdeep!

Monday, August 30, 2010

Specialist MU's in the Forgotten Realms Grey Box

From page 28 of the Cyclopedia of the Realms:
Thalantyr, 15th level magic-user, specializes in Conjuration/Summoning spells. ( + 1 on all his saving throws, - 1 on saving throws against his Conjuration/Summoning attacks).
Does anyone know if this is something Ed used in his games, or were the TSR designers already tossing around ideas for 2e? I can't recall any other 1e supplements, which mentioned MU specialization. It's an obvious enough idea, of course. Just curious, as to whether or not this might be the first use of it in an official TSR product.

I am, of course, reading the Grey Box in preparation for running it. I'm interested in seeing if the idea comes up again, as well as what other, similar tid-bits, I might find.

Saturday, August 28, 2010

OSR News From The Underdark Gazette - Saturday, August 28, 2010

Matthew Finch and Bill Webb join forces to bring us the next wave of Swords & Wizardry

From the Swords & Wizardry Forums, posted by Bill Webb:
"Frog God Games, the successor to Necromancer Games, is pleased to announce that effective immediately, Mythmere Games, headed by award-winning author Matt Finch, will be joining up with the Frog God Publishing team to produce even more of the true old-school gaming resources that Necromancer Games and Frog God Games have always been known for.
"Matt explained one of the reasons for the agreement as “"There is a large and active community of gamers playing various out-of-print editions of fantasy role-playing games. This alliance is going to be a big leap forward in terms of providing new resources and adventures to those of us who prefer an older-school type of game. It doesn't matter if you're an old-school grognard, a brand-new player, or an experienced gamer trying out this whole 'old-school' thing the internet keeps talking about. You're going to like this".
"As a result of this merger, Frog God Games will be publishing the Complete version of the old school, ENnie Award-winning Swords & Wizardry™ fantasy role-playing game, which will be released in November."
Mr. Finch expounded upon what will be included in the Complete version, in the above linked thread:
"It includes the ranger from SR, the paladin, thief, druid, assassin - character classes from the supplements. Still no illusionist, though, which was disappointing, but the SR illusionist just couldn't legally be duplicated. The game still runs on the 0e rules, not 1e. It includes two optional alternative order of combat systems in addition to the standard one from the WhiteBox era: the one from the Holmes Blue Book and one that's based on the EW system. Those are the main differences, although there are little things like adding strength modifiers to the amount of weight that can be carried, ala Supplement 1, etc. Virtually all of the additions are in the player section, not the referee section. It's compatible with the Core Rules, and the Core Rules will stay in place as the archetypal "three class" system."
Mr. Finch also had this to say:
"There is a huge number of modules being written for this. Huge."
From the Publisher's site:
"Most previously existing products created by Mythmere Games, including Knockspell Magazine™ will continue to be produced and distributed by Black Blade Publishing.
"Distribution and publication of the Swords and Wizardry Core Rules will continue through Black Blade and other sources, and will be compatible with the Swords & Wizardry Complete Rulebook to be released in November by Frog God Games along with a full supporting line of adventure modules and other resources for the game."
And:
"Estimated Retail Price: $39.99, limited edition signed, numbered, hardcover (100 copies) and pdf, $19.99 perfect bound softcover and pdf (200 copies only of the first printing), $9.99, pdf only.
"Estimated Page Count: 128
"Authors: Matt Finch
"Scheduled Release: November 2010"
While there have been some concerns expressed over this development, I'm choosing to be optimistic. A major push for Swords & Wizardry would be a very good thing indeed and Necromancer Games' 3e products were awesome. I still have my 3 volume Rappan Athuk set, which I was fortunate enough to be able to run, incorporating it into the campaign I was running at the time. The party chose to not attempt daring the lower levels. Wisely, I might add. I killed my wife's PC in Rappan Athuk!:) I'd love to see a version released for S&W.

New Releases

Timothy Lowell has released Voyage to Plague Island, available in PDF for $5.00.
"While sojourning in a nameless village on the Parched Coast you must have been slipped sleeping powders. You awoke on board an oared galley in chains, and forced to row. Your mind numb and unable to recall much, you rowed for what seemed like days. Talk among the other slaves was that the ship was bound for Plague Island. Your cruel captors, when not whipping you and your oar mates told you how wealthy you would make them once they sold you, and of how well you would die in the arena at the Jade Palace... Voyage to Plague Island is an adventure module for fantasy role playing games. It is a wilderness adventure for characters level 4-7, a ship wreck and survival scenario set on a deadly island. It is written in the "Old-School" style and is fully compatible with games such as Swords & Wizardry, Labyrinth Lord, Osric, OD&D and other retro-clones of the most famous and first ever fantasy role playing game. 48 pages. Artwork by Brian "Glad" Thomas and Jason Braun.- SOON AVAILABLE IN PRINT-"
Expeditious Retreat Press has released Creatures Below the Shattered Moon - Volume 1 by Joseph Browning. Available from RPGNOW in PDF format for $3.00. 7 pages.
"After the cracking of the moon and before the rise of Atlantis the world was a place strange to the thoughts of honest men. The death throes of science amid the birth of magic sculpted new generations of conquerors who strode the lands forging civilizations of steel, sinew, and sorcery from the decrepit hulks of the ones that fell before. Tyrannical wizards, amoral super-scientists, charismatic catalysts, and multifarious mutants battled for wealth, power, and honor. It was ten thousand years of barbarity; ten thousand years spent in the shadowy shells of past glories, hiding from horrible creatures that scratched and skittered for blood; ten thousand years of tyranny and injustice, ten thousand years of Sorcery & Super Science!
This short PDF provides a harried GM with 17 new creatures, suitable for various power levels and certain to bring additional life to the world under the shattered moon.
Don't forget to pick up the Sorcery & Super Science! Core Rules as well as download The House of Blue Men, a free adventure featuring quickstart rules drop by our Sorcery & Super Science Blog for additional Sorcery & Super Science goodness!"
Free Downloads

Check out the Alpha version of Lord Kilgore's Wizards & Warriors.

Blair from Planet Algol turned us on to the Doomed Wasteland and some cool Random Tables he found. 

Jim Pacek of Carjacked Seraphim has a Death, Dismemberment and Dangerous Damage table, for your enjoyment.

Head over to Havard's Blackmoor has some Blackmoor Freebies!

Media Releases

I Hit It With My Axe: Episode 24: Politics, Shopping and Intermediate Demonology.

bighara has episode 3 of his Video Blog up.

Re-Releases

Initial Guidelines Booklet M from Judges Guild is available as a $3.00 PDF from RPGNOW. 16 pages.
"The first peek at what would become the Legendary Sea-side City of Modron, as published in 1977. Authored by Bob Bledsaw with the help of Bill Owen, this is Guildmember Campaign Installment M, prior to the expansion made with Gary Adams. Contains descriptions for the various taverns, shops and open markets of the village, shark and sea monster tables, the Temple of Mitra, underwater encounters, Brain-Basher Boulevard, and non-player characters galore. There are special conditions on each street, which can generate special en.other great characters, with illustrations by Pixie Bledsaw. 16 pages of gaming history."
Four Gloranthan Classics titles are now available in PDF from RPGNOW. Pavis & Big Rubble, Griffin Mountain, Cult Compendium and Borderlands & Beyond. They're currently $20.00 each, or you can get all four for $60.00

Reviews From Around the Blogosphere

Matthew James Stanham of Silver Blade Adventures has a review of AA6 - Chasm of the Damned by James C. Boney. Check out Matthew's site for several more Advanced Adventures Reviews as well.

James Maliszewski of Grognardia has a series, reviewing the LotFP Weird Fantasy Role-Playing Game. Tower of the Stargazer, Weird New World,  Part 1 of his review of the Rules, as well as Part 2.

Scott of Huge Ruined Pile has his Initial Impressions of Mr. Raggi's game, posted here.


Events & Happenings

Chris Creel of The Polyhedral Dicebag has created some badges for an Encounter Critical Blog Ring.

Goblinoid Games now has a Facebook Page!

In Other News

scottsz has his Cold Text File C1 - Part 5 up on Lord of the Green Dragons. The author's Cold Text series is fantastic and if you've missed it, I urge you to check it out! The Hidden Shrine of Tamoachan is the subject of his current investigation.

What I'm Pimping This Week

The Spire of Iron and Crystal by Matthew Finch. Black Blade Publishing. Available in PDF for $5.00 and in Print for $11.00. 36 pages.
"Deep in the wilderness stands the legendary Spire of Iron and Crystal, a bizarre structure of twisting iron and four enormous crystals that seem to grow from the very ground itself. The fabled riches of the Spire have never been plundered, for no entrances have ever been found.... Until now. Your party of adventurers has discovered the long-hidden secret of entering the Spire.
"A Swords and Wizardry (Core Rules) adventure for 4-6 characters level 5-6. Tournament scoring and characters are included."
Matt Finch month continues! The Spire of Iron and Crystal will be featured in my What I'm Pimping This Week widget, until Friday night, as usual.:)

About The News
Unless otherwise noted, all links to products and files are to the individual authors sites, pertinent posts, or sales pages. I don’t link directly to files, unless that is the only link available. The OSR News is produced as a service to the community and is entirely a non-commercial endeavor on my part. I have received no remuneration for advertising, reviewing or reporting on any of the items appearing herein. Please feel free to send me information on any new releases, events, or other items of interest, which you would like to see mentioned.
As always, the What I’m Pimping This Week section of the OSR News and its accompanying blog widget, feature products which I have purchased (or items which are available for free download) and wish to support. No one has asked me to spotlight their material in this section and I have received no payment of any kind for doing so.

Friday, August 27, 2010

Into The Forgotten Realms

Several years ago, I found myself out of work for an extended period of time. To ease that particular pain, I sold some stuff on ebay. Including, quite a large chunk of my gaming collection. Some of what I sold off I didn't miss at all and in truth, a small purge would have been a good thing. But, there were a few items, which I regretted parting with. Including the 1987 Forgotten Realms Grey Box.

Thanks to Ebay, I was able to rectify that and my "new" Grey Box came in the mail today! It's in decent shape, though it's seen some play and there are a few wear slits in the corner folds of the maps. My original set came with two of the clear hex overlay thingies and this one only has one. Otherwise, it's complete, including advert inserts. No markings in the books or on the maps. The box is in decent shape, with some general shelf wear, but no splits or anything. Cool!

Way back when, I had a few of the early Realms products and read some of the novels. I initially bought the Grey Box when it was first released, loved reading it and thought highly of Mr. Greenwood's setting.

Though it was a few years after their initial release, I read R. A. Salvatore's Icewind Dale trilogy, Dark Elf Trilogy and the first three books in the series that came after that one. I enjoyed them and still think that Mr. Salvatore tells a good story. He also writes melee scenes, very well! But at that point I was kind of burnt out on Drizzt and stopped. I've yet to read another Drizzt tale.

My ceasing to keep up with Drizzt's adventures, had nothing to do with all the "Drizzt Hatred," flying around the internet, over the years. While I got online fairly early, it was quite some time before I investigated the online gaming scene. I was very busy with other pursuits and had little to do with conventions, the local Game Store, etc. I also never played 2e and bought very few gaming products in the 90's. It was several years, before I saw just how bloated the Realms had become and while it's true that my gaming was a bit sporadic during that period, I never once had a player roll-up a Drow Ranger. So, my fond memories of the early books of Mr. Salvatore's series, are untainted by annoying, angsty Drizzt Clones. Just as my memories of the Forgotten Realms themselves, of the Grey Box and those early Realms supplements, are blissfully free of poisonous feelings or cynicism of any kind.

I did buy the Forgotten Realms Adventures Hardcover. I still have it. It escaped being sold by virtue of being dilapidated. The "Time of Troubles," thing, kind of annoyed me. I liked the Cities of the Heartlands section and must have read that chapter about a hundred times, over the years.

I bought the 3e Realms book and three of the then new supplements. Elminster, looks rather buff, for a gazillion year old geezer. I like the picture on the right, much better.

When WotC put out the 4e Realms, well, I think Michael Curtis Said it Best.

I'd love to see an Old School Realms revival. As I wrote not too long ago, there aren't many Realms sites out there, anymore. I'd like to see that change and it would be even sweeter, if those new sites were based on the 1987 Grey Box.

My re-aquisition of the Grey Box wasn't merely to rectify my earlier mistake. I've never run a published setting and I think I might learn a thing or two by doing so. So, with all that being said, I'm going to run the Forgotten Realms. While I might still decide to go with AD&D, LL/AEC should work just fine. (I finally teased out what was bugging me about that.)

I have the Grey Box, FR1- Waterdeep and the North and some 1e Dragon Magazine material. I want to pick up the City System off of Ebay and I might hunt up a few other early items from the FR series. If there's anything I should be sure not to miss, let me know. I'm starting the campaign in whatever year it is the Grey Box starts and will be sure to deviate from "Canon," from there. :)

Wednesday, August 25, 2010

Blinded By The Light - My DMG Journey Continues

After getting sidetracked...

I'm now on page 50, having just finished the section on Spell Explanations and moved on into  The Adventure (Land Adventures.)

The Spell Explanations section gives further rules for adjudicating select Spells. They seem to be a mixture of Mr. Gygax deciding some things needed to be expounded upon for DM's (and the knowledge kept from players) and, I would think, Rulings he came up with and passed along, from actual play experience.

"Earthquake: ... An earth elemental in the spell area has the effect of negating 10% to 100% of the spell effects (d10,0 +100%) if the elemental is of forces opposed to the cleric casting the earthquake spell."

I'd like to think that a player came up with that one and Gary thought it a good enough idea, to incorporate into the notes on  the spell. Or, that he used it to screw up a player's plans. The notion of either event, makes me smile.

Here's one, which my early gaming group found rather early and used quite frenquently:

"Light: It should be noted that if this spell is cast upon the visage or before the visual organs of a creature, it will tend to blind it (rather as if a strong light were placed before its eyes), and its attacks and defenses will be a -4 on "to hit", saving throw, and even armor class. Note also that the spell is not mobile, although it can be cast upon a movable or mobile object or creature."

Pretty damn nifty, for a 1st level utility spell, huh? The Player's Handbook doesn't mention the possibility of Blinding, but does state that if the spell is cast upon a creature, said victim receives a Saving Throw to avoid having the spell manifest upon it. There are several instances, where Mr. Gygax makes sure to tell the DM that he shouldn't let the Player's in on all their options, but rather to bloody well make them figure it out for themselves.

There are some Rulings in this section, which I don't care for. Like the Heal spell not curing Mental Illnesses.

Alas, there's only a handful of Illusionist spells, explicated more fully. I wonder how many Illusionist's Gary DM'd?

The DMG has been, thus far, filled with good advice, excellent ideas and useful information. But, I'm left with the feeling that Gary is doing too much of my imagining for me.

Surprise!!! You're Scewed!

So, both sides roll a d6 for Surprise. On a 1 or 2, you're surprised for the number of segments you rolled, minus any segments of Surprise on the other side. If there's a Ranger in your party, you're only Surprised on a 1 in 6. Unless a monster has a special Surprise vs. opponents. Say, a Lurker Above who Surprises on 1-4 in 6. With a ranger in your party, he'll only Surprise on a 1-3. If you roll a four and he rolls higher than a 2, you'll be Surprised for 3 segments. If you have a Ranger. Otherwise, you'll be staring agog with your thumb up your ass for 4 segments. Why is this a big deal?

It's only a really big deal, if the monster is close enough to attack. Like a Lurker Above, who would probably just drop on you. In AD&D, he'll get his full attack action, each segment the party is Surprised! The Lurker only does 1-6 in damage, but I might could still kill the MU. Imagine a foe, who does more damage and has multiple attacks, getting 4 such full attack opportunities. Or, multiple monsters.

Reaction adjustments do help, but only for individual PC's. So, your Thief probably will recover fairly quickly and manage to close with the Lurker, thus saving the MU's sorry butt. Unless, you know, he takes that opportunity to filch some treasure, or something.

All in all, when dealing with an encounter where a Surprising monster is close enough to engage, multiple segments of attack are just too much! Unless the party is maybe eating dinner or otherwise engaged in really casual pursuits, I just don't see a battle-hardened, experienced Adventurer, being flat footed for 40 seconds. Or, even 20. Personally, unless special circumstances were involved, I wouldn't allow more than 1 segment of unanswered, full attack action from a Surprising monster.

Sunday, August 22, 2010

A Few Apologies About Yesterday's News, Combat Tables and Some Other Stuff

D'OH!

A few of my links were broken in yesterday's newspost. While they have been fixed, I wanted to apologize to my readers and most importantly, to those authors and bloggers I didn't link to correctly.

I'm usually quite assiduous, when it comes to my commitment to making a quality news post. But, I was pressed for time yesterday, blogger was giving me fits with formatting and a news post as long as yesterday's, takes a few hours to put together. That's with having all the links already collected and ready to go. So, I rushed things a bit, as I had an errand to run and family coming to visit. Then, rushing to get out the door, I neglected to properly proof read my post. I should have just waited and put it out in the evening, which is how I will handle things in the future.

One of my links to B/X Blackrazor was incorrect, though fortunately the second one was operational. I completely forgot to insert the link, to N. Wright's Aremorican Addendum, or lost it during formatting. It took me over two hours, before I caught and corrected the error. Lastly, my link to Joe Bloch's Adventures Dark and Deep forum was inaccurate.

Gentleman, I owe you all some extra pimpage! Again, my most sincere apologies to you all and to my readers.

The Old School Mainstream?

Hogscape of Like Real Life posted a review of LotFP: Weird Fantasy Role-Playing. I wrote this in his comments:

Hi again Hogscape :) - Various people played in various ways, back when they were kids. What matters, is what we're doing with the game Now. 

If you think nostalgia is really what's driving all the passion, creativity and enthusiasm, evident on the over 200 OSR blogs, the forums and in actual by-god physically present gaming groups, you're going to miss what's really going on by a country mile. 

There are certainly people who take S&W or LL, etc., out for a spin, because they think it's a hoot or because they are on a nostalgia kick. And after a short period of time, they either go back to their old pursuits, or discover what some never forgot. 

Mr. Raggi isn't outside the "mainstream" of the OSR. Far from it! I don't want to put any words in your mouth, but you seem to be imagining that those of us into Old School gaming, are... unsophisticated, shall we say?

My games were never one-dimensional, even back in the day. And I've learned a trick or two, in the past three decades. TSR era D&D suits my purposes. That's why I play it. I've never played 4e and won't. I DMed 3e for 7 years. I like 3e. But I prefer the lighter rules, flexibility and overall flavor of the earlier versions of the game.


While certainly not all my thoughts on the subject, as I didn't want to write an essay in someones Comment Section, I hope I managed to entice Hogscape to investigate the Old School scene a little more thoroughly. As can be seen from his post and comments, he seems like a nice fellow and like many, just has a few misconceptions about what's really going on in Old School circles. 


AD&D, Osric, Swords & Wizardry And Combat Tables

So, I think I've narrowed things down to two choices:

I'm either going to run AD&D, but using the Combat Tables from Osric, or S&W, but using Osric Inspired Combat Tables.

Here's the thing. As far as AD&D goes, not only do I like the the way Osric gives the Fighter a +1 to hit every level, after the first, as opposed to two every other level, but the Monster Attacks are adjusted to a straight-up +1 to hit per Monster Hit Die. The AD&D Monster charts are roughly the same, but are a just a little wonky in the low-mid levels, before evening out and following the +1 per hit die formula. Allowing Fighters to progress 5% per level, as opposed to 10% every other level, is an optional rule in the DMG, so it's not so much a different rule as a different presentation, in that case. With Monsters, I not only think the formula followed in Osric is really fine, but it follows James Maliszewski's Chartless Combat formula, perfectly. Monster HD + Negative AC + 1d20. 20 or higher is a hit. I'll need to go over Osric some more, to see if there's anything else I want to swipe.

My only real issue with AD&D, is that I feel Gary has done a little too much of my work, for me. Not a problem, but I love the idea of taking S&W and building My D&D, Not that I can't do that with AD&D. I just think that taking the journey using S&W might be more educational, fun and easier.

Which brings me to the S&W combat charts. I have a problem with the way they work out.

That may be because I never look at a campaign as a short or even mid-term thing. I've DMed two very long-lasting campaigns over the past 28 years, so I'm always telling myself that "This one is going the Distance, too!" That's rare, but I always plan it out that way.

Ok, taking LL, S&W and AD&D and comparing the combat charts, is kind of interesting. The Cleric has roughly the same probabilities, across all three games. The MU gets an easier time of it in the earlier games, until very high level. But, the big difference, is the Fighter! The Fighting-Man keeps getting better and better, until in AD&D he's clearly head & shoulders above his fellow adventurers, in terms of Combat Ability Progression.

Tying into this, is that the S&W Core Rules Cleric, has been given some Divine Favor and progresses faster than his OD&D, S&W Whitebox, AD&D, etc., counterparts

Let's take two players. Call em Sam and Bilbo. They're playing S&W Core Rules. We give Sam and Bilbo 225,000 xp and Sam builds a S&W Cleric, while Bilbo makes a Fighter. Sam's Cleric will be 10th lvl and Bilbo's Fighter will be 8th, but close to 9th. They will both hit AC 0 on a role of 14.

After a several years, they amass 780,000 xp! We're assuming they've probably been resurrected a few times, lost xp due to Energy Draining Undead and have probably been hit with a Girdle of Masuclinity/Femininity, to boot! But, they've finally got 780,000 XP! Sam's Cleric is now 18th lvl with and will hit AC 0 on a 9! Bilbo's Fighter is barely 14th. He hits AC 0 on a 10.

Granted, Sam can't use Magic Swords. And eventually, their To Hit bonus will max out. Bilbo will catch up and once again, his To Hit will be better than Sam's by 2. Eventually. By 2. Hmm.

While I wouldn't want to go as far as Mr. Raggi, I do think that the Fighter should definitely be better at fighting, than the Cleric.

So, If I run S&W, I'll use ascending AC and utilizing some ideas from Osric, the Modified Chart will look like this:


Utilizing the S&W XP progressions, there's a point where the Cleric will almost catch up to the Fighter, with the latter being ahead only by one, before eventually leaving the Cleric well behind. At 570,000 XP, the Cleric will be 15th level with a +8 to hit and the Fighter will be 12th level, with a +11 to hit. At 780,000 XP, the Cleric will be 18 and the Fighter will be 14th. The Fighter will still be ahead by three. Eventually, at very high levels, the Fighter will pull a little further ahead, as can be seen at the extreme end of the chart. 

The MU gets a fairly heavy reduction in Combat Ability, which I'm more than fine with. Monster to hit will stay the same, at +1 per Hit Die. I tested out the Thief, though I don't remember who's version of XP I used and the Thief came within 1 of the Fighter at two points, before the Fighter once again pulls ahead. 

If I run S&W, I'll use an Ability Score Bonus of 13-16 = +1 and 17-18 = +2. Overall, I like that scheme better than the one in AD&D or LL, though it's certainly not a deal-breaker, when it comes to deciding what to run. And if I ran S&W, I would probably add Casting Times and Combat Segments, as I like that aspect to Combat and Spell-casting in AD&D. And of course, the Types of Magic.

All of which brings to mind two questions:

  1. Should I just go ahead and go with AD&D at that point? 
  2. If not, what in the world should really go in my "What I'm DMing" Widget?






    Saturday, August 21, 2010

    OSR News From The Underdark Gazette - Saturday, August 21, 2010

    JB of B/X Blackrazor Releases his B/X Companion

    Available for purchase from the B/X Blackrazor blog, the B/X Companion is $27.99, which includes shipping to the USA and Canada. Contact the author for international rates.
    "The B/X Companion: a doorway to higher level gaming!                             
    "The B/X Companion is a fantasy adventure game designed to supplement existing old school RPGs, especially those basic and expert games of Gygax and Arneson as edited by Moldvay, Cook, and Marsh. The game is not designed to stand alone, but is intended to add to existing games, providing the tools for high level adventures, including mighty spells and magic items and opponents fierce enough to challenge even the strongest warlord or wizard. 64 pages make the game a handy reference at any Old School gaming table, including extended combat and save matrices, rules for unarmed and mass combat, ideas on expanding your game universe and cosmology, as well as information on how to rule your dominion. These rules are NOT a retro-clone of any existing game, but rather a re-imagining of a supplement that never was, designed to complete earlier rule sets and provide a springboard to even greater adventure! Here there be adventure!"

    Congratulations JB and Best Wishes for the success of the B/X Companion!

    New Releases 

    The Shadowed Keep by James D. Kramer. From Usherwood Publishing. 90 pages. Available in Paperback for $9.95, in Wire-O Binding from CafePress for $10.50 and in PDF for $5.00.
    "Book 3 of the Bone-Hilt Sword campaign. An intrepid band of adventurers brave the frigid wilderness of the vast Northern Territories in search of an evil artifact known as the Bone-Hilt Sword, and some only to satisfy their thirst for wealth and treasure. But will they survive the armies of undead, dragons, and creatures of the cold northern lands? Play as the third part of the Bone-Hilt Sword campaign, or as a stand-alone adventure. This all new adventure includes; * 4 complete modules * 60+ defined chambers * 9 new creatures * 10 Open Gaming Content (OGC) items * 10 detailed adventure maps * 19 pre-generated PC templates (including 8 new PC classes unique to the Usherwood Adventures setting) Designed for First Edition and OSRIC fantasy-based role-playing game systems. Suggested No. PC's: 4-7 Suggested levels: 3-5 The Shadowed Keep is an Usherwood Adventure for character levels 3-5 , designed for First Edition and OSRIC(TM) fantasy-based roleplaying game system."
    Usherwood Publishing also has Zor Draxtau Issue II up and available for free.

    Old School Magic by Charles Rice. Published by Vigilance Press. Available in PDF for $3.50. 29 pages.
    "Old School Magic is the definitive resource for adding a personal touch to the magic of your old-school fantasy games!
    "Old School Magic features alternate rules of magic and advice for adapting your game into a low, medium or high magic setting. It also includes 9 new classes, many of which are specifically tailored for low-magic settings, including the Alchemist, Artificer, Holy Man and Naturalist. "Other new classes include new specialist magic-users suitable for traditional old-school games, each with their own spell list, including the Conjurer, Elementalist and Seer. 
    "Finally Old School Magic contains over 30 new spells, created for its specialist classes but available to traditional Clerics, Druids and Magic-Users as well."


    Old School Magic includes a class, which was previously released as Supplement #1: The Alchemist. The publisher has made that supplement free, to serve as a preview for this new release and it can be downloaded at the link, above. 

    Dungeon Crawl Classics # 36: Talons of the Horned King (1E Edition) by Mike Ferguson. Published by Goodman Games. 56 pages. Available in PDF for $8.99. I believe the Print Version was released some time ago and you can check out the Publishers Page for more info. 

    "Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back. Dungeon Crawl Classics adventures don't waste your time with long-winded speeches, weird campaign settings, or NPCs who aren't meant to be killed. Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you remember, and the secret doors you know are there somewhere.
    "Traveling through the frozen wastelands of the north, the heroes arrive in a town in turmoil. A nobleman has disappeared, and the town is danger of being attacked by nomadic creatures called kra-dhan. To help the town, the heroes travel through narrow, icy ravines to a druidic circle of stone known as the Talons of the Horned King, which is believed to be the source of the townís problems. There they discover a sinister tribe of kra-dhan - and the ruins of a spaceship buried beneath the Talons!


     "An Adventure for Character Levels 3-5. 
    "This special 1E edition was originally released in limited quantities at Gen Con 2009.
    "Rules Set: 1E.
    "Writer: Mike Ferguson
    "Cover Artist: Jeff Dee
    "Cartographer: Jeremy Simmons"
    Osric Skill System by DMParagon and Ricc Kennin is available in PDF for $1.00. Published by the World Gorean Society. 78 pages. 

    "While the system was designed with the OSRIC(tm) Rules in mind, it is a free standing product. Can be used with any game system that needs a skill system! This skill system was created so that you can use it with any fantasy system and is designed to allow for continue progression for your characters! An easy to understand plug and play skill system."

     Congratulations everyone, on these new releases!  

    Free Downloads


    N. Wright of Lawful Indifferent has given us another free Labyrinth Lord product: Aremorican Addendum Volume 1: Player Options. I haven't read it yet, but from a quick skim through, this nicely formatted 24 page PDF provides new class options, spellcasting systems and more!
    "These classes are designed with the idea of replacing the regular default classes from Labyrinth Lord in my next game of Labyrinth Lord. The idea is a long-percolating one, coming from the long-standing dissatisfaction of race-as-class, not for whatever reason dealing with the idea that not all elves are fighter/magic users, for example, but for the fact that it is more fun to have the dwarf class represent a dungeoneer. Why let the fun demi-human classes go to waste just because one habitually runs a humans-only game? And what about the other classes, while we're thinking about it? Something always seemed funny about the thief class, and why is there a cleric class but none for the regular robed and fragile priest, and why are all magic users the same... You get the drift.
    "So out of the Unknowable Void comes the Aremorican Addendum Volume 1: Player Option, the only Labyrinth Lord companion piece you'll ever need, assuming that you only need one companion for your Classic Fantasy Games and their retro-clones. You'll need that game to play, to be sure, but when it comes to choosing a class, feel free to ditch it and look here. You'll find rules for mage-seeking warriors, demonologists, elemental summoners, crusading knights, and more. It's everything you need for a human-centric game that doesn't lose anything by losing out on boring, trite, and overused demihumans."
    The author's Servants of Plague has also been translated into German.

    ze bulette of Dungeons and Digressions has some more paper mini's for us!

    Snorri from A Wizard in a Bottle reposted links to The Chaotic Caves I and the Chaotic Caves II. And while you're there, snag the free color hexmap of the Borderlands. Then, head over to the OD&D Discussion forums and scroll down this thread, where Snorri posts a link to an 8 page PDF help guide for Dwarves in OD&D.

    Thanks to Tenkar of Tenkar's Tavern for reminding me about Trollzine! Issue 3 of this free magazine for Tunnels & Trolls has been released! I'm going to let Tenkar do the honors, so head over and check out his post. 

    Zachary the First of RPG Blog II, pointed us to a new PDF release on Lythia.com. A Fortified Manor. Lythia.com is a site dedicated to Harnworld and has a lot of quality stuff, of use to any FRPG player.

    Matt A. Borselli of Asshat Paladins has posted a link to his One Thousand and One Nights and One Night # 3 zine, which features some Keep on the Borderlands stuff.

    Tony Dowler of Year of the Dungeon has the June Microdungeon Compilation, available.

    A great big thanks to everyone, for supplying us with all this cool stuff!

    Media Releases

    I Hit It With My Axe: Episode 23: Stumbling Around Vornheim In The Dark.

    Faster Monkey Games has the first copy of their Podcast available. Monkey Chatter.

    And speaking of Faster Monkey Games, bighara has a video blog - Echoes From The Geekcave. 

    The Save or Die Podcast series is up to #4! Check out their site, as they're blogging here, as well.

    Oddysey and Tollsmyth have put out a Podcast. Head over to How to Start a Revolution in 21 Days or Less, for the skinny. 

    Reviews From Around the Blogosphere

    Pookie from Reviews from R'lyeh gives us the dope on Hammers of the God and the 4e version of The Village of Hommlet.

    Youseph posted a review of Gamescience Dice over at Stargazer's World.

    Alexander Macris of The Escapist has reviewed LotFP: Weird Fantasy Role-Playing and Robert Conley's The Majestic Wilderlands. 

    Geoffrey McKinney of Carcosa fame, has a review of LotFP: Weird Fantasy Role-Playing on the OD&D Discussion boards.

    Events & Happenings

    Fool's Jest posted a little something in honor of Matt Finch Month! Check it out. Now, if we can just get him to make one for everyone else!

    Joseph Bloch of Greyhawk Grognard has created a forum, for discussion of his Adventures Dark and Deep.

    In Other News

    Marcelo Pashoalin is offering those who purchased a print copy of his Dark Fate supplement for Swords & Wizardry a free PDF of the book. If I'm reading his post right, the offer included future purchases as well, so head over to the Dark Fate blog for more info.

    The Tome is a wiki for Shadow, Sword & Spell.

    What I'm Pimping This Week

    Mythmere's Adventure Design Deskbook Volume Two - Monsters by Matthew Finch. Available from Black Blade Publishing - In Print for $14.00 and in PDF for $6.00. 64 pages.

    "This isn’t your grandpa’s old ‘how-to’ book on random monster creation. 
    "This invaluable resource on monster creation includes eighty-six tables that deal with numerous attributes, traits and characteristics of new, soon to be thought-up creatures for use in your fantasy campaigns. It is designed to tap a deeper creative wellspring than a mere monster book that only lists chapter after chapter of familiar monsters and beasts of a more mundane nature. Rather, the tables contained in this volume are akin to a skeleton key which can be used to unlock the passageways of your imagination, helping you to unveil the strange and bizarre inhabitants of your PCs’ nightmares.
     "This second volume of the Mythmere’s Adventure Design Deskbook series turns your attention to one of the hobby’s most appealing aspects – the creation of new and unfamiliar monsters which may be used to challenge your players and their PCs as they pursue fortune and glory in the midst of your fantasy campaigns. This volume walks you through two entirely different alternate methods of creating a new monster using a host of detailed tables, one method focusing on the monster type, and the other focusing on the monster’s fighting characteristics."
    Matt Finch Month at the Underdark Gazette continues!  This book is bloody awesome!

    About The News

    Unless otherwise noted, all links to products and files are to the individual authors sites, pertinent posts, or sales pages. I don’t link directly to files, unless that is the only link available. The OSR News is produced as a service to the community and is entirely a non-commercial endeavor on my part. I have received no remuneration for advertising, reviewing or reporting on any of the items appearing herein. Please feel free to send me information on any new releases, events, or other items of interest, which you would like to see mentioned.


    As always, the What I’m Pimping This Week section of the OSR News and its accompanying blog widget, feature products which I have purchased (or items which are available for free download) and wish to support. No one has asked me to spotlight their material in this section and I have received no payment of any kind for doing so.

    Thursday, August 19, 2010

    Pawns of the Gods: The DMG Cover To Cover

    I'm now in the middle of page 34, having taken the Dungeon Master's Guide to work today, to read during my lunch hour. 
    Alignment Languages

    I never used alignment languages in AD&D. They always seemed unnecessary and far-fetched. But, this passage gave me a reason to reconsider the issue:
    "Alignment language is a handy game tool which is not unjustifiable in real terms. Thieves did employ a special cant. Secret organizations and societies did and do have certain recognition signs, signals, and recognition phrases - possibly special languages (of limited extent) as well." Dungeon Masters Guide - page 24.
    True enough and if we assume a milieu with real gods, which have a direct impact on the day-to-day affairs of mortals and mortal society, then this sort of social interaction is, indeed, plausible. And this is the sort of campaign, which Mr. Gygax is envisioning for AD&D:
    "Whether or not the character actively professes some deity, he or she will have an alignment and serve one or more deities of this general alignment indirectly and unbeknownst to the character."  Dungeon Masters Guide - page 25.
    As described by the author, these languages are limited in scope, mainly dealing with matters directly related to the ethos they serve. Seen in this light and in a culture so heavily influenced by the gods, Alignment Languages don't seem so ridiculous, at all. If you're still not on board, imagine two Religious Fundamentalists having an in-depth theological discussion. Or, better yet, two Hermetic Qabalists. Even better, two Physicists. If you're not into the same thing, you might understand some of it and may be able to identify their "alignment," but a lot of the terminology and meaning would go right over your head.

    Other highlights, include:
    • Hirelings, lackeys, men-at-arms and how much they'll set you back! And a pseudo NPC Class: The Sage. 
    • Mr. Gygax has done a lot of work on the AD&D economy. It would be worth while, using it, even if I run S&W instead.
    • If a player wants to run a Monster PC, he's probably just being a power-gaming dick. It is to be discouraged. 
    • The Weapons vs. AC table is for actual armor only, save for in special cases. It is also an optional rule.
    I never used that table and didn't remember if Gary considered it an optional rule, or not. Now, I won't feel bad about ditching it the next time I run AD&D. :)

    Tuesday, August 17, 2010

    Reading the DMG Cover-To-Cover

    On Page 19 and Counting

    Over the years, I've probably read all, or almost all of the DMG. Never straight through, though. Sunday, I took that tome from my shelves and began reading it, cover-to-cover. I'm not planning to blog a blow by blow description. Just a few highlights and things that strike my fancy.

    For instance, has anyone, anywhere, ever had a character actually die from old age. Natural old age? I love that Gary writes this section, as if we should expect just that! I've had characters of players reach middle-age in my Kastmaria campaign, but that included a few time hand-waves. The characters were semi-retired Movers and Shakers at that point. "Allright, it's been five years, since..."

    The Disease and Infection rules, are nicely done. They cover all the bases and separate everything into types of disorders, rather than going with specific diseases. That way, the Barber's in your campaign, can label a collection of symptoms, however they please. :)

    I've seen people in forums, not Old School ones, of course, criticize Gary for his section on Dice. Of course, they probably didn't actually Read it and just checked out when they saw the words "Bell Curve." Although I've never done it, I like the idea of setting up a Random Table, using a Bell Curve to manipulate the probabilities. I rather enjoyed this whole section, more than I expected to.

    Man, I'd forgotten just how information rich, this book is.

    A Few More Highlights:

    • A Ranger has a shot of getting a Copper Dragon as a follower! Maximum Age Category: 5.
    • Holy Shit! A Slightly Slippery Surface doubles the chances of a Thief slipping and falling, when climbing walls. Gary informs us that Most Dungeon walls, should be considered slightly slippery! Now, I always added modifiers I felt appropriate, but it never occurred to me to consider most Dungeon Walls as Slightly Slippery. I did always think, that the Thieves CW percentage was a little high, right of the bat, though, so I'm pleased with the idea.
    • Mr. Gygax's writing, has thus far been executed with quite an impressive degree, of clarity and precision. 
    • Gary recommends taking it a little easy on new Players, during their first level. You know, give em a chance to get a real taste of and for the game, before taking them to Old School. 
    So, Am I Going To Run AD&D?

    I think I have my initial group of players corralled and if I get my butt in gear, could be ready to go in about three weeks. That includes taking care of a few things not directly gaming related, which need to happen first. 

    Which means, it'll probably take me about five weeks to get things off the ground. 

    I really like LL, but for some reason it isn't quite scratching my itch, the way I want it scratched. I've been pouring over various versions of the game for the past few weeks and spent much of the weekend studying combat and XP progression charts. I have a house-ruled S&W set-up, fairly well planned out in my mind. I know what I want to do in that direction and where I want to go. 

    The other direction is to run AD&D. That plan, fits a little better with a couple of other things I have cooking and ties in rather neatly, with a recent ebay acquisition.