RPGs

Sword & Sorcery & Cinema: Camelot (1967)

The Other Side -

Camelot (1967)At the risk of sounding really old, I adore Camelot.  Back when I was young I ended up with a second bout of chickenpox.  My parents had a laser disc player back then and this one of the movies they had. I think I watched it a dozen times.  Not a lot of choice really, but it was still good.  I can still recall all the songs.

I have to admit I often judge my Athurs, Gueneveres, and Lancelots based on the examples set by Richard Harris, Vanessa Redgrave, and Franco Nero.  Let's be honest. Vanessa Redgrave is adorable here.  I am not 100% convinced that she did not contribute to me having so many blue-eyed, redheaded characters.

Arthur's meeting with Guenevere is one of my favorites. And I fully admit I still hum "Camelot" whenever I watch another movie about Arthur.

The story here follows, more or less, the T.H. White "Once and Future King" novel.

Arthur's conversations with "Jenny" are really fantastic. I mean the attitudes are more modern, but that is fine since the setting is more Ren Faire than post-Roman Britain. I find Richard Harris' Arthur enthusiasm infectious. 

Also if you ever wanted a better depiction of an AD&D Paladin then you can't do much better than Camelot's Lancelot. The scene where Lancelot is jousting with Sir Dinadan, accidentally mortally wounds and then heals him has stuck with me for years as the example of laying on hands.  I can't help but think this is what Gygax had in mind when he wrote the Paladin class.  

The movie does drag on a bit, it is nearly 3 hours, but I am hesitant to suggest any cuts. 

The scene where Lancelot rescues Guenevere is both profoundly heroic and profoundly sad at the same time.  Give this to Richard Harris, he makes you feel Arthur's pain. 

Arthur, "For what? Revenge. The most worthless of causes."

I might lack the historical gravitas of Excalibur and have nearly nothing in common with real history but I don't care.  

Much like reading Malory's Le Morte d'Arthur, I think this is a must-view for any fan of the myths and tales of King Arthur.

Gaming Content

Nothing directly here save what all the tales of Arthur can give us.  BUT given the musical nature of this movie, it does make me wonder if a game where everyone is a bard might work.  Lusty Month of May indeed.

This Lancelot, maybe more than any other, is a great example of a Paladin in D&D.

--

Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies.  Follow along with the hashtag #IdRatherBeWatchingMonsters.


Monophobic Ruraphobia

Reviews from R'lyeh -

The traditional solo roleplaying experience has been with solo adventure books like those of the Fighting Fantasy series or for Tunnels & Trolls, but there are other formats too. For example, letter writing, whether through an exchange of missives such as the Diana Jones 2002 Award Nominated De Profundis or even solo, such as Quill: A Letter-Writing Roleplaying Game for a Single Player, the Indie RPG Awards Best Free RPG of 2016. In recent years, there has been a trend in experiencing solo roleplaying through journaling. That is, the keeping of a journal a la the gentleman or lady of the nineteenth century recording his or her daily or experiences. On one level a diary, but often a vehicle to tell a story—and perhaps emulate the style of certain authors, such as H.P. Lovecraft. A journaling roleplaying game typically involves a deck of cards or dice to generate random events which serve as prompts for the player, who will record the reactions of his character in the journal, creating and telling a story in the process—a story whose plot and events will only become clear once the dénouement has been reached and its aftermath told…

Perhaps the most well known of the format is Thousand Year Old Vampire, which explores the immortal life of a member of the undead. It also showcases a popular genre for the Journaling format, that of horror, though there are alternatives. One such alternative is English Eerie: Rural Horror Storytelling Game for One Player, published by Trollish Delver Games, also responsible for Merry Outlaws: A roleplaying game of folk ballads and justice. Inspired by the works of M.R. James, Arthur Machen, and Algernon Blackwood, as well as the English country and English folklore—such as the Black Dog and the Barghest, Boggarts and Bloody Bones, Church Grims and Jack Frost, Grindylows and Redcaps, Shug Monkeys and Sooterkins, and more. It is also inspired by a fear of the English landscape itself, with its deep history drenched in tradition, shame, and blood, the bleak emptiness of its moors and mountains, the cold and the damp of its weather, and the ruins and ritual sites where great ceremonies and great acts of bloodshed were enacted to unknown, unchristian gods… Long haunted by the past, it is a bucolic idyll hiding great evils and great secrets until some foolish visitor, scholar, or official stumbles across something best left far, far away from his urban refuge.

To emulate such tales of fear and loathing, and of creeping tension, Eerie: Rural Horror Storytelling Game for One Player employs simple mechanics and a specially prepared deck of ordinary playing cards. The player creates a simple character and draws from the deck to determine events that will beset the character, revealing rising tensions, and in turn the player will record his character’s response to each one and how he overcomes them (or not), uncovering further clues hopefully to survive to complete his recounting of events. All of this is recorded in his journal—Eerie: Rural Horror Storytelling Game for One Player is ideally played and recorded in a proper journal with a proper fountain pen—in the light of a flickering candle. Thus it might also be an exercise in penmanship and storytelling as much roleplaying. To play, in addition to the pen and journal, a player will also need a set of tokens in two colours—ten of each, and a ten-sided die.

To set up Eerie: Rural Horror Storytelling Game for One Player, a player creates his character by dividing ten points between Resolve and Spirit. Resolve is a Player Character’s determination to continue his investigations, rationalise the weirdness around him, and to keep their wits about them. It is spent to help a Player Character’s capacity overcome obstacles in scenes. Spirit is a Player Character’s thoughts, feelings, and physical well-being. Its reduction represents a Player Character’s spiral into horror, harm, and doubt. Player Character background and occupation is usually indicated by the scenario, of which there are five in the roleplaying game. The tokens are used to represent the Player Character’s Resolve and Spirit. The playing deck needs some preparation to create the Story Deck. This consists of the four, five, six, and seven cards from all four suits, plus three Queens, or ‘Grey Ladies’. The ‘Grey Ladies’ represent the ghosts of English folklore and a rise in Tension whenever one is drawn.

Game play is simple. The player draws a card, resolves the scene type it indicates, and writes an entry in his character’s journal explaining what happened, how he felt, and so on. Each of the four suits represents a different type of scene—a Hearts card indicates that a secondary NPC is hurt; Clubs that a secondary NPC acts as an obstacle for the Player Character in some way; Diamonds that the environment acts as an obstacle for the Player Character in some way; and Spades that a minor clue has been discovered. Each drawing and resolving of two cards represents a day in the life of the Player Character. If the card drawn is an obstacle—a Clubs or a Diamond—it needs to be overcome. In which case, the player rolls the die and attempts to equal to or greater than the value of the card drawn. If failed, the Player Character loses a point of Spirit, but his player can spend Resolve to reroll and each point spent is added to the subsequent roll. However, for each Grey Lady drawn, the Tension rises by one and adds one to the total value of each obstacle card the player has to roll against. 

When the third and final Grey Lady is drawn, it indicates the end of the story. At this point, the player compares his character’s remaining Spirit points with the Conclusion Table the scenario he is playing. This suggests how the player will write the last entry in his character’s journal. If the character has Spirit points left, the ending of the story will be positive, but if he has none left, the ending will be much, much darker. There is no simple bad ending.

Play of Eerie: Rural Horror Storytelling Game for One Player revolves around the play of individual scenarios. Each of the five in the roleplaying game include tables for secondary characters, minor clues, environmental and NPC obstacles, and a tension table. Each also begins with a set-up and ends with a Spirit table for determining the final outcome. The five include mysteries set in the nineteenth and twenty-first century, but most are set in the twentieth century. They take place in Derbyshire—twice, once to check on a friend, the other an inheritance, on a boating holiday in Cumbria, at a digital detox camp in the Yorkshire Dales, and into the Cotswolds in search of property! Essentially what each scenario represents is a series of prompts and spurs to the player’s imagination. How one player would approach telling a story and what exactly it involves will be entirely different for another.

A scenario can be played through in a single session, but in fact, the intent is that a player plays it day by day, drawing and resolving a pair of cards each day, then coming back to the scenario the following day to continue adding to the journal. This allows time for the player to mull over the day’s events and come back to the story afresh as if the character himself had gained a night’s rest. It adds a degree of contemplation not typically found in other roleplaying games, and played this way, it only takes a few minutes or so each day. Plus, it also extends the tension across episodes making it a marathon rather than the sprint of a single session. Eerie: Rural Horror Storytelling Game for One Player includes rules for campfire, or group play, and has the players telling the same story, taking turns to be the storyteller. This is essentially telling stories but with a few extra rules for determining aspects of the plot.

Physically, Eerie: Rural Horror Storytelling Game for One Player is a clean and tidy PDF. It is lightly illustrated using images in the public domain. It comes with an extensive example play, which is actually best not to read until after a player has completed writing his first journal lest he be influenced by the given example. 

Eerie: Rural Horror Storytelling Game for One Player and roleplaying games like it seem the perfect antidote to our times. When we cannot get out to game together face to face, whether that is with our regular group or at a convention, having other options for solo play seems like a perfect solution. The mechanics in Eerie: Rural Horror Storytelling Game for One Player not only serve to drive the story forward, they also serve to drive up the tension—not necessarily too far, but enough to make the survival of a player’s character matter and if played over days rather than the single session, to draw that tension out over and over… 

Then there is the act of the journaling, which brings a physicality to the play, and if done using a fountain pen and a journal, two further effects. One is the artfulness of penmanship, the other is actually aches and pain, because how many of us sit down and actually write in long form any more in this digital age? For many, playing or journaling Eerie: Rural Horror Storytelling Game for One Player will mark a return to a skill that has long fallen out of use and employing again may require the reworking of some very lazy muscle memory.

Eerie: Rural Horror Storytelling Game for One Player is mechanically simple, but it pushes us to be imaginative and to go back directly to the telling of stories that we drew upon for inspiration when we first began roleplaying. Of course, all good Journaling games should do that, and as well as being no exception to that, Eerie: Rural Horror Storytelling Game for One Player provides an easy way into a different, but equally imaginative way of roleplaying.

Kickstart Your Weekend and Interview: Roderic Waibel of Chromatic Dungeons

The Other Side -

Today I am talking with Roderic Waibel the creator of Chromatic Dungeons which is in the middle of its Kickstarter. Which you can find here: https://www.kickstarter.com/projects/1693797308/chromatic-dungeons?theotherside

Chromatic Dungeons

Tim Brannan/The Other Side:  Let’s start at the beginning, who are you and what do you do?

Roderic Waibel:  I started gaming in 1981 with the Basic Set, and quickly fell in love and moved to AD&D.  Been involved in RPGs every day since, from the first map I drew as a kid, to my first game I wrote in 1986 (I still have a copy of that, and it’s...nothing to be proud of lol).  I’m a project manager as a day job, but have been an indie publisher officially for the past 10 years or so.

TB/TOS: You mention in your bio you have been writing RPGs since 1986.  Anything, in particular, you want to share? What are some of your past hits?

RW:  My biggest commercial success would have to be Compact Heroes.  During my time in the military, portability was a big thing.  It’s one of the reasons why MtG took off for servicepeople; you could easily take it with you while full rulebooks were hard to do that.  So I created a card game that played like a traditional role-playing game.  That won DieHard Gamefan’s Best New Game of the Year in 2011 when it came out.  There are other things I’ve created that I like, but most of those were homebrew systems that never took off.  Let’s be honest, most never do.  Why would someone who doesn’t know me want to play a homebrew system when they have so many officially supported systems out there.  They were all pretty much vanity games.  The only other product that has done pretty well is the megadungeon: Depths of Felk Mor.  I wrote that right when the 5e playtests came out, and is 5e compatible.  It’s written in an old school aesthetic, and chock full of 80s pop culture references lol. Kind of a mix between Cthulhu and 80s cartoon hour.  Yes, that’s a thing lol.

TB/TOS: What are some of your favorite games? Why?

RW:  RPGs are my all-time favorite because I’ve always been very creative and love to imagine things.  Strategy games probably come in second place.  I always have a fond soft spot for Axis&Allies in the non-RPG genre.

Chromatic Dungeons Basic RulesTB/TOS: Fantastic. Now tell everyone a little bit about your game Chromatic Dungeons.

RW:  Old school D&D was and is my favorite edition.  Not just for nostalgia (admittedly that is part of it, but a small part), but also because of the kind of experience it lends to.  Rulings over rules, speed of play, zero to hero, player creativity and strategy (you can’t assume every encounter should be winnable which is something I see a lot in modern games), etc.  However, it was a product of its time.  That is, catered and marketed to white young males.  As a young white male myself at the time, of course I never noticed anything problematic.  This isn’t a dig at any of the creators of the game, or any of the players of the game.  It was what it was at the time with what we considered socially OK.  But as we’ve grown as a community over the years, we’ve become incredibly diverse.  That diversity should be represented and included.  People other than straight white men like myself should be able to pick up the game and see themselves represented in it.  Studies have shown, over and over, how a diverse group is much more efficient and beneficial than a monocultural one.  I’ve hired a lot of diverse freelancers and editors for this, and I can tell you that the game is much better for it.  

Then you’ve got lessons learned mechanically over the past decades we can rely on that should be applied.  Things like ascending armor class that are more intuitive rules.

These two factors together were the driving force behind Chromatic Dungeons.  Currently there is a lot of drama going on regarding comments some of the folks who call themselves OSR or old school have made with the new re-branding of TSR.  But that isn’t what caused Chromatic Dungeons to come about.  Comments like those folks are making the news now because they are big names, but the fact is that for a long time, the OSR community has had to deal with a large portion of fans who have been espousing exclusionary opinions.  I firmly do NOT believe the OSR itself is like that, or that most fans are like that.  But it’s a problem that needs to be addressed because there is a reputation the OSR is getting, and it’s not good.  We can’t deny that.  And as a fan of the OSR, I will do what I can to show how the OSR can also be welcoming and inclusive.  

Thus, about six months ago, Chromatic Dungeons was born in its first iterations.  It’s basically a game that captures the best things about B/X, 1e, and 2e, while applying modern sensibilities and lessons learned since then, and being presented in an old-school aesthetic that represents how diverse our gaming hobby has become.

TB/TOS: What do you feel makes Chromatic Dungeons a step above or better than say current Clones on the market now?  What do you think makes it special?  Or bottom line, why should people want to buy this game?

RW:  Having fun is the best reason to play a game, right?  That’s the ultimate goal?  Many clones out there try to replicate the rules of those older versions extremely closely.  But as anyone who played back then will tell you, many of the rules got in the way.  We simply ignored them.  Chromatic Dungeons applies some mechanical changes to help alleviate that.  The first and most obvious is the move to ascending Armor Class.  But then you’ve also got a revision to alignment, making it much less impactful in regards to driving a PC’s behavior or moral code.  It’s a cosmic force that acts as an influence, not a strict moral code you have to follow.  Traditional racial traits have been re-done as well.  Now those choices only give a few traits, but there is a heritage system instead that anyone can choose that gives you traditional racial bonuses.  For example, you can choose to play a human with the fey heritage (let’s say they grew up in an elven city), so they can gain resistance to sleep and charm, two traits traditionally reserved only for elves.  Another change is getting rid of dead levels.  While not being a robust customized able system like feats were in 3e (that would defeat the purpose of having a streamlined system like b/x), each class does offer something other than a hit point gain at most levels.

And then of course there’s the presentation.  The game is presented to be welcoming and inclusive of everyone.  Making everyone welcome is always a good thing, as it grows our hobby and keeps it alive. 

TB/TOS: You list a few differences from older games on the Kickstarter site.  What was your driving motivation behind these?

RW: I guess I answered that above.  I tend to ramble lol.  The key goal is to capture the feel of gaming back then, but rules changes can be made as long as that goal isn’t compromised.  You should be able to pick up an old module from the 80s and play Chromatic Dungeons with very little conversion.  You should be able to do it on the fly, actually.  That’s important for me to keep.  People have a plethora of material from the old days, and they should absolutely be able to use it with Chromatic Dungeons. 

TB/TOS: The Character sheet looks fantastic and has a great old-school feel to it.  What things from the older games did you want to retain?

RW: The most important is speed of play and player skill.  Players shouldn’t feel discouraged from attempting something with their PC if they don’t have a skill for it.  The less a player references a character sheet, and the more they go to their imagination to describe what they want, the better.  Keeping players engaged is important. However, if players don’t prefer to use player skill for whatever reason, they can fall back on a skill system that is incredibly simple.  It’s a roll under ability system.  If your PC wants to jump up to the chandelier and swing across the room, they don’t need an acrobatics skill to do that.  Simply roll the d20 and if it’s under your Dexterity score, congrats!  This system also makes every point in an ability count.  A gripe of mine from the current system is that there is no difference between a 14 and 15 ability score.

Chromatic Dungeons Full gameTB/TOS: What sorts of games do you see others playing with these rules?

RW:  Like all old-school games, I see people taking bits and pieces of this and applying it to their own games.  Most old-school gamers are also big into homebrewing.  Back in the day, we all created our own worlds and adventures, and I don’t see that as much now.  So I can easily see someone taking an old adventure module and playing Chromatic Dungeons with it.  Or taking the heritage system out of CD and using it for their OSE game.

TB/TOS: Who would you say Chromatic Dungeons is for?

RW:  Everyone.  I know that sounds cliche, but it’s true.  It’s a big driver behind the whole project.  Everyone should feel like they can play this.  However, and there’s always a however, I fully understand that some folks might not find the appeal.  And that’s totally OK.  We all have different preferences, and there is no one-true-way to play the game.   For example, because the game is streamlined, optimizers might not be drawn to it because there isn’t the level of customization options as 3e.  If you were to force me to answer, I’d say this game is especially for those who want a classic feel of gaming with modern design sensibilities, and who were traditionally not represented in those older games.  But really, anyone who enjoys the style of old school gaming, regardless of the diversity or lack thereof, should enjoy this game.  Because the game makes a point to represent people of every demographic doesn’t mean it excludes the traditional straight white male (I would be excluding myself!).  Yes, I’ve heard that complaint as well.

I will add this:  Because no intelligent mundane humanoid has a default alignment in Chromatic Dungeons, there are several people who I’ve heard say this game excludes people who just want the old way of doing things, where all orcs are evil.  I want to be very clear that in CD, you absolutely can still do that.  I’m not showing up to anyone’s house to “cancel” them.  It’s just not the default assumption anymore.  But you as a GM can do whatever you want, and play them however your table feels like.  That’s still a perfectly valid way to play the game. 

TB/TOS: What are your future plans for this game?

RW:  The immediate plans are to put out a monthly Zine that offers new material.  Think of it like a mini-Dragon magazine from back in the day.  The first four are already done, and part of the Kickstarter as a matter of fact.  Writing the fifth one now (really expanding on orcs, their various cultures, etc).

TB/TOS: And finally, for the benefit of my audience, well and me, who is your favorite witch or magic-using character?

RW:  The second fantasy novel I read after the Book of Three was Sword of Shannara.  So Allanon has always had a soft spot in my heart.

I want to add one final note regarding this campaign.  It’s important for me to walk the talk.  It’s one reason why I made it a point to hire diverse freelancers and editors.  This isn’t mentioned on the Kickstarter page because Kickstarter cannot be used as a fundraiser for charities, but I have committed to matching 25% of net profits and donating that to The Trevor Project.  That’s a great charity that helps at-risk LGBTQ youth, and to give them the support they need.  So by supporting this project, you’re not just getting a great RPG, you’re helping at-risk youth who deserve to be treated better than our society does. 

Links

Chromatic Dungeons Kickstarter

Izegrim Creations

DriveThruRPG


Friday Fantasy: The Undying Sands

Reviews from R'lyeh -

The classic hex crawl is an open-ended sandbox-style adventure in which the players and their characters explore a large geographical area, containing various Points of Interest, each of which can be explored individually or perhaps in a sequence determined from clues found at each location. Typically, the Player Characters will have a good reason to explore the area, such as being tasked to find a specific location or person, but instead of knowing where the location or person might be, only know that they are somewhere in that region. Armed with limited knowledge, the Player Characters will enter the area and travel from one hex to the next, perhaps merely running into a random encounter or nothing at all, but perhaps finding a Point of Interest. Such a Point of Interest might be connected to the specific location or person they are looking for, and so might contain clues as to its location, then again it might not. In which case it is just a simple Point of Interest. Initially free to explore in whatever direction they want, as the Player Characters discover more clues, their direction of travel will typically gain more focus until the point when they finally locate their objective. Classic hex crawls include X1 Isle of Dread for Expert Dungeons & Dragons and Slavers for Advanced Dungeons & Dragons, Second Edition, whilst more recent examples have been Barrowmaze  and What Ho, Frog Demons!.

The Undying Sands is a hex crawl—or sand crawl (sandbox?)—from Games Omnivorous dotted with crumbling ruins, antiquated temples, lost technology, and pristine natural wonders beyond the reach of most. It combines numerous influences and genres, can involve the Player Characters in the factions squabbling for control of the desert, and it leaves plenty of scope for the Game Master to add her own content.

The Undying Sands is however, a hex crawl of a different stripe. First, it is systemless; second, it is improvisational; third, it is random; and fourth, it is physical. Undying Sands consists of four elements. These are thirty hex tiles, Game Master Screen, a double-sided poster, and a cloth bag. The hexes, done in sturdy cardboard and full colour, measure six-and-a-half centimetres across. Their backs are either blank or numbered. The former show simple sand dunes on their front, whilst those have locations on their front. There are fourteen such locations. Twelve of them have three locations, for example, ‘The Eye!’, a spiral of maelstrom of coloured sand long regarded as sacred by both the living and dead, the Bottomless Pit at the heart of the Eye!, and The Dual Inns, establishments which flank the Eye!, one catering to the living, one to the undead. All of which is to be found on hex number two. The thirteenth hex is the location of the Forgotten Pyramids, a tomb and dungeon complex, and the fourteenth hex is the location of The Grand City of Sand, a former seat of civilisation which has long begun to crumble and let the sand drift along its boulevards and alleys… The style of the artwork on the hexes is busy and cartoonish, but eye-catching and gives The Undying Sands a singular look which sets it apart from both other gaming accessories and neighbouring regions.

The Game Master Screen is a horizontal, three panel affair. The front depicts an adventuring party about to flee from a sandstorm after having discovered a strange vehicle and a mechanical man. The back is the meat of the supplement. Here, from left to right, it explains what The Undying Sands is, how to use and the best way to use it; tables of rumours, loot from the body, treasure, encounters, dangers of the land, and curses; details of each the numbered hexes; and of The Grand City of Sand—its history, what the Player Characters can do within its walls, its factions and jobs available, and the Many Shops of the Grand Bazaar. The A4-sized double-sided poster shows the Forgotten Pyramids on the one side, and The Grand City of Sand on the other. Both are easy to read and refer to. Lastly, the cloth bag is big enough to hold all of the hex tiles. One issue with the strong physical presence of The Undying Sands is that there is not really a means of storage for all it, apart from cloth bag for the hex tiles. It does leave you wishing that there was a box for it and your Game Master’s notes.

So that is the physicality of The Undying Sands. What of the random nature of The Undying Sands? Simply, the hexes are placed in the cloth bag and drawn one-by-one, as the Player Characters cross or explore one hex and then move onto the next, creating the region hex-by-hex. If the hex is simple sand dunes, the Game Master might roll on the ‘Encounters in the Sands’ or ‘Dangers of the Lands’ tables to create random encounters. When the Player Characters reach a numbered location, they can explore one or more of individual places there, the Game Master improvising what will be encountered there based on the sentence or two description given for each. There is more detail for both the Forgotten Pyramids and The Grand City of Sand, especially the latter, and thus more for the Game Master to base her improvisation upon. This randomness means that playing The Undying Sands will be different from one gaming group to the next, more so than with other hex crawls or scenarios.

So that is the random nature of The Undying Sands and the improvisational nature of The Undying Sands? What of the systemless aspect of The Undying Sands? No gaming system is referenced anywhere on The Undying Sands, yet there is an assumed genre within its details. So it is weird. There are Necrocamelmancers, raising undead camels, Alligator Ghouls, the undead camel races of the city are easy money, curses are suffered under the irregular Blood Moon Eclipses, spells can be learned from studying a thrumming blacklight monolith (but curses suffered too), and more. Its obvious genre is fantasy, but it is really Science Fantasy. Ancient robots can be encountered, tech-marvels and ancient sand-buggies found, and more. Which lends itself to roleplaying games better than others. Numenera would be an obvious choice, as would Electric Bastionland: Deeper into the Odd, Hypertellurians: Fantastic Thrills Through the UltracosmMutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic, and Troika!. It could even be run using Rifts if the Game Master wanted to! A more generic rules system would also work too, as would any number of Old School Renaissance retroclones. Whatever the choice of rules, the Game Master will need to know them very well in order to improvise.

As suggested by the range of roleplaying games which The Undying Sands would be a natural fit for, its influences are equally as diverse. These begin with the Ancient World—Egypt, Mesopotamia and the Greco-Roman world, and these are joined by Mad Max and Jodorowsky’s Dune. The resulting combination depicts a lost, even fallen technological civilisation, its once glorious past infused with a Pulp sensibility. This lends it the possibility that The Undying Sands could be shifted from a fantasy to a planetary Sci-Fi setting, playing up the fantasy elements as weird, technology sufficiently advanced to appear as magic.

In terms of play, The Undying Sands sort of traps the Player Characters within its confines. It keeps them within its limits until the last hex is drawn from the bag and they can find their way out. By that time, the Player Characters will probably have visited every hex and encountered multiple threats and dangers, and if they have engaged with any of the four factions to be found in The Grand City of Sand, they are likely to have found employment too, and that will drive them back out into The Undying Sands again. How or when that will happen all depends upon when the city location is drawn during play. What this means is that The Undying Sands is a mini-campaign in its own right.

The Undying Sands is fantastically thematic and fantastically presented. A Game Master could grab this, set-up the Game Master’s Screen, pull the first tile, and start running a mini-campaign. However, that would take a lot of improvisation and improvisational skill upon the part of the Game Master, who also has to know the game system she is running The Undying Sands with very well to run it easily. All of which is needed because the textual content of The Undying Sands really consists of prompts and hooks with little in the way of detail—if any. Perhaps a better way of approaching The Undying Sands—especially if the Game Master is not as confident about her ability to improvise—is to work through the locations, especially The Grand City of Sand, and prepare, prepare, prepare. Some Game Masters may relish the prospect, but others may wish that there had been more information given in The Undying Sands—even ‘The Undying Sands Companion’ which made the task easier for them.

Ultimately, The Undying Sands gives a Game Master the means to improvise and run a fantastically pulpy campaign in a range of genres against a weird Science Fantasy, lost worlds background. How much improvisation and how much preparation is required, will very much be down to the individual Game Master.

Basic Bestiary Updates

The Other Side -

Been a little quiet here I know.  So I figured I'd share an update.

Work is progressing nicely again on my various Basic Bestiaries.   I am still working out the kinks of my semi-universal stat block and work on what looks like will be an obscene number of demons.

Basic Bestiary updates

The complete column is the number that is 100% complete, ready for the last pass of edits.  Started has everything from just a name to almost everything minus one or two details. It also includes the complete. 

You can see that when I did this screenshot I was at 623 demons.  That number has jumped by three completed demons and 10 more incomplete/started.   The 10 are my Qliphoth demons I talked about way back in April.   The Qliphoth are just one of the man new demonic groups I am going to be introducing in this book.  

If you have been following my work for a while now you know I have Lilim, Eodemon, Shedim, Baalserph, and Calabim fiends among all my "demons."  This book will introduce the Qliphoth, Asura, Tarterian, Yaoguai, and Yōkai demonic lineages.I have a total of 11 lineages so far.  I just need to find a better name for the Neutral Evil Daemons. 

AD&D 2nd ed renamed them the Yugoloths, which I kind of liked to be honest, but the name is not OGC.   Even Pathfinder still calls them Daemons.  I mean it works yeah and it helps make it easier to use my books with your old AD&D ones.  But I think I can come up with something better really.   I mean I already split the devils into two separate lineages of the Calabim and the Baalseraph, so I am certainly not being tied down by tradition or nostalgia here. Not to mention my Qliphoth are quite different than Pathfinder's Qlippoth.

So why are there FOUR Basic Bestairies? Ah.  So back in April (I think) I was beginning to realize that my Basic Bestiary had grown too large.  I had already portioned off the demons (good plan) and the book was growing more and more.  Even right now I am at 387 complete non-demonic monsters.  So, I made another cut.

Basic Bestiary I, Monsters & Maleficarum, covers all the monsters that kept coming up in my research over the years on witches and witchcraft. This includes many of my Monstrous Mondays posts.

Basic Bestiary II, Books of the Dead, covers all the undead.  At least half of the book will be vampires.  

Basic Bestiary III, Demons & Devils, is pretty much what it says on the cover.

Basic Bestiary IV, covers...well, let me hold on to that one a little bit longer.

The goal was to release them all in 13-week intervals over the course of a year.  Though now I am giving thought to BBI and BBII to be released right away.  I suppose it depends on how much art I can buy and how much of BBIV I get done.

Speaking of art, I had some great art for these, but now I am planning on using that elsewhere.

I am still planning on releasing these in both hardcover and softcover formats so they can fit on your shelf next to your Advanced and Basic-era books respectively.

Basic Bestiary IBasic Bestiary I
Basic Bestiary IIBasic Bestiary II
Basic Bestiary IIIBasic Bestiary III
I am going with the Romantic period Goya and Füssli because they capture the mood of these books perfectly.  BBIV also goes with Füssli.  

I am quite excited to get these to you.  There will be some familiar faces here, but hopefully changed a bit to make them feel new.  My undead book for example takes all the undead combat rules I have used and puts them all in one place. I also universally use my new draining rules here too.  Demons get updates across the board and even what I call "the usual suspects" get a boost. 

My hope is you get as much fun out of these as I did working on them!

Van Richten's Guide to Ravenloft, Part 5. Plays Well With Others

The Other Side -

I touched briefly on this with my posts on Building a Darklord, Castle Amber, and Horror Adventures, but one of the key strengths of  Ravenloft has always been its mutability.  It can go anywhere, it be what you need it to be and while some might bemoan its pastiche of horror literature stereotypes, that same familiarity allows it to work in a lot of ways with other books and games.

While I am perfectly happy, indeed happier now, that Ravenloft is more amorphous and less of a "world" there are plenty of sources out there if you want to expand it beyond what lives in between the book covers now to a larger world.

Here are some resources I am planning on using to make my Ravenloft campaign (whenever I can get that going!) a little more personalized.

Ravenloft and Cthulhu

While this seems to be a "no-brainer" just slapping Cthulhu into a game almost never works.  Sure there are some great monsters here, but the real value-add here are the sections on running a cosmic horror game.  This is a great overall resource, and a fantastic one when running an adventure in Bluetspur.

Ravenloft and Fantasy Horror

I mentioned already the utility that Pathfinder's Horror Adventures provides in setting up some details for a Dark Fantasy Horror game.  The 3.x d20 system in Pathfinder is similar enough to the 5e one in Ravenloft to provide plenty of ideas with a minimum of conversion needed.   If you must have them, the Fear, Sanity, and Corruption rules can be ported over to 5e Ravenloft.  Even some of the Feats can be used (but used sparingly).  Spells and Magic items can be ported over almost as is really. 

In fact, I have found it so useful in the last few days that I have moved it from my "Pathfinder" shelf to my "Horror" shelf.

BlackRose

Going back to some of the earliest posts on this blog are my ideas for a BlackRose game.  Now with the new 5e Blue Rose out, it is practically begging me to use it for this.  For me, the ideas behind BlackRose have changed a bit.  I think a Domain that is similar to Aldea, but maybe more of one of sadness.  Not Aldea, but using a lot of the ideas and rules.  Something more akin to my Kingdom of Rain.  Which has one foot planted squarely in Blue Rose and another in a melancholic sort of Folk Horror that would find a home in Ravenloft.  I ran an adventure under the title "Kingdom of Rain" a while back. It was a little Aldea, a little bit Innsmouth, and a little bit Alton, Illinois.  There are some solid Fey elements to it as well; I introduced my River Hags here.  A version of Kingdom of Rain is set to be published under the name "Witching Weather," so watch this space for more on that.

Ravenloft and the Runewild


Speaking of fey lands, the Runewild from Sneak Attack Press also provides a bit of a wilder fey world with tinges of Horror and Dark Fantasy.  If you ever wanted to expand on the Domain of Tepset then this is a fantastic source.  Again, as with the Horror Adventures and Blue Rose, there is material here that can be dropped into Ravenloft "as is" with very little modification.  The Runewild also help build up that "dream-like feeling" I like to use in Ravenloft before hitting characters with the Nightmares.

My Kingdom of Rain lives in the intersection of the triquetra-shaped Venn diagram of Ravenloft, Blue Rose, and Runewild.  I can also use this for expanding my new Domain with The Snow Queen as the Darklord.  Though do I REALLY want my Kingdom of Rain converted to a Dark Domain?  I'll have to suss that one out as I go through my books here.

Ravenloft and Ravenloft


Sounds odd, but most of the grief the new book is getting online is "it's not like the old Ravenloft." Ok, fine. If you must, make it like it.   Most of the Ravenloft books are fluff anyway.  Grab what you want from any of the old books and reuse it.  Want Viktor back instead of Viktra? Ok, do that.  I might create a Domain where they are both there and there is an intense rivalry between them.  I am thinking Father and Daughter.  Their creations of course are caught in this battle.  Rival evil scientists. Using their creations to get at the other.  Both wanting to capture their opponents' creations to learn their secrets. Viktor is intensely jealous of his daughter fearing her creation Else is superior, all the wile claiming she knows nothing that he did not teach her.  Viktra hates her father for never sharing his work and finds Adam to be an abomination.  

The more I type this, the more I like it.  Go all Hammer Horror for Viktor and Giallo horror for Viktra.  Set them on different sides of Lamordia where their minions search the countryside for parts for their experiments and to hopefully capture one of the more successful ones of their rival Darklords. 

It's one part Frankenstein Created Woman (1967), one part Lady Frankenstein (1971), and one part War of the Gargantuas (1966).  All set in Fantasy Gothic Horror Switzerland. Sprinkle in a little bit of Reanimator and I am good to go. 

Horror is my favorite seasoning for most games.  Ravenloft lets me do this with everything.

Monstrous Mondays: Goblin, Mad Hatter

The Other Side -

Goblins are ubiquitous in many game worlds.  In some, they are a constant threat, in others a nuisance. The goblins of Lord of the Rings are pretty far removed from the ones of Labyrinth, or even the fairy tales of Grimm.  But they are always a good foil for low-level parties.  In my games goblins tend to be more Chaotic Neutral. Not evil really, but maybe a little naughty time to time.

No one though will ever confuse the Mad Hatter Goblin for anything than what it is, pure evil.

goblin and victimGoblin, Mad Hatter
Small Humanoid (Fey)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Chaotic Evil [Chaotic]
Movement: 90' (30') [9"]
Armor Class: 7 [12]
Hit Dice: 2d8+2* (11 hp)
  Small 2d6+2* (9 hp)
Attacks: 1 weapon
Damage: 1d6
Special: Cause Fear
Size: Small
Save: Monster 2 
Morale: 8 (NA)
Treasure Hoard Class: None
XP: 35 (OSE) 47 (LL)

Str: 9 (0) Dex: 17 (+2) Con: 14 (+1) Int: 10 (0) Wis: 8 (-1) Cha: 5 (-2)

The Mad Hatter Goblin gets its name from the gruesome way it displays the remains of its kills,  by stacking the severed heads of its victims on top of its own head.   These goblins appear as do other goblins, save for maybe slightly larger.  They have a look in their eyes that speaks of desperation and maybe no small amount of madness.

Each time a Mad Hatter Goblin makes a kill they remove the head from the body.  The goblin then takes the heads of previous victims and ties them to the top of the new head and then all of these are tied to the goblin's own head.  The oldest, and most decayed, heads are at the top.  The sight of a mad hatter is such that anyone under 4 HD/level must make a saving throw vs. paralysis or be stunned in fear, unable to move or react for 1d4+1 rounds.    The mad hatter will go after these targets first.  Creatures greater than 4 HD/level are immune to this effect.

Mad hatters are both reviled and respected in a goblin community.  The number of heads one has is their level of prestige. When one mad hatter encounters another there is usually a duel of some sort.  The loser gets to contribute their head to the victorious mad hatter's collection.

The only treasure kept by a mad hatter is their collection of heads.

Magazine Madness 5: Tabletops and Tentacles #1

Reviews from R'lyeh -

The gaming magazine is dead. After all, when was the last time that you were able to purchase a gaming magazine at your nearest newsagent? Games Workshop’s White Dwarf is of course the exception, but it has been over a decade since Dragon appeared in print. However, in more recent times, the hobby has found other means to bring the magazine format to the market. Digitally, of course, but publishers have also created their own in-house titles and sold them direct or through distribution. Another vehicle has been Kickststarter.com, which has allowed amateurs to write, create, fund, and publish titles of their own, much like the fanzines of Kickstarter’s ZineQuest. The resulting titles are not fanzines though, being longer, tackling broader subject matters, and more professional in terms of their layout and design.

—oOo—

Tabletops and Tentacles #1 – The Kickstarter Edition sets out to bring you a variety of content. Published by Deeply Dapper Games following a successful Kickstarter campaign, it promises to give the reader a variety of content, including reviews, RPG adventures, columns, dice tables, world building, interviews, original art, and more—and it certainly lives up to that. However, from the outset, Tabletops and Tentacles #1 looks to be and promises to be a gaming magazine, with its title of ‘Tabletops & Tentacles’ and the cover reading, “The monthly magazine of RPGs, Tabletop Games, Comic Conventions, Art Reviews, Adventures & More! In this prodigious premiere issue, you will find adventure hooks for roleplaying games, RPG dice tables, reviews, artist and game designer interviews, original art, tips, tricks, NPCs, treasure and maps.” Which is a lot, and makes it sound like a gaming magazine, which it is not, because the focus of the magazine and the issue is much broader than gaming, very much on the ‘more’, so it is less like Dragon or Dungeon magazine, and more like The Magazine of Fantasy and Science Fiction and SFX—all of which inspired the editor and publisher—with some gaming. Thus the reader should not go into it expecting a lot of gaming content or indeed to get anything in the way of gaming content until quite a few pages in. However, this does not mean that the non-gaming content is not interesting, but since it was published in 2020, some content will have something of a retrospective quality (but to be fair, that is exacerbated by this late review) and much of it has a very American focus.

After the editorial in which editor Kris McClanahan, sets out his stall—far better than the cover to be fair—Tabletops and Tentacles #1 provides a previews of a few then-forthcoming tabletop games, which would have very rapidly out of date anyway, and with that hindsight, is really of interest to see what happened to them. It is followed by a preview of the LEGO Haunted House, which feels less of a preview and more of an advert. The first real article is a travelogue, an entry in the regular ‘Tales from the Cthulhu-Haul’, this time around, ‘Tales from the Cthulhu-Haul: Keep Portland Weird’. Written by the editor, it describes a visit to the city and some of its weirder corners, including a tiki bar and curiosity shops. The travelogue has a certain colour to it, but looking back from 2021, it feels weird even to be going out and visiting places like this, so there is an even stronger sense of the other to the piece. Kris McClanahan also contributes two Star Wars-related articles to the magazine. In the regular column, ‘The Binge’ he rewatches the Star Wars Saga via The Machete Order and records his thoughts, and the response is far more entertaining than his other Star Wars article in ‘The Top Ten’ column, ‘The Top Ten: Star Wars Aliens’, which is just an uninspiring list.

In fact, editor Kris McClanahan writes several columns in Tabletops and Tentacles #1. ‘Tales from the Cthulhu-Haul’ and ‘The Top Ten’ are followed by ‘50 Films You DON’T Need To See’, with its first entry being ‘50 Films You DON’T Need To See: Toy Story’. Given more of a focus than the earlier columns, this is an enjoyable appreciation of the film, warts and all. He provides a not dissimilar treatment of H.P. Lovecraft’s The Dunwich Horror, which breaks down its plot, history, what he liked and disliked, along with his final thoughts, trivia, and more, and again is an enjoyable appreciation.

‘Quarter Ben’—probably written by Ben Cowell, but is not clear—expounds upon the writer’s love of the bargain bin in his childhood with ‘Quarter Ben: Hawkeye’ and a particular mini-series starring the Marvel character, Hawkeye. It is very much a nostalgia piece and a personal piece, so there is a degree of separation there between reader and writer. The identity of the author of ‘The Contrarian’ column is kept deliberately secret, but it is barely worth owning up to as said author tells why he has not seen Tiger King—and?

Kris McClanahan also writes almost all of the entries in the Reviews section, the various board games, odd RPG, books, and various television series all given thumbnail treatments bar the first series of Locke & Key, so readers wanting more depth will want to look elsewhere. The other contributor to the Reviews is Lindsay Graves-McClanahan, who also has her own column in ‘This Geek In History’, a timeline of something interesting, in this case, ‘This Geek In History: The Magazine’, which provides a thumbnail history of the printing and the magazine from the invention of the printing press in 1440 through to the last print issue of Dragon magazine in 2013 and the publication of Tabletops and Tentacles #1 in 2020. It is actually quite interesting as a bit of trivia.

Two pieces of fiction appear in Tabletops and Tentacles #1, both presented in two parts. The first is ‘Sowing Dragon Teeth’ by James Alderdice and the second, ‘Dice Eyes at the Palace of Midnight’ by Aidan Doyle. Both are enjoyable, the first is a fantasy story with pulpy tones, the second a Cyberpunk-style tale set in the remnants of a sunset online game, and there is potential for both to inspire a Game Master in developing more from their settings. Hopefully, future issues of the magazine will give scope to develop either story and then lend themselves to further inspiration?

Interviews in Tabletops and Tentacles #1 cover a range of fields of endeavour. These include comics with an interview with T.J. Daman, creator of the indie noir comic series, ENIGMA; graphic design in ‘Graphic Content’, with John J. Hill; and playing boardgames with the members of the podcast, Meeple Nation. Welcome to Artist Alley not only provides a monthly spotlight on artists and creators, it also serves as a series of mini-interviews with each of the subjects and points to the core concept behind Tabletops and Tentacles #1, that it provides a similar experience to attending a gaming convention. Which in this case, of course, includes visiting the artists’ sections. Overall, the interviews are perhaps the lengthier pieces in the issue and informative enough.

The first real nod to gaming content in Tabletops and Tentacles #1 is Devon Marcel’s ‘Neon Futures: The Road to Cyberpunk 2077’. Written before the release of the controversial roleplaying game, this charts the rise of the cyberpunk, first as a literary genre, and then out into other media—music, television, roleplaying games—Cyberpunk 2013 and Shadowrun in particular, but especially computer games. It is a good overview of the genre, ripe for further exploration in any one of the directions it covers. Introductions to gaming are provided first by Kristopher McClanahan and then Alan Bahr. Kristopher McClanahan suggests a number of gateway board games in ‘The Reformed Grognard: Gateway Board Games’, games suitable for those looking to get into board games, whilst with ‘Tiny Thoughts: OSR and Indie Roleplaying Games’, Alan Bahr suggests points of entry for the Old School Renaissance. His five suggestions in the opening entry for his column stray far from the Old School Renaissance, or at least from the classic retroclones based on Dungeons & Dragons. This makes them more interesting than they otherwise might have been, and perhaps more space might be given for the games themselves.

However, the actual gaming content does not appear until almost one hundred pages into the issue (that is, one hundred out of one-hundred-and-forty pages…). They begin with Kristopher McClanahan’s ‘Blackspittle’s Horde Fantasy Adventure’, a systemless scenario intended for fantasy games like Dungeons & Dragons, Fifth Edition. It is a classic ‘village-in-peril’ set-up coloured by the sap taken from the nearby forest which is put to a number of interesting uses. It is serviceable enough. More enjoyable is ‘Realm of the Moon Ghouls Part 1: The Starship Poe’, also by Kristopher McClanahan, again systemless, but definitely for Pulp Sci-Fi roleplaying games with a tinge of horror, particularly, Lovecraftian horror. The first part of a series which details the universe beyond the walls of the starship Poe, this is enjoyable for what it is as much as what the rest of the series promises. Hopefully, further issues will live up to the pulpy Sci-Fi promised in this issue.

‘H’AKKENSLASH! An original RPG system’ by Benjamin C. Bailey is the start of a roleplaying game which presumably will be detailed further in future issues. An experienced Game Master and her players will have no issue grasping how this works—essentially the difficulty of a task is measured by die type, a Player Character needing to succeed rolling an appropriate skill, again rated by die type, and attempting to beat the difficulty rolled by the Game Master. This is not clearly explained though, and a less experienced player or Game Master will probably need some help with this. It could have done with fewer magical items and more explanation.

Gaming dice tables include ‘In the Inn’ by Kristopher McClanahan and Lindsay McClanahan, which gives twenty things to be found in the draws of your room at an inn, and Lindsay McClanahan’s ‘The Cave’ gives six adventure seeds leading into, or deeper into, a cave. The latter tend to be more interesting than the former, but there is a decent amount of inspiration to be found here. Lastly, another column, ‘Merchants of the Realm’ begins with ‘Merchants of the Realm: Crag’s Reliable Adventuring Gear’ by Lindsay McClanahan, a likeable description of a travelling salesman and his packed bison caravan, accompanied by some fun gewgaw and doodads.

Physically, Tabletops and Tentacles #1 is generally well-presented, being bright and cheerful. In places, the editing could have been stronger, but hopefully that will get better with future issues. The nature of the layout and the relative shortness of many of the articles means that it looks busy in places though. 

The initial reaction to Tabletops and Tentacles #1 – The Kickstarter Edition is one of disappointment, because it is not a gaming magazine as the cover, or even the title, suggests—the ‘more’ mentioned on the cover making up the bulk of the issue. Yet get past that, and Tabletops and Tentacles #1 actually turns out to be a readable magazine dedicated to fandom in general. It covers a breadth of subjects, not always in any depth, but many of the articles are interesting and informative, even entertaining. Others though, are fluff and filler, even hard work. As to the gaming content, much of it is decent enough, but really needs development—to one degree or another—by the Game Master to be of use.

If you are looking for a gaming magazine, then there really is not sufficient gaming in its pages to recommend Tabletops and Tentacles #1 – The Kickstarter Edition. If you are looking for a general fandom magazine with some gaming content that can you work with and develop, Tabletops and Tentacles #1 – The Kickstarter Edition is serviceable enough. Hopefully, it will get better and more substantial in future issues.

—oOo—

A Kickstarter for Tabletops and Tentacles Magazine #3: The Cryptid Issue ends on Wednesday, July 14th, 2021

A Symbaroum Starter

Reviews from R'lyeh -

The starter set for any roleplaying game is always designed as an entry point into that game. It has to do three things. First, it has to introduce the game—its settings and its rules to both players and Game Master. Second, it has to showcase the setting, the rules, and how the game is played to both players and Game Master. Third, it has to intrigue and entice both players and Game Master to want to play more and explore the setting further. A good starter set, whether City of Mist: All-Seeing Eye Investigations Starter Set, the Warhammer Fantasy Roleplay Starter Set, or the Call of Cthulhu Starter Set will always do that, whereas a bad starter set, or even a mediocre starter set, such as the Sixth World Beginner Box for Shadowrun, Sixth Edition, will not. Whilst a starter set is always designed to introduce a roleplaying game, it has another function, depending upon when it is published. A starter set published as a roleplaying game’s first—or one of its first—releases introduces the game and setting to everyone. A starter set published later or deep into a line’s run, when there are multiple supplements and scenarios available as well as the core rulebook, is designed to introduce the game, but not to those who are already playing it. Of course, it is intended to introduce the game and setting to new players, but at the way time, it is providing a means of getting into both when the range and number of books and supplements available might be daunting and there might not be an obvious point of entry. This is exactly what Symbaroum Starter Set – Treasure Hunts in Davokar does for Symbaroum from Free League Publishing.

Symbaroum Starter Set – Treasure Hunts in Davokar includes two sixty-four-page books, a Symbaroum Bright Davokar Dice Set, two double-sided maps, and six character sheets for the starter set’s pre-generated Player Characters. Everything is presented in rich colour, the artwork in particular, standing out as being awe inspiring and absolutely fantastic in depicting the mysteries and wonders to be found in Symbaroum. The books do need a slight edit in places and yes, much of the artwork will be familiar to anyone who has looked at any of the supplements available for Symbaroum, but for anyone new to the roleplaying game and its setting, the artwork very much sells the setting.

The first book is the Starter Rules. This introduces the concept of roleplaying and both the rules for and the setting of Symbaroum—all at a brisk pace. After a quick explanation of roleplaying, it goes over the key points about the setting—that Ambria is a young kingdom, its peoples forced to flee from the south over the mountains after their original home fell to the Dark Lords, how the military of the refugee kingdom defeated the indigenous barbarian tribes, and how some began to look for signs of ancient, long-lost kingdom to the north, under the canopy of the vast Davokar Forest. In doing so, they would penetrate ever further north, and in doing so, threaten the Iron Pact between the Elves and the Barbarian tribes that kept mankind from exploring too far north… In explaining the rules, the Starter Rules booklet is very much focused on the rules as they apply to the pre-generated Player Characters. So the Man-at-Arms and Iron Fist Abilities for the Knight and the Prios’ Burning Glass Power for the Theurg, explanations of their Races and their Traits, and so on. Abilities and Powers in Symbaroum come in three levels of skill—Novice, Adept, and Master—and whilst the pre-generated Player Characters all have Novice levels in theirs, the explanations of each Ability or Power covers the Novice and Adept levels. This means that the pre-generated Player Characters in the Symbaroum Starter Set – Treasure Hunts in Davokar can learn from their experiences and get better at their Abilities and Powers in between the adventures provided in the Setting & Adventures booklet. Ultimately, the Game Master and her players are going to need the Symbaroum core rules, but these options, along with a surprisingly lengthy equipment list, do allow for a playing group to get a goodly amount of play from the starter set before doing so. 

The explanation of the mechanics and how combat works emphasises how Symbaroum is player-facing in that the Game Master never rolls dice, the players do, and a nice touch is that the guide to combat is supported with a good example of it in play, also emphasising that there is a narrative to the play rather than making them simply mechanical and procedural. One aspect of Symbaroum which sets it apart from many other fantasy roleplaying games is that the Player Characters can suffer from Corruption. Temporary Corruption comes from casting spells, but cast too much magic and the Corruption can become permanent. Other sources of Corruption include using certain artefacts and encountering certain creatures and places in and under Davokar Forest. Too much Corruption and a person’s Soul is blighted, which the Witchsight Power can reveal. These rules show how both magic and the secrets of Davokar Forest can be dangerous and so should be handled with care.

The Setting & Adventures booklet is of course, for the Game Master’s eyes only, and it starts with some advice for her, before delving into the setting of Symbaroum with some specifics. In particular, presenting the fortified town of Thistle Hold on the edge of Davokar Forest as a launching point for any treasure hunts into its depths, as well as rules for and the dangers for making such journeys. The description of Thistle Hold is nicely done, having a ‘Wild West’ feel, but with Dark Ages flavour. Again it will be familiar to veteran players of the game and perhaps the only thing that might have made it better would have been the inclusion of a few NPCs that the Player Characters could have regularly interested with. Whilst there are rewards to be found on the treasure hunts, some of them listed on the included table, not all of these rewards are entirely safe, notably the handful of artefacts which inflict corruption when their powers are invoked. These do give their owners minor, but still powerful benefits, but their use needs to be weighed against the cost of that use. Other dangers are more obvious, such as the short bestiary of monsters and adversities that might be encountered under the eaves of the Davokar Forest. Including beasts, members of various cultures, and the undead, the dozen or so entries are certainly sufficient to support the two scenarios in the Setting & Adventures booklet, and a bit more.

The two adventure locations in the Setting & Adventures booklet are designed with new players in mind, being relatively short and straightforward and intended to give them a taste of the core activity at the heart of Symbaroum, and its accompanying dangers. They are designed to be played in order, although the two are not connected, with the second being more complex than the first and with each Player Character earning sufficient Experience Points that should his player want to improve him, then he can. The first is ‘Where Darkness Dwells’ and is the simpler of the two, the Player Characters having been informed that the corrupted lake of Kal-Halaran and the nearby cemetery of Kalea Ma-Har are both sites of interest to anyone wanting to further study the Darkness, and perhaps been hired to locate a missing noble who was last seen there. The adventure veers between being a scavenger hunt and a dungeon delve, although quite a short one. This can be peppered with a series of random events, but the scenario has it events and encounters as well as the site to explore. These include encounters with some interesting NPCs whose role in the scenario is to illustrate the dangers of exploring the Davokar Forest and hunting for treasure. This includes with Elves, who in Symbaroum distrust mankind at the very least since their incursions into the forest break the Iron Pact and meddle with dangers best left alone. The one issue here is that should the players and their characters handle the situation wrong, it may end in their being executed, possibly because of the players’ lack of awareness of the dangers of treasure hunting. So the Game Master may want to really warn the players and their characters ahead of time in game, because such an outcome is likely to end their playing experience with Symbaroum, let alone with the Symbaroum Starter Set – Treasure Hunts in Davokar. Otherwise, this is a solid introductory scenario which successfully imparts much the setting elements to Symbaroum.

The second, more sophisticated scenario is ‘The Gathering Storm’. The Player Characters learn of another location, Lafarda’s Tower, from some notes that come into their possession, and that the tower might hold another artefact, this time the Rod of Light and Darkness. Either having discovered them during the events of ‘Where Darkness Dwells’ or purchased whilst back in Thistle Hold, the notes suggest the tower’s location, in the middle of the Blasted Heath, leading to a nasty trek across lightning cracked land to find the tower in the fog. However, when the Player Characters arrive, they discover that a rival band of treasure hunters has already got there, but has come up against a problem that it is not strong enough to deal with. It is a classic situation of uneasy alliances complicated by the arrival of a second rival party, a party of innocents, the weather getting very, very frightening, and something nasty below the tower… This is the better of the two scenarios, and although it does not lack the potential for a total party kill (as opposed to execution), that potential feels less arbitrary. 

Both scenarios include notes on their set-up and potential developments, depending on the outcome. Both will need thorough read throughs as they are quite busy in places and there are events which the Game Master will need to prepare as well as the various locations. Beyond the suggested developments, the Symbaroum Starter Set – Treasure Hunts in Davokar is wanting in terms of further adventures. Given how much is included in the starter set in terms of background and rules, it would have been nice if there had been a few adventure hooks or seeds which the Game Master could have developed for herself. However, both adventures should provide two sessions of gaming each, especially if the Game Master develops the set-up a little more to involve some roleplaying and investigation in Thistle Hold prior to the Player Characters setting out on their expeditions.

The six character sheets for the starter set’s pre-generated Player Characters include a Human Ambrian Knight looking for redemption, a Human Ambrian Witch Hunter who has probably seen too much Darkness, a Goblin Treasure Hunter on the make, a Human Ambrian Theurg wanting a better understanding of Darkness, and an Ogre Wizard curious about the world who accompanied by a mystical companion. All six sheets are done on glossy paper and easy to read. The backgrounds for each of the Player Characters is given in the Starter Rules booklet. These backgrounds have sufficient ties between the Player Characters to explain why they are working together. However, the Game Master will need to do a little copying and pasting to make the background readily available to their prospective players.

The double-sided maps are done in full colour on stiff paper stock. One depicts the town of Thistle Hold—the start and end point for any treasure hunt into the Davokar Forest on the one side, and a map showing Ambria and the known Davokar Forest on the other. Both of these maps have been seen before, but having them separate is always useful as is the fact that various important locations are listed on the Thistle Hold map that the Player Characters can visit. The second map depicts the adventure locations for each of the two adventures in the Setting & Adventures book. Both are unmarked.

The Symbaroum Starter Set – Treasure Hunts in Davokar takes Symbaroum back to where it started—and where many of the early adventures take the Player Characters—treasure hunting under the canopy of the Davokar Forest. In doing so, it presents a robust and surprisingly detailed introduction to the setting of Symbaroum and its mechanics. For anyone interested in getting a taste and feel of the dark fantasy Swedish roleplaying game, The Symbaroum Starter Set – Treasure Hunts in Davokar is a solid entry point.

Sword & Sorcery & Cinema: King Arthur: Legend of the Sword (2017)

The Other Side -

The tale of King Arthur and the Knights of the Round Table has been so deeply embedded in our society that retellings are not just inevitable, they are ubiquitous.  Among those, there are going to retellings that differ from the classic, Geoffrey of Monmouth and Thomas Malory retellings.  Some might even improve on the tales.

King Arthur: Legend of the Sword (2017), is not one of those.  It's not that it takes so many liberties with the tale, that is expected.  It's the liberties are fairly nonsensical and some are just bad.  For starters, while Charlie Hunnam is ok as Arthur, he is really much too old for the role.  

Jude Law reunites with his Sherlock director Guy Ritchie and gives us a decent enough Vortigern, but I felt he wasn't really giving the part all he could.  

Supergirl's Katie McGrath appears as Elsa, Vortigern's wife, making this her second dip into the Arthurian legends. She had played Morganna in "Merlin" (I'll be getting to that soon).  

Djimon Hounsou appears as Sir Bedivere. Frankly, I enjoy every role he has played, but I felt he was phoning this one in. I also felt Eric Bana was miscast, but honestly, I am not entirely I have seen him in anything that I liked him in.  Even his Nero in Star Trek seemed a little off to me.   

The movie feels like it has too much "Games of Throne" or "Vikings" envy.  To that end, Aidan Gillen appears as Sir William, but all I could see was Little Finger. At least he was using his real accent here. 

Of course, there were other things I could pick on, like there being Vikings in Britain at all at this time, or even Chinese people at this point; figuring this was between 550AD and 1040AD.

There is more, but not enough to write about, to be honest.  Interestingly enough my wife, who doesn't care for the King Arthur story, really likes this one.  

What good can I grab from this?  Well, I liked Àstrid Bergès-Frisbey as the Mage, Merlin's apprentice.  I always felt Merlin needed to have a couple more apprentices.  I'll also talk about this when I discuss "Cursed."

Gaming Content

Back in Jr. High, I was playing in a D&D game (Basic/Expert) set in Medieval Britain in the time of Arthur.  Of course, as most Jr. High games in the early 80s were, this one devolved rather quickly on who was going to kill Arthur and claim Excalibur as their own.  I grew tired of that campaign rather quickly and instead wanted to play in Middle Earth.   

But ever since then I have been very, very curious about the RPG Chivalry & Sorcery.  Seeing ads in Dragon Magazine only added to the mystery of the game.  I am going to have to spend some time with that.

Another bit of content, something that I think comes for the later retellings of the Knights of Camelot, is the notion of the New Religion (Christianity) vs. The Old Ways (Paganism).  We saw this in Excalibur and it was a central focus of The Mists of Avalon (which I also hope to talk about).  This movie did not feature it all that much, but the thought was still there.  I like this sort of interaction and love putting it into my games when I can.

Your First Animal Adventure

Reviews from R'lyeh -

Published by Steamforged Games, Animal Adventures is a roleplaying game setting of anthropomorphic cats and dogs adventuring in a magical world a la Dungeons & Dragons. It is designed to be compatible with Dungeons & Dragons, Fifth Edition and notably, is supported by the Dungeons & Doggies and Cats & Catacombs line of miniatures. The entryway for the setting and the line is the Animal Adventures RPG Starter Set: A spellbinding roleplaying game for beginners. This promises to contain everything that a gaming group needs to play a thrilling roleplaying campaign. However, it does not. Instead, it does contain a single adventure, which is ably supported by simple, easy-to-follow rules, four dog miniatures, cat miniatures, seven Player Character sheets, a double-sided game map, Game Master screen, a set of illustrated tokens, and a set of polyhedral dice.

The Animal Adventures RPG Starter Set is designed for ages thirteen and up, and intended to be played with a Game Master and up to seven players. From the outset, it is impressively presented. Everything is done in vibrant colour—perhaps a little too dark for the maps—and has a pleasing physical presence on the table. The large, double-sided map depicts a forest glade and mansion cellar on the one side, and the upper floors of the mansion on the other. They are marked with squares for use with the miniatures and the tokens also included in the box. The digest-sized Rulebook and Adventure booklet is brighter and breezier than the maps, its artwork tending towards the cute rather than the darker tones of the map. The three-panel digest-sized Game Master screen is likewise lighter on the Game Master’s side and lists in turn the roleplaying game’s combat rules, tables, monster stats, and spells and abilities of the Player Characters, all for easy reference. The thirty full-colour tokens are done on sturdy cardboard and are easy to read. The Player Character sheets are also double-sided and are clean, tidy, and again easy to read. Stats, equipment, attacks, and equipment are given on the front with a portrait of the animal, with special abilities on the back, whether that is spells or Class features. All of this fits atop a plastic tray with its own lid, the tray having space for the dice and the Animal Adventures RPG Starter Set’s miniatures. The dice are decent, with the two twenty-sided dice marked with the paw symbol where their twenty would be.

The miniatures are for the seven pre-generated Player Characters found in the Animal Adventures RPG Starter Set. They include Chantilly, a female Labrador and Fighter; Solan, a male Persian cat and Warlock; Whisper, a female Sphinx cat and Sorcerer; Elvis, a male Cavalier spaniel and Bard; Molly, a female Lyoki and Rogue; Brianna, a female Boxer and Paladin; and Kai, male Shiba Inu and Cleric. The miniatures are nicely detailed and emphasis the fact that the animals and thus the Player Characters in the world of Animal Adventures run on all four legs rather than on two. For example, Chantilly, a female Labrador and Fighter, wields her sword in her mouth rather than her paws!

The Rulebook and Adventure booklet is thirty-two pages long, of which six pages are devoted to the rules. These cover an introduction to and example of roleplaying, explain what the attributes are and how they work, how Advantage and Disadvantage works, and of course, combat. It is not a cursory treatment, but rather stripped down from that found in either the Dungeons & Dragons Starter Set or the Player’s Handbook. Anyone familiar with Dungeons & Dragons, or indeed any roleplaying game, will grasp and understand the rules with ease, but anyone with less experience or new to the hobby might have more difficulty. In the general, the rules and adventure lend themselves towards being run by an experienced Game Master for new players. In addition, links are included for fuller versions of the character sheets, so that a Dungeon Master and player more familiar with Dungeons & Dragons could run the adventure in the Animal Adventures RPG Starter Set.

The adventure in the Animal Adventures RPG Starter Set is ‘The Kurse of Doktor Krankensteen’. It opens with the adventurers on the road to the village of Woofburg where they plan to attend the annual Festival of Furry Friends. Unfortunately, they are ambushed by Goblin ’Nappers who attempt to kidnap them. After the battle, the adventurers discover that a mysterious ‘Dok’ wants cats and dogs, and he wants them for his experiments. Following the trail of the Goblin ’Nappers leads to a sewer pipe that ultimately opens up in the cellar of an abandoned mansion. As the adventurers explore the dilapidated building, they will come across some of the Dok’s experiments and his experiments to be, before finally facing the bad Dok himself!

The adventure is decent enough, with a summary of the setting, the map needed overview, player aim, and enemies to be faced given at the start of each scene. GM tips in the margins also give advice and helpful suggestions throughout. However, the scenario is combat and exploration focused, and as much as the GM tip that throwing the players and their adventurers into the action gets them involved is applicable, it does not leave a lot of room for anything other than action. There is very little investigation and not a lot of roleplaying and a little more of both would have been just as involving and would have showcased the fact that roleplaying games are more than just action.

If the adventure is decent enough and should provide one or two sessions of fun, where both it and the Animal Adventures RPG Starter Set come unstuck is in delivering the next step—or that is failing to deliver it. At the end of ‘The Kurse of Doktor Krankensteen’, the author suggests that the Game Master use the rules in the Animal Adventures RPG Starter Set, plus other supplements in the Animal Adventures to create a sequel. Unless the Game Master wants to run a variant of ‘The Kurse of Doktor Krankensteen’, it does not have enough content to create a sequel, and also, which Animal Adventures supplement should the Game Master be using? Writing a sequel to Animal Adventures should be a problem if the Game Master has written adventures before, but what if he has not? There is no real advice to help her in ‘The Kurse of Doktor Krankensteen’. It would have been nice if the publisher had made available a sequel on its website, even one using the contents of the Animal Adventures RPG Starter Set, so that the life of the Animal Adventures RPG Starter Set could have been extended to beyond the one adventure.

One option here would actually be to look at another roleplaying game all together. Still involving dogs and cats, and that is the Pugmire Fantasy Tabletop Roleplaying Game. This is slightly more complex than the Animal Adventures world of the Animal Adventures RPG Starter Set, but ‘The Kurse of Doktor Krankensteen’ could easily be run set in the world of Pugmire and the miniatures for the adventure would work in Pugmire too. Plus there is plenty of readily available support for it.

There can be no denying that the Animal Adventures RPG Starter Set is a fantastic looking introduction to roleplaying and the hobby. It is one that works for a family audience too and the stripped-down mechanics and rules can also serve as an introduction to Dungeons & Dragons, Fifth Edition. Ultimately though, as attractive as the Animal Adventures RPG Starter Set is, it simply does not follow through on what to do next, and consequently, it feels constrained rather than expansive.

A French Science Fantasy Starter

Reviews from R'lyeh -

Lore & Legacy is a French science-fantasy role-playing game set on the fantastical world of Empyrea, a vast planet home to numerous species who have come from the stars and settled. In the long years since, they have forgotten their homeworlds, how they go to Empyrea, and how to operate much of the technology. Indeed that technology has come to be regarded as akin to magic and only a few have the skill to use what has become known as arcanotechnology. Empyrea is also a world of many ruins, especially of the grandiose and sinister necropolis left behind by the mysterious Astarite civilization that came before anyone settled on the planet. They are said to contain lost treasures and forgotten technological wonders, but also many dangers—antediluvian biomechanical guardians and creatures corrupted by the poison of the Alteration, a mysterious fungal gangrene that spreads over the regions that once formed the heart of the Astarite kingdoms. In recent years, the Alteration has begun to spread again and dragon seeds have fallen from the sky, giving birth to dragons, creatures of unrivalled destructive power. Where such threats occur, the Free-Lancers’ Guild steps forward to protect and investigate. Found throughout many nations, its members coming from many different species, the Free-Lancers’ Guild sends out those determined to unravel the mysteries of the past and to venture beyond the borders imposed by incomplete maps, to protect the population, lift the veil on ancient lore, and reclaim their lost legacies.

Lore & Legacy – Quick-Start Guide provides this background and more. Published by Empyreal Media Productions, it introduces the setting and the mechanics, plus an adventure designed for four players and their quartet of pre-generated Player Characters. A character in Lore & Legacy is defined by his People (or species), seven Attributes representing his physical and mental prowess, various Abilities in which has either been trained or is gifted, and a number of Traits representing his personality quirks, special talents, obsessions, phobias, and the like. The Attributes are Acumen, Fortune, Mastery, Presence, Robustness, Temper, and Vigour, and all bar Fortune are represented by a single six-sided die plus a modifier. Fortune is a straight value representing the number of Fortune dice can roll each day. Now not all of the remaining six Attributes are not exactly clear as to what they are from their names. So, Acumen is the character’s ability to observe, reflect, and analyse; Mastery is agility, dexterity, and precision, and ability to think and react quickly; Temper is his willpower; and Vigour his raw physical strength. This runs counter to most naming conventions for attributes and may well be confusing for some players.

Abilities include Arcanotech, Charge, Investigation, Melee Combat, Passion (Painting), Wizardry, and more. They are always represented by a single ten-sided die plus a modifier. Traits tend to apply situational modifiers. For example, ‘Beast of Burden’ increases a Player Character’s Luggage Points by three; Healer which grants a Fortune die any non-magical healing action; Agoraphobic, which levies an Adversity die on all actions when the Player Character is in an open space; Ancestral Weapon, which grants the Player Character a weapon with the aetheric, which reduces the Magic Resistance of a successfully struck opponent; and Remarkable, which marks the Player Character out in social interactions with members of other races, levying an Adversity die and adding a Fortune die. A Player Character also has a number of derived secondary characteristics, including Health Points, Magic Points, Physical, Magic and Mental Resistances, and so on.

Mechanically, Lore & Legacy uses the ‘3d’ engine, which uses three sizes of the dice and three types of dice. The three sizes are ten-sided or Ability dice, eight-sided or Damage dice, and six-sided or Attribute dice, and they are always used in specific situations. In general, when an Ability or Attribute is tested, or Damage is rolled, only one die, the Basic die is rolled, any modifier being added to the result to get a total. However, it can be as many as three. It cannot, though, be more than three. The extra dice can either be a Fortune die, an Adversity die, or even both! The result of the Fortune die is added to the result of the Basic die, whilst the result of the Adversity die is subtracted from the result of the Basic die. Adding both a Fortune die and an Adversity die to the dice to be rolled does not mean that they cancel each other out. Instead, their results are added and subtracted respectively.

When a Player Character undertakes an action, his player makes an Action Roll, consisting of the appropriate Basic die—whether a ten-sided die because the Player Character has an appropriate Ability or a six-sided die because he does not and must rely upon an Attribute instead—and applies any modifier. The Difficulty Rating for the Action Roll ranges from six for ‘simple’ to eighteen for ‘superhuman’. The success result can vary. A result equal to, or greater than the Difficulty Rating is a Standard Success and indicates that the Player Character has achieved his intended aim. A result one-and-a-half times or greater than the Difficulty Rating is a Major Success, and indicates that the Player Character has achieved his intended aim with positive benefits. A result less than the Difficulty Rating and less than half of the Difficulty Rating is a Partial Success, and indicates that the Player Character has achieved his intended aim, but with unforeseen complications. A result less than the Difficulty Rating and more than half of the Difficulty Rating is a Failure, and indicates that the Player Character has not achieved his intended aim.

In addition, a Player Character can also roll a Spectacular Success or Disastrous Failure. A Spectacular Success is achieved when a Fortune die is included in the Action Roll and a maximum result is rolled on the Fortune die, when the result of the Action Roll is a Standard or Major Success. Similarly, a Disastrous Failure is achieved when an Adversity die is included in the Action Roll and a maximum result is rolled on the Adversity die, when the result of the Action Roll is a Partial Success or Failure. Although a Disastrous Failure cannot result in the death of a Player-Character, the Game Master is free to be as creative as she wants, whether the result is a Spectacular Success or a Disastrous Failure.

Both combat and magic use the same mechanics. A combatant has a single gesture, move, and action each round, and if he attacks, his player’s Action Roll is against his opponent’s Physical Resistance as the Difficulty Rating or Magic Resistance if the weapon used involves arcanotech. A Fortune die can be added to an Action roll if the opponent is immobilised, paralysed, knocked down, unconscious, and so on, likewise an Adversity die can be added if the attacker is suffering from similar conditions. Damage is rolled on a single eight-sided die, plus the weapon’s damage bonus, and is halved if the outcome of the Action Roll is a Partial Success, but increased by a half if a Major Success. Damage inflicted equal or superior to an opponent’s Injury Threshold and an injury is inflicted. 

The Lore & Legacy – Quick-Start Guide only presents two types of magic, more being available in the core rules. These are Illusory and Material magic. The former deals with changing the perceptions of others about their environment, the latter being the scientific study of making real what was not, or transforming what is. As in combat, the outcome of a Partial or Superior Success on an Action Roll halves the effect of the spell, or increases it by half, respectively. Just a handful of spells are included in the Lore & Legacy – Quick-Start Guide.

The Lore & Legacy – Quick-Start Guide includes four pre-generated Player Characters, which come four of the species available. The Disincarnated are humanoid synthetic life forms left behind by the Astarites, but discovered and reactivated by Free-Lancers, who gather experiences until they reach maturity and individuality; Dakti are short and muscular, good engineers and builders with great physical strength, and nicknamed ‘Dwarves’; Ælfyn, or ‘Elves’ are graceful forest-dwellers deriving most of their energy from photosynthesis; and of course, Humans. Two other species, the reptilian, four-armed Agamids, and the hardy and muscular, felinoid Orcs, who originated from the same world as the Ælfyn, are mentioned, but do not appear. The four pre-generated Player Characters consist of a Disincarnated Healer, Dakti Wizard, Ælfyn Marksman, and a Human Warrior. Theya re of course, members of the Free-Lancers’ Guild, essentially the in-built reason for the Player Characters to explore and adventure on Empyrea. 

The adventure in the Lore & Legacy – Quick-Start Guide is ‘Froglins in the Mist’. Divided into five acts, it is a fairly linear and straightforward affair. It begins in the port of Brasto, a successful trading city-state in the Contested territories. The local branch of the Free-Lancers’ Guild has posted a mission—a celestial barge in distress was spotted over a mangrove swamp two days’ walk south and it wants someone to check for survivors. The adventure provides the players and their Player Characters the chance to test out the mechanics with some shopping and bargaining, followed by travelling, before getting into the meat of the scenario. The Player Characters easily locate the crash of the celestial barge and discover that it was attacked after it crashed, and both crew and passengers are missing. Very quickly, the Player Characters will themselves be under attack, but will ultimately discover what is going on and hopefully rescue both passengers and crew. To be fair, ‘Froglins in the Mist’ is a bit simplistic and too combat orientated, so there is not much in the way of plot to its story. As a one-shot or a starting point for a campaign, it is fine though, providing a reasonable showcase for the mechanics and a little of the world of Empyrea, which can be played through in a session or two.

Physically, the Lore & Legacy – Quick-Start Guide is well presented. Much of the artwork is excellent and much of it reminiscent of FASA’s Earthdawn roleplaying game—which should be no surprise given that artist Jeff Laubenstein worked on both. The writing is also good, and the translation is more than reasonable. It feels a little overwritten in places, the rules, though simple, often feel as if they have more terms than they really need.

If there is a downside to the Lore & Legacy – Quick-Start Guide, it is that both it and the ‘Froglins in the Mist’ adventure could have done with a little more mystery and a little more wonder to really hook both Game Master and her players into setting of the Empyrea. Perhaps the adventure could have been slightly longer and maybe gone into some ruins that might have delivered that needed mystery and wonder? It is a serviceable adventure though and perhaps a separate adventure which would work as a sequel—whether using the quartet of Player Characters included in the Lore & Legacy – Quick-Start Guide or created using the core rules, might deliver that? Nevertheless, the rules themselves are actually fairly simple and easy to understand, being on par in terms of complexity with something like Savage Worlds or Numenera. The setting of Empyrea itself has a post-apocalyptic set-up combined with Science Fantasy and Planetary Romance a la Skyrealms of Jorune or again, Numenera. Overall, the Lore & Legacy – Quick-Start Guide is a decently done little quick-start that can be played and enjoyed as is, but would really benefit from just a little more of its mystery.

Blue Rose as an Old-School Setting?

The Other Side -

Last month I put up my review of the new Blue Rose Adventurer's Guide, which allows you to play a Blue Rose game using D&D 5th Edition.

Now. I love Blue Rose. I love D&D 5e.  But I also love my old school games.  To be blunt, I am an old gamer and these games fill me with nostalgia.  Can I run a Blue Rose game using the systems I have here?

Short answer? Yes!
Longer Answer? HELL Yes!

Everything I need is right at my fingertips. So how would I do it?  Let's have a look.  Now I have talked about how to take Blue Rose and run the AGE system like an old-school-style game already.   Here I want to talk about how to take your old-school rules and run them like a Blue Rose game.

Old School Blue Rose

Setting

Grab the first Seven chapters of the Blue Rose Adventure's Guide and use them as-is. Append with details from AGE or True 20 as needed.  I mention the True 20 since some things will be easier to convert from that.

Classes

Blue Rose True 20 and AGE have only three classes, Adept, Expert, and Warrior.  Blue Rose Adventure's Guide has all the classes from D&D 5.  Older versions of the game don't have all of these. No problems let's see what we do have.

In the Blue Rose Adventure's Guide, we have the following Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Sorcerer, Thief, Warlock, and Wizard.

By using the "Advanced" versions of both Old-School Essentials and Labyrinth Lord, plus a couple of my witch classes, we could cover every class.  It pains me to even say it but we might not even need my witches here!

True20 / AGE D&D 5e OSR / Basic  Warrior  Barbarian  Barbarian(LL-A)  Expert/Adept  Bard  Bard (OSE-A)  Adept/Warrior  Cleric  Cleric  Adept/Expert  Druid  Druid  Warriror  Fighter  Fighter  Warrior/Adept  Monk  Monk (LL-A)  Warrior/Adept  Paladin  Paladin  Warrior/Expert/Adept  Ranger  Ranger  Adept  Sorcerer  Magic-User  Expert  Thief  Thief  Adept  Warlock  Witch  Adept  Wizard  Magic-user

Ancestry, Culture, and Backgrounds

What old-school games call race we will now break up into Ancestry, Culture, and Backgrounds.

Essentially we can map them like this, rules-wise:

Humans are Humans, Night People use the rules for Half-orcs, and the Vata are essentially Elves rules-wise.  Sea folk are humans with some perks, I'd use the half-elf rules for them.  Small Rhydan can use the rules for halflings and medium Rhydan use the rules for Dwarves. Alter movements and attacks as needed.

Monsters

Every monster in the Blue Rose books has something similar to it in the D20 SRD.  This is an artifact of the Blue Rose True20 days.  If it is in the SRD then there is likely an Old-School version somewhere. I could do a search, but I am pretty confident that every monster in the BR-AGE core can be found somewhere in the Old-School world.

Relationships

Blue Rose pays a lot of attention to how the characters interact with others.  This absolutely should be part of an Old School Blue Rose game too.  Here though mechanics and rules will have to give way to good roleplaying and XP bonuses for characters who play their roles well.  While some old-schoolers may balk at this idea, seeing the characters as only a collection of numbers, the truth is the role-playing aspects that both Blue Rose and D&D5 players love so much today were already all there back in old-school play.  Some of us did it then and didn't need the rules to tell us how or why.

Still, I would offer some XP bonuses for good in-character inter-personal relationships. Especially the bonds.  OR if I REALLY wanted to get old school, XP penalty for not doing it.

Blue Rose + White Box = White Rose?

I might also replace the Law-Neutral-Chaos alignment with Light-Twilight alignment.  Effectively there is not much difference in terms of how one plays a character, but it would give a different feel. 

Everything Else

In truth what I have above covers nearly everything.  What remains can be handled by the DM/Narrator in their own games.  I have already talked about how to use Blue Rose in conjunction with several old-school adventures.

My family really enjoyed playing Blue Rose so I might add some more elements of this game to my old-school games.

The Dragon #11 Vol 2.5

D&D Chronologically -

Fairly good issue.

  • A bit of a tirade by Gygax against people who don’t like the fact that TSR is protecting its copyrights. Special shout-out to companies doing it right by either licensing or creating their own new ip like Games Design Workshop with En Garde and Traveller. Also has a bit of a historical run-down and background to the initial publishing of D&D. Mentions ongoing work to develop it with the publishing of Basic, the Monster Manual and two forthcoming volumes, which may be ready around summer 78!
  • Variant article by Kuntz with rules for brawling – basically a bunch of tables and dice rolls with the goal of knocking out the opponent and not actually causing any hp damage.
  • Article by Thomas Filmore that encourages you to role play your character by thinking up a background and quirks and most importantly doing this for each new character you play, ensuring you don’t carry over stuff from previous characters.
  • First appearance of “From the Sorcerer’s Scroll” by Kuntz. Most excitingly mentions the Monster Manual is at the printers. Also that work on AD&D is progressing, with some small snippets like the fact that Fighters will use a 10 sided die for hit dice. Also Monsters & Treasure Assortment Set 3 is being worked on. Odd mention of Brian Blume working on an outdoor map – not sure what became of that. Update on expansion of D&D overseas.
  • Oh boy, here comes one of those articles with extremely convoluted rules – about fighting with quarterstaffs by James Ward. Would make fighting as exciting as doing your tax return.
  • A short unfavourable review of the Rankin/Bass animated Hobbit film.
  • A new complete boardgame – Snit’s Revenge, the sequel to Snit Smashing.
  • And at last, an ad for the Monster Manual!!!

Next up? Yes, the Monster Manual!

Date Information

Of interest to me, the Hobbit film was broadcast on Nov 27. Which means the earliest the complete contents of this issue was finished would have been the following day. Which means when they say this is the December issue, it really means it would have come out in December! (Unlike modern magazine publishing where they push everything forward a month – eg a December issue coming out in November.)

Review: Witch+Craft, a 5e Crafting Supplemental

The Other Side -

Are you a fan of Studio Ghibli movies?  Well, I am and the authors of Witch+Craft, a 5e crafting supplemental are as well. And this book proudly and openly displays that love.  But I am getting a little ahead of myself. 

I backed this project as a Kickstarter a while back and it came with the book, PDFs, and all sorts of great add-ons like wallpapers and spell and magic-item cards (PDFs).

So I am going to be reviewing the hardcover book and the PDFs from the Kickstarter.  I am uncertain if the PDFs from DriveThruRPG are 100% the same or not. 

You can purchase the hardcover from the publisher's website and the PDFs from DriveThruRPG or also from the publisher.

Witch+Craft, a 5e Crafting Supplemental

Witch+Craft is a full-color hardcover 214-page book.  The theme of the book is decidedly high magic, and a style of high magic infuses all aspects of the lives of the people of this particular vision of the 5e fantasy universe.  This book is exactly the opposite of "grimdark," wherein magic is everywhere and it is a tool to be used to make things better.   I state this upfront because that is the pervasive philosophy of the book.  It works, and it is a great one to have.  But it will have to fit your style of gaming and campaigns.  I knew this on the onset, and lets be honest, the cover gives this away, but if this is not your kind of game there is not a lot (there is some!) that this book can give you.  

That all being said this book is a fantastic resource for anyone that has ever said "can I use magic to make BLANK?" Where BLANK is anything and everything from clothes that clean themselves, to self-sorting spell components, to fire that heats but won't burn, to well...half a thousand things I have heard from my kids in their 5e games.

While I may have started this review with who this book is not for, who it absolutely IS for is anyone that has ever played an Artificer in 5e or an Alchemist in Pathfinder 2e.

What this book doesn't have, despite the name, is a Witch class.  Ah well. 

Witch+Craft table of contents

Introduction

We get the basics of this book. In bold letters right in the first line of the first paragraph we get : 

This book is about making things.

You have to appreciate this. Some RPG books are never quite as clear as to what they are about. This book is also about rounding out your character with Trade Classes.  Though Trade Professions would likely be a better term. You can take these along with your Fighter, Wizard, or whatever levels. I will get into more details in a bit.

Chapter 1: Domestic Magic

Part 1 of this chapter covers the basics of crafting. The six-step process is listed and then detailed. 

  1. Blueprint. You propose a project.
  2. Challenges. The GM imposes a Difficulty Level based on the specifications of the project. They will also list the base materials required to make the crafting attempt at all. (7 levels total)
  3. Preparation. You may prepare for the project in order to improve your chances of success.
  4. Craft Action. You begin the project, rolling to qualify your success.
  5. Fine-tuning. After the rolls are in, you may choose to expend bonuses to alleviate any potential flaws.
  6. Appraising. When all is said and done, the item is created, and its features and flaws known.

The rules here a pretty simple and even elegant in their own ways.  It does add to the 5e system as a new sub-system.  So while old schoolers will not even blink an eye it does feel "added on."  Now this is not a bad thing.  It feels like the best system for detailed craftwork, as opposed to say "just roll a d20 and beat this DC."

Part 2 deals with Trade Class basics.  This is just a tracking system on how you get better with crafting.  Class is kind of a misnomer here since it is not a D&D Class.  Trade Profession might have been a better choice.  These professions/classes can progress through Tiers (not levels) and have different kinds of media they work in; crystals, drafting, living arts, metals, textiles, and wood.

Part 3 covers Techniques. Or how you can do things.  This also covers tools.  They are presented like feats but are attached to the Tiers. For example "Green Thumb" does more or less what you think it does.  The prereq is "Living Arts or Wood."  While presented like a feat, it does not have any "combat" advantages.  Certainly lots of role-playing advantages.

Part 4 is Picking Your Trade Class.  Here are the actual classes/professions. They are based around the media above.  So someone that works with crystals could be Glass Blower or a Mason or a Jeweler. The builds cover what other materials you can work with, what tools you have, and starting techniques.  Each media get three example builds.

Chapter 2: Cape Verdigris

Cape Verdigris is a setting where all of this crafting and domestic magic can be seen in use. It lists places of interest, guilds, shops, and many major NPCs. It is designed to be added to pretty much any campaign world. 

Chapter 3: A House of Plenty

This is a 40-page complete adventure of a different sort.  The goal here is to restore an old manor house to it's former glory using the crafting skills they have learned in this book.  So in TV shows, you are trading Sci-Fi or Shudder for HGTV. There is something interesting here and I really admire the authors' choices here.  

Chapter 4: Spells

This chapter covers 12 new spells to use in conjunction with the rules.  

Witch+Craft tspells


Chapter 5: Familiars

Also what it says on the cover, this introduces 10 new familiars. Many are fey, others are animals. Greater familiars are also presented here. If you wanted a soot familiar like the ones in "My Neighbor Totoro" or "Spirited Away" then this chapter has you covered.

Witch+Craft

Chapter 6: Items

Not just magic items but a whole bunch of mundane and domestic magic items as well.  The blanket of napping is an easy favorite. 

Witch+Craft items

Appendices

Here we get a collection of various stats. 

Appendix I. The NPCs from Chapters 2 and 3 get their writeups here. Why not with the chapters? Easy, in the chapters, you are supposed to be focused on who these people are how you interact with them, NOT what their combat stats are. 

Appendix II covers unusual trades like healers and wandmakers.

Appendix III has various boons and flaws of the items crafted. These can be minor, major or magical/dangerous for boons and flaws respectively. 

Appendix IV is a list of crafting obstacles.

Appendix V cover crafted treasures

Appendix VI is Awakened Objects. So lots of monster stats here.

Appendix VII covers the stats of various objects; HP and AC.

There is a very attractive character sheet in back. The next few pages cover all the designers and artists that helped make this book possible.  There is also a list of Kickstarter contributors. Sadly there are a few typos here with some names cut off, some listed more than once.  Mine isn't even listed at all. 

There is also an index and the OGL statement.

The book really fantastic and joy to look at.  The art is great, the layout is wonderful and very easy on the eyes.

The audience for this book is a little slim.  There is nothing in this book really that would help in combat, defeating the next big bad (unless he challenges you to a bake-off) or any of the things that people typically associate with D&D.  This is much more of a narrative presentation with a lot of role-playing potential.  

One of it's strengths though design-wise is that since the crafting system is not inherently tied to D&D5 is can be lifted out and added to other games with only minor tweaking.  For example, Chapters 1 to 3 could be lifted out and added to something like Blue Rose AGE edition with a little work.  

I would like to recommend this to Old-School gamers. I could something like this working well with a game like Old-school Essentials or The Hero's Journey. But even those games tend to be combat-heavy at times and really don't have much in the way of the need for various crafting. Not to say that some groups or players wouldn't, it's just not universal.

This book is best for the younger D&D 5 player that got into D&D after a steady diet of Minecraft and the ones that loved crafting items in MMORPGs. It is also great for any DM that wants a better handle on making items of any sort.

Witch+Craft


Review: Old-School Essentials Adventures

The Other Side -

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

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

Old-School Essentials Adventures

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

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

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

The Incandescent GrottoesThe Incandescent Grottoes
by Gavin Norman

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

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

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

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

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

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

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

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

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

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

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

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

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

Monstrous Mondays: Bonnacon

The Other Side -

Bonnacon

Spend any time reading Medieval Bestiaries you will run into all sorts of fantastic animals such as dragons, unicorns, griffins, and the bonnacon.

Ah. The majestic bonnacon. It is a large bull-like creature with inward-turned horns, the mane of a horse, and it attacks by shooting flaming caustic dung at you.

Wait. What?

Yes, the bonnacon (also called bonasus or bonacho) is a great mythic beast that has appeared in numerous bestiaries.  Its horns are useless for defense, it instead will shoot caustic feces out of its anus while it is running away.

It was first described by none other than Pliny the Elder in his Naturalis Historia.  This history is a great source of monsters.

And there are some GREAT pictures of this awful beast.

Bonnacon
Bonnacon
Bonnacon
Bonnacon
Bonnacon

Bonnacon
Large Beast (Magical)

Frequency: Rare
Number Appearing: 1d4 (1d6)
Alignment: Neutral [Unaligned]
Movement: 150' (50') [5"]
Armor Class: 6 [13]
Hit Dice: 2d8+2* (11 hp)
  Large 2d10+2* (13 hp)
Attacks: 1 head butt or special
Damage: 1d6
Special: Caustic dung
Size: Large
Save: Monster 2 
Morale: 6 (8)
Treasure Hoard Class: None
XP: 35 (OSE) 47 (LL)

Str: 14 (+1) Dex: 12 (0) Con: 15 (+1) Int: 4 (-2) Wis: 7 (+1) Cha: 5 (-2)

The bonnacon is a large bull-like creature.  It is typically red or brown in color with a long horse-like mane running from its head, down the back of its neck.  They have two large bull-like horns, but they are turned inside and thus provide no effective means of protecting the creature.  The bonnacon is also spectacularly stupid, even judging it compared to other heard animals.

The bonnacon can attack with a head butt but would rather run away. It will use its only special attack at this point. When retreating the bonnacon will eject burning, caustic dung from its anus.  This dung will stick to clothes, skin, and just about everything.  When hit the victim must save vs poison or take 4d6 hit points of damage; save for half.  The dung will continue to burn any skin it touches causing 1d6 hp of damage per round.  A previous save means that no skin was touched.  The only way to remove these caustic feces is to wash them off with at least a quart of water.  A running stream or a decanter of endless water is also good.  Thankfully a bonnacon can only use this attack once per day.

The meat of the bonnacon is vile and rank. Goblins, who can eat anything, will not eat the meat of this animal. It does however eat a lot on its own. So a small herd (1d4) can destroy up to 40 lbs of grain or plants per day each. 

Unseasonal Festivities: The Doom That Came to Christmas Town

Reviews from R'lyeh -

Every year Goodman Games publishes a holiday-themed scenario. Some years it is for the Dungeon Crawl Classics Role Playing Game, other years it is for Mutant Crawl Classics Roleplaying Game – Triumph & Technology Won by Mutants & Magic. For 2020, the scenario is for the former rather than the latter. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a Level 2 adventure, that is, it is designed for Player Characters of Second Level. Which means that it is not a Character Funnel, one of the features of both the Mutant Crawl Classics Roleplaying Game and the Dungeon Crawl Classics Role Playing Game—in which initially, a player is expected to roll up three or four Level Zero characters and have them play through a generally nasty, deadly adventure, which surviving will prove a challenge. Those that do survive receive enough Experience Points to advance to First Level and gain all of the advantages of their Class. Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is not even a scenario which can be easily slotted into a campaign. This is due to two factors. First, it thoroughly embraces its Christmas theme and second, it is intended as a one-shot.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town takes place in The Frozen North, home to Christmas Town where Lord Claus and Mrs. Claus resides together, a Peppermint Mine, Christmas Tree Forest, and more. At the centre of Christmas Town, atop a majestic pine tree, sits the Yule-Light, casting its joyful and life-enhancing light over the small town and its inhabitants. Yet its radiant light, a symbol of goodwill and hope to all, has of late, waned, and in its dim glow, a gloom has fallen over Christmas Town, just on Christmas Eve. At the same time, a sickly-sweet wind has begun to blow from the north, and Lord Claus himself has been stricken. Elsewhere, there are rumours that the Abominable Snow Monster of The North has returned from beyond the Polar Wastes in search of food, and Lord Claus’ trusted champions—Yukon of Cornelius, Rudolph the Red, and the powerful dental-mancer, Hermey, have all gone missing. Yet these pale into significance given the possibility of the Yule-Light being extinguished and allowing evil seep into the world… 

As Lord Claus lies sick in his bed, he urges a band of doubty adventurers, including an Elf Toymaker, a Who-Ville Halfling, Fledgling Reindeer, Mrs. Claus, a Snowman, a Special Delivery Courier, and a Lamplighter, to go forth and look for his missing lieutenants, before warning them that the Grinch has awoken, and that perhaps the true spirit of Christmas may be found in his lair… Wherever that is? Inspired by classic Christmas stories like Rudolph the Red-Nosed Reindeer, Santa Claus Is Comin’ to Town, and especially How the Grinch Stole Christmas!Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town comes with numerous maps, a puzzle or two, seven pre-generated Player Characters, and an eight-location sand-crawl. Initially, the Player Characters will have only a little idea as to which location to go to first, relying at first on what little knowledge they possess and rumours they can learn in Christmas Town, and then at each of the scenario eight locations. These include Christmas Tree Forest, the Isle of Misfits which is home to King Moonracer, a Peppermint Mine, the Winter Warlock’s Tower, and more. At most these, none of which run to more than a handful or two of entries, the Player Characters should be able to find not just clues, but also magical items which will help them elsewhere.

There is a duality to the tone of Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town. The most obvious is humorous and light-hearted, playing up the elements of traditional Christmas stories and especially How the Grinch Stole Christmas!, for this is very much an American Christmas. This is seen especially in the pre-generated Player Characters, which are Christmas-themed versions of traditional Dungeon Crawl Classics Classes. For example, Fireball the Reindeer is a Warrior who attacks with antlers and hooves, and has limited flight, and Mrs. Claus is actually a Cleric armed with a rolling pin and in addition to divine spells, can rustle up delectable dishes with ease. And of course, the choice of monsters drawn from Christmas stories are fairly humorous, as are some of the encounters, such as the Strange Metal Pole which the Player Characters are compelled to lick and have their tongues stuck which is not good for spellcasters). Conversely, the other side to Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is fairly grim. Such as with an Abyssal Reindeer Demon armed with a crossbow capable of pecking out the eyes of his targets! Thankfully the grim bits counter the sugary sweet bits in the module.

Ultimately, the likelihood is that Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town will be completed in a single session—perhaps two at the very most. This can be done using two approaches. One would be to play through it like a typical sandbox adventure, primarily using brute force, and there is a lot of opportunity for that, but the other approach would be to play to the scenario’s Christmas theme, which when combined with good roleplaying will work in places. Similarly, the scenario’s puzzles, of which there are two, can be dealt with using either of these approaches. Both are fairly silly affairs and depending upon the play style of the group, may be accepted as is or considered to be just a little frustrating. That said, the scenario might have been improved with a third puzzle to really round it out a little—a trio of puzzles is more fitting than just a pair.

Physically, Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is decently done. The artwork is fun, but the maps are perhaps a little dark and a lighter look might have suited the tone of the scenario better.

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a thematically fun one-off, working best when players and Judge alike embrace and play up to its themes. It is good for that end of year palette cleanser, a change of pace and tone between campaigns or breaks in campaigns.

The Dragon #10 Vol 2.4

D&D Chronologically -

  • Now 36 pages.
  • A bit of a reorg in the structure of the magazine to clarify whether something is official or a variant.
  • An article suggesting characters should only get XP from treasure as they spend it. Interesting idea, rather boring article.
  • A report on Gencon X held in August.
  • An article with tables to roll up random terrain info – like how steep a slope is and other exciting things like that. Yeah, that’s sarcasm.
  • A more arresting article with lots of tables to create totally random monsters – not wandering monster tables – rather totally unique monsters never dreamt up before. You could get a large blue lawful undead flying creature with antennae that’s hostile to Hobbits and can only be destroyed by running water!
  • A fantastic article by Richard Gilbert about designing dungeons – specifically coming up with a reason for the dungeon’s existence and even more specifically who the dungeon builder was. Answer that question and the design almost builds itself.
  • Yet another tedious article adding more tables to randomly roll up things for your character like height/weight, hair length, etc etc.
  • A tragic article about the process of gaining experience levels that I think is an attempt at humour but I think is also serious.
  • Snit Smashing! A cut-out boardgame. I have a vague memory of playing this back in the day. It actually has reasonable mechanics.

Wow, that was a big issue.

Pages

Subscribe to Orc.One aggregator - RPGs