The Other Side

D&D Rules Expansion Gift Set

This week the social media networks were all a-buzz with a mysterious new product for D&D.  Some were saying new boxed set or even D&D 6th ed (which was highly unlikely in any event) we learned today what we will be getting.

So this,

Amazon mystery

Has now been replaced by this, 

D&D 5e Gift Set
and this,
D&D 5e Gift Set, Special Ed

The set includes Xanathar's Guide to Everything, Tasha's Cauldron of Everything, and the new Mordenkainen Presents Monsters of the Multiverse.

It was supposed to be for Christmas, but the global supply chain is still screwed up.  

In any case, it looks really cool. Typically I get one for me and the special edition one for my son.  But I think I might get the special ed version for myself as well.  They look so great. 

#FollowFriday: Ginny Di

It's Ginny Di!I gotta admit I love the shirt!Kinda burned out on Kickstarter right now.  So it's another #FollowFriday!

I will admit, I adore Ginny Di.  She has unbound enthusiasm about D&D and all things related.  I know she is young enough to be my daughter and I have characters older than her, but I still think she is great.

It is so refreshing to come to her Twitter or YouTube pages and see how excited she is over something D&D-related.  I'll read the posts or blogs of some of my contemporaries and wonder when the fun died in their lives leaving them as bitter old husks.

Plus she seems to irritate the right people, so that is a bonus all on its own. 

The fact that she also loves her witches has almost nothing to do with it. Well...maybe a little. 

I have already posted about her or her projects in the past.

This week Ginny is back with Morelia the Wood Witch in a POV roleplay. It is a fun little bit video, but it really helped me cement the idea that Morelia would be a great NPC in my War of the Witch Queens. 

Content Warning to Bitter Old Grogs Who Are Dead Inside: The video features a shop where an NPC Witch SELLS POTIONS! Gasp, the Horror! The audacity! The cheek of it all! 

Anyway. She is fun. She is funny. She has a ton of enthusiasm and I think she is great. In fact, I even sought out items she has been sponsored by at Gen Con because she made them look really fun.

So check her out. If you don't like her ask yourself, when did I die inside?

Ginny Di online

Give her a follow or a like or something.

One Man's God Special: Syncretism Part 1, The Gods of Faerûn

Down to Earth DivinityThis is the start of a multi-part sub-feature of One Man's God. I am going to pull in material from older Dragon Magazines when needed, though not enough to count as a "This Old Dragon."  This series will also allow me to pull in more up-to-date material for the various gods and creatures beyond what was in the  Deities and Demigods. The D&DG will be my starting point, but I am not limited to it now.

Since I have completed all the myths in the Deities and Demigods the initial goal of One Man's God is now complete.  I might, after this, look to other editions of (A)D&D, in particular, 2nd and 3rd but for now, I want to explore some other topics that came up in my OMG posts.

One of those topics is syncretism.

Syncretism is the combining of gods or beliefs into a new set of gods and/or belief systems.  This is something that happens in the real world all the time, though maybe less so now as the prevalence of monotheism is worldwide.  We do see it more modern times in the cases of religions like Vodun and Santería.

While you typically don't see syncretism in AD&D there is at least one excellent example of it. Going all the way back to Dragon #54 from October 1981, we have Ed Greenwood's Down-to-Earth Divinity.  

I am not sure if this article lead to the later developments of what the Cleric can do with their gods or not, but it was most certainly ahead of it's time.  A quick reminder, while Greenwood has been telling us about his campaign for a bit now, the Forgotten Realms, as a product, was not due till 1987.  

I covered this in an early This Old Dragon, here is what I said about it then:

Up first in real articles we have something from Ed Greenwood. So this year (2017) I have been spending some time expanding my knowledge of the Forgotten Realms. This article is one of the earliest articles on the Realms I know of. Down-to-earth Divinity discusses how Ed has put together his Pantheon of Gods. You can easily see how this evolved into the gods of the Realms. I found it interesting that he includes the elemental gods from the Melnibonéan mythos. There are a lot of "reskinned" Deities and Demigods gods here too (which is the point of the article). I liked that Ed specifically mentions that witches worship Selûne. The article is long and seriously good.

I feel I undersold how good this article is for my purposes. So not only can use this as a One Man's God entry in the pure sense it is also the perfect place to discuss syncretism.  The insight to how the Realms gods took shape is fascinating, the implications of what is going here are much more interesting.

For the sake of today's discussion, let us just focus on the Faerûnian Pantheon as a whole.  While they have evolved much since this article (and a further point in my case here). For modern examples, I will refer to the Faerûnian pantheon at the Forgotten Realms wiki.  

Faerûnian Gods

In this article, Greenwood details how he created the Gods of Faerûn.  Many of these gods are "reskinned" versions of Earth gods.  While there is a very practical game-design reason for this there is also an implied in-universe explanation; clerics of those gods came to Toril and brought their gods with them.  We see this in books, like Neil Gaiman's "American Gods" and we see it later in the Realms itself with the Mulhorandi pantheon, which are the Egyptian Gods, not even changed all that much. 

For his Gods, Greenwood choose to stick pretty close to the first printing of the Deities and Demigods.  Again there are very practical reasons for this.  Here is a breakdown of the "immigrant" gods to Faerûn.

Faerûn D&DG Pantheon Notes  Azuth  Aarth  Nehwon  Direct port, concept-wise  Bane  Druaga  Babylonian  Human form  Chauntea  Demeter  Greek  Direct port  Gond  Hephaestus  Greek  Direct port  Ilmater  Issek of the Jug  Nehwon  Some aspects  Loviatar  Loviatar  Finnish  Direct port  Mask  Hermes  Greek  No Justice domain  Mielikki  Mielikki  Finnish  Direct port  Milil  Bragi  Norse  Changed  Oghma  Oghma  Celtic  Direct port  Silvanus  Silvanus  Celtic  Direct port  Sune  Aphrodite  Greek  Direct port  Talona  Kipuytto  Finnish  Direct port  Talos  Storm Gods  Many  Combined aspects of other gods  Torm  St. Cuthbert  Greyhawk  Concept only  Tyche / Tymora  Tyche  Greek  Direct port  Tyr  Try  Norse  Direct port  Elemental Lords  Elemental Lords   Melnibonéan  Direct port  Cults of the Beast   Beast Lords  Melnibonéan+   many sources

This is not to imply that all Gods in Faerûn are imports.  Far from it! Many of the gods discussed in the article are different enough from their sources to be considered new gods.  Which is exactly what syncretism does.  There are also plenty of brand new gods.  For example, Mystra is nothing at all like Hecate.

What About Demons and Other Gods?

One Man's God is supposed to be about gods and demons right?  Certainly, the demons of the Monster Manual ARE the demons of Faerûn.  We know that Orcus has had a lot plots and schemes in the Realms since the very start.  And in the opposite direction, One Man's Demon is another's God, Asmodeus went from the Arch Duke of the devils to a God of Evil.  The details of his rise and fall have been dealt with in many books, but the best ones for my money come from the Brimstone Angels series by Erin Evans.

Evans also shows how imported gods can work.  The Pantheon of the Untheric Gods, which were the Babylonian Gods, were re-adopted by the Abeir Dragonborn living in Tymanther. In her book "The Devil You Know" Evans shows Untheric/Babylonian gods first as human-like then as Dragonborn-like as more of the Dragonborn living in Djerad Thymar came to believe in them, in particular the God Enlil.  Is it possible then that Bane IS Druaga, just evolved through the ages that his form has changed?  Isn't that also syncretism?

Nothing Like the Sun...

I have been going over this article for a very long time. There is quite a lot here to tease out and use if you are willing to take the time.  A good example of this comes from a tiny tidbit of information found in the paragraph for Selûne, then just Selune.  We are told that Selune is "revered by witches (and a few may worship her)."  Later on, in the Deity/Character Relationships table, we are told that the witches used are the ones from Dragon Magazine #43.

Reading through the various works on the Moon Goddesses, Selûne and Shar, and the Elven Sehanine Moonbow, there is a lot of back and forth on who is an aspect of who and what not.   This all lead me to a bit of syncretism of my own to combine all three goddesses into one Goddess of the Moon with three aspects.  I detailed this years ago in my "Chanel Divinity" article Nothing Like the Sun.  Each goddess represents the aspects of the triple Goddess; Maiden, Mother, and Crone or Sehanine, Selûne and Shar respectively.  Here they are more than just the Goddesses of the Moon but the Goddess of Witchcraft as well.   The waxing crescent is Sehanine and her "moonbow."  The full moon is the Mother Selûne in her full glory.  The waning crescent is Shar and her sickles to reap the souls of the dead.  But like their Goddess they are reborn as the Maiden once more.

Maiden, Mother, Crone

Realms diehards might ask how can these Goddess exist?  Well, I also ask why does Zeus-Serapis exist when, supposedly, Zeus, Serapis, and  Osiris also still exist?  I like my Gods and Goddesses to be mysterious and strange and maybe a little contradictory.

For a little under 9 pages of text, Ed Greenwood really delivered here.  So much so that in truth this blog post was started months back.  I wanted to go back and reread posts I had made about this, posts I had made influenced by this, and more Forgotten Realms information.    In truth, I could go on much longer about this topic just in the Realms themselves, the world is much more dynamic that I had given it credit for, but I am going to stay on topic here and move on to other worlds and other gods.

So. Thank You, Ed Greenwood. This is quite a quality bit of work.

Seasons Change...

But I am still here doing what I do! 

Today is the Autumnal Equinox for the Northern Hemisphere and the Vernal Equinox for my friends in the Southern Hemisphere. 

For me, this brings the march to darkness and of course my favorite time of year.  The spooky season of Halloween.

And do I have a lot in store for you all this year!  Starting off with a couple of hosting I am doing all October.

October Horror Movie Challenge

I have been doing the October Horror Movie Challenge n for years now.  I just got a new DVD in the mail today of one I have been searching for forever so I thought today would be a good day to announce that this year I am hosting my own Horror Movie Challenge.  

I am not doing anything wildly different than in previous years, and I am largely following the rules as set out by Krell Laboratories.

You have 31 days, October 1st to October 31st, to watch 31 Horror movies. At least 20 of these need to be first-time views.  

Currently, I am working on my list of movies.  I wanted to do a Lovecraft film fest.  But I am finding that there are quite a few Lovecraft-themed movies I just don't have access to.  So I am going to expand my list a bit.

I have even created a new banner image to use.

2021 October Horror Movie Challenge

If you want to copy this to your own posts then here is the HTML code!

<div class="separator" style="clear: both; text-align: center;"><a href="https://bit.ly/OctHorrorMovie" imageanchor="1" style="margin-left: 1em; margin-right: 1em;" target="_blank"><img alt="2021 October Horror Movie Challenge" border="0" data-original-height="687" data-original-width="563" height="400" src="https://1.bp.blogspot.com/-HChDOvCcaE0/YUuGbeVKj1I/AAAAAAABe-c/HzukajBzTkAZRMqNPfdI8vTJ0DxBjHsuACLcBGAsYHQ/w328-h400/October%2BHorror%2BMovie%2BChallenge%2B2021.jpg" title="2021 October Horror Movie Challenge" width="328" /></a></div>

Just copy and paste that into the HTML editing window of whatever you are using to post.

But that is not all that is happening here. 

RPG Blog CarnivalRPG Blog Carnival

This October I am also hosting my first ever RPG Blog Carnival.  This October will be all about Horror in RPGs.  So kinda what I like to do anyway, but now you can join me.   I will have an official post going up on October 1st for you to see all the details and link your blogs/vlogs/social media posts back.

You can check out the details at Of Dice and Dragons the home of the RPG Blog Carnival.

I plan to talk a lot about horror and how you can use it in your games.  I am also going to spend quite a bit of time with other horror games and how they can be mined for ideas.

Once again October is going to be a very busy time here.  Hope you all join me!

Post Gen Con Updates

Temple of Elemental EvilNothing gets my creative juices flowing better than being at Gen Con!  So I thought I might post some random updates on various projects, both public and personal.

Other Side Publishing

Fiend Folio II

This one has generated a LOT of discussions.  But here are my goals for it.

  1. This is just a project for me.  Not publishing it.
  2. I am doing it to get a good feel of monster evolution from OD&D to AD&D and from the late-70s to the mid-80s.  The "Sweet spot" of old-school gaming.  This will inform me on how to build better monsters for the Basic Bestiaries.
  3. I need to get in some Adobe Indesign practice.  This will give me that.

Basic Bestiaries

These are moving along nicely BB1 has 250 monsters in it now, which is by all measures a good number.  But I want to do some more for all the volumes I have planned so I can ensure a common look and feel across them all.  I am happy with what I have here and I am really looking forward to getting these out.

The High Witchcraft Book

What I have been calling my "last" witch book has been left on its own for so long it has mated with some other files on my hard drive and given birth to ANOTHER witch book! Yeah, I have enough material now for two books.  Those are a little later in coming.  I want to make sure I am not just putting out material because I have it, I want it to be good. The second book will come out first more than likely with the High Witchcraft book retaining the notoriety of being the Last Witch book.

Gen Con Brilliant Idea #1

My family and I got to play a LOT of games together over Gen Con.  Something came up during play that I think will be great.  Thankfully a lot of the work has already been done by my for other projects.  This project will complement the Basic Bestiaries, but one is not required for the other at all.  I am keeping this one close to my chest for now.

Personal

September Sales

WHAT IS HAPPENING HERE????  My sales are like 4x to 5x what they normally are! I looked at the sales and thought it had to be wrong.  I rechecked the math and yeah.  My only guess is that it is because Halloween is so close people are looking for horror-themed materials for their games. 

So. I spent some money.  Well...I spent a lot of money.

The Wild Beyond the Witchlight

Classic D&D characters? the Feywild? Creepy ass carnival? Creepier clown named Thaco?  HELL YES! Honestly, there is so much fun stuff here. It portrays the feywild as it should be, equal parts light and dark, beautiful and terrifying, whimsical and deadly. And often all at once. 

There is just so much here. Stats and backgrounds for Kelek, "Charmay", Skylla, and more!  Personally I LOVE want they did with the Charmay/Skylla confusion. A slightly different twist than my own, but one that works well enough.

The Wild Beyond the Witchlight

Temple of Elemental Evil

Going from 5e doing Old-School to Old-School going 5e.  I also grabbed the Temple of Elemental Evil today.

Temple of Elemental Evil

This one is so massive it will need its own post.

Since I was in an old school mood I also grabbed the Codex series for Castles & Crusades.

Codex myths series

The Temple will be the end cap to my 5e campaigns.  So this is going to be great really.

And on top of everything else, I actually lost some weight over Gen Con!

Monstrous Mondays: Opinicus

A little slow on the posts today.  Back from Gen Con and all.  Got to play a lot of great games last week. 

This beastie has been on my mind since playing some Blue Rose. 

OpinicusOpinicus
Large beast (magical)

Frequency: Rare 
Number Appearing: 1d4 (2d4)
Alignment: Neutral [Lawful Netural]
Movement: 120' (40') [12"]
  Flying 240' (120') [24"]
Armor Class: 5 [14]
Hit Dice: 5d8+10* (33 hp)
  Large 5d10+10* (38 hp)
Attacks: 2 claw, 1 bite
Damage: 1d3+1 x2, 1d8+1
Special: 10% chance of speaking  
Save: Monster 5
Morale: 8 (10)
Treasure Hoard Class: II/Q
XP: 400 (OSE) 460 (LL)

Str: 15 (+1) Dex: 15 (+1) Con: 16 (+2) Int: 9 (0) Wis: 12 (0) Cha: 10 (0)

The opinicus is a cousin of both the griffon and the hippogriffs.  They are smaller than griffons and a bit longer.  Like the griffon, they feature the body of a lion and the wings and head of a large hawk. Unlike the griffon though, the opinicus has all four limbs of a lion.

Unlike the griffon, the opinicus is a vegetarian, its preferred method of feeding is to swoop down into the back alleys of cities to eat the fruits and vegetables tossed out after market days.  Opinicus makes their homes in the tops of tall steeples and towers.  They feature as animal in many coats of arms.

The opinicus has a 10% of talking. They speak the local languages of the urban areas they live in. They have been known to help homeless humans find sources of shelter and food.  The opinicus has little use for treasure, but they do keep gems they find.

The female opincus lays a clutch of 2-8 eggs roughly the size and shape of a coconut.  Juvenile opinici do not have wings, developing them after their first year.  Opinici can live 50 to 60 years. 

NOTE: The Opinicus from Monster Manual II are considered to be Eastern Opinicus.

Back Home from GenCon 2021!

I just got back home from GenCon 2021.  We had a great time.  We stayed in masks a lot and we spent a little more time playing games in our room and outside, but all in all, we took a lot of precautions, washed hands a lot, and of course got vaccinated a while back.  

For this Con, I did not continue the Order of the Platinum Dragon campaign.  I have been building something cool for it and taking it to Gen Con would have been a pain in the ass.  Instead, we continued on with the War of the Witch Queens campaign.  Everyone really took to Basic Ear D&D well and my son even bought his own copies of Old-School Essentials.

Basic D&D

We picked up our Old-School Essentials at the Games Plus booth. They had a bunch on Day 1 and were completely sold out by Day 3!

Games Plus' Booth
Games Plus' Booth
Games Plus' Booth
Oh. And despite some claims to the contrary, Gen Con was still full and there were plenty of people here.  We spoke to a few of the restaurant workers and a few owners and they were thrilled that Gen Con was back, even in this limited fashion.

Still crowded
Still crowded
Still crowded

People stayed in masks, for the most part. Though we are still going to quarantine for a bit just to be safe. 

We picked up some great games too.  The kids both work now so they were able to spend their own money. Which is great, cause I bought a lot for me.

Games
Games
Games

So far our favorite has been The Red Dragon Inn by Slugfest Games.  We had a blast with it. I have been wanting it for a bit now and I am glad we got it.

We played some NIGHT SHIFT and that was great.  While we were playing this guy stopped to see what we were playing. He mentioned he wanted to introduce his 10-year-old daughter to D&D.  Long story short, the drummer of the band Shinedown watched our game. I gave him a copy of NIGHT SHIFT, which he loved. 

Not sure what our plans are for next year, but we had a great time this year.  Glad to be back at Gen Con.

Zatannurday: Anyone have a Spare $1k I can Have?

Zatannurday

One of the best things about running this series for so long is I get some great tips via email from people with the same obsessions as me. 

That is the case today.  Though to take advantage of it I am going to need an extra $1000.00.  New from XM Studios is a 21" tall Zatanna statue.

Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue
Zatanna 21" Statue

Absolutely gorgeous and utterly frivolous. Wish I could justify it. 

Maybe I'll put it on my Christmas list and hope Santa thinks I was a good boy this year.

According to XM Studios, each statue has:

  • 2 headsculpt switch-outs: 1 with top hat, 1 without top hat.
  • 2 right hand switch-outs: 1 holding a spellbook, 1 holding a top hat with Detective Chimp!
  • Crafted in cold cast porcelain.
  • Each handcrafted statue is individually hand-painted with a high-quality finish.

Still...looks fantastic.

Review: HR1 Vikings Campaign Sourcebook (AD&D 2nd Edition)

HR1 VikingsWith the end of One Man's God on my mind, I wanted to make this week a little more special.  To that end I wanted to spend some more time with Norse Myths and Vikings.  So with on thing ending (almost) I have mental energy (or "Spell slots" as the kids say today) to do something a little newer.

I have long been a fan of the AD&D 2nd Ed. Historical References books.  I have used the Celts one over and over again with many different versions of D&D and I have been pleased with it.  The scholarship on these is a bit better than the Deities & Demigods, but I attribute this to a better budget and more space to explain what they were doing. 

Also, the focus was a little different.  The D&DG took myths and tried to fit them into the AD&D framework.  The Historical References took the myths and described how to play an AD&D game in that world.

It's Norse Week so let's start at the beginning with HR1 the Vikings Campaign Sourcebook.

HR1 Vikings Campaign Sourcebook (AD&D 2nd Edition)

For today's review, I am only going to consider the PDF version of this book from DriveThruRPG. I lost or sold back my original in one of my moves or collection downsize.  I will mention details from the physical book as I remember it, but my focus is on the PDF for the details.  In most cases the material is 100% the same, the difference coming from the fold-out map, which is separate pages in the pdf.

HR1: Vikings Campaign Sourcebook (1992), by David "Zeb" Cook.  Illustrations by Ned Dameron and cartography by David C. Sutherland III.  96 pages, black & white with full-color maps.

The first book of the Historical Reference series covers the Viking raiders of Scandinavia. It is not a separate game world per se, since it deals with Pagan Europe after the fall of Rome, but it is a fantastical Europe where dragons fill the seas, troll-blooded humans walk among us, and somewhere out there in the wilderness, a one-eyed man wanders the land.

Chapter 1: Introduction

This chapter covers the very basics, starting off with what people usually get wrong about the Vikings.  These guys are not Hägar the Horrible or even the interpretations of Wagner.  They do point out that "Vikings" are also not really a people, but a lifestyle that some people engaged in. 

This section also covers how to use this book, specifically how to use this book about Vikings and the history of their raids with the AD&D 2nd Rules.  We get into more specific details in the next chapters.

Chapter 2: A Mini-Course of Viking History

Starting with the raid at Lindisfarne in 793 CE the book covers a very basic history of the Northmen's lands, the lands they raided, and their culture and history.  The focus here though is through the lens of an AD&D game, not a historical introduction.  The book is clear on this. 

Details are given, with maybe extra focus on England and France (though they are not called that yet) but that is fine.  There is a very nice timeline running across the top of the pages of this chapter that is rather handy. The time period, roughly 800 to 1100 CE agrees with most of the scholarship on "Viking History" so that works fine for here as well. 

There is a nice list of settlements and cities the Vikings targeted. Not a full list, but it gives you an idea of how much of Europe, Northern Africa, and even parts of Asia the Vikings would roam.  

There is a page or so of suggested readings. Likely the best at the time.  The chapter does set you nicely to explore these ideas further.

Chapter 3: Of Characters and Combat

Here we get into game writing proper.  We start with what races you will find in a Viking-themed campaign.  Obviously, we are talking mostly humans here. Humans can gain a "Gift" something that makes them special such as "Rune Lore" or "Bad Luck" or even a Seer.  There is a new "race" the Troll-born. These are stronger than average humans due to troll-blood in their veins. They get a +1 to Strength, Constitution and Intelligence but a -1 to Wisdom and a -2 to Charisma. They have Infravision and are limited to 15th level in their classes. They are not born with Gifts.

Next, we cover the changes to the Character Classes from the PHB. Fighters on the whole tend to be unchanged as are Rangers and Thieves.  Classes not allowed are Clerics, Paladins, Druids, and Wizards, though specialty mages are allowed if they are Conjurers, Diviners, Enchanters, Illusionists, Necromancers.  While this could be a negative for some I like the idea of limiting classes for specific campaigns.  Two new sub-classes of the Warrior are added, the Berserker and the Runecaster.  Both do pretty much what you might suspect they do.  The berserker is actually rather cool and while the obvious roots here are the barbarian and berserker monster from AD&D 1, there is enough here to make it work and be interesting too. Runecasters know runes as detailed in the next chapter.

The "forbidden" classes can be played, if they are outsiders. 

Lip service is given to the detail that the Vikings were predominantly men.  Though new archaeological finds are casting some doubt that they were exclusively so.  This book does give some examples of how warrior women were known.  They emphasize that player characters are always exceptional. 

There is a section on names (including a list of names), homelands, and social class.

In the purist AD&D 2nd ed section, we get some new Proficiencies.

runesChapter 4: Rune Magic

This covers Rune Magic. An important feature of Viking Lore. What the runes are and how to use them in AD&D 2nd Ed terms are given.  A lot of these are minor magics, say of the 0-level or 1st-level spell use.  I personally don't recall them being over abused in games, but they are a really nice feature to be honest.

Chapter 5: ...And Monsters

Monsters are discussed here, starting with which existing monsters can be used from the AD&D 2nd Monstrous Compendium.   Following this some altered monsters are given.   For example, there is the Gengånger which is a zombie with some more details.  

Dwarves and Elves are given special consideration, as are trolls and giants. 

There is not however any "new" monsters in the AD&D 2nd Ed Monstrous Compendium format. We will get those in the Celts book, but that is next time.

The section is split with a "centerfold" map of Europe.

Vikings map of Europe

Chapter 6: Equipment and Treasure

Vikings were Vikings because of the treasure they sought.  They also had the best ships in Europe at this time. So let's spend some time with these.  

We start with a section on money. For the game's simplicity, these are reduced to a couple of systems.  Coins are usually categorized by make-up and weight.  There is some good material here really and something that most games should look into. 

Treasure covers the typical treasures found.  Also, treasure was a central piece of Viking lore; it was how chieftains paid their men, it was what they stole from others, and it was also how they were paid off NOT to steal.   Some space is given to Magic Items as well. This is an AD&D game after all.  Some "typical" magical treasure is discussed and some that are not found at all.  A few new items are also detailed. 

Chapter 7: The Viking Culture

This chapter gives us are biggest differences from a typical AD&D game.  For illustrative purposes, we follow a young Viking, Ivar Olafsson, in a year of his life.  Now I rather liked this because it gave me a character situated in his life and culture.   While it is not the most "gamble" material it is good background material. 

There is a section on Social Ranking and a little more on the role of Viking women.  I think after 6 seasons of watching Katheryn Winnick kick-ass as Lagertha in Vikings, this section will be read and cheerfully ignored. That is great, but this bit does talk about, and support, the image that Viking women had it better than their counterparts in the rest of Europe.

We also get into the sundries, quite literally; Food, drink, homes, farms, and trade. There is a section on religion with lots of nods towards the AD&D 2nd Ed Legends and Lore. 

Chapter 8: A Brief Gazetteer

AD&D 2nd Ed is celebrated not really for its advances in game design or rules, but rather the campaign worlds.  This book, and this section, in particular, is a thumbnail of why these celebrations are merited.  Or, as I call it, just give me a map! This section is more than a map and maybe not as much as the famed Mystara Gazetteers, but the relationship is not difficult to pick out.

This covers, rather briefly (as it says in the title), the lands the Vikings would roam to. And there are a lot of those! In addition to the lands of Europe, Africa, Asia, and yes even North America, we get the fantastic worlds of the Vikings.  If I had done this book this would have been Chapter 2 or 3 at the very least.  This chapter is all too brief in my mind. 

We get a longship design at the end and in the PDF what was the fold-out map.

--

So in truth a really fun resource.  The AD&D game material is there, but this book could be used with pretty much any version of D&D or even many other games.  3rd Edition/Pathfinder players might lament the lack of Prestige Classes, but the Rune MAgic section can be easily converted to a Feat system.  5th Edition Players would need to work the Berserkers into a Barbarian sub-class/sub-type, but that would be easy enough. 

It is not a perfect resource, but it is really close. I am really regretting selling off my physical copy now.

One Man's God: Norse Mythos

Norse MythosAnd here we are.  The last of my regular features of One Man's God.  I wanted to save the Norse for last because in many ways it was the myths of the Norse that showed me that there was a whole other world of myths and legends beyond the Greek.  This happened, as it turned out, during a series of events that would lead me to D&D.   In many ways the myths of the Norse are the most "D&D" of them all.  The Monster Manual might be full of monsters of the Greek myths, the Norse myths run a very close second.

The purpose though of One Man's God is to talk about demons.  So let's get to it.

There are a lot of great entries for gods here and there are some really powerful monsters.  But there isn't really anything here that says "demon" as D&D defines them.   Or is there?

Among the creatures, we have the children of Loki, who here is listed as Chaotic Evil, who certainly could be considered demons.  The Fenris Wolf is variously described as demonic and is Chaotic Evil. The same is true for Jormungandr.  But they really don't fit the notion of demons. There is a type of creature from Norse Myth that does, the Jötunn.

Jötunar as Demons

There are a lot of good reasons to list the Jötunn as demons, even in the classical sense. The word Jötunn is often translated as "giant" or even "troll,"  but another translation is "devourer."  This word is also the source of the word Ettin.  

They are also described as predating the gods, coming from the primordial chaos, and the enemies of the gods.  Sounds pretty demonic to me.  It also sounds like the Titans of Greek myth, but more on that later.

The D&DG tells us that,

Giants in Norse Myth D&DG

This lives on in the 4th Edition D&D mythology about Giants, Titans, and Primordials. 

Fire GiantJötunn, Inferno
FREQUENCY:  Very Rare
NO.  APPEARING:  1-4
ARMOR CLASS: -2
MOVE: 24" 
HIT DICE:  15+75 (143 hp)
%  IN  LAIR:  0%
TREASURE  TYPE:  E, Q (x10), R
NO.  OF  ATTACKS:  2
DAMAGE/ATTACK:  Flaming Sword 2d12+5 (x2)
SPECIAL  ATTACKS:  Fire Aura (2d6)
SPECIAL  DEFENSES: +2  or  better weapon to hit
MAGIC  RESISTANCE:  55%
INTELLIGENCE:  Average
ALIGNMENT:  Lawful Evil
SIZE:  L  (20')
PSIONIC ABILITY:  Nil

The progenitors of the Fire Giants, the Inferno Jötunn are a truly horrible sight to behold.  They tower over the Storm Giants and rival the Titans in sheer size and strength.   They are surrounded by flames and even their eyes, hair, and mouths are filled with flames. They are more violent than their cousins from Niflheim and Jötunheimr, the Rime Jötunn, but leave their lands much less often. 

Inferno Jötunn all come from the land of Muspelheim, also known as Múspell which is also another name for these creatures.  Muspelheim is a land of bright, white-hot flames that only these creatures and their fire giant offspring can withstand.

Inferno Jötunn are surrounded by flames that deal 2d6 hp of damage at all times.  They wield great swords of flame and attack with their great strength (2d12+5) twice per round.  Inferno Jötunn are immune to normal and magical fire including dragon breath.  They have magic resistance at 55%.  Rare individuals can also cast spells as a 9th level magic-user.

Their king is Sutur, also known as Surt. He commands his subjects with an iron fist. 

Frost GiantJötunn, Rime
FREQUENCY:  Very Rare
NO.  APPEARING:  1-4
ARMOR CLASS: -3
MOVE: 24"
HIT DICE:  18+90 (171 hp)
%  IN  LAIR:  0%
TREASURE  TYPE:  E, Q (x10), R
NO.  OF  ATTACKS:  2
DAMAGE/ATTACK:  Frost brand sword 2d12+6 (x2)
SPECIAL  ATTACKS:  Chill Aura (2d6)
SPECIAL  DEFENSES: +2  or  better weapon to hit
MAGIC  RESISTANCE:  55%
INTELLIGENCE:  Average
ALIGNMENT:  Chaotic  Evil
SIZE:  L (21')
PSIONIC ABILITY:  Nil

Rime Jötunn are the primordial Frost Giants that first rose from Niflheim.  Unlike the Inferno Jötunn, they range far and wide and are constantly battling with the Gods and other giants.

Rime Jötunn are surrounded by an aura of cold that deals 2d6 hp of damage at all times.  They wield great swords of ice and attack with their great strength (2d12+6) twice per round.  Rime Jötunn are immune to normal and magical cold including dragon breath.  They have magic resistance at 55%.  Rare individuals can also cast spells as a 9th level cleric.

These Jötunar can also adjust their size to appear as a human or elf as they need. 

Niflheim is a cold, dark place of mists, ice, and gloom.  Here the Rime Jötunn await with their lord Thrym to wage the final war on the gods in Ragnarök.  Until they will cause as much evil as they can.

--

Rereading the Norse Myths you get the feeling that the Jötunar are more elemental in nature than even the fire and frost giants of D&D. Again in this respect, D&D 4th Edition had some great ideas.

While there are plenty of supernatural creatures in the lore of the Norsemen, with trolls and giants among the more popular, they are not represented in the D&DG and indeed mainly play a lesser role to the Gods and the dwarves of Norse myth.

And here are.  The last of the regular entries for One Man's God.  I have a few specials in mind to wrap up some ideas from this series and a "Norse Mythos, Part II" in a way later this week with a new "This Old Dragon."  All in all, I am a little sorry to see it end. It has been a lot of fun.

Monstrous Mondays: Hamingja

Let's get back to this!  A month off has made me a little rusty in my monster-making skills.  Today's monster comes to me from a few sources.  I spent my summer rereading a lot of my old psych textbooks and I decided to take a break and pick a bit of fluff about a guardian angel.  I had no intention of doing anything with it, just a little a bit of enjoyable fluff.

Also, I am going to be spending a lot of time with some Norse myths and I wanted a creature today that I had not already done or seen a hundred times.  The answer came to me in the form of the Hamingja.

HamingjaHamingja
Medium Outsider (Angel)

Frequency: Very Rare
Number Appearing: 1 (1)
Alignment: Lawful [Chaotic Good]
Movement: 120' (40') [12"]
  Flying 180' (60') [18"]
Armor Class: 5 [14]
Hit Dice: 10d8+40**** (85 hp)
Attacks: 1 weapon (sword +1)
Damage: 1d8+3
Special: Astral projection, etherealness, fly, invisibility, luck, magic resistance 40% 
Save: Fighter 10
Morale: 12 (NA)
Treasure Hoard Class: None
XP: 3,700 (OSE) 3,800 (LL)

Str: 16 (+2) Dex: 16 (+2) Con: 20 (+4) Int: 13 (+1) Wis: 14 (+2) Cha: 20 (+4)

Hamingja are akin to guardian angels. They appear as do valkyries, strong beautiful warrior women.  But where the valkyries guardian the souls of the dead, the Hamingja are guardians of the living.  

Each Hamingja exists to protect one family.  They provide protection against supernatural and mundane attacks that target the family.  They have an innate sense of which attacks are in need of their protection and which ones are not.  So do not defend every attack, only ones that will ensure their charge does not die until their time as decreed by the Norns. 

Unless they are needed the Hamingja will remain invisible. They will remain hidden in this way until they are needed.  They typically act by increasing the ambient luck of their charges.  Typically this translates to general +1 or +5% to any rolls their charges rolls. If their charge is attacked and the Norns have decreed this is when they will die the Hamingja will stay invisible until their charge is dead.  They will then fly their soul to their appropriate place in the afterlife. They will then return to serve another member of the same family.  If the Norns have not so decreed, then they will defend their charge with their swords.  

The name Hamingja name means "happiness" or "joy" and their overall goal is to make the lives of their charges happier. 

Zatannurday: TFIHS THGIN rof annataZ!

Zatannurday

It's been a bit for this. I thought with the Night Companion Kickstarter in its last few hours a NIGHT SHIFT version of Zatanna is in order.

Zee is obviously very powerful in DC Comics, or to quote Felix Faust, "You're the only one here that's really a threat." Bear in mind the others in the room were John Constantine, Etrigan the Demon, Deadman, and Batman.

How would she fare in Night Shift? For starters, I am going to shift her prime from Wisdom (for witches) to Intelligence.  In fact, I borrow a rule from my co-author's, Jason Vey, other game Amazing Adventures, and allow my witches to take whichever mental stat they need for their Primary/Spellcasting.

In the comics, we Zee practicing, sometimes with flashcards even, how to say words backward. It takes her practice to learn and do.  That is more aligned with the old-school D&D magic-user really than a witch and that means Intelligence.

ZatannaZatanna made with HeroForgeZatanna Zatara
20th level Magician (Witch)

Base Abilities
Strength: 13 (+1) 
Dexterity: 13 (+1) 
Constitution: 16 (+2) 
Intelligence: 20 (+4) P
Wisdom: 16 (+2) s
Charisma: 18 (+3) s

HP: 83 (10d4+18) +40
AC: 5 (stage magician's outfit, with benefits)
Fate Points: 1d10

Check Bonus (P/S/T): +8/+5/+3
Melee bonus: +7  Ranged bonus: +7
Saves: +8 against spells and magical effects
Arcana: Command, Telepathic Transmission
Innate Magic: Magical Missile, 

Hair: Black
Eyes: Blue

Spells
1st level: Command, Cure Light Wounds, Detect Magic, Inflict Light Wounds, Magic Missile, Protection from Evil
2nd level: Cause Fear, Continual Flame, Lesser Restoration, Levitate, Suggestion
3rd level: Clairvoyance, Fly, Haste, Invisibility 10', Protection from Evil 10'
4th level: Arcane Eye, Confusion, Dimension Door, Hallucinatory Terrain, Restoration. 
5th level: Commune, Domination, Telekinesis, Teleport
6th level: Anti-magic Shell, Control Weather, Disintegrate, Feeblemind
7th level: Ball of Sunshine, Death Aura, Wave of Mutilation, Windershins Dance
8th level: Antipathy/Sympathy, Discern Location, Mind Blank, Wail of the Banshee
9th level: Astral Projection, Breath of the Goddess, Mystic Barrier

Even at 20th level, she is still not super powerful. Oh, she will kick your ass, but you might still get a hit or two in.

--

Want more?  Back the Night Companion on Kickstarter!

Friday Night Videos: Night Shift Music

Time to come back to Friday Night Videos!

With NIGHT SHIFT Night Companion Kickstarter ending soon I thought IT would be good to celebrate the return of cooler nights.

Let's get some night music going.

Up first, the song that really should be the theme song for NIGHT SHIFT, 

The Police's Bring on the Night.


NIGHT SHIFT is old-school mechanics with a new-school attitude. D&D meets Modern Supernatural. So no one genre of music is going to cover this giant peanut butter cup of awesome.

So here is Onyx and Biohazard on Judgement Night.


One day I should stat up Gibby Haynes as a NIGHT SHIFT character.  He'd fit in perfectly.


And we all know Stevie Nicks would.


How could I forget our lovely immortal?


And the song my kids sing when we all play.  The NIGHT. BEGINS. TO SHINE!


Enjoy the night!

Night Companion is nearing the end of the Kickstarter!  Join us.

Kickstart Your Weekend: The Night Companion

LAST BIG PUSH!!

The Night Companion

The Night Companion
https://www.kickstarter.com/projects/jasonvey/the-night-companion?ref=theotherside

This sourcebook for Night Shift: VSW RPG blows the doors off! New classes, species, magic, monsters, core system options, and more.

Night Shift has been a labor of love for Jason Vey and I.  It has been a chance to use the rules we love (Old-school D&D) and bring it to a modern supernatural setting like the licensed products we have worked on in the past.  If you liked any of my work regardless of the system used then this is a great fit.

Here is what the book is right now:

  • Four new character classes: the Divine Warrior, the Mystic Martial Artist, the Psychic Gunslinger, and the Spirit Rider
  • Rules for playing supernatural species including Celestials, Driven, Ghouls, Infernals, Lycanthropes, and Vampires, expanding upon the "Supernatural Race" option in the core rulebook
  • New options for generating ability scores for normal, gritty, and cinematic games
  • Rules to convert your game from class-and-level to entirely point-buy
  • An alternate Alignment system focused on good, evil, light, and dark
  • Guidelines to convert your game to a unified mechanic: both d20-based and percentile-based options are covered
  • Enhanced combat rules: variable weapon damage, range increments, weapon classes, grappling rules, jumping, drowning, suffocation, poison, disease, and more
  • New Arcane Powers and spells, plus enhanced rules for ritual magic 
  • A GM section that goes behind the scenes of the system, talks about keeping track of your play style options, gives guidelines for creating cults and secret societies, and discusses tropes of sub-genres of horror and how to use them in your game
  • Dozens of new monsters, enemies, and NPCs for your game
  • New art by industry notable Bradley K. McDevitt, commissioned just for this book. At first, it will be the new classes and species, but more may be added depending on how well the Kickstarter does (see Stretch Goals). 
At the $5,000 stretch goal, I am going to provide a new Night World!  And I am quite excited to bring you this one.   AS of right now we are only $18 away from that.

Character Creation Challenge: NIGHT SHIFT Night Companion

The Night CompanionWe are getting down to the wire here on The Night Companion

Today's character comes to you all via the Night Companion rules and a challenge from my friend Greg to rebuild his Ghosts of Albion playtest character using the NIGHT SHIFT rules.

The Game: NIGHT SHIFT, Night Companion Rules 

The Night Companion has a number of alternate rules for character creations including a point-buy system and new character types.  I figure I will show off the Immortal rules here and how they work with NIGHT SHIFT RAW.  I am also using the point-buy rules to "check my math."

The Character: Valerie Beaumont, the Immortal

Lady Valerie Beaumont has "haunted" my games for years.  She was a playtest character created for Ghosts of Albion by my friend Greg Littlejohn.  We have run games for each other off and on over the last 20+ years.  He is a great person to give a test game to and tell him "to break it."  There was an alternate combat system that almost went into to Ghosts but did not thanks to him! 

Valerie was also later used when we were playtesting the first round of Doctor Who Adventures in Time and Space.  Little known fact.  A lot of the Ghosts of Albion playtesters were also playtesters for Doctor Who.

Valerie, being immortal also was part of my Spirit of '76 campaign and will be part of Black Star where she will be Captain of the USS Mystic

76 is the past and the Mystic is the future, but here is Val now, living in 2021 in one of the Night Worlds of NIGHT SHIFT.

Valerie BeaumontValerie Beaumont
5th Level Survivor/10th Level Sage (Immortal)

Base Abilities
Strength: 12 (0)
Dexterity: 16 (+2) 
Constitution: 14 (+1) 
Intelligence: 21 (+4) P *
Wisdom: 16 (+2) s
Charisma: 16 (+2) s

HP:  5d4+5 / 10d6+10
AC: 9
Fate Points: 1d10

Check Bonus (P/S/T): +8/+5/+3
Melee bonus: +6  Ranged bonus: +8

Saves: +3 Death Saves and area effects. +5 to saves vs. spells and magical effects.  She gains an additional +5 to all saving throws against magic, poison, disease, and death-based attacks due to her immortality.

Immortal Powers
Unique Kill: Virginia Dare (See Below)
Immortals regenerate 1d8 hit points every minute. 
+3 to Intelligence

Survivor Skills
Open Locks: 115%
Bypass Traps: 110%
Sleight of Hand: 120%
Move Silently: 120%
Hide in Shadows: 110%

Hair: Red
Eyes: light-green
Height: 5'7"

Spells
1st level: Magic Missle, Glamour, Sleep
2nd level: ESP, Produce Flame, Suggestion
3rd level: Clairvoyance, Haste, Water Breathing
4th level: Arcane Eye, Phantasmal Killer

Immortal Arcana
Innate Magic: Suggestion (x3 per day)
Enhanced Senses

Valerie was born in 1569 and is immortal. She was a young English girl that made her way to the new world in the year 1585.  She came to the new world and settled in the Roanoke Colony where she lived for a couple of years.  Then something happened.  She was caring for the young Virginia Dare and then woke up several days later and several miles from home.  When she had managed to return to the colony, everyone was gone.  She also discovered that she was immortal and was certain that the two were somehow linked.

Valerie spent the next few years roaming the new world.  She learned magic from some of the few true witches in Salem and more from the indigenous Native Americans.

Valerie Beaumont
 
She has a ring on her right little finger that manages a glamour that "ages" her.  A gift from a former lover. Currently, she appears to be in her mid-40s.  Without the glamour, she appears as she did when she discovered her immortality, a young woman of 18.  Her mind though is as someone just over 450.

Shadow Steel Sword
She also carries a long thin blade made of "shadow steel" a rare form of steel that the Fae can use.  It can attack any supernatural creature, even ones that are incorporeal or shifted out of phase. 

Valerie Beaumont
Virginia Dare
When Valerie was brought to the American colonies her primary employment was with the Dare family to act as a caretaker to the newborn Virginia Dare.  When Valerie was separated from the colony all the other people living in the Roanoke Colony were gone, including Virginia Dare.  For years and even centuries, people claimed to have seen Dare, now grown into young adulthood and called the White Doe.  Many believed the sitings of Dare were nothing more than a myth.

That is, everyone except for Valerie.  

At some point around 1622 Valerie encountered Virginia living with the Powhatan in the forests of Virginia. At first, Valerie was elated to find Virginia, but this soon turned when Virginia blamed Valerie for the disappearance of the colony.  The two fought and discovered quickly that they could harm, even likely kill, each other.  Likely they would have if they had not been interrupted by British forces.  Over the next few centuries they would encounter each other and it would lead to fighting.  

Both Valerie and Virginia are immortals.  The only thing that can kill them is each other. 

Virginia Dare is "played" in my games by Rose Byrne.

Virginia Dare by Rose ByrneValerie Beaumont by Julianne Moore

Looking forward to doing some more with these two.

--

I have her start as a Survivor.  She was displaced from her colony and spent many years wandering the unknown wilds of the North American continent. Eventually, she picked up knowledge here and there about various occult matters in including some magic. 

I like this since it really shows off how flexible the multi-classing system for NIGHT SHIFT can be.  

Want to see more?  Pledge for the Night Companion on Kickstarter!

#RPGaDAY2021 Day 31 Thank

RPGaDAY2021 Day 31

This one might be the easiest one in the series.

Day 31 Thank

I want to thank everyone that read my posts, posted replies, and interacted with me on Social Media. 

I also want to thank Dave Chapman for doing this every year.

Thank everyone.  Now I turn my sights to October and Halloween!






RPGaDAY2021


Ghosts of Albion is a Platinum Best Seller!

I was working on something for later in the week and I noticed something really cool.

Ghosts of Albion is a Platinum Best Seller

Ghosts of Albion

I have a Platinum best-selling title!  I do admit I am pretty pleased by this. This game is my pride and joy. 

Another of my favorites is NIGHT SHIFT which is also moving up in the sales ranks.

NIGHT SHIFT

Silver is pretty good considering we had a successful Kickstarter and sell the book via the Elf Lair Games store-front

Ghosts of AlbionNIGHT SHIFT


Don't forget! The Night Companion is in the last days of its Kickstarter. Love to hit the 5k stretch goal, but 6k would be even better.

#RPGaDAY2021 Day 30 Mention

RPGaDAY2021 Day 30

Almost to the end!

Day 30 Mention

I thought I might mention some D&D-related content I am looking forward to.

From Wizards of the Coast

Some great-looking books coming up.

The Wild Beyond the Witchlight reminds me a bit of the Ravenloft Carnival product for 2e. Likely that is how I am going to use it.  Love the idea of a traveling carnival from the Feywild.  Plus the chance for the return of Warduke, Kelek, and Skylla?  Yeah, sign me up!

Fizban's Treasury of Dragons.  Ok, I am not looking forward to this one per se, but I am looking forward to seeing my oldest, dragon-loving, son get it.  Though it does look like it has a lot of cool things in it.

Strixhaven: A Curriculum of Chaos. Seriously. How could I know be excited about this one? 

From Goodman Games

Original Adventures Reincarnated #6: Temple of Elemental Evil. I never played or ran the ToEE back in the day. I have planned on using it as the penultimate adventure for my D&D campaigns when they all end.  This two-volume set looks fantastic is exactly what I need for my campaign.

So yeah. I am sure there is more, but these are the ones on my mind right now.

Don't forget NIGHT SHIFT The Night Companion is nearing its last few days.  Give us some support. If we hit the stretch goal I will give a new Night World and this will keep me out of trouble for a while.


RPGaDAY2021

#RPGaDAY2021 Day 29 System

RPGaDAY2021 Day 29

We can see the end from here!

Day 29 System

I feel today is going to be a lot about what sort of game system people prefer. Things like "d20" or "BRP" or a favorite of mine, "Unisystem."

Those are all good choices.  But today I want to talk about one that might not yet be yours or anyone's favorite. Not yet anyway.

Today I am going to talk about O.G.R.E.S. and a little bit about O.R.C.S.

The "S" in both stands for "System," so it is redundant to say "O.G.R.E.S. System" or "O.R.C.S. System" just O.G.R.E.S. and O.R.C.S. is fine. 

O.G.R.E.S.

O.G.R.E.S. stands for Oldschool Generic Roleplaying Engine System.  It is the system that powers NIGHT SHIFT.  It sits somewhere between the "rulings not rules" freeform of OD&D and the simple mechanics of d20.  The end result is something that feels very familiar and new at the same time.  

O.G.R.E.S. features three main subsystems as described by my co-author and designer Jason Vey. They are:

  • Percentile checks
  • d20 checks
  • The Rule of 2

The first two are likely self-explanatory, but here is Jason explaining all three in detail.

Percentile checks are used to check anything that requires a straight probability. Some class abilities use percentile checks (thief skills, for example, and the ranger's tracking). Other class abilities (the druid's nature lore ability) simply work. For the most part, however, any class ability requiring a check will use percentile dice. Also, just about every table in the game (with a few exceptions) uses a percentile roll.

d20 checks are used for anything combat-related. To hit rolls, saving throws, and turning undead are rolled on a d20.

The rule of 2: this is my name for a sub-system in D&D that has never been precisely codified, but is buried deep in the bones of the game. Any time a situation needs to be adjudicated in D&D for which there is not another system, throw a die, and on a result of 1 or 2, it happens. Listening at a door (and not a thief)? You hear noise on a 1 or 2. Looking to notice a secret door (and not a dwarf or elf)? Roll a d6 and you find it on a 1 or 2. Surprise? 1 or 2. The only thing that changes, for the most part, is the type of die--rangers, for example, use a d8 surprise die--and some character types may adjust the probability (elves noticing a secret door without searching is a 1 on a d6).

Three very simple subsystems.  Of course, all of these can be reduced to d% rolls.  But really it is all simple.  That is the point. In a game like NIGHT SHIFT action can happen very fast and you don't want a system of dice rolling to get in the way.

There is a hierarchy here of sorts.  Most things will be a d%, followed by combat-related actions with a  d20, and finally the Rule of 2. For everything else.

The Night Companion will expand on this and give you more options for play.

O.R.C.S.

O.R.C.S., or Optimized Roleplaying Core System, is the new version of the system that powers Spellcraft & Swordplay.  This system is heavily inspired by OD&D and other old-school play styles.

The core of O.R.C.S. is the 2d6 task resolution.  Much like the earliest form of D&D BEFORE the d20 was introduced.

Everyone talks about how Swords & Wizardry is the closest thing to OD&D, but they obviously have never played Spellcraft & Swordplay!

I am hoping we will see a lot more of O.G.R.E.S. and O.R.C.S. in the future.

Don't forget NIGHT SHIFT The Night Companion is nearing its last few days.  Give us some support. If we hit the stretch goal I will give a new Night World and this will keep me out of trouble for a while.


RPGaDAY2021


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