The Other Side

#RPGaDAY 2020: Day 6 Forest

“A witch ought never to be frightened in the darkest forest, Granny Weatherwax had once told her, because she should be sure in her soul that the most terrifying thing in the forest was her.”
― Terry Pratchett, Wintersmith
From the primeval forests of our genetic race-memories to Sherwood to Mirkwood, to forest-covered moons in a galaxy far, far away.  The Forest has long been the boundary between what is civilized and safe to what is uncivilized, untamed, wild, and most definitely, not safe. 


The "Goblin" Forrest of HavenThe forested area outside of West Haven in the Haven Valley is an old-growth forest of ancient date.  The expanse westward left this forested area surprising untouched.  Located north-west of West Haven the forest has always had a reputation of being haunted by all sorts of unsavory creatures. In the mid to late 1600s when the Haven Valley was first settled, the local parish in what would become East Haven decried the forest, claiming it was the abode of Satan himself and set to burn it down.  A tree, that was by all claims to be healthy and sturdy, fell and killed three of the parishioners include the town's Calvinist priest.  Several other "bizarre" accidents and people began to claim that the forest was inhabited by goblins and other foul creatures.  It was here it earned the name "The Goblin Wood" or "The Goblin Forest."
Even when the Industrial Revolution hit in the 1800s and trees for miles around were fed to the Gods of the Furnace and Industry, the Goblin Wood remained untouched.  
Now in the 21st Century, the Goblin Wood remains but there is still an air of mystery and danger about it.  While the general population doesn't believe in goblins, ghosts or even witches anymore there are still plenty of strange occurrences.  
The local USGS office claims the area is rich in naturally occurring magnetic ore.  They claim that the particular features of both the forest and the Haven Valley, in general, disrupt cell phone coverage and GPS signals.  One surveyor even claimed he could see the laser he was using for measuring "bend," though no amount of ore outside one as massive as a black hole could do that.  People walking into the wood with cell phones or GPS devices will find themselves going in circles rather than a straight line.
While scientists, meteorologists, and geologists have all come up with interesting theories about why the Haven Forest is the way it is, the people of West and East Haven know the truth.  And staying out of the forest at night is the one thing both communities can agree on.


If you don't think I have witches guarding all my forests and wild areas in my games you have not been paying attention.

#RPGaDAY 2020: Day 5 Tribute

This is not the Greatest RPG in the World.  This is just a Tribute.

I have gone on record many, many times on how I feel that CJ Carella's WitchCraft is one of the, if not the, greatest RPGs I have ever played.  Yes. Even better than D&D.
I have also gone on record stating that my Ghosts of Albion game is really nothing more than an extended love letter to WitchCraft in Victorian prose.
Really, I would love to see an update to WitchCraft from Eden, but I am not holding my breath for it.
Another tribute is NIGHT SHIFT.
Night Shift is a tribute to the types of games Jason and I have been fond of playing over the years we have known each other.  So there are tributes here to Old-school D&D, to Buffy the Vampire Slayer, to Chill, to Call of Cthulhu and of course to WitchCraft. 

As much as I love Ghosts of Albion and Night Shift they can't take the place that WitchCraft has in my heart.  There are some things that both games can do better than WitchCraft, I did have the advantage of playing many games to add to my experiences, but still, WitchCraft remains.
Maybe one day some designer will write their tribute to Ghosts of Albion or to Night Shift!
And since we are talking tributes.


Which is, of course, a tribute to this, 


#RPGaDAY 2020: Day 4 Vision

"I was raised by witches boy, I see with more than eyes and you know that."- Frigga to Thor in 2013, Avengers Endgame
Call me biased, but I have always liked the idea that witches see things that other character types don't.  Not just in terms of "infravision" or "dark vision" but in just "other vision."
A couple of house rules that I always use are witches can see ghosts, spirits, and other sorts of magical creatures that are typically invisible to others.  They can see magical auras which they can tell something about the person they are looking at.  Most importantly they can recognize other witches on sight.

Mechanically it really doesn't add much to D&D.  I argue the kinds of ghosts and things the witch can see are harmless to everyone.  But if you can see them, then they can see you.  So they are not always harmless to the witch herself.
In Ghosts of Albion, this type of vision is known as "Lesser Sensing" and it is something all magical creatures, including magicians and witches, have.   
Witches and Warlocks in NIGHT SHIFT do this as part of their class.
I have extended it to my fantasy games where it is just called "The Sight."
In D&D3-5 or Pathfinder1-2, it could easily be a Feat.  For my Basic-era witches an Occult Power.
The SightUsing the Sight requires a moment of concentration but then the witch can See.  She can see magical auras that will give her some basic information on what she is looking at.She can See:- magical effects such as active spells, charms, curses or compulsions on a person- magical lines of force (ley lines)- whether or not a person is a spell-caster* (she can always detect another witch)- undead
With more concentration (1 round) she can See:- Invisible creatures- alignment - polymorphed, shape-changed or lycanthropes
The subject of the witch's Sight knows they are being Seen. They get an uncomfortable feeling and know it is coming from the witch, even if they do not know what it means.
That's the rough version, it would need to be tweaked for the respective games.  For example it would work with D&D 5's perception skill. 

Monstrous Monday: Astral Spiders

If you are feeling tired, lethargic, or otherwise drained then you could have been attacked by an Astral Spider.  

As their name suggests these demonic creatures are native to the astral plane, but they are attracted to people with psychic or empathic abilities.  The spider, which is normally invisible, attaches itself to a victim and drains Wisdom at the rate of 1 point per day. The Astral Spider stays attached and draining until it's victim reaches 0 Wisdom. Magic that can detect a curse or detect evil creatures can let you know that an Astral Spider is attached to someone or attacking. 
The Astral Spider is immune to physical attacks, including magical and blessed weapons.  They can only be affected by magic.  A specially worded Remove Curse spell will remove an Astral Spider.  A banishment or exorcism will also remove the spider and force it back into the Astral.
Astral Spiders only move in the Astral plane. The only time they are manifest in the real world when attached to a victim and then they do not move. 
Astral SpiderVermin (Demonic)Frequency: Very RareNumber Appearing: 1 (1)Alignment: Chaotic (Chaotic Evil)Movement:  SpecialArmor Class: 9 [10]Hit Dice: 3d6+3* (10)Attacks: 1 special Damage: 1 point Widom per daySpecial: Immune to physical attacks, affected only by magicSize: SmallSave: Fighter 3Morale: 12Treasure Hoard Class: NoneXP: 125
Astral SpiderNIGHT SHIFTNo. Appearing: 1AC: 9Move: Special (Astral only)Hit Dice: 3Special: Wisdom drain. 1 point/dayXP VALUE: 120

#RPGaDAY 2020: Day 3 Thread

Over the weekend two game-related thoughts kept going through my head.  Frist Gen Con and how we were all missing it and the adventures I was going to run for my family and the theme of Thread.
Since D&D 5 had come out I have been running my family through the "Gygaxian Classics." while we technically started with B1 In Search of the Unknown with AD&D 1st ed, we quickly moved to D&D 5.  From here we did B2 Keep on the Borderlands and moved through the Great Greyhawk Campaign.  We have been calling the group The Order of the Platinum Dragon

Our order of games has been:
T1 Village of Hommlet (forgotten by the characters, played as a flashback after I6)B1 In Search of the Unknown (Gen Con Game)B2 Keep on the BorderlandsL1 The Secret of Bone Hill  (Gen Con Game)X2 Castle AmberI6 Ravenloft (Gen Con Game)C2 Ghost Tower of InvernessA1-5 Slave LordsC1 The Hidden Shrine of TamoachanG123, G4 Against the Giants  (Gen Con Game)D12, 3 Descent into the Depths of the Earth, Vault of the DrowQ1 Queen of the Demonweb Pits (Gen Con Game)
I wanted my family to have the "Classic D&D Experience) with this.  Communities are often defined by the stories they share. These are the stories we all share.  How did you defeat Strahd? Did you shout 'Bree Yark'? What did you do in the Hill Giant's dining room?   Did you survive the Demonweb?
One of the things I have been doing differently than the original narrative is thread everything together with a massive conspiracy.  Someone, or something, killed all the Gods of the Sun.  The characters (and the players) have come to the conclusion that this something is the Elder Elemental Eye.  But they don't know who or what that is.They have learned that Eclavdra betrayed her Goddess, Lolth, and has incited a civil war within the city of Erelhei-Cinlu.  The followers of Lolth vs the followers of the Elder Elemental Eye.
What they don't know yet is who has been manipulating these threads.  Behind the scenes, the Demon Lord Graz'zt has been scheming.  In my world Graz'zt has always coveted the Drow. He wants their devotion and is jealous of the iron hold Lolth has on them.  So he has been stirring her up into more and more desperate attacks on the Prime Material.  He is using Eclavdra and her devotion to the EEE to get to Lolth.  Eclavdra thinks Graz'zt can free the EEE from his prison in the Temple of Elemental Evil.  To this end Elcavdra has been using what is left of the EEE former followers, or rather their descendants, the Giants.  Titans and Primordials followed the EEE back in the Dawn War.  Graz'zt thinks he can control the EEE once he has the worship of the Drow.
What Elcavdra doesn't know is Graz'zt has no intention of releasing the EEE from the Temple of Elemental Evil, save as far as he wants that power too.  Graz'zt is not a demon at all, but rather a devil sent by Asmodeus to infiltrate the demon hierarchy and discover the source of pure evil for Asmodeus.  Graz'zt has gone too deep into the cold though and now he thinks like a demon lord. Asmodeus suspects this of course.  Both of these powerful evil creatures will betray each other on the first chance.
Graz'zt has long suspected that the Temple of Elemental Evil is the key.  Centuries ago he sent the Demon Lady Zuggtmoy into the Temple. He discovered she was essentially absorbed by the power of the EEE. Now her cults worship it. 
What none of the evil lords and ladies know though is that the EEE is really Tharizdûn. He is manipulating Graz'zt and Asmodeus to free him.  He tried with Graz'zt before and Graz'zt sent in Zuggtmoy.  Tharizdûn quickly overwhelmed, overpowered, and destroyed Zuggtmoy's form and spirit.  This gave Tharizdûn enough power though to put his final plans into action.  He needs the Temple of Elemental Evil open. Only Lolth has the keys to unlock the Temple.
And in my next adventure with the family, Graz'zt is going to get them.
That was supposed to happen this last weekend, but Gen Con shut down due to Covid-19 we did not get to do this.
One thing that never sat well with me, and many others, is that after this epic adventure of Giants and Drow and going to the Abyss the end antagonist is Lolth and her Spider-ship?  It seems a little anti-climatic. 
Instead of that my last layer of the Lolth Demonweb will be Skein of the Death Mother.  


The spider-ship will still be used in my ill-defined Q2 adventure, likely piloted by Eclavdra to invade the surface world, but starting with the houses still loyal to Lolth in Erelhei-Cinlu.
I am going to pull all these threads, and more, together with the grand finale, The Temple of Elemental Evil
Then I am looking forward to running my War of the Witch Queens.

#RPGaDAY 2020: Day 2 Change

Change, they tell us, is good. 
It is good in life and in games.  I feel in order to be good at running or playing any RPG you need to change your style of playing every so often and the best way to do this is to change your games.
It is no secret I really enjoy D&D.  But it is also not the only game I play, not by any stretch.
Mark Twain once said "Travel is fatal to prejudice, bigotry, and narrow-mindedness."  The same can be said of "travelling" to other worlds.   
Want to make your D&D games scarier? Play Call of Cthulhu.  Want to give it more of a historical feel? Play Pendragon. Want to give your games a more magical feel? Play Ars Magica or it's half-sister Mage.  Occult conspiracies? Play WitchCraft and Conspiracy X. 
I honestly get confused when people tell me they only play D&D. Or even, just one version of D&D. That's like only ever reading one book your entire life (and yes I know those people too).

My interests in RPGs are horror, magic, Celtic-myths and legends, and Victorian-era gaming.  I bring these into my games when and where I can.  Ok, so Victorian era not so much in D&D, but there are ideas I like to bring over. 
My games are better because I have had these other experiences.  My game writing is better because I have had these other experiences.
So maybe when you need to improve your own games, try changing it out for a little bit. 

#RPGaDAY 2020: Day 1 Beginning

It is August.  Where did the Summer go? Plus I should be at Gen Con now getting my kids to breakfast for a day of gaming. 
It is an August tradition for David F. Chapman of AUTOCRATIK to host the month-long #RPGaDAY. Like last year, this year we are given one-word prompts for our reflections.

Here are this year's prompts.
  1. Beginning
  2. Change
  3. Thread   
  4. Vision
  5. Tribute
  6. Forest
  7. Couple
  8. Shade
  9. Light
  10. Want
  11. Stack
  12. Message
  13. Rest
  14. Banner
  15. Frame
  16. Dramatic
  17. Comfort   
  18. Meet
  19. Tower
  20. Investigate    
  21. Push    
  22. Rare
  23. Edge
  24. Humour
  25. Lever
  26. Strange
  27. Favor
  28. Close
  29. Ride
  30. Portal
  31. Experience
Some jumped right out at me with ideas.  Others might take a me a bit more to come up with a good idea.
So let's go with today's word Beginning.
I have told the story here of my beginning in D&D and RPG many times. So no need to go over that.
Instead, I want to talk about the beginning of my blogging.


Back in 2007 I had no real intention of starting a blog, let alone one based around old-school games.  My website, The Other Side, was dead and I was working on my 2nd Ph.D. and working full time.
I started the blog after reading online about some old-school games and thought it might be fun to try. There were not a lot of blogs in the old-school scene yet. I started in 2007 but did not get going till 2008.  Grognardia didn't get started till about a year after I did, but built up more steam.  Most of the blogs from then, like Grognardia, are gone. Tenkar's started soon after Grognardia and is still around and has become the hub of the Old-School and OSR movements. 
I did not really plan to get into the OSR even as it was rising up around me.  I just wanted a place I could talk about D&D one day, WitchCraft the next, maybe talk about some horror movies or comics and then go on a little about Mage or other World of Darkness books.
Well...that was over 4331 posts and 13 years ago.
Since then I have spilled a lot of words here. I would like to think this writing has made my games better or at least my own books better. Will I be doing this for the next 13 years? No idea. But it has been a great ride so far!
Make sure you check out all the #RPGaDAY posts at https://twitter.com/autocratik.

Friday Night Videos: Sounds of the NIGHT SHIFT, Ordinary World

Copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS have ALL been delivered to the Kickstarter backers and people are also getting the Kickstarter special Player's Guide.

You can order your own hardcover version at the publisher's website, at https://www.elflair.com/nightshift.html.
You can also buy the PDF at DriveThruRPG.

One of the things that really motivated Jason and me while working on this is music.  Spend any time here and you know I am a big music fan.  

So I thought it might be great to share some of the music that reminded us of the stories we were telling with NIGHT SHIFT and the games we have run.
Up this Friday Night Videoes are songs from my playlist.  Tonight, songs from The Ordinary World!



#FollowFriday: Internet Trolls (Troll Week)

It's #FollowFriday and I thought some online Trolls would be good to follow.
Not the typical online trolls, but the people that have given us the products I have enjoyed all week!
ChaosiumThe publisher of TrollPak (and RuneQuest, and Call of Cthulhu)@Chaosium_Inc, https://twitter.com/Chaosium_Inc
Tunnels & Trolls
Deluxe Tunnels & Trolls Team @DeluxeTnT, https://twitter.com/DeluxeTnTKen St. Andre @Trollgodfather, https://twitter.com/Trollgodfather Liz Danforth @LizDanforth, https://twitter.com/LizDanforthSteven S. Crompton @StevenSCrompton, https://twitter.com/StevenSCrompton
Troll LordsI didn't talk about them, but they were always on my mind this week.
Troll Lord Games @trolllordgames, https://twitter.com/trolllordgamesStephen Chenault,TLG @TrollLordSteve, https://twitter.com/TrollLordSteve Chuck "BABOONSKI" Cumbow @BABOONSKI_, https://twitter.com/BABOONSKI_Jason Vey @ElfLairJasonTLG, https://twitter.com/ElfLairJasonTLG
ImagesAnd here are the resources for the images of my Trolla Witch Grýlka.Overhead Games @OverheadGames, https://twitter.com/OverheadGamesHero Forge Minis @HeroForgeMinis, https://twitter.com/HeroForgeMinis 

Review: Trollbabe (Troll Week)

Now we come to something different.   Confession time. A lot of what you have read this week was written a while back.  My plan was to have a bunch of "Troll" related posts ready to go so they could be autoposted during Gen Con.  I was going to include pictures of the Flying Buffalo booth and T&T games, and the same with Chaosium.  
Sadly that was not to be.  So I was going post these earlier, but the discovery of this old CD-Rom backup I found with the Trollbabes RPG changed my plans again.  So pull the posts from autopost, make some edits to reflect my new thinking and boom! Troll Week was born. 
Trollbabe was not part of my original plans, but now it is hard to think of Troll Week without it. 
Now I am going to freely admit this game still has some mystery for me.  For starters, the copyright date on the book says 2002.  The CD-Rom I pulled it from was labeled "2015 Backup" but many of the files seem to be from 2008.  There is a shortcut to the now-dead Adept Press website to the Print version.  The shortcut says "Print Ed - Buy Later".  Sadly, later was too late.
So I don't know if this is the First Edition or the Second Edition.  Nor do I know how to tell the difference.
The point might be moot anyway since I also can't find a place to buy the PDF or, more to my wants, the physical book.   Maybe Ron Edwards will re-release it at some point like he did Sorcerer (the Kickstarter Edition for that is on the same CD-Rom).
Trollbabe (2002)
Trollbabe by Ron Edwards. 47 page PDF. Color cover, black & white interior art.This game comes to us from Ron Edwards of The Forge, the one-time source of tons of interesting indie games.  It is a good example of his "Narrativism" part of his GNS Game Theory.   I am not going to get into GNS Theory here. I think it has some merit and as a theory, it does have value, but today is not the day to dig into that.  No today is about Trollbabes.  What is a Trollbabe? Well. That is sort of the question you get to answer with this game.  Trollbaabes are all women, there are no Trollbros, and she is half-human, half-troll.  How did that happen? You decide the game is not just agnostic on this issue, it flatly refuses to answer it.   In any case, your Trollbabe is tall and strong. She has troll horns and big "80s-style" hair. 
Since this is a narrativist, or what some would call Story-telling, game there is really only one stat. Your Number.  This is a number from 2 to 9.  Where do you get it?  You pick it. But before you do let us consider how it is used.  There are three types of interactions; Fighting, Magic, and Social.  To do Magic you need to roll OVER this number on a d10. To Fight roll UNDER this number.  To perform a Social interaction roll whichever is better (over or under) and include this number.Example. Let's go with my new troll witch, Grýlka the Trolla. Since I see her more of a magic-using character I want Magic to be her best.  So I choose 3 as my Number.  I don't see her as being much of a fighter really and an extreme number like this works well for magic and social.Number: 3 Magic: 4-10 Fighting: 1-2 Social 3-10If I have to get into a physical fight I am going to have some issues.Choosing a 5 or 6 gives you a balanced character that can do a little bit of everything, but for my Grýlka here I want a character that thinks all problems can be solved with a bit of talking or throwing some magic around.
You can specialties to your interactions.  They do not add much mechanically but can add to the narrative and can prompt some re-rolls or other situations.  There are some suggestions but I am going with what fits my character concept.  For Fighting, I am going with "Staff" or Handheld weapons. Grýlka has no training in weapons other than to pick up a large stick.  For Magic, I picked "Witchcraft" or Troll Magic. this is likely to cause problems in areas where witches are feared more than trolls are. For Social I picked "Inquizative", Grýlka is very curious about her world, her magic, and how they all fit together. 
Next, you are encouraged to describe your character.  So Grýlka is a very tall, 6'5" trollbabe. She has large sheep-like horns pushing out of a nest of white-tinged-with-green hair.  Here eyes are green and her skin is olive toned. She does have two small tusks on her lower jaw.  She looks very strong (17 STR in D&D).  Her clothing reminds you of druids' with well worn, but well cared for leathers of muted greens and browns. She wears a headdress made of sticks to keep her long hair out of her face. 
Once you have your character the Game Master will then describe a situation you are in.  If D&D always starts in an inn or bar, then Trollbabe always starts with your trollbabe walking down the road.  So a situation might be "you are walking along a well-trodden dirt road when you hear someone yelling 'help! fire!' you see smoke ahead and a barn on fire."  This is called a Scene. You are encouraged to interact with the GM on what happens.  So let us say that Grýlka comes into this scene.  Being Inquizative she wants to know what is going on. Seeing the fire she goes to the well and magically commands the water to come out and quench the fire.  I add that she speaks to the well in Trollspeak.I roll, lets say I get  6. That is greater than my number of 3 and in range of Magic.  The water leaps up out of the well and quenches the fire.  There is a pause of shock and then the villagers all cheer! Grýlka is invited to a feast in her honor.  Of course, if I had rolled poorly then there would have been other things to happen.Maybe there would have been a conflict.  If the player calling for the conflict is the GM and against my character than they can decide what type the conflict is.  Maybe it is a good old fashioned "villagers with pitchforks!" So the interaction is Fighting. Crap, Grýlka only has a 1 to 2 on that. Maybe it is time to run.You can also combine types for other effects. Maybe Fighting + Social if she is trying to scare off the villagers by looking mean and strong.  She is strong, but not really mean.  
Modifiers are also discussed, since Grýlka was talking to the well water nothing was added.  But if the water had been in a river, and thus "wilder" her Troll Magic or Witchcraft might have given me a +1 or +2 on the roll. 
I love the bit on Troll vs. Human magic.  I plan to use this as a guide when playing Grýlka in other games.Trollish magic is all about invoking and communing with the untrammeled wilderness, of any kind. It usually deals with “whole areas,” like a river, a lake, a mountain, the sky (ie immediately above), groups or types of animals nearby, and similar. It is especially effective or nifty when performed in groups.Human magic is an individual scholarly art, based mainly on altering body function or behaviors. It is performed mainly through hypnosis, potions, and other “stagey" methods; a typical spell is cast by opening a phial and spraying a fine mist about, or by lighting a special candle and intoning a mesmerizing chant.Grýlka is very much about trollish magic.
As this is a Narrativist game an important factor is Relationships.  If your Trollbabe forms a relationship with an NPC lets say you can control that NPC, though the Game Master has input.  So after saving the village an NPC falls madly in love with Grýlka.  We agree to let the NPC follow her around so he can prove himself worthy of her. This NPC then will try to do heroic, even stupid, actions to prove his worth and valor.  The Scale of this relationship starts out small, just this yet unnamed NPC and Grýlka.  This can change as the game goes on.  Maybe this NPC is really supposed to married to another village's daughter and now Grýlka has inadvertently caused an issue between these two villages. Details on Relationships between characters are also given.
There is a section on Adventures, some more details on Magic, and finally a discussion on the Narrativist style of Trollbabe and a glossary.
Trollbabe is a fun game that can be played by as few as two people. In fact the smaller the group the better.  This is not a bug, but a feature.  The aim here is not to kick in doors and kill monsters, but to have an adventure.  As the GM for this, I personally would work up some sort of Narrative arc similar to Joesph Campbell's Heroic Journey.  But that is my take, other GMs can do something else. 
What I like Trollbabe, and Narrativist/Story Games in general, is I can use them a layer on top of more crunchy games. Trollbabe does this particularly well with the type of troll I have been talking about all week. Something like Monster Hearts for example works well with games like Buffy.  Yes. I can do the same thing with role-playing, so think of this as guided, or better yet, scaffolded role-playing.


On its own merits, Trollbabe is a lot of fun. Great to play with a small group or even for a couple of one shots.
In any case I would love to see a Third Edition of this. 
EDITED TO ADD. I did find this link for the PDF, http://indie-rpgs.com/unstore/games/title/Trollbabe

Review: Tunnels & Trolls (Troll Week)

Tunnels & Troll might be one of the first "clone" games ever, but it really is a proper game in its own right.  The story goes that creator Ken St. Andre was browsing through the original D&D rules and thought he could do better than that so he sat down and created the first Tunnels & Trolls game in 1975.  D&D was barely a thing on the wider scale, though very popular still, and here comes T&T.

Over the years T&T has been updated, re-released, and otherwise seen many ups and downs the game itself has continued and has a dedicated fanbase.  It is easy to see why. T&T is easy to learn, has some neat little quirks, and is just plain fun.  Plus if you ever get a chance to meet Ken St. Andre at Gen Con then PLEASE do it. He is a great guy.
The name, Tunnels & Trolls, almost wasn't. It was almost Tunnels & Troglodytes, but that name was shot down by his players.  Since then the troll has become a sort of synonymous with the game and St. Andre himself. His twitter handle is @Trollgodfather and he runs Trollhala Press.
Tunnels & Trolls now holds the distinction of not only being the oldest RPG still published by the same publisher, Flying Buffalo, but also still controlled by its original author/designer. 
The RuneQuest ConnectionYesterday in my review of RuneQuest's Trollpak I mentioned that in my earliest days I thought Trollpak was a supplement for Tunnels & Trolls. Indeed both games did feature a lot of troll iconography.  But I think two it may have come with one other obsession of mine. Elric. I was (still am) a HUGE Michael Moorcock fan and I loved the Elric books.  I saw the game Stormbinger and I knew it used a similar system to both RuneQuest and Call of Cthulhu.  I also knew that Ken St. Andre had worked on Tunnels & Trolls and Stormbringer.  I guess in my young mind I conflated all of that.  While I might never see my goal of a full Tunnels & Trolls/Trollpak mashup, my dream of an epic Stormbringer/RuneQuest/Call of Cthulhu crossover might still happen!
Deluxe Tunnels & TrollsI have owned many different versions of T&T over the years. I have loaned some out, another is just gone (it is with my original AD&D books I think) and still at least one I resold in a game auction when I needed the cash.  I miss each and every one.Thankfully I now have the PDF of Deluxe Tunnels & Trolls the most recent version and the one that is easiest to get.  I will be focusing my review on this version, with recollections of previous editions when and where I can.
Deluxe Tunnels & Trolls. 2015 Ken St. Andre, published by Flying Buffalo.348 pages, color covers, black & white interior art (mostly) and a full color section.Deluxe Tunnels & Trolls (dT&T) is a massive volume at 348 pages.  The PDF is divided into Chapter sections, but more importantly, it is split into five larger sections; The Basic or Core Game, Elaboration, Trollworld Atlas, Adventures, and End Matter.
The Basic or Core GameThis covers the first 11 chapters and 160+ pages.  This most resembles the T&T game I remember playing sparingly in the 80s. This covers the basics of the game such as rolling up characters, equipping them, combat and magic.  T&T uses all six-sided dice for everything, so getting started is as easy as getting the rules and raiding your board games for dice.  Because we NEVER did that in the 80s.Character creation is a bit like D&D and other RPGs from the time (or more accurately other RPGs are like D&D and T&T).  There are a few quirks that make T&T stand out.Exploding Triples allow for some extraordinary characters. When rolling your 3d6 for stats (like D&D) if you get three of the same number, all "1s" or all "6s" for example, you re-roll and ADD the previous total.  In D&D rolling three "1s" is a disaster, but in T&T you then reroll and add that 3 (1+1+1) to your new roll.  Roll three "6s"? Reroll and add 18! T&T has eight abilities, Strength, Constitution, Dexterity, Speed, Intelligence (IQ), Wizardry, Luck, and Charisma. They all map pretty close to D&D with the others Speed, Wizardry and Luck doing what they sound like. Kindreds, not Race. With all the discussion of the word "race" in D&D (yes, it is old and problematic and yes it should be replaced) T&T "solved" this issue by going with Kindred (and long before Vampire the Masquerade did).  This also leaves character creation open to all sorts of Kindreds. Personal Adds. For every point in a physical ability over 12 (the upper end of average), characters get +1 to their personal adds. Physical stats are Strength, Constitution, Dexterity, and Speed. These adds are combined and then used in combat.Saving Rolls. All skills and nearly everything else use a saving throw like mechanic for resolution. The most common is a Luck roll, but others can be used.
There are three basic and one extra character classes. Warriors, Wizards, Rogues and the Specialist.Kindreds include Humans, Dwarves, Elves, Fairies, Hobbs (Halflings), and Leprechauns. Each kindred then gets an ability multiplier. So if you are a dwarf and you rolled an 11 for Strength  your multiplier is 2 for a 22 strength! But your Luck multiplier is .75 so if your rolled a 12 it is now a 9.  Other attributes effected are height and weight. Fairies have multiples here of 0.1 and 0.01 respectively.
The equipment list is what you would expect with some odd improvised weapons (rocks) and even guns (gunnes) but these are still rather primitive in nature. 
Saving Rolls are covered in Chapter 5 and gave us what is essentially a dynamic Target Number mechanic YEARS before anyone else did.  You determine the level of the Saving Throw (difficulty) times that by 5 to get your target number. Players roll a 2d6 and yes doubles are re-rolled and added.It's a simple mechanic that works well. 
Chapter 6 gives us some talents. Or things you can do other than wack monsters. Chapter 7 cover enemies and monsters and is a whopping 3 pages!  But that is nature of T&T monsters can be abstracted from just a few simple numbers.Chapter 8 covers combat. If I remember correctly combat in T&T was a fast affair.  The rules support this idea. 
Chapter 9 is of course my favorite, Magic. There have been more than a few times I have wanted to adopt ideas from here for my D&D games.  In the end though I have kept them separate.  Spell levels go to 18 though you need some superhuman Intelligence and Dexterity scores to cast them (60 and 44 respectively).  Spells have a Wiz (Wizardry cost) so it works on a spell-point like system.  The spell names are something of a bit of contention with some people and my litmus test for whether or not someone will be a good player in T&T.  If they don't like the names, then I think they will not be good for the game.  Among the spell names are "Hocus Focus", "Oh Go Away", "Boom Bomb", "Freeze Please" and more.  I like them I would rather have a fun name than a boring one, but I am also the guy who made spells called "You Can't Sit With Us", "Live, Laugh, Love", "Oh My God, Becky!" and "Tripping the Light Fantastic".
Chapter 10 is Putting it All Together with general GM advice.  Chapter 11 covers the Appendices. This constitutes the bulk of what makes up the T&T game. 
ElaborationsThis section consists of rules additions and other topics.Of interest here is Chapter 13, Other Playable Kindreds.  This likely grew out of T&Ts sister game, Monsters! Monsters! In dT&T these stats for playing have been brought more inline with the M!M! book for more compatibility.   The attribute multipliers from character creation are repeated here for the main kindreds, and then expanded out for others of the Familiar (or most similar to the Good Kindred, like goblins, gnomes, and pixies) to the Less Common like lizard people, ratlings and trolls!  To the Extraordinary like ghouls and dragons.The means in which this is done is so simple and so elegant that other games should be shamed for not doing the same.Later on languages, more talents and accessories (minis, battle mats, virtual tabletops) are covered.


Trollworld AtlasThis section covers the campaign world of Trollworld.  A history is provided and the major continents are covered as well as a few of the cities. This covers about 70 pages, but it is all well spent.This section also features some full-color interior art including some great maps.
AdventuresPretty much what is says on the tin.  This covers the two types of adventures one can have with T&T; a solo adventure and a GM run adventure.  Everyone reading this has experienced a GM run adventure.  But where T&T really sets itself apart are the solo adventures. This is a reason enough to grab this game just to see how this is done.
End MatterThis section contains the last bits.  Credits. Afterwords. Acknowledgments. A full index. Character sheets and a Post Card for the City of Khazan!

I am going to put this bluntly.
Every D&D player, no matter what edition, needs to play Tunnels & Trolls at least once.  They should also read over the rules.  I don't care if you walk away saying "I don't like it" that is fine, but so many of the things I see so-called seasoned D&D players and game masters complain about has a fix or has been addressed already in T&T. 
Like I mentioned with Trollpak who solved D&D's "evil race" problem back in 1982, Tunnels & Trolls fixed it in 1975.
Beyond all that T&T is an easily playable game with decades of material and support and thousands of fans online.  If you don't want to buy a copy to try out then find a game at a Con.  
Is T&T perfect?  No. It lacks the epic that is D&D.  If D&D is Wagner then T&T is Motzart. Easier to approach, but no less brilliant. 
For under $20 (currently) you get a complete game with enough material to keep you going for years. Plus there is such a wealth (45 years now) of material out there that you will never run out of things to do.

Review: Trollpak (Troll Week)

In many ways, 1982's Trollpak from Chaosium (and then later Avalon Hill, then Chaosium again) is the reason for my decades-long fascination with trolls in RPGs.
Like many gamers my age, it was the ads in Dragon magazine where I first came in contact with Trollpak. The ads were quite effective too.  Going back to Dragon #65 we get a dissected troll with it's guts all hanging out.  Nothing like that EVER appeared in D&D.
Back then for some reason, I thought this product was for Tunnels & Trolls and not the very obvious RuneQuest.   Even when I learned the difference I still wanted to combine Trollpak with Tunnels & Trolls, something I am attempting to try this week.
Sadly I never knew any groups that was playing RuneQuest so getting my hands on one to view was non-existent.  And my gaming dollar was stretched as it was back then, so buying it blind for my D&D games seemed a bit of a risk for me. 
Reading over the PDF now and some of the very few reviews I see that I certainly missed out and wonder what my trolls would be like today had I owned this back in the 80s.  These days I think I am fairly set in my ways, but is still there is so much here to use.  So let's get into it 


Trollpak (Chaosium, 1982)For this review, I am considering the PDF version of Trollpak that is currently being sold on DriveThruRPG.  This is a reprint of the original Trollpak from 1982.216 pages, color covers, black & white/monchrome interior art.By Greg Stafford and Sandy Petersen for Runequest 2nd Edition.The original box set of Trollpak contained three books (the "pak" part); Uz Lore, Book of Uz, and Into Uzdom.  The PDF combines all three into a single file.  The PDF was released in 2019.The books correspond to the PDF sections, "Troll Legends and Natural History", "Creating and Playing Troll Characters", and "Adventures in Trolls Lands" respectively.

Uz is the name the trolls of Glorantha give themselves and how their creation is central to the lore of the world.  Already this set is going to be the sort of deep-dive into a topic that you know I love.
On the very first page, we get an "in-universe" side-bar about how trolls living near or amongst humans begin to become more human-like and how both groups eventually take on an equilibrium.  This sets the stage for this book in two very important ways.
  1. This book is steeped in the lore and legends of Glorantha. So teasing out pieces to use in other games might be trickier than I first expected.
  2. These trolls are NOT one-dimensional collections of hit points and potential XP and treasure.  If you prefer your monsters to be mindless evil races to just kill then this book will be wasted on you. 
Book 1: Uz Lore, Troll Legends and Natural HistoryWe get right into the myths and legends of the Uz people/trolls.  We get a feel right away since we get a listing of the Seven Sacred Ancestors of the Uz even before the Gods.  It is right before the Gods sure, but the importance of these ancestors is emphasized. We learn that "Uz" means "the folk" in the Uz language. So the Mistress Trolls (akin to the troll mother race) are the Uzuz.  Dark Trolls, the corrupted "evil" trolls are the Uzko. And so on. Speaking of the language we also learn that the mother tongue of the trolls is a debased form of the "Darktongue." So in D&D terms "Trollspeak" could be a corrupted form of "Abyssal" or something like that. I think in old forms of D&D anyone who spoke the Chaos alignment language could speak to trolls.  
Speaking of Chaos.  The Law - Chaos access is also present in RuneQuest, though not as an alignment as in D&D but as elemental forces.  Another clue that these are your D&D trolls comes up that trolls are often seen as agents of Chaos WHEN IN FACT they were really some of the first victims. Let that sink in for bit.  If that were published today there is a certain segment of the hobby that would be screaming that they don't want "social justice" politics in their games.  But this is from 1982, from two of the titans of the RPG industry.  
The section continues with more history and recounting of great troll battles. There is a quasi-academic feel to this and that is really fun.   An example is an experiment a troll researcher did on a troll and a trollkin (a smaller version of troll) in which they were locked in a room with various items and the researcher recorded what they ate.  The point here is that Uz trolls can eat and will eat almost anything. 
We learn there are many kinds of trolls (as to be expected). The Mistress Race is the mother race of all trolls. They are ancient and wise and claim to predate all other races and even the world itself.  The other races of trolls are the Dark Trolls (your stock evil trolls), great trolls, cave trolls, sea trolls, and the diminutive trollkin.

We even get details on troll senses and how they differ from humans. Differences in trolls from region to region. Even a troll evolutionary tree and "prehistoric" troll cave painting and idols, there is even a six-breasted "Venus of Willendorf" style troll idol of the troll mistress race.There is even details on the types of pets trolls keep. 
There is far more detail about trolls in this 64 page section than in all five editions of (A)D&D.Nearly everything in the section is system neutral.  While it is tied to the world mythology at a fundamental level, it can be used in any game.
Book 2: Book of Uz, Creating and Playing Troll CharactersThis section/book is all about creating a troll character to play in RuneQuest.  Before we delve into this let's have a look at this from "Playing Trolls," It is tempting to use trolls as monsters with weapons.However, they are intelligent creatures who have survived despite gods and men. Several traits set them apart from humans as well, and they naturally exploit those special traits to their advantage. You should do so as well.D&D players may have issues with playing races as evil or not, but RuneQuest had it figured out in 1982.
You can randomly roll which troll sub-species your character is from, with a 1% chance you are from the Mistress Troll race and 63% chance you are a miserable little trollkin.  Adjustments for all the types are given. Your troll can be wild, semi-civilized, or civilized. You can roll for social rank and equipment.  You can even see what starting spells you have since all trolls have some magic. You can even figure out what you were before you became an adventurer. 
Trolls are a matriarchal culture. So various home habits are focused around this.  For example, the more husbands a troll leader has, the higher her social standing. Looks like my troll character Grýlka gets to pick out a couple of husbands!BTW, I LOVE the troll greeting when offering you hospitality in their lair.  They cover your head with a blanket or hide and say "I extend my darkness to protect you."  I am totally going to use that in my next adventure. 
Some gods are covered next and their worship. They have goddesses and gods of spiders, darkness, insects (very important to troll life), and the hunt. There is even a goddess of healing.Coverage of domesticated giant insects is also covered since these creatures often serve the same function as domestic mammals in human life. 
Some new troll types are also covered.
This section by it's very nature is more rules-focused, but there is still so much here that is just good that it can, and should, be used in any other FRPG.
Book 3: Into Uzdom, Adventures in Trolls LandsThis section covers going on adventures in lands inhabited or controlled by the Uz. This section is very rules-focused as well with the first part covering random encounters in troll lands. There are also sample/small adventures like "The Caravans" which details a troll caravan of a heard of giant beetles.  Imagine this long train of trolls, some in wagons, others walking and in between hundreds of giant beetles being led like cattle in a long line.  Quite a sight really.  Another is traveling to a troll village and NOT treat everyone like a walking collection of HP.  This one is fantastic really for all the troll alcohol available and whether or not your human character can handle any of them in a drinking challenge. There are five larger adventures here and several smaller ideas for seeds.  The best thing though is the inclusion of a "mini-game" of Trollball.  This game is played like football and is supposed to be a reenactment of a battle from the dawn of time.  The "trollball" itself used to be a now extinct insect so other things have been used like badgers and in rare occurrences a bear, but most often it is a trollkin.   The teams each have seven players and one can be a great troll.  They are sponsored by a Rune Lord.The game is brutal and sometimes deadly, but since there is a religious element to the game anyone killed on the field is brought back to life by the gods whom the game honors. Full stats for the Sazdorf Wackers and Tacklers is included so players can try their own hand at Trollball, but warning, the troll gods might not raise a dead human. 
There is just so much to love about this product. It is jammed packed full of ideas.  Part of me wants to adapt my D&D trolls to use these rules and another part of me wants to insert the Uz as-is into D&D as their own race or something akin to High Trolls.  
Trolpak was updated in 1990 when RuneQuest was being published by Avalon Hill.  It was then split into the Trollpak and Troll Gods. 
The "new" pdf restores all the content back to the 1982 edition. 


Reading it now after so many years I am struck with a couple of thoughts. The first is what would have happened to my own games had I picked this up and used it in my games?  Would my trolls today have a decidedly Uz flavor about them?  What else would have changed?
Also, reviews in Dragon Magazine for this are glowing and heap high praise on this book and they called it a leap in game design.  It was, but it was not a leap everyone would take.  RuneQuest/Chaosium did this for trolls like Chill/Pacesetter had done for Vampires.  There are s few others I can think of.  Orkworld did it for Orcs for example.  But still, these sorts of deep explorations are rare. 
So if you are over one-dimensional monsters and are ready to expand your options then this is for you.If you are RuneQuest player of any edition then this is also something you should have.

Monstrous Monday: Trolls and Trolla (Troll Week)

Grýlka, ePic CharacterIt's Troll Week here at the Other Side!

I wanted to start off things with an idea that has been floating around my head for a while now.
Yesterday I mentioned that the "D&D trolls" did not really fit with the trolls I was reading in myths, legends, and fairy tales that often also included witches. The trolls in D&D, of course, were inspired by the ones from the Poul Anderson novel Three Hearts and Three Lions, which also gave us nixies (myths), swanmays/sawn-maidens (also Celtic myth) and the Law-Neutral-Chaos alignment axis (along with Moorcock). 
The trolls I like are bit more like Tom, Bert, and William from the Hobbit, but I am also fond of the mountain trolls from Lord of the Rings or even Harry Potter.  
But trolls have a much longer history than that.  I am not going to get into all the myths and legends of Norway, Sweden and Denmark, but I am going to touch on them a bit. 
One of the creatures I always felt was a troll was Grendel from Beowulf. He seems like a troll to me.  Close to human, but monstrous and horrible to behold.  He is described as a "descendent of Cain" but even Tolkien in his version of the tale says he "cannot be dissociated from the creatures of northern myth."  He dislikes the sun and is harried by the sounds of the men singing. 
If Grendel is a troll then what is his mother?  She does seem to be different to be honest.
Robert Zemeckis' version aside, she does appear to be a monster, but of a different sort.   She is described as "aglæc-wif" which is debated by scholars as to its true meaning.  Among the meanings are "monster lady", "devil lady", "ugly troll lady", and "troll wife".
I always felt she was some sort of hag.  It was here reading a kids version of Beowulf in the 5th grade that I first got the idea that male trolls and female trolls might be different sorts of creatures. 

This was turned up to 11 with Robert Lynn Asprin's MythAdventures and his trolls (male) and trollops (female).  Ok in my defense it was the early 80s and I was 10-12.
I have made a couple of different attempts at this over the years.
First was the Makava or Wood Hag. Though her role was more of the wicked witch in the woods. She typically has 2-12 trolls around her home to provide her with physical protection.  They could be her brothers or her sons.
Next was the Trollwife who was something of Troll Hag found in colder areas. She appears in my Winter Witch book.  The oldest known trollwife is Mother Trollwife and she is also a powerful witch.
While both are great and really perfect for what I wanted them to do, they are still not what I was looking for for this concept.
So I had to go to Sweeden.  Not literally of course, but rather in my research.When doing troll research you go to Norway.  Norwegians love their trolls.  I spent a lot of time reading about Norwegian trolls and these trolls have magic. But myths don't respect borders and many of these tales also spill over into Sweden, Denmark (home of Beowulf) and via more invasions than I can recount right now, England.
But it was Sweden that got my attention.The Norwegian word for "troll" is "troll."  Nice and easy.The Danish word for "troll" is "trold." Ok. The Swedish word for "troll" is also "troll."But, "Trolla" in Swedish means "to conjure" or "to enchant."  OK! I can work with this!
There are tales in Swedish folklore of beautiful trolls, or at least beautiful women related to trolls.All have magic.  So you know where I am going now.
Grýlka, HeroForgeTrollaHumanoid (Faerie)Frequency: Very RareNumber Appearing: 1 (1-4)Alignment: Neutral/Chaotic (Chaotic Neutral, Chaotic Evil)Movement: 120' (40') [12"]Armor Class: 7 [12]Hit Dice: 1d8+2** (6 hp) to 13d8+26** (85)Attacks: 1 weapon or spellDamage: 1d8 (or by weapon type) or by spellSpecial: Regeneration (1hp per hour), witch spells, vulnerable to silverSize: Medium/LargeSave: Fighter 1 or Witch 1 to 13Morale: 10Treasure Hoard Class: VariesXP: Varies
A Trolla is a type of troll witch.  They are full-blooded trolls, but some magical force causes the trolla to appear as mostly human. Always female, these trolls are both feared and revered in troll society. Once a trolla is born, and it is obvious at birth, she will be taken to a nearby human community and left with the humans.  During the trolla's childhood and adolescence, no troll will attack her adoptive village but will be seen on the outskirts as if watching.  The trolla appears to be human in all respects save she is often small and sickly.
Sometime around her 13th birthday, a transformation begins.  The trolla, who has been small her life will begin to grow at a rapid rate. She will within a year be taller than all the other children around her. She will reach her full height at over 6 feet tall. Her previous ill health will be forgotten has her strength and constitution will increase to at least 17 each (if not more). The girl, who always had an impish cuteness about her, will grow into a truly formidable woman.  Even if not "attractive" by the village standards (although she very well could be) she will have a force of personality that makes her fascinating to all. 
It is at this time she must choose her life; human or troll.  Those that choose to remain among the humans can become great warriors for her people, but often do not do more than any other person in her village. 
The ones that choose the life of a troll become truly powerful.  Once the choice is made another transformation begins. Her hair, which had often been blonde or light brown becomes either white or green.  Her skin takes on a green tinge. Horns, which have just been below the skin of her head will grow, as do lower tusks and even a long tail.  It will be at this time the trolla learns of her true gifts, that of troll witchcraft.
Trolla advance as Troll Witches (Faerie, Green, or Winter Tradition) at a level equal to their HD.
Trolla also have the following powers.
  • Regenerate 1 hp per Hour. This can only be done in the dark since trolls are creatures of the dark. Fire and acid wounds cannot be healed this way.
  • Infravision 90'.
  • Witch magic. Trolla are witches. They not only can cast witch spells, but also gain the benefits of a tradition (occult powers) and a coven (ritual magic).
  • Trollspeak. Trolla understands the language of trolls, ogres and other fey creatures.
Also, the have the following drawbacks and restrictions.
  • Heathen. Trolla cannot benefit from healing magic unless it comes from another witch or a cleric of her own religion.
  • Silver weapons always do maximum damage. Wounds from cold iron weapons are treated like fire.
PC and NPC Trolla can become Fighters or Witches.
Grýlka, Trolla Witch1st level Witch, Green Witch TraditionChaotic Neutral
Str: 17Int: 13Dex: 14Wis: 13Con: 17Cha: 18
Familiar: Twigblight (neutral)
Spells: Cure Light Wounds
Grýlka is a trolla witch raised among a community of druids. Her adoptive parents knew who and what she was from the time they found her.  Unable to have children of their own they raised her as their own daughter.  When she turned 13 she began her change and her parents told her of her history.She loved her parents but felt the calling of her troll blood too strongly and too deeply.  She chose to be troll. On her acceptance she was granted a twigblight familiar, a creature normally despised by druids, to guide her into the ways of troll magic.
Grýlka stands 6'3", 6'7" if you measure from the ground to her curving horns.  Her skin is olive-green. Her hair, which was always white, has remained the same as has her green eyes.She carries a staff of striking +1, a gift from her druid parents.  She discovered that healing magic no longer worked on her and this caused a bit of a panic, so her first spell is Cure Light Wounds.
She is now seeking out others of her kind so she may learn more.

I am going to spend some time with Grýlka all week and see how she fares with all the other trolls we meet this week.

Troll Week Starts Tomorrow

I have been working from home since March 15th or so. It has been great really, work has provided me with all the tech I need. I wanted to make my life a little easier so I also set up my kid's old gaming computer in my office.  They still use for playing D&D online via Discord and Roll20, but I use it to test various things.  The computer still has CD-ROM and DVD-ROM drives.

While digging through some old back-ups I found a download folder I had thought had been lost.
On it was a copy of Ron Edwards' "Trollbabe" RPG. I was reading through it and forgot how much fun it was.  It also got me thinking about trolls, troll magic, and all sorts of related topics.
I remember back in the earliest days of my Dragon magazine reading and getting mail-order catalogs from Games Plus and the Dungeon Hobby Shop one of the products that always jumped out at me was Runequest's TrollPak.  
It was the exact sort of deep dive into a singular topic that appealed to me then and now.  Of course at the time I thought it might be related to Tunnels & Trolls.  When I discovered it wasn't I figured I could convert it and have a Troll-focused game.
You can't read a bunch of myths, legends, and fairy tales about witches and not run across the occasional troll.  They are all over the place.   Especially any of the stories of Northern Europe.
What I never liked though was how the trolls of myth and in particular the trolls from the Hobbit looked and acted nothing like the trolls of D&D.  Sure ogres are fine, but thin rubbery dudes that regenerate? Not so much.  As time went on I of course saw where the D&D trolls came from and why they were chosen; a stronger differentiation between ogres and trolls needed to be made.  But I still never really liked them.
In my games I made a new troll, the Earth Troll, that was more like the trolls I saw in the books I was reading.  These trolls were often the lackeys of hags, in particular, the Wood Hag.  These were much closer and I would later go one to make more trolls.  The idea here that trolls are highly adaptable to their environment.  They are Lamarckian Evolution played out in D&D.  Put a troll near water and in a couple of generations, they are adapted to it.  
But one thing I never did and will do this week, is adapt Troll Pak and Tunnels & Trolls to the Trolls of D&D.

Looking forward to seeing what I can come up with!

Games Plus Fall Auction

I have mentioned my Favorite Local Game Store, Games Plus, many times here.They have a games auction twice a year, in October and in March.


This year they are looking for some advice on how to run their October auction.While COVID cases are slightly down in Illinois, Cook County has seen some minor increases.  The state is generally going in the right direction, but things could change if people lose vigilance.
This game auction is often the source of all my rare and wonderful items I find.  
Why am I bringing this up to you all?  Well, one of the options includes a virtual auction that would allow you to bid from anywhere.   While I have absolutely no desire to have all the gamers that follow me bid against me, one of these options opens the auction up to people that have never been able to take advantage of the joy that is a Games Plus game auction.



So let them know what you think if you would like to take advantage of this.  

Friday Night Videos: Sounds of the NIGHT SHIFT, Welcome to the Academy of Magical and Paranormal Arts

Copies of NIGHT SHIFT: VETERANS OF THE SUPERNATURAL WARS are going out to the Kickstarter backers AND people that pre-ordered on the website.

You can order your own hardcover version at the publisher's website, at https://www.elflair.com/nightshift.html.
You can also buy the PDF at DriveThruRPG.

One of the things that really motivated Jason and me while working on this is music.  Spend any time here and you know I am a big music fan.  


So I thought it might be great to share some of the music that reminded us of the stories we were telling with NIGHT SHIFT and the games we have ran.
Up this Friday Night Videoes are songs from my playlist.  Tonight, songs from "Welcome to the Academy of Magical and Paranormal Arts" for the Generation HEX Night World!



Silver Anniversary Time

Wednesday was my 25th Wedding Anniversary!  We had plans to be in Jamaica this year, but given how Americans are been told to stay in their own damn plague country, we settled for carry-out at our favorite seafood restaurant (Bob Chinn's FYI) and a nice walk (been walking 5k+ every night since COVID hit).
My wife and I are at an age where we don't really want a lot of things. For me, it was better to spend time with her, our favorite restaurant, and plate of sea scallops.  Besides we are also at an age where if there is something we need or want we just go get it. I didn't bust my ass in grad school for nothing.
BUT.  That doesn't mean I am not going to treat ourselves.While my wife is going to get a new garden shed for her hobby.  I went to my FLGS and grabbed something I have been wanting for 20 years. Consequently, it is also a 25 year anniversary item.

My FLGS has had the D&D 25th Anniversary edition boxed set in their "glass" case for some time.
It is a premium item and likely cost WAY more than it should have (and more than I should have spent) but it is something I have wanted, it was my anniversary and I had promised I was only going to buy local once everything had opened back up.
I got it and I am very pleased.
I knew of the contents of course, but it was so nice to have them in front of me.

While they are all reprints I didn't actually own the separate G series modules and my copy of S2 White Plume Mountain walked years ago.  All I have is a printed PDF.  So those are "new" to me.
The copy of Ravenloft is nice and a little different from my 1983 original.


The "new" material for me was the history book and Len Lakofka's L3 Deep Dwarven Delve.




With L3 in hand, I now have the complete Lendore Isle's Trilogy. (Yes, I DO know there are more on Dragonsfoot.)


The set is very nice and there is a lot of room inside for more.  But not everything belongs inside to be honest.   But I figure my Silver Anniversary Return to the Keep on the Borderlands would be fine.

I just need a good copy of Return to White Plume Mountain as well. (ETA I see there is a POD version up at DriveThruRPG!)
BTW Return to the Keep is seriously under-rated. I use it now whenever I want to run a Keep adventure. I just typicall show everyone the B2 module so they think they are getting the full "orginal D&D experience."
This set is a nice companion piece to my Arts & Arcana for D&D history.


So happy 25th anniversary to me, my wife and D&D (just 20 years late on that last one).



B/X Boxing Match: OSE vs. BX RPG

One question I have been getting since I purchased both the Pacesetter BX RPG and Necrotic Gnome's Old-School Essentials is "which one is better?"
Truthfully I am not really interested in "better" but instead "which is best for me" and "which one satisfies it's design goals best?"
Well, lets have a look!

Before I start let's agree on some terms and shorthand.
B/X refers to the D&D Basic and D&D Expert Boxed Sets edited by Tom Moldvay (Basic) and David Cook and Steven Marsh (Expert). 
BECMI while it might not come up, refers to the Basic, Expert, Companion, Master, Immortal sets edited by Frank Mentzer.  Unless a distinction needs to be made I am always referring to the B/X versions of Basic and Expert rules.
OSE refers to the Old School Essentials set from Gavin Norman and Necrotic Gnome. In truth I also mean OSE and the Fantasy rules.OSE-Advanced refers to OSE with the Advanced add-ons; classes and spells.
BX RPG refers to the BX RPG by Bill Barsh and Pacesetter Games and Simulations.
The "Gold Standard" for any comparison is the B/X set.
I want to state unequivocally that I am very, very fond of all four of the above-mentioned games and they all have a place on my table.  Each one is used in my games. Sometimes separately, sometimes all at once.
Match 1: How well does the game emulate B/X?So our first match is how well does each game emulate the source material of B/X.  If we are talking "Rules as Written" then clear winner here is OSE.  If we are talking "Rules as played" then it can be a toss-up between OSE-Advanced and BX.  Both offer different takes on B/X + Advanced.  I can recall my first paladin character was made in a mix of Expert and Advanced rules.  Eventually, BECMI would give us a Paladin, but mine was pure B/X.  Both sets offer a paladin class (among others) and they are roughly equivalent. 


Match 2: Layout and ArtThe OSE game is a marvel of layout efficiency, modular design, and artistic expression.  There is not a ton of art in OSE, but what there is packs a punch.  Both OSE and BX feature "old-school esthetic" in terms of black & white art.  This is not a detractor, but rather a feature for me.My biggest issue with OSE's layout is that it is TOO efficient and sometimes that leaves it feeling a little bit sterile.  Efficiency and modularity are two of the set's design goals so it is hard to fault them here.BX RPG needs another round of QA check, but otherwise, it also meets their stated design goals.OSE edges out here. 
Match 3: OptionsOut of the box BX offers more options than core OSE. More classes, races, levels, spells, and levels. Here OSE's strength of emulation works against it.  If you have B/X and can play it without looking things up then OSE Core has little more to offer you.  Adding the OSE-Advanced options makes it more attractive to the current B/X player looking for more but not wanting to dive deep in the AD&D ocean.  Still, even with these options in place, BX RPG edges out OSE.Both games are promising even more options in the future so this one could be close for some time to come.
Match 4: PlayabilityOSE is so well organized it not only edges out the original B/X in this regard but even the well organized BECMI.  OSE though works best for players already experienced in B/X or any flavor of D&D. The modularity of OSE rivals that of 4e.  That is not a slight, but rather a compliment. The layout and modularity of 4e was a design masterpiece. BX RPG is less organized, but there is so much explanatory material that it is perfect for newer players or someone with no experience with B/X and wants to give it a try.Verdict? If you have B/X experience then OSE is best. If you are new to B/X then BX RPG.
Match 5: Price per ValueThis is much harder.  Both games are priced well. 
The physical BX RPG boxed set comes with books, adventures, and dice for US$50.  Though it is hard to tell exactly what is in the box from Pacesetter's website.  So I am not sure what is exactly in the box other than the rule books. This is just the physical books, no PDFs.
The OSE Boxed set can be configured in a number of ways on the Necrotic Gnome website. The Classic set, closest to the B/X game, is available in a box with hardcover digest sized books and PDFs for €60,00 (presently about US$68.50).  You can add on the OSE-Advanced options. 
OSE has a sturdier box and hardcover books and comes in a single volume option.BX RPG has good box with room for dice and adventures.
So lower price entry for the boxed sets for BX RPG.  More buying options for OSE.
Which one is for you?I hate to dodge this one, but that is really up to you and the games you are going to run.
For me? I am happy to have both systems. I think there is a slight edge on BX RPG for players and a similar edge for Game Masters for OSE.  The options of BX RPG make it more attractive to the player and the OSE-Advanced books work fine with BX and B/X (even BECMI).  The organization of OSE makes it a dream to run and find things.
One thing for sure for me, if I were to run either game I would invest in about four or five extra player books for the players.
BX RPG Player books can be bought here, PDF and Print.Old-School Essentials Classic Fantasy: Player's Rules Tome, PDF and Print/PDF.(Note if you are outside of Europe you might want to go with this site for OSE products.)

Plays Well With Others: BASSH, Basic Astonishing Swordsmen & Sorcerers of Hyperborea

I love my Basic-era games, Holmes, B/X, and BECMI and their clones.
BUT I also love Astonishing Swordsmen & Sorcerers of Hyperborea.  The games are similar of course, drawing from the same sources, but there are also a few differences. 
Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) is more closely aligned with "Advanced Era" D&D, but its feel for me has always been more OD&D, though over the last few years I have been treating it as another flavor of Basic.  

I have mentioned in the past that I see AS&SH as a good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book, and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.
In fact, it works so well with Basic that I have featured AS&SH with other Basic-era books in previous "Plays Well With Others."I find the game that useful and that inspiring.
Class Struggles: Which Each Game OffersOriginally this was going to be a Class Struggles post, but with the inclusion of the monsters below, I felt it had grown beyond just that.  
If Basic-era D&D lacks anything in my opinion it is class options. Yes. I know the classes are supposed to be archetypes to play anything.  A "Fighter" works for a Paladin, a Ranger, a Barbarian, a Knight, and so on.  But I like a little game mechanics with my flavor.  I also like to have choices.
AS&SH achieves this in a beautiful way that can be adopted by any Basic-era game, but in particular, ones that cleave closest to the original sources and of course Holmes, B/X and BECMI.
So we are going to go beyond the Basic Four (Cleric, Fighter, Magic-User, and Theif) here.  I'll talk about demi-humans in a bit.
In AS&SH we have our Basic Four; Fighter, Magician, Cleric, and Thief.  Each also gets a number of subclasses.  Fighters get  Barbarian, Berserker, Cataphract, Huntsman, Paladin, Ranger, and Warlock.  The Magician has the Cyromancer (a new favorite of mine), Illusionist, Necromancer, Pyromancer, and Witch (an old favorite of mine).  The Cleric has the Druid, Monk, Priest, Runegraver, and Shaman (see BECMI).  Finally, the Thief has the Assassin, Bard, Legerdemainist,  Purloiner, and the Scout.  Each subclass is very much like it's parent classes with some changes. Every class goes to the 12th level.

Looking over at the Basic side of things we have a few more choices.  Holmes, B/X, and BECMI all cover the Basic Four in more or less the same ways.  BECMI gives us the additions of Paladin, Avenger, Knight, Druid, Mystic, and the NPC/Monster classes of Shaman and Wicca/Wokani/Witch.
Advanced Labyrinth Lord gives us the Assassin, Druid, Illusionist, Monk, Paladin, Ranger in addition to the Basic Four.
Old-School Essentials' Advanced options give us the Acrobat, Assassin, Barbarian, Bard, Druid, Illusionist, Knight, Paladin, and Ranger.  It also gives us the new race-as-classes Drow, Duergar, Gnome, Half-elf, and Svirfneblin.
The B/X RPG from Pacesetter has the Druid, Monk, Necromancer, Paladin, and Ranger along with the Gnome and Half-elf.  (Yes, a review for this is coming)

AS&SH classes go to the 12th level.  Basic classes, at least B/X flavored ones, go to the 14th level.  I like the idea of splitting the difference and going to the 13th level. 
Additionally, AS&SH has different cultures of humans to provide more flavor to the human classes.
All the Basic-era books have demi-humans that AS&SH lacks. Lacks is a strong word, the game doesn't need demi-humans by design, but they are still fun to have.  Combining these gives us the best of all worlds! Kelt Elves? Dwarf Picts? Lemurian Gnomes?!  This could be a lot of fun.
Plus the mix of cultures in AS&SH is second only to mix found in BECMI Mystara in terms of "let's just throw it all in there!"
I might let people choose one of the Basic Four and stealing a page from D&D5 allow them at 2nd or 3rd level to take "sub-class."  I'll have to see what the various classes all get at first level vs 2nd and 3rd level.
Monsters! Monsters!It's can't be denied that AS&SH has some great monsters.  Not only does it give us demons and devils (Basic-era is lacking on both) but also Lovecraftian horrors.  Sure, "At The Mountains of Madness" took place at the South Pole, who is to say there is not a similar outpost in the North? 
BECMI does talk about "The Old Ones" a lot and in the Core Rules is never very clear on who or what they are.  But it is not a stretch to think that those Old Ones and the Lovecraftian Old Ones have a connection.  

Oddly enough these things feel right at home in a Basic game.  If one goes back to the Masters and Immortals sets with the original idea that the Known World is our world millions of years ago this tracks nicely with some Lovecraftian mythology of our world.
I have talked about Demons in Basic/Mystara already, but AS&SH offers us "The Usual Suspects" and then some.  While Labyrinth Lord has always been good about opening the "Advanced" monsters to the Basic world, the monsters of AS&SH are of a different sort.
Maybe more so than the classes these require a bit more conversion.  Here is a monster we are all familiar with (and one I am doing something with later), drawing from the same sources to give us three or four different stat-blocks. 



Well. Not that different I guess. They are left to right, top to bottom, Advanced Labyrinth Lord, AS&SH, OSE, and B/X RPG.
AS&SH looks like a "best of" stats, combining features from both Basic and Advanced. Bite damage does a bit more on the average and the XP value is higher.  But nothing I am going to call game-breaking.
So the AS&SH monsters can be dropped pretty much "as is" into a Basic-era game. 
Anyone that plays these games should have no trouble with this really.
Putting it all Together and then Putting it in the NorthIt's settled then, AS&SH is part of my "Basic World" and where to put it is easy.In the Known World of Mystara, there is already a Hyboria. It is one of the features of both D&D (Mystara) and AD&D (Hyperboria, Oerth) just as Blackmoor is (Mystara, Oerth). but Blackmoor is a topic for another day.
While none of the maps can be reconciled with each other to make one perfect Hyperboria, the concepts certainly can. This is something I have been considering since I first got the 1st Edition Boxed set.I know that my family of witches, the Winters, come from the Hyperborean area.  Likely closer to more civilized areas, but not too civilized.  This became the basis for my Winter Witch book. 
BASSH is BornSo take what I love from AS&SH, mix in what I love from Basic and I have Basic Astonishing Swordsmen & Sorcerers of Hyperborea, or BASSH.  Yeah. This will be fun.

Monstrous Mondays: Knockers, the Good* Kobolds for Basic-era and Night Shift

There has been some debate on the nature of good and evil when it comes to some monsters.  I plan on saying more about it later (spoiler: dropping alignment restrictions is a good thing!) but allow me to welcome D&D to 2,500+ years of organized philosophical debate and over 6,000 years of religious ones.  They have not worked out all the details yet so I don't expect D&D to do it yet either.
But that is not today's discussion.  Today I want to discuss Knockers.
Knockers are a subterranean species that frequent old mines.  They are common to Cornwall so they could be related to any number of Cornish faeries (and they have a lot of the Fey there) but in reality, they seem closer to the Kobold.  Or at least how the kobold has been depicted in German folklore.
Around the time of 2nd Ed Kobolds went from evil little dog men to evil little lizard men. Personally, I rather liked the change.  I love the idea of these scrappy little lizards running around. I am also fine with them being evil, or at least very, very self-centered as a species.  Their lizard brains only allow for survival in the most brutal ways possible. As such, they worship the things that look like them, only bigger, evil dragons.  If your god is evil then you probably are as well.  Do I leave room for a potentially "good" kobold? Of course, the world is vast, strange and wonderful, anything is possible.

But as it turns out I have good kobolds covered. 
Knockers are good* kobolds.  
I say good* because good ≠ nice.  
They are happy to work with each other, they get along fine with gnomes and the local pixies. They will even help lost miners find their way out of mines when they are lost.  But their reasons are hardly altruistic.  They feel that humans are big lumbering idiots and think they belong to the same species as ogres or trolls. They will lead miners out via a series of knocking or raps on stone not because they feel bad for the human but because one lost human brings in many more humans to look for them.
Knockers and kobolds share a history. Once they were the same people. Living in deep subterranean mines looking for veins of precious metals.  Their diggings brought them into contact with goblins, dwarves, gnomes, and even orcs.  All these encounters ended poorly for the kobolds as they were smaller in size. They grew to despise most other species.  As time went on the waters began to return as the last Ice Age began to thaw. When their homelands were taken by the sea, some moved west while others moved east and south.  The two peoples became distinct.  The kobolds of the south took on the worship of evil gods and dragons. Their lust for gold and power corrupted them into smaller forms and they took on more draconic features.  The kobolds of the west became more and more introverted and xenophobic.  Their distrust of others never abating but deciding that their best course of action was not to fight but to hide deeper and deeper in the Earth. The two sub-species of kobold barely resembles the other today, but there are still similarities if one knows how to look.
Knocker (Kobold)Basic-era GamesHumanoid (Subterranean) Frequency: RareNumber Appearing: 2-20 (2-4)Alignment: Neutral (Neutral Any)Movement: Basic 90' (30') [9"]Armor Class: 6 [13]Hit Dice: 1d6 (3 hp)Attacks: 1 Damage: 1d4 (weapon)Special: Hide in shadows 95%Size: SmallSave: Normal HumanMorale: 7Treasure Hoard Class: I (XIII)XP: 7
Knockers are a relative of the kobold. They resemble them in most respects save that these creatures appear to be more "humanoid" than their lizard-like counterparts.  Often described as "dog-faced" it is unclear whether that is a reference to their actual canine-like appearance or to their general ugliness.Knockers speak their own variation of the kobold language, but either sub-species can understand the other given a little time.
Knockers are believed to have interbred with gnomes and goblins in their travels west, and this is used to explain their changed temperaments.  Knockers generally get along well enough the gnomes and local fae and even tolerate goblins. Consequently, their greatest enmity is with kobolds and humans. 
For the most part, knockers look to be left alone to continue to mine their mines.  They will defend their communities if attacked using group tactics. If left alone, they will often leave others alone as well.
One Man's GodKurtulmak is the god of Kobolds, though in truth he should also be a Demon Lord like Yeenoghu.  He is described as being a bit reptilian as well.  In keeping with a theme the demon lord (lady) that evil knockers follow is Zsusr
KnockerNIGHT SHIFTNo. Appearing: 2-20AC: 6Move: 30ft.Hit Dice: 1Special: Hide in Shadow 95%, Pack tacticsXP VALUE: 7
Knockers are a subterranean humanoid people related to the fae.  They typically live in old mines and in the dungeons under old castles. 
Generation HEX: Some magical schools, particularly AMPA Cornwall in Great Britain, has a group of knockers living below the school. AMPA faculty have yet to decide what needs to be done with them if anything at all.
Ordinary World: Knockers have been known to live in the White and Adirondack Mountain ranges. They are believed to have migrated with English, Welsh, and Cornish immigrants. Here they have interacted with the local populations of Pukwudgie peoples.

Note: Want more information? Dump Stat goes into a Deep Dive of the Kobold across many editions.

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