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Review: Old-School Essentials Adventures
One of my fondest memories of gaming has to be the Summer of 1982 playing this weird-ass hybrid of AD&D first ed and D&D Moldvay/Cook B/X. I think I played every weekend to be honest.
While a lot of games have come really close to this feel, the one that now comes the closest has to be Old-School Essentials Advanced Fantasy.

There are a lot of great clones out there but right now nothing is scratching my old-school itch quite like OSE. I got my Kickstarter package a bit back and while I was engrossed with the rules of the new books, I utterly failed to give much attention to the two included adventures. That is until I started hearing people talk about them more online. I went back to them and you know what? They are really kind of great.
For this review, I am considering both the hardcover copies I got with the Kickstarter and the PDF copies from DriveThru RPG.
Both books are 48-page, full-color books. The maps are printed on the inside covers with encounter areas labeled on the maps. The books are A5 format (5.8" x 8.3", 148mm x 210mm).

by Gavin Norman
This is an introductory adventure designed for characters level 1-2, written by OSE creator Gavin Norman with art by Nate Treme.
The adventure could be considered a dungeon crawl along the lines of Keep on the Borderlands, but like so much of OSE it taps into how the games were played rather than written. The dungeons of IG *could be* like the Caves of Chaos, but more accurately they are played like Caves of Chaos were played back then. What do I mean? Well, there is a demonic cult here, The Cult of the Faceless Lord. There are factions within the dungeon and how they interact. Plus goals for the various groups of monsters. There are tables of treasures and random occurrences to make exploring this dungeon something players can keep coming back to.
The rooms and areas a very nicely detailed and the whimsical art really adds to the dream-like qualities of the adventure. There is even a dragon waiting for the characters at the end! Ok, it is not a very powerful one, but to 1st and 2nd level characters it is powerful enough. There are some new monsters (the aforementioned dragon) and lots of great encounters.
While there is no overt meta-plot here, one could easily see this as some sort of introduction to a cult of Juiblex vying for control of the Mythic Underworld.
A bit about the name. I can't help but notice that a 1st level adventure into the "Mythic Underground" can be read as "I(n) Can Descen(d)t." I am sure this is intentional.

by Diogo Nogueira
Diogo Nogueira has been racking up an impressive list of RPG publications and getting him to pen an adventure for OSE is quite a score. And the adventure is pretty much what I hoped it would be like.
This time the artist is Justine Jones. If the art of Incandescent Grottoes is dream-like then the art here is nightmarish. I mean that in the most positive way.
The adventure is set up in a manner similar to other OSE adventures. We get maps with major encounter areas, descriptions and relationships of the major factions/NPCs/Monsters.
The adventure itself is a castle of a vampire lord for characters of 3rd to 5th level.
Detail-wise this adventure lives somewhere between the sparse-ness Palace of the Vampire Queen and the detail rich Ravenloft. I don't want this to sound like there not a lot of detail here, there is, but there is no over arching epic here. This is great since it allows you to take this adventure and work it into your world much easier. For example with a tweak or two here and there I could make this "Halls of the Blood Queen" and add it rather nicely to my War of the Witch Queens campaign. This would work out well since I am using OSE for that. The only thing stopping me is I have so many Vampire Queens now! But still, it would be fun and very, very easy.
The adventure is also rather good and looks like a lot of fun.
If these are examples of how adventures for OSE are going to be written in the future then OSE is going have a nice long shelf life. While neither adventure is revolutionary in design or concepts they are really good adventures.
Monstrous Mondays: Bonnacon

Spend any time reading Medieval Bestiaries you will run into all sorts of fantastic animals such as dragons, unicorns, griffins, and the bonnacon.
Ah. The majestic bonnacon. It is a large bull-like creature with inward-turned horns, the mane of a horse, and it attacks by shooting flaming caustic dung at you.
Wait. What?
Yes, the bonnacon (also called bonasus or bonacho) is a great mythic beast that has appeared in numerous bestiaries. Its horns are useless for defense, it instead will shoot caustic feces out of its anus while it is running away.
It was first described by none other than Pliny the Elder in his Naturalis Historia. This history is a great source of monsters.
And there are some GREAT pictures of this awful beast.





Bonnacon
Large Beast (Magical)
Frequency: Rare
Number Appearing: 1d4 (1d6)
Alignment: Neutral [Unaligned]
Movement: 150' (50') [5"]
Armor Class: 6 [13]
Hit Dice: 2d8+2* (11 hp)
Large 2d10+2* (13 hp)
Attacks: 1 head butt or special
Damage: 1d6
Special: Caustic dung
Size: Large
Save: Monster 2
Morale: 6 (8)
Treasure Hoard Class: None
XP: 35 (OSE) 47 (LL)
Str: 14 (+1) Dex: 12 (0) Con: 15 (+1) Int: 4 (-2) Wis: 7 (+1) Cha: 5 (-2)
The bonnacon is a large bull-like creature. It is typically red or brown in color with a long horse-like mane running from its head, down the back of its neck. They have two large bull-like horns, but they are turned inside and thus provide no effective means of protecting the creature. The bonnacon is also spectacularly stupid, even judging it compared to other heard animals.
The bonnacon can attack with a head butt but would rather run away. It will use its only special attack at this point. When retreating the bonnacon will eject burning, caustic dung from its anus. This dung will stick to clothes, skin, and just about everything. When hit the victim must save vs poison or take 4d6 hit points of damage; save for half. The dung will continue to burn any skin it touches causing 1d6 hp of damage per round. A previous save means that no skin was touched. The only way to remove these caustic feces is to wash them off with at least a quart of water. A running stream or a decanter of endless water is also good. Thankfully a bonnacon can only use this attack once per day.
The meat of the bonnacon is vile and rank. Goblins, who can eat anything, will not eat the meat of this animal. It does however eat a lot on its own. So a small herd (1d4) can destroy up to 40 lbs of grain or plants per day each.
Unseasonal Festivities: The Doom That Came to Christmas Town

Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town takes place in The Frozen North, home to Christmas Town where Lord Claus and Mrs. Claus resides together, a Peppermint Mine, Christmas Tree Forest, and more. At the centre of Christmas Town, atop a majestic pine tree, sits the Yule-Light, casting its joyful and life-enhancing light over the small town and its inhabitants. Yet its radiant light, a symbol of goodwill and hope to all, has of late, waned, and in its dim glow, a gloom has fallen over Christmas Town, just on Christmas Eve. At the same time, a sickly-sweet wind has begun to blow from the north, and Lord Claus himself has been stricken. Elsewhere, there are rumours that the Abominable Snow Monster of The North has returned from beyond the Polar Wastes in search of food, and Lord Claus’ trusted champions—Yukon of Cornelius, Rudolph the Red, and the powerful dental-mancer, Hermey, have all gone missing. Yet these pale into significance given the possibility of the Yule-Light being extinguished and allowing evil seep into the world…
As Lord Claus lies sick in his bed, he urges a band of doubty adventurers, including an Elf Toymaker, a Who-Ville Halfling, Fledgling Reindeer, Mrs. Claus, a Snowman, a Special Delivery Courier, and a Lamplighter, to go forth and look for his missing lieutenants, before warning them that the Grinch has awoken, and that perhaps the true spirit of Christmas may be found in his lair… Wherever that is? Inspired by classic Christmas stories like Rudolph the Red-Nosed Reindeer, Santa Claus Is Comin’ to Town, and especially How the Grinch Stole Christmas!, Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town comes with numerous maps, a puzzle or two, seven pre-generated Player Characters, and an eight-location sand-crawl. Initially, the Player Characters will have only a little idea as to which location to go to first, relying at first on what little knowledge they possess and rumours they can learn in Christmas Town, and then at each of the scenario eight locations. These include Christmas Tree Forest, the Isle of Misfits which is home to King Moonracer, a Peppermint Mine, the Winter Warlock’s Tower, and more. At most these, none of which run to more than a handful or two of entries, the Player Characters should be able to find not just clues, but also magical items which will help them elsewhere.
There is a duality to the tone of Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town. The most obvious is humorous and light-hearted, playing up the elements of traditional Christmas stories and especially How the Grinch Stole Christmas!, for this is very much an American Christmas. This is seen especially in the pre-generated Player Characters, which are Christmas-themed versions of traditional Dungeon Crawl Classics Classes. For example, Fireball the Reindeer is a Warrior who attacks with antlers and hooves, and has limited flight, and Mrs. Claus is actually a Cleric armed with a rolling pin and in addition to divine spells, can rustle up delectable dishes with ease. And of course, the choice of monsters drawn from Christmas stories are fairly humorous, as are some of the encounters, such as the Strange Metal Pole which the Player Characters are compelled to lick and have their tongues stuck which is not good for spellcasters). Conversely, the other side to Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is fairly grim. Such as with an Abyssal Reindeer Demon armed with a crossbow capable of pecking out the eyes of his targets! Thankfully the grim bits counter the sugary sweet bits in the module.
Ultimately, the likelihood is that Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town will be completed in a single session—perhaps two at the very most. This can be done using two approaches. One would be to play through it like a typical sandbox adventure, primarily using brute force, and there is a lot of opportunity for that, but the other approach would be to play to the scenario’s Christmas theme, which when combined with good roleplaying will work in places. Similarly, the scenario’s puzzles, of which there are two, can be dealt with using either of these approaches. Both are fairly silly affairs and depending upon the play style of the group, may be accepted as is or considered to be just a little frustrating. That said, the scenario might have been improved with a third puzzle to really round it out a little—a trio of puzzles is more fitting than just a pair.
Physically, Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is decently done. The artwork is fun, but the maps are perhaps a little dark and a lighter look might have suited the tone of the scenario better.
Dungeon Crawl Classics 2020 Holiday Module: The Doom That Came to Christmas Town is a thematically fun one-off, working best when players and Judge alike embrace and play up to its themes. It is good for that end of year palette cleanser, a change of pace and tone between campaigns or breaks in campaigns.
The Dragon #10 Vol 2.4

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

Ok, so strictly speaking, this was never distributed by TSR but I wanted to read it anyway and I think others may want to conclude the Wee Warriors trilogy as well.
So, here we get a huge expansion in scope. Palace of the Vampire Queen was a single building. Dwarven Glory was slightly larger – a system of caverns. Misty Isles is the whole chain of islands that contain those two locations as but tiny points of interest. Basically it’s a campaign setting.
There are 9, count ’em, 9 islands – each map having 21 large hexes which are all keyed. The only thing missing is a map that shows where all the islands are situated.
There’s a lot of great background information for each island. And there’s quite a bit of interaction between them – warring factions, kidnapped princesses, etc. And it’s quite interesting going back and reading the background info in the other two modules, now that I can see how it all fits together.
Two more things to say.
- there are lots of speling mestakes
- a lot of the locations are on a big scale – eg “300 orcs guard the wood ramparts with 500 goblin archers”
A reprint is available at DriveThruRPG.
Date InfoCopyright is 1977. I can’t find any other info. Obviously it’s after Dwarven Glory which I’ve placed in June. The only date related information comes from the product page. After listing current products, it has a list of two products “Available soon”, with both “Available Fall/Winter ’77”. So it can’t be too late in the year. I’m going with September.
Titanic Tales

Published by Onyx Path Publishing, Titanomachy can be divided into three large chapters. The first of these is devoted to ‘The Titans’ and details the various Titans of Scion’s ten pantheons—or rather it does not. In each case, the Titan is fully detailed, including aliases, callings and purviews, relationships and agendas, view of other pantheons, and current priorities. There are typically three or four entries per pantheon, plus the Birthrights for the Scions of the Titans of that pantheon. These include creatures, followers, guides, and relics.
For example, the Titans for the Aesir are Jörð, Nidhoggr, Surtur, and Ymir. Jörð is described as the most beautiful of Aesir, an Earth Mother and creator of the Dwarves, whose father was killed by Asgardians and who was in turn abandoned by Odin, and ultimately, their son, Thor. Although she misses her son, her heart has grown bitter at the treatment by both him and his father. Jörð’s Callings are Guardian, Lover, and Primaeval, and her Purviews are Beauty, Earth, Epic Stamina, Fertility, and Passion (Love). Her relationships and agendas primarily involve looking for companionship beyond the confines of the Pantheon, having grown bored of their repetitive behaviour, but as intelligent and skilled as she is, her own behaviour is often smothering and repetitive. Jörð holds the other Aesir in contempt, but is beginning beyond its confines for ideas and companionship, and her current priorities include protecting endangered species, and protecting and loving those Scions she creates—and of course, expecting much love in return. Automatically, Jörð makes for a great—or is that terrible mother figure?—especially if the Scion Player Character is related to Thor or Odin, or even simply red-headed. She could even be supporting radical eco-activists in their efforts to protect endangered species.
The other Titans of the Aesir—and of course, those of the other pantheons, are given a similar treatment. Thus for the rest of the Aesir, Nidhoggr is either the ‘Corpse-Chewer’ or ‘The Pretender’, who might be the serpent who gnaws the roots of Yggdrasil, the World Tree, or who might be the nemesis or simply a trick of Niõhöggr, who also gnaws the roots of Yggdrasil. It is intentionally confusing, but Scions of either are bent on the destruction of the other. As for Surtur, he is only concerned with his duty—fiery destruction and causing natural disasters for regrowth, and lastly, Ymir, the father-of-himself and all of the Aesir, plots to take Asgard as is his right, but his head-in-clouds mind and drive to micro-manage his fellow Titans and his own Scions means that he is rarely successful.
In terms of Birthrights, the Scions of the Titans of the Aesir might have access to creatures such as the cows sacred to Ymir, which he uses to send messages—whether in the slaughterhouse house or on the dairy farm, whilst Jörð uses her Followers the Dvergar, as her Messengers and Guides. An unaligned Guide and Messenger is Ratatoskr, the squirrel of the World Tree, who when not annoying Nidhoggr (or Niõhöggr) carries news and spreads lies, surely a great role model for a scurrilous gossip mongering Titan Scion! Then for relics, the ‘Brains in a Bottle’ provides a means of very limited communication with Ymir, ‘Jörð’s Bracelets’ allow the wearer to draw power directly from earth, ‘Nidhoggr’s Tooth’ is a dagger carved from a tooth capable of piercing any armour and holding any poison, and ‘Ymir’s Skull Fragment’ enables the user to view anywhere visible from the sky.
Titanomachy does this in turn for each of the Titans for almost all of the Pantheons, giving the Storyguide a wide range of options and foes to bring into her campaign. Where this diversity gets really interesting though, is how each of the various pantheons relates to its Titans. The Devá or Gods of South Asia loathe not only their own Titans, but those of other pantheons and take exception to pantheons who are more forgiving of them. The Titans and the Kami or Japanese Gods simply hate each other over a betrayal which happened centuries before, whilst those of the Manitou or Algonquian pantheon are simply seen as troublesome members of the same family. Similarly, the Titans of the Netjer or Egyptian pantheon are also accepted, but more as a balancing counterparts to their corresponding gods who defeat them over and over. The Titans facing the Shén of the Chinese pantheon are mired and quantified into the celestial bureaucracy, whilst those of the Teōtl or Aztec pantheon work to destroy the world completely, just as they have four times before. Of course, the gods of the Theoi or Greco-Roman pantheon hate their Titans, whilst the Tuatha Dé Domnann are only Titans because they lost their battle against the Tuatha Dé Danann or Irish Gods. Lastly, the exceptions are the gods of the Óríshá or Yórúba pantheon, which lacks Titans and dismisses the concept, fundamentally because of the divisive and delegitimizing nature of the categorisation.
Having presented the Storyguide with such a diverse range of mythological creatures, would be gods, former gods, and more, the second chapter to Titanomachy delves into ‘Storyguiding’. This highlights the questions a Storyguide needs to address before bringing Titans into her campaign—how big a role, which pantheons, has the Cold War between the gods and the Titans turned ‘hot’, and so on. What level are the Player Characters involved in the war—hot or cold—at street level, globetrotting across The World, or delving in and out of Terra Incognita, increasing the mythic stakes at each level? Along with numerous plot hooks covering numerous Titans presented in the previous chapter, there is also good advice on how to use the Titans. As NPCs, they might range free, come to the Player Characters for help (or vice versa), languish in prison (which is traditional) and thus requiring a visit, and even serve as allies. One interesting option covered is as Titan Scions, that is as Player Characters, having a Titan Calling instead of a Scion Calling. This lends itself to some great roleplaying challenges and storytelling possibilities as Titans are often prone to inhuman behaviour due to their parentage (whether actual or adopted). However, this may not be welcome in every playing group, and the authors suggest that for this reason, the inclusion of Titan Scions as Player Characters be discussed first.
The various levels of play—street level, globetrotting around The World, and into Terra Incognita are supported with three extended scenario outlines, each three acts long and accompanied by stats for the Storyguide characters. The street level scenario is ‘Diaspora’, a locked room type mystery where the room is actually a whole airport in which the Scion must find some stolen relics, uncover imposters, solve a murder, and survive an apocalyptic boss fight in the course of an afternoon. The World scenario, ‘Lunar New Year’ is more open and can either start a campaign or be dropped into it as the Scions investigate the disruptive activities of a chaotic Titan Scion in New York. ‘Bring Forth a Greater Thunder’ is the Terra Incognito scenario and is far more open in its structure, consisting of key scenes and various subplots. All three scenarios involve the three areas of play intrinsic to Storypath games—action-adventure, intrigue, and procedural, and all nicely show what a Scion scenario can involve.
Lastly, the chapter on ‘Storyguiding’ discusses another type of entity key to many pantheons and mythologies—dragons! Dragons claim to have existed before the creation of The World and to have been the first in The World, which many Titans find objectionable. This is exacerbated by there being some overlap between Titans and Dragons, so that there may be two beings of the same name, but be different all together and be the same at the same time. As with the earlier Nidhoggr (or Niõhöggr), this is intended to be slightly confusing. Potentially though, Dragons represent a threat that Scions and Titans can both agree on.
The third and final chapter in Titanomachy consists of ‘Antagonists’, a wide range of enemies, potential allies, and other Storyguide characters. There is a guide to adjusting adversaries up and down to match the Scions and building archetypes adding Qualities and Flairs like ‘Bringing the House Down’, ‘Entrap’, and ‘Miasma’ to base Spawn or Titanic minions, before listing over eighty examples. These include the familiar creatures of myth and legend, from Banshee, Fomorians, Gremlins to Internet Trolls (Lesser and Greater), Phouka, and Wendigo, alongside the unfamiliar and the individual. The former are drawn from mythologies less familiar to a Western audience, for example, the Harionago, female monsters who stalk the streets strangling with their hair anyone who returns their smiles or the Tikoloshe, creatures of polluted water and spite born to make the lives of others miserable. The latter are individual Titan Scions, such as Ed and Edie Jackson, sweet old pensioners adopted by Prometheus who setting fire to buildings and even Timothy Allgood, a tireless advocate for the release of Titans everywhere, who may be simply a good talk show guest or an actual Titan Scion.
Lastly, an appendix provides a raft of new rules. These include Collateral, a means of handling damage or events to the environment around them when the Scions face Titan Scions or creatures of legendary size, and numerous Birthrights, from Cyclops, Dragon Secretary, and Grigori Rasputin to Cursed Copper Goods, Silk Spider Shawls, and Sinister Hands. The appendix is rounded off with a wide selection of Knacks that any Storyguide character or Player Character Titan Scion can have, depending upon their Titan Calling.
Physically, Titanomachy is well written and well presented. The artwork varies a little in quality, but otherwise, this is a decent looking book.
Titanomachy could simply have just been a book of monsters and their stats. Fortunately, it is much more than that. Many of the Titans and creatures and Titan Scions are monsters and are likely to serve as enemies to the Player Character Scions, but Titanomachy provides and discusses options to make them much more—frenemies, potential and/or temporary allies, and thus more interesting. In doing so, it builds on the thoroughly enjoyable descriptions of the Titans given for each of the pantheons that in turn lend themselves to great story hooks, interesting relationships with the Player Character Scions, and good roleplaying. All that and the descriptions also serve as more great introductions to the stories and myths of each pantheon such that the reader wants to find out more. Plus there are the detailed scenario outlines and plot hooks and actual monster, creature, and Titan Scion descriptions and stats which all together almost feel like a bonus!
Titanomachy is not just a great read for the Storyguide, but an indispensable guide to both the obvious foes of the Player Character Scions and how to turn a few of them into something more than just foes. Once the Storyguide has her Player Character Scions on their paths to divinity, Titanomachy is a next-step purchase for both Scion: Origin and Scion: Hero.
Sword & Sorcery & Cinema: Excalibur (1981)

Excalibur (1981)
Ok. So it's not perfect in its retelling of King Authur's tale, nor is it a great representation of say Dark Ages, post-Roman-Britain arms, and armor. But it is still a fun movie with some seriously epic scenes and moments.
First, let's take a moment to appreciate this cast; Nigel Terry as King Arthur, Nicol Williamson as Merlin, Nicholas Clay as Lancelot, Cherie Lunghi as Guenevere, Helen Mirren as Morgana, Liam Neeson as Gawain, Gabriel Byrne as Uther Pendragon, Corin Redgrave as Gorlois, Duke of Cornwall, and Patrick Stewart as Leondegrance. Seriously. It would have been enough for me just to have Helen Mirren as Morgana. Everything else is just gravy.
Rewatching it now, after a lifetime of reading and rereading various tales of King Authur, I am pleased with how well this one holds up. I do recall there being a bit of gore, but it was more than even I remembered.
Watching this now makes me want to do a "King Authur" film fest. There are a few really great ones and a few terrible ones. But all the same, it would be fun.
The tale is largely what we all know, but that doesn't make it less fun. On the contrary, it makes even more enjoyable at times because you are expecting certain things.
I think Nicol Williamson might very well be one of the best cinematic Merlin's ever. Not just in the look and manner, but pretty much everything he does. Equal parts wizard and fool. Perfect as the advisor to a King.
Authur: No riddles Merlin, a simple "yes." That really frightens me.
The exchange between Merlin and Morgana at Authur's and Guenevere's wedding imprinted so deep on my unconsciousness that I don't doubt that my fascination with pagan witches wasn't intensified 100 fold here. Also, my enduring love for Helen Mirren certainly began here.

Ultimately King Authur, like most Celtic stories, is a tragedy. The betrayal of Lancelot, the birth of Modred, the Quest for the Grail.
Merlin: A dream to some. A nightmare to others!
While the first half is much better than the latter half, the return of Lancelot to Authur's side is one of the great and saddest cinematic moments in Authur's tale.
Yes. An Authurian filmfest is in order.
Gaming Content
Again, are you serious?
One of the best bits, for me, was the Charm of Making, spoken in old Irish (sorta).
Anál nathrach,
orth’ bháis's bethad,
do chél dénmha
or
Serpent's breath,
charm of death and life,
thy omen of making.
Great stuff really.
Substitute Souls

Thankfully for fans of Things from the Flood—and other titles from Free League Publishing, there is the Free League Workshop. Much like the DM’s Guild for Dungeons & Dragons, this is a platform for creators to publish and distribute their own original content, which means that they also have a space to showcase their creativity and their inventiveness, to do something different, and perhaps even surprise us. So it is with Somethings are Better Left Unsaid.
Somethings are Better Left Unsaid is a scenario for Things from the Flood, and whilst it does involve things, it does not involve either floods, Loops, or even Sweden. It is still set in the 1990s though, but Australia, rather than Sweden, and the Teens are still teenagers. It is the second in a series of adventures—the first being Shakespeare’s Monkeys—involving the efforts of the research company, Northstar R&D, led by its founding CEO, Jeremy Longstaff, which wants to bring some of the technological and scientific benefits, in particular, the magic of magnetite, from the Loops in Sweden and Boulder City, Nevada, to the Southern Hemisphere. It is a short, one or two session scenario set in the lakeside town of Jindabyne, a small tourist resort in the Snowy Mountains of New South Wales, Australia.
Despite sharing the same location and being set in Australia, Somethings are Better Left Unsaid is a little different in comparison to Shakespeare’s Monkeys. In a way, it feels less Australian because it does not involve an intelligent creature a la the series, Skippy the Bush Kangaroo (which in Shakespeare’s Monkeys manages to feel simultaneously appropriate and inappropriate). However, because it forgoes this obvious potential for parody, it allows the authors to bring in something which is genuinely Australian and so brings colour into the scenario which was not present in Shakespeare’s Monkeys. This is Behind the News, a long-running news programme broadcast on Australia’s ABC TV and aimed at upper primary and lower secondary students to help them understand issues and events outside their own lives. Show the players an episode of this—especially those from the nineties and perhaps worked into scenes earlier in Shakespeare’s Monkeys and that would go towards adding colour to the four scenarios.
The other difference between the two scenarios is that Somethings are Better Left Unsaid brings the threat at its heart closer to home—or at least closer to school. The Teens of Jindabyne begin to have the weirder feelings than the norm—that they almost know what others are thinking and of floating just above their bodies as they fall asleep at night, just as radios keep squawking static and the sound of voices begging. Could these be connected? The one day at school, just as they are about to watch the latest episode of Behind the News, their science teacher, along with a fellow student, faints in class. If they go to check on either of them in hospital the next day, they discover that the local doctors are both perplexed and worried, but a strange old man, accompanied by bodyguards no less, seems to be taking an interest in them. Things take a really weird turn the next day when the substitute the science teacher who is sick, Doctor Matianov, is actually the strange old man who was seen at the hospital the day before. This is not just weird, for it gets worse when it becomes obvious that Doctor Matianov is actually a terrible teacher! Just what is going on and just what does it have to do with Doctor Matianov? Is he really a teacher? Has he joined the staff at the school for reasons of his own?
Somethings are Better Left Unsaid is creepy and weird and ties into our fears—and those of the Teens—of conspiracies (Doctor Matianov is actually Russian), loss (in particular of important mentors and friends), and the supernatural (the weird voices heard over the radio, at the very least). It is darker in tone than the earlier Shakespeare’s Monkeys and is more focused and confined to just the school and the hospital, rather than being more open in terms of its play area. The result is that Somethings are Better Left Unsaid is shorter and more likely to played through in a single, intense session (though it could stretch to two). Similarly, just as with Shakespeare’s Monkeys, the decently explained plot is easily adapted to other settings—even back to Mälaröarna or Boulder City! There is however one issue with Somethings are Better Left Unsaid which it shared with Shakespeare’s Monkeys. It leaves the connections to Northstar R&D undeveloped and unexplored, and perhaps it would have been better for this scenario and the previous one to have dropped some hints or foreshadowed at the corporation’s involvement.
Physically, Somethings are Better Left Unsaid is a decently laid out document and follows the format for Things from the Flood. Some of the artwork is decent too, and the maps are nicely done. The darker turn of Somethings are Better Left Unsaid is not unwelcome scenario in what is another likeable enough affair that offers the chance to explore the world of Things from the Flood from a different perspective. It feels as if it is laying the foundation for something larger, but not telling the Game Master what it is yet, and that really needs to come through in the next scenarios to be released.
The FATE of Yig

The five campaigns, or timelines, presented in FATE of Cthulhu in turn have the Investigators facing Cthulhu, Dagon, Shub-Nigggurath, Nyarlathotep, and the King in Yellow. Each consists of five events, the last of which is always the rise of the Old One itself. The events represent the roadmap to that last apocalyptic confrontation, and can each be further broken down into four event catalysts which can be people, places, foes, and things. The significance of these events are represented by a die face, that is either a bank, a ‘–’, or a ‘+’. These start out with two blanks and two ‘–’, the aim of the players and their investigators being to try to prevent their being too many, if any ‘–’ symbols in play and ideally to flip them from ‘–’ to blank and from blank to ‘+’. Ultimately the more ‘+’ there are, the more positive the ripple will be back down the timeline and the more of a chance the investigators have to defeat or prevent the rise of the Old One. Conversely, too many ‘–’ and the known timeline will play out as follows and the less likely the chance the investigators have in stopping the Old One.
Each of the five timelines comes with details of what a time traveller from 2050 would know about it, more detail for the Game Master with a breakdown of the events and their Aspects, Stunts, Mythos creatures, and NPCs. Most of these can serve as useful inspiration for the Game Master as well as the advice given on running FATE of Cthulhu and her creating her own timelines. After all, there are numerous Mythos entities presenting the prospective Game Master ready to create her own timeline with a variety of different aspects, purviews, and even degrees of power, but nevertheless capable of bringing about an apocalypse. However, Evil Hat Games has already begun to do that with its own series of timelines, each again dealing with a different Mythos entity and a different downfall for mankind. The first of these is The Rise of Yig.
Darkest Timeline: The Rise of Yig is different. It is triggered by a surprise eclipse in 2020, visible only in northern Mexico and in the southern United States, casting the whole of the region into shadow and it was into this darkness that Yig—the Father of Serpents—awoke. Wherever he walked, civilisation was destroyed in his wake; his full psychic emanations led to terrifying dreams of snakes and other reptiles; new species of snakes appeared with a painfully venomous bite that defied science, only those that pledged themselves to the Father of Serpents and became his foot soldiers, the Children of Yig, proved to be immune; Serpentmen appeared and struck at important leaders; and the weather heated up the planet leading to the spread of a hothouse jungle which would swallow up city after city in less than a year. Only in the polar regions has mankind been able to find a refuge…
In that year, organisations also appeared to combat the threat faced by humanity. Organisations such as the Center for Defense against Elder Threats from the UN, the Chimalli Union, and the Dark Light Net which had all long prepared in secret in case such an event as this occurred. However, the one of the Old Ones that they had not been prepared for is Yig. That is the first difference in Darkest Timeline: The Rise of Yig in comparison with the five timelines given in FATE of Cthulhu. Yig is almost comprehensible in his actions, and has a reputation for benevolence when it comes to mankind, being mostly concerned with the well-being of his children—reptiles, snakes, and of course, Serpentmen. So the question is, was Yig planning the downfall of mankind in 2020, or was there something else going on with this most benign of Old Ones?
As with the timelines in the core rules, Darkest Timeline: The Rise of Yig details the history of its apocalypse and the four events which led up to it for the benefit of the Investigators who will be aware when they jump back from the future. It is accompanied by a more detailed timeline for Game Master along with their four event catalysts (which can be people, places, foes, or things) and their die face settings which the players and their Investigators will need to change by making enquiries and working to defeat the cult. There are details of threats and situations, including cultists like the Agents of the Snake and Snakepersons, the relics and magic associated with the cult, and in particular, the agents of Center for Defense against Elder Threats from the UN, the Chimalli Union, and the Dark Light Net.
If there is an issue with Darkest Timeline: The Rise of Yig it is that it is very busy and there is a lot going on, but the Game Master is given a clearer explanation at the end of the supplement. That is the other difference between Darkest Timeline: The Rise of Yig and the five timelines given in FATE of Cthulhu. It is more complex, not as straightforward, and there are multiple factions involved across the timeline. This makes for a much more challenging campaign, both to run and play, for the players and their Investigators to determine what is going on and what the motives are of the various factions involved in the apocalypse—on both sides. Then for the Game Master to depict the various members of these factions. Again, the clearer explanation at the end of the supplement is a big help with that.
Physically, Darkest Timeline: The Rise of Yig is cleanly presented. It is easy to read and the lay out is tidy, though it needs an edit in places. The artwork is good also.
Although Darkest Timeline: The Rise of Yig is specially written for use with FATE of Cthulhu and very much built around the Investigators coming back from the future forearmed with knowledge of the past, there is nothing to stop a Game Master from using to run from the opposite direction and from a point of ignorance. That is, as a standard campaign a la other roleplaying games of Lovecraftian investigative horror, whether that is actually for FATE of Cthulhu or another roleplaying game. Plus, given the nature of the threat faced in Darkest Timeline: The Rise of Yig, it is easy to comb the support for roleplaying games of Lovecraftian investigative horror to find, if not more Yig-related scenarios, then at least more Serpentmen scenarios. Which gives it a flexibility beyond FATE of Cthulhu.
Darkest Timeline: The Rise of Yig gets the ‘Darkest Timeline’ series off to a strong start. It serves up a horridly ophidiophobic and fairly complex framework that will take some effort to really run right, but delivers a surprising take on Yig and his associated Mythos.
Have a Safe Weekend
hiziri-pro: Lesser Dragon. Posted a picture to the patreon....

Lesser Dragon.
Posted a picture to the patreon. Full size JPG and PSD and video can be downloaded according to the amount of support. https://www.patreon.com/satoshi_matsuura
Kickstart Your Weekend: D&D Monsters and More
I have some great ones for you all today! Hang on, there is a lot here!
Asian Monsters: 90+ magnificent monsters for DnD 5E!

This one looks like a lot of fun. And I was just lamenting that people had not taken advantage of an obvious market and to do it the right way. Legendary Games looks like they are taking the right approach here. Good job. This one ends today!
Now heading to the old-school side of things.

https://www.kickstarter.com/projects/1693797308/chromatic-dungeons?theotherside
I have been following the development of this one for some time now. Glad to see it hit Kickstarter. Quote from the Kickstarter page:
The driving goal behind Chromatic Dungeons is to act as a clone of the early TSR era games, incorporating elements from each of those editions to allow you to play in a style that emulates the experience of playing tabletop RPGs in the 80s, while also being welcoming to all gamers of every demographic to better represent just how diverse our industry has become since the 80s.Sounds great to me! They just got started and it really looks like a lot of fun.
and one I must have.
Book of Lost Lore & Book of Lost Beasts

https://www.kickstarter.com/projects/brwgames/book-of-lost-lore-and-book-of-lost-beasts?ref=theotherside
Greyhawk Gognard runs a tight Kickstarter. The only times he doesn't hit his target date is when he is early. These books scratch that old-school itch better than what most companies are coming out with.
And you really can't beat the prices.
AND Finally, and this one is brand new.

https://www.kickstarter.com/projects/jeffreytalanian/hyperborea-3e?ref=theotherside
Honestly, what can I say about this one? I LOVED my 1st and 2nd editions of Astonishing Swordsmen & Sorcerers of Hyperborea and this one looks crazy!
I was all set NOT to get this one, my other editions are still perfect in my mind, but it just looks so good. Jeffrey Talanian also runs a great Kickstarter, so this will be great.
Unseasonal Festivities: Dungeons & Dragons Annual 2021

Published by Harper Collins Publishers, the Dungeons & Dragons Annual 2021 opens with a history, done as a timeline, which runs from the Dungeons & Dragons of 1974 to the recent release of the Baldur’s Gate III and Dark Alliance computer games. It includes each of the roleplaying game’s various editions, and highlights their best features, plus notable highlights such as the Dungeons & Dragons cartoon and the estimated number of players. The ‘D&D Quick-Start Guide’ suggests the first steps that a prospective player take to get into the game, from choosing the party and deciding who would be Dungeon Master to grabbing pencil and paper and selecting a campaign. Then it is onto ‘Creating a Character’, which actually serves as an easier to grasp guide to the process, and actually better than that given in the Player’s Handbook. As you would expect, it neatly breaks the character sheet down and takes the reader through the process step-by-step—though of course, the reader will still need to refer to the full rules.
The would-be Dungeon Master receives a similar treatment, beginning with ‘Master Dungeon-Mastering’, looking at a possible next step the player might want to take after playing a few games of Dungeons & Dragons. This takes her from ‘Choosing your Campaign’ and ‘Setting the Scene’ through to ‘Planning Encounters’ and ‘Roleplaying’, and includes a quick guide to running combat. The one issue with this article is really the choice of illustration for when choosing the beginning campaign—Dungeons & Dragons Essentials rather than the Dungeons & Dragons Starter Set. There is nothing wrong with including the illustration of Dungeons & Dragons Essentials, but the Dungeons & Dragons Starter Set is the more obvious entry point. The next step for the Dungeon Master is ‘Tips for World-Building’ which poses her several questions should she want to begin creating her own setting, her own campaign world. Unsurprisingly, it is fairly basic, but it serves as a set of beginning pointers.
One of the best features about any new roleplaying game is an example of play since it showcases how the game is intended to be played and be played. ‘A Tale of a First Encounter’ is a lengthy, three-part example of play which is set in an inn where several adventurers come together to form a party before an unexpected showdown with a bunch of bandits. It weaves in and out of game play and table talk and ultimately shows how dangerous combat can be as well as giving some idea of how Dungeons & Dragons can be played. Unfortunately not set in a dungeon, it does however show it is very much a social game, a game played by a diversity of players. If ‘A Tale of a First Encounter’ shows how the game is played, two other articles showcase how Dungeons & Dragons can also be consumed. The first is ‘Spectator Mode’ which features the seven most well-known real-play live streams, with Critical Role at the top of course. The second is ‘Audiophile’, which does the same for podcasts. Although there are no links, but they point to another way in which a prospective player can learn how the game can be played and enjoyed if he cannot immediately begin playing, and so ease himself into Dungeons & Dragons, Fifth Edition vicariously. ‘Beyond the Tabletop’ does a similar thing, but points towards some of the card games, computer games, and comics currently available for Dungeons & Dragons.
Once a player begins play, the Dungeons & Dragons Annual 2021 suggests options to improve both his gaming experience and that of his fellow players. ‘Level Up Your Table’ gives a host of accessories that he can add, such as DM Screens, maps, miniatures, apps, and more. Similarly, ‘Adventurers League’ and ‘Extra Life’ point to how a player can take his Dungeons & Dragons away from home and into the gaming community itself. The former with regular events at his local games shop (and ‘Your Friendly Neighbourhood Game Store’ points to just a very few of the very many available, as well as giving a player an idea of what they look like), whilst the latter tells the player how the gaming he normally does for fun can mean a bit more by raising money for charity through playing Dungeons & Dragons, and is a worthy inclusion in the Dungeons & Dragons Annual 2021.
Much of the Dungeons & Dragons Annual 2021 can be divided into four strands, including ‘A Tale of a First Encounter’, that run throughout its pages. The first of these is ‘Xanathar’s Classes 101’, which provides an overview of each of the twelve Classes from the Player’s Handbook. Each profile states what a Class is good for, what Proficiencies and Special Skills it has, and why a player should select that particular Class and why he should avoid it. Thus a Bard is described as a jack-of-all-trades, has boosts to his Performance-based skills, and his special skill is Inspiration, used to boost the attacks and saving throws of his allies. Lastly, the descriptions suggest that a player chose the Bard if he wants a character who can perform, persuade, and strategise, but avoid if he instead wants to inflict lots of damage. The counterpart to this is ‘Folk of the Realms’ which does the same for the Player Character Races in the Forgotten Realms and thus the Player’s Handbook. ‘Adventures Across the Multiverse’ guides the reader round some of the most notable worlds and locations in Dungeons & Dragons, Fifth Edition. Thus for ‘Adventures Across the Multiverse: Forgotten Realms’ it identifies Icewind Dale, Neverwinter, and the Lost Mine of Phandelver, whilst Waterdeep is linked to the campaign, Waterdeep: Dragon Heist, Baldur’s Gate to Baldur’s Gate: Descent into Avernus, and Chult to Tomb of Annihilation. The series does the same for Ravenloft and Eberron, although there are very few actual campaigns and supplements associated with them for Dungeons & Dragons, Fifth Edition in comparison to the Forgotten Realms. Later on though, the ‘Adventure Collection’ highlights all of the releases and campaigns for Dungeons & Dragons, Fifth Edition to date.
If ‘Xanathar’s Classes 101’ showcases the Classes of Dungeons & Dragons, then ‘Volo’s [Abridged] Guide to…’ does the same for its monsters. It covers the classics, including Rakshasa, Mimics, Wights, Liches, Beholder, and Duergar, telling the reader what they look like, what their favoured attacks are, how to defeat them, and other pertinent facts. This is a decent enough strand, but perhaps the choice of monsters is not as interesting as it could have been, but with so many to choose from…
Scattered throughout the Dungeons & Dragons Annual 2021 is a handful of puzzles and games. This includes ‘Scrambled Spells’, anagrams of spells taken from Player’s Handbook, Sudukos for both spells and Player Character details, a treasure hunt set on the Sword Coast of the Forgotten Realms; a wordsearch of Dungeons & Dragons monsters, a spot the difference puzzle, a maze, and more. They are clearly designed for a younger audience—as is the Dungeons & Dragons Annual 2021—but do show whatever theme you apply to them, the puzzles themselves have hardly changed, if at all, in decades.
Physically, the Dungeons & Dragons Annual 2021 is snappily presented. There is plenty of full colour artwork drawn from Dungeons & Dragons, Fifth Edition, and the writing is clear and kept short, so is an easy read for its intended audience. One nice touch is the inclusion of photographs of game shops and people playing, showing that the game has a broader appeal than just at the potential player’s table and that they are having fun at the table. In comparison, the annuals past, the Dungeons & Dragons Annual 2021 is slim, but packs a lot into its pages.
Unfortunately, the two elements that are missing from the Dungeons & Dragons Annual 2021 those of the very title of the roleplaying game itself—no dungeons and no dragons. As inclusive and as well written and as well presented as the Dungeons & Dragons Annual 2021 actually is, that really is a major omission.
Over the years, there have been plenty of introductions to Dungeons & Dragons, some of them decent, some them of utterly pointless and useless, such as the Dungeon Survival Guide and the ‘What exactly were you thinking, Wizards of the Coast?!’ Wizards Presents: Races and Classes and Wizards Presents: Worlds and Monsters books that heralded the arrival of the Dungeons & Dragons, Fourth Edition. Fortunately, the Dungeons & Dragons Annual 2021 is far superior to any of those.
The Dungeons & Dragons Annual 2021 is genuinely an interesting and informative read. To be fair, this is not a book or supplement that a dedicated player or Dungeon Master is going to need, or even want, to read. After all, much of this will be familiar to him or her. However, the Dungeons & Dragons Annual 2021 provides a good introduction to the roleplaying game, especially as a next step after reading the Dungeons & Dragons Young Adventurer’s Guides series and playing the Endless Quest series. It provides a broader overview than either of those two series and better showcases the next steps that a player and a Dungeon Master take should he or she want to start playing. And like all Christmas annuals, the Dungeons & Dragons Annual 2021 is a good gift to the younger reader, especially one with an interest in fantasy and games, but better than those Christmas annuals of old, for there is much, much more fun to be had beyond the pages of the Dungeons & Dragons Annual 2021.
Enclosures: “Nift” (2021)
Character Creation Challenge: Bunnies & Burrows

Yesterday I reviewed the 3rd Edition of the Bunnies & Burrows RPG. So given my desire to stick with cute and fluffy bunnies, I thought a character was in order.
The Game: Bunnie & Burrows
I detailed this game yesterday, so no need to go into a lot of details here and now.
The Character: Simon
Simon is a dwarf Jersey Wooley rabbit. He is a good bunny and a bit of a rascal.
Name: Simon Bunny
Species: Rabbit (Jersey Wooley)
Profession: Maverick
STR: 7 (+0)
SPD: 16 (+2)
INT: 16 (+2)
AGI: 17 (+2)
CON: 12 (+0)
MYS: 7 (+0)
SML: 13 (+1)
CHA: 15 (+1)
Abilities
Tumble, Stealing, Handle Man-things

Simon is a Maverick. Thought this was best given what an escape artist this little stinker is.
Review: Bunnies and Burrows 3rd Edition (2019)

I will admit I was and am a fan of the original 1976 Edition. I never really got to play it, save for one time, but that was it. It was fun and I wrote a review for it.
I did, however, spend a lot of time back in 2007 rewriting the Bunnies & Burrows article on Wikipedia. Not only was I and others able to get the article to Good Article status, but I also had a Furry Advocacy group offer to send me money because of it. I just asked them to donate the money to the Humane Society. I didn't want my edits called into question if I Was doing them for pay. I was doing it to further my own RPG knowledge.
So when the Kickstarter for the new edition from Frog God Games came up, well yes, I had to back it. They delivered it and it looked great. And I promptly put it on my shelf never to be seen again. I was cleaning up some shelves to make room for more Traveller books when I found it. I figure I should give it a go again.
If you have never checked out this game then I say do yourself a favor and remedy that. This is a great piece of the RPG past and should not go ignored.
I am going to review Bunnies & Burrows 3rd Edition from Frog God Games. For this review, I am considering both the PDF and the Print version I received from Kickstarter. There is a Print on Demand version, I have not seen it.

Bunnies & Burrows 3rd Ed comes to us from Frog God Games. Maybe more well known for the Swords & Wizardry line of books than rabbits, this game is still a solid contender for the Old School market. More so I say than some other games that people think of as "Old School."
In this game, you play rabbits. Not anthropomorphic rabbits. Not mutant rabbits. But normal, everyday, common in your backyard rabbits. If this feels a bit "Watership Down" then you are right on track.
Part I: Traits and Characteristics
Characters have 8 base traits, Strength, Speed, Intelligence, Agility, Constitution, Mysticism (was Wisdom in 1st and 2nd Ed), Smell, and Charisma. Different Professions (Runners, Spies, Shamans...) all have a primary trait. Traits are rolled like D&D, 3d6, and the bonuses are similar.
Every profession gets some special abilities. So for example the Fighter gets a double attack and a killing blow. It is assumed that your starting character is a rabbit or bunny.

There are other choices too, Raccoon, Jackrabbit, chipmunk, skunk, porcupine, opossum, armadillo, and gray squirrel. With the examples given, other small furry wild animals could be chosen.

Part II: Playing the Game
This covers the rules of the game and more importantly, the sorts of things you can do in the game. Covered are important topics like Habitats, Grooming, Sleep, Foraging, Diseases, and dealing with other animals and at worse, Man-Things.
There is a huge section on encounters and how basically everything out there is harmful to you. There are predators, humans, dangerous terrain, rival animals, and the ever-present search for food and water.
There are many sample scenarios and even a few mini-games to play.
Part III: For the Gamemaster
The last part covers the last half of the book. It has a lot of information on setting up a game, how to roleplay, and stats of all sorts. A lot of rival and predatory creatures are also listed in what would the "monster" section of other games.


There are a bunch of maps, scenarios, and encounters all throughout the book. There is no unified theme, nothing that ties them all together, other than "survive as a little thing in a world full of bigger, scarier things."
There is certainly a lot of Role0playing potential in that.



B&B makes you feel like it could all be happening in your backyard. That while we Man-Things sit on our decks and grill our burgers and drink out ices tea, there is a world not that far from us distance-wise, but one that is as different and far away as we can get. A world of survival just under our noses.
The game is quite attractive in terms of color and art. It looks fantastic.
There is a feel from this, I am going to call it the S&W effect, that I didn't feel when reading the original game. This is a polished game that is trying to feel old. As opposed to an old that was trying to feel polished.The original B&B looks cheap by today's standards but it was such an "out there" idea for the time that it felt more important than say the representation it got in RPG circles. This new B&B has a similar feel, but maybe lacks a little of the gravitas of the original.
In any case, it is a fun game, and one every gamer would at least try. I don't think you can call yourself an old-school gamer unless you have played it at least once.

This game is Simon Bunny approved!
The Aftermath: June Porch Sale (June 27, 2021)
Oriental Adventures, One Year Later

It was one year ago that the whole Oriental Adventures deal went down. I am not going to go into all of it; there were petitions, camels, and a lot of chicken-little hysterics. But here are some of the salient details.
A year ago game designer Daniel Kwan posted his concerns to Twitter about how culturally insensitive WotC's (formerly TSR's) Oriental Adventures is.
This quickly devolved into the lowest sniping that is typical of these cultural debates.
The end result was Wizards of the Coast putting a disclaimer on all older products about how they are an artifact of their times that honestly did not appease anyone.
We (Wizards) recognize that some of the legacy content available on this website does not reflect the values of the Dungeons & Dragons franchise today. Some older content may reflect ethnic, racial, and gender prejudice that were commonplace in American society at that time. These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed. Dungeons & Dragons teaches that diversity is a strength, and we strive to make our D&D products as welcoming and inclusive as possible. This part of our work will never end.So where are we now?
People made a HUGE outcry that they were going to be censored and that the older PDFs were going to get pulled or worse, they were going to be edited. People kept screaming slippery slope and other weak arguments.
None of that happened.
What did happen is that OA went from just a small handful of reviews and "just" a Platinum bestseller to a couple of score ratings (not actually reviews) and a Mithral best seller.


Comparing the files I downloaded when it was first offered in 2014, the one I downloaded in July of 2020, and the one I downloaded just now, they are all the exact same. There is a difference of 11 bytes between the 2020 and 2021 versions that I can't account for yet, but every page is the same.

Nothing in the file itself has changed.
I said at the time that WotC was not going to take it down and they were not going to change it. I was right not because I had faith in WotC (far from it) I had faith in the money involved.
- To take down a best-selling, low-cost, high ROI product is foolish.
- To edit the same product incurs a cost, a high cost in many cases, that greatly reduces that ROI.
The intelligent thing to do is always make a new, better product to support the new current rules system, not anything at all for a nearly 50-year-old system with a diminishing customer base.
Also, the assertion that this would cause WotC to stop selling classic D&D pdfs altogether was easily dismissed. They kept adding more and more pdfs and PoD ready books. Focus has shifted a little from adding new pdfs (though the most recent ones are from June 18th or so) to get current pdfs PoD ready.
At the end of the day, Daniel Kwan was still making some very good claims. These have been carefully spelled out in this series of videos. Warning this is over 26 hours long. If you want to dispute his point of view you need to watch this first.
Back then I said:
If I were in charge of the D&D line I would get in front of this now saying "Yeah, you have some great points. Let's assemble a dream team of experts both in history and in RPGs to make a new BETTER book."I stand by that. I have no idea if WotC is doing this or not, but I am a bit disappointed that no 3rd party publisher came forward to do it. Now to be fair, Paizo very well could have done this and I just missed it. Brian Young has been doing exactly this for Castles & Crusades at Troll Lord Games. Maybe the closest we have is Joesph Bloch's / BRWGames' The Golden Scroll of Justice. I don't have it, but I have read that it is good. (edited to add. I just bought it to see how it is. First reaction, it looks good and has the level of quality I have come to expect from BRWGames, but I have no idea how representative it is, I am not qualified to measure that.)
People need to stop looking at these as "threats" and see them as opportunities to do better or at very, very least sell more books.
J. J. Grandville - Satire on Taxation, May 1833

Artwork found at The British Museum.
Pages
