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
Original Roleplaying Concepts

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
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.

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

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.

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.
The Christmas Annual is a traditional thing—and all manner of things can receive a Christmas Annual. Those of our childhoods would have been tie-ins to the comic books we read, such as the Dandy or the Beano, or the television series that we enjoyed, for example, Doctor Who. Typically, here in the United Kingdom, they take the form of slim hardback books, full of extra stories and comic strips and puzzles and games, but annuals are found elsewhere too. In the USA, ongoing comic book series, like Batman or The X-Men, receive their own annuals, though these are simply longer stories or collections of stories rather than the combination of extra stories and comic strips and puzzles and games. In gaming, TSR, Inc.’s Dragon magazine received its own equivalent, the Dragon Annual, beginning in 1996, which would go from being a thick magazine to being a hardcover book of its own with the advent of Dungeons & Dragons, Fourth Edition. For the Dungeons & Dragons Annual 2021, the format is very much a British one—puzzles and games, yes, and all themed with the fantasy and mechanics of Dungeons & Dragons, along with content designed to get you into the world’s premier roleplaying game.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.

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.
Bunnies & Burrows has always been one of those games that elicits a variety of responses from gamers and non-gamer alike. Most often it is "really? there is a game of that?"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 Edition 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.





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.

Hopefully, I can put the latest tempest-in-a-teapot away for the one that was consuming us all last year. 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.
Screenshot 2020-01-03
Screenshot 2021-04-12. Only difference? Disclaimer and greater sales rank.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.
Your file sizes may vary due to name and customer ID#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.
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.
"Satire on taxation, showing monsters personifying taxes devoring people in an arena, while smartly dressed people look on from above; in the background, at right, Louis Philippe and some of his ministers, including Soult, D'Argout, Madier de Montjau, Barthe and Thiers, watch from a balcony; plate 10 from La Caricature's 'Association mensuelle lithographique'. May 1833" Been playing around with this one for a bit. They started out as something akin to a mushroom person and changed. Was out working in the garden with my wife all weekend and they kind of came together for me.
GroundlingFrequency: Rare
Number Appearing: 1d4 (2d8)
Alignment: Lawful [Neutral Good]
Movement: 90' (30') [9"]
Burrow: 120' (40') [12"]
Armor Class: 8 [11]
Hit Dice: 1d8* (5 hp)
Small 1d6* (4 hp)
Attacks: 1 weapon (garden tools)
Damage: 1d4
Special: Camouflage, damage by cold-iron, druid magic, spores, See below
Size: Small
Save: Elf 1
Morale: 8 (10)
Treasure Hoard Class: See below
XP: 13 (OSE) 13 (LL)
Str: 9 (0) Dex: 13 (+1) Con: 11 (0) Int: 12 (0) Wis: 15 (+1) Cha: 16 (+2)
Groundlings are small earth elementals that live on the material plane and parts of the lands of faerie. They are distantly related to gnomes and other faerie races, in particular brownies. They appear much as gnomes or brownies do; small with long noses and ears, quick and nimble fingers. They are small, just under 2 ft in size with some only reaching 1 ft. Their skin tone range from dark browns, to lighter shades all the way to a pale almost white. They wear similar shades of light clothing making them 90% undetectable when they are hiding in the underbrush of their preferred forest homes. They wear large mushroom caps for hats. Groundling my travel underground via a natural burrowing ability.
Groundlings are rather peaceful and wish to be left alone to attend their mushroom patches and farms. If attacked they can defend themselves with their only weapons, their garden tools, for 1d4 points of damage. They can be hit by cold-iron to take an additional +1 points of damage. If four or more groundlings are encountered then 1 will be a druid of the 2nd level and can cast spells. Eight or more will have a druid of the 4th level. Any creature or character foolish enough to try to attack a grounding within their own community is subject to a deadly spore attack that the entire community can release. This attack affects all living animals in a 30-yard radius of the community. The victim must save vs. poisons or choke to death. Groundlings are loathed to use this attack of last resort as they do not enjoy killing any creature.
The most notable detail about groundlings is they do not have permanent biological sex or gender. Groundlings reproduce via spores similar to mushrooms. During the spring of each year, a grounding can choose to be "male" and release spores that are collected by groundlings who have chosen to be "female." Within one month new groundlings are born and will maturity in 10 years. Groundling may also choose either a male or female and maintain this choice for as long as they wish. It is in this mode they will often try to relate to other species. It is during this time that they can also have offspring with brownies, gnomes, or other faerie creatures of similar size.
Groundlings have a simple society based around a family unit of 3 to 5 adults and up to 15 immature children. Their joys are tending their gardens, keeping small rodents as pets, and participating in a special form of community "theatre" where specialized spores are released to provide vivid hallucinations guided by the elders of their group.
Groundlings do not keep treasure preferring to live off of the land. There is often enough in the community for the purchase of their garden tools. They do make a particularly potent wine made from mushrooms that is a favorite among some of the wilder fey species. They do sell it, but often prefer to trade.
Groundlings as Characters: A grounding may be used as a Player Character background. They tend to favor classes like druids and witches of the Faerie, Green Witch, or Hedgewitch traditions.
Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu Invictus, The Pastores, Primal State, Ripples from Carcosa, and Halloween Horror, there was a Five Go Mad in Egypt, Return of the Ripper, Rise of the Dead, Rise of the Dead II: The Raid, and more...
Name: Prisoners’ DilemmaPublisher: Chaosium, Inc.
England under the reign of Elizabeth Tudor is imperilled from all sides. From the Church of Rome and all of its adherent nations across Europe, as well as those within England who had not renounced their Catholicism and become members of the Church of England. And also from the supernatural and the practitioners of magick who grow stranger and more prevalent as the wall of blind faith that protected the country and the monarchy had been weakened. First, by her father, Henry VIII’s break from Rome, his establishment of the Church of England, and Dissolution of the Monasteries; second, by her sister, Queen Mary’s reestablishment of Catholicism in the country in an attempt to undo her father’s scheming; and third, by the schism in Christianity that would give rise to fanatics upon both sides. The resultant rise in magical and incidences of the supernatural were not seen as being due to a loss of faith, but to a rise in the practice of witchcraft, such that five years after succeeding to the throne, Queen Elizabeth passed an Act Against Conjurations, Enchantments and Witchcrafts, which particular made it a capital offence to employ magick to kill another and a felony to use it to maim or to consort with evil spirits, provoke love, or seek buried treasure. However, at the urging of Francis Walsingham, master of the Queen’s spy network in Europe, and Doctor John Dee, astrologer, alchemist, and companion in words to the Queen, she made an amendment—The Dee Sanction. This permitted the practice of magick in defence of the realm; it permitted those with heretical knowledge to work off their sentence in service to, and in protection of, Her Majesty; and it gave England a first line of defence against magick, its practitioners, and the supernatural. The fate of such agents would remain in the hands of Walsingham and Dee, their punishment abated—at least for the time being, and perhaps, just perhaps, despite what they have seen and what they have done, both in service of the Queen and before it, they might find absolution, they might have their sentences commuted.
I have been wanting to see this one for some time now. My wife and I have been on a Vikings and Norse Mythology kick for a while now and we both like Karl Urban. So I thought tonight was a good night for it.I mean I had heard it was not great, but I wanted to see it for myself.
So from the start, there are some issues here. There were no horses in America during the Viking era and the Vikings certainly didn't use them. Nor was chain mail as depicted here used. So yeah, this
Karl Urban stars as "Ghost" a Viking boy, left behind after a raid. He is raised by the locals and has built a life for himself. Fifteen years later the Vikings return and kill everyone except for Ghost, who is out hunting. Ghost watches them kill his father, and he attacks, killing many of the Northmen, called "The Dragonmen" by the Native Americans.
Ghost finds the other tribe, the one with Pathfinder and his daughter Starfire and warns them of the Vikings.
The villagers leave and Ghost prepares to fight the Vikings. There is a battle and Ghost kills a lot, but the braves from the village come back and they are slaughtered.
The Vikings capture Ghost, Starfire, and Pathfinder. They draw and quarter Pathfinder and force Ghost to show them where the next village is. He does so to protect Starfire.
All the Vikings are killed. Starfire becomes the new Pathfinder and Ghost guards the coast, watching for more invaders.
So yeah. It was not great. My wife called it "Dances with Vikings." I think that is being overly generous. Clancy Brown is in it, but you can hardly tell.
Gaming Content
This movie came out in 2007 around the same time as the Pathfinder RPG (2009). I always conflated the two even though I was aware of the differences. Though part of me would still like stat up the Pathfinder movie with the Pathfinder rules.
The Vikings in this are more like Orcs than they are like Ragnarr Loðbrók. With their centuries too early arms and armor, this actually has more in common with Pathfinder the RPG than it does with the historical Vikings. Their armor looks like they got from a GWAR yard sale.
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Tim Knight of Hero Press and Pun Isaac of Halls of the Nephilim along with myself are getting together at the Facebook Group I'd Rather Be Killing Monsters to discuss these movies. Follow along with the hashtag #IdRatherBeWatchingMonsters.
If you have been online at all this week then you likely have heard about the new new TSR. Justin LaNasa secured the trademarks that were lapsed (again). There was a TSR Games that produced the new Top Secret game and were involved with the short-lived Gygax magazine. The tale began before this, but let's take the June 15th date as a start of the new TSR in the public eye when they sent out their press release.
Lots of people have dissected this already and I have no desire to retread that ground. There are a few things I want to talk about and for that, I need to start here. So let's establish some facts. From the PR.
The team includes Justin LaNasa (CEO), Ernest G. Gygax Jr (EVP), Jeff R. Leason (COO, and Stephen E. Dinehart (CCO).Ok. So far so good...almost.
LaNasa has posted some questionable material online, on his own FB page, and on the Dungeon Hobby Shop page, now since deleted. Now people are allowed to have opinions and they don't have to agree with mine. If someone deletes something they posted I am going to assume they had a moment, thought better of it, and deleted it. That's fine. No need for me to bring it up. But there are others, and when a pattern begins to emerge well it is less like a momentary lapse of reason and more like behavior.
Here is one from a little more recently.

As a card-carrying member of the "Woke Nation," I take exception to this. You don't have to like my opinions to take my money, but don't hold your nose and laugh while doing it. Sorry, but if "woke" means I actually care about the opinions and feelings of others, then fuck it, I am woke. Not only that I am a pretty big Social Justice Warrior and I have the receipts (in many cases actual receipts) to back that up. Guess what, I can spend my money elsewhere.
If that were all, I could almost ignore it. I certainly would post anything about it, I'd just not buy your stuff and move on with my life. There are lots of things I don't like; I want to talk about the things I do like.
But then there was this bit from Executive VP Ernie Gygax. It's a long video. The salient bits have been transcribed over at ENWorld.
Look. It's an interview, not a presentation, not a press junket, so there are some rough bits in the presentation. But the real rough bits are really rough.
There is an absolute misunderstanding of IPs and copyright. The complete dismissal of the players of 5e is also poor professionalism. I get you don't like the game, you don't have to like it, but dismissing the players of 5e? Sorry, my kids are huge 5e fans and they are having every bit as much as we did; maybe more. Referring to them as lemmings, also not a fan. Also dismissing the largest population of role-players with money right now? That's just really bad business practice.
Again, irritating, but not 100% damnable. Anyone can say something stupid once.
But completely insulting the LGBT players by dismissing "gender identities" is so not cool and extremely unprofessional.

Online, Justin, in his capacity as CEO of TSR, has made the claim that this is just Ernie expressing his own opinions. Well, that doesn't really fly. The interview was in his capacity as a spokesperson for the company he is Executive VP for. Let's be honest. No one will pay the "nostalgia dollar" based on LaNasa's name alone. They are banking that despite not having a real plan that I can see and a lot of hope that people will buy these products based on the "TSR" and "Gygax" name.
They want to produce a new "Star Frontiers," they own the name, but that is all. None of the IP, none of the rules. Nothing really.
I fear they are poking a very large bear (WotC/Hasbro) and I am not sure they get that.
Shannon Appelcline has written an update on TSR 2.0 and TSR 3.0 for his Designers & Dragons and has posted it to his Facebook page.
There is more. Lots more. But I am not really interested anymore. This feels like a cheap cash grab to go after the nostalgia dollar and doing it by appealing to the lowest common denominator of that fan base.
Sorry but the whole thing is leaving a rather bad taste in my mouth. I hope to see some changes, but I am not holding my breath. But I don't need to give any more of my cash to people that utterly dismiss the experiences of people I know and care about.
Get your act together TSR or you will follow the business trajectory of the last two TSRs. And doubling down on Social Media is not only unprofessional but it is also a bad look.
It is impossible to ignore the influence of Dungeons & Dragons and the effect that its imprint has had on the gaming hobby. It remains the most popular roleplaying game some forty or more years since it was first published, and it is a design and a set-up which for many was their first experience of roleplaying—and one to which they return again and again. This explains the popularity of the Old School Renaissance and the many retroclones—roleplaying games which seek to emulate the mechanics and play style of previous editions Dungeons & Dragons—which that movement has spawned in the last fifteen years. Just as with the Indie Game movement before it began as an amateur endeavour, so did the Old School Renaissance, and just as with the Indie Game movement before it, many of the aspects of the Old School Renaissance are being adopted by mainstream roleplaying publishers who go on to publish retroclones of their own. Dungeon Crawl Classics Role Playing Game, published by Goodman Games is a perfect example of this. Other publishers have been around long enough for them to publish new editions of their games which originally appeared in the first few years of the hobby, whilst still others are taking their new, more contemporary games and mapping them onto the retroclone.
Yet there are other roleplaying games which draw upon the roleplaying games of the 1970s, part of the Old School Renaissance, but which may not necessarily draw directly upon Dungeons & Dragons. Some are new, like Forbidden Lands – Raiders & Rogues in a Cursed World and Classic Fantasy: Dungeoneering Adventures, d100 Style!, but others are almost as old as Dungeons & Dragons. One of these is The Fantasy Trip, published by Metagaming Concepts in 1980. Designed by Steve Jackson, this was a fantasy roleplaying game built around two earlier microgames, also designed by Steve Jackson, MicroGame #3: Melee in 1977 and MicroGame #6: Wizard in 1978. With the closure of Metagaming Concepts in 1983, The Fantasy Trip and its various titles went out of print. Steve Jackson would go on to found Steve Jackson Games and design further titles like Car Wars and Munchkin as well as the detailed, universal roleplaying game, GURPS. Then in December, 2017, Steve Jackson announced that he had got the rights back to The Fantasy Trip and then in April, 2019, following a successful Kickstarter campaign Steve Jackson Games republished The Fantasy Trip. The mascot version of The Fantasy Trip is of course, The Fantasy Trip: Legacy Edition.
The Fantasy Trip: Legacy Edition is a big box of things, including the original two microgames. So instead of reviewing the deep box as a whole, it is worth examining the constituent parts of The Fantasy Trip: Legacy Edition one by one, delving ever deeper into its depths bit by bit. The first of these is Melee, quick to set up, quick to play game of man-to-man combat, followed by Wizard, which did exactly the same for sorcerers and other magic-users. The third part of this triumvirate is Death Test, which combined the two original scenarios—‘Death Test’ and ‘Death Test 2’—both originally published as MicroQuest 1: Death Test and MicroQuest 1: Death Test 2 in 1980. bringing the trilogy of mini-boxed sets together is The Fantasy Trip: In the Labyrinth. This is not yet another mini-box, but a book which combines their content into one volume and expands upon with further rules, expansions, and options which lift Melee and Wizard up from being combat and magical skirmish games respectively into an actual roleplaying game. What it lacks though is the counters and maps to be found both in Melee and Wizard, but that is not an issue with The Fantasy Trip: Legacy Edition.
The Fantasy Trip: In the Labyrinth is a combination of three books for The Fantasy Trip. The first two are Advanced Melee and Advanced Wizard which provided expanded rules for Melee and Wizard respectively. The third is In the Labyrinth: Game Masters’ Campaign and Adventure Guide, published originally in 1980, which added a role-playing system and a fantasy-world background for the whole of The Fantasy Trip line, as well as introducing a point-buy skill system for the system as whole—rather than just spells in Wizard. The new version of In the Labyrinth collates all of that content into one supplement for The Fantasy Trip Legacy Edition. It includes rules for creating characters, the core mechanics, notes on designing labyrinths, rules for both advanced combat and advanced magic, and it introduces the setting of Cidri, including a lengthy bestiary. All that, that there are two notable aspects to In the Labyrinth. First, the Game Master and her players could just start with In the Labyrinth as their introduction to The Fantasy Trip, instead of Melee and Wizard (and Death Test). That might steepen the learning curve though, and there is something to be said of the experience of trying out the basics of both games prior to coming to In the Labyrinth, though the supplement does serve as the capstone for The Fantasy Trip. Second, In the Labyrinth and The Fantasy Trip look like any other generic fantasy system, but dig down into the mechanics and the setting details, and whilst on one level, it does look fairly generic—and could be run as generic fantasy, it really is quite a bit different.
After introducing and explaining the concept of roleplaying, In the Labyrinth introduces the world of Cidri. This is a large world with an Earth-like gravity and environments, which until a few hundred years ago was the playground of an ancient all-powerful race of dimension travellers called the Mnoren. It was one of many worlds they created before they disappeared, but this has many continents, many of them connected by magical gates, and many peoples imported from the original Earth. Consequently, historical faiths and cultures of Earth can be found on Cidri, so Vikings, Aztecs, Persians, Samurai, and so on, can all be found on the world—somewhere. As can adherents of Christianity, Islam, and Judaism, as well as those faith to gods and goddesses and pantheons unknown on Earth. Notably, whilst there are numerous faiths and religions to be found on Cidri, along with their priests, churches, and temples, the gods themselves do not appear in the world, and it is actually possible for the devout to achieve apotheosis. This mix of the fantastic and the real explains the cover to In the Labyrinth, which shows a wizard, a priest, a Norman knight, and a Roman legionnaire together best by monsters, a mix which otherwise be incongruous. What it also means is that almost any fantasy or historical setting can be dropped into the Cidri, such is the scale and scope of the planet.
In comparison to Tales from the Loop, there is relatively little support for its sequel, Things from the Flood. Both share a setting in Mälaröarna, the islands of Lake Mälaren, east of Stockholm, first in the 1980s and then in 1990s, the site of the Facility for Research in High Energy Physics—or ‘The Loop’—the world’s largest particle accelerator, constructed and run by the government agency, Riksenergi. Both are settings drawn from Simon Stålenhag’s artwork, Tales from the Loop contrasting an almost pastoral idyll against a hi-tech world of the Loop, robots, and skies filled with ‘magnetrine vessels’, freighters and slow liners whose engines repel against the Earth’s magnetic field, an effect only possible in northern latitudes. In Things from the Flood, the pastoral idyll has been spoiled, the lands around the Loop spoiled by a hot, brown liquid bubbling up out of the ground, Riksenergi being shut down and the Loop being sold off, robots suffering from a strange cancer, and the resulting economic crisis would lead to depression, personality changes, divorces, gambling disorders, and more… Where Tales from the Loop is positive in tone and has a fascination with technology, Things from the Flood is darker and has a fear of technology.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 Shakespeare’s Monkeys.
Shakespeare’s Monkeys 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 first in a series of adventures 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.
As the title suggests, the scenario concerns a monkey—or rather a troop of monkeys, or rather it starts with one monkey and then involves a whole lot of them. Perhaps one of the Teen finds out he has a really smart possum breaking into the garden shed for food, but it turns out to be a monkey or the Teens hear about (or encounter) some weird, hippy American asking questions about the new buildings on the island out in the lake or they even hear about monkey sightings round the town. Either way, the Teens will soon encounter a troop of monkeys about town and in particular, one monkey who appears to have been modified with an antenna and ultimately wants to make friends. However, the Teens will not be only ones interested in the monkeys, or rather the one monkey, and when they investigate further, they will discover the presence of the strange American in town and his interest in the buildings on the island on the lake. Ultimately, they will follow the clues out to the island and discover not only what is going on there, but also how it affects the monkey who has befriended them, as well as the other monkeys.
Shakespeare’s Monkeys is the first in a series of adventures for Things from the Flood and a fairly sad one at that. It is short, playable in a session or two, and in general, its well-explained plot is easily adapted to other settings—even back to Mälaröarna or Boulder City! This may be a solution to a problem which the author of the scenario fails to address, and that is its setting. In Things from the Flood—and before that, Tales from the Loop—there is background information on both the Sweden and the USA of the nineties and eighties, but Shakespeare’s Monkeys has none. Just as American culture and Swedish culture are different, so is that of Australia. Whilst there is a map of Jindabyne, there is no background given either. Which leaves the Game Master with a lot of information to research to get the setting right, unless both players and Game Master want to rely upon soap operas for their knowledge of Australia, or given the fact thatShakespeare’s Monkeys involves an intelligent animal, episodes of Skippy the Bush Kangaroo (which manages to feel simultaneously appropriate and inappropriate). Now to some extent, the players and their Game Master will construct some of the elements of the setting of Jindabyne around their characters, that is built into Things from the Flood, but to shift the roleplaying game to somewhere else and not provide this is an oversight.
Another consequence of the lack of background, is that the consequences to the scenario—not the conclusion—is underwritten. Again, the Game Master will need to work out what these are, but again that will be derived from whatever she and her players develop in terms of their setting.
Physically, Shakespeare’s Monkeys 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. Ultimately, when coming to run and play Shakespeare’s Monkeys, the issue that both Game Master and players will have address is the fact that it is set in Australia and it does involve an animal, so that may lead to some humour around the table. The issues with the background and lack of it aside, Shakespeare’s Monkeys is a likeable enough scenario that offers the chance to explore the world of Things from the Flood from a different perspective.