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#AtoZChallenge2024: Sunday Special, D&D 3rd Edition

The Other Side -

This is another Sunday special to talk about another edition of D&D. Today, we are going to visit the year 2000 and the Third Edition of Dungeons & Dragons.

Dungeons & Dragons, 3rd Edition

Dungeons & Dragons 3rd Edition

Ok, let's get caught up. By 1997 I was married, had a new house, a new job and we were planning on starting a new family. I was also really, really burned out on D&D. I was tired of the nonsense that TSR kept pulling on their fans, I was tired of the infighting between the fans of different settings, and the power creep in the books was getting to be way too much. 

In April of 1997, TSR was not just in dire straits; they were failing life support and hemorrhaging money. In comes Wizards of the Coast, flush with cash from the success of Magic the Gathering. They buy TSR, and Dungeons & Dragons, and wipe out all of TSR's debt. 

For a while, things seemed, well, weird. Wizards ran TSR as an extension, and books were still produced using the TSR trade dress.  However, in late 1999, I got an email. I want to say it was December since that roughly corresponds to my 20th anniversary of playing. This email, which I was told was ultra-confidential, was the play test documents for the new Dungeons & Dragons 3rd Edition.

Then 2000 rolled around. On September 11, 2000 (not *that* 9/11) I went into my Favorite Local Game Store and bought a copy of the 3rd Edition Dungeons & Dragons Player's Handbook. 

This edition was new. So new that unlike the past editions this one was not very backward compatible. This was fine since Wizards of the Coast (now dropping the TSR logo) had provided a conversion guide. The books were solid. All full color and the rules had expanded to fix some of the issues of previous versions of D&D. Armor class number got larger as the armor got stronger, as opposed to lower numbers being better. Charts for combat were largely eliminated, the number on the sheet was what you had to roll against. Everyone could multiclass, all the species (races) could be any class without restrictions, though some were better at it than others, and everyone had skills. 

But the most amazing thing about 3rd Edition D&D was that aside from a few protected monsters and names, Wizard of the Coast gave the whole thing away for free! Yes the books with art cost money. But the rules, just a text dump, were free for everyone to download. It was called the System Reference Document or SRD. It was all the rules so that 3rd-party publishers could produce their own D&D compatible material. With these rules you could play D&D without the books. There was no art and no "fluff" text, but everything was there.

Eventually the system was updated to a 3.5 with various levels of compatibility with 3.0. It was I still say 98% compatible, except for where it wasn't.

Dungeons & Dragons 3.5 Edition - Special covers

The books were larger, and had some new art, but they were still largely the same. They were close enough that originally I did not feel the need to buy them. But when the "Special Edition" leather-bound covers came out, I had to have them. Plus I am a sucker for a book with a ribbon. 

D&D 3rd edition had a very solid run from 2000 to about 2008. 

The rumor I have heard was that the higher-ups at Hasbro (who now owned WotC) demanded a 4th edition because they could not believe that WotC was just giving away the game in the SRD. The way the license was written though they just could not pull it. They tried this back in December 2022/January 2023 and the fans and the publishers revolted. Hasbro's stock fell and subscriptions to their online tool, DnDBeyond, tanked so bad that Hasbro not only backtracked, they dumped the whole 5th Edition SRD into the Creative Commons.  I might to cover that in detail someday.

D&D 3rd Edition, though, still lives on. The Pathfinder RPG was created by people who worked with WotC on D&D 3.x and is often called "D&D 3.75." Pathfinder 1st Edition was published in 2009 and directly competed with D&D 4. By many measures, it out-sold and outperformed D&D 4. Pathfinder 2nd Edition was published in 2019. While not as backward compatible as the 1st edition, we are now at a point where the D&D 3.x (also known as d20) rules are approaching 25 years old.  That is some longevity. 

I still enjoy 3rd Edition. I played it a lot with my kids and had a great time. It rekindled my love for D&D, and that was no small achievement.

Dungeons & Dragons 3.x Edition was also the edition which Wizards really embraced PDF format. So to my knowledge nearly everything is available at DriverThruRPG.

Tomorrow, we will be back to regular A to Z posting. It is M day and Monday, so you know I am going to talk about Monsters!

 Celebrating 50 years of D&D.


Your Wrath & Glory Starter Set II

Reviews from R'lyeh -

In the far future of the 41st Millenium, the Gilead System has been isolated from the Imperium of Man by the Cicatrix Maledictum, the Great Rift that unleashed waves of supernatural darkness and malignant power from the Realm of Chaos. The system, rent by internal strife and disagreement from within as to how to survive and threatened by the Ruinous Powers and its allies from without, teetered on the edge of collapse, but hope arrived in the form of the Varonius Flotilla, a Rogue Trader fleet under the command of Jakel Varonius, bringing ships and forces which could ensure the system’s survival. The only vessels to have made contact since the opening of the Great Rift, the Varonius Flotilla is seen across the Gilead System as its saviour, but the fleet alone can only so much. There are wars across the system, the chances of starvation grow daily, and alliances have to be made, even with xenos. This is a time for heroes, for ordinary men as well the Imperium’s genetically enhanced super soldiers, the Space Marines, Psykers, scribes, and others to work together to withstand the Chaos and protect all those it would suborn and destroy. Under the command of Jakel Varonius himself, such agents will become the most distant, but worthy arm and blade of the Emperor himself! Can the agents save the Gilead System? Will ‘wrath and glory’ be theirs?

This is the set-up for the Warhammer 40,000: Wrath & Glory – Starter Set. Published by Cubicle 7 Entertainment, this is the second attempt at a starter set for the Warhammer 40,000: Wrath & Glory, previously published by Ulisses Spiele in 2019. It follows the same format as the Warhammer Fantasy Roleplay Starter Set in providing everything needed to play and get started in action, horror, and intrigue of the 41st Millenium. This includes ‘Traitor’s Hymn’, an adventure set aboard the Varonius Flotilla; ‘The Varonius Flotilla’, a guide to the fleet; six character sheets; three reference sheets; Wrath, Glory, and Ruin; and a set of eight six-sided dice, including a Wrath Die. ‘Traitor’s Hymn’ is a detailed adventure designed to introduce both the setting and the mechanics of Wrath & Glory, but ‘The Varonius Flotilla’ is designed to not only detail that setting, but also support further play with both background and further play with extra scenarios that will extend the usefulness of the Warhammer 40,000: Wrath & Glory – Starter Set.

Open the Warhammer 40,000: Wrath & Glory – Starter Set and the first thing that you see is a gatefold sheet with the words ‘READ THIS FIRST’ on it. This introduces the basics of everything about Warhammer 40,000: Wrath & Glory, essentially preparing each player for his first choice—what will he roleplay? Underneath is a sheaf of six gatefold character sheets, each of which details a Player Character or Agent. A lot of thought has gone in terms of the design of these gatefold character sheets. On the front of each, there is a summary of who and what the Agent is, as well as warning not to open the character sheet up unless the player is definitely planning to roleplay that character. Inside, the character sheet presents the stats and details in easy-to-read fashion, plus a background, and possible connections with the other Agents, secrets, and objectives. It includes notes on each Agent’s talents, abilities, and equipment too. There is a full-page illustration of the character on the back. None of the secrets are heretical, but they are often dark and may make life difficult for the Agent. The Agents consist of a Sanctioned Psyker, a Sister of Battle, a Rogue Trader, a Skitarius, an Aeldari Ranger, and a Space Marine Scout. The inclusion of an Aeldari Ranger, a Xenos, indicates the desperation which is driving the surviving factions and forces in the Gilead System to work together.

‘Traitor’s Hymn’ is the beginning scenario. It is designed to introduce the setting, the Agents, and the concepts behind the roleplaying game in a step-by-step process. As play begins the Agents are aboard The Herald Varonius, a voidship transporting notables to the Varonius Flotilla. They are attending a grand banquet for the guests aboard when everything goes awry. Before that, each Agent receives a flashback which allows his player to make a choice, roll some dice for the first time, and have some time in the spotlight. The events of all six flashbacks tie into the adventure. There is the chance to learn a few more clues before the action begins and the voidship is inexplicably thrown into the Void. However, the Geller Field which would normally protect the crew and passengers of The Herald Varonius is fluctuating, which means her Geller Field Generator is malfunctioning. Which means the Agents are going to make their way into the bowels of the ship in order to find the cause and if they can, fix it. Between them lie Chaos infestations and manifestations, cultists, and worse, via an entrail-strewn library, a combat turned execution arena, twisted hydroponics gardens, and more before they reach the bowels of the vessel and discover the real culprits behind the situation The Herald Varonius finds itself in.

Mechanically, the Warhammer 40,000: Wrath & Glory – Starter Set, and thus Warhammer 40,000: Wrath & Glory, is a dice pool system using six-sided dice. Rolls of four and five are counted as ‘Icons’, and a roll of six as ‘Exalted Icons’. Tests are typically rolled as combinations of an attribute and a skill, or just the attribute, the latter being fairly broad, with a Difficulty Number of three being ‘Standard’ difficulty and a Difficulty Number of five being ‘Challenging’ difficulty. If a player rolls a number of Icons equal to the Difficulty Number, the task is successful. Any ‘Exalted Icons’ rolls are worth two Icons rather than one. However, if enough Icons are rolled on a test and there are any ‘Exalted Icons’ left over, they can be ‘Shifted’, or removed from the dice pool. A ‘Shifted Exalted Icon’ can be sued to gain more information, make the Test exceptional and give an extra beneficial outcome, add an extra Effect Die in combat, or add a point of Glory to the party’s pool.

Included with any roll, is the Wrath Die. This is of a different colour. It works like a standard die, except when one or six is rolled. On a one, it adds a complication to the task, whereas a roll of six is counted as an ’Exalted Icon’, but also adds a point of Glory to the party pool. In combat, it indicates that a Critical Hit has been scored. A player also has access to Wrath Points. These can be spent to reroll all dice that rolled a one, two, or three on the dice in a Test, add a minor element to the narrative, or to take an Action to recover Shock which has either been lost through combat or misadventure. The party as a whole, has access to the Glory Pool. Glory Points can be spent to add dice to a test, to add more damage to a successful attack, to improve the effect of a Critical Hit, or to seize the initiative.

Combat uses the same rules, with an Agent able to take a Combat Action, a Simple Action, a Reflexive Action, a Movement Action, and a Free Action on his Turn. Initiative simply passes back and forth between the players and the Game Master until everyone has acted. Both Armour and an Agent’s Resilience stop damage, any left over being suffered as Wounds. The Wounded Condition means that the Difficulty Number for Tests increases, but a player can roll his character’s Determination. Any Icons from this roll convert Wounds to Shock, but suffer too much Shock and an Agent may end up exhausted.

Fear Tests are based on an Agent’s Resolve, failure giving the Agent the Fear Condition. Corruption Tests are based on the severity of the source of Corruption, a player rolling his Agent’s Conviction to withstand its effects. Corruption will increase the Difficulty Number for future Corruption and Mutation Tests. The latter will occur when the number of Corruption Points exceeds an Agent’s Conviction. The Warhammer 40,000: Wrath & Glory – Starter Set only provides a few options for Mutations, there being a more extensive list and advanced rules in the core rulebook for Warhammer 40,000: Wrath & Glory.

Whilst the Players have access to Wrath and Glory, the Game Master has Ruin. Points of Ruin are gained when an Agent fails a Corruption Test or a Fear Test, or the Game Master rolls a six on the Wrath Die. She can expend it to reroll failures on Test, to Seize the Initiative or have NPC act in an ambush, to restore an NPC’s Shock, and to make a Determination roll. Ruin is also spent to activate certain abilities on NPCs and creatures of Chaos.

‘The Varonius Flotilla’, the second book in the Warhammer 40,000: Wrath & Glory – Starter Set, details both the Varonius Flotilla and the Gilead System. This includes the major NPCs with their goals and agendas and their quirks and secrets, and the various ships of the fleet, the last being The Herald of Varonius. The latter is where ‘Traitor’s Hymn’ is set and it is also the reward which the Agents are assigned at the end of the scenario. What that does, is give them the means to travel back and forth across the Gilead System, undertake further missions, and do both with some agency. ‘The Varonius Flotilla’ notes that of Jakel Varonius, the rogue trader and commander of the fleet, has brought the shuttles across the whole fleet under his command to lessen individual ship control, tie the fleet together, and to give him an information network in the form of the shuttle pilots. Besides bringing support and relief to the Gilead System, the Varonius Flotilla is also searching for resources in the system to exploit, despite it having been settled and worked for millennia.

The ’Ports of Call’ section details the eight worlds of the Gilead System, including the major locations, NPCs, threats faced by the world, and important features. Notably, there is one of each major type of world found within the system, thus, Gilead Primus is a Hive World, Ostia an Agri World, Enoch a Shrine World, and so on. Each world is given a couple of adventure hooks as well. Lastly, there is a discussion of the Warrant of Trade that Jakel Varonius holds as a Rogue Trader, before ‘The Varonius Flotilla’ presents six further adventures that will take the Agents back and forth across the Gilead System. In terms of play, these are relatively, offering a single session each unless the Game Master wants to flesh them out further. In comparison, ‘Traitor’s Hymn’ will probably take tow to three sessions to play through.

One issue in terms of play between ‘Traitor’s Hymn’ and six extra scenarios is that the Agents are not going to improve or learn from their experience. To do that, the Game Master will need access to the core rulebook for Warhammer 40,000: Wrath & Glory. That said, a starter set is typically not designed to facilitate that aspect of play, the Warhammer 40,000: Wrath & Glory – Starter Set being no different here, and of course, the Game Master can adjudicate the rewards as necessary if her players want to continue playing beyond the confines of the Warhammer 40,000: Wrath & Glory – Starter Set.

Another issue is the player count required for the Warhammer 40,000: Wrath & Glory – Starter Set. There are six Player Characters or Agents, but ‘Traitor’s Hymn’ requires a minimum of five players. It can be played with four players, but one of the other Agents becomes a communal NPC. It is a high demand, and perhaps it could have been written with the lower player count in mind and allowed for an adjustment in terms of more rather than fewer players.

In terms of setting, the Warhammer 40,000: Wrath & Glory – Starter Set draws the Game Master, her players, and their Agents in a couple of steps. First, ‘Traitor’s Hymn’ gives an immediate experience of the milieu and sets them to explore the setting of the Gilead System detailed in ‘The Varonius Flotilla’. Together, the two books do the same for the wider setting of the Gilead System detailed in Warhammer 40,000: Wrath & Glory. However, there is a third thing that it should do as well, and that is follow in the footsteps of the Warhammer Fantasy Roleplay Starter Set which is supported by its own series of scenario anthologies, beginning with Ubersreik Adventures: Six Grim and Perilous Scenarios in the Duchy of Ubersreik. That enables the Game Master and her players to continue playing with the same Player Characters and in the same setting.

Much like the earlier Warhammer Fantasy Roleplay Starter Set, the Warhammer 40,000: Wrath & Glory – Starter Set is not a good introduction to roleplaying and nor is it designed to be. It just does not start from the first principles to do that, but that is fine, because as an introduction to Warhammer 40,000: Wrath & Glory, it does a very good job and does so in an attractive package. Similarly, the rules presented have been stripped down from the core rulebook, but there is more than enough to play through the contents in the Warhammer 40,000: Wrath & Glory – Starter Set. If the Game Master and her players have access to the Warhammer 40,000: Wrath & Glory core rules, it would be possible for the players to create their own Agents and play through the scenarios included here, but unless they adhere to the archetypes given in the Warhammer 40,000: Wrath & Glory – Starter Set, some of the nuances of the pre-generated Agents and their ties to the Gilead System and the events of the scenario in ‘Traitor’s Hymn’ may be lost.
Physically, the Warhammer 40,000: Wrath & Glory – Starter Set is a handsome boxed set. Everything inside is of good quality—the gatefold character sheets are particularly well done—and vibrantly illustrated. It does, unfortunately, need an edit in places.

Overall, the Warhammer 40,000: Wrath & Glory – Starter Set is an impressive introduction to the setting of the Gilead System and Warhammer 40,000: Wrath & Glory, its playthrough preparing the Game Master and her players for wider adventures. For anyone wanting to roleplay the action, horror, and intrigue of the 41st Millenium, the Warhammer 40,000: Wrath & Glory – Starter Set is the perfect place to make that stand against corruption, chaos, and Chaos!

Jonstown Jottings #90: Rubble Redux: Insula of the Waning Moon

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, the Jonstown Compendium is a curated platform for user-made content, but for material set in Greg Stafford’s mythic universe of Glorantha. It enables creators to sell their own original content for RuneQuest: Roleplaying in Glorantha, 13th Age Glorantha, and HeroQuest Glorantha (Questworlds). This can include original scenarios, background material, cults, mythology, details of NPCs and monsters, and so on, but none of this content should be considered to be ‘canon’, but rather fall under ‘Your Glorantha Will Vary’. This means that there is still scope for the authors to create interesting and useful content that others can bring to their Glorantha-set campaigns.

—oOo—

What is it?Rubble Redux: Insula of the Waning Moon is a supplement for use with RuneQuest: Roleplaying in Glorantha which details an insula or city block with the ruins of the Big Rubble in Prax. It includes a complete description of an atypical city block in the Old City and an example city block, the eponymous ‘Insula of the Waning Moon’, plus four scenarios.

It is a ninety-four page, full colour hardback.

The layout is tidy and it is decently illustrated and comes with extensive floorplans. The Greek style illustrations are nice touch.
The PDF includes floorplans which can be used with miniatures.
It needs an edit.
Where is it set?Rubble Redux: Insula of the Waning Moon is set in the ruins of Big Rubble in Prax. It is set after the liberation of Pavis by Argrath.
Who do you play?
Rubble Redux: Insula of the Waning Moon does not require any specific character type.
What do you need?
Rubble Redux: Insula of the Waning Moon requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary.

The Big Rubble: The Deadly City will also be useful.
It is a suitable addition to New Pavis: City on the Edge of Forever and the rest of The Pavis & Big Rubble Companion series with some adjustment.

What do you get?Rubble Redux: Insula of the Waning Moon draws upon archaeological plans to present a type of building block found across the old city of Pavis and the Big Rubble, which can be found in various states of repair across the ruin. This is a large, square city block complete with businesses and residences. In the case of the Insula of the Waning Moon, these consist of food sellers, an oil seller, stables and a carter, and an inn, plus residences and a sunken garden. These are mapped out in some detail with a series of large, easy-to-read floor plans measured in one Mostal (or metre) squares.
The insulae were standard designs across the whole of Lord Pavis’ city and details the history and general features of the design, the history of their ownership and how that changed from being municipal to hereditary, and how the design changed as the city’s fortunes declined. Thus, they can be in various states of repair, from simple walls to fortified strongholds in various locations throughout the Big Rubble. This is a possible subject for expansion and a table of ideas as to what might be found in insulae across the various building phases their design would have been useful.
The supplement also address the change in attitudes to adventuring in the Big Rubble with the liberation of Pavis. Where the Lunar administration encouraged adventuring, now it is seen as looting the city’s cultural identity. There is also the push to clear and resettle parts of the Big Rubble. This presents other opportunities for work, though, and building materials from the insulae are still worth salvaging. In addition, a group of Player Characters could actually settle in the Big Rubble, finding an insula that they can occupy and fortify. This is not without its risks as their presence will attract the attention of predators—both human and non-human—from the surrounding area.
There are four adventures in Rubble Redux: Insula of the Waning Moon. The first two short, one-session affairs and both involve vermin and both involve the Player Characters simply walking past the insula. In ‘Thirsty Work, the Player Characters come to the aid of a family living the ruins which is using the well in the Insula of the Waning Moon as its source of water, but it has dried up. There is not much to reward the Player Characters if they help, except the gratitude of the family and the knowledge that they have rid the Big Rubble of one more Chaos beast. The second scenario, ‘Lucky Snake Ball’, begins when the Player Characters see snakes slithering across their path and into the insula. Inside they discover a ball of writhing, fighting snakes. Dealing with the odd phenomenon reveals a second problem, one very common to the Big Rubble. It should also expose the cause of the ‘snake ball’, which a rather neat little magical item.
The third scenario, ‘No Good Deed’, is the longest and most heavily plotted of the four, as well as the most traditional. The head of one of the Pavis Survivors clans employs the Player Characters to find his daughter who he thinks has run off to become a Lunar convert after she saw the good work that their missionaries were doing in the Big Rubble. Which is made all the more difficult because the Lunars have fled Pavis. The Player Characters will need to deal with some of the poorer inhabitants of Pavis that live in the ruins and who are very wary of strangers. Eventually, they can track her down to the Insula of the Waning Moon, where she is not living with Lunar missionaries, but has been captured by a gang looking to hold her to ransom. The gang is on the make, so seasoned adventurers will not find its members to be two much of threat, although they could get lucky, plus they have the benefit of being holed up in the insula. How the Player Characters deal with the problem is left up to them, obvious solutions such as paying the ransom or mounting a rescue are described in detail.
The fourth scenario is more of a set-up than an adventure. In ‘First Rule of Fight Club’, the Player Characters are hired to escort a party overnight out into the Big Rubble to a ruined insula. As the title suggests, a fight club is being run. Not though, with the Player Characters, but with slaves. How the Player Characters deal with this is left up to them, although a rescue attempt would be very dangerous. They could take the money or they could devise a solution, it all depends on how they feel about the moral dilemma presented to them.
All four scenarios take place in then Insula of the Waning Moon. This, though, is not all at the same time and the only factor linking the four scenarios is the city block itself. So, they do not form a campaign. Instead, the insula is somewhere that the Player Characters might pass again and again and nothing happen, but very occasionally it does or they have reason to go there. This makes Rubble Redux: Insula of the Waning Moon easy to drop into an ongoing campaign set in Pavis and the Big Rubble.
Where the scenarios could have been improved is in the presentation of the set-up and possible consequences. The set-up for each is written for the player’s benefit rather than the Game Master’s, so it does take a while for the Game Master to actually find out what is going on, and the consequences of the scenarios are also always fully explored, especially, in some cases, the consequences of the Player Characters doing nothing.
Is it worth your time?YesRubble Redux: Insula of the Waning Moon is a solid addition to any campaign set in Pavis and the Big Rubble, with a building type that can be easily customised and four scenarios to slot in between the major plots of the campaign.NoRubble Redux: Insula of the Waning Moon is ideally suitable for campaigns with extensive urban and ruined areas, such as Pavis and the Big Rubble, and that is not where my campaign is set.MaybeRubble Redux: Insula of the Waning Moon because the Lunars and the war against inflicted a lot of damage, so the insula could be relocated to any formerly Lunar-occupied town or city that has city blocks and its scenarios adapted to the new locations.

#AtoZChallenge2024: L is for Larian Studios

The Other Side -

 I have been talking a lot about D&D history this month, but today I want to shift focus for a moment and talk about D&D's present. Honestly, the best Dungeons & Dragons content is not coming from the current owner and publisher, Wizards of the Coast (Hasbro), but from other companies. One in particular is Larian Studios, and the content is Baldur's Gate 3.

Larian Studios

It is not really hyperbole to say that Baldur's Gate 3 is the biggest video game of the last couple of years and might be the best video game I have ever played.  Larian is a smaller independent video game company located in Belgium. They have had a great track record of producing engaging, high-quality games for a small studio. Their big claim to fame prior to BG3 was their Divinity series. In their game Divinity: Original Sin 2, you can see the elements that would later be enhanced and perfected in BG3.  They are notable for their constant and rapid support, their desire to listen to their fans and give them what they want, and their games do not have microtransactions. These are little features in other games. Want some cool armor? Great, just $0.99 on your credit card. Cool sword? $1.99. For Larian, if you want those things, they are in the game for you to find somewhere.

They are a small independent studio producing games that rival, and in many cases surpass, the ones made by larger and more well funded companies.

Baldur's Gate 3

Baldur's Gate 3

Larian Studios shocked me with this. Baldur's Gate 1 was released in 1998, and Baldur's Gate 2 was released in 2000, with updates up to 2016. They had been rumors before of a Baldur's Gate 3, but nothing ever came from it.

Then in 2020 Baldur's Gate 3 went into "Open Beta" with little fan fare and almost no mention in the wider Dungeons & Dragons community.

In August 2023 it got its official release on PC and PlayStation with Mac and Xbox versions close behind.  To say it blew up is putting it rather mildly.

Right now, the game has an aggregate score of 96/100 from all reviews. I has also won pretty much every Game of the Year award for 2023 there is, including sweeping all five of the industry's top Game of the Year Awards. It even won more BAFTA awards while I was writing this post!

Like all the other Baldur's Gate games, this one takes place in the Forgotten Realms, but 120 or so years after the first two events (and a few months after the published book adventure Descent to Avernus). This corresponds to the published Forgotten Realms game books and novels, which had 100 or so years between the 3rd and 4th editions. This game uses some of the same mechanics and feel of Divinity: Original Sin II, and it is heavily influenced by the Dungeons & Dragons 5th Edition rules.  It feels like a 5th Edition game. The classes, spells, magic, and combat are all from the 5th edition rules.

Want to know how D&D plays but don't have people to play with? This is not a bad substitute.

I am currently on my third play-through with an eye toward's completion. I am half way through Act II. In this one I am running as a "companion run" to my 2nd play through. Same basic outline with similar characters, only swapping who is the main character. 

My first full play-through was with Larina. This was followed by Sinéad. Now, I am mirroring my Sinéad run with Taryn. They were "NPCs" in each other's run.

LarinaLarina
SinéadSinéad
TarynTaryn

I have incomplete runs with Kelek, Skylla, Rayne (Bloodrayne), and, of course, my Paladin Johan.

RayneRayne
Kelek and SkyllaKelek and Skylla on an "evil run."
Larina and JohanJohan's run with NPC Larina
JohanJohan

I have been using a combination of hirelings, "Withers" (an in-game guide), and the "Magic Mirror" to turn the various NPCs into previous playable characters. So my Johan run for example has Larina in it, She can't interact like Johan can, but game-play wise she is the same. 

Same with my Taryn/Sinéad runs. In my mind they are the same run, just from each character's point of view. 

This has also allowed me to try out different "romance" options. Karlach for Johan, Gale for Taryn, Shadowheart for Sinéad, and Shadowheart, Halsin, Wyll, Mizora, Sorn and Nym Orlith, (!) all for Larina. She is a lover. She is also a fighter, but mostly a lover.

Bloodrayne *might* go for Astarion. She is based on the video game character Rayne from Bloodrayne, after all. But I have never had my approval rating high enough with him in any run. My Kelek and Skylla runs are all about violence, not romance. Which come to think of it, might be what I need to do for Astarion. 

The game is bloody, violent, very often NC-17 and NSFW, and an absolute ton of fun.

I am just over 350 hours into all my runs and I am STILL finding new material. Both of my kids play it, and they tell me about things they found that I haven't! I even found another hidden door last night in Act II. So yeah, I have in no way exhausted all of this game's options. 

This is the most fun I have had with a video game in a very long time.

Sadly Larian will not be doing Baldur's Gate 4 despite their overwhelming success. They have been super gracious about it online, saying they loved doing BG3, but they want to do new things now. Reading between the lines, it was obvious that Hasbro was asking for a LOT more in licensing fees for the Forgotten Realms world, and Larina didn't want to lay people off to pay for it. So, kudos to Larian Studios.

Wizards of the Coast / Hasbro now has full rights again to all these characters. Back when Baldur's Gate 2 came out Wizards published game material to support it. Now? Nothing for Baldur's Gate 3. I hope they do something; otherwise, they are leaving money on the table. 

Tomorrow is Sunday, so there will be no A to Z post, but I will continue my Sunday Specials. So tomorrow is Dungeons & Dragons 3rd Edition.

 Celebrating 50 years of D&D.


Psychics Save the Free World!

Reviews from R'lyeh -

A line of cars, black, with the Stars & Stripes fluttering from the bonnet. The scene jumps. A cheering crowd, flags in their hands, waving. A band strikes up with anthem that always announces his arrival. Men in black, sunglasses hiding their eyes, but you know they are looking. Are they looking for you? You look up. The man in the suit. Striding. Waving. Grinning to the crowd, but not to you. The scene jumps again. Looking at the man. Looking at where you are, but from far away. It jumps again. Hands move quickly. They know what they are doing. There is something in those hands. Is it a device? A trigger? A rifle? There is bang. Close to you. The scene jumps. There are screams. People are running. You cannot see the man… Oh my god! Is it real? Will it be real? Will you be there? Fortunately, this is a vision, a premonition, it has not happened. Yet. But it might. Someone really wants to assassinate the President of the United States and the someone is the USSR. Nobody is going to believe you though, nobody except your fellow psychics in the program. Certainly not since the head of the program was killed in a car crash—why did nobody see that coming?—and funding from the US government got cut… Now it is just you, armed with your premonitions, which stands between you and the death of the leader of the free world and the consequences that would have.
This is the set-up for Project Cassandra: Psychics of the Cold War, a roleplaying of secret government projects and conspiracies in which the psychically gifted, trained as part of a program to spy on the Soviets, are the only ones who know that the President of the United States’ life is in danger. Except, of course, for those involved in the conspiracy to assassinate him. Published by LunarShadow Designs as part of ZineQuest #3 following a successful Kickstarter campaign, it is designed to be played as a one-shot, of the Player Characters responding to the premonition and attempting to prevent it from happening, but it can be played as a longer campaign and it need not be about the assassination of the President. There are plenty of pinch points throughout the Cold War, from the Hungarian Uprising and the Bay of Pigs to the Moon landings and the stationing of Pershing missiles in Germany, which serve as inspiration for Project Cassandra: Psychics of the Cold War.

However, given its subject matter, what inspires Project Cassandra: Psychics of the Cold War is not the obvious cinema and television of the period. So instead of dark psychological thrillers or the constant dread of all too many of those who lived through the era, it takes its inspirations from lighter fare. The question is, what exactly is that inspiration? If not The Manchurian Candidate or The Parallax View, or similar films and television series, the most obvious inspirations, what then? These after all, are not only great cinema, but also great inspiration in terms of tone and atmosphere. Unfortunately, Project Cassandra: Psychics of the Cold War does not include a bibliography and that is a serious failing. So why not dark psychological thrillers or the constant dread? The simple answer is Safety Tools. This is not a criticism of Safety Tools in general. They deserve a place in the roleplaying hobby and they deserve a place in Project Cassandra: Psychics of the Cold War since it is set in the past when negative social attitudes were rife. Yet to ignore the inspirations for its inspiration means that Project Cassandra: Psychics of the Cold War is really doing a disservice to its audience. It should not only have included them, it should have included them as an option and allowed the Game Master and her players to make that choice given the genre of Project Cassandra: Psychics of the Cold War.

A Player Character in Project Cassandra has an Identity, a Background, ten Skills, several Knowledges or areas in which he is an expert, and a single, unique psychic power. The Skills are divided between three categories: Mental, Physical, and Specialist. The Skills can be anything that a player likes, but the Mental and Physical, skills are broad, whereas the Specialist skills are fairly narrow. To create a character, a player assigns a Rank value of one to one of the three categories, and a Rank value of two to the remaining pair. The player assigns four Skills to one category and three skills to each of the other two. The Player Character starts with a single Knowledge. It has no numerical value, but is used once per session to introduce a fact or truth related to the Knowledge into the game.

Identity: Maureen Herslag
Background: Housewife
Premonitions: 14
Mental – 2: Intimidation, Haggle, Chutzpah, Being Nosy
Physical – 2: Cleaning, Look Anonymous, Dodge, Athletics
Specialist – 1: Pistols, Self Defence,
Knowledge: Cookery
Power: Yesterday

Project Cassandra uses what it calls the Precognition Engine. To undertake an action, a player must roll six six-sided dice and obtain as many successes as he can. Each roll equal to or under the value of the skill counts as a success. The difficulty and the number of successes that a player has to roll varies between one and seven, the latter being almost impossible. Successes can also be spent to overcome a challenge, such as picking a lock or punching out a senator’s aide/Communist sympathiser, representing both the amount of effort it takes and the amount of time it takes. It might be done in a single action, or it might take several. A failed roll will result in a Player Character suffering a consequence, typically a narrative consequence, but it can also be a condition, such Paranoid or Bloodied. A player can choose to suffer a Condition in order to gain an extra success, meaning that it has come at some cost. A Condition can increase the difficulty or it can make a Player Character’s Premonitions more difficult to use.

A Player Character starts play with fourteen Premonitions. These represent his ability to see the immediate future and can be used to reroll any dice that did not roll successes. They recover slowly, at a rate of one Premonition per night of rest. A Player Character’s tenth and fifth Premonition is special. It grants the Player Character a more detailed vision of the future, specifically about the next scene. A Premonition is also used to activate a Player Character’s power. Most people will be unaware of psychic powers, but some are Nulls, who have no psychic footprint and who can negate a Player Character’s power if it is used directly on them. The conspiracy does employ Null agents as well as psychic agents.

The set-up to Project Cassandra is intended to be fairly freeform. It begins with the players and the Game Master building a conspiracy. Together they create an Opening Vision and answer some Conspiracy Questions. This should set the era, the nature of the conspiracy, and so on. Typically, this will involve the assassination of the President. For example, ‘How will the President be killed?’, ‘Where will the attack take place?’, and ‘Why will the world believe you are responsible?’. Project Cassandra incudes some sample questions, an example of play, and good advice for the Game Master on running the game and what Safety Tools to use. There are notes too on running longer term conspiracies—longer than four sessions—but they are fairly brief.

Besides five ready-to-play Player Characters, Project Cassandra includes two Mission Profiles, also ready to play. The Opening Vision of ‘Ich bin ein Berliner’ sees President Kennedy assassinated in Berlin in June 1963, and starts with a bang for the Player Characters, whilst ‘The Dark of the Moon’ is pulpier in tone, asking the Player Characters to confront what hidden secrets Apollo 12 brought back from the Moon. Both come complete with questions to set the stakes and details of the conspiracy.

Physically, Project Cassandra: Psychics of the Cold War is generally well presented and nicely illustrated. However, it could have been much better organised and it takes a while to work out quite what is going on. Once done, the roleplaying game is easy to grasp. The other aspect of the roleplaying game which could have been made clear on the cover is the fact that it is a storytelling game.

Project Cassandra: Psychics of the Cold War is in need of a bibliography and really some general background about the period, because not everyone is going to be familiar with it. However, for those that are, Project Cassandra: Psychics of the Cold War does have an enticing set-up. That though is far as it goes, for Project Cassandra: Psychics of the Cold War is storytelling game, and the uncovering of the conspiracy and the prevention of it coming to fruition as well as the set-up depends on both players and Game Master working together. For the most part, Project Cassandra: Psychics of the Cold War is best suited for a group which has some experience with storytelling roleplaying games and some understanding of the period.

Kickstart Your Weekend: Djinn Unboxed - NSFW Artbook LAST 48 Hours!

The Other Side -

 I am sharing this one again. Why? Well, mostly because I want to, but I also think there will be images of my little witch Larina in it! At least I saw some in the previews. So I am quite happy about that!

 A very special one today! This is from my very good friend Djinn and she has a new art book coming out.

Djinn Unboxed - NSFW Artbook

Djinn Unboxed - NSFW Artbook

https://www.kickstarter.com/projects/djinnintheshade/djinn-unboxed-nsfw-artbook?ref=theotherside

Djinn has been a good friend for a long time. She began doing illustrations of her D&D character, Solaine, a witch with a knack for all sorts of trouble, and they took off.

If you have seen her work in the past, you know what to expect here, and it should all be fun. She is in Italy, so the books will be shipped from there, which will cause extra charges for shipping and handling. 

I am hoping this is a big success. Djinn is a great person and we all want to support real human artists. Here she is!

Get on this one right away we are in the last 4845 hours.

Unless I am mistaken, this looks like a few of the images that will be included in the book.

Larina by Djinn
Larina Broom
Larina Bar fight



Friday Fantasy: A Gift for all of Norway

Reviews from R'lyeh -

The land of Norway is one of mountain ranges and fjords, and according to legend, one of the mountain ranges is not at a mountain range at all! Instead, it is the body of a Jötunn, Hrungnir, who has been lying sleeping ever since he was killed and thrown out of Ásgard for being a very bad guest and threatening his hosts, whereupon his body turned to stone and formed the mountains! In the many centuries since, Norway has since changed, not least of which was the widespread adoption of Christianity and abandonment of the Old Ways. Not every Norwegian has abandoned the Old Ways though, and there is a cult whose members believe that they can be restored. The cult believes that when Hrungnir was killed by Thor, his mighty hammer, Mjonir, knocked a piece of the giant’s heart free that also fell to Earth. If the Heart of Hrungnir is restored to the mountains where the Jötunn is said to have fallen, the cult believes that a great gift will be bestowed upon the people of Norway. Only recently has the cult found the Heart of Hrungnir once again, in the possession of John Ostergaard, a London merchant, as part of his Cabinet of Curiosities. However, as the cult begins to make threats against him, John Ostergaard discovers that the object of the cult’s attention has been stolen!

This is the set-up for A Gift for all of Norway, a scenario for use with Lamentations of the Flame Princess Weird Fantasy Roleplaying published by Lamentations of the Flame Princess. The Player Characters are hired by John Ostergaard—perhaps at the recommendation of The Magnificent Joop van Ooms—to recover the Heart of Hrungnir. He is a hard, but fair bargainer, and will tell the Player Characters that he believes a recent acquaintance, Francois Arquette, stole it and is taking it to Norway. The Player Characters, of course, will follow in its stead.

A Gift for all of Norway really begins with the Player Characters standing before a cavern entrance on Hrungnir’s Peak. Once they enter, what they discover is a series of caverns, initially connected by a single, often convoluted tunnel. In places, the tunnel walls want to open and digest the Player Characters, oozes float around waiting for the opportunity to attach themselves to intruders, and there are signs too, of others already having passed through the caverns. The long tunnel connects to a bat-infested cave and another lined with sticky vines. The dungeon is actually quite long, but consists of a very few locations. In fact, bar confrontations the strange creatures to found within the caverns and the tunnel connecting, and perhaps cultists dedicated to restoring the Heart of Hrungnir to its rightful place, proceeding through the dungeon is very quick and the Player Characters could be in and out within an hour or two’s worth of actual game play with the Heart of Hrungnir in hand… Except…

Well, there is an ‘except’ here, and it is very much a big ‘except’ and a very small ‘except’. It also hinges on the fact that the legends are true, that Hrungnir’s body really did fall to the Earth and form a mountain, and that part of his heart is missing. What this means is that the tunnel and caverns the Player Characters are travelling through is his partly ossified alimentary canal. Now adventures in which Player Characters penetrate and explore the body of some gigantic beast or even a god, are a known design choice such that they have become almost a cliché in their own right. In general, the Player Characters find a way in via the mouth or nose or ears, but not through the anus. A Gift for all of Norway is, of course, written for use with Lamentations of the Flame Princess Weird Fantasy Roleplaying, so using the rear entrance was a given.

Anyway, the Player Characters will find the Heart of Hrungnir very quickly. Then they have a choice. Go home, return the Heart of Hrungnir to its ‘rightful’ owner, and take the money, or give it to the cultists or perhaps explore further and see if there is any truth to the cultists’ belief that a great gift will be bestowed upon the people of Norway if the Heart of Hrungnir is also restored to its ‘rightful’ owner. What that gift is, is left up to the Game Master to decide, but the inference is that whatever it is, might have been good for Norway during the age of the gods, but in modern day, Christian, Norway? Not a chance… Thus, taking the money is the good choice, whilst being overly curious is the wrong one. Which all begs the question, is that it?

Yes.

Physically, A Gift for all of Norway is well done. It is well written, the descriptions are good, the artwork fine, and the maps excellent.

A Gift for all of Norway combines a number of elements common to Lamentations of the Flame Princess Weird Fantasy Roleplaying. One is the consequences for the Player Characters if they are too curious. The other is a big, stompy threat that will probably unleash hell upon the surrounding countryside, and in most cases those scenarios have been a combination of entertaining, clever, and amusing. Unfortunately, A Gift for all of Norway is none of those. It is not that the scenario is bad per se, and it is certainly not a case of the scenario being presented badly, but rather that A Gift for all of Norway is not really sufficiently interesting or atmospheric to entice the Game Master to want to run it. At best A Gift for all of Norway is a sidequest that could have severe consequences for Norway and the Game Master’s campaign, but if it does not, the effect is underwhelming.
—oOo—
DISCLAIMER: The author of this review is an editor who has edited titles for Lamentations of the Flame Princess on a freelance basis. He was not involved in the production of this book and his connection to both publisher and thus the author has no bearing on the resulting review.

#AtoZChallenge2024: K is for the Known World

The Other Side -

 Today I am going to talk about the Known World, or the campaign setting implied in Basic D&D.

the Known World

When the D&D Expert Set was introduced, it included a two-page map of part of a continent. This was described as "The Known World," and that was good enough for us back then. A lot of strange cultures were crammed into an area about the size of the North Eastern portion of North America. But hey, it was D&D, and we thought it was great. It was certainly enough for me. In fact my characters rarely left this area. There was plenty to adventure here.

At the time, I did not know the work already done here and where this world would go in the next few years.

The Schick-Moldvay Known World

Before working on the D&D Basic Set, Tom Moldvay had a game with future D&D heavyweight Lawrence Schick. In their games they had a campaign world they were calling "The Known World."

A while back, Lawerence Schick posted "The “Known World” D&D Setting: A Secret History" over at the Black Gate site.  A nice history of how he and Tom Moldvay came up with the Known World for their own games and then ported it over to D&D Basic/Expert.  It is a fascinating read if, like me, you are a fan of the Mystara world and/or of maps in general.



James Mishler (who also did the Mystoerth map) takes this one further and provides the above map for the Moldvay/Schick known world.
It is interesting how so many familiar names and even locations exist in different places. It is like looking at a world you know but through some sort of distorted lens. What is also quite interesting to me are the new lands—places, and names that are entirely new to me.
The Known WorldThe Known World Replica Map by James Mishler

There is so much here I can use and honestly I have yet to grow tired of exploring this map. BUT it is not the map we ended up with. No once the Known World left the hands of Moldvay and Schick it became a different world.  That world would eventually be called URT! (ok and then Msytara).

The Known World of Urt Mystara

Spend any time here, and you will know that the Known World of the Basic/Expert Sets (B/X) was the first world I played in.  While I would move on to AD&D and Oerth, the Known World would also move to Mystara.  It would be the world introduced to us in the Companion Set and expanded on the Gazeteer Series, the D&D Rules Cyclopedia, and even into the 2nd Edition age and beyond.

But it was in the Companion and Master Sets that Mystara got its start.


The B/X Known World only occupies the East-most lower gray box, this is the same as the very first map on the top of this page.   The BECMI World, Mystara, is going to be bigger.  Even this is just the continent of Brun.

I am not sure who came up with the idea for Mystara to look the way it does but there are some obvious parallels.

From the Master DM's Book,



Here is Mystara, courtesy of http://pandius.com/





If it looks familiar, there is a good reason.

(image from here, http://www.scotese.com/earth.htm)
That is the Late Jurassic, the early Cretaceous period of the Earth, 150+ Million Years Ago.

Long-time readers here already know of the Paleomap Map project of Earth History.  It has many maps of the different stages of Earth history and potential future maps.  I will admit when I first saw maps of the really old Earth it was disquieting to me.  I love maps, and throughout all of human history, the Earth has been the same. Not so throughout ALL history and prehistory.

It's also kind of cool to see where the places of Mystara will line up to our world.

Mystara and the Lands Beneath the Waves by Grimklok
At first, the Known World was known by Urt or even Urth by Frank Mentzer and was designed to be similar to Gary's Oerth of the AD&D game. We also learn in the Immortals Set that Urt did not look like Earth 150 MYA it WAS Earth at that time. 
Though I think (and I have nothing to support this) that the "Urt" version of the Known World was scrapped after Frank Mentzer left TSR. His good friend Gary had already been ousted. It seems like Urt was a casualty of that regime change. So "Urt" was out, and "Mystara" was in. 
Mystara 
The Known World of Mystara was later expanded and given more detail in the wonderful Gazetteer Series, Hollow World Series, and Challenger Series.

While delving into everything Mystara would take me another month or another year, there is still a vibrant and active community on the web to support this world.  In fact, I would say it is far more active than most other worlds. Starting in the early days of the MPGN listserve lists run by TSR. The MYSTARA-L listserve was active back in the days when my access to the Internet was via a mainframe.  Many of the same people on those lists then are still active in the various Facebook groups and websites today.
Mystoerth

For me, I always had a soft spot in my heart for Mystara. It was the world of my Basic era days, and when I moved on to AD&D, I still kept the world as "my own."  It was understood that when I was a player, it was in Greyhawk/Oerth, but when I was a DM, it was in the Known World/Mystara.  Eventually, right before college, we merged our worlds into one. I got the western half, and my DM got the eastern half.  
So you know, I was thrilled when I found the James Mischler/Chatdemon Mystoerth map.  The worlds share a lot of details in common, so a merge was inevitable. I no longer have the original map my then DM made, but this one is a better rendition anyway.

Click for larger
This appears to be the original map. While researching this, I found an old post by Rich/Chatdemon that offers an alternate name: Oerstara. I kind of like that. A lot. It sounds like Ostara, the pagan holiday from which Easter comes. Oestara could have been an alternate name for the planet, like Earth and Terra.

Regardless of which version of the Known World I would use there is more than enough in any of them to last me another lifetime of gaming and exploration.

Isn't that what it is all about?

Tomorrow is L, and I will talk about Larian Studios and Baldur's Gate 3

 Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Magazine Madness 29: Senet Issue 9

Reviews from R'lyeh -

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

—oOo—
Senet
—named for the Ancient Egyptian board game, Senetis a print magazine about the craft, creativity, and community of board gaming. Bearing the tagline of “Board games are beautiful”, it is about the play and the experience of board games, it is about the creative thoughts and processes which go into each and every board game, and it is about board games as both artistry and art form. Published by Senet Magazine Limited, each issue promises previews of forthcoming, interesting titles, features which explore how and why we play, interviews with those involved in the process of creating a game, and reviews of the latest and most interesting releases.

Senet Issue 9 was published in the winter of 2022. As an issue, it does something different. This is to spread its wings away from its usual subject, that is, board games, into roleplaying—though only a little! This is in the issue’s interviews with designers and publishers who have both had a big influence on the games hobby and industry, one more recently, one over the course of decades. Never fear though, for outside of these articles, Senet Issue 9 is very much a board games magazine. This does not stop the editor highlighting one of the issue’s interviews in his editorial, which is perfectly reasonable, since it is with a designer and publisher who is a very big name in both the board game and the roleplaying hobbies—and other hobbies—here in the United Kingdom.

‘Behold’ is the regular preview of some of the then-forthcoming board game titles. As expected, ‘Behold’ showcases its previewed titles to intriguing effect, a combination of simple write-ups with artwork and depictions of the board games. Notable titles previewed include Pandasaurus Games’ The Fox Experiment, co-designed by Elizabeth Hargrave of Wingspan fame, which is a ‘roll-and-write’ design about the Belyaev-Trut experiment into fox domestication, in which the players attempt to draft friendly foxes and use them to breed even friendlier foxes, whilst Moon, the third and final part in a trilogy of card-drafting games from Sinister Fish Games which began with Villagers, takes the series off planet to colonise the Moon as well as increase the player interaction with this style of game.

‘Points’, the regular column of readers’ letters is only as thematic as to be all from readers praising the magazine, so is a whole lot less interesting than in previous issues. ‘For Love of the Game’, continues the journey of the designer Tristian Hall towards the completion and publication of his Gloom of Kilforth. In this entry in the series, he addresses the issue of  acknowledging your inspirations when it comes to your game, both in terms of other game designs and other sources. He cites Donald X. Vaccarino being inspired by the deck-building aspect of Magic: The Gathering for his Spiel des Jahres award-winning Dominion, but actually lists other sources for his inspiration for his own Gloom of Kilforth, such as the Fighting Fantasy books, Dungeons & Dragons, and J.R.R. Tolkien, so although this represents another nod to roleplaying in the issue, it does feel one-sided.

Senet follows a standard format of articles and article types and Senet Issue 9 is no exception. One explores a theme found in board games, its history, and the games that showcase it to best effect, whilst another looks at a particular mechanic. In addition, there are two interviews, one with a designer, the other with an artist. The particular mechanic in the issue is the engine-building game. In ‘Rise of the Machine’, Alexandra Sonechkina examines the history and state of the mechanic, starting by making an interesting suggestion that Monopoly, a fairly poorly regarded game, is actually an engine-building game—although not one in the modern sense. That, though, is really as far as the history goes in the article, as it looks what makes a good engine-building game. The article is an interesting look at what the mechanic can do, but it could have benefited from boxed sections highlighting particular designs and used them to track some of the mechanic’s development to give more context. Although interesting, the article does not feel complete.

The theme article in the issue is pirates! Matt Thrower’s ‘Pirates on Board’ is a far thorough look at the history of its subject, whose more recent surge in popularity as a theme can be traced back to 2003’s Pirates of the Caribbean, and before that with Robert Louis Stevenson’s Treasure Island. Along the way, it notes the historical nature of the subject means that it has long been a popular subject for wargames, such as Wooden Ships & Iron Men and Blackbeard, both from Avalon Hill, but the fantasy element of pirates means that it is seen as a suitable subject for lighter board game designs too. Examples include Cartagena and Pirate’s Cove, yet as the hobby has matured, there has been an acknowledgement the fantasy of pirates does not always equate to the actual history, since they are both villainous and violent, though less so with other board game themes and history. Thus pirate-themed board games tend to romanticise the history and make it palatable for a wider audience. It does, though, come up to date with a look at the issue of actual piracy and counterfeiting in the board gaming industry, but does not come to any more conclusion than that it is an ongoing issue. ‘Pirates on Board’ is an entertaining piece that nicely continues the magazine’s thread of examining the themes common to modern and not so modern board games.

The much-heralded highlight of the issue is ‘The Games Master’. This is the first of the two interviews in the issue, and is with Sir Ian Livingstone, co-founder of Games Workshop and co-creator of the Fighting Fantasy series, as well as designer of board games like Judge Dredd: The Game of Crime-Fighting in Mega-City One. The lengthy interview, which starts with Livingstone’s first experiences with board games and takes the reader through the founding of Games Workshop, the games he designed, the creation of the Fighting Fantasy series—the primary roleplaying focus in the interview, and beyond to what he plays today. It is a good, solid interview, interesting and informative, liberally illustrated, though more so if you have not read other interviews with Livingstone. The interview is, of course, timed ahead of the release of Dice Men: The Origin Story of Games Workshop, which expands upon the various subjects explored in the piece and more.

The second interview in Senet Issue 9 is with Johan Nohr, the co-creator and illustrator of Mörk Borg, the Swedish pre-apocalypse Old School Renaissance retroclone, and its Cyberpunk counterpart, CY_BORG. As with previous issues of the magazine, this does a very nice job of showcasing his artwork, although it is not necessarily a style that would be seen in board game design.

‘Unboxed’, Senet’s reviews section actually includes a review of Apothecaria: Solo Potion Making RPG, so continuing the issue’s flirtation with roleplaying games, although solo journalling games are typically the magazine’s only flirtation with roleplaying games. Otherwise, a wide range of games is reviewed, from family titles such as Dodo and its egg-rolling down a mountain mechanic to big, brutal storytelling designs such as Oathsworn: Into the Deepwood. The latter is the issue’s game of choice, but there are a surprising number of disappointments reviewed too, like Rear Window and Cellulose: A Plant Cell Biology Game. In between, there is a good mix of interesting games reviewed that should drove the reader to go and find out more.

Rounding out Senet Issue 9 are the regular end columns, ‘How to Play’ and ‘Shelf of Shame’. For ‘How to Play’, Mx Tiffany Leigh addresses the issue of ‘Playing with Alphas’, and how the over abundance of advice from an Alpha Player can negate player agency, involvement, and fun, before giving straightforward advice. In fact, the advice might be called too straightforward, even obvious, but this does not make it bad advice. Tom Brewster of Shut Up & Shutdown takes Pax Pamir, a wargame of nineteenth century politics in Afghanistan, off his and ‘Shelf of Shame’ and explains why it is not getting to his table to play more often. Unlike a lot of entries in this series, it is not because it got forgotten or bypassed in favour of other titles, but because it is actually not a game that others want to play because of its complexity and capacity. This highlights an issue with a lot of board games, that of finding the right audience.

Physically, Senet Issue 9 is very professionally presented. It looks and feels as good as previous issues of the magazine.

It has almost become a cliché to state that as with previous issues, Senet Issue 9 offers a good mix of articles, interviews, and reviews, but it does. Yet where the interviews both look great and are very accessible, the articles on the issue’s theme and mechanic are not. This is not to say that they are unreadable, as they are, but they are no longer highlighting particular games appropriate to either theme or mechanic, so unlike in previous issues with these articles, there are no examples to stand out effectively and catch the reader’s attention. The issue also has an odd feel to it because of its emphasis on roleplaying in its two big articles, but this change is refreshing, widening the scope of the magazine, if only a little. It also highlights how a magazine of similar quality devoted to roleplaying could be just as good. Overall, Senet Issue 9 is still good, but just a little bit different—and that is not a bad thing.

#AtoZChallenge2024: J is for Jennell Jaquays and Judges Guild

The Other Side -

Jennell JaquaysA double one today, but related topics. You can't talk about the early days of Dungeons & Dragons and not mention the Judges Guild. And you can't talk about the Judges Guild or D&D and not mention Jennell Jaquays.  She was there at the start, but now sadly both have passed.

Judges Guild

The Judges Guild began in 1976 in Decatur, Illinois. Just on the other side of Springfield from where I grew up. Being situated between Chicago/Lake Geneva and Carbondale (SIU) with U of I in Urbana and Judges Guild in between put me on a pipeline of D&D materials that, honestly, I thought everyone in the country had access to. That was not the case, as I discovered later. 

I discovered the Judges Guild very early on. Back then they were one of the very few companies allowed to print D&D compatible products. Among their contributions were a set of Ready Ref Sheets to be used by Dungeon Masters (originally called Judges) and character sheets.  They began to expand out with their own journal and a series of adventures.  From the Judges Guild Journal I came across the Mystic and the Warlock classes. While I didn't like them as such, they convinced me that a Witch class was a viable option.  Though they would also do their own witches with the Psychic Witch and in the adventure Witches Court Marshes. There was also The Illhiedrin Book, which was a fun, if simple adventure. 

But what they are most well known for are two adventures. One is Dark Tower, which I will talk more about below, and the other is The City State of the Invisible Overlord. Both are considered among the best of all of the early D&D products.

I am using them in the past tense. Yeah, they are still around, but they have been dropped by everyone. You used to be able to buy their PDFs from DriveThruRPG, but they are no longer there.  Why?  Well blame it on the son and grandson of the late owner Bob Bledsaw, Sr. BBII and BBIII turned out to be rather racist and held some pretty awful beliefs. You don't have to take my word for it, but I did document it all in a couple of posts a while back.

So, yeah, they might still be around, but they are dead to me and many other gamers. Which is too bad because they once had some quality products.

Jennell Jaquays

Sadly, we lost Jennell earlier this year.  I had never met with her face to face, though we had spoken together many times online. She was a compassionate, understanding, and wonderfully funny soul. I had been looking forward to seeing her at Gary Con this year. BTW, they had a wonderful tribute to her and to Jim Ward, who had also passed this year.

Jennell was there in the beginning.  You can't go through the early days of our hobby and not see her name on something. Whether it was early Judges Guild material, articles in Dragon magazine, or her works, both as a writer and artist, for Dungeons & Dragons, Traveller, The Fantasy Trip, and Runequest.  Her work in the Judges Guild Journal and the Dungeoneer pages are still some of my favorites from the dawn age of RPGs.

While her work on Central Casting is justifiably lauded, it was her Dark Tower adventure in which she gained her highest accolades. It was so good that it not only made the list of The 30 Greatest D&D Adventures of All Time, it is the only non-TSR/WotC entry on the list. It was also updated for D&D 3.5 and again for 5e.  Though I admit, I am also rather partial to her TSR adventure "Talons of Night." Her adventures were so non-linear in their design that the style is now known as "Jaquaysing a Dungeon." With this being the proper spelling.

Her continued work in video games, like Quake, kept her close to RPGs. 

Her wife, Rebecca "Burger Becky" Heineman, has a GoFundMe. Initially, it was to cover medical expenses, which, sadly, she still has.

she created the adventure Dark Tower which 

Goodman Games (a good company) has been producing their Original Adventures Reincarnated series, and Dark Tower is again the only one in the series that is not a TSR adventure. They are also producing a line of material that Jennell had been working on prior to her death. Materials of hers she bought back from Judges Guild.

I don't have the new Dark Tower 3-book set yet. It is the only one I am missing.

Both these topics represent a loss. One, Jennell the loss due to her death. The other, Judges Guild, the loss because the current owners decided to burn up 40 years of goodwill and fandom in a week. 


Tomorrow is K, and I will talk about the Known World

 Celebrating 50 years of D&D.


#AtoZChallenge2024: I is for Imagination

The Other Side -

 It has often been said that all you really need to enjoy Dungeons & Dragons is some rules, dice, paper, pencil, friends, and Imagination!

Products of your ImaginationTSR 1983 Product Catalog

This is pretty much true.

Unlike Monopoly, Scrabble, or even war games from which it is descended, D&D largely exists as the "theater of the mind." There is no board. Your character sheet is just a collection of items and numbers. Same with the monsters being fought. The Dungeon Master, DM, describes what is going on, and you have to picture it in your mind.

This was particularly true in the early days. Yes, there were miniatures, in fact, Original D&D recommends them, but they were only being made by a few companies, and they were expensive (relatively speaking), and you had to paint them yourself. As opposed to today where those options are still available and there are cheaper plastic minis and even ones you can design on your own.

There is no board. Today, we can get maps where 1" = 5', perfect for 25mm minis. If you wanted to see what was going on, you had to imagine, and that was pretty good, really.

Back in 1983 TSR, the company that published Dungeons & Dragons, had an ad campaign with the tag line, Products of Your Imagination. It worked really since by 1983 they had moved out to other types of games and toys as the 1983 Product Catalog above reveals.  

They also had a somewhat cheesy TV spot with a very young (Pre-Farris Bueller) Alan Ruck and very young (Pre-Lost Boys) Jami Gertz. It's a bit silly, but does capture the excitement well.

If you have been reading here since B-day, you will see that the actors are playing the Moldvay Basic set, but the ad appears to be for the Mentzer Basic set. Which tracks well with 1983.

Today we have all sorts of great things we can use for D&D. But there is something to be said about the whole use of your imagination to see how your adventure unfolds.

Tomorrow is J, so I will talk about Jennel Jaquays and the Judges Guild.

 Celebrating 50 years of D&D.


Mail Call: Black Magic Ritual Kit (1974)

The Other Side -

 Well, I finally picked up another "Holy Grail" item. It makes me glad I didn't spend a lot at Gary Con.

This is the "companion" game (I am not sure that is what this really is) to the Witchcraft Ritual Kit (1974) I talked about back in 2020. Both are from Avalon Hill.

Black Magic Ritual Kit (1974)

Let me just start off with this. Man, the '70s were weird. 

This "game" has a board that looks like an altar set up from an occult bookstore's own manual of rituals. There are a lot of pieces here with various names of demons and angels on it. There is a "Rule book" and a "Manual of Interpretation," just like the Witchcraft Ritual Kit. It is also written by the same "Dr. Brooke Hayward Jennings," whom I still have found nothing of.

Manuals of Interpretation for Black Magic and Witchcraft

What I said about the Witchcraft Kit holds true here, too. It's 1974. The biggest movie in the world right now is "The Exorcist." Time Magazine is talking about the Occult Revival and the Return of Satan. An maybe, just maybe, Avalon Hill knows about a game featuring fantasy magic and wizards coming up. Well, they do know about it; they rejected it just a bit back.  Hippies have not yet become the Yuppies and they are searching for "alternative experiences."  What is a game company known for its war games and battle simulations to do?

Knock together some vaguely occult-looking games, put them into their standard "bookcase games" box, and slap some softcore porny covers on them. Next step...profit! 

Maybe. I don't think these games ever sold very well. There are so few of them on the aftermarket and the ones I do find are really expensive. I got this one from eBay from someone who I don't think knew what they had (based on their other sales), but I was bidding against someone who did know. Thankfully, the amount I set aside for this was much less than my final bid.

I got it just over the weekend.

What treasures are to be found here?

Black Magic Ritual KitI love it for the cover alone!
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents
Black Magic Ritual Kit box contents

AND, as a special bonus (and one of the main reasons I like buying these used games), someone included their own spell!

Black Magic Ritual Kit box contents New Spell!

It has the same production values as the Witchcraft Ritual Kit and the same head-scratching "What do I even do with this?"

Witchcraft and Black Magic kits"Hey babe, come back to my pad, and I'll show you some magic."
Witchcraft and Black Magic kits

You've got to love the covers, though. It makes me wonder what Avalon Hill product 712 was. (ETA doesn't look like there was one.)

According to BoardGameGeek, quoting the company history, "Top management decided to leave the realm of games and produce a couple of do-it-yourself kits entitled BLACK MAGIC & WITCHCRAFT." These were both advertised for a short while as a "Leisure Time Game." Neither come with, or need, dice (an Avalon Hill staple) and candles and incense are not included.

Both of these "games" are very strange, and I am not sure what events led to their publication, except for the ones I have outlined in speculation above. Neither game appears in the catalog included in the box.

Avalon Hill catalog

Long-time readers know of a condition called "Traveller Envy," where I am constantly looking for board games to supplement my D&D experience, particularly my campaign "War of the Witch Queens." This is certainly why I bought it, but I am still stumped on how to add it. 

I mean, the demons all seem to be taken from The Lesser Key of Solomon, so I have that working in my favor since so many other games do the same thing. 

Honestly, just reading through it all is fun. It also gives me some ideas for my 1976 and 1979 campaigns. Though in different ways.

In any case, it is a wonderful curiosity from the 1970s Occult Revival and is sure to confuse anyone who tries to clean out my collection after I am gone!

#AtoZChallenge2024: H is for Hobbit

The Other Side -

The Hobbit "In a hole in the ground there lived a hobbit."

A very unassuming start to an epic adventure. Not just the epic adventure that propelled the hobbit, Bilbo Baggins, and his dwarf companions from the quiet of the Shire to a dragon's hoard and a great battle, but also how it shaped what would become Dungeons & Dragons.

It doesn't take a scholar of either J.R.R. Tolkien or of Dungeons & Dragons to see the similarities between the two. Elves, Dwarves, Orcs, Dragons, Were-bears, Goblins, Trolls, Hobbits-er Halflings, and Dragons. Ancient underground areas, dark forests, and a grand adventure. 

It was enough that "Chainmail" and the first version of Dungeons & Dragons (often called the "Original Edition" or 0 Edition), had Hobbits, Ents, and Balrogs in it. Which got TSR a lot of threatening letters from the Tolkien Estate. So instead, we now have Halflings, Treants (Tree + Ent), and Balors (like the Irish Balor, but in name only).

Where it Began, Part 1: Chainmail

Prior to D&D there was Gary's first game, Chainmail, described as "Rules for Medieval Miniatures."  These rules were for War Gamers and not Role-Playing games, which did not really* exist yet.

*Yes there were and have been close games and others that were RPGs in all but name, but the term and the genre did not exist yet.

Chainmail allowed you to play medieval war games with minis. Most often made of lead and played in a large sandbox.  It was released in 1971, but there are claims that the rules in one form or another, existed in Gary's basement since 1968 after the first Gen Con. As people played with these rules, they expanded on them. One of the expansions was the Fantasy Supplement. Here, creatures like dragons, orcs, elves, Balrogs, Ents, and Hobbits were added.

OD&D 1st Print and 3rd Print with Chainmail

These additions proved to be very popular among some, and not so popular among older War Gamers. Yes. Even then the Edition Wars had their first salvos. 

This popularity and the notion that people wanted to play individual characters led to the first drafts of what would become Dungeons & Dragons.

The Tolkien Estate, of course, noticed. 

While sales stopped on TSR's "Battle of the Five Armies" (1975), copies of Dungeons & Dragons and Chainmail had to be edited to change to the more "Tolkien-approved" terms. My copy of Chainmail above still has Hobbits, Ents, and Balrogs. My 1st printing of OD&D has them, my more complete 3rd-4th printing does not.

Of course, there were missives in Dragon Magazine on how D&D was not even remotely inspired by Tolkien, but honestly they rang as hollow as the ones of D&D and AD&D being completely different games. Likely for similar reasons.

Years later on TSR had the chance to do a Lord of the Rings/D&D game and somehow managed to mess that deal up.  Competitor Iron Crown Enterprises (I.C.E.) would have their own Middle-Earth Role-Playing Game, and it was wildly successful. 

Where it Began, Part 2: Rankin/Bass

It is hard to think about a time when The Hobbit and Lord of the Rings were exclusive to literate geeks. We are far removed from the time when you could see patches on student's backpacks that proclaimed "Frodo Lives!" While today we have the massive Peter Jackson movies, back in the 1970s we had Rankin/Bass and "The Hobbit."

The Rankin/Bass Hobbit movie, appearing on TV in 1977, was my generation's gateway drug to D&D. I consider myself the 2nd (maybe a little on the 3rd) generation of D&D gamers. I did not come to this hobby because of wargaming. I came here because I read The Hobbit.  In fact, the book pictured above was the one I got for Christmas in 1981 along with my Moldvay Basic set because I was tired of borrowing other people's copies.  I had first read it in Jr. High and had already been exposed to D&D; this was exactly the right book at the right time in my life. I would later go on to read the Lord of the Rings and try to read The Silmarillion. I would finally succeed years later. 

For me, and many others, the Hobbit/Lord of the Rings and D&D are deeply linked. I have even joked that everyone is allowed one "Tolkien rip-off" character while playing D&D. Mine was a Halfling with the completely uninspired name of "Bilbo Perrin."

I reread the Hobbit and Lord of the Rings every few years or so. They are still among the best "D&D" tales out there, even if Gandalf only has the spell-casting power of a 6th-level D&D Wizard.

--

Tomorrow is I, and I will talk about Imagination.

 Celebrating 50 years of D&D.




#AtoZChallenge2024: G is for Gary Gygax, Gen Con, and Greyhawk

The Other Side -

Gary Gygax I can't talk about Dungeons & Dragons and not at least mention the man who made it all possible, Gary Gygax.

Gary is often credited for creating Dungeons & Dragons and Advanced Dungeons & Dragons, but he really co-created with fellow game enthusiast Dave Arneson (gone 15 years ago yesterday). I discussed this a bit with Advanced Dungeons & Dragons on A Day.  In truth, it would have been difficult for either man alone to have produced this game, but one thing is certain: it was Gary's vision (and thanks to Gary's oldest daughter for the name) to make Dungeons & Dragons the worldwide phenomenon it is today.

I spent a lot of time last month talking about Gary and his games. Dungeons & Dragons, Mythus (1992), and Lejendary Adventure (1999). Yes, that is spelled correctly.  I also was at Gary Con this past month, a celebration of his life and games well played. 

It is kind of strange in a way, my relationship with Gary. I grew up, like all gamers my age, knowing and even revering his name. I went on and began to recognize some of the all too human flaws we all have. To a point where he emailed me out of the blue to thank me for my "Mystery Science Science Theatre 3000" parody of "Dark Dungeons."  We share a writing credit, Unearthed Acania, and chatted online until his death in 2008. 

Before D&D, he created Gen Con, the world's largest gaming convention. It was named because it took place in Lake Geneva, WI, a play on the Geneva Convention. Gen Con is now in Indianapolis, IN, and Gary Con is held in Lake Geneva. This con was initially devoted to his love of war games. 

Dungeons & Dragons itself grew out of these classical wargames and soon became its own new thing.

Greyhawk

He also created the World of Greyhawk, a fantasy world he created for his Dungeons & Dragons games. It was the forerunner to the Forgotten Realms and is still preferred by many of the old guard.

The name of the planet of the World of Greyhawk was Oerth and was supposed to be an alternate Earth. It is the world I combined with Mystara (from D&D Basic) to get Mystoerth.

There is no way I can do Gary's story justice here. So instead I am going to refer you all to some books that talk about him and the creation of Dungeons & Dragons.

There is also a DVD/BlueRay I meant to pick up at Gary Con but forgot to.

I spent a lot of time trying to dig up an obituary I wrote for Gary back in 2008, but it has eluded me.  Which might be better, really. My opinion of him has changed over the years; reading about his life, reading his games, and mostly talking with his children. I had a wonderful conversation with Luke Gygax at Gary Con. We talked about his dad, Dave Arneson, and the recent loss of Jim Ward. 

Sometimes we forget that these "Big Names" we read about are human until they do something all too human. But also, it is nice to remember that they are human and quite approachable. 

Tomorrow is H, and I will talk about Hobbits.

 Celebrating 50 years of D&D.


Larina Nix for Advanced Dungeons & Dragons 2nd Edition

The Other Side -

Larina by Beatriz SanguinoLarina by Beatriz SanguinoAgain, I'm surprised I haven't posted something like this already. Given that I talked about AD&D 2nd Edition earlier today, I thought this might be a good time to discuss the different witches from the AD&D 2nd Ed era. 

I have talked in the past about how the AD&D 2nd edition era was a good time for all sorts of witch classes. By my count, there were at least four official classes from TSR (and later WotC) for AD&D 2nd Ed, and quite a few unofficial ones. 

I have compared a few witch classes with each other at varying levels of detail over the years and will likely do it more when I take my deep dive into the Forgotten Realms for AD&D 2nd Ed. But looking back, I see I never taken the time to compare the AD&D Second classes to each other. The closest I have come was comparing two AD&D 2nd Characters to each other, Nida and Sinéad, and Sinéad is no longer even a proper witch. 

One day, I'll do more, but I want to look at one official witch and two unofficial ones for today.  I think I'll save Nida when it comes time to discuss the other official witches. Plus, using Larina here is much more appropriate. 

As I mentioned earlier today, AD&D 2nd Edition can be seen as an extension or continuation of the AD&D 1st Edition line. The games are very compatible. So, my characters often moved from 1st to 2nd Edition without so much as getting a new sheet. Larina here is no exception. She began in 1986 with AD&D 1st Ed and moved to AD&D 2nd Ed in 1989 without a blink. But I did make new sheets for her eventually.

Let's go back a bit before AD&D 2nd edition came out. Back in July 1986, I created a witch character, Larina, to test some ideas I had about doing witches in (A)D&D. When Dragon Magazine came out in October of 1986 I started using that. But all the while, I am collecting my notes and ideas. Moving forward to 1989, AD&D 2nd Edition was released. There were a lot of new ideas in that and I was looking forward to trying out my collected notes. One set of notes became my Sun Priest kit for Clerics, another became a pile of notes for the Healer, another the Necromancer/Death Mage, but the largest would become the Witch. It would be almost 10 years before it would see publication but it did and Larina was a central figure in that work.

In those 10 years, there was a lot of writing and playtesting. 

While I kept my Dragon #114/AD&D1st ed witch version of her, I created a parallel version using my new witch rules. This version was supposed to be the same person, just with a different set of rules to govern her. While that happened, two other witch classes were published to help me make other choices. I also set her up for these rules and played all three (or four, really) versions to see how she worked in different situations.  So, if you have ever wondered if I have run out of things to say about witches or even this witch in particular, the answer is no, I have spent more hours with her than any other character I have.

So I would like to present her for AD&D Second Edition, but three different witch classes.

Various AD&D 2nd Ed Witches
Larina Nix for AD&D 2nd Edition

This version(s) of Larina is just the continuation of her AD&D 1st Edition incarnation.

Base Stats (same for all versions).

Larina Nix
Human Witch, Lawful Neutral

Strength: 9
Dexterity: 17 
Constitution: 16
Intelligence: 18 
Wisdom: 18
Charisma: 18

Movement: 12
AC: 1
HP: 86

Weapons
Dagger, Staff

Defenses: Bracers of Defense (AC 1)

Languages: Common, Alignment, Elven, Dwarven, Dragon, Goblin, Orc, Sylvan
Ancient Languages: Primordial, Abyssal, Infernal

So, in this version, her dex and con were raised by some magic.

The Complete Wizard's HandbookThe Complete Wizard's Handbook

Class: Wizard
Kit: Witch
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 11
Rod, Staff, Wand: 7
Petrify/Polymorph: 9
Breath Weapon: 11
Magic: 11

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
3rd level: Familiar
5th level: Brew Calmative
7th level: Brew Poison
9th level: Beguile
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Burning Hands, Charm Person, Comprehend Languages, Copy, Chromatic Orb
2nd level: Blindness, ESP, Tasha's Hideous Uncontrollable Laughter, Knock, Ice Knife
3rd level: Clairvoyance, Hold Person, Hovering Skull, Iron Mind, Pain Touch
4th level: Dimension Door, Fear, Magic Mirror, Remove Curse, Fire Aura
5th level: Advanced Illusion, Cone of Cold, Feeblemind, Telekinesis, Shadow Door
6th level: Eyebite, Dragon Scales
7th level: Shadow Walk

--

 WitchesMayfair Role-aids: Witches

Class: Witch / Wizard
Tradition: Classical
Level: 15 / 1

Saving Throws (Base)
Paralyze/Poison/Death: 13
Rod, Staff, Wand: 9
Petrify/Polymorph: 11
Breath Weapon: 13
Magic: 10

THAC0: 16

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
Herbalism

Spells
1st level: Feather Fall, Identify, Read Magic, Sleep, Chill Touch, Protection from Evil, Color Spray
2nd level: Flaming Sphere, Locate Object, Forget, Ray of Enfeeblement, Strength
3rd level: Cure Light Wounds, Dispel Magic, Clairvoyance, Delude, Mystery Script
4th level: Call Lightning, Fear, Fire Shield, Magic Mirror, Wall of Fire
5th level: Feeblemind, Shadow Magic, Dream, FAlse Vision
6th level: Geas, Legend Lore, True Seeing
7th level: Shadow Walk

--

 WitchesThe Complete Netbook of Witches & Warlocks

Class: Witch (Priest Sub-class)
Level: 15

Saving Throws (Base)
Paralyze/Poison/Death: 5
Rod, Staff, Wand: 9
Petrify/Polymorph: 8
Breath Weapon: 11
Magic: 10

THAC0: 12

Proficiencies: Ancient History, Astrology (2), Herbalism, Reading/Writing (4), Religion (2), Spellcraft (4), Animal Handling, Artistic.
Weapons: Dagger, Staff

Secondary Skill: Scribe

Powers
1st: Turn Undead
3rd level: Read/Detect Magic
6th level: Chill Touch
9th level: Candle Magic
12th level: Immune to Fear
15th level: Fascination
11th level: Brew Flying Ointment
13th level: Witch's Cure

Spells
1st level: Create Fire, Katarine's Dart, Witch Light, Dowse, Wall of Darkness, Painful Wounds
2nd level: Burning Wind, Acquire Witch's Familiar, Blackfire, Dance Trantra, Minor Hex, Pain Armor, Protection vs. Elementals
3rd level: Lesser Strengthing Rite, Beguile III, Astral Sense, Lethe, Witch Writing, Rite of Remote Seeing
4th level: Spirit Dagger, Cloak of Shifting Shadows, Broom, Cleanse, Card Reading, Grandmother's Shawl, Middle Banishing Rite
5th level: Rite of Magical Resistance, Starflare, Dolor, Bull of Heaven
6th level: Anchoring Rite, Greater Banishing Rite, Kiss of Life
7th level: Demon Trap

--

The biggest differences are in the powers and the spells. 

I kept her HP the same in all three cases to keep combat a fixed variable, the same with her weapons and non-weapon proficiencies. 

The Wizard's Handbook from TSR strikes a good balance of powers and spells. The Mayfair Role-aids Witches book has some great spells. Of course I am fond of my own Complete Netbook of Witches & Warlocks. Of course, after 25 years, there are things I would do differently now.

Playing All Three

Playing all three in a game was interesting but also a lot of fun. I'd generally alternate between them, choosing which one to use in combat beforehand so I could measure the utility of the spells. So when I say I have played her more than any other character, I really mean it. I kept her "real" sheets as notes in MS Word 2.0/95/97 to make easy changes to them as I played with my CNoW&W one as the "official" character sheet. 

This also gave me the idea that all her incarnations are aware of each other. It has nothing to do with any of the game mechanics I have written, but it is aa fun little role-playing exercise. 

In 1999, on October 31st, I was sitting in the hospital. My wife had just had our first baby, Liam, and I had my laptop. Just after midnight, I released my "The Complete Netbook of Witches & Warlocks" for free on the web. Larina was featured in that book as a 6-year-old who discovered she was a witch.

All the playtesting would then lead to my "The Witch: A sourcebook for Basic Edition fantasy games" released exactly 14 years later.  It would also lead to my 3rd Edition books on witches, but I'll talk about them next week.

#AtoZChallenge2024: Sunday Special, AD&D 2nd Edition

The Other Side -

I know that in the A to Z Challenge we skip posting on Sundays, but since we have enough Sundays here I am going to use them to talk about the various editions of D&D that otherwise would not get talked about.

Up this Sunday?  AD&D 2nd Edition.

Advanced Dungeons & Dragons, 2nd Edition
 

Advanced Dungeons & Dragons, 2nd Edition

AD&D 2nd Edition was released starting in the spring of 1989, 12-10 years after AD&D 1st Edition. The game was met with great anticipation by many, myself included, and by trepidation by others.

Trepidation since was going to be the first major edition of Dungeons & Dragons with Gary Gygax's name on it. Now to be fair, the Mentzer BECMI also did not feature Gary's name on the cover, but his fingerprints if not his tacit and implicit blessings were all over it.

This edition did not have that and there were some that felt it could not live up.

I was not necessarily a Gygax loyalist. Sure I knew he had been ousted from TSR, the publisher of D&D and the company he helped create, but D&D by this time had had a lot of names on it.  D&D, in my mind then, was bigger that Gary Gygax alone.  

So when AD&D 2nd came out I was in. I got my books as soon as they were released and I went head first into this new game. For reasons that seem silly now, I always felt I was behind the curve when it came to AD&D 1st Ed. That there were people who had gotten in early and "knew" more than me. This was not going to be the case for 2nd Ed! 

In truth, I enjoyed the game for a very long time, but it was also the game that would nearly turn me away from D&D.

I bought AD&D 2nd Edition and I put up, and eventually loaned out, all my older D&D rule books. That was a HUGE mistake. First off, save for minor details, AD&D 1st Ed and AD&D 2nd Ed were still very compatible. I could move characters, monsters, and adventures between the two with relative ease. In some cases the changes were also improvements in my mind. The Bards were better; the initiative used a d10 and not a d6, which made a lot more sense, and the monsters were far more detailed.  In fact, I spent a whole series of posts on the monster books.

Though it was not without it's own problems. The "splat" books (called that because the * often used as a wild card is also called a 'splat') began to get out of control, and each one introduced new levels of power creep. For example, I loved the new Bard class and HATED "The Complete Bards Handbook." 

There was also a level of enforced morality in the game. Spells like Bestow Curse were now gone, Assassins and barbarians as classes were gone, and demons and devils were also gone. Now honestly I didn't mind all of that, I could, and did, add my own material.

The Campaign Settings

The REAL selling point for AD&D 2nd Edition for many of us were the Campaign Settings.  I talked about the Forgotten Realms yesterday and I'll talk about Ravenloft later. Mystara had a few brief moments, and there were others. And that was part of the problem. Ravenloft people like me didn't buy Forgotten Realms books. Forgotten Realms fans didn't buy Birthright or Red Steel or Mystara. People who bought Planescape never bought Spelljammer. There were too many settings and too many books in each one and no one was buying them all. Or at least not enough to matter.

So when TSR finally went bankrupt and was deep, deep in debt, it was not a surprise really.

My History with AD&D 2nd Ed.

When AD&D 2nd Edition was released, I was living in the dorms at my university as an undergrad. When the next edition was released in 2000, I had been married for five years, had been living in a new house for three of those and my oldest son was nearly one year old.  Talk about changes. 

AD&D 2nd Ed books, revised and original

Also, at that time, I went from "AD&D 2nd Ed is the game for me" to "I will play ANYTHING but AD&D."  A few factors went into that. First was the power creep I mentioned above. The worst books for this were the Skills and Powers books, an attempt by TSR to patch all the leaky holes the AD&D system (now 25 years old) was showing.  Also, AD&D didn't support the type of game I wanted to play anymore.

Then, there was the issue with how TSR was treating the D&D players online.

In the early days of the Internet, there was a rush to share ideas, particularly D&D ideas. Netbooks became very popular. TSR responded by trying to sue anyone that talked about D&D online. So much so they became known as "They Sue Regularily."  Hard to imagine in today's post-OGL and Creative Commons world. People also forget how bad it was and how Wizards of the Coast, the next publisher of D&D, essentially gave away their rules for free to use.

Today. My stance on AD&D has softened a lot, and I am back to loving it again. 

Will I ever play AD&D 2nd again? I don't know, I'd love to, to be honest.

Tomorrow, we are back to the regular schedule, and I have G for Gary Gygax.

 Celebrating 50 years of D&D.


The Sanctum Sufficiency Guide

Reviews from R'lyeh -

In the mile-high tower of the Spire, the Aelfir—the High Elves—enjoy lives of extreme luxury, waited upon by the Destra—the Drow—whom they have subjugated and continue to oppress the criminal revolutionaries that would rise up and overthrow them. In the City Beneath, where heretical churches have found the freedom to worship their forbidden gods and organised crime to operate the drug farms that supply the needs of the Spire above, the Aelfir find themselves free of conformity, the Destra free of repression. They are joined by Gnolls and Humans. Some simply live free of the stifling Aelfir control, whether by means lawful or unlawful, others are driven to beyond the Undercity, delving ever deeper into the bowels of the world in search of the fabled Heart, or perhaps their heart’s desire. Yet even life in the City Beneath is enough for some. Together with like-minded folk, they seek out refuges away from both the oppression and the conformity of the Spire and the chaos of the City Beneath, where their shared values and ideals can build a community of their own. There is hope in this effort, but ultimately horror, for there are dangers down there that have been hinted at in rumours, and when written about, dismissed as the mitherings of a cheap hack!

Sanctum is a supplement for Heart: The City Beneath, the roleplaying game that explores the horror, tragedies, and consequences of delving too deep into dungeons, published by Rowan, Rook, and Decard Ltd. In Heart: The City Beneath, the Player Characters are concerned with what lies beneath, delving ever deeper below the City Beneath, closer to the Heart, exploring a wild frontier and a desire to know what is out there, if that is, the wild frontier is the equivalent of a mega-dungeon and the desire to know what is out there, is the yearning to know what calls to you far below. What Sanctum does is take that idea of the frontier and shift it from being somewhere to explore to somewhere to settle, but again if that frontier is the equivalent of a mega-dungeon. And then, have the Haven and its inhabitants face threats from without, threats that come to them, rather than the Player Characters going out on long Delves and facing threats along the way as they would normally in Heart: The City Beneath.

A campaign revolving around a Haven begins with its creation. This is a collaborative process between the players and the Game Master. Together they decide on its Domains, Tier, its unique feature, its Art, the Faces within the Haven, the Role that each Player Character will undertake as inhabitants of the Haven, what Threats it faces, and ultimately, what Ultimate Questions remain to be answered through play… Domains represent experience of an environment or a knowledge of some kind and consist of Cursed, Desolate, Occult, Religion, Technology, Warren, and Wild. The Haven will have one or two of these in addition to the Haven Domain. The Tier indicates how close the Haven lies to the Heart, the closer it is, the weirder the surrounding terrain. Most Havens are found on the upper Tiers, but they are sometimes found between Tiers, as well as possibly being mobile or found in extra-dimensional fractures. The Haven will also have something unique about it that makes it stand out and also be the reason why people visit the Haven or even why the Haven is threatened. The Faces within the Haven are its primary NPCs, primarily presenting those who support the status quo, who wants to shake things up, and who represent the bulk of the populace. These need not be NPCs, as Player Characters can fulfil their positions within the set-up, but their primary role is to establish tension within the Haven. The Art can be art, or it can be craftwork or entertainment, that represents the Haven and adds to its uniqueness. The Roles are functions that the Player Characters and their Classes perform in the Haven, whilst Threats—tied into one or more of the Haven’s Domains—are the dangers that the Haven faces. Penultimately, a Haven requires a name, and lastly, the players define what they want to discover during play, the questions which remain unanswered.

The creation process is simple and straightforward, and it is supported by suggestions and ideas throughout and then a fully worked out example, that is essentially, ready to play. Altogether, this is a very well written process and engagingly encouraging.

Mechanically, a Sanctum campaign differs from a Heart: The City Below campaign only slightly. The Haunts, locations where a Player Character can obtain healing and resupply in exchange for resources, to remove Stress or downgrade Fallout are moved within the Haven and so flesh out the Haven. Not all of the Player Characters’ Haunts need be placed within the Haven, and like Resources, can be located outside of it, thus presenting a motive for the Player Characters to leave their Haven, conduct a mission, and return. This is how a Sanctum campaign is intended to be played. Not just to go to remote Haunts or the sites of Resources, but also to go to deal with threats and actually Delve down to Landmarks (probably more than once) as in the standard play of Heart: The City Beneath. Landmarks also need to be added to the surrounding terrain as part of the creation process, but this is a task for the Game Master rather than the Game Master and her players. In the long term, there is guidance too for how Fallout, the consequences of Stress suffered by the Player Characters, can affect the Haven itself. Again, there are numerous examples. One last option given for a Haven is for it to have its own story beats, such as repelling attackers who after the valuable resources held within the Haven or creating communal art which enhances the Haven and its sense of community. These provide objectives for the Player Characters and reward them by enabling them to remove stress which they have shifted onto their bonds in earlier play. These range from simply being in danger and being infiltrated to the Haven having fallen and no longer being habitable and someone that the Player Characters care about being killed.

Penultimately, Sanctum presents the Game Master with a set of major threats to any Haven—Angels. These are emissaries of the Heart itself, so they can also appear in a standard campaign of Heart: The City Beneath as well. Encountering them though is rare, and they are usually only spoken of as myth and rumour. Sanctum introduces four new Angels in addition to the one in the core rulebook. These are protoplasmic, bone-clawed ink-blackness of the Blossom Angel, the chitin-armoured Cacophony Angel whose approach is heralded by the razor-sharp songs from its dozen mouths, the lurker in the cupboard that almost does not want to be known that is the Locos Angel, and the one that walks amongst us in the skin of another whispering dissent, the Penumbra Angel. These are major threats, dangers that ultimately cannot be destroyed, only temporarily defeated.

Lastly, Sanctum includes a selection of equipment and items that the Player Characters cannot purchase, but might be able to find. These all belong—or belonged—to Gris Hanneman, a pulp fiction author in the world of Spire: The City Above and Heart: The City Beneath, who fled into the City Beneath after his novel sales dried up and went looking for inspiration. In the resulting book, Beyond the Edge of Madness: A Year in the City Beneath, Hanneman claims he spent time in various Havens and encountered and discovered new Angels. Excerpts from the book pepper the supplement, providing an in-game commentary on Heart: The City Beneath and on the new Angels described in Sanctum. In fact, they are the only descriptions given of them besides the raw stats. The fiction adds plenty of flavour as well as a more nuanced view of the setting. The items to be found that once belonged to Hanneman include ‘The Pistol that Cris Pulled from a Corpse’s Hands in Redcap Grove’, (anti) ‘Angel Bullets’, and ‘Gris Hanneman’s Fingers, Conspicuously Missing From His Hand When He was last Seen’. Using his gear nicely brings Cris Hanneman into the world even though he is dead!

Physically, Sanctum is a slim, very well-presented book. The artwork is excellent and the book is easy to read and understand.

Sanctum presents a different campaign focus and set-up for Heart: The City Beneath, but whereas Vermissian Black Ops takes the Player Characters back into the Spire above, Sanctum is firmly set in Heart: The City Beneath, or rather, below the Heart: The City Beneath. However, rather than follow the transience of a campaign involving a series of ever longer Delves as in Heart: The City Beneath, what Sanctum does is shift play to a campaign where permeance and survival of community and family comes to the fore. This is no less dramatic than the delving of Heart: The City Beneath, only that the stories are different.

#AtoZChallenge2024: F is for the Forgotten Realms

The Other Side -

 This one might feel like a bit of a recycle; I have been talking about the Forgotten Realms all year long so far and will keep at it. But today is different, I think.

My collection of Forgotten Realms books

For people new to D&D and my blog, the Forgotten Realms is a campaign setting, a world filled with people, creatures, gods, and history for use with the Dungeons & Dragons game. It was created as a world to tell stories in by Ed Greenwood. It was first published for the Advanced Dungeons & Dragons 1st Edition game system back in 1987. I reviewed that set earlier this year. Now I was playing D&D when this game came out; I was about ready to enter my second decade of playing, so I was not a newbie. But I felt the Forgotten Realms was the "Johnny come lately" of D&D, and I really wanted no part of it. 

That was a mistake on my part.

Well...I mean at the time I going to University, my funds were limited and soon I would be HARDCORE in another campaign setting, Ravenloft. I will talk a bit about the Campaign settings for AD&D tomorrow and about Ravenloft on R day. 

So, going back a few A to Z Challenges (2016), I posted about how I was changing my mind about the Forgotten Realms. It actually began back in the 3rd Edition days, and solidified to me in 4th Ed days. Now, in the later days of 5th Edition, I find myself drawn to it more. And I have REALLY had a great time with it. 

The Realms are wildly popular. There is over 35 years of RPG publications, hundreds of books with many as New York Times best sellers, a few dozen or so video games including the amazing Baldur's Gate 3, comics, an actual play podcast (I am sure there are more), and yes the most recent Dungeons & Dragons movie.

I freely admit, I was gearing up for a big push into the Forgotten Realms anyway, but it was Baldur's Gate 3 that really pushed me over. 

Me and the Realms

My regular readers know I have a campaign world that I really love, Mystoerth, which combines aspects of two other published campaign worlds Mystara (published with Basic D&D) and Oerth, the World of Greyhawk (designed for Advanced D&D). These two worlds were smooshed together so my old High School DM and I could have one world. This suited me well for a very long time. 

But there is something to be said about living in a shared world. You can talk to others about adventures in a place, and they have their own stories. It makes the world alive in a way I can't really do with my Mystoerth. 

These blog pages document my attitude shift towards the Realms fairly well. However, they don't really capture how much I disliked them initially, especially in the 1990s. 

I was never a fan of Forgotten Realms. I dismissed it in the 1980s as an "upstart," ignored it in the early 1990s, and actively disliked it in the late 1990s. But it seems my ire was misplaced. Around the time the 3rd Edition Realms book came out, I was beginning to soften my stance. By the 4th Ed era, I considered moving a campaign to the Realms. In the 5th Ed era, I made it official, more or less.

It was my coverage of Ed Greenwood's work in Dragon magazine that changed my mind. 

To this end, I have amassed a small collection of Forgotten Realms books—nothing special, just ones that I have easily come by either at game auctions, Half-Price Books, or, as in the books pictured above, Print on Demand from DriveThruRPG. So, I have been going through them in detail throughout the editions.

The Forgotten Realms to me was always viewed through the eyes of a character, whether that was Elminster or Drizzt or whomever. Likewise, I am going to look into the Realms through the eyes of a new character. So I am opting to also experience the Realms through the eyes of my characters. The one I am starting with is Sinéad. She began as an AD&D 2nd Ed character, moved over to become a very successful Baldur's Gate 3 character, and now she is my "Ego" character for my Realms games.  She even has her own set of dice.

I have some others that I have discussed and there will be more.

So far, this has been nothing short of fantastic. There is not a moment of this new series of posts and these new explorations I do not love. If you are here from the A to Z Blogging Challenge, I recommend coming back to check these out if you want to learn more about the Forgotten Realms. I know a little bit more than you do, so we can all learn together.

Tomorrow is Sunday and normally not a day we post in the A to Z. But I am doing my Sunday Specials again this year and posting about numbers. Tomorrow is AD&D 2nd Edition.

 Celebrating 50 years of D&D.


This is also my next entry of the month for the RPG Blog Carnival, hosted by Codex Anathema on Favorite Settings.

RPG Blog Carnival


Quick-Start Saturday: Coriolis: The Great Dark Quickstart

Reviews from R'lyeh -

Quick-starts are means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps too. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.

Alternatively, if the Game Master already has the full rules for the roleplaying game for the quick-start is for, then what it provides is a sample scenario that she can still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.

—oOo—

What is it?
Coriolis: The Great Dark Quickstart introduces the sequel to Coriolis: The Third Horizon, the Middle East-influenced Science Fiction roleplaying game published by Free League Publishing. It is a roleplaying game inspired by 19th-century expeditions, deep-sea diving, and pulp archaeology in which Explorers delve into ruins in search of secrets, resources, and answers on the edge of civilisation.

It is an eighty-eight page, full colour book.

The quick-start is extensively illustrated, the artwork is superb, capturing the majesty and mystery of the setting.

How long will it take to play?
Coriolis: The Great Dark Quickstart can be played through in a single session, or two sessions at most.

What else do you need to play?
Coriolis: The Great Dark Quickstart requires multiple six-sided dice in two colours.

Cards numbered from one to ten are also required. These can be taken from a standard deck of playing cards as necessary.

Where is it set?
Coriolis: The Great Dark is set far beyond the Third Horizon of Coriolis: The Third Horizon. A Diaspora fled the war growing there, looking for a haven and following a faint signal emanating from the depths of space. The signal was lost in a system the Diaspora called Jumuah, where unable to proceed further, it was forced to adapt and settle in massive, hollowed out asteroid called ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’, or Ship City. Although the Portal that should lead out of the system is dead, the Slipstream known as the ‘River of the Stars’ has enabled the Explorers Guild to send Greatships out into the unknown where mysterious ruins have been discovered in other systems.

Expeditions into the ruins require careful planning and resources which must be carried by the explorers or carefully placed at staging camps. Chthonian in size and nature, they are often protected by ancient defence systems and creative construction to hinder intruders. These, though, are not the primary danger that explorers face in delving into ruins. The primary danger is Blight, a plague that corrupts both structures and biology, that can kill and destroy, but also leave its sufferers with strange visions. One way to mitigate the effects of Blight is to be accompanied by a Bird, an automaton of unknown origins capable of detecting and withstanding its effects and protecting the explorers.

Who do you play?
There are four ready-to-play Player Characters given in Coriolis: The Great Dark Quickstart. They consist of a Wreck Diver, experienced in delving into ruins, a Guild Soldier capable with blade and bullet, a Vacuum Welder, good at fixing things as well as blowing them up, and an Algebraist Apprentice, a failed scholar. They are accompanied by their Bird, a constant companion on their delves, capable of scouting the ruins and detecting Blight.

How is a Player Character defined?
A Player Character has six attributes—Strength, Agility, Logic, Perception, Insight, and Empathy—and three stats—Health, Hope, and Heart—which measure how much trauma he can suffer before he is broken. He also has several Talents which either provide a single benefit or between one and three bonus dice to particular actions. For example, ‘Bird Handler’ enables a Player Character to talk to Birds and grants a bonus die when attempting to extract information from a Bird whilst ‘Sixth Sense’ prevents a Player Character from being surprised. A Player Character also has a quirk and keepsake, the latter which can give him hope.

Collectively, all of the Player Characters share Supply. This is a combination of air, food, water, and power, tracked over the course of an expedition. It is used one Supply at a time per marker of Depth travelled.

How do the mechanics work?
Mechanically, Coriolis: The Great Dark Quickstart and thus Coriolis: The Great Dark, uses the Year Zero engine, first seen in Mutant: Year Zero – Roleplaying at the End of Days. To have a Player Character undertake an action, a player rolls a number of Base Dice equal to a combination of attribute and applicable Talent, plus Gear Dice. A single roll of a six (or the symbol on the custom dice for Coriolis: The Great Dark) indicates a success. Multiple successes improve the outcome, especially in combat and conflict. If the roll is a failure and no sixes are rolled, or a player wants more successes, he can Push the roll. This enables him to reroll any dice which did not result in a one or six. A roll can be Pushed once and any rolls of one on the Base Dice indicate that the Player Character loses a point of Hope, whilst any rolls of one on the Gear Dice indicate that the item of equipment used is damaged and needs to be repaired. Other Player Characters can help another on a task, each one contributing an extra Base Die to the player making the roll.

How does combat work?
Conflict in Coriolis: The Great Dark Quickstart uses the same core mechanics. The rules for conflict cover both ranged and close combat, plus social conflict. Reactions, such as blocking or dodging, are counted as actions and so use up a Player Character’s action in a round. Extra Successes in close combat can be used to wrestle an object from an opponent, trip him, or push him away. Ranged combat allows for aimed fire, full auto, cover, and so on. Armour has the potential to protect against damage, requiring a roll and successes to be rolled, to be effective. If a Player Character suffers more damage that reduces his Health to zero, he is Broken and cannot act. Critical damage is inflicted if the number of successes rolled are equal to, or exceed, the ‘Crit Threshold’. A ‘Critical Injuries – Physical Damage’ table is included.

How does Blight work?
Heart is degraded by exposure to the Blight. It is acquired by delving into Blight-infested ruins, from the Blight attacks of certain creatures, and particular locations. When a Player Character’s Heart is reduced to zero by Blight, he has been Broken by Blight and suffers a Blight manifestation. The player must then roll on the ‘Blight Manifestation’ table. This can result in the Player Character being stricken with ‘Shivers’, uncontrollable shivering, sapping his strength and causing him to become Exhausted, or having ‘Nebulous Breath’, in which his breath visibly manifests as a nebulous, swirling mist, suggesting the alien transformation within, forcing everyone nearby to become Shaken if the sufferer is not wearing a helmet, whilst he be Distracted if he does. Typically, these effects last for a few hours, but it can be days or weeks. Unless permanent, a Blight manifestation can be recovered from and Heart also recovered.

How do Delves work?
Each Delve is categorised by Class and Depth, the latter measured as a series of Markers. Class is its estimated difficulty and Depth its size and indication how much Supply is required. During the Delve, Explorers take one of four roles—Delver, Scout, Burrower, and Guard. The Scout is primarily in charge of the Bird who accompany them on the Delve, determining where incidences of Blight are located, whilst a scanner is used to gain an initial map of the ruin. Throughout the Delve, the Explorers will expend Supply for each Marker reached, each combat engaged in, each act of strenuous activity, and after resting. Descending further into a ruin without Supply will inflict damage, Despair, or even Blight on the Explorers.

What do you play?
The adventure in Coriolis: The Great Dark Quickstart is ‘The Sky Machine’. The Explorers are hired to mount a rescue mission on the asteroid-moon of Moubarra 4 where a group of prospectors went missing in a newly extablished claim. The Explorers are not the only ones on Moubarra 4 with an interest in the outcome of the new rescue mission, though whether their interest lies in the successful rescue mission or in the recovery of any artefacts found in the claim remains to be seen.

‘The Sky Machine’ introduces the players and their characters to a little of the politics of Coriolis: The Great Dark, but in the main focuses on the Delve, which is a linear affair whilst still showcasing the core mechanics of the roleplaying game. There is a genuine sense of ‘diving’ into the unknown, of reaching something mysterious and odd, yet majestic. There are signs here of technology far beyond that of ‘Lost Horizon’ of ‘The Ship City of Coriolis the Eternal and Jumuah the First and Last’. The Player Characters are not expected to understand it, merely recover it and return it to the surface.

The scenario includes six handouts and maps. These are decently done.

Is it easy to prepare?
The core rules presented in Coriolis: The Great Dark are easy to prepare, especially if the Game Master has any experience with the Year Zero engine. The scenario itself is quite straightforward. However, the background to Coriolis: The Great Dark and its concepts do require some close study in order for the Game Master to impart them to her players. A handout or two towards that end would be useful and easy to prepare by the Game Master.
Is it worth it?
Yes. Coriolis: The Great Dark Quickstart is an excellent introduction to its setting and its concepts, supporting with a good starting scenario and illustrating them with some excellent artwork that captures the grandeur and loneliness of its setting. Coriolis: The Great Dark Quickstart has a rough, frontier feel to it coupled with a sense of wonder at the universe above and below.
Where can you get it?
Coriolis: The Great Dark Quickstart is available to download here.

—oOo—
The Kickstarter campaign for Coriolis: The Great Dark can be found here.

Friday Fantasy: Willow

Reviews from R'lyeh -

Willow lies far up a river, on the shores of its source, the Lake of Tears, deep within a vast forest. The lake is famed for the weeping willow trees which line its shores, their branches hanging low into the water. Willow once flourished as a settlement where good folk could find refuge from the outside world and its demands, far from the greed and demand of other men. It built up a fishing industry on the lake, the catches being transported down river and in return, grain and other goods being ferried back up. Of late, however, the backwater town has fallen on bad times and the mood of its inhabitants has turned despondent. Ferries have been attacked on the river and trade has stopped. Food supplies are dwindling, not just due to there being ferries delivering goods, but also because something has been eating them. Strange noises echo and emanate from the strange tunnel accessed by a set of steps that stands behind the Blue Brew Inn, though nobody in the town talks about either the noises or the tunnel. This, combined with the mood of the townsfolk is enough to drive any visitor away, staying no more than a single night, and this is what would have happened, were it not for the fact that none of the ferries are running. Whether they stumble into Willow by accident, come to investigate the loss of trade, or perhaps because one of them wants to become an apprentice for the reclusive wizards who live outside of the town, what do the Player Characters do? Do they investigate the attacks on the ferries, look into why the grain is going missing, or go in search of rare plants?’

Willow: A Grim Micro Setting is a mini-sandcrawl, published following a successful Kickstarter campaign, from the same author as The Toxic Wood, The Haunted Hamlet & other hexes, and Woodfal. Although written for the Old School Renaissance, it is not written for any specific retroclone. Similarly, there is no suggestion as to what Level the Player Characters should be to play Willow, but it is likely to be between low and medium Level. That said, there are some incredibly powerful threats lurking out in the woods surrounding Willow that will take more than brute force to defeat. The supplement details a surprisingly small region, focused on the town of Willow, the NPCs within the settlement, various factions that have an interest in its future, and numerous monsters and plants. The advice suggests that Willow be somewhere that the Player Characters find themselves stuck in for a while, perhaps whilst on a longer journey elsewhere. What they find is a dreary place caught under grey skies and constant rain, with many of the town’s inhabitants and those unable to leave wearily suffering their situation, either in silence or complaining to whomever will listen.
Although the various places in and around Willow are described, the emphasis in the book is upon the NPCs and the factions and their relationships with each other. Places within the town include the Blue Brew Inn, run by Troubled Tina, and currently home to a number of stranded guests slowly running out of money as the proprietress is raising her prices due to the growing food scarcity; Haggard Henge, the stone circle outside the town which is said to be cursed and definitely not the containment field for a dragon’s egg; the mill where the grain stores have been stolen from nightly; and the Tree House, where the town’s children gather to discuss what exciting things they might do in the face of their boring lives in the town. Beyond its confines in the surrounding woods stands an ancient, but ruined fortress, in which stands a Dragonwood tree, famed for the suitability of its wood for the use in wand construction; the Wizard Tower, whose occupants live in bibliographic isolation, their only interests being books and alchemy; pack Rat Folk and tribes of Crow Folk warring against each other; and more…

The primary NPCs in the town include its leader, Morose Morgan, a witch-hermit who rarely leaves her island home except for the annual land fertility ceremony, to adjudicate problems and disputes (settling them by gutting a fish and reading its entrails, no less), and to visit the Seaweed Shrine behind the Blue Brew Inn; the River Ranger, an incredibly lazy man who has been appointed by a council of druids to protect the river; several merchants and smugglers stranded in Willow; and Sania, the daughter of one of the river merchants who unlike the rest of the townsfolk, always has a positive outlook and hatching some exciting scheme or plot to add some excitement to her life. All of these NPCs are given decent descriptions accompanied by handy bullet points of what each wants and what they might be doing at any one moment. Their connections and relationships are neatly plotted between the main NPCs in the town, between Troubled Tina and her guests at the Blue Brew Inn, and moving out to summarise those between Willow and the various factions outside of the town, and then between those factions. All together this builds a network of connections that the Player Characters can follow, pick apart, or strengthen through their actions.

The major adventure site in Willow is the Seaweed Shrine, the dungeon behind the Blue Brew Inn. Its entrance is obvious, but only Morose Morgan is allowed to enter. However, that will not bother some of the adventuresome inhabitants of the town as events in Willow play out. It is relatively short, but a tough adventure, especially in its final few rooms. The dungeon lies below the Lake of Tears and was once the home of a tribe of Aquatic Elves, forced to turn to dark magic to keep themselves from truly dying when they were struck down by a fatal sickness. Now they only exist in a half state, repeating actions from their former lives in desperation… The dungeon is clearly mapped, with locations of important items and wandering monster routes marked, and it is nicely thematic, strewn with coral and seaweed, and even seaweed-based monsters. One issue perhaps is that the Player Character actions can lead to the dungeon being flooded, thus preventing their eventual exploration, which may become necessary if some of the NPCs decide to explore it.

Beyond the confines of the town, various locations and factions are detailed. These include the book-obsessed wizards in their tower, the Crow Folk distrusted by the townsfolk, but at war with the Rat Folk whom nobody in the town knows about. Several packs of these lurk in tunnels beneath the forest. Lurking out in the forest is its corrupted guardian, spreading the poison of an ancient artefact. Several monsters are included, including the Ashen Dryad, which the guardian uses to spread its foulness throughout the forest.

Willow is primarily a player-driven adventure, alongside the descriptions and details are tables that enable the Game Master to respond to their actions. The biggest is the ‘Willow Town Cause and Effect List’, which lists how the townsfolk will respond to the Player Characters’ actions. Many of these will actually result in the townsfolk exiling the Player Characters, so they have to be careful about their actions. This is not the only ‘Cause and Effect List’, there is one each for the Crow Folk and the Rat Folk, but the other big table is the ‘Timeline of Possible Events’. These start off fairly mundane, but grow increasingly ominous and dangerous as time goes on. There is time here for the Player Characters to deal with everything, but they will need to be careful about their timekeeping and they do need to be lucky in finding some of the items that will help them.

Physically, Willow is a fairly busy book, but everything is neatly organised and for the most part, easy to use when the Game Master needs it. The artwork is excellent and so is the writing. Although it does have an introduction, it does not explain what is fully going on until a fair way into the scenario. It does need an edit in places and the author is not clear whether Willow is a town or village.

Willow feels far more constrained and much tighter than the other scenarios from the author. Consequently, it is both easier to place in a Game Master’s campaign, but it still needs a little pulling apart by the Game Master to understand how it works. Some advice on running it would not have been amiss, especially when it comes to defeating the more dangerous threats to the town and a possible suggestion as to possible Player Character Level would have helped too. Even an overview might have been useful. Willow also feels divided between small problems and big threats with nothing really in between and the means to deal with the big threats hidden away with no hint as to their existence, which contributes to the feeling that the Player Characters are often going to have no idea quite what to do or where to go. Consequently, Willow is underwhelming in terms of how it handles the big plots and threats. On the other hand, it really shines in terms of the NPCs and the factions and the connections and relationships between them. If perhaps the Game Master can seed the NPCs with more information that the Player Characters can then learn and decide how they want to use, then there is the potential to overcome the issues in terms of plot between the big threats and the small problems. Ultimately, Willow: A Grim Micro Setting is a toolkit which gives the Game Master everything she needs to run the setting and bring it alive, but she will need to work a bit harder to engage the players and their characters with its bigger plots.

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