Outsiders & Others

[Fanzine Focus XXVI] Lands of Legends - Mundane

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. However, not every fanzine—for the Old School Renaissance or otherwise—needs to be for a specific set of rules.
Lands of Legends – Mundane is part of series of fanzines released as part of ZineQuest3 on Kickstarter. Published by Axian Spice, there are five entries in the series—Lands of Legends – Grim, Lands of Legends – Fairy, Lands of Legends – Holy, Lands of Legends – Primeval, and of course, Lands of Legends – Mundane—each of which provides two hundred different entries spread across twenty tables, all sorted by terrain type, including city, desert, forest, island, mountain, swamp, and more. The aim of the series is to provide a toolkit for the Game Master wanting inspiration in terms of worldbuilding and encounters for her setting and campaign.
The entries in the Lands of Legends series are colour-coded and Lands of Legends – Mundane is white and provides thumbnail descriptions of places and situations intended for low fantasy and low magic settings and campaigns, focusing on the natural environment and ordinary events, rather than high fantasy, dark secrets and grim magic, the realms of the fae, the divine and the holy, and so on. It adheres to the format for the series in two ways. First, provides a table of ten Area entries in turn for Civilisations, Deserts, Forests, Jungles, Mountains & Hills, Plains & Valleys, Rivers & Lakes, Seas & Islands, Swamps & Marshes, and Wastelands, and then it does exactly the same for Encounters. Second, it splits the Area entries and the Encounter entries and places them back-to-back so that to use either, the Game Master has to flip the book over and turn it upside down.
So, open up the ‘Mundane Areas’ half of the fanzine and a roll on the ‘Mundane Civilisations’ table would generate the result of ‘The City of Towers’, which details how the merchants of a city that once stood on the banks of a river grew rich enough to construct tall towers as their homes, but refused to move when the valley and thus the ground floor and cellar of every building was permanently flooded, including their towers. In the years since, the entrances to the flooded lower levels have been barricaded off and terraces and arched bridges built between the towers, but what secrets, treasures, and dangers lurk in the waters below? Flip over the book to the Encounters half and a roll on the ‘Mundane Deserts’ table provides an encounter with natives engaging in the practice of ‘sand diving’. Much like pearl divers, these natives dive for natural treasures, but not pearls and not in the sea, but into pools of quicksand to be pulled back up by rope, hopefully with a beautiful desert rose crystal in their grasp!
With a hundred entries for both the Areas and the Encounters, some no longer than two or three sentences, some a little more detailed, there is no doubting the wealth of inspiration to be found in the pages of Lands of Legends – Mundane. For the most part, the entries are systems neutral, so the Game Master can use them for the roleplaying game of her choice, whether generic, like Savage Worlds or something more specific, like Dungeons & Dragons. The latter—and thus almost any retroclone of the Game Master’s choice—is slightly better supported because Lands of Legends – Mundane does use some Dungeons & Dragons terminology, such as ‘Save versus Poison’ or ‘Hit Dice’. This of course eases the adaptation of the content for the Game Master.
Lands of Legends – Mundane is cleanly and neatly laid out. The difference between the two sections—the Areas and the Encounters halves—of the book are nicely delineated, with one being in traditional black on white, the other white on black. Simple line art or silhouettes further highlight the difference.   
Lands of Legends – Mundane is plain and simple in appearance, but its content is anything but. For the Game Master wanting ideas or inspiration, there can be no denying that Lands of Legends – Mundane is rich in both. Plus the fact that it can do both inspire world building and encounters gives Lands of Legends – Mundane a pleasing versatility to both the inspiration and the ideas..

Have a Safe Weekend

The Texas Triffid Ranch -

The last August Porch Sale is this weekend, running from 10:00 am to 3:00 pm, if only to avoid the afternoon heat. Don’t worry, though: we’re rapidly coming to the end of the summer heat…we hope.

[Fanzine Focus XXVI] The Grognard Files – Annual 2019

Reviews from R'lyeh -

On the tail of Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another Dungeon Master and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & DragonsRuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.

Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry.
The Grognard Files is a fanzine born of The Grognard Files, a North of England podcast dedicated to the games of the late seventies and early eighties, in particular, RuneQuest. It is available only to patrons of the podcast—or alternatively to attendees of Grogmeet a one-day convention in Manchester, again in the North of England. It is also put out just once a year. Published by The Armchair Adventurers, the The first issue, The Grognard Files – Annual 2017, is available as a ‘Pay What You Want’ PDF available to download with the proceeds of the sale of the fanzine will donated to continue the running of Yog-sothoth.com, the best site dedicated to Lovecraft and Lovecraftian investigative horror. More recent issues, The Grognard Files – Annual 2018 and The Grognard Files – Annual 2019 have sadly not followed suit, but for members of the ‘Grog Squad’ and attendees of Grogmeet, both issues continue to serve up thick, syrupy wodges of nostalgia and gaming inspired by their youths in the nineteen eighties.
It would seem remiss to be reviewing The Grognard Files – Annual 2019 in the summer of 2021 rather than more recent issue, but in truth, circumstances mean that there was no Grog Meet in 2020 and no The Grognard Files – Annual 2020 either. So The Grognard Files – Annual 2019 it is then. Previous issues have taken their design cue from gaming magazines of the nineteen eighties, White Dwarf being the most obvious. With The Grognard Files – Annual 2019, the design cue is taken from DragonLords, the British role-playing game fanzine published between 1980 and 1983. It thus moves The Grognard Files – Annual 2019 to a digest format rather than the magazine size of White Dwarf or Imagine and it comes crammed full of the type of content that middle-aged men that will shut themselves away with a cup of tea and wallow in the gaming years of their yesteryear before being asked to put the bins out/do the washing up/take one of their offspring to football, music lessons, and the like.
Opening with an editorial which highlights the role of fanzines in providing a community for gamers—they were the Internet before the Internet—The Grognard Files – Annual 2019 gets down to gaming goodness. It opens Neil Benson’s ‘OSR this, OSR that, but what is it?’, which provides an explanation of what the Old School Renaissance is and what it sets out to do. It points to the source for the Old School Renaissance, that is, early Dungeons & Dragons, and explains the key points of creating and playing in the movement. So simple, quick Player Character generation; freedom of play in terms of hexcrawls and sandcrawls, and the like; emphasises player agency in solving problems rather than relying on skill rolls, and so on. There are eight of these points, but Benson does not simply list them, but sets them out as a quest undertaken by an adventuring party to learn what the OSR. This makes the piece much more entertaining than a simple explanation of what the Old School Renaissance would otherwise have been. It includes a short list of sample retroclones and is accompanied by a thumbnail review of Chris Gonnerman’s Basic Fantasy Role-Playing Game, written by Shannon Ferguson.
A similar convention is used to explain what one of the oldest roleplaying games is. ‘A Bluffer’s Guide to Tékumel’ is actually written by me (and in truth, I had forgotten I had written the piece) and is presented as an in-game monologue delivered by a minor bureaucrat to a barbarian who knows nothing of the setting for Professor M.A.R. Barker’s Tékumel: Empire of the Petal Throne. It is all a bit knowing and po-faced, but provides a simple enough introduction.
The nostalgia in The Grognard Files – Annual 2019 begins in earnest with Cris Watkins’ ‘Games Master Immortality’. It is about bad, but funny memories of Player Character deaths brought about by the Game Master simply getting it wrong. Part-Game Master advice, part-hoary old war stories, such as over the course of a campaign driving the Player Characters so paranoid that when a new player turns up with a new character, their first reaction is to not trust the character and then turn on him when his player seems to confirm their suspicions. Yes, it is cruel, but at the same time funny, though ultimately best not necessarily implemented in a Game Master’s campaign as not every player may see the funny side.
The nostalgia continues with both Nick Edwards and Alan Gairey taking a look back at Judges Guild. First with Nick Edwards’ ‘The Guilded Age – Thoughts on Judges Guild’ which examines the delights of City State of the Invincible Overlord which forced him to create his own content, in the main a thief and crime-based campaign much like the Lankhmar setting of Fritz Leiber’s Fafhrd and Gray Mouser novels. Although the author would make further purchases of Judges Guild titles, and praises those that he likes, he has since returned to the City State of the Invincible Overlord for other campaigns and City State of the Invincible Overlord would also influence his preference in gaming for cities rather than dungeons! Alan Gairey also focuses on the one title from Judges Guild with ‘An Ode to Inferno: Abandon hope all ye that enter…’, which is the 1980 module, Inferno. This presented the first four circles of Hell as a challenging dungeon and the author ran it several times, each time nearly ending in the death of the whole party. The article comes to rather droll end, but is accompanied by a list of some of the other better titles published by the prolific Judges Guild, all of which in their way, would be worthy of articles such as these two. 
The feature piece in The Grognard Files – Annual 2019 is ‘Steel Hearts & Straight Razors’. Written by Roger Coe, this is a scenario for Warhammer Fantasy Roleplay, but not the Warhammer Fantasy Roleplay of the nineteen eighties. Rather it is for Warhammer Fantasy Roleplay, Fourth Edition published by Cubicle 7 Entertainment. Almost thirty pages in length and thus almost half of the fanzine, ‘Steel Hearts & Straight Razors’ is a convoluted murder mystery and conspiracy thriller, involving guild rivalries, hair stylists, cultists, and ecumenical matters, all specifically designed to be set in the city or large town of the Game Master’s choice. It opens with a dangerous encounter chanced upon by the Player Characters between a blue glowing demon-man-thing and a poorly victim. The scene ends with both demon and victim dead, which leaves the Player Characters with a problem or two. The demon was once a man, so who was he? Who was the victim and what was the meaning of his dying words? Investigation will reveal more and more, perhaps initially with the Player Characters attempting to avoid the City Watch—especially if they happen to be carrying either of the corpses with them, then finding employment from a surprising quarter, and more. There is a fair bit going on in this scenario and the Player Characters will really need to dig deep to discover some the city’s secrets, but in true Warhammer Fantasy Roleplay, their investigation will take them from lows of society to the heights and back again, revealing perfidious goings on. Although it does feel a bit crammed in, ‘Steel Hearts & Straight Razors’ is a gem of a scenario, offering lots of opportunity for combat, investigation, and roleplaying, adeptly hitting all of the signature notes you would want in a Warhammer Fantasy Roleplay scenario, but without being location specific.
Sean Hillman gets systems specific with ‘A Short History of the Long Dice – The story of percentage based games’. It is more of an overview than anything else, too brief to provide any real insight. A better article might have explored more of the nuances between the various roleplaying games to have used percentile dice. Newt Newport details the history of his own company with ’10 Years of D101 Games’, the article sadly missing some text in true fanzine fashion, but nevertheless an enjoyable and informative piece. Perhaps it could have done with a bibliography, though that would have made it less personal.
The nostalgia continues with the memories of Niall Hunt and others of their gaming youth with ‘Gaming in the Shire’ and the founding and running of Evesham Roleplaying Association. There is a certain pleasure to be had here in reading reminiscences similar to your own—and of course those of The Grognard Files podcast files hosts—and of course, having them in print. Back in The Grognard Files – Annual 2018, ‘Keharr’ presented ‘Pendragon: City of Legions’, a fascinating exploration of his Pendragon PBEM set in the northwest of England. For this issue he provides not so much an update, but a sort of guide to running such a thing with ‘How to Fry your Fish-Fingers – Lessons learnt from running a Cheshire Pendragon Play By Email’. The advice is both applicable to Pendragon PBEM games and non- Pendragon PBEM games, such as taking disagreements offline, be clear about the rules, listen to your players, and much more. There are still some personal touches and it is clear from the article that the author and his players continue to enjoy running and playing the PBEM.
Lastly, ‘All That Glitters…’ by Jerry Nuckolls, compares and contrasts the two versions of the classic superhero roleplaying game, Golden Heroes, by Simon Burley and Peter Haines. One is their self-published version from 1982, the other the Games Workshop version from 1984. The review as such, does lack illustrations, barring a suitably fanzine-ish cartoon that has a sly dig at Games Workshop, but is a fascinating read because it is often forgotten that there even was a self-published version. What the article highlights is that the differences between the two are relatively minor. Which only goes to show how good the self-published version was that the authors and Games Workshop did not have to do a great deal to bring the version we know to print.
Physically, The Grognard Files – Annual 2019 has a rough quality to it, by design as much as by accident. It needs an edit here and there and feels alternatively cramped and overly spacious in places. It is lightly illustrated, but they are generally well handled, and the cartography for the scenario, ‘Steel Hearts & Straight Razors’, is excellent. Similarly, the wraparound cover from Russ Nicholson is superb.
As with previous issues, The Grognard Files – Annual 2019 delivers a good mix of nostalgia, opinion, and a little bit of gaming content. Indeed, pride of place goes to that gaming content, the scenario, ‘Steel Hearts & Straight Razors’, which is worth the price of the fanzine alone. It is a formula which The Armchair Adventurers have followed before—and it works. It would be fantastic to see this issue made available to the wider gaming hobby, perhaps for a decent cause much like The Grognard Files – Annual 2017, but in the meantime, The Grognard Files – Annual 2019 and further issues are bonus for supporting The Grognard Files podcast.

#RPGaDAY2021 Day 27 Fraction

The Other Side -

RPGaDAY2021 Day 27

This one took a lot longer to write than expected, and sadly, not one I really wanted to write.

Day 27 Fraction

I love doing blog challenges, blog hops, and themed posts.  It gives me something to look forward to, something new to write about, and it lets me interact with others that I might not be interacting with or even knew before.

Sadly. I am also only getting a Fraction of the interaction here. 

My Twitter posting is way up and my interactions there have increased by about x3 to x4 in this month.  But here? Sadly crickets.

I am not sure why that is, to be honest.  I know there is a faction among the RPG bloggers that hated the April A to Z.  Again it was something I enjoyed, but I saw the drop in interactions and in daily visits. 

It is disappointing. I want to keep my regular readers happy. I also want to expand my reader base.  Interactions from both help me write more and maybe cover topics I might not otherwise cover.

So help me out here.

Do you like these social-media-wide themed months like this and the April AtoZ?

Do you like my other themed months or weeks like I did with BECMI in June 2020 or Troll Week or my week with Van Richten's Guide to Ravenloft?

Let me know!


RPGaDAY2021

[Fanzine Focus XXVI] Crawl! Number 10: New Class Options!

Reviews from R'lyeh -

On the tail of the Old School Renaissance has come another movement—the rise of the fanzine. Although the fanzine—a nonprofessional and nonofficial publication produced by fans of a particular cultural phenomenon, got its start in Science Fiction fandom, in the gaming hobby it first started with Chess and Diplomacy fanzines before finding fertile ground in the roleplaying hobby in the 1970s. Here these amateurish publications allowed the hobby a public space for two things. First, they were somewhere that the hobby could voice opinions and ideas that lay outside those of a game’s publisher. Second, in the Golden Age of roleplaying when the Dungeon Masters were expected to create their own settings and adventures, they also provided a rough and ready source of support for the game of your choice. Many also served as vehicles for the fanzine editor’s house campaign and thus they showed another DM and group played said game. This would often change over time if a fanzine accepted submissions. Initially, fanzines were primarily dedicated to the big three RPGs of the 1970s—Dungeons & Dragons, RuneQuest, and Traveller—but fanzines have appeared dedicated to other RPGs since, some of which helped keep a game popular in the face of no official support.Since 2008 with the publication of Fight On #1, the Old School Renaissance has had its own fanzines. The advantage of the Old School Renaissance is that the various Retroclones draw from the same source and thus one Dungeons & Dragons-style RPG is compatible with another. This means that the contents of one fanzine will compatible with the Retroclone that you already run and play even if not specifically written for it. Labyrinth Lord and Lamentations of the Flame Princess Weird Fantasy Roleplay have proved to be popular choices to base fanzines around, as has Swords & Wizardry. Another choice is the Dungeon Crawl Classics Role Playing Game.

Published by Straycouches PressCrawl! is one such fanzine dedicated to the Dungeon Crawl Classics Role Playing Game. Since Crawl! No. 1 was published in March, 2012 has not only provided ongoing support for the roleplaying game, but also been kept in print by Goodman Games. Now because of online printing sources like Lulu.com, it is no longer as difficult to keep fanzines from going out of print, so it is not that much of a surprise that issues of Crawl! remain in print. It is though, pleasing to see a publisher like Goodman Games support fan efforts like this fanzine by keeping them in print and selling them directly.

Where Crawl! No. 1 was something of a mixed bag, Crawl! #2 was a surprisingly focused, exploring the role of loot in the Dungeon Crawl Classics Role Playing Game and describing various pieces of treasure and items of equipment that the Player Characters might find and use. Similarly, Crawl! #3 was just as focused, but the subject of its focus was magic rather than treasure. Unfortunately, the fact that a later printing of Crawl! No. 1 reprinted content from Crawl! #3 somewhat undermined the content and usefulness of Crawl! #3. Fortunately, Crawl! Issue Number Four was devoted to Yves Larochelle’s ‘The Tainted Forest Thorum’, a scenario for the Dungeon Crawl Classics Role Playing Game for characters of Fifth Level. Crawl! Issue V continued the run of themed issues, focusing on monsters, but ultimately to not always impressive effect, whilst Crawl! No. 6: Classic Class Collection presented some interesting versions of classic Dungeons & Dragons-style Classes for Dungeon Crawl Classics, though not enough of them. Crawl! Issue No. 7: Tips! Tricks! Traps! was a bit of bit of a medley issue, addressing a number of different aspects of dungeoneering and fantasy roleplaying, whilst Crawl! No. 8: Firearms! did a fine job of giving rules for guns and exploring how to use in the Dungeon Crawl Classics Role Playing Game and Crawl! No. 9: The Arwich Grinder provided a complete classic Character Funnel in Lovecraftian mode.
Published in August, 2014, Crawl! Number 10: New Class Options returns to the theme of the earlier Crawl! No. 6: Classic Class Collection, that of Class in the Dungeon Crawl Classics Role Playing Game. One of the design cues for Dungeon Crawl Classics Role Playing Game is Basic Dungeons & Dragons in that it employs the ‘Race as Class’ option for its choice of character Classes, that the Dwarf, the Elf, and the Halfling are all Classes in their own right. This as opposed to Advanced Dungeons & Dragons and later iterations of the world’s most popular roleplaying game which separated the two and allowed a player to combine the Race and Class of his choice. Such options are not present in the Dungeon Crawl Classics Role Playing Game though, and further, the Dungeon Crawl Classics Role Playing Game is not a game which has presented such options. So there is no equivalent of the Player’s Handbook 2 or the Dungeon Master’s Guide 2 for the Dungeon Crawl Classics Role Playing Game. The space left by such an omission—if omission it is—is exactly that into which fanzines and similar publications like Crawl! and in this case, Crawl! Number 10: New Class Options, can step.
In particular, Crawl! Number 10: New Class Options focuses on the Demi-Human Classes—the Dwarf, the Elf, and the Halfling. It provides new options to play each of these Races, but through a new Class. For the Dwarf, this is the Dwarven Priest by Jeffrey Tadlock. Primarily Lawful—though Chaotic and Neutral ones exist—this Class combines the abilities of the Dwarf, the Cleric, and the Warrior. The Class gains a deed die from Third Level and can perform a Mighty Deed of Arms, but also gains several spells known per Level. The other three new Classes are by Rev. Dak J. Ultimak. These start with the Elven Rogue which combines the magic of the Elf Class with the thiefing skills of the Thief, which are necessarily beholden to a Patron as the Elf normally is. Just like the Thief, the skill bonuses the Elven Rogue is determined by his Alignment—Lawful, Chaotic, or Neutral. The Halfling Burglar is given a similar set of tables as it moves the traditional Halfling of the Dungeon Crawl Classics Role Playing Game away from his martial bent and towards what is seen as the traditional role for the Halfling—or at least its traditional role for its inspiration. So the Halfling Burglar is thus more like the supposed role of Bilbo Baggins from The Hobbit. Guidance is included in the descriptions of the Elven Rogue and the Halfling Burglar with the ‘My Thief, My Way’ from Crawl! No. 6: Classic Class Collection should a player want to modify which skills he wants his Rogue—Elf or Halfling—to have. The last Class in the fanzine is another Halfling Class which where the Halfling Burglar makes the Halfling be a Thief, makes the Halfling a Warrior! The Halfling Champion combines the Mighty Deed of Arms of the Warrior with Luck of the Halfling and adds to it the ability to wield the longsword, the Warhammer, and the heavy axe not in the one hand as per other Races because Halflings are tiny, but two-handed! This comes at a penalty to the Halfling Champion’s Initiative die, but nevertheless, the Halfling Champion is a doughty, fearless warrior ready to step forward* and protect his village.
* I would have written ‘ready to step up’, but that is Halflingist.
These four Classes are engaging and fun, offering new roleplaying opportunities. For example, playing a Halfling Champion would be wholly different to playing a Halfling. However, it would have been nice to have been given some information on who or what the Dwarven Priest typically worships, so the inclusion of a Patron or two would have been a nice inclusion. As well as offering new choices, the inclusion of the four Classes do something else, and that is push Dungeon Crawl Classics Role Playing Game further away from the baseline of Basic Dungeons & Dragons and more towards Advanced Dungeons & Dragons—though still a long way from getting there. Just as with any content in a fanzine, these four Classes are all optional, but their inclusion would be worth considering.
Just as there is no combining Race and Class in Dungeon Crawl Classics Role Playing Game, there is no Multi-Classing either. ‘Half-Levels’ is Daniel J. Bishop’s solution to this, enabling a player to select a half-Level up to three times, each time choosing the equivalent of Zero Level in another Class. Then at subsequent Levels switch to the new Class. The mechanics feel just a little too complex to easily provide what the author is trying to do, but they include notes for all of the core Classes in the roleplaying game as well as those which appeared in the earlier Crawl! No. 6: Classic Class Collection, so ultimately the article covers a lot of choices whilst providing the player with even more options.
Colin Chapman’s ‘Not Just a Pretty Face’ provides a means for a player to create the random physical appearance for his character. It starts with a baseline for each Race and adds a Baseline followed by hair and eye colour, and so on. Lastly, the player can roll for a physical feature, whether negative, neutral, or positive. All very neat and simple, enabling the player to add colour and detail to his character’s appearance, and the Judge to do the same for her NPCs. Lastly, Noah Stevens casts a spotlight on three different third-party Races in ‘Three Weird Races’. Each is accompanied by a link, whether a blog or DrivethruRPG.com. Potentially useful at the time of the issue’s publication, but ultimately more filler than useful.
Physically, Crawl! Number 10: New Class Options is decently done, a clean and tidy affair. The artwork—done by Mario T—is a lot of fun and really captures the feel of the four new Classes in particular. 
Crawl! Number 10: New Class Options is very serviceable issue. The high points of the issue are the four new Classes, which expand the play of Dungeon Crawl Classics Role Playing Game with new options and new roleplaying potential. Whether or not the Judge or her players want to expand their game and thus move away from the core of the Dungeon Crawl Classics Role Playing Game is their choice, but the options are there.

#RPGaDAY2021 Day 26 Origin

The Other Side -

RPGaDAY2021 Day 26

I had some ideas for Theory, but none of them really took shape.  So instead I want to talk about Origin. In particular the Origin of NIGHT SHIFT.

Day 26 Origin

Come back with me if you will all the way to 1995-1997.  I had just gotten married, moved into a new house, and was working on my first Ph.D.  Life was pretty good.

That is except on the RPG front.  I was so burned out of AD&D and D&D, approaching my 20th year of gaming with something akin to apathy really.  I had been enjoying all the things the Internet had to offer me in terms of connecting with other gamers, but the games themselves had left me a bit less than thrilled.  TSR was busy at the time going after any website or group that even mentioned "D&D" so my tastes were beginning to sour.

By 1999 I was more or less ready to give up on D&D, plus I had a kid on the way and thought that I would never get the chance to play much (hahahaha!).  Then along came C.J. Carella's WitchCraft RPG.  I have recounted that tale before, but something in that book reignited the spark that had been dying. WotC and the OGL would further fan those flames, but that is still a bit off from here.

WitchCraft was the perfect game for me.  It did everything I wanted and it did them perfectly.  That is except for the things that D&D did perfectly.  I hung out on the Eden Boards and there I met Jason Vey.  He was coming from a similar background as me; we both loved WitchCraft and old-style D&D.  But we also enjoyed a lot of new games too.   From here we worked on Buffy the Vampire Slayer together.  Jason would go on to do a bunch fan-created works for both Unisystem and D&D and later d20 and then go on to work on All Flesh Must Be Eaten and Castles & Crusades.  I'd go on to do my various witch books, a lot of Unisystem conversions, and move on to working on Ghosts of Albion

A look over our fan-made and published works it would seem that NIGHT SHIFT was fairly inevitable. 

I recall working on a "Monster Manual" that I still have on my hard drive where I took all the creatures from the AD&D 1 Monster Manual and converted them to Unisystem.  Both Classic and Cinematic.  If you are thinking that the seeds of my current "Basic Bestiaries" also began here you would be correct.

NIGHT SHIFT began as a conversation. One according to Jason, but I recall a few different threads that came together.   The first was Jason pointing out that Level/Class builds, like in D&D, can be every bit as flexible as point-buy ones, like in Unisystem.  He was mostly talking about his own Amazing Adventures, but I was also thinking about in terms of the various OSR games.  BTW, you can do both now in NIGHT SHIFT thanks to the Night Companion.

The next conversation was the two of us talking about all these ideas we still had for various games, regardless of, or divorced from, their systems.  Eventually, we decided that we should be making this game with these ideas.

For me, the origin was one of pragmatism.  I wanted something to fit the "Buffy-shaped" hole in my life.  Not just in terms of fandom, but yes that, but also in terms of system.  The same can be said of "Ghosts of Albion."  I LOVE the work I did on both of those games and I am proud of it.  But neither game is completely "mine."  Buffy has also sorts of baggage attached to it now that people are finally seeing what a douchebag Whedon was and is.  "Ghosts" for as much as I love it will never see another printing, no supplements, no new material.

NIGHT SHIFT is my game. It is Jason's too. And as I always say, once YOU buy it then it is YOUR game too.  But it is a game I can love unconditionally and support without worry or feel like I am investing in a sunk cost. I have D&D 4th Edition for that.

If you go through NIGHT SHIFT and have been reading this blog then you will see where things in the game got their origins.  Read Jason's blogs and you will see where other things in the game got their origins as well. 

NIGHT SHIFT is a new game, but its origins go all the way back to the turn of the Millenium and before.

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



RPGaDAY2021

#RPGaDAY2021 Day 25 Welcome

The Other Side -

I thought it might be nice to Welcome new readers to the NIGHT SHIFT.

Day 25 Welcome

I have picked up a few new readers so I thought it might be nice to welcome them to my blog and to my game NIGHT SHIFT.

Right now NIGHT SHIFT has a Kickstarter for the first supplement, The Night Companion.  This book adds new classes, monsters, magic, species, point-buy characters, and more.  

But what is NIGHT SHIFT?

NIGHT SHIFT is a modern supernatural/horror RPG.  The system running the game is called O.G.R.E.S., or the Oldschool Generic Roleplaying Engine System.  It is a system that should be familiar to many since it is derived from the d20 SRD in an old-school, or even OSR, fashion.  So if you played D&D in the 70s or 80s you will find a lot here that feels familiar.  But the system is only half the picture.

NIGHT SHIFT

The genre of NIGHT SHIFT is modern supernatural horror.  Written by myself and Jason Vey, this RPG combines everything we know and have worked on over the 30+ years we each have in the RPG writing industry and 20+ each writing professionally. Games on our collective CVs include, All Flesh Must Be Eaten, Buffy the Vampire Slayer, Angel, Army of Darkness, Night Bane, Ghosts of Albion, Amazing Adventures, Spellcraft & Swordplay, the Witch, Castles & Crusades, Ravenloft, and more. NIGHT SHIFT takes all these experiences and distills them down to what we hope is the most enjoyable RPG we have ever worked on. 

NIGHT SHIFT has a genre but no default setting. This way you can create your own world to play in.  We DO however provide you with four different "Night Worlds."  These are places to set your game in an move on from there.  These include Jason's "Veterans of the Supernatural Wars" (the closest we get to a default setting) and "The Nocturnumverse" based on his campaign of something like 20 years or more. I also provide my "Generation HEX" a world where magic has come back and it only rests in the hands of tweens and teenagers, to "Ordinary World" where everyone is some sort of supernatural creature trying to get by in a world full of humans that would rather seem them all dead.

So give our game a try.  We think you will enjoy it. 


RPGaDAY2021

#RPGaDAY2021 Day 24 Translate

The Other Side -

RPGaDAY2021 Day 24

Heading into the back end of the challenge. What do we have for today and how does it relate to NIGHT SHIFT?

Day 24 Translate

Continuing on the ideas in Simplicity and Substitute, I often try to Translate material from one game system to another for different sorts of experiences. 

In many ways, the ultimate representation of this is NIGHT SHIFT.

NIGHT SHIFT began as a way to take something my co-author Jason and I loved; the games we worked on and played back in the 1990s and early 2000s and translate it to a rule system we also loved.

The simplest way to describe NIGHT SHIFT is "Buffy the Vampire Slayer with Basic D&D rules" but that doesn't really capture all of it.

In the 1990s my game world of choice for AD&D 2nd Ed was Ravenloft. I loved the horror elements, I loved the trappings of Gothic Horror, and I loved that I could bring in characters I have been playing for years over to it.  The Masque of the Red Death Gothic Earth supplement was a dream come true since it also brought in my beloved Victorian era.   It was perfect...almost.

Near the end of the 90s I was getting really burned out on D&D.  Thankfully I had discovered C.J. Carella's WitchCraft RPG.  Here was yet another "Gothic Earth" only this time coming at from a different angle.  I loved it.  Of course, as the supplements for WitchCraft were released I thought of many ways to "translate" Ravenloft over to WitchCraft.   In a way, I got my wish and wrote Ghosts of Albion.  A horror-soaked Earth, in a Victorian setting.

Still as perfect as I think WitchCraft and Ghosts of Albion are, they still didn't give me something.  Sure it was a minor thing, but there was still something I was looking for. 

Jason did something similar.  While I went for the themes I wanted, he took the Unisystem rules found in WitchCraft and went a different direction with Dungeons & Zombies; a way to translate D&D experiences and adventures into Unisystem.  Like myself, he also had a few "fan" based products.

We really have been dancing around NIGHT SHIFT for decades.

I wanted a game where I could translate anything I have done over the last 30+ years to a single game system.  I feel NIGHT SHIFT does this.

Don't forget our Kickstarter going on right now for The Night Companion.


RPGaDAY2021

Miskatonic Monday #85: The Secret of Silcestre

Reviews from R'lyeh -

 Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Secret of SilcestrePublisher: Chaosium, Inc.
Author: Andy Miller

Setting: Dark Ages WessexProduct: Scenario
What You Get: Fifty-two page, 38.35 MB Full Colour PDF
Elevator Pitch: There be dwarves in them thar hills—and they be evil. Evil, I tell ye!Plot Hook: What secrets and treasures lie in Silchestre’s Roman past?Plot Support: Detailed plot, three good handouts, eight maps, seven NPCs, three Mythos entities, one Mythos tome, and four pre-generated Investigators. Production Values: Decent.
Pros
# Multiple set-ups for the scenario# Solid support for Dark Ages: Cthulhu# Decent quartet of pre-generated Investigators# Multi-factional treasure hunt# Roleplaying opportunities for negotiating with the factions# Could be adapted to other periods and settings, but not easily# Potential campaign set-up
Cons
# Requires a fair degree of set-up and exposition# All male pre-generated Investigators
Conclusion
# A treasure hunt in Merry Olde Englande# Take the treasure themselves, give it to a nickname and have juicy thoughts about making it yours, promise it to another faction. Ultimately, the outcome is down to the players.# Good support for Dark Ages: Cthulhu

Miskatonic Monday #84: Broken Arrow: Chernobyl

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—


Name: Broken Arrow: ChernobylPublisher: Chaosium, Inc.
Author: Chad Briggs

Setting: 1990s Ukraine
Product: Scenario
What You Get: Seventeen page, 5.93 MB Full Colour PDF
Elevator Pitch: In the new wild west of post-Soviet era someone has mosied out of town with a nuclear warhead!Plot Hook: One of their bombs is missing!Plot Support: Detailed plot, six handouts, one NPC, one Mythos monster, and six pre-generated Investigators (separate).Production Values: Plain.
Pros
# Interesting use of the historical background# A chase into the Chernobyl Exclusion Zone# Suitable as a one-shot or convention scenario# Decent background information# Easy to adapt to Delta Green: The Roleplaying Game
Cons
# Requires a good edit# Linear plot
# Mythos threat underdeveloped
Conclusion
# Best suited as a Delta Green: The Roleplaying Game scenario# Interesting background and setting# Linear and underdeveloped

#RPGaDAY2021 Day 23 Memory

The Other Side -

RPGaDAY2021 Day 23

The natural choice here is to talk about a great RPG memory.

Day 23 Memory

I will admit I have a lot of really great RPG memories.  Here are a couple of highlights.

Getting My Hands on the First Monser Manual

It seems only fair to start with my first D&D memory, and indeed my first any RPG ever memory.  The first time I held the AD&D Monster Manual was a defining moment. Here I became introduced to the game that so many of us love.  I can remember afterward riding my bike around the neighborhood thinking about it and what the game was. I had no rules yet, the copy of Holmes Basic had not made it its way to me just yet, so I could only imagine what this game could be like. 

Summers Playing D&D/AD&D

As much as I would have LOVED the connection to the world via the Internet we have today (and believe me I tried with my little TRS-80 Color Computer) I am also glad I got to spend all my summers in the 80s playing D&D.  First D&D with a group of kids from Jr. High and then and another, semi-related group, in High School with AD&D.  The cut off there was not perfect, I remember we mixed a lot of Holmes and Moldvay Basic with AD&D, but these are the broad strokes.  I can still remember fighting Liches, getting trapped in the A Series, and battling the "Queen of the Succubi" in Jr. High. Later moving on to bigger things in AD&D in High School.  Oh, there was my short live Atlantis campaign in College before moving on to Ravenloft/2nd Ed but none of those lasted as long as my misspent youth in the 80s. 

Teaching My Kids to Play

One of my greatest joys and successes in life is getting to be a dad.  Honestly every other achievement I have made and am proud of takes a back seat to this one.  So teaching my kids to play was one of my greatest joys and memories.   The look on my oldest son's face when he would hit a monster, or better yet, roll a "20" and proudly proclaim "DOUBLE DAMAGE!" or just the wacky character my youngest would come up with was pure joy.  I taught them both using D&D 3rd edition and now we all play 5e.

It has truly been fantastic. 

I also have some great memories of various Cons I have played at over the years.  The time the guy playing an Occult Poet composed an epic poem on the spot, the time my son's character plunged the Sun Sword into the Forge of Moradin to re-ignite the Sun,  the time I got to play Piper in a Charmed game.  All great memories. 


RPGaDAY2021

Miskatonic Monday #83: The Mad Priest

Reviews from R'lyeh -

 Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: The Mad PriestPublisher: Chaosium, Inc.
Author: Marco Carrer

Setting: Dark Ages Iceland using Cthulhu Through The Ages and Mythic Iceland
Product: Scenario
What You Get: Ten page, 792.80 KB Full Colour PDF
Elevator Pitch: A plague upon their crops, a plague upon their animals, what madness has come upon the village?Plot Hook: The price of hospitality can lead to horror.Plot Support: Plot outline, one handout, two NPCs, two Mythos monsters, and five pre-generated Investigators.Production Values: Plain.
Pros
# Short, one-session one-shot or convention scenario# Support for Cthulhu Through The AgesMythic Iceland, and Cthulhu Dark Ages# Best to fit the scenario to Investigators’ village
Cons
# No Sanity losses for failure# Underdeveloped plot 
# Needs an edit# Needs development
Conclusion
# Compact scenario waiting for a Keeper’s input# Support for Cthulhu Through The AgesMythic Iceland, and Cthulhu Dark Ages

Miskatonic Monday #82: A Shrieking Violet

Reviews from R'lyeh -

 Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—
Name: A Shrieking VioletPublisher: Chaosium, Inc.
Author: Jacob Parker

Setting: Jazz Age Chicago
Product: Scenario
What You Get: Nineteen page, 14.40.95 MB Full Colour PDF
Elevator Pitch: A husband’s body on the cobbles, his wife, a curse, and Chicago gangland.Plot Hook: The detectives’ first nosedive just ain’t right.Plot Support: Plot, three handouts, some Mythos monsters, and four pre-generated Investigators.Production Values: Uneven.
Pros
# Chicago detectives, not Chicago mob# Short, one-shot investigative plot# Easy to set in other time periods# Decent pre-generated ‘actual’ Investigators# Scope to expand the scenario with the mob and the cops on its payroll
Cons
# Requires an edit# Plain handouts
# No illustration of the scenario’s MacGuffin# Connection between plot and climax unclear
Conclusion
# Scope for expansion, but plotting unclear# Needs some development by the Keeper before play

Miskatonic Monday #81: The Great Trap

Reviews from R'lyeh -

 Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—


Name: The Great TrapPublisher: Chaosium, Inc.
Author: Heinrich D. Moore

Setting: Jazz Age Chicago
Product: Scenario
What You Get: Sixty-six page, 18.39 MB Full Colour PDF
Elevator Pitch: What were the  Investigators doing thirty years ago and don’t know about?Plot Hook: A letter from their past reveals an unknown future.Plot Support: Highly detailed plot, seventeen good handouts, one map, three NPCs, four Mythos tomes, three Mythos entities, and six pre-generated Investigators.Production Values: Fulsome.
Pros
# Time travel and quantum mechanics—fun for the whole party# Fitting choice of Mythos elements# Surprisingly experienced pre-generated Investigators # Death is not the end, merely a change# Straightforward plot with a complex conclusion# Even the chase tracking sheet is themed!# Could be run using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# No, Gary Gygax has not been born yet, but neither is this Castles Forlorn—though it is close...  
Cons
# Pre-generated Investigators too powerful? (Keeper’s Discretion)# Non-Public Domain artwork scrappy# Straightforward plot with a complex conclusion# Keeper needs a better grasp of multi-temporal causality than a concussed bee
Conclusion
# Complexity to the scenario’s potential outcomes means it needs care study and preparation# Science Fiction Horror# To infinity, and beyond!

Miskatonic Monday #80: Without Warning

Reviews from R'lyeh -

Between October 2003 and October 2013, Chaosium, Inc. published a series of books for Call of Cthulhu under the Miskatonic University Library Association brand. Whether a sourcebook, scenario, anthology, or campaign, each was a showcase for their authors—amateur rather than professional, but fans of Call of Cthulhu nonetheless—to put forward their ideas and share with others. The programme was notable for having launched the writing careers of several authors, but for every Cthulhu InvictusThe PastoresPrimal StateRipples from Carcosa, and Halloween Horror, there was a Five Go Mad in EgyptReturn of the RipperRise of the DeadRise of the Dead II: The Raid, and more...


The Miskatonic University Library Association brand is no more, alas, but what we have in its stead is the Miskatonic Repository, based on the same format as the DM’s Guild for Dungeons & Dragons. It is thus, “...a new way for creators to publish and distribute their own original Call of Cthulhu content including scenarios, settings, spells and more…” To support the endeavours of their creators, Chaosium has provided templates and art packs, both free to use, so that the resulting releases can look and feel as professional as possible. To support the efforts of these contributors, Miskatonic Monday is an occasional series of reviews which will in turn examine an item drawn from the depths of the Miskatonic Repository.

—oOo—


Name: Without WarningPublisher: Chaosium, Inc.
Author: William Adcock

Setting: 1950s Arctic Canada
Product: Scenario
What You Get: Twenty-seven page, 18.30 MB Full Colour PDF
Elevator Pitch: Mini-King Kong on ice (with added Mythos)!Plot Hook: An evacuation flight leaves an aeroplane and its stranded, but not alone...Plot Support: Detailed plot, one good handout, a single floor plan, one Mythos monster, and six pre-generated Investigators.Production Values: Excellent.
Pros
# Suitable as a one-shot or convention scenario# Good use of the historical background# Straightforward Mythos monster movie plot# Could be run using Pulp Cthulhu: Two-fisted Action and Adventure Against the Mythos# Inspired by H.P. Lovecraft’s short story, ‘Polaris’  # Inspired by Howard Hawk’s The Thing From Another World # Could be adapted to a pulp Sci-Fi setting for ‘The Thing On Another World’ 
Cons
# A map or two would have helped# No female pre-generated Investigators
# May require access to Malleus Monstrorum# Primary inspiration makes the plot obvious
Conclusion
# Short of the flaming carrot, the scenario’s inspiration crashes you onto the ice, then the Mythos socks you on the jaw.# ‘B’ movie horror one-shot# Whither Blood Brothers III?

#RPGaDAY2021 Day 22 Substitute

The Other Side -

RPGaDAY2021 Day 22

Related to yesterday, in my desire for systems that "get out of the way" I often substitute a rule from one game for another.

Day 22 Substitute

When I write a supplement or a core rule book I assume that people are going to play it more or less as written.  At least that is, one time.  After that I make no assumptions of how someone is going to play something.  Generally speaking, I also don't play things rules as written.  I am always substituting one set of rules for another.

In Post-2000 D&D skills are much better defined than they are in previous versions.  So I find when running an older version of D&D (say AD&D or Basic-era D&D) then I find myself often asking my players for a skill check.  To make life easier for all of us I will typically use 5e style names and tell them what they need to roll.  It moves the game along faster in most respects.

I am not limited to substituting one form of D&D for another. I will also grab ideas from other games.  I will for example allow a character to use a skill that is not tied to a particular ability.  For example, in Unisystem the skills are independent of Abilities.   So the Art skill can be tied to Intelligence for knowledge of a particular bit of art. Or use it with Perception to determine if a piece of art is a fake. Or with Dexterity to create a piece of art.  In D&D 3, Knowledge is always tied to Intelligence. But sometimes I let characters tie it to Wisdom if they came upon their knowledge via practical experience instead.  

And these are just for skills.  I use the Bloodied condition from 4e for some monsters in combat.  I use the conditions from 5e in old school games, and more publically I use the 5e size modifiers in almost all my D&D games now.

In some ways, though I still prefer AD&D 2nd ed, d10 initiative roll, but 3e-5e's d20 works roughly the same way.

What rules do you like to substitute?


RPGaDAY2021

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