Outsiders & Others

Friday Updates; Retro-Builds, DemonQuest and July is coming up.

The Other Side -

Finding it hard to post on a Friday when it is so nice out!

So some updates.

We had some really hot days this week so I took advantage of it and went out to get my TRS-80 Model III case and give it a new paint job.  It now looks like a TRS-80 Model 4.

TRS-80 Model III Before
TRS-80 Model III After

That is the first coat of primer. I primed it in flat white and used a glossy white top coat.  It's dry but I might put on another coat. 

For this "Retro-Build" I really wanted to use a Raspberry Pi 4 based system again, but I also have this motherboard just laying around. I have not idea if it will fit save for my quick and dirty measurements. I have a new hard drive for it and the keyboard.  I need to cut the bottom of the case to fit the keyboard in, but that is no big deal, and I already have my support.  Going with some industrial foam this time instead of 3D printing one.

keyboard

If I stick with Windows on it versus the Pi I can run all the Gold Box D&D games on it.  Make this nothing but a D&D-related computer. Just like the 1980s. 

My DragonQuest post went over rather nicely. I am going to be checking out the fan revision of 2nd Edition, called Version 2.19 soon.   I am not entirely sure what, if anything, I will do with it but I do love the idea of mixing in bits of the SPI Demons game and calling it "DemonQuest" instead.  Maybe I take some notes from DragonRaid!  This is only a passing idea.  Maybe something I can pick at every now and then.  I do have some ideas though that I like.

July is coming up.  I was talking with my friend Greg this week and the topic of Superhero Games came up.  I might spend some time with some supers games and maybe even get to some Sci-Fi stuff I did not cover in May and some D&D stuff I now know I won't get to this month.  At the end of July (or rather the last ⅓)  I have something special planned that should be fun.  No details yet, but here is a spoiler.


Next week, either some Castles & Crusades or Pathfinder and how they relate to D&D!

Cloak Crawl

Reviews from R'lyeh -

Wizards are known for their eccentricity, none more so than Riblerim the Unsure, Master Diviner, for when he set out to create and build a theme park, it was not only wondrous and whimsical, but it was also actually constructed in an ultra-dimensional realm woven into his cloak. It consisted of several themed islands floating in a golden sky connected by a winding monoriver plied by cute animal-themed boats and Giant Flying Galapagos Turtles. It was both a private refuge and somewhere to receive guests, known to its creator as Riblerim’s Interesting Place, but then it became something else—a sanctuary! During the Great Needle Pusher Purge, all seamstresses and tailors, long suspected of sorcery, one and all, were persecuted and driven into exile, which of course, led to the Great Wearing of Nothing but Rags. That is, naturally, all forgotten now, but the question of what happened to all those fleeing needleworkers and clothcutters and more, remains one of much debate… What happened though, was that Riblerim the Unsure came to their aid. Refusing to watch the seamstresses and tailors be persecuted and driven out, he established ‘Costumiers with Latent Arcane Magicks Refuge Initiative & Motivation Scheme’—or CLAMRIMS, for short—and sought the exiled, freethinking clothiers and modistes, and offered them shelter in what had previously been wholly a sanctum for just himself and his guests. A sanctum that he drew about himself and thus carried with him everywhere he went. Then Riblerim the Unsure disappeared. That was fifty years ago…

In more recent times, Cambros, the sari-draped Warbot, has been seen wandering the land, wrapped in a great cloak, said to have belonged to his friend, Riblerim the Unsure. He wants to find his friend, whom he is sure can be found in the cloak. In return for the Player Characters’ aid, he offers adventure unlike any that they have been on before and great treasures to be found, and with his uttering of the Passcode, they are whisked into the cloak and the weird and wonderful world of Riblerim’s Interesting Place. They find themselves in the Welcominarium, an island complete with a wizard’s tower in classic style, a large orientation map marked with ‘You Are Here’ and an arrow, the Slips aYe Olde Gift Shop shaped like a wizard’s conical hat, and a dock on the monoriver, at which the animal themed boats—the horsey, the rocking pony, the seahorsey, the unpiggie, the pegaswan, and naturally, the teacup too, all sit ready to transport their passengers elsewhere. That elsewhere consists of several islands floating in the sky, around, above, and below the Player Characters. They include the feudal mini-kingdom of Avalon; the springiness of Bouncy Island, complete with white pellet rafting; the constant end of day Sunset Island; the benighted and lovelorn Adult Island; and the ostentatiously studious Island of Special Interests.

This is the set-up for Capes and Cloaks and Cowls and a Park, a highly detailed, but systemless sandbox scenario whose sense of wonder and whimsy combine the classic funhouse style of dungeon with Alice’s Adventures in Wonderland. It is published by Mottokrosh Machinations, following a successful Kickstarter campaign, a publisher best known for Hypertellurians: Fantastic Thrills Through the Ultracosm, an Old School Renaissance adjacent roleplaying game of retro science fantasy. Numerous suggestions are given to get the Player Characters to and then inside the cloak—or rather into Riblerim’s Interesting Place. The default arrival point is the Welcominarium, but the Game Master is free to have them end up wherever seems the most appropriate, or fun. From there, the Player Characters are free to go wherever they want, or at least wherever the animal themed boats (or the teacup) will take—including up stream as well as down. Each island is a realm of its own, consisting of three or more adventure sites all following a particular theme. For example, Avalon is home to a fairy tale castle where tourneys and jousting are held to appease the self-appointed queen, Moronoe, nearly surrounded by dark forest lush with game and the domain of secretive druids. There is a seemingly endless cosplay closet at the dock where the Player Characters will alight, one which they can enter and select a suitable outfit for their time on the island. In comparison, Bouncy Island seems all but deserted, yet it does have its ruler, an Elfin figure whose cloak appears to mimic his moments and who can often be seen frolicking up and down the White Pellet Rafting route. Like many of the inhabitants, he knows many secrets of the Riblerim’s Interesting Place and might be persuaded to share one or more if the Player Characters are willing to brave the dangers of The Plastic Gauntlet—which like the rest of Bouncy Island, has definite springiness to it.

All of the adventure sites in Capes and Cloaks and Cowls and a Park are nicely detailed—its interior spaces more so. These include both the floorplans for locations such as the Museum of Divination, as well as dungeons like the Tomb of the Last Knight and The Plastic Gauntlet. These are also neatly arranged so that the maps and map keys are opposite each other.

Mechanically, Capes and Cloaks and Cowls and a Park is designed to be systemless. Or rather, written to be used with any roleplaying game, for it does actually have a system of its very own. This is the ‘HAWK’ structure, which stands for ‘Has’, ‘Acts’, ‘Wants’, and ‘Knows’, which is used to describe and define each of the major NPCs who appear in the scenario. The lack of numbers though, has its upsides and its downsides. Obviously, the Game Master can adapt Capes and Cloaks and Cowls and a Park to the roleplaying game of her choice, whether that is 13th Age, the Dungeon Crawl Classics Role Playing Game, Hypertellurians, or Old School Essentials. All would work. The downside is that all together there are a lot of NPCs and monsters to provide stats for, but that is offset by how succinct the design of the individual islands is. The Player Characters are likely to be exploring one island at a time, so the Game Master need not necessarily adapt the whole of Capes and Cloaks and Cowls and a Park in one go.

Given the nature of its setting and many of its inhabitants, it should be no surprise that most of the main treasures in Capes and Cloaks and Cowls and a Park consist of cloaks, mantles, shawls, stoles, and the like. For example, the Dwarven War Cloak is made of thumb-sized iron bars which can interlock to form a personal fortification whilst the Concordant Cowl of Teeth, consisting of an array of molars, incisors, and canines strung together with silver chains, is simply an intimidating—and sometimes—an enraging sight. The other treasures to be found in Riblerim’s Interesting Place are much less detailed and generally simpler in nature, like the Ruby Opera Gloves, enchanted by vampires to make the wearer unnoticeable to humans or the carved soap, a heavy cake of rainbow tulip and hope-scented soap into which has been artfully scratched a trigonometrical formula. Decipher the formula and the Player Character casts Venusian magics with greater power. As with the rest of the content in Capes and Cloaks and Cowls and a Park, none of these items have stats, but their simplicity makes them easy to adapt to the roleplaying game of the Game Master’s choice. Also included is a guide to making the studying and use of grimoires more interesting than mere spellbooks, which could also be adapted to the whatever rules the Game Master is using.

Physically, Capes and Cloaks and Cowls and a Park is beautifully presented, done in retro-lush colours that add to the sense of unreality of Riblerim’s Interesting Place. The cartography is also excellent. If there is an issue with the presentation, it is that the layout is too tight and the text a little too small in places, making the book slightly difficult to read. There is advice though for both Game Master and players on how to handle the tone and some of the scenario’s content, which is clearly marked for each location and includes spiders, demonic summonings—under mostly safe conditions, cannibalism, and more. This is through the use of lines and veils, and the X-card, although the self-contained nature of the scenario’s varying islands do help to separate this more adult content.

As a sandcrawl, Capes and Cloaks and Cowls and a Park differs in that its individual locations, its islands floating on the fabric of Riblerim’s cloak, are discrete and there is relatively little to connect them narratively. This is because this is not really a sandcrawl with factions and the power and influence of its NPCs do not extend beyond the confines of their respective islands. Here perhaps some advice or a table listing what each of the NPCs want and how those wants crossover could have been useful. However, there are threads which run right across the theme park that is Riblerim’s Interesting Place. In particular, a lot of the NPCs that the Player Characters will encounter are the equivalent of staff or actors. They look the part, and they play the part, but their lack of competence in comparison to the Player Characters adds to the sense of unreality of the already strange realm. Similarly, the fact that Riblerim’s Interesting Place has its own currency—Aesopian Rupees—exchanged for whispered secrets, also adds to the unreality as well as driving the players to come up with increasingly interesting confessions for their characters to pay for anything!
With Capes and Cloaks and Cowls and a Park, Mottokrosh Machinations does that ‘thing within a thing, within a…’ just as it did with Brutal Imperilment in the Bag of Infinite Holding. However, rather than being constrained by being in a bag upon a bag upon a bag, there is an openness to Capes and Cloaks and Cowls and a Park. The whole of its robed realm is presented to the Player Characters, and they are free to visit any one of its discrete, individual islands however they want, encountering something different on each one, whether that is a genre, a theme, or a tone—or a combination of all three. Capes and Cloaks and Cowls and a Park is sumptuously strange, ornately odd, and richly ridiculous, a campaign within campaign, a robed resort of wonders and whimsy.

One Man's God: Legends & Lore, 2nd Edition

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AD&D 2nd Ed Legends & LoreFor this post, I am moving further outside of my original purpose of One Man's God but certainly still within the spirit of why I was doing it.  In truth one of the seeds of what would lead me to do One Man's God to start with was planted while flipping through the AD&D 2nd Edition Legends & Lore and my complaints about it. 

A brief recap. My series, One Man's God, dealt with going through the original Deities & Demigods book and working out how various gods, monsters and/or heroes would work in the cosmology of AD&D 1st Edition demons.  I took each myth/pantheon and looked at them through the lens of AD&D demons. Not Christian demons, though that can inform my view, and not Ars Goetia demons, or any other sort. Just AD&D ones.  I went through the book and took on some ancillary topics as well like Syncretism and how to build my own myths

AD&D 2nd Edition though is a different sort of creature.  For starters, we didn't even have demons or devils at the start. Secondly, the cosmology of the Outer Planes or the "Great Wheel" became something of its own setting in Planescape later on. So a lot of assumptions going into One Man's God are called into question in this new cosmological viewpoint. 

Though I think I could make the argument that I can take the Legends & Lore book and look at it independently of later developments and certainly Planescape and still apply the rules I was using for OMG.  I am going to cover a lot of ground in this one, but it is very familiar ground.  Sometimes very, very familiar.  But before I do that maybe an overview/review of Legends & Lore is in order.

Legends & Lore, AD&D 2nd Edition

For this review, I am considering the hardcover book published in 1990 and the files from DriveThruRPG. 192 pages. Color cover and inserts, black & white and blue interior art. 

My history with Legends & Lore is a complicated one. Deities & Demigods was my very first AD&D hardcover purchase.  I was playing a Cleric in D&D B/X at the time and wanted to expand his role in the game. I thought a book of gods would be a great in. Plus it was mythology that got me into D&D to begin with, so it was a natural choice for me. 

Like many at the time I also, rather immaturely, chaffed under the name change of "Deities & Demigods" to "Legends & Lore" feeling that TSR was bowing to the smallest, but loudest, contingent of people criticizing the game. But I would later buy a copy so my collection of AD&D hardbacks would be complete.  Fast forward a couple of years and now AD&D 2nd Ed is the new game on the block and there is a new Legends & Lore out.  This time I did not mind the name, maybe because I was now in college and saw that it fit the content better. I recall sitting in the apartment of my old High School DM and his cousin was there (he lived in the apartment below) and we were discussing the new L&L book. I can't say the discussion was very favorable towards the new book.

Gods, circa 1990

Before I delve into that, let's look at the book and I'll bring up that discussion as it pertains.

Legends & Lore was written by James M. Ward (who gave us Gods, Demi-gods, and Heroes and Deities & Demigods) and Troy Denning. This book has the advantage of being the one that is most in common with three different versions of the D&D game.  The book is called revised and updated, and it is certainly that, but there are plenty of similarities between this book and the 1st Edition one.

This book contains 11 different mythologies, down from the 17/15 of the previous edition.  This was one of my first points of contention with the book back in 1990.  Where were the Babylonia and Summerian? The Finnish or the Non-humans? One could have easily combined (and made a good argument for it) the Babylonian and Sumerian myths.  Combined they still were not as long as the Egyptian myths cover. 

My second point of contention, and even then I knew this was a very weak leg to stand on, is that the stats were gone.  Oh sure there were brand new stat blocks for worshipers and what the gods can do and there were the stats for their "Earthly" avatars, but the long, and let me just say it, Monster Manual-like stats were gone. Yes. These are not supposed to beings you can, or even should, hunt down to kill.  

My last complaint, and again this one is weak, is that so much of the art was reused for this edition.

Granted sometimes the older art was used to great effect.

Otus art

Other times, less so.

That's not Cú Chulainn

Thelb K'aarna art for Cú Chulainn? Nope. Not buying it. They would have been better using Moonglum.

The book does though do a very good job to laying out the powers of Greater, Intermediate (new to this edition), Lesser,  and Demi- Gods. Power common to all gods are discussed and powers they grant to their clerics, in general, are discussed, with the details of each god.  Ok. So this means each god takes up more space. That explains some of the loss.  

There is a solid human focus here and that is by the design of the book since they are drawing more from history. 

Each of the pantheon/myths is presented in more or less of the same format. We get a covering of the myths and an explanation on where they come from.  There are some new spells listed and some new magic items.  We follow with the Gods, usually the most powerful first working our way down to demi-gods and ascended heroes.  Where appropriate there are also monsters and sometimes maps/plans of centers of worship. Pyramids for the Aztecs and Egyptians, temples, and so on.

Also included with each god are the duties of the priesthood and what their requirements are. These will include alignment, ability score minimums, Weapons the priests are allowed to use, armor restrictions, what spheres of clerical magic they will have access, what other powers might be granted, and whether or not they can turn or command undead or even have no effect on them at all. This is the forerunner of 3rd Edition's Channel Divinity power for Clerics. 

The myths include American Indian, Arthurian Legends, Aztec, Celtic, Chinese, Egyptian, Greek, Indian, Japanese, Newhwon, and Norse.

One Man's God

Now I want to look at each of these and see how they would fare using the lens of One Man's God. Or, to put it easier. Are there any demons here?

American Indian

Covers some similar ground (as all the myths do) as the original Deities & Demigods. No monsters here, but a lot of heroes.

Arthurian Legends

No gods at all here, despite how important Christian mythology, especially around the Holy Grail, is to these tales.  Only a note that "Authur's deity remains distant and unapproachable."  The Grail is mentioned as a magical relic, but not much more about it. There are only two monsters here, The White Hart and The Questing Beast.

Aztec

Aztec myths are full of demons and demon-like creatures. What does 2ne ed give us?  A paragraph about how the mythology is lacking in fantastic creatures. Sorry, not buying that one. 

Celtic

Now Celtic myths have monsters, and I have talked about many of them before, but only a very few could be considered demons in the AD&D sense of the term. Here we get a lot of gods and only one hero, Cú Chulainn.

Chinese

Again China has tons of creatures that could be called demons in the AD&D sense. The Neglected Ancestral Spirit could be considered demonic. But are they AD&D demons? I am going with no. 

Egyptian

Not sure I am liking that blonde-haired, green-eyed version of Isis here. It is likely that our first concept of demons came from Egyptians. Well.,, I would argue they came from the Sumerians who would then influence the Egyptians. Also, Egyptians have a ton of gods, so no monsters at all in this section. Not even Apep and Ammit. 

Greek

Many of the primordial titans of Greek myth would get new life in Roman myths and then get ported over to Christian mythology. Geryon is one notable example. As far as Greek myths go this one has the gods a bit better organized.  The Furies or Erinyes are now "Lesser Gods" which tracks with some myths and here their alignment is Neutral. Among the monsters are Cerberus (NE) and the Gigantes (CE) which are bit like the primordial versions of the giants. These work great for my Hüne which are bit like demons. 

Indian

One of Kali's great powers is her ability to scare away demons. It's why she is put at the head of armies. Does this book give us any?  Sadly no monsters are mentioned here.

Japanese

This one feels a bit more research than the original D&DG. While no demons, the god Amatsu-Mikaboshi would make for a reasonable devil or some other type of fiend; a unique, Prince level one. He is a rebel god and would not submit to the other gods, so there is a bit of Lucifer in him. That and the fact he is called the "Dread Star of Heaven."

Nehwon

Our odd one out since it is not a world myth but rather the creation of Fritz Leiber.  Again Tyaa could pass for a demonic queen in many settings along with the Birds of Tyaa. 

Norse

The Norse gave us fire and frost giants and many of those primordial giants are quite demon-like. Lots of heroes here, as to be expected, and some monsters. Garm and Fenris Wolf could both be considered to be like demons as well.

In the end this book represented a paradigm shift that was not just part of AD&D 2nd Edition but happened along with it. Even future books that dealt with gods handled them a little different than this, but along the same paths of evolution. 

What was the outcome of my story about talking with my friends about this book?  Well if you see the image of the cover I used, well that is my own book. I didn't buy it right away, in fact it was many years later before I picked up a copy of Legends & Lore.  Strange that a book that was really one of my first purchases for AD&D would in the very next edition become one of my last.


Review: DragonQuest, First Edition (1980)

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DragonQuest First EditionI have a history with DragonQuest. Not a complicated one or even an interesting one, but history all the same.  Back in 83 or 84 or so I would head to Belobrajdic's Bookstore in my hometown every weekend. There I would get a new edition of Dragon or whatever sci-fi novel piqued my interest and then check out all the new RPG materials.  One I kept going back to time and time again was DragonQuest.  This was the 2nd Edition softcover and looked really different than anything I had played so far.  The barbarian proudly holds the severed head of a dragon. 

The game intrigued me so much. I flipped through it many times and even it got to the point that I annoyed the owner, Paula Belobrajdic, that she told me I should buy it.  In retrospect, I wish I had.  Though had I I likely would not have picked up the great-looking first edition boxed set next to me now.

My history with the first edition is not as long or as storied. I bought it a while back and it has sat on my shelves for a bit. I did do a character write-up last year, Phygor, for DragonQuest and I really liked how the character came it. 

For this month of D&D, I figure a look into the game that tempted me so much would be neat to look into.

DragonQuest, First Edition (1980)

This game was published by SPI in 1980.  SPI had been a wargame publisher and decided to get into the RPG market. I am sure they were seeing their market share being eaten away by RPGs, and D&D in particular.  This is important since this game does feel very wargamey. This includes how the rules are presented and even how combat is run. While D&D/AD&D at this time was open to minis and terrain maps this game requires them. Or at least chits and the included maps. 

DragonQuest 1st Edition Boxed Set

The boxed set I have contains three soft-cover books. Some chits. Some ads, a comment card, and a tactical hex map.  My set does not have dice, but I also don't think it originally came with dice.  I added two d10s myself.

 Character Generation, CombatThe First Book of DragonQuest: Character Generation, Combat

Our first book is the smaller of the three at 32 pages.  The format is three-column and the rules are all presented in "wargame" style.  So Adventure Rationale can be coded as II.1.A.1.  I won't be using this much but it does make it easy to find any rule. A little cumbersome at first and then it gets really easy. 

This was an interesting time. The Introduction (I.) and How to Play the Game (II.) don't spend a lot of time with the "This is a Roleplaying Game" and instead gets down to business. Requirements for play are discussed as well as Game Terms (III.).

We get into Character Generation (IV.) This is not a completely random affair as D&D was at the time.  You roll and get a pool of points. Though with a high number of points, your maximum is low, likewise a small amount in a point pool will give you a higher maximum.  The traits are Physical Strength, Agility, Magical Aptitude, Manual Dexterity, Endurance, Willpower, and Appearance. Scores are 5 to 25 for the human range.  So you roll a 4d5 (1d10/2) which will generate a score from 4 to 20.  Compare this to the table under 5.1. This table gives you your point pool (82 to 98) and a Group (A to G) These groups refer to the maximums. A = 25, B = 24 and G =19.-

There are even some rules for developing other types of abilities if the Game Master desires them. After this other details are figured out; Gender (or even genderless), handiness, human or non-human (such as Dwarf, Efl, Giant, Halfling, Orc or Shape-changer), various Aspects, and Heritages.  It can be a complex character system all for what is nominally an 18-year-old.   This all covers the first dozen pages.  There are no classes (rather famously so) and more to your character from the next books.

The last half+ of this book covers combat. All movement and combat is done on a hex grid, not a square one. Gives it an interesting twist and again a holdover of their wargame roots. Plenty of diagrams and examples are given. Combat rounds are 10 seconds and can be made up of an undefined increment of time called a Pulse. There are Strike Zones, Fire Zones, and all sorts of fun bits.  I am reminded of combat in D&D 3rd Edition here to be honest. 

Damage is an equally detailed affair with damage affecting Fatigue and Endurance. When Fatigue is 0 damage starts happening to Endurance, there is a similar idea here in D&D 4th edition. Maybe when TSR bought SPI DragonQuest didn't entirely disappear.  There is also Grievous injury which is much worse. 

Personally, I feel any D&D player could get a lot out of reading this combat section, at least give it a play-through once.  

 MagicThe Second Book of DragonQuest: Magic

Ask anyone that has ever played both DragonQuest and D&D about what sets the two games apart the most and you are likely to hear "Magic."  In 1980 DragonQuest took an approach to magic that would not be seen in other games until much later.  What made it different then? Three pretty good reasons. Mana, different kinds of spells, and Colleges.

Mana in DragonQuest fuels the magic an Adept can use. Spell casting can be tiring and there is never a guarantee that the spell will work. It could fail or backfire. Even when it works the target can be resistant to it.  And Adepts can never wear metal to top it all off. This notion is pretty commonplace now, but then it was new and exciting. I have lost track of how many "spell points" and "mana" systems I have seen applied to AD&D over the years and that is not counting systems like Mage and WitchCraft that use some form of Essence or Quintessence. Ass expected Magical Aptitude is important here, but so is Willpower and even Endurance. 

The different sorts of spells the adept has access to. Nearly every adept has access to at least one magical talent (I'll get to that). These talents can be thought of as a power that can always be used and they are related to the Adept's college.  Then there are "normal" spells. These are the most "D&D" like and each college has its own lists and there is very little crossover, though each college has something going for it. The limiting factors here are how many spells you know.  Finally, there are rituals. These are like spells that take longer, usually much longer, require more components but have a far better chance of success.  

I have talked a bit about them already, but DragonQuest's adepts learn their magic from distinct Colleges. There are twelve colleges: Ensorcelments & Enchantments, Sorceries of the Mind, Illusions, Naming Incantations, Earth Magics, Air Magics, Fire Magics, Water Magics, Celestial Magics, Black Magics, Necromancy, and Greater Summonings.  Each college has its own requirements.  After the college descriptions, we get [xx.1] restrictions, [xx.2] modifiers, [xx.3] Talents, [xx.4] Spells, [xx.6] General Rituals and [xx.7] Special Rituals.  There are 30 pages of these.

This should all sound familiar. AD&D 2nd adopted the college idea in their schools of magic; though there is more overlap in spells.  D&D 4th Ed gave us at-will, encounter, and daily spells that mimic this setup.  All have been recombined one way or the other in 5th Edition. Again, this was all brand new in 1980.

Also, something that flies in the face of all things of the 1980s is the last 25 pages. Here we get a listing of demons straight out of the Ars Goetia of The Lesser Key of Solomon. Who they are and how to summon them. And the Christians were going after D&D. 

 Skills, Monsters, AdventureThe Third Book of DragonQuest: Skills, Monsters, Adventure

Overtly the Game Master's book. 

Skills can be roughly thought of as professions or even, dare I say it, classes. You get professional skills like Alchemist, Assassin, Astrology, Beast Master, Courtesan, Healer, Mechanician, Merchant, Military Scientist, Navigator, Ranger, Spy, Thief, and Troubador.  Each one is covered in detail along with what each profession allows the character to do. 

Each "profession" skill gets a listing [xx.1] to [xx.9] that covers what is needed to learn each skill (prereqs), what it does, and how it does it. For example, according to 53.1, a Beast Master must have a Willpower of at least 15. In 54.1 we learn that while Courtesans do not have minimum scores there is an XP penalty if they don't meet certain requirements (Dexterity, Agility, Physical Beauty) and a bonus if they have higher scores.   The back cover of this book gives the XP expenditure to go up a rank in each. 

Personally. I think this should have been part of the Characters' book.

The next section is all about Monsters. They are divided by like types. So all the primates, apes and pre-humans are in one section, cats in another, birds and avians, land mammals, aquatics and so on all get their own sections. Dragons get their own section, naturally, but wyverns are part of reptiles.  The usual suspects are all here, but not much more than that. There are however enough points of comparison that converting an AD&D monster to DragonQuest would be easy enough. There are some differences too. Nymphs have the lower half of a goat, like that of a satyr. Gnolls are dog-faced. Kobolds look like tiny old men, neither dog nor lizard-like, and tend towards good.  Medusa and Gorgons are the same creatures. Not much in the way of "new" monsters, even for 1980.

The last section covers Adventure. For a game that has such tactical wargame DNA, I expected a little more here, but I guess I am not surprised, to be honest. We also get a few tables.

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There is so much packed into this box. I can really see why this game, more than 40 years later, still has such a following. While I lament that TSR (and by extension Wizards of the Coast and Hasbro) have let this IP fall into disuse, I do see where bits of it live on in nearly all the post-1990 (AD&D 2nd ed Ed in 1989 too) versions of D&D. Schools of magic, tactical battle movement, mini use, all of these became standard.  I can't say that all of these directly came from DragonQuest, but they are certainly all headed in the directions that DragonQuest started. 

My issue right now is not counting D&D and its various forms, editions, and offsprings, I have a lot of Fantasy RPGs.  Many of my favorites are more or less dead.

Dead Fantasy RPGs

They are all great fun but with DragonQuest I am right where I was back in 1984; It's a great-looking game, but no one around me is playing it.  If I Am going to play like it was 1984 I am going to pull AD&D 1st Ed off my shelf.

The obvious reason to choose one over the other is how well does it play? Well, DragonQuest is above and beyond many of the others in terms of rules and playability. Also as I mentioned there is a huge amount of online support, informal as it is. 

There is also the idea that with DragonQuest, and adding in SPI's Demons, I could create a fun demon summoning game.  But again I have to ask, can't I do this with D&D now?

DemonQuest

Maybe DemonQuest is a game I could try out!

What are your thoughts and memories about this game? 

Happy Birthday to Me!

The Other Side -

Yesterday was my Birthday!

 My oldest spent his day off smoking ribs and brisket for me.

Smoked Meats!Smoked Meats and a potato

My youngest made me a strawberry pie with strawberries picked from my wife's garden.

Strawberry Pie

I also picked up some D&D-related gifts for myself. A Hellfire Club t-shirt (from Stranger Things).

Hellfire Club t-shirt
Custom Skylla figure

And a 6" custom Skylla figure.  She looks pretty good with the rest of my Skylla figures and minis. 

Skyllas

I got some other stuff too. A new hard drive for my computer project. A new Dremel for various projects around the house.

Speaking of computer projects, my new one is taking a bit longer, but I am getting there. Had to remove the old CRT faceplate so I can replace it with an LCD.

TRS-80 Computer rebuild

Still debating which OS to go with on this one.  I kinda want to go with Ubuntu Linux.  My CoCo uses Debian Linux, but I am betting I'll have the processing power to go with Windows.  Either way, I really want a program language IDE on it. Maybe Python.

So Happy Birthday to me!

Jonstown Jottings #62: Bog Struggles

Reviews from R'lyeh -

Much like the Miskatonic Repository for Call of Cthulhu, Seventh Edition, th 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 Glorantha13th 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?
Bog Struggles: An Adventure for RuneQuest Glorantha is a scenario for use with RuneQuest: Roleplaying in Glorantha in which the adventurers come to the aid of the inhabitants of a nearby bog.

It is a twenty-five page, full colour 4.02 MB PDF.

It needs a slight edit in places, but layout is professional and the artwork is very good.
Where is it set?Bog Struggles: An Adventure for RuneQuest Glorantha can be set anywhere where there is an area of wetlands.
Who do you play?
There are no specific roles necessary to play Bog Struggles, but martial characters will be needed as combat is involved. In addition, a Shaman and an Issaries merchant may prove useful, and Heler or Engizi worshippers may have an advantage.
What do you need?
Bog Struggles: An Adventure for RuneQuest Glorantha requires RuneQuest: Roleplaying in Glorantha and the RuneQuest: Glorantha Bestiary will be useful for details of some of the encounters. Borderlands: A RuneQuest Campaign in Seven Scenarios may be useful as reference, but is not required to play Bog Struggles.
What do you get?Bog Struggles: An Adventure for RuneQuest Glorantha is a short, simple adventure which takes places in a nearby piece of wetlands where a tribe of Newtlings have made their home. Unfortunately, the village and the object of the Newtlings’ veneration, a River Horse spirit, has been attacked physically and spiritually by an unwholesome creature. The Player Characters are asked or hired by the Newtlings to come to their aid, perhaps because the Newtlings have come to the Player Characters’ village, the Player Characters have stumbled into the wetlands and the Newtlings’ village—or for some other reason. The scenario gives several. Either way, the Player Characters have to slog and slosh their way into the bog, face down the threat faced by the Newtlings, and that is that… Which also sounds a bit simple, but the scenario has a nasty sting its, well not tail, but definitely tendrils, as the scenario takes a decidedly Lovecraftian turn into tentacular horror.
At the heart of Bog Struggles is a classic ‘village in peril’ set-up, which goes all the way back to T1 The Village of Hommlet, but it does give it a nasty Lovecraftian twist with a big muddy amphibious dollop of Gloranthan lore in finding an interesting way to use and encounter a pair of monsters from the RuneQuest: Glorantha Bestiary. The plot is also simple and straightforward, perhaps too much so, but it is very clearly explained and it is very clearly mapped and illustrated. The map is decent, but the illustrations of the Newtlings are bright, colourful, and very much full of character—they are quite delightful. The one gripe with them is that none of them is depicted wielding a trident.
In addition, Bog Struggles provides details of the River Horse spirit cult particular to the scenario’s Newtlings. This might be of interest to Engizi or Heler worshipers, but the Game Master could also create other River Horse spirit cults based on this one. Given the amount of combat involved in the scenario, Bog Struggles should provide two sessions’ worth of play at the very most. If there is anything lacking in the scenario it is suggestions as to where it might be located, but the Game Master should be able to do that without any difficulty. Lastly, if the Player Characters are successful, the Newtlings could easily reward them with something interesting, useful, or particular to the campaign.
Is it worth your time?YesBog Struggles: An Adventure for RuneQuest Glorantha is a useful and easy addition for any campaign where there is a river or area of wetland nearby, providing a delightfully strange and horrifying encounter with some wonderfully illustrated, oh so adorable, Newtlings.NoBog Struggles: An Adventure for RuneQuest Glorantha is set in wetlands, so may not suit all campaigns and it does not work as well without a Shaman either. The illustrations are still a joy though.MaybeBog Struggles: An Adventure for RuneQuest Glorantha is a useful filler adventure, but not much more than that. Have you seen the Newtlings, though? Sooo cute!

Monstrous Mondays: Angels

The Other Side -

One of the things holding up my completion of Basic Bestiary I is honestly what am I going to do about Angels?  By that, I mean Good Aligned Outsiders that populate the upper planes and are the servants of the various forces of good.

Morgan, Evelyn de - Aurora Triumphans - c. 1886

I have posted a couple that are largely near-complete drafts, the Dirae and the Lunars. Here are my problems as they stand.

  1. I have a large number of various angel-like begins that need to be classified and codified.
  2. I want parallels between my forces of good (angels) and my forces of evil (demons) where they are appropriate.
  3. I want to include angel-like begins not just from the history of D&D (and OGC) but also from other cultures.

Much like the demons had to be spawned off into a whole other book, the angels have grown.  Though I am not likely to make a whole book for them since for the most part these are not really monsters to be fought, but you could interact with them.  Oh, I suppose evil characters could fight them.

In my research (or more accurately, literature review) I also came up with a fourth problem. Though this is one that began to creep into my High Witchcraft book.

  1. There is a lot of literature on Angels and their role in Witchcraft.

Just go to pagan publisher Llewellyn and do a search on Angels, you get over 350 publications.  The idea of Angels in Witchcraft is not just a new-agey one.  There are many pagan belief systems that have had angel-like beings.  I even mentioned last week that British Occultist Aleister Crowley had a pact with an angel he called Aiwass.  So for my High Witchcraft book including angels makes a lot of sense.

But which ones? And how?

And that is where I had stalled. But I think I have it worked out now. Rereading Gygax's descriptions of Devas, Planetars, and Solars in Dragon Magazine help jell my ideas.  

The Classification and Hierarchy of the Good Outsiders

It is said that demons are legion. It is true that their numbers far exceed that of the forces of good, but it is also true that "demon" is often used to describe any fiend of the lower planes, whether they are classified as a "Demon" or "Devil" or as a "Calabim," "Yaoguai," or a "Baalseraph."  Likewise, there are "angels" and there are "Angels."

angels (lowercase a) refer to any good-aligned outsider creature that serves the forces of good.  They are often synonymous with "Good Outsider" or "Celestial."  They often have both a humanoid (profane) and a divine appearance.  Their profane appearance is what they use when visiting the prime material and dealing with mortals. The more powerful the angel the more "inhuman" their divine appearance can be and often the more harm it will cause a mortal. For example, the divine appearance of an archangel can burn a mortal to ash. 

Angels (uppercase A) are a particular group of Lawful Good Celestials that serve primarily in The Seven Heavens of  Mount Celestia.  Their groupings include Powers, Principalities, Seraphim, Thrones, Virtues, and the mighty Archangels.  This is the group that the Baalseraph once belonged to before they fell.

Archons are Neutral Good Celestials that act as guardians and warriors for the causes of good. Their roles are clearly defined in their names; Hound, Trumpet, Harbinger and Gate Archons are among the many types.

Agathós (from Agathodaemon) are mostly Chaotic Good Celestials. There are some that serve forces of Law and Neutrality within Good and their alignments will be that of whom or what they serve.  For example, the Lunars are mostly Lawful Good.  These celestials include the ranks of Devas, Planetars, Lunars, and Solars. Given the image above I should also include Auroras.

--

Anyone that has followed my blog over the years will not see a huge surprise here.  These are roughly the same classifications I was using when I was running my Buffy RPG I just didn't have a solid name yet for the "Independent Servitors of Good" aka the Chaotic Good ones. 

I still have some details to work out. What are the various powers common to all these types? Should I move the Dirae from Angels to Agathós? What other sorts of creatures need to be added to these groups? Are these the only groups?

Plus I need to make sure that whatever I come with they need to be able to stand toe to toe with the most powerful demons.  

I will say this, it has been a really fun experience sorting all this out.

A Differing Dune

Reviews from R'lyeh -

Dune – Adventures in the Imperium: Agents of Dune is built on two key factors. One is that you begin playing as soon as you open the box. Two is an enormous, ‘What if?’. Subtitled a ‘Roleplaying Campaign Experience’, it is both a starter set and more than a starter set for Dune – Adventures in the Imperium, the roleplaying game from Modiphius Entertainment based on the novels by Frank Herbert, set in the far future of the year 10, 191 during the reign of Padishah Emperor Shaddam IV. This is an Imperium of great and noble houses—and some not so noble, that feud, jockey, and politic constantly for power, influence, and vengeance. It is a future where the Bene Gesserit, a mysterious sisterhood guides and advises the emperor and every house from the shadows, yet has a secret agenda of its own; where thinking machines have been outlawed and replaced by the human computers known as mentats; and where interstellar travel is monopolised by the Spacing Guild whose navigators, heavily mutated by the spice drug melange, fold space and enable instantaneous travel from one system to another. The spice drug melange is found on only one planet, Arrakis—or Dune—and since it is vital interstellar travel and commerce, control of the spice mining on Arrakis can make a house incredibly wealthy and it is within the power of the Padishah Emperors to both bestow and withdraw this gift. It is with this set-up that Dune – Adventures in the Imperium: Agents of Dune begins.


Open up Dune – Adventures in the Imperium: Agents of Dune and the first thing you see is a ‘Read This First’ pamphlet. This does five things. It addresses the players and their characters directly, first explaining to the Player Characters what is happening and what they are going to be doing, in the process giving them agency, before explaining what is going on to the players, essentially that this is not the Dune they might be expecting. It also details what is in the Dune – Adventures in the Imperium: Agents of Dune box and what all of the components are—and there are a lot of components. This is a packed box. It also provides a rules reference on the back page. It is not the only rules reference in Dune – Adventures in the Imperium: Agents of Dune, but to be honest, more is better. Lastly, it guides the Gamemaster about what steps to take getting ready to run the first of the scenarios in the Dune – Adventures in the Imperium: Agents of Dune ‘Adventure Book’, which is immediately beneath the ‘Read This First’ pamphlet.

The next component consists of five, full colour, character folios. Each of these has been carefully designed in terms of its presentation. So on the front there is an illustration and description of the Player Character as well as a reason why a player might choose to roleplay that character. Inside is an introduction to the Known Universe in the year 10,191 which is standard to all five of the character folios, and then background and details for the Player Characters. They include two nobles, brother and sister, one a duellist, the other a diplomat; plus a Swordmaster, a Mentat, and a Bene Gesserit Spy. On the back of each, just like the ‘Read This First’ pamphlet, is a rules reference.

Below this is a Momentum and Threat Tracker (Momentum is spent by the players to gain certain advantages for their characters, whilst the Game Master spends Threat to give them to her NPCs), a Spice Harvesting Tracker, three handouts, a sheet of counters, a double-sided map for the campaign, a double-sided duelling and negotiation positioning map, a set of five twenty-sided dice, a pack of plastic stands, and a pack of cards. The latter contains images and stats of every item, NPC, and Player Character in Dune – Adventures in the Imperium: Agents of Dune. The great thing about the NPC and Player Character cards is that as much as they are intended to be used as references, they can also be slotted into the plastic stands and then used as figure standees to show that NPC or Player Character is on a map or the position that he has taken up on the duelling and negotiation positioning maps when they enter play. Beyond the limits of Dune – Adventures in the Imperium: Agents of Dune, most of these physical components—the Spice Harvesting Tracker, the counters, the duelling and negotiation positioning maps, the dice, the plastic stands, and most of the cards will prove useful in an ongoing Dune – Adventures in the Imperium campaign. The handouts are decent and done on sturdy paper, but the particular delight of the three is a pamphlet which the Player Characters are given as soon as they step off the shuttle onto the planet which gives them an introduction to Arrakis. It is pleasingly immersive. Lastly, there is one extra thing in Dune – Adventures in the Imperium: Agents of Dune and that is a copy of Dune – Adventures in the Imperium. Or rather there is a code for the PDF. Either way it is fantastic extra, because what it does is enable the Game Master and her players to look up the rules if they want a further explanation or a more experienced group to create their Player Characters and play the campaign with those rather than the five included in Dune – Adventures in the Imperium: Agents of Dune.

The ‘begin playing as soon as you open the box’ aspect of Dune – Adventures in the Imperium: Agents of Dune instructs the Game Master to read the ‘Read This First’ pamphlet and give the character folios out for her players to choose. Once done, the Game Master reads the opening section of ‘Adventure Book’ which explains the basics of the Player Characters and the setting, plus the first decision that the players will take collectively, that is what type of house do their characters belong to. This is determined by a piece of advanced technology. A Maula Rifle and House Nagara is a military house, a Blight Scanner and it is farming house, and so on. There are five options. There is a fair bit to read out here, so a little bit of patience is required upon the part of the players, but on page, the action starts. The players are roleplaying. There is no explanation of the rules up until this point. Instead, these are explained as they come up as part of each scenario. There are details in the sidebars which in turn expand upon the rules, such as giving assistance to another Player Character; explain more about the setting, for example, why Lasguns are rarely used in the Known Universe; and to give direction advice to the Game Master, such as handing a particular card to the players.

What the ‘Adventure Book’ and thus Dune – Adventures in the Imperium: Agents of Dune is thus providing programmed learning through play or learn as you play. This has the advantage of the rules coming into play only when the story needs it and it helps that the 2d20 System, the mechanics used for Dune – Adventures in the Imperium as well several other roleplaying games from Modiphius Entertainment are not that complex and that their iteration here are relatively simple in comparison to others. Yet there are downsides to this approach, none of them major, or indeed, insurmountable. The programmed learning and structure of the campaign means that it is linear and it is difficult to deviate away from its plot. It means that there is no one clear explanation of rules in Dune – Adventures in the Imperium: Agents of Dune, although the various reference sheets on the back of the character folios and the free copy of the PDF of the core rules counter this issue. On the other hand, the player or Game Master who has played any of the other 2d20 System roleplaying games will adjust to the rules presented here with ease.

One potential issue of Dune – Adventures in the Imperium: Agents of Dune is that its introduction is not sufficiently basic enough. Now its introduction to the setting of Dune, the 2d20 System, and Dune – Adventures in the Imperium are all fine, but it really does not have much in the way of an introduction to what roleplaying is. Both player and Game Master really need to have some idea of what roleplaying is before tackling Dune – Adventures in the Imperium: Agents of Dune because it does not start from first principles. Of course, in the hands of an experienced Game Master, the programmed nature of learning makes it easier to teach the rules and mechanics.

Dune: Adventures in the Imperium and thus Dune – Adventures in the Imperium: Agents of Dune employ the 2d20 System first used in the publisher’s Mutant Chronicles: Techno Fantasy Roleplaying Game and Robert E. Howard’s Conan: Adventures in an Age Undreamed Of, and since developed into the publisher’s house system. To undertake an action, a character’s player rolls two twenty-sided dice, aiming to have both roll under the total of a Skill and a Drive. Each roll under this total counts as a success, an average task requiring two successes. Rolls of one count as two successes and if a character has an appropriate Focus, rolls under the value of the Skill also count as two successes.

In the main, because a typical difficulty will only be a Target Number of one, players will find themselves rolling excess Successes which becomes Momentum. This is a resource shared between all of the players which can be spent to create an Opportunity and so add more dice to a roll—typically needed because more than two successes are required to succeed, to create an advantage in a situation or remove a complication, create a problem for the opposition, and to obtain information. It is a finite ever-decreasing resource, so the players need to roll well and keep generating it, especially if they want to save for the big scene or climatic battle in an adventure.

Now where the players generate Momentum to spend on their characters, the Game Master has Threat which can be spent on similar things for the NPCs as well as to trigger their special abilities. She begins each session with a pool of Threat, but can gain more through various circumstances. These include a player purchasing extra dice to roll on a test, a player rolling a natural twenty and so adding two Threat (instead of the usual Complication), the situation itself being threatening, or NPCs rolling well and generating Momentum and so adding that to Threat pool. In return, the Gamemaster can spend it on minor inconveniences, complications, and serious complications to inflict upon the player characters, as well as triggering NPC special abilities, having NPCs seize the initiative, and bringing the environment dramatically into play.

Combat uses the same mechanics, but offers more options in terms of what Momentum can be spent on. This includes creating a Trait or an Asset, either of which can then be brought into the combat, and keeping the initiative—initiative works by alternating between the player characters and the NPCs and keeping it allows two player characters to act before an NPC does. Where Dune: Adventures in the Imperium differs from other 2d20 System roleplaying games is the lack of Challenge dice, and instead of inflicting damage directly via the loss of Hit Points, combatants are trying to defeat each through the removal of Assets and attempting to create—cumulatively—Successes equal to or greater than the Quality of the task or the opponent. Minor NPCs or situations are easily overcome, but difficult situations and major NPCs will be more challenging to defeat and will require extended tests.

The system is intended to cover the various types of situations which can occur in a story in Dune: Adventures in the Imperium. So, individual duels, skirmishes and open battles, espionage, and social intrigue. All these, as well as spice harvesting rules are presented in Dune – Adventures in the Imperium: Agents of Dune as they appear in the story and thus come up in play. In general, anyone with experience of the 2d20 System will see that the iteration here involves more of a narrative, storytelling style of play.

In terms of setting and story, it is the big ‘What if?’ of Dune – Adventures in the Imperium: Agents of Dune which comes into play. In the novel Dune, House Atreides is awarded the fiefdom of Arrakis by the Padishah Emperor Shaddam IV as part of a conspiracy with former fief holder and enemy of House Atreides, House Harkonnen. A prequel to this is even explored in Dune: Adventures in the Imperium Wormsign Quick-start Guide. The ‘What if?’ though of Dune – Adventures in the Imperium: Agents of Dune asks what if the Player Characters’ house was awarded the fiefdom instead of House Harkonnen? Further, what if the transfer of power on Arrakis from House Harkonnen to House Nagara—the Player Characters’ house—was peaceful, rather than as fractious as that depicted in the novel? And what if the reason for this is the fact that House Harkonnen and House Nagara are allies? What if, despite losing control of Aarrakis, it was in the best interests of House Harkonnen to help House Nagara gain and keep control of the fiefdom? The ‘Adventure Booklet’ gives several reasons for this, but there can be no doubt that this flies in the face of almost sixty years of storytelling and of House Harkonnen never being portrayed as anything less than the villain. This puts a different perspective on matters and forces anyone familiar with the story to roleplay against their player knowledge. The campaign itself begins on Giedi Prime, home planet of House Harkonnen, with the Player Characters being trained, going through a couple of simulations, assessed by House Harkonnen trainers, all in preparation for the great shift, getting involved in some intrigue and being exposed to the terrible conditions on the planet, before travelling to Aarrakis and taking control of the fiefdom.

Dune – Adventures in the Imperium: Agents of Dune includes five full colour character folios, representing five members, including two heirs of House Nagara, and ideally, the campaign in the ‘Adventure Booklet’ is designed to be played by five players, plus the Game Master. It can be played with less, but this does limit the specialities available to the characters and their players as a whole. If the playing group decides to instead create their own characters using the rules inDune – Adventures in the Imperium, they should ideally create characters with similar roles to those presented in the given character folios to fit the campaign. The campaign consists of three acts with three or four scenes each, which all together should provide multiple sessions’ worth of play. There is a lot of boxed text to read out, which when combined with the programmed learning of the roleplaying game’s mechanics, means that it does require a little patience upon the part of the players. For the more experienced Game Master, there are notes at the start of each chapter which break its events down and enable her to bring to play as she would normally do in any other scenario.

Physically, Dune – Adventures in the Imperium: Agents of Dune comes in a sturdy box and everything inside is superbly presented. All of the components are good quality and many of them will be useful in a Dune – Adventures in the Imperium campaign beyond the Dune – Adventures in the Imperium: Agents of Dune boxed set.

There remains the question, of course, of just who the Dune – Adventures in the Imperium: Agents of Dune boxed set is aimed at. That is not necessarily an easy question to answer. It is not quite suitable for anyone new to roleplaying as it does not explain what the basics of roleplaying are, but the programmed learning and structure of the campaign goes someway to offset that. For the experienced Game Master and group of players, the programmed learning and structure may instead be more of hindrance than a help, but with some effort and adjustment, there is nothing to prevent the Game Master from adapting it to her preferred style of running a game. For the Dune devotee though, and the player with a little experience of roleplaying and an interest in Dune, Dune – Adventures in the Imperium: Agents of Dune, perhaps being run with the Game Master with some experience, is actually a really good introduction to both the setting and the roleplaying game. 

In the past five years, starter sets for roleplaying games have gotten better and better. It is not enough to put the basic rules, a scenario, some dice, and a link to another scenario online in a box and sell it as a starter set. A starter set has to offer longevity—it is no longer a ‘done and discard’ product. The starter set can no longer leave the Game Master and her players wondering what they should play next. The One Ring Starter Set, the RuneQuest Starter Set, and the Warhammer Fantasy Roleplay Starter Set are all proof of that—and so is Dune – Adventures in the Imperium: Agents of Dune. It provides the means to learn the rules and play a mini-campaign, in the process teaching the rules and the mechanics, exploring different aspects of the setting, most notably Giedi Prime, and establishing the players and their characters, and their House on Dune, ready for further adventures and intrigues—whether they are of the Game Master’s own creation or available from Modiphius Entertainment.

If a Game Master and her players have any interest in exploring the Known Universe and Dune – Adventures in the Imperium, then Dune – Adventures in the Imperium: Agents of Dune really is the starting point that they want. Dune – Adventures in the Imperium: Agents of Dune provides a fantastically complete and superbly appointed introduction to both the Known Universe and Dune – Adventures in the Imperium—both the setting and the roleplaying game—and lives up to its subtitle of providing a ‘Roleplaying Campaign Experience’. 

New D&D Minis and Figures

The Other Side -

So the universe has decided I need to spend more money on little plastic people. 

Up first, and very near and dear to my heart are new NECA, LJN-style D&D action figures. 

NECA SDCC exclusive figures
NECA SDCC exclusive figures

They look great, but I am mostly interested in the Skylla and Kelek figures.  I am quite excited for the Skylla one since she never had a 4" figure release.

Kelek figure
Skylla figure

I had a Kelek back in the day, this one looks a lot like that older one save that this newer Kelek looks like he has a mohawk.  

So a while back I picked up the Kelek and Skylla D&D Miniatures from WizKids, well their next round is coming out and I am very excited about this one too. And it should be a lot cheaper.

It looks like there will be five characters. Diana, Hank, Eric, Presto, and an unnamed cleric.

DianaEric
HankPresto

Here is our unnamed cleric.

Aleena

Given the tabard, the mace, and the design I am making the guess that this is Aleena.

Missing are Shelia and Bobby, which kinda sucks really, but not a problem. Thanks to HeroForge.

Shelia the ThiefShelia the Thief Invisible

Click on the images for the HeroForge site.

Of course, WizKids might have another wave. 

My HeroForge Skylla and Kelek compare well to the new WizKids versions.

Skylla and Kelek

In any case, these are likely to suck up a lot of my gaming budget.

Screen Shot X

Reviews from R'lyeh -

How do you like your GM Screen?

The GM Screen is a essentially a reference sheet, comprised of several card sheets that fold out and can be stood up to serve another purpose, that is, to hide the GM's notes and dice rolls. On the inside, the side facing the GM are listed all of the tables that the GM might want or need at a glance without the need to have to leaf quickly through the core rulebook. On the outside, facing the players, can be found either more tables for their benefit or representative artwork for the game itself. This is both the basic function and the basic format of the screen, neither of which has changed all that much over the years. Beyond the basic format, much has changed though.

To begin with the general format has split, between portrait and landscape formats. The result of the landscape format is a lower screen, and if not a sturdier screen, than at least one that is less prone to being knocked over. Another change has been in the weight of card used to construct the screen. Exile Studios pioneered a new sturdier and durable screen when its printers took two covers from the Hollow Earth Expedition core rule book and literally turned them into the game's screen. This marked a change from the earlier and flimsier screens that had been done in too light a cardstock, and several publishers have followed suit.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Chaosium, Inc.’s last screen for Call of Cthulhu, Sixth Edition?  Or a reference work like the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or scenarios such as ‘Blackwater Creek’ and ‘Missed Dues’ from the Call of Cthulhu Keeper Screen for use with Call of Cthulhu, Seventh Edition? Or even better, a book of background and scenarios as well as the screen, maps, and forms, like that of the RuneQuest Gamemaster Screen Pack published by Chaosium, Inc. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the Starblazer Adventures: The Rock & Roll Space Opera Adventure Game  and Doctor Who: Adventures in Time and Space RPG.

Once you have decided upon your screen format, the next question is what you have put with it. Do you include a poster or poster map, such as Margaret Weis Productions included in its screens for the Serenity and BattleStar Galactica Roleplaying Games? Or a reference work like that included with Chessex Games' Sholari Reference Pack for SkyRealms of Jorune or the GM Resource Book for Pelgrane Press’ Trail of Cthulhu? Or a scenario such as ‘A Restoration of Evil’ for the Keeper's Screen for Call of Cthulhu from 2000 or the more recent ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Alderac Entertainment’s Legends of the Five Rings Fourth Edition. In general, the heavier and sturdier the screen, the more likely it is that the screen will be sold unaccompanied, such as those published by Cubicle Seven Entertainment for the ;Starblazer Adventures: The Rock & Roll Space Opera Adventure Game and Doctor Who: Adventures in Time and Space RPGs.

So how do I like my GM Screen?

I like my Screen to come with something. Not a poster or poster map, but a scenario, which is one reason why I like ‘Descent into Darkness’ from the Game Master’s Screen and Adventure for Legends of the Five Rings Fourth Edition and ‘A Bann Too Many’, the scenario that comes in the Dragon Age Game Master's Kit for Green Ronin Publishing’s Dragon Age – Dark Fantasy Roleplaying Set 1: For Characters Level 1 to 5. I also like my screen to come with some reference material, something that adds to the game. Which is why I am fond of both the Sholari Reference Pack for SkyRealms of Jorune and the GM Resource Book for Pelgrane Press' Trail of Cthulhu as well as the The One Ring Loremaster’s Screen & Rivendell Compendium for The One Ring: Roleplaying in the World of Lord of the Rings, the second edition of the roleplaying game from Free League Publishing.

The One Ring Loremaster’s Screen & Rivendell Compendium consists of two items. The first is the Loremaster’s Screen. It is a three-panel affair in landscape format and one of the first things the Loremaster will notice upon opening it up is the roleplaying game’s advice as to when to roll—when there is danger, when there is knowledge to be had, and when there are NPCs to influence. The left-hand panel covers the general outcomes of rolls, such as special successes and risk levels, advantages and complications, conditions, and more. As well as the advice on when to roll, the central panel covers endurance, resting, first aid, and damage in general. A sperate reprints the tables for council structure for when engaging in major meetings, whilst the right-hand panel has the rules and tables for travelling—an important part of play The One Ring. This includes journey roles, events, and perilous areas. Lastly, rules and tables are reprints for sources of both dread and Shadow. This is all laid out clearly with plenty, both making everything easy to read and highlighting the fact that The One Ring: Roleplaying in the World of Lord of the Rings is not a complex game. The style matches that of the core rule book and all of the rules and tables come with reference numbers to their respective entries and full explanations in The One Ring: Roleplaying in the World of Lord of the Rings. The front or player-facing side depicts a small fellowship deep in the wilderness about to be assailed by a band of Orcs. It is a nicely tense piece.

The second item is the ‘Rivendell Compendium’. This is a short supplement which details Imladris, the Last Homely House, home to its master, Elrond Halfelven, for thousands of years. His magic has kept this Hidden Valley safe in all that time and protects it still, either making difficult for anyone to find the entrance or actively blocking access. A map is given of Rivendell, though only the floorplans of the ground floor of Elrond’s mansion is given. There are multiple levels of vaults below and storeys above which are not mapped out here, and though that is disappointing, it is unlikely that the Player-heroes will have ready access to them. They are described in broad detail though, so the Loremaster can develop something from this as necessary; more detail being given to particular locations. Not all of the locations are included on the given floorplan. For example, the library is described in the text, but not marked on the floorplan. Ultimately, both the floorplan and the descriptions need to be taken as a guide—good guide—to Elrond’s home.

Also found Rivendell are many Elven folk. The many here include Elrond Halfelven himself, his daughter, Arwen Undómiel, Glorfindel, the great Prince of the Elves, and others. Elrond is described in the most detail, primarily because he is a source of wisdom and a potential Patron for the Player-heroes. In particular, he favours those with the Scholar and Warden Callings, and can be consulted for advice when it comes to making journeys and on particular marvellous artefacts and wondrous items that may have come into the Player-heroes’ possession. Along with the description are spot rules for how to find the entrance to the Hidden Valley, making music in Rivendell, the moment when the Player-heroes first see Arwen Undómiel, and more. These add to the magic of Rivendell and bring elements of the setting into play.

Lastly, the High Elves of Rivendell are added as a new Culture. They are based in Rivendell as it is one of their last refuges. Their inclusion means that along with the Elves of Lindon, members of the Firstborn who rarely leave the Grey Havens, there are two Elven Cultures available in The One Ring: Roleplaying in the World of Lord of the Rings.

The ‘Rivendell Compendium’ expands The One Ring: Roleplaying in the World of Lord of the Rings eastwards—if only a little. It provides a potential sanctuary and patron for the Player-heroes as they explore and journey in that direction, although there remains much to be explored in Eriador, the focus of the new roleplaying game. Devotees of the earlier edition of The One Ring—The One Ring: Adventures over the Edge of the Wild Roleplaying Game—may find there is some repetition between the new ‘Rivendell Compendium’ and the earlier Rivendell supplement, but that is inevitable given that they are covering the same subject. In fact, the earlier Rivendell supplement is notable for how many of its elements found their way into The One Ring: Roleplaying in the World of Lord of the Rings such as the Eye of Mordor and the rules for treasure.

Physically, the ‘Rivendell Compendium’ is again down in the same style as The One Ring: Roleplaying in the World of Lord of the Rings. The book is nicely presented and easy to read and understand. The only real downsides to the ‘Rivendell Compendium’ are that as a slim book it is easier to lose and perhaps some of this may be repeated in a fuller supplement devoted to Eriador later on. Fortunately, the ‘Rivendell Compendium’ can be stored in The One Ring Starter Set.

The One Ring Loremaster’s Screen & Rivendell Compendium is exactly as it should be, a useful tool to have in front of the Loremaster during play, whilst the ‘Rivendell Compendium’ adds to the setting of The One Ring: Roleplaying in the World of Lord of the Rings with material that the Loremaster can really make use of as her Player-heroes’ explorations take them to further edges of Eriador. Overall, this makes the The One Ring Loremaster’s Screen & Rivendell Compendium a solid, useful package, one that a group playing The One Ring: Roleplaying in the World of Lord of the Rings should get plenty of use out of.

Solitaire: Be Like a Crow

Reviews from R'lyeh -

Be Like a Crow: A Solo RPG is a journaling game which enables the player to take to the skies as a corvidae—crow, magpie, jackdaw, or rook—over multiple landscapes and differing genres, achieving objectives, exploring, and growing as they learn and grow old. It is clever and thoughtful in that it makes the reader and player think outside of what they might traditionally roleplay and explore a world quite literally from a bird’s-eye view. It combines the simple mechanics and use of a deck of playing cards typical of a journaling game with five genres—‘Urban Crow’, ‘Cyber-Crow’, ‘Gothic Crow’, ‘Fantasy Crow’, ‘Clockwork Crow’, and ‘Ravens of the Tower’. Each of these presents a different place and time for the bird to fly over, land on, encounter the denizens, and more. The book is easy to read and the rules and set-up easy to grasp, such that the player can start reading and taking inspiration from the prompts in Be Like a Crow: A Solo RPG and begin making recording entries in his journal, with little difficulty.

Be Like a Crow: A Solo RPG is not a roleplaying game about anthropomorphic birds. The player is very much exploring worlds and recording the experiences of an actual bird, as it goes from a fledgling to a juvenile to an adult. Each bird is defined by its size and habits such as nesting, diet, notable characteristics, and habitat. In game terms, each type of bird begins play with a certain number of ticks in various skills. Skills are broken down into four categories—‘Travel & Exploration’, ‘Social Interaction’, ‘Tools & Rituals’, and ‘Combat’—each of which has four skills. A corvidae begins play with two ticks in any one skill and one tick in a skill in each category, plus ticks in five skills for his species. He also has authority with two skills. The player’s choice of setting will add ticks to certain skills as well.

Jay
Species: Magpie
Lifecycle Stage: Fledgling
Setting: Cyber-Crow
Injuries:

SKILLS
Travel & Exploration: Fly 1, Hop 1, Search 2, Navigate 1
Social Interaction:  Befriend 1, Signal –, Scare 1, Mate –
Tools & Rituals: Dance –, Sing –, Use Tool 1, Preen 1
Combat: Peck 1, Claw –, Divebomb 1, Evade 1

Mechanically, Be Like a Crow is simple. It uses a standard deck of playing cards and when a player wants his bird to undertake an action, he draws a card from the deck. This sets the difficulty number of the task. To see whether the bird succeeds, he draws another card and adds the value of a skill to the number of the card if appropriate. If it is equal or greater than the difficulty number, the bird succeeds. If an action is made with Authority, whether due to circumstances or a skill, the player draws two cards and uses the highest one, whereas if made at a Penalty, two cards are drawn and the lowest value one used. When drawn, a Joker can be used or saved for later. If the latter, it can be used to automatically succeed at a combat or skill check, to heal injuries, or to discard a card and draw again. Combat is a matter of drawing a card for each opponent, adding a skill if appropriate, and comparing the totals of the cards and the skills. The highest total wins each round and inflicts an injury. Eventually, when the deck is exhausted, the discard pile is reshuffled and becomes the new deck.

Half of Be Like a Crow consists of prompts and settings. There are prompts for events in flight and on land that are standard to all six settings, but each setting has its set of tables for objectives, objects, characters, and locations. Only one set of objectives is given for each setting, but the objects, characters, and locations are divided between the black and the red suit colours. This gives thirteen objectives per setting and double that for each of the other categories. Each setting also includes a double-page, full colour map. Notes on each setting give the extra abilities and skills that a bird gains at each stage of his lifecycle, from fledgling all the way up to ol’ crow.

The play and thus the journaling of Be Like a Crow is driven by objectives as achieving these will enable a bird to advance through his lifecycle. An objective for the ‘Clockwork Crow’ setting, might be for example, “[character] has gone missing, last seen in [location]. Air ship pirates might be involved. Travel there and find them and return them back to their home in [location].” The player will also need to draw cards to identify the character and both locations, and then as his bird flies from hex to hex across the map, draw cards for events in flight, and then for events when he lands. The player is free to, and advised to, ignore prompts if they do not fit the story, and this may be necessary if a prompt is drawn again, but ideally, the player should be using the prompts as drawn to tell a story and build the life of his crow.

Physically, Be Like a Crow: A Solo RPG is a lovely little book. The artwork throughout is excellent and the book is well written and easy to use.

Be Like a Crow: A Solo RPG is published by Critical Kit, a publisher better known for its scenarios for Dungeons & Dragons, Fifth Edition, as is unlike anything that the publisher has released. It sets out to provide the means to explore the life of an animal, sometimes in a fantastical setting, sometimes not, constantly prompting the player to tell his crow’s story, where he went, what he did, and who he met, but always to think like a bird. In keeping a journal it enables the player to articulate and express that experience of the world around him, from a very different point of view, and that roleplaying in a non-traditional way. The result is the Player Character in Be Like a Crow soars and flaps, hops and preens, pecks and divebombs, exploring a world from above and below, always through the beady eyes of his bird. The result is that Be Like a Crow: A Solo RPG is a delightfully contemplative and engagingly different playing experience.

Goblins in a Gaberdine

Reviews from R'lyeh -

We have a fascination with the antics of little people, whether that is of Goblins, Hobbits, or Kobolds. In gaming this goes all the way back to The Hobbit and The Lord of the Rings and thus Middle Earth Roleplaying, but it really comes into its comedic own with Kobolds Ate My Baby!, published by 9th Level Games in 1999. The latest entry in this comedy subgenre is published by CobblePath Games, best known for Locus: A roleplaying game of personal horror. Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite takes the comedy of the raucous antics of small and bumptious persons and literally puts them on top of another gag—the ‘Totem Pole Trench’ or ‘Two Kids In a Trenchcoat’. In other words, Stacks of Goblins puts one goblin on top of another goblin on top of another goblin, and puts them in a Trenchcoat—of seemingly elastic length—and a fedora, and sends them out to do mischief. The situation is simple. Their Snikittyness the Goblin ruler has a mighty need and multiple Goblin minions ready to see that it is met! Plus every Goblin has his heart set on finding something he desires. The best way to meet both that need and that desire is in a nearby People Place. Of course, Goblins are not welcome in this People Place. Hence the Trenchcoat and the fedora.

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is a storytelling game involving multiple wants and multiple roles—roles which switch as the Goblins argue and fidget for dominance in the Trenchcoat and quite literally a higher place in the pecking order. Or rather picking (up) order. Designed for between two and six players, it requires one twelve-sided die, one eight-sided die, and several ten-sided dice. It also requires twenty tokens. The tokens represent the ‘Obliviousness’ of the inhabitants of the town or village to the Goblins who have infiltrated in their disguise and to their shenanigans. Over the course of the game, the number of ‘Obliviousness’ tokens in play will decrease to Goblin actions, first limiting their ability to move and act, and ultimately forcing them to flee the People Place. The ‘Obliviousness’ tokens also represent the game’s timing mechanism, twenty tokens being enough for a standard-length game.
A player and his goblin has one of three roles depending upon his place in the Trenchcoat, either Top Goblin, Middle Goblin, or Bottom Goblin. The Top Goblin is the hands and mouth of the operation. He operates the height of Goblin technology—a grabber in each hand. His player rolls a twelve-sided die when the Top Goblin acts. The Middle Goblin can help or hinder the Top Goblin. His player rolls a ten-sided die and can add or subtract the result from any of Top Goblin’s die rolls. The Bottom Goblin decides where the Trenchcoat goes. His player rolls an eight-sided die when the Bottom Goblin acts. His player chooses which locations in the People Place the Trenchcoat visits and narrates the outcome of the Trenchcoat’s actions. The player of the Bottom Goblin is thus both narrator and player. However, the position and role of each Goblin can change in the Trenchcoat. Consequently, the role of the player and the die size he rolls can also change.
Mechanically, to have his Goblin act, a player rolls his Goblin’s die. The result can either be a ‘Screw Up!’, ‘Good Enough!’, or ‘Goblin Success!’. Both ‘Screw Up!’ and ‘Good Enough!’ result in a complication and with a ‘Screw Up!’, another Goblin can also shuffle around and swap places with the Goblin who failed! A minimum roll of five is needed for a ‘Good Enough!’ and a minimum roll of nine is needed for ‘Goblin Success!’. Which means that the Bottom Goblin with his eight-sided die can never roll a ‘Goblin Success!’.

A Goblin can also shuffle around and swap places if his player removes an ‘Obliviousness’ token from the pile. If multiple Goblins want to change places in a shuffle in the Trenchcoat, their players have a dice off. An ‘Obliviousness’ token can also be removed if a player wants his Goblin’s action to automatically succeed. An ‘Obliviousness’ token is also removed if a Trenchcoat makes someone’s life materially worse and when a Goblin successfully acquires his desire. Ultimately, the pile of ‘Obliviousness’ tokens curbs the maximum result on any dice roll, so the more successful the Goblins are in acquiring their desires, the more material harm they cause, the more obvious their actions become to the inhabitants of the settlement, and the harder the Trenchcoat’s actions becomes.
Stacks of Goblins has tables for defining each Goblin, what their Snikittyness the Goblin ruler wants, and what each Goblin desires. Other tables determine the mission, including the target destination, the Goblin means of escape, and events happening in the destination.
When the number of ‘Obliviousness’ tokens drops below the number of Goblins, the Trenchcoat’s cover is blown and it is time to escape. The Trenchcoat must make its way back through the chaos and disarray left in its wake as it progressed through the People Place. Once the Goblins get home in their Trenchcoat, they count their loot, that is, their desires and whatever it was that their Snikittyness the Goblin ruler wanted. A Goblin succeeds if he brings home both.

Physically, Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is very green. As you would expect. It is simply and clearly written. The cartoon artwork varies in quality, but some of it is really quite decent.

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite lives up to its subtitle. It is fun and silly. It is semi-cooperative as the Goblins are forced to work together and no one Goblin is in charge, but forced into conflict with each other in order to assume the three roles in the Trenchcoat, each one necessary to grab both need and desire. It is stupid because dice rolls will fail and a Goblin always thinks he can do better, and to do better means a higher role and thus potential for a higher roll. Then as one Goblin gains his desire and their Snikittyness the Goblin ruler’s need, and the other Goblins do not, desperation and spite kicks in as one Goblin looks like succeeding and his rivals do not. All this would be fun enough, but the shifting roles from Top Goblin to Bottom Goblin and back again, enhances all of this, keeping everyone involved, and giving everyone a turn at each role. It does this through play and through each Goblin’s drive to obtain both desire and need. Which means that without knowing it and without it being forced upon him, a player gets to be the narrator of the Trenchcoat’s progress (and thus the roleplaying game’s storyteller or Game Master).

Stacks of Goblins: A Comedy roleplaying game of camaraderie, stupidity, and spite is simple and idiotic, but that simplicity and idiocy hides some clever little design decisions and a Trenchcoat full of silliness, squabbling, and fun.

Friday Filler: The Fighting Fantasy Science Fiction Co-op II

Reviews from R'lyeh -

Escape the Dark Sector: The Game of Deep Space Adventure brought the brutality of the Fighting Fantasy solo adventure books of the eighties to both Science Fiction and co-operative game play for up to four players in which their characters begin incarcerated in the detention block of a vast space station and must work together to ensure their escape. Published by Themeborne, with its multiple encounters, traps, aliens, robots, objects, and more as well as a different end of game Boss every time, Escape the Dark Sector offered a high replay value, especially as a game never lasted longer than thirty minutes. Now, like its predecessor, Escape the Dark Castle: The Game of Atmospheric Adventure, the game has not one, but three expansions! Funded via a Kickstarter campaign, each of the three expansions—Escape the Dark Sector – Mission Pack 1: Twisted TechEscape the Dark Sector – Mission Pack 2: Mutant Syndrome, and Escape the Dark Sector – Mission Pack 3: Quantum Rift—adds a new Boss, new Chapters, new Items, and more, taking the path of the escapees off in a new direction to face new encounters and new dangers. Each expansion can be played on its own with the base game, or mixed and matched to add one, two, or three mission packs that increase the replay value of the core game.
Escape the Dark Sector – Mission Pack 1: Twisted Tech takes the escapees off into the tech-based areas of the station. It includes twelve new Chapter cards which represent the encounters the escapees will have as they flee. They may run into security droids which attempt to detain or destroy the escaping prisoners; find a partially constructed android which can be scavenged for devices like a Medical Beam or a Replicator; discover a logistics terminal which can be hacked to determine the location of the nearest equipment stash; and even find a noodle seller to gain some rest and respite! The single Boss card is for Neuroshima, a technological genius with multiple cybernetic implants, such as automatically hitting in ranged combat or close combat. Fortunately, only one implant works each time he is faced—the particular implant being determined by a roll of the ‘Tech Die’.
Escape the Dark Sector – Mission Pack 1: Twisted Tech has nine new Item cards and three Drone cards. The Drone cards—Replication Drone, Surgical Drone, and Sentry Drone—give the escapees a tactical edge. All three drone models have the one basic function, simple healing, which is always guaranteed to work, but each model also has several advanced functions, which unfortunately not guaranteed to work, and may even harm the characters. The Replication Drone replicates items out of the Discard Pile;  the Surgical Drone restores Hit Points and can even remove a mutation (a feature of Escape the Dark Sector – Mission Pack 2: Mutant Syndrome rather than Escape the Dark Sector – Mission Pack 1: Twisted Tech); and the Sentry Drone inflicts damage on designated targets in combat. However, if a Drone malfunctions, it can inflict damage on a character, and whether it malfunctions or uses a particular advanced function determined by a roll of the ‘Tech Die’. Further, the characters can only take one Drone with them, and of course, a Drone can only be used once per action.
The nine Item cards include a mix of new cyberware, gear, and guns. The ‘Drone Commander Implant’ grants a second use of a Drone’s Basic Function before its card is flipped over. The ‘Chrono Rig’ enables any type or number of dice to be rerolled once per chapter (Escape the Dark Sector is played out in four chapters) and the second result used; the ‘Teleporter’ is used and discarded to gain a flanking attack in combat; and the ‘Nutri-Pill’ heals two Hit Points. Escape the Dark Sector – Mission Pack 1: Twisted Tech also includes three new weapons—the ‘Punch-Gun’, the ‘Sniper Rifle’, and the ‘Flame Thrower’. All three work in slightly different ways. Both the ‘Punch-Gun’ and the ‘Sniper Rifle’ need to be loaded using the ‘Special Ammo’ die, but the ‘Sniper Rifle’ must be then primed before it can be fired. If either hits, the Special Ammo die is rolled and can have an extra effect. This is extra damage for the ‘Punch-Gun’, but removes either the chapter dice of one type in the combat or three chapter dice of any type. This is a powerful effect as it helps negate the effects an encounter or chapter. Lastly, the ‘Flame Thrower’ can fire three bursts of flame of varying length, represented by rolling the ‘Flame Ammo’ dice, either one, two, or three per burst. These can result in inflicting damage on a target, no effect, or even engulfing a character in flames and causing them damage. Lastly, of course, there are the dice—the ‘Tech Die’, ‘Special Ammo’ dice, and the ‘Flame Ammo’ dice. (It will be easy to see the ‘Tech Die’ being used in the other two Mission Packs for Escape the Dark Sector.)

Physically, Escape the Dark Sector – Mission Pack 1: Twisted Tech is as well produced as the core game. The new Chapter and Boss Cards are large and in general easy to read and understand. Each one is illustrated in Black and White, in a style which echoes that of the Fighting Fantasy series and Warhammer 40K last seen in the nineteen eighties. The Item and Drone cards are also easy to use and the dice are clear and simple. The rule book requires a careful read, if only to grasp how the different new mechanics work.

Escape the Dark Sector – Mission Pack 1: Twisted Tech adds new subsystems as well as new encounters with the Chapter and Boss Cards. They add both elements of complexity and luck, though more of the latter than the former. Design wise, this expansion is thematically strong rather than narratively strong, adding new technology that the escapees can use and technology that the escapees must defeat or overcome. What this means is that it has no intrinsic story of its own and is thus easier to integrate with the core game and its other expansions. Overall, Escape the Dark Sector – Mission Pack 1: Twisted Tech is a solid expansion which adds more Sci-Fi theme to Escape the Dark Sector: The Game of Deep Space Adventure.

This Old Dragon: Issue #63

The Other Side -

Dragon Magazine #63Normally with my This Old Dragon retrospectives, I talk a little bit about the time when the magazine was published.  This issue was out in July 1982. But that is not the time I associate this issue with. No, the time this issue came out for me was nearly three years later in 1985.  On Tuesday I spoke about my bumpy transition from Basic-era D&D (or just D&D as I knew it) to AD&D.  By 1985 I was fully entrenched into the AD&D camp. My previous DM had just gotten a job working nights (a job he had held until 2021!) so I needed a new group. In a tale as old as...well the 1980s...I fell into a group made up of mostly theatre kids and other science nerds. This issue, Issue #63, was in my DM's collection and I borrowed it one day and was blown away.  

I had already been reading Dragon now for a little over a year, but this one packed more punch per page than any issue I had seen to that point.  So. Come with back, not to July 1982, but June 1985 when I borrowed This Old Dragon.

Let's start with that cover. They say never judge a book by its cover and I extend that to magazines. But in this case, this cover only hints at the great material inside.  The cover gives us two bandits, perfect for the class inside. The cover artist was James Warhola and I can't tell you off the top of my head what other covers he may have done, but I love this one. 

In a preview of things to come, the back cover is an ad from Epyx Computer Games for The Temple of Apshai. For a brief moment there I could consider Epyx my favorite game software company. I had played this and later Rogue (the forerunner to Moria-like games) on my Color Computer 3. 

We jump in head first into this issue with our first article from none other than Gary Gygax himself (the first of a few for this issue).  Featured Creatures gives us some new official AD&D monsters for your game.  This is the first appearance of this feature. Up first, the Devas, servants of the good gods of the higher planes. We know that the "monsters" featured here will later go on be part of the Monster Manual II, which might have been the least controversial update to the hardcover line for AD&D.  The Devas here are depicted as just "Good" aligned and can be Lawful, Neutral or Chaotic as needed. 

Gary hits us with more official official content next with The Big, Bad Barbarian.  Or...Gary really wanted Conan and Fafhrd in AD&D (and we will get more of Gary's opinions on Conan later in the issue). This class looks more or less the same as what we find in the AD&D Unearthed Arcana.  The barbarian would go on to get more life in D&D 3 and D&D 5.  While I appreciate this article for what it is (new content is new content!) I was never a big fan of the barbarian.  I can't even recall if I ever had a barbarian character.

Smile! You're on Fantasy Camera covers how Darlene Kay Blanchard (not that Darlene) takes pictures of miniatures. 

A picture of pictures

Robert J. Kuntz is next with Greyhawk's World where he covers the events and notes from the Eastern and Southern Flanaess.  This is also accompanied by a map from Darlene (that Darlene) of the Bandit Kingdoms.  I love little bits like this to help expand the game world more.

The Other Side fan and favorite Len Lakofka is up with Leomund's Tiny Hut.  His article is about Charisma in Make Charisma Count for More.  It has what can only be described as a rough draft for the Comeliness score that will appear in Unearthed Arcana and how he proposed Charisma should effect psionics more.

With new monsters, new classes, and now this, it is a wonder that people were not screaming about the oncoming publication of AD&D 2nd Ed or even AD&D 1.5 (as we would eventually call it).

Now on to our cover story. Bandits are an NPC class (snerk...ok, whatever you say) to add to your game. The article comes to us from Tom Armstrong and Roger E. Moore. The idea is very sound, Bandits are thieves that rely on strength and ambush instead of stealth. We toyed with the idea ourselves in the few games were both my highschool DM and my Jr. High DM were both in.  I rolled up a Bandit character for myself. No, he didn't look like Burt Reynolds (though that would have been fun).  It was not long though before we discovered that there was some logic to making this an NPC class. The Bandit has some interesting skills, but in a dungeon crawl setting, he takes a back seat to the thief.  Still the class was rather fun to play.

Roger Moore is back with last of the Demihuman Perspective articles, The Humanoids: Goals and Gods of the Kobolds, Goblins, Hobgoblins, & Gnolls. Again much of the material from this series will end up in Unearthed Arcana, though not this article in particular.  I used this article to help formulate some of my ideas about goblins and how Hobgoblins are different from Bugbears.  The only one I was not happy with here was the gnolls. I was already moving my gnolls to be more demonic.  I had read at some point (likely the Wildlife Treasury Cards we used to get; used the Vampire Bat as a bookmark for my Expert Book) that hyenas are led by an alpha female, so I figured gnolls had to be matriarchal.  This is something that others had grabbed onto as well since I now see it all over.  

The section continues with a few gods for each of these creatures and the Shoosuva the demonic undead gnoll. 

My Dragon goes from page 32 to 49.  So something is missing.  Checking my Dragon CD-ROM (and this rather meta for this issue, more later) I see it is an adventure named Chagmat by none other than Larry DiTillio.  The adventure is for six to eight characters of 1st to 4th levels. Now by my own rules I can't review this piece because it is not in my physical copy.  So...moving on. 

Dragon Magazine Centerfold

The Man, Myth & Magic ad is interesting since it lists all sorts of Hobby Shops that carry it.  My FLGS is not listed here since it will not open for a bit, but one jumped out at me because it is a.) close to my home and b.) an address that I recognize.  Sure enough The Compleat Gamer in Palatine, IL used to be a game store. Now it is the home of Nancy's Pizza, one of the three pizza places in the Chicag- land area to make the claim of inventing the Chicago-style deep crust.  I mean I used to live just 8 mins away from Games Plus my FLGS, but to have this one here too?  What a treat that would have been.

Ed Greenwood is next with Plan Before You Play. Seems like obvious advice to me but then again right now I have 43 years so of experience. That's 20 years more than Ed was in age at this point, not to mention experience.  BUT I will say this. If nothing else doing these "This Old Dragons" over the years has given me a greater appreciation for the work and scholarship Ed Green brought to the early days of the game.  Gary might get all the glory in this issue, but Ed is here just quietly turning in good material every month. 

An ad/notice from the RPGA.

Gary has a couple more articles discussing the Games Fair 82 convention in London. I should compare this to what White Dwarf was saying at the same time.

There is a mini-section next starting with some Phil Foglio art about Computers in D&D.  Micheal Brian Bently is up first with Computers Games Have a Way to Go.  He talks about how computers for simulating D&D games are not there yet. While the article is interesting as a historical perspective, I don't think the author, or any of us really, knew then how fast computer technology was going to explode.  There are typically two types of software commonly discussed in and around D&D circles; the DM's assistant and the immersive RPG experience type.  By 1986 the DM I had borrowed this Dragon from and I had already written a piece of software for the TRS-80/Tandy Color Computer we called "BARDD" that handled many of the tasks needed to simulate combat.

In fact it was this very computer:

TRS-80 Color Computer 2

I can only imagine what I would have thought of Skyrim back then!

Speaking of computers even not more than 15 years or so later would Dragon see another breakthrough in computers when Wizards of the Coast released the Dragon Magazine CD-ROM, the same one I mentioned above.  Unfortunately, it was because of articles like this one from Micheal Brian Bently that would be the reason we never saw any updates.  Why?  Because Micheal Brian Bently retained the copyright on his article (as was his prerogative) and TSR and thus WotC did not own it and could not reprint it. 

Computers and Dragons

We get a note on Dragon's Policy on Programs

The Electric Eye from Mark Herro gives us two BASIC programs for Top Secret.  Developed for the TRS-80 Model I, Level II BASIC it should be usable by the Apple II or Atari 400/800.  I know from personal experience that the BASIC interpreter shipped with IBM XT machines at the time was a bit different and all programs would need tweaking to your particular machine. Don't even try it on an IBM PC Jr.

David Nallo has an interesting article on coinage with historical examples in For the Sake of Change. We played around with different coinage ideas a bit back then.  I tried to set up a silver-based economy vs. a gold-based one at one point after a discussion in history class about the US using a Silver standard in its early history. But in the end it never really made that much of a difference in the day-to-day lives of adventurers. 

Gary is back one more time in his role as a film critic in A Couple of Fantastic Flops. He reviews and rather hates the new Conan the Barbarian movie and The Sword & The Sorcerer.  We get more about the D&D movie coming out in 1984 or 85 and it is going to be better than Star Wars or Raiders of the Lost Ark!

We end with What's New? with Phil and Dixie talking about computers in RPGs and WormyDragonmirth has some comics. One, titled Charisma Roll has a player dreaming that the rolls will give him "Richard Chamberlin, Robert Redford, Harrison Ford..." but the dice are thinking "Ernest Borgnine."  Now I am going to say this, after the article we had from Len I would say Ernest Borgnine had a very high charisma. He was a funny, likable guy with a wonderful personality.  

In the end a pretty solid issue of Dragon punching WAY above its weight class here.  The material introduced here is still being used today and it is all good stuff.

The National Museum

Jeu de guerre de Ornria — Postings from the Ornrian Wars -

 the National Museum of Illustrious Arts has spent 750,000,000 zlotys this month acquiring the original Battle of Pidwiddle. 


 ABeLs Masterpiece will be on permanent display in the Historical Profiles gallery in the main building basement. The general public is encouraged to visit; the 3rd day of every month is Free Admission, however a special premier Evening Viewing will be given at 8pm on the First of Swimuary; the event to feature a question and answer period with the Curator of Historical Art, and a rare appearance by the Artist, who is famously reclusive. Refreshments will be served.  This Gala is limited in attendance; for tickets inquire with the Director's Office, Phone 555-2368.

 

Unions

Jeu de guerre de Ornria — Postings from the Ornrian Wars -

The Plaster  and Plastic Worker's Union was formed at the end of the Silver Wars, and was important in overthrowing the Tyrant and establishing the events that led to the Modern Freestate with it's representative republican government.  The Plaster in the name is the resource from the Plaster Alps from which many Ornian items are manufactured...the Plastic Workers is the junior Union; being more recent... in former times the industry was larger, but it has dwindled these days as lead has become more available in Ornrian manufactures. 

     The Union is powerful in Polyesterine politics, especially in the Capital; Polyesterdelphia.  In Roach Harbor, however,  it often conflicts with the Brotherhood of Print, Paper, and Cardworkers; and the Gluemixers, Clayformers and Longshorefolk United Labor Front...sometimes leading to street battles in times of unrest.

      These unions are powerful in Roach Harbor because the Ship building Concerns and Port facilities are industries based in Paper ship-building, needing skilled paper-modeler labor.   Labor and Capital have made a mutually agreeable pact in Roach Harbor, which the Plaster and Plastic Workers have not quite emulated in the great factories of Polyesterdelphia and Bad Mouldings.  Plastic Worker strikes are a frequent feature in the Capital, since the beginning of the Chocolotl Crisis they are almost weekly.  Posters like this, however,  prove that the Union is nevertheless dedicated to patriotically supporting the Republican way of life.


There is one other major Union in the Second Polyester Freestate that has a major influence in the National Discourse; the Paintsloppers, Brushscrubbers, and Gluebrewers Chemical Labor Combination. The PBGCLC is in many ways the quietest Politically, with a great emphasis on workplace safety, education, and public works.  The large and united brotherhood  is  deeply embedded in managing Pactraplant's great amalgamation of chemical manufactures, blurring the lines between labor,  management, and capital to near indistinguishability.  However, though mostly a quiet bunch: a strike hasn't been seen in four decades, they carry enormous weight with the Pactraplant Metropolis political machine.  It's a classic case of being quiet but holding a gigantic stick.  Recently the GCLULF has become very active in Pactraplant with the recent government interest in upgrading harbor facilities on both 2PFS coasts.

 



Review: Xanathar's Guide to Everything (D&D 5e)

The Other Side -

Xanathar's Guide to Everything (D&D 5e)Less of a full review but more along the lines of reveiw/my thoughts on what was essentially the Unearthed Arcana of D&D 5th Edition.

Why this particular book now?  There are a few of the classes that I am considering back-porting over to B/X era D&D that my kids have expressed an interest in playing.  I may or may not post those.  They are not OGC and I have no plans to even "file the serial numbers off" to try an post them.  Sometime I do things just for me or for fun.

Xanathar's Guide to Everything

2017, Hardcover. 192 pages. Full-color covers and interior art. 

I called this book the "Unearthed Arcana" of D&D 5 and that is more or less on point. Much of the material here appeared in the pages of the online version of Unearthed Arcana.

The book has a wide variety of tools for Players and the DM and all are listed as being optional. This was published in 2017 so there is no hint here of anything that might be "5.5" or "5r" related.

The book is divided into an introduction, three chapters and two appendices.

Introduction

This covers what the book is about, and its origins from the online Unearthed Arcana. Wizards of the Coast has worked to get the layout of their D&D 5th ed books to be one of clean efficiency.  Maybe not as much as say Necrotic Gnome has with OSE, but still really nice.  For example their Table of Contents fits on a single page.

We get a (tiny) bit of background on who Xanathar is. Not being a huge FR fan I did not know but figured it had to be the same beholder from the 1st Edition AD&D Waterdeep and the North.

Xanathar's Guide to Everything pages


There is a page on "The Core Rules" which is really nice to have. There are ten rules that cover most situations.  These are all from the PHB and DMG, but nice to have them repeated here.

Chapter 1: Character Options

We start with a listing of the 31 new subclasses for the twelve base character classes.  Now before someone start screaming "rules bloat" these are not subclasses in the way that AD&D 1st Ed meant them.  These are archetypes of the main twelve classes. So for example the Cleric has the Life and War domains (among others) in the PHB now gains the Forge and Grave domains here.  Each subclass is tailored to the main class. So with Clerics they are "Domains" for Bards they are "Colleges" and Warlocks have "Pacts."   So they are more like the AD&D 2nd Edition Kits.  Both in good and bad ways. There is not much power creep yet. 

This chapter covers about 65 or so pages, so a third of the book. Each main class gets some details that worked for any subclass of that class (Bards get more instruments, clerics have more details on their temples for example). There are a lot of classes in this book. I am not going to get into every subclass here. But I would like to point out a few.

The Bard College of Swords is the spiritual descendent of the AD&D 2nd Bard kit known as the Blade; aka the moment I knew 2nd Ed Power Creep was happening.  The Blade Kit sucked. The fiction for it sucked and the NPC they used as their iconic Blade REALLY sucked. The College of Swords Bards are also called Blades. Their AD&D 2nd ed origins are very plain, BUT there is none of the power creep and thankfully the edgy NPC "Dark" is also gone.

Grave Domain Clerics are the other side of the coin of the Life Domain Clerics.  Where the Life Cleric (PHB) tries to preserve life, the Grave Domain Clerics make sure the dead stay at rest. They are the "good" option of the Death Domain Clerics (DMG).  Cleric Domains have their origin in 2nd Ed and were expanded greatly in 3rd Ed.

Fighters now have an Arcane Archer subclass (known as a Martial Archetype here). This is the 5e update of the 3rd Edition Prestige Class.   Monks (Monastic Traditions) get a Way of the Drunken Master and a Way of the Kensei. Paladins get new Oaths. Rangers get new Archetypes including the Gloom Stalker, a Ranger adept at working in dark places but my favorite is the Monster Slayer.  Rogues get the Mastermind and Scout Archetypes.

The Sorcerers are next.  Their subclasses are known as Arcane Origins, or essentially how you became a sorcerer. In addition to these are some tables on various supernatural marks (think witch mark) and other weirdness due to your bloodline. The one I wanted to convert is the Divine Soul. You have a bit of divinity in your blood.  I would convert these as a B/X Magic-user and allow them to have some free cleric spells based on their divine blood. Cure Light Wounds and Bless for Lawful for example.  Their Charisma would need to be high, like 14 and that would be their Prime Requisite ability too.  While they get the spell for free, they can only still cast it once per day. At the 14th level, they gain their Otherworldly Wings.  There is also the Shadow Magic Sorcerer. This feel like it is from the Shadowfell Player's book from 4e. 

Xanathar's Guide to Everything pages


Warlocks also get new marks and new invocations. There is a Celestial Pact for people that want to play "good" warlocks.  Before anyone dismisses this idea remember that Aleister Crowley had a pact with an angel he called Aiwass and believed was his personal guardian angel to who he made invocations to every day. 

Wizards have Arcane Traditions that more or less equated to "Schools of Magic."

The next section of this chapter covers a variety of character background ideas such as origins and life events with lots of random tables. Like an Old-School collection of random tables.  ALL of them are also perfectly adaptable for use in ANY version of D&D.  They remind me a lot of the tables from the 1st Ed AD&D Unearthed Arcana.  

There are some new racial feats, but unlike 3e or even 4e, 5e is not feat centric. You can even have a character that never takes a feat at all.  These are largely mechanical rule manifestations of possible background ideas.  Have weird eyes? Ok, you have weird eyes, jot it down on your sheet. Do these weird eyes do something special? Well, you might need to take a feat for that then.

Honestly, I did not see anything in this chapter that I could not easily convert to an earlier edition of and D&D. 

Chapter 2: Dungeon Master's Tools

This chapter covers a wide variety of topics but mostly expands on material already in the DMG. Topics like Falling, Sleep, Tying Knots, Adamantine Weapons, and Tool Proficiencies are all discussed. Lots of tools. 

Spellcasting gets a bit of special treatment here. The area of effects on a grid is detailed. d6s are used as visual aids to show how to set up on a grid. 

Some more detail on building monster encounters is also discussed, including single and multiple different types of monsters. There is an eye towards balance, but there is no requirement to do so. The only real advice is "avoid monsters that can drop a character in a single hit."  I have seen more than a few TPKs in D&D 5e. 

Again we are treated to what I can only describe as pages of old-school-style random encounter tables. 

Xanathar's Guide to Everything pages

There is also a section on Traps that while not quite as gleeful as a Grimtooth product, will still make that Chaotic Evil DM smile. How much?  One trap has a save DC of 20 and does 24d10 damage.

There is a discussion on downtime and the reason why my youngest bought this book, magic item creation rules. More magic items are also detailed.

Chapter 3: Spells

This last full chapter covers new spells. About 30 pages worth. The spell economy of 5e is different. There are no Cure Light Wounds, Cure Moderate Wounds, and Cure Serious Wounds spells for example. There is only Cure Wounds and it is a low-level spell for Bards, Clerics, Druids, Paladins, and Rangers.  IF you want a more powerful version you cast it at a higher spell level. So instead of a 1st level spell, it is treated as a 5th level spell for example. This means less print space is needed for spells. 

Xanathar's Guide to Everything pages

Appendix A: Shared Campaign

This covers working on interlinked campaigns and working details out.  Not everything you need to know is here, some more could have been written, but it is a great start.

Appendix B: Character Names
This section is just tables and tables of names. Various cultures (English, French, Egyptian, and more) as well as other nonhuman ones ( Elf, Dwarf, Dragonborn, and more).  The nonhuman includes a personal name and a family or clan name as well.  I did notice that two Tieflings from "Brimstone Angels," Farideh and Havilar, are listed under the Dragonborn names.  Why? Well their adoptive father Mehen (51-52 on a d100) was a Dragonborn so he gave them Dragonborn names. 

So. I picked up this book for the various subclasses, but found a wealth here for many of my other D&D games.

I would say that most of this book is easily adaptable to any version of D&D you choose to try it with.  The exception might be 4e. There are some seriously interlinked mechanics there.

Xanathar's did quite well for a splat book and was even listed as one of Publisher's Weekly best-selling books for December of 2017

Despite his name and picture on the cover there is not a lot of material on Xanathar himself outside of the sidebars.  Wizards would later do a much better job with Tasha in her book.

Xanathar's Guide to Everything covers

The art is amazing as to be expected.  The layout is a step up from the Core Rules and shows what the design team has learned in the last few years.

You can see bits and pieces of D&D's DNA from all editions here, though this is largely true for 5th edition in general. 

Pages

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