Outsiders & Others
Iron Falcon Handbook of Monsters

A while back I discovered he had done ANOTHER game called Iron Falcon.
Iron Falcon, like Basic Fantasy, is a Basic-era Retro Clone, though more on the side of OD&D than AD&D. Gonnerman is more explicit about this being a game not of the rules "as they were written" but more "as we played them."
That appeals to me.
You can get Iron Falcon in lots of places. In particular the dedicated website, Lulu, Amazon and of course DriveThruRPG. I hope to play around with it some more to see what it is all about, but so far it feels like a nice mix of OD&D feel and Basic D&D play.
But today I want to talk about the Iron Falcon Handbook of Monsters. Or rather, let's let Chris Gonnerman talk about it and his plans for it.
The Cafepress shop can be found here, https://www.cafepress.com/ironfalcon.
There is a lot of cool merchandise here and like Chris mentions, the difference here between this and a Kickstarter is you get something right away. I think it is a great idea. I am going to have to grab a t-shirt or two.
So check it out and come back every month to see what is new and different.
I'll try to get some Iron Falcon reviews up soon.
Friday Filler: The Forest Dragon: Bang & Twang

Designed to be played by between two and six players, aged eight and over, Bang & Twang can be played in just ten minutes. Published following a successful Kickstarter campaign, it consists of sixty-seven cards divided into three types. The first are the ‘Bang’ and ‘Twang’ cards. These are double-sided ‘Riff Cards’ which have ‘Bang’ on one side and ‘Twang’ on the other along with illustrations of their instruments. They form the Riff which players are trying to match with the sixteen Sequence cards and will constantly be flipped and changing place in the sequence. Each Sequence Card displays a sequence of the ‘Bang’ and ‘Twang’ cards, which if a player can match with a sequence of the Riff cards, will award him the Victory Points on the Sequence Card. The third type of card is the Tune Card. They come in sets of eight, there being eight sets, each of a different colour in the game. Each set of Tune Cards does something different. So the green Tune Cards let the players steal Sequence Cards from each other; the red Tune Cards let players flip and switch the Riff Cards; and the yellow Tune Cards lets players interrupt each other.
Game play is simple, but is only ever done with the Riff Cards on the table, the Sequence Cards, and one set of Tune Cards. The Riff Cards are laid out to display either three ‘Bangs’ or three ‘Twangs’. The Sequence Cards and the selected set of Tune Cards are shuffled together and each player receives two cards. On his turn, a player is trying to bank a Sequence Card towards his Victory Point total. He does this by matching a Sequence Card with the current sequence of Riff Cards. If they do not match, a player can flip a Riff Card to its other side or move a Riff Card so that it does match and if they now match, the player can bank the Sequence Card. Alternatively, a player can play a Tune Card, which lets him do something special depending upon the colour set chosen. Ultimately if a player can do none of these, he can just flip a Riff Card.
Play continues like this until the deck of cards runs out. The player with the highest score wins and, well, that is that. Bang & Twang is simple. In fact simple enough for younger players to pick up and play with older players, but possibly too simple for more experienced players. So it works better as a family game. And whilst the different types of Tune Cards do add some variety in terms of replay value, but each set is too one note to replay too many times. One option here is to mix and match the Tune Cards, perhaps two sets at a time? Certainly there are not enough Sequence Cards to mix them all in, which might have made for more varied play.Physically, The Forest Dragon: Bang & Twang is bright and breezy, illustrated in the same style as The Forest Dragon. So very much like the illustrations of children’s storybooks. And that is charming. The rules themselves do feel as if they are written for adults rather than the younger age range the game is designed for, so for younger players, an adult or older player may want to supervise or teach the game.
The Forest Dragon: Bang & Twang is not without its charms—though nowhere as many as The Forest Dragon: A Card Adventure Game—but it is probably too light for hobbyist gamers to play too many times. Ultimately, The Forest Dragon: Bang & Twang is a decent family filler.
Enclosures: "Inverter" (2020)
No Magic Like Family: Angela, Dolly and Elvira
Fun idea! She’s a little bit Country and I’m a little bit Rock’n Roll! https://t.co/5vETiiAXTl pic.twitter.com/T0RaN5KDrQ— Elvira (@TheRealElvira) December 9, 2019
I mean seriously? Dolly and Elvira in a TV show playing sister witches?? It's like someone on the internet was reading my secret stash of fan-fic...that I totally don't have.

http://www.neonhorror.comDolly did a movie with a witch back in 86, A Smoky Mountain Christmas. Yes. I remember it.
I can't do a TV show. And seriously Hallmark, you can do 3,000 Christmas movies, would a Halloween one like this kill ya'? But I can do RPG stuff.
And I know the PERFECT RPG book for this.
Background
Ok, I am going to add this to my War of the Witch Queens somehow. Dolly's and Elvira's mother, a very powerful witch, has just died. I don't think she is one that sets off the war, but it is a precursor. Their mother was the founder of the Home, Heart, and Hearth shops and both her daughters worked there. Dolly went more for the "lighter" side of things focusing on the front side of the stores where minor magics are sold. Elvira was naturally attracted to the darker, backroom side of the business that dealt in "gray market" magic items.
Just to make life easy for all of us, I am just going with "Dolly" and "Elvira" for their names. No need to create new-weird character names. Just pretend they are twin sisters and it all works out fine.
Of course, given this, only one woman could be their mother. Angela Lansbury.
This is another good example of mixing and matching my various Basic-era witch books to suit your own needs.

Dolly

Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 14d4+14 (50 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 14
Morale: 11
Alignment: Lawful
Str: 12 Int: 15 Wis: 16 Dex: 12 Con: 14 Cha: 18
Dolly has the following witch spells and Occult Powers. She casts as a 14th level witch.
Occult Powers
Familiar: Dog "Popeye"
Lesser: Things That Man Was Not Meant to Know are Fine For Women
Minor: Resting Witch Face
Patron: Cardea, the Opener or Ways
Spells by Level
1st (5): Blessed, Forget Me Knot, Glamour, Speak with Animals, Cake and Tea (Ritual)
2nd (4): Heal Affliction, Light as a Feather, Stiff as a Board, Witch Slap, Sage Burning (Ritual)
3rd (4): Bewitch III, Live Laugh Love, Ward of the Season, Merry Meetings (Ritual)
4th (3): Age Resistance (Lesser), Cleanse, Mirror Talk
5th (3): Calm Weather, Private Sanctum, Tripping the Light Fantastic (Ritual)
6th (2): Cloak of Dreams, Summon Higher Power
7th (2): Peace Aura, Hell Hath No Fury (Ritual)
Elvira, Mistress of the Dark

Armor Class: 6 (witch gown, +3)
Hit Dice/Level: 13d4+26 (60 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 13
Morale: 10
Alignment: Chaotic
Str: 11 Int: 12 Wis: 14 Dex: 14 Con: 15 Cha: 18
Elvira has the following witch spells and Occult Powers. She casts as a 13th level witch.
Occult Powers
Familiar: Hell Poodle "Gonk"
Lesser: Dream Invasion
Minor: Nightmare Shape
Patron: Hecate
Spells by Level
1st (4): Bewitched I, Feel My Pain, Protection from Spirits, Vigor
2nd (4): Choking Grip, Ghoulish Hands, Hypnotize, Summon Witches (Ritual)
3rd (3): Bestow Curse, Edge of Blackness, Summon and Bind Imp of the Perverse (Ritual)
4th (3): Grave Sanctuary, Intangible Cloak of Shadows, Ardour Flame (Ritual)
5th (2): Cry for the Night Bird, Summon Shadow
6th (2): Aspect of the Crone, Summon Nightmare Steed
7th (1): Enchant Item
And just for fun, let's say that Angela is actually alive but faked her death to get her two daughters working together again to save the family business! Hey Hallmark! Where's my job offer now?
Angela

Armor Class: 7 (witch gown, +2)
Hit Dice/Level: 19d4 (48 hp)
Attacks: 1 (weapon) or spell
Damage: 1d6 or witch Spells
Movement: 90’ (30’)
Special Attacks & Defenses: witch powers
No. Appearing: 1 (Unique)
Save As: Witch 19
Morale: 11
Alignment: Lawful
Str: 11 Int: 16 Wis: 18 Dex: 12 Con: 11 Cha: 18
Angela has the following witch spells and Occult Powers. She casts as a 19th level witch.
Occult Powers
Familiar: Dog
Lesser: Gift of Prophecy
Minor: Drawing Down the Moon
Medial: Charge of the Goddess
Patrons: Hestia and Hecate
Spells by Level
1st (6): Color Spray, Fortell, Fury of the Ancestors, Obedient Beast, Speak with Animals, Witch's Mark (Ritual)
2nd (5): Augury, Blur, Demeter's Lament, Witch Sense, Favor of the Gods (Ritual)
3rd (5): Danger Sense, Dither, Scry, Third Eye, Family Curse (Ritual)
4th (4): Create Talisman, Divination, Eyes Everywhere, Hounds of the Underworld (Ritual)
5th (4): Dome of Deepest Night, Empower Distaff, Sending, Access the Library (Ritual)
6th (3): Analyze Dweomer, Empower Rod, Staff or Wand, True Seeing
7th (3): Breath of Life, Magickal Conception, Sirocco
8th (2): Permanency, Protection of the Goddess (Ritual)
Angela has the patrons of Hestia and Hecate. With their guidance, she began the Home, Heart, and Hearth shops.

And if you can check out the REAL shop at Neon Horror. Some great merchandise there including that Dolly & Elvira t-shirt.
“It’s Right for Our Times”: Vanagon Brochure, 1980
Exhibit / March 5, 2020








Object Name: Vanagon sales brochure
Maker and Year: Volkswagen of America, Inc., 1979-1980
Object Type: Sales brochure
Image Source: TheSamba.com
Description: (K.E. Roberts)
When the hippies grew up and had kids of their own, they needed something modern and self-contained to bring everyone back (occasionally this time around) to nature. Hence, the Vanagon. The second generation (T2) of the Volkswagen Bus, produced between ’67 and ’79, had gone over big with the festival- and protest-hopping counterculture because “It was cheap to maintain, easy to work on, and big enough to live in.” So, from a marketing perspective (because that’s what growing up means: your youth is sold back to you), a stab at a more contemporary third generation made sense. The Vanagon sold poorly compared to the T2, but its “Crisp, taut, fresh lines” and off-the-grid genealogy earned it a devoted following that continues today.
The sales pitch does a lot of work: “The best of a van. The best of a wagon. And better than both.” The Vanagon was not as cool as a custom van, a fad that peaked a few years earlier thanks to creepy dudes, and it wasn’t as square as the station wagon, which the hippies’ parents had forced them to endure in the ’50s. It was also not as unwieldy as an RV—or as vulnerable to “high gasoline prices.” The Vanagon was “a totally new kind of vehicle” that sported a number of quirky features: a pop-up bed on the roof, removable benchseat (which sounds really unsafe, in retrospect), swiveling driver and passenger bucket seats, a tiny “icebox” in the base camper model, and “flawless interior design” that alleged “a breakthrough in ‘ergonomics'”—then a very new age-y concept defined here as “the practice of making a car fit you better.”
At times, the devotion I mentioned above verges on the cult. In 1980 or 1981, I took a trip to Yosemite with my friend and his family in a brand new Medium Blue Vanagon. My friend’s dad had talked about the thing for weeks before buying it, showed us the brochures, talked of the adventures they would have. When he brought it home, he was giddy, luminous. He showed us all the features one by one, including the battery stowed under the back seat. I don’t know if it was as “quiet” or “sure-footed” as advertised, but it was distinctively “sleek,” and we had a lot of room for comic books and Star Wars toys in the back; I still get a kick out of spotting them on the road, although appearances are rare these days.
The Vanagon was replaced in the early ’90s with the T4 EuroVan, essentially a minivan that followed the model launched by the Dodge Caravan and Plymouth Voyager in 1984. The ’70s had become the ’80s. Adventures in camping had become adventures in shopping. The hippies had become yuppies.
The Aftermath: Leap Day 2020 Open House
“Class is the American Dream”: Peterbilt Truck Ads, 1974 – 1981
Exhibit / March 4, 2020



Advert from 1976

















Object Name: Peterbilt advertisements
Maker and Year: Peterbilt, 1974-1981
Object Type: Print advertisements
Description: (Richard McKenna)
Heir to the role of freewheeling individualism once inhabited by the cowboy, over the course of the 1970s the truck driver grew to be an increasingly dominant figure in the American imagination. The US economy was facing recession and the haulage industry’s struggles with the oil crisis and the nationwide 55 mph speed limit (imposed in 1974 by the federal government) consolidated the truckers’ position as the nation’s proxy underdog. Despite this, one of the country’s best-known truck manufacturers opted for an approach to its advertising that runs oddly counter to the atmosphere of sweat-and-aftershave-soaked denim-clad machismo one might expect.
Founded in 1939, Peterbilt Motors was a commercial heavy- and medium-duty truck producer. Adopting “class”—perhaps as a play on the various Gross Vehicle Weight Rating classes—as its leitmotiv, the company had been using adverts that featured only women in what looked less like cheesecake than something from the fashion glossies since the late ’60s. The women featured in the earliest adverts shown here—from 1974—inspire curiosity about their role: are they simply intended to catch the eye of potential clients? Are they the trucker’s wives? The truckers themselves? Or are they perhaps the female spirits of the trucks?
This ambiguity comes further to the fore in the 1976 adverts, which are framed more like fashion plates than anything resembling an attempt to sell heavy industrial machinery. By this time, the CB craze was in full swing, the success the previous year of novelty hit “Convoy” having propelled the trucking lifestyle into the pop-culture stratosphere. Though the decade had begun with the trucker-as-evil-incarnate behind the wheel of the 1955 Peterbilt 281 that menaces Dennis Weaver in Steven Spielberg’s 1972 Duel, the films and TV of the ’70s were saturated with positive images of male truckers, from NBC’s Movin’ On, which debuted in 1974, to 1975’s White Line Fever and 1977’s The Great Smokey Roadblock, to 1978’s Every Which Way but Loose and Convoy (inspired by the song) and TV’s B. J. and the Bear (1979-1981).
But despite all the testosterone in the cultural well, the company’s ads seemed to be attempting to speak specifically to women rather than to men. A parallel series of adverts, also from 1976, evoked adventure and romance, promising, “It can only happen in a Peterbilt.” Could anything be more incongruous than the juxtaposition of a big rig, lights gleaming and air horns ready to blast, with an intimate picnic where wine is served and candles blaze? The picnic blanket is laid for two, but, again, there is no sign of a man. Is he taking the photograph? Simply having a pee out of frame? The picture remains enigmatic.
The 1977 ads continue to feature only women, though now in a slightly different guise. Are these faces looking kindly down upon the vehicles meant to represent domestic angels of the hearth, their thoughts turned protectively to their hard-working husbands, or are they supernatural deities of labor, watching over their human charges? I prefer to think it’s the latter.
Most of the women in the 1970s adverts, in fact, seem somehow goddess-like—human incarnations of the beautiful, powerful machines they stand beside. As the new decade dawns, though, and Ronald Reagan becomes president, the mood changes. Women remain the focal point, but the adverts start to look to the past for their atmospheres, the settings becoming antebellum riverboats and 1920s mansions, and the women in them objects to be gazed at by the men who now start to populate the scene. And by the time we reach the 1981 adverts, women are once more simply part of the landscape: a girlfriend, or a film star to be gawped at.
Peterbilt’s publicity of the 1970s seems to speak to an unvoiced desire for elegance, beauty, and romance—the “class” the 1974 ads claimed as the reality of the American dream. Hardly the psychological language we might expect from a truck advert, nor the kind of dream the bullishness of the following decades might imply. Was it perhaps a question of prudery, religious or otherwise, in the upper echelons of the company’s management? Maybe a subterfuge to reach the target audience through its wives? Or was it actually an attempt, conscious or otherwise, to broach women’s changing position in society? We will have to wait for someone more au fait with the ins and outs of the 1970s trucking world to tell us, because I’ll be fucked if I know.
“Become a Good CBer”: Citizens Band Radio Service Rules, 1978
Exhibit / March 3, 2020










Object Name: Citizens Band Radio Service Rules (95.401)
Maker and Year: Federal Communications Commission, 1978
Object Type: Informational booklet
Image Source: Archive.org
Description (Michael Grasso):
By 1978 the pop culture craze around Citizens Band (CB) radio had perhaps already hit its peak. When television broadcasts and other new radio transmission methods began to crowd the EM spectrum in 1945 America, the Federal Communications Commission (FCC) reserved a thin sliver of ultra-high frequency (UHF) frequencies for the personal use of ordinary citizens. A little over a decade later, in 1958, a new set of frequencies lower down on the spectrum became Class D Citizens Band radio, which spread in popularity throughout the 1960s among truckers and other blue-collar professionals who spent a lot of time on the road and needed to remain in contact with home base and other travelers.
The CB fad of the 1970s entered the public consciousness through a series of economic, political, and technological circumstances. The 1973 oil crisis, which put long-haul truckers in a tough spot due to gas shortages, along with the new federal 55 mile-per-hour speed limit, made CB radio a key method of information dissemination for truckers in a newly hostile economic environment (and allowed them to directly organize in the face of these adverse conditions). The cat was out of the bag by 1974 about the power of CB radio to unite workers and citizens over great distances to take collective action. CB radios thus found their way into more and more civilians’ vehicles for much the same reasons as the truckers’: they were an effective way to communicate and coordinate with other drivers while on the road during the hostile economic conditions of the oil crisis and its aftermath. With this came the deluge of mid-1970s pop culture CB-iana: Number 1 country-western novelty hit “Convoy” by C.W. McCall (and its spin-off film three years later), the 1977 Burt Reynolds/Sally Field road comedy Smokey and the Bandit, spinoff media such as magazines and board games, and countless other products, all while CB jargon, nicknames, and codes became permanent parts of American popular slang. The CB radio, a facet of the public commons established and regulated by the federal government, became a symbol of rebellion, the domain of working-class outlaws fed up with both the onerous presence of police on the American highway and the machinations of oil barons and international petroleum companies.
The CB radio was also many Americans’ first experience with being a radio broadcaster rather than a listener. Lacking the expense of amateur “ham” radio (along with its difficult technical licensing requirements), CBs offered a way for citizens to reach out to distant anonymous strangers that presaged the revolutionary arrival two decades later of the internet. The CB also provided drivers with the ability to call for help when stranded on the road—the FCC had assigned Class D CB Channel 9 as a permanent emergency channel in 1969—that would not be seen until the arrival of the cellular phone. By 1975, the FCC had lowered CB licensing costs (which many CB users ignored anyway) from $20 to $4, and miniaturization made the dashboard CB affordable for ordinary non-truckers. But in a short three years, the CB fad was largely over, leaving behind, as with many 1970s pop culture crazes, an industry ravaged by insatiable demand followed by a quick and steep disinterest.
This 1978 CB rules publication from the FCC discusses the rules and regulations around the use of Citizens Band radio as well as frequently asked questions around licensing and use of a CB. The booklet includes an insert that the reader could use to apply for a license to use CB radio. (The FCC was receiving so many CB license applications during the mid-1970s that they had established an entire zip code in Gettysburg, Pennsylvania—17326—to speed up handling of the requests.) From the rules and prohibitions detailed within this booklet one can observe and note the ways that people were using (and abusing, in the eyes of the FCC) the CB frequencies during the fad’s peak. Transmissions of music, rebroadcasts of commercial radio or television, and advertising of all sorts, including political, are strictly prohibited, as are “obscene, indecent or profane words, language or meaning.” Conversations are limited to five minutes, but oddly CB radios are allowed to be patched into telephone calls (and telephone answering services); a commercial small-business need for reaching sales and delivery personnel on the road is obviously being given room to operate here.
Sadly, the government employee who created the strikingly whimsical and very “Seventies”-style sketches in this FCC booklet is uncredited. The artwork is clearly of a very specific and familiar vintage descending from hippie-adjacent 1960s artists and illustrators such as Peter Max and Heinz Edelmann, themselves influenced by the twin 1960s trends of Pop Art and the Art Nouveau revival. While this illustration style might have been considered a little out-of-touch and long in the tooth by 1978, it conveys a desire among the creators of this booklet, widespread at the time in the halls of the U.S. government, to remain populist, “hip,” and relevant in an otherwise sober book of rules published for the use of ordinary citizens.
Sir Edward John Poynter - Perseus and Andromeda, 1872
Jonstown Jottings #9: Stone and Bone
—oOo—

Stone and Bone is a short scenario set in Dragon Pass wherever Shamans may be found.
It is a twenty-four page, full colour, 20.30 MB PDF with a one-page, full colour 2.79 MB addendum.
Stone and Bone is well presented with decent artwork and clear maps. It needs a slight edit in places.
Where is it set?
Stone and Bone is set in Prax amongst the Straw Weaver Clan of the Bison tribe during the dry season. Notes are included to enable the Game Master to set it elsewhere.
Who do you play?
Praxians who are members of the Straw Weaver Clan. A shaman and at least one Storm Bull worshipper will be useful. Notes are included to run the scenario using other character types, including non-Praxians.
What do you need?
Stone and Bone requires RuneQuest: Roleplaying in Glorantha. Access to the RuneQuest: Glorantha Bestiary may be useful for information about Scorpion Men, but is not essential to play.
What do you get?
Stone and Bone requires RuneQuest: Roleplaying in Glorantha. Access to the RuneQuest: Glorantha Bestiary may be useful for information about Scorpion Men, but is not essential to play.
What do you get?
Stone and Bone is a scenario with a strong focus on survival, stealth, and combat. It takes the form of a guard mission to accompany the clan’s shaman, Erhehta, on a journey to a ritual place in the No Salt There hills. The crotchety old sod will not reveal the exact reasons for the journey, nor will he prove to be particularly quiet—he is festooned with bones, and they rattle—or helpful. If necessary, the reasons will be revealed and if the player characters seem reluctant, there is room for negotiation in terms of reward.
The journey itself will be challenging and the player characters will need the Survival skill and hunting-related skills as it does take place during the height of the dry season, so there is little water to be found or food to be foraged. The likelihood is that this will place them at a disadvantage when they find something blocking their path—an old mining village cut literally into the rock of a ravine which has been occupied by a brood of Scorpion Men. One option would be to sneak their way through the village, but the player characters will have to do this on the way to the ritual site and on the way back… If they fail, a fight or a chase scene may ensure, but anyway, who wants a nest of Chaos on their doorstep?
The Scorpion Men-occupied village is the key action scene for Stone and Bone and so is described in some detail and accorded a nicely done map. There is solid advice for the Game Master on running encounters both in and out of the abandoned village, enabling her to scale them according to the danger encountered by the player characters so far. Along with a full write-up for Erhehta—an experienced NPC, Stone and Bone includes stats for some bothersome NPCs, the scenario’s antagonist, and some scuttling monsters.
The extra PDF lists adaptations to RuneQuest: Roleplaying in Glorantha of Bagog Rune spells taken from the RuneQuest Classic supplement, Cults of Terror. These are spells used by the protagonist in Stone and Blood.
Is it worth your time?
Yes. Stone and Bone is a well written, useful, and challenging scenario if you are running a campaign set amongst the Tribes of Prax. Especially if the player characters include a shaman amongst their number.
No. If your campaign is not set in Prax, then Stone and Bone is harder to use, especially as the time of year and the environment plays a strong role.
Maybe. Stone and Bone is flexible enough to be set elsewhere away from Prax, and there is advice and suggestions to help the Game Master adapt the scenario to her campaign, although she will have to provide the specifics.
Monstrous Monday: Gwragedd Annwn
While there are creatures like these found all over Europe, it is the Welsh Gwragedd Annwn that remains my favorite. Though not 100% the same as the Swanmay, it is close enough for my liking.
Here she is for Old-School Essentials.

Human maidens capable of turning into a swan. They only have this power while they remain unmarried.
Armor Class 7 [12]
Hit Dice 2 or more (9 hp)
Attacks 1 weapon (by weapon type)
THAC0 19 [+1]
Movement Rate 120’ (40’) or 150’ (50’) swim or 180’ (60’) flying
Saves D12 W13 P14 B15 S16 (2)
Morale 10
Alignment Lawful
XP for Defeating 25
Number Appearing 1 (1d4+1)
Treasure Type U (A)
- Enemy of Evil. Gwragedd Annwn are fierce enemies of evil and chaos and fight it wherever they can.
- Rangers. All Gwragedd Annwn are rangers of level equal to their HD. They will be equipped accordingly.
- Swan Transformation. By means of a feather token they can transform into a large swan. It is believed that once they take a husband they must give this token to him. Many are loathe to do that.
Leagues of Monsters & Places

The options in Leagues of Gothic Horror Expansion open with new Talents for the player character, including Corruption Resistant, Evil Eye—which lets a character place a minor curse on others, (Monster) Hunter—which grants a bonus when hunting and investigating specific types of creature, and Past Life—provides access to a skill that the character may not have, but the ancestor might. Flaws range from Slow Healer to Opinionated and include genre standbys, Screamer and Fainter. Both pure Hammer Horror! Of the two new Leagues, Fairy Investigation Society is perfectly in keeping with the Victorians’ fascination with fairies, whilst the Gypsy Lore Society ties in with the background information given about the gypsies in the book’s second chapter. There is just the one new Ritual, that of Nightmare, which inflicts a terrifying dream upon the victim.
The selection of new Weird Science devices showcases a pleasing degree of invention, such as Ecto-Armour which protects against ghostly attacks and Etheric Purgative Tablets which can expel a possessing spirit from its host, whilst many a player character is going to want a Miniature Gatling Gun. Unfortunately, it is only available from the Ministry of Unusual Affairs! Similarly, the Specimen Collection Vehicle, an internal combustion powered vehicle designed to safely collect and transport supernatural creatures and evidence, is also only available from the Ministry of Unusual Affairs. Both add a certain muscularity to a Leagues of Gothic Horror campaign a la Torchwood. As well as devices, Leagues of Gothic Horror Expansion gives numerous occult relics. So the Babel Stone Amulet adds a bonus to the Linguistics skill, the Kladenets is a ‘self-swinging’ sword of Russian fairy tales, the Ghost Shirt and Fumsup both protect against bullets, genuine Lucky Heather does provide a luck bonus, and the Witch Pin can be used to determine if someone knows magic (though not if they are a witch). Witch hunting dominates the list of new occult tomes, such as Compendium Maleficarum, Daemonolatrione Libri Tres, and De Lamiis et Pythonicis Mulieribus. This a good selection of things to add to a campaign, giving the Game Master lots of potential and pleasingly, if there is a focus on Europe in the relics and tomes, it is tempered by a few interesting entries from elsewhere round the world..
Any coverage of the Gypsies—or Romany—is covering potentially contentious ground, but fortunately, ‘Gypsies & Szgany’ provides both their history and their background as well as ways to bring them in a game of Gothic Horror. It highlights how throughout their history, the Gypsies have been distrusted and discriminated against, with reputations for enacting curses and cheating and thievery. What the chapter does is separate the Gypsies into two groups—Gypsies and Szgany. In particular, it makes clear that it is the Szgany who are responsible for the poor reputation that Gypsies have in general. Whereas the Gypsies are sworn to defend all of humanity against evil, the Szgany have long fallen from grace, corrupted by supernatural horrors native to the Balkans, having turned to superstition rather than faith and sold their loyalty for gold, including knowingly vowing their loyalty to powerful vampires. This includes the ultimate vampire lord himself, Dracula, a la Bram Stoker’s novel. What this means is that the Game Master can still be seen to use Gypsies as villains and henchmen, so adhering to their role in the genre, whereas the Szgany are the true villains. At the same time, the Gypsy way of life and their culture can also be brought into play, whether that is as a Gypsy globetrotter player character or Gypsy rituals, and so on.
Whether a haunted house or castle, the decaying mansion of a devil worshipping despot or a blood covered Aztec altar, or a vampire’s crypt or werewolf-stalked forests, supernatural sites in Leagues of Gothic Horror are meant to be special and should ideally offer the Game Master solid roleplaying potential which she can work up into a good encounter, scenario, or mystery for her players. Besides generic locations, the Leagues of Gothic Horror Expansion offers over fifty such supernatural sites, from Australia and Austria to Russia and the United States. Each comes with a suggested antagonist from Leagues of Gothic Horror or from one of the other supplements such as Guide to Apparitions or Guide to Mummies, plus a suggested number of bonus Style points for those using the optional Dark Places rule. Optional rules allow for Corrupted Sites where even just spending time in them means that a Globetrotter might accrue Corruption Points and Eerie Atmosphere which penalises a globetrotter’s Horror checks! Under these rules Castle Dracula is not a place you want to visit just because…! Finally every location comes with an adventure seed, suggesting how the Game Master might use it—which means fifty over adventure hooks.
The sites themselves include Devil’s Pool, reputably the most haunted site in Australia; Houska Castle in Bohemia, constructed over a void known locally as ‘the Gateway to Hell’; and Farringdon Street Station in London, an underground said to be haunted by a ‘Screaming Specter’. It is fair to say that the majority of the supernatural sites described do come from the United Kingdom, which does have a reputation of being particularly haunted, yet this is also in keeping with the Victorian focus of Leagues of Gothic Horror and Leagues of Adventure. It also addresses one of the issues with Leagues of Gothic Horror and that is a lack of supernatural places.
The longest chapter in Leagues of Gothic Horror Expansion is ‘Things That Go
Bump in the Night’, so monsters. Or rather some forty or so ghosts, monsters, greater horrors, unique villains, and more. The ghosts are categorised as types, such as the strong motive of the Avenger, the hope-sucking Leech, or the forlorn Lost, but also include variants like the Clanker, effectively a weaker, noisier poltergeist, or an alternative, spirit-like version of the Wendigo. The monsters include classics likeAnimated Armour and the Hangman Tree as well as more specific beings like the raven-swarm Sluagh of Scottish and Irish folklore, which rip the souls from the near dead. Greater horrors take a step up in terms of power and evil with demons such as Baal who grants or curses invisibility and Focalor, a duke of Hell specialising in the sinking of battleships, and then unique villains tie back in to several of the supernatural sites detailed earlier in the book. For example, Black Annis, the crone who lurks in the wilds of the Dane Hills of Leicestershire and is known to have a predilection for the flesh of children, and then Doctor Henry Howard Holmes, the infamous serial killer of 1890s Chicago. Doubtless though, the Game Master will have fun with Igor, a scientist henchman who keeps working for scientists already on a dark path over and over… Similarly Doctor Who fans will take a certain pleasure from encountering the giant, two-hundred-and-fifty pound rat known as the Mudger, lurking in London’s extensive sewer system. In addition to ghosts and monsters, Leagues of Gothic Horror Expansion includes two cults—the Benevolent Society of Saint Elizabeth of Hungary and Cult of the Horned God—both suited for longer term play and both suitably gothic in their origins. Certainly, the Cult of the Horned God echoes the stories of Dennis Wheatley, but both feel inspired by Hammer Horror.
Lastly, Leagues of Gothic Horror Expansion includes heroes both ordinary and unique. The latter includes Andrei the Bear, a Gypsy monster hunter, and Penny Dreadful, a masked avenger who hunts werewolves and vampires. Plus there is a whole of ordinary NPCs, including Gypsy Horse Dealer, Gypsy Storyteller, and Reformed Szgany to tie back into the ‘Gypsies & Szgany’ chapter, and several sample, ready-to-play player characters, such as the Cursed Clergyman, Folklorist, Fortune Teller, Scarred Survivor, Stage Magician, and Werewolf Hunter.
Physically, Leagues of Gothic Horror Expansion is surprisingly all text—there are no illustrations. That aside, it is neatly laid out, the writing is good, and despite the lack of index, the contents are relatively easy to reference.
At its most basic, Leagues of Gothic Horror Expansion expands on the dearth of supernatural locations detailed in Leagues of Gothic Horror. Indeed, fifty or so adds a great number of them, but that is only a quarter of the book! Plus you do get a scenario hook with every location. In fact, half of Leagues of Gothic Horror Expansion is dedicated to new monsters and ghosts, NPCs and cults, plus new player character types. Which is exactly what a roleplaying game of gothic horror really needs and that is in addition to new character options and a nicely done treatment of the Gypsies! All together, Leagues of Gothic Horror Expansion is useful companion to Leagues of Gothic Horror, but the new supernatural locations make it an essential supplement.
A Scion Starter

The Storypath system can be best described as a distillation of the Storyteller system—the mechanics of which date all of the way back to Vampire: The Masquerade—and certainly anyone familiar with the Storyteller system will find that it has a lot in common with the Storypath system, except that the Storypath system is simpler and streamlined, designed for slightly cinematic, effect driven play. The core mechanic uses dice pools of ten-sided dice, typically formed from the combination of a skill and an attribute, for example Pilot and Dexterity to fly a helicopter, Survival and Stamina to cross a wilderness, and Persuasion and Manipulation to unobtrusively get someone to do what a character wants. These skill and attribute combinations are designed to be flexible, the aim being any situation is to score one or more Successes, a Success being a result of eight or more. Rolls of ten are added to the total and a player can roll them again.
To succeed, a player needs to roll at least one Success, and may need to roll more depending upon the Difficulty of the task. Should a character succeed, he can increase the number of Successes with an Enhancement, such as having a fast car in a race or the favour of a particular god or goddess, but he needs to succeed in order to use the Enhancement. Any Successes generated beyond the Difficulty become Threshold Success and represent how well the character has succeeded. These can be spent by the player to buy off Complications, for example, not attracting the attention of the Police in a car chase, or to purchase Stunts. These can cost nothing, for example, the Inflict Damage Stunt, whereas the Disarm Stunt costs two and the Critical Hit Stunt costs four. Characters in Scion: Second Edition often have Stunts due to their birthright, such as Loki, which grants the ability to positively influence someone, but only when the character lies.
Under the Storypath system, and thus in A Light Extinguished, failure is never complete. Rather, if a player does not roll any Successes, then he receives a Consolation. This can be a ‘Twist of Fate’, which reveals an alternative approach or new information; a ‘Chance Meeting’ introduces a new helpful NPC; or an ‘’Unlooked-for Advantage’, an Enhancement which can be used in a future challenge. Alternatively, a character gains Momentum which goes into a collective pot and which can be spent to add extra dice to a dice pool or used to fuel various Knack that the pre-generated characters possess (other options are available in the full rules).
A Light Extinguished: A Jumpstart For Scion Second Edition focuses on three areas of action—Action-Adventure, Procedurals, and Intrigue. The first covers combat and is fairly straightforward. The second handles information gathering, which is divided into two categories. Leads start or continue the plot and so do not have to be rolled for by the players, whereas Clues provide extra information, are more challenging to find, and do require a roll. Intrigue covers social interaction and the reading and shifting of the attitudes of both NPCs and player characters.
The scenario in the Jumpstart is ‘A Light Extinguished’. It is a three act investigative scenario structured around the three areas of action—first Procedurals, then Intrigue, and lastly, Action-Adventure. In the first act, the player characters will investigate the crime scene, in the second they interrogate the witnesses, and in the third, they confront the culprit. It opens with the news of the murder of Bai Amari, the Luminary, the beloved Scion of Ra. Although the mortals are already investigating via the Supernatural Crimes Unit, the various parents of the player characters want to know more and send them to aid the detectives already on the case. Someone very powerful—or with powerful backing—must have carried out the deed and the gods are concerned that the unfortunate death is another omen hinting at the rise of the Titans and the coming war.
The three acts are neatly organised and presented for ease of play and very much to showcase the three areas of action. There is advice for helping new players too, such as using the NPCs to help with the investigation, and the set-up scenes for each of the pre-generated characters are nicely personalised. If there is an issue with the scenario it is that as written the Storyteller learns the truth of the plot at the same time as the players and their characters. There is no explanation as to who or why until the third act and the confrontation. Essentially, there is no real overview of what is going on, and this lack of overview is a problem throughout the Jumpstart.
A Light Extinguished: A Jumpstart For Scion Second Edition comes with five pre-generated Scions. They include a gifted surgeon, the son of Loki, who works as a cab driver; a resilient huntress and archer, also the daughter of Loki; a scientist who is also a crack shot, the daughter of Agni; a tough firefighter and Emergency Medical Technician, the daughter of Brigid; and a rich wheeler dealer who prefers to talk rather than fight, the son of Xiuhtechutli. All come with backgrounds, playing tips, knacks, boons, and birthrights. Although each of these is explained individually, again there is no overview of how these works, which really leaves the Storyteller and his players to muddle through to some extent.
Physically, A Light Extinguished: A Jumpstart For Scion Second Edition is nicely presented. Everything is in full colour, the artwork is decent, and the layout neat and tidy. Unfortunately, there is a sense that it has been put together from parts rather than written from beginning to end, so there is a slightly rushed feeling to it and a lack of explanations in certain places. So not every aspect of the character is covered, the plot is not fully explained without the Storyteller reading through the whole thing, and the rules do feel out of order in places. What this means is that the Storyteller will need to thoroughly prepare ‘A Light Extinguished’ before she runs it, not only to grasp the plot, but also the rules so that she can explain them to her players. Since she will probably need to prepare separate sheets for each player character to explain their knacks, boons, and birthrights, an explanation of the rules would also be useful.
A Light Extinguished: A Jumpstart For Scion Second Edition should provide sufficient roleplaying and action for the group of five pre-generated Scions for a single long session or two or three shorter ones. It is not the easiest of jumpstarts to run or set-up, primarily because it does not give enough of an overview—in terms of the rules and the plot—to really help either the Storyteller or her players. This does not mean that the Storyteller cannot run ‘A Light Extinguished’, but some preparation is required and having access to Scion: Second Edition may prove useful. Once past these issues and with a little effort, A Light Extinguished: A Jumpstart For Scion Second Edition is a serviceable introduction to the roleplaying game demigods and mythic action in a contemporary setting.
Have a Great Weekend
Kickstart Your Weekend: Space Kids
SPACE KIDS RPG

https://www.kickstarter.com/projects/bigbaldgames/space-kids-rpg?ref=274bc4
From the KS page,
SPACE KIDS RPG™ is a tabletop roleplaying game (RPG) for kids aged 4-12 and their parents, set in a lighthearted science fiction universe of advanced technology, fascinating aliens, and unending adventures.There is more, a lot more. The game centers around the two design goals of Teamwork and Problem Solving and Everyone Matters. I will also add that another, only semi-stated goal of passing on the love and joy of RPGs to a younger audience.
As a gamer, father, and educator I heartily approve of this project!
If you think about it, the "mission statement" of this game is really no different than that of Star Trek or even Doctor Who.
Plus you can get in for just 7 bucks for two PDFs. That's pretty good if you ask me.
So check this out and share it around. They already met their goals, but some of those stretch goals would be nice too!
Friday Fantasy: The Teuthic Temple

Unfortunately, and sadly, Sarah lost her husband of thirty years last year and as her many friends can attest, this has understandably affected her a great deal. In terms of the industry, it has hampered her ability to write, develop, and publish the imaginative and interesting gaming content which she is known for. In order to help support Sarah continue writing and creating the games we love, as well as support her through this difficult time, Solipsist RPGs has published a scenario from which all monies raised will be given to her.
The scenario is The Teuthic Temple. It is a one-page, molluscular scenario being sold ‘pay what you want’ and written for use with Sarah’s own Monsters & Magic Roleplaying Game. This is a retroclone which combines classic Dungeons & Dragons-style play with its Effects Engine to essentially bring narrative elements into the Old School Renaissance, almost as if it was ‘Dungeons & Dragons does FATE’. Despite the presence of these narrative elements, they do not mean that The Teuthic Temple cannot be run using the retroclone of the Game Master’s choice. To that end, notes are included to help the Game Master adapt the scenario and even add Squid or Octopus characters to a game. Certainly the squid and octopus-themed scenario should find a home in any aquatic or weird setting. So Green Ronin Publishing’s Freeport: City of Adventure or some link to The Squid, the Cabal, and the Old Man for Lamentations of the Flame Princess Weird Fantasy Roleplay from Lamentations of the Flame Princess. And given the nature of the scenario in The Sea Demon’s Gold from Arc Dream Publishing, it would certainly work as an equally odd companion to that too, and so bring it up to date for Dungeons & Dragons, Fifth Edition. Alternatively, rend it into the past and add it as an underworld location in the D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, and D3 Vault of the Drow trilogy of modules for Advanced Dungeons & Dragons, First edition.
Designed for a party of characters of First to Third Levels, The Teuthic Temple is built around a dungeon, the Teuthic Temple of the title. It is stunningly presented in full colour, just nine locations, but laid out like a squid and given a suitably crustacean, aquatic environment. It is an ancient ruined shrine, once a place of worship for the now dead Octopoi gods—who are definitely molluscular and octopoidal rather than Cthulhoid in design. Nevertheless, fanatical Octopoi priests and their Teuthic followers now guard the site, rather than going out and prothletising. Given the size and shape of the temple complex, it should be no surprise that it is fairly linear, but each location has a purpose and there are opportunities for both roleplaying and combat. As written, priest and wizard type characters are likely to get the most out of the adventure, it being a temple, but there is plenty of treasure to be plundered as well as Octopoi secrets.
As well as providing the dungeon itself, The Teuthic Temple provides six motivations or hooks to involve the player characters. These range from seeking an ancient artefact, such as the Sceptre of Fish Control or the Crown of Aquatic Command (possibly complete with Summon Fish spell?) and rescuing an abducted child to hoping to discover knowledge within the temple which help against a greater evil or needing to appease the spirit of the long dead god.
Physically, The Teuthic Temple is a five-page, 2.72 Mb, full colour PDF. The page count suggests that the scenario breaks its ‘One-Page’ concept, but this is not the case. Rather that it devotes one page to describing the dungeon itself, one page to map and scenario hooks, and one page to describing Teuthic characters—both Octopi and Sepoi (or squid)—in terms for both Monsters & Magic and other Old School Renaissance roleplaying games. It should be noted that both the front cover and the map are gorgeous pieces of work.
The Teuthic Temple is a simple straightforward adventuring site with plenty of gaming potential. Built around a pleasingly thematic dungeon, it comes with plenty of hooks to get the player characters involved and is perfectly setting neutral that the Dungeon Master can add it wherever she wants. Lastly, The Teuthic Temple is available as ‘Pay What You Want’, but best of all, all monies raised from its purchase go towards helping Sarah Newton make more games.
“A Totally Different Experience”: Atari Theatre Kiosk Brochure, 1976
Exhibit / February 27, 2020
Object Name: Atari Theatre brochure
Maker and Year: Atari, Inc., 1975-1976
Object Type: Sales brochure
Image Source: FlyerFever
Description: (K.E. Roberts)
The Atari Theatre Kiosk experiment was short-lived and ill-advised, but the very attempt, documented in this glorious brochure, captures the era’s unrestrained pursuit of what Atari called “innovative leisure.” Produced between the 1975 home release of Pong and 1977’s Atari Video Computer System, the Theatre was billed as an option for “elegant high traffic” locations serving “high quality clientele,” as opposed to the shabby riff-raff then infesting smoke-filled pool halls, penny arcades, and pinball parlors—video arcades didn’t pop up in the States until 1978, when Space Invaders came to town. The very idea of arcade cabinets is presented here as low-class (despite Atari inventing them), mere “vending machines” that had to be “rolled in and pushed against the wall.”
The concept illustrations depicting the Kiosk in the wild—er, excuse me, in “rich sophisticated locations… where children can entertain themselves in a wholesome environment”—are lovely and hint at the house style that Cliff Spohn would develop in the late ’70s. The centerpiece of the page is actually a photo of the Kiosk in the Velizy shopping mall in Paris (the Theatre concept originated with Atari Europe); there was also one that cheered commuters at the BART station on Powell Street in San Francisco. It’s obvious now how utterly impractical the scheme was: no matter how “elegant” the installation, no hotel or department store is going to want to be stuck with it forever, and shipping, moving, and maintaining the massive units could not have been cost effective. What’s more, your quarter bought you only 90 seconds of play—which, to be fair, is probably longer than I lasted on most Zaxxon cabinets.
The “interchangeability” of the individual games in the hexagonal “control panel” brings to mind the DIY geodesic domes then popular among the counterculture, out of which personal computing and video games emerged in the first place, while the design sensibility of the brochure swells with the vibrant late-’70s aesthetic that Atari in part created. In short, bless them for trying.
Action Transfers: White Squadron Space Adventures, 1980
Exhibit / February 26, 2020




















Object Name: White Squadron Space Adventures
Maker and Year: Uncredited artist for Letraset/Thomas Salter Ltd., 1980
Object Type: Transfers
Image Source: Action Transfers
Description: (Richard McKenna)
A favorite gift of British nanas, uncles and aunts of the 1970s, transfers—like coloring books—inhabit the deadening overlap between creativity and restriction. As liberating as they always looked while still in their packets, once out on the kitchen table, doing transfers frequently turned out to be a depressingly uninspiring activity. Not so Thomas Salter and Letraset’s Space Adventures, which were rare in that their genuinely engaging vistas, full of odd detail and exciting perspective, were the main attraction, and the transfers themselves merely the pretext.
No matter how lofty its pretensions to didactic meritoriousness, it was a rare toy manufacturer of the second half of the 1970s who was righteous enough to resist the lure of millions of Star Wars-crazed children desperate to throw their pocket money at anything vaguely resembling a Jawa. Proof of this is that even Thomas Salter, the Lutheran-presenting Scotland-based toy producer famous for its worthy educational products, did a deal with the zeitgeist and went into business with dry-transfer giant Letraset to crank out its own space trash artifacts. And what lovely space trash artifacts they were: ten panoramas of a world poised between old-fashioned Alex Raymond-ey pulp (complete with giant clipper-equipped robots) and the post-2001 aesthetic of technologically imposing starships with ripped-off Y-Wing cockpits. The “plot”—I use the quotations advisedly, given its unintelligibility—concerns a space war of some kind in the year 2150, with on one side Princess Haiti, Captain Meteor, Professor Purbeck, and obligatory cute robot GRUD (Ground Receiver Understanding Device, whatever the fuck that means), and on the other a baddie called Swart, assisted by the Bat People. Only the transfers are credited as being printed in Italy, but to judge by the odd grammar and phrasing of the short synopses featured on each packet, they too were hastily cooked up over a heavy lunch in a trattoria somewhere in the vicinity of the Sodecor factory, a subsidiary Letraset had founded in the far north of the country.
Unreflective nostalgia is bad for us—on that, I hope, we can all agree. When scratching the itches of our youthful loves stops being an occasional frisson and becomes an obsessive way of engaging with reality, reactionary infantility is around the corner. But we have to be careful not to throw out the beautiful baby along with the rancid nostalgia bathwater: because on their own terms—compromised, venal and, yes, often childish—some of the ephemera of childhood does actually possess a bit of genuine beauty. White Squadron Space Adventures is just that: a kind of strange, modern-day stations of the cross that, in its puerile, cash-grubbing way, evokes more profound cosmic awe than the CGI phantoms thrown endlessly at us today—and, more important, inspires far more desire to actually pick up a pencil and create something.
Plays Well With Others: Old-School Essentials
Mechanics are largely easy, what about tone and style? Well, that is what I am going to chat about today.

OSE & B/X
This is the obvious mix. So obvious in fact that there is not a lot to say that isn't painfully obvious. So instead I am going to admire how nice those two black covers look together. A nice addition to what I tend to call Black Book or Black Box Basic (also because like a Black Box, I throw things in and get things out and don't really care how or why it works as long as it does).

Obviously, any adventure designed for B/X or even BECMI will work with OSE. At least up to level 14.
OSE & Maximum Mayhem Adventures
Mark Taormino's collection of crazy gonzo adventures run from levels 1 to 14. Are you thinking what I am thinking? Well, today is the flip-side of a PWWO on Maximum Mayhem Adventures I did a while back. If you want to know more about those adventures, hit that link.

While the adventures are overtly and specifically designed for OSRIC/AD&D1, I have had a great time running these under B/X style rules. I also find that none of the deadliness is lost here. If anything the fun factor is increased.
OSE & Astonishing Swordsmen & Sorcerers of Hyperborea

Another popular choice of mine for PWWO. For this, I would use the Advanced Fantasy options of OSE. AS&SH can be trimmed down to "Basic" style play easily enough. So the two games can meet in the middle, system-wise. Style-wise there is more to overcome. AS&SH is a "Black Sabbath" album. Deep, rich with darker tones and cold nights. OSE is a "Yes" album. Ætheric, it is journey of expected highs but also surprising depths. The demi-humans of OSE-AF bolster the newer classes of AS&SH. IT might not be a mix that all people like, but it does appeal to me.
OSE & the B/X OSR
There are so many products out there that support B/X style play these days and there is no way I could cover even all the ones in my own collection.
But here are few.

Does B/X or OSE *need* psionics? Likely no. Is it better with it? I think so! Richard LeBlanc's Basic Psionics Handbook is a great book and a fun psionic system. One he could redo for OSE if he wanted. But like all things psionics, it's a choice. As it is now it is a perfect fit.

The same is true for any number of Monster books. I mentioned that OSE would easily support Monsters 2 and Monsters 3 books with no issue. Hell. With all the OGC sources a Monsters 2 and 3 could be made that mimic the monsters in Fiend Folio and Monster Manual 2.



OSE is not the only Basic-game in town. Blueholme cleaves closer to Holmes Basic, but it's 1-20 levels provide a little more play (though those last 6 levels are not as fun as the first 6) and Labyrinth Lord provides the same. LL has their Advanced versions too if you are planning an "Advanced Fantasy" style game. This takes it in a slightly different direction, but ultimately (for me anyway) it makes it possible to play a "cleaner" version of the D&D/AD&D hybrid we used to play in the early 80s. Purity is for water, not games.

OSE & BX Companion

Eventually, someone will ask for an OSE Companion book. Taking OSE to level 36 or Immortals. Well, you can wait for one or use the one we are all using now.
A while back I posted How I commit heresy with Adventurer Conqueror King. I can do the same thing with OSE. Johnathan Becker's magnum opus is as much of a love letter to BX as OSE is. While B/X Companion doesn't work as well with say Labyrinth Lord of Basic Fantasy (the main Basic clones at the time) it does work great with OSE.
Basic-Era Witches

I'd be remiss if I didn't point this out. In fact, while working on this post and taking these pictures I am once again hit with the idea of how well this would all work out for my War of the Witch Queens campaign.
So OSE has been giving me no end of pleasure and I don't see that stopping anytime soon.
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