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Showing posts with label 2nd edition. Show all posts
Showing posts with label 2nd edition. Show all posts

Thursday, April 2, 2015

Which version of D&D do I like better? How about you?


 



I have consistently second guessed myself while I run (A)D&D games for my group about which version (or retroclone) I like better for play. I range between the simplicity and adaptability of S&W Whitebox and the complexity and completeness of 1st edition AD&D (sometimes including “Unearthed Arcana”, but rarely anything later). Sometimes I decide a particular retroclone looks like it'll be good for what I want to play- I just started playing S&W Complete for instance, or I'd really like to play “Lamentations of the Flame Princess” (and so would a couple of my players) sometime soon.

I guess what it comes down to is that I like the adaptability of the early edition stuff based on OD&D and it's semi-gonzo SF additions to our standard fantasy fare. I like the simplicity and lower power level of OD&D, B/X and their clones. I have written a few rules sets now using S&W and B/X as a template. However, something in my head keeps dragging me back to 1st edition AD&D (or Labyrinth Lord+ Advanced Edition Companion- more on this later). I suppose it's because that's my old default. When I was just starting to play AD&D was just arriving on the scene and B/X wasn't quite here yet (I actually started with Holmes Basic).

Now, the power creep/edition (larger HD, more powerful magic items, more special abilities) is what pulls me away from AD&D towards OD&D or B/X. The absolute familiarity with (and perhaps even mastery of) the rules set is what drags me back. My D&D formative years ran from 1980-85ish, AD&D OA makes it under the wire, and UA slips a bit in sometimes, but my core system has always been PH, DMG and MM.

I guess the power creep is something I never noticed before the 3e era, probably because my default system was 1st edition and I never really looked at it objectively compared to the Holmes Basic and Cook/Marsh Expert sets. 2Nd edition was largely the same as 1st, only with a lot of inconsistent or unused (I am looking at you weapon vs. AC) rules being either tossed or overhauled. With this in mind, perhaps I should be playing either LL-AEC or straight 2nd edition AD&D, but I can't fully commit to either of those systems because I know 1st edition, with all it's warts & weirdnesses, it's Gygaxian purple-prose (a feature, not a bug- it immeasurably increased the vocabulary of pretty much everyone I knew), I have it practically memorized, even after all these years and anything I don't have memorized I can find in seconds in the book- no lengthy searches or game stoppage, and I know how to house rule it without breaking it in any way. Plus, I own multiple copies of all the books (including the premium reprints I got cheap on Ebay). I have given away complete core sets to my players that don't have them (another feature of Ebay- when I feel I am running low on extras for my table, I can usually find them really cheap there), and each of my kids has gotten a complete core set+ OA. My wife came with her own set.

But then I think about sub-classes, particularly Fighter sub-classes, which irritate me; why should a Fighter not be the best at fighting? Every other sub-class loses something, or at least fundamentally changes something, from the core class to make up for gaining their new abilities, not Rangers or Paladins though, so what's up with that? It's not that I hate the idea of Rangers and Paladins, and I get that it's harder to get the stats to be one of them and that they level slightly slower, but they still make better fighters than Fighters do, and that's what irks me. I don't take issue with creating a new subclass for the purposes of playing exactly the character class that you want to play even, I've made them in the past and I probably will again in the future. I am pretty sure that was the impetus behind the design of every AD&D sub-class. Think of them as customized class options for your role-playing needs.

Now, Labyrinth Lord +Advanced Edition Companion is a game that plays functionally identical to my experience with 1st edition AD&D, my only real problems with using it as a go-to system are that I already own multiple copies of AD&D and it's B/X based, which means that I need 2 rulebooks and have to ignore a bunch of stuff from the first.

I guess what was trying doing here was get all of these stray thoughts down where I can see them and mull over my options, what it has, apparently, done was talk myself into running 1st edition AD&D again, with the option of using retroclone ideas as house rule options. Thanks for reading, I am still open to suggestions and differing opinions, because I will, most likely, go back and forth on this for the next day or so before I run something for my oldest daughter Ashli and her boyfriend Rae who are coming to visit this weekend.

Now some other stuff that's been on my mind- if you were going to run a single adventure for three to five players and had access to pretty much every adventure published by TSR for Holmes Basic, B/X, BECMI and 1st edition AD&D what would you run? I am missing a few from the end of the era, but I have most of them. I was thinking something tournament style, that'll give the group focus and a sense of urgency, plus they won't have to worry about losing a beloved character because these types of modules usually have a bunch of pregens included. I was also thinking something a little higher level, because we never get there in campaign play and I think that they might enjoy playing characters at level 9+ for a change. Not The Tomb of Horrors though, that's a straight out meat-grinder and I've seen parties with all experienced players die in the entryway.

Also, I was thinking about other game systems recently, especially the ones like GURPS that pretty much mandate during character creation how you are going to role-play your character and that's one of those things I've never actually seen the need to have enshrined in rules. Some people think that alignment is unrealistic and too much of a straight-jacket to your role-playing, in my experience these are the same people that want to see at least part of your character creation include at least some options for deciding how you must role-play your character. GURPS has a bunch of these, off the top of my head I can recall codes and berserkerism and addiction as role-playing options that grant you some tangible character creation bonus with a few rules on how you must then play your character as a trade off. I am not a huge fan of point-buy systems in general anyway, I kind of like some randomness in character generation and I don't think all PCs should be created equal (but with the option for a master min-maxxer to really work the rules to make a Frankenstein's monster of a PC).

I am also not a big fan of skill systems, I never saw the point. The way I see it, if you want to do something, you ask your DM if it's possible and he figures out whether or not it's at all possible and then determines how it should work. I guess it helps if you have some sort of background, like the secondary skills in the DMG; although those work best for humans, those are some tables that could use a redesign based on a PC's race, the region they come from (or where the campaign starts) and maybe the general tech level. I guess they'd be best tailor made for every DM's campaign world. Not that I don't use skill systems where appropriate, just not a fan. This is likely because of 2nd edition AD&D's poorly thought out and ill-named Non-Weapon Proficiency system, which, while optional, was both over used and miss-used in my experience, all the while being extremely unnecessary. Yes, I realize that the 2nd edition system is a direct descendant of the 1st edition system which premiered in my beloved Oriental Adventures book, it's just that I am that contrary. Also, I hate that system and have eliminated it in my upcoming retroclone Samurai!, wherein I replace them with a set of backgrounds that grant you the ability to do certain things. But generally speaking, if you can give me a halfway decent reason why you should be able to do something, I usually let you. I base this on the fact that I can speak, read and write English, and to a lesser extent, French and Spanish. I can swim pretty well, do math (even some higher math) and all the other stuff I learned in public schools and just living in rural upstate NY. Usually, no matter how well I min-max a character, there is no way I can come close to what I could do even when I was a teen-ager, much less as an adult, and on top of all that, I am a pretty decent fighter, both armed and unarmed, and an ordained clergyman. That's right folks, I am dual-classed...

What about Henchmen, Hirelings, and other Retainers? I swore by them in the early days of playing D&D, not so much for the extra swords in the fight, but for handling the mundane stuff like carrying the light sources or acting as bearers for the loot we found, but we usually had a couple of “special” guys too, usually a Thief hired on to open locks and search for traps- oddly enough, even when we had Thieves in the party. You can't be too careful in the dungeon. Later, as the games started having more overland and wilderness type adventures, we started having people just for helping out with the horses (and staying with them while we went into dungeons) and some extra muscle to help out with guarding our camp. Now it seems like even the people I played with back in the day avoid them like the plague. I can understand (although not agree with) the notion that Henchmen are experience point and treasure leeches, but what about the ones that only get paid a pittance and don't get a ½ share of experience points? Plus it makes Charisma less of a dump stat if they are included in the game.


What's the deal with people not liking (A)D&D for more pure role-playing type game sessions? There's nothing stopping you from going all thespian with a D&D character, as a DM I actually will give an XP award or some other type of bonus as a reward for good role-playing, it's within my purview as DM. But some players insist that there is something inherent about D&D in particular that stunts role-playing. I don't get it. Sure D&D evolved from wargaming, and there was a certain wargame mentality to the role-playing by association. I don't hate that to be truthful, but I think that it is making less of the game than it can be. That said, there are some things that I can't stand to role-play like, say, buying equipment or any other mundane, somewhat boring task. Who wants to role-play mucking out stables or brushing down their horse? I don't, not as a player and not as DM; some stuff can be glossed over pretty easily and we don't lose anything by doing so. You probably want some real interaction the first time you meet the duke though, and maybe a bit when you are invited back for dinner. These role-playing vignettes are a great opportunity for mini-information dumps as a DM and I think that players and DMs alike should grasp the opportunity to try their hand at being more of a thespian. The exchange between DM and players there can lead to some really cool ideas for your campaign heading down the road.

Wednesday, January 7, 2015

5th Edition D&D- My Condensed Review

OK, I've had some time to look at WotC's latest iteration of D&D now, and I have to say that my reaction is mixed. Not just on the aesthetics either.

The Player's Handbook- I think I have made my opinion on the art in the Player's Handbook pretty clear, not a fan. However, the rest of the book, and I am willing to let the art slide if I like the content, still left me with an over all negative opinion. I mean, I realize this is the Player's Handbook, but 170 pages on character generation? Really? OK, that covers advancement too, but in the 1st edition AD&D Players Handbook it's a mere 38 pages, which is far in excess of B/X's 14 pages in the Basic book. I found myself skimming in a lot of places and had to force myself to slow down, go back and reread sections. That was tedious. Sure, I could just pick a "standard" Dwarven Fighter instead of reading through all the class/race choices (which would save me roughly 110 pages of reading), but then there's a bunch of fiddly stuff (that I will likely forget about as a player, not to mention trying to remember all of it as a DM) before I even get to buying my starting equipment. Now, my caveat here is that I have not played yet, so maybe it will all go easier than I think. My personal bias is also irked by the fact that the tallest Humans are now only 6'4", according to the random table. I am 6'6" and I am not the tallest Human I have ever met. Overall grade D.

The Monster Manual- Not a huge fan of the art there either, but it is an improvement over the Player's Handbook. There is a design aesthetic at work here that seems too homogeneously stylized, but this isn't really new to this edition; just, disappointingly, continued. The stat blocks, ranging from roughly 1/4 to 1/2 page are too much, in my opinion. B/X D&D gave us about 6 monsters to the page, here we might get 2. It's pretty hard to screw up a Monster Manual too bad though, so overall grade C.

The Dungeon Master's Guide- Probably the saving grace of the core books of this edition, the art still didn't appeal to me, but damn, it's a meaty tome. Chock full of real advice that is practically system neutral, I'd have to say it's the best effort on a DMG since 1st edition AD&D- and I loved that one. The overall greatness is diminished by a couple of the things that I find to be anathema to DMing- Tailoring your encounters to your party, and it's ugly cousin; tailoring treasure yields to the party. They are small parts of the book, but they remind me too much of 3e and the reason I quit D&D. They mar an otherwise awesome book, but they are core to the build of the system, as they were in 3e (and, presumably, 4e). Anyway, it's a pretty darned solid book for any GM, but it's weak art and a few later editionisms that were kept drag it's grade down, a solid B.

Other random thoughts-
Backgrounds: I actually thought I would like them, I like the concept, but they left me cold when I read through them. Power Level: Easily as amped up as 3e.

Races: Their proliferation irritates me, but at least it's the DM's explicit say as to whether or not any given race is allowed.

Art: yep, I know, I keep harping on the art. I think they would have done better with LESS art direction. Give an artist a general description of what you are looking for, and let them do it, maybe you take it maybe you don't, but I think that this edition could really have benefited from having different art styles represented. I think too that this edition has taken itself too seriously and has produced a lot of self conscious mediocre art as a result. My wife is an artist, so I have grown, over the years, to appreciate how much of an impact the art has on the product. Early editions mixed it up
with a bunch of different artists, with wildly different styles and levels of talent. Sutherland, Roslof, Dee, Willingham, Otus, Darlene and Trampier (just off the top of my head, and I apologize to the artists I missed and their fans) put their stamp on Gary and Dave's game. Just looking at the illustrations in the Holmes Basic, B/X and AD&D books made me begin to imagine, and still does today. This edition just doesn't. I think it was the love for the game, and the use of their own imaginations that made the early D&D artists so good, they pored their souls into the work. Art is subjective, but I think that these-




are more evocative than this-



So I guess that gives 5th edition D&D a solid C average. My opinion of it may change with play, and again with DMing.

Tuesday, August 26, 2014

What I have been doing lately...

Since last year, I've picked up a ton of OSR stuff in print- ranging from Expeditious Retreat Press' "Malevolent and Benign" to Lamentations of the Flame Princess' "Player Core Book: Rules and Magic", I also bought a whole lot of miniatures, mostly WWII and Ancient Romans and Gauls/Britons, for use with my B/X WWII game (still in early development) and 43 AD respectively. I also did something I expressly stated I wouldn't do, I bought the new Players Handbook (and the starter set, but even at 1/2 price I think it was a waste of money).  Oh, and I completed my 3rd edition Legend of the Five Rings RPG collection, and started on the 4th edition with the core rulebook.

Now, the new D&D surprised me, after Gen Con everyone was all raving about it, so curiosity got the better of me and I order it on Amazon, I haven't had a chance to look at really yet, because my lovely wife Mona has been reading through it.  Oh, and I also bought a ton of Pendragon stuff, from 1st edition through 5.1, I kind of felt like I had to when I found "The Great Pendragon Campaign" for a mere $60.00US in a game store in Germany, 1st (only?) printing, mint condition. I actually want to run some Pendragon now, but I haven't figured out how to go about it. I am considering PBEM because my gaming group has grown up and gone to college and moved out of the house. I only have my youngest, Ember, left here now and she'll be gone in a couple of years.



I suppose I should have seen it coming, this isn't the first time I've lost pretty much my whole gaming group because they grew up and moved away. The last time it was my brother Jon's friends, he's nine and a half years younger than me, so I was in my mid-to-late twenties when I ran AD&D (2nd edition, they were oddly reticent to play 1st edition) for those lads. Eventually I switched to 3rd edition, but they were mostly gone by then. I ran Hackmaster (4th edition)  for a while after I gave up on D&D, really it's the first retroclone though, right? Anyway, my oldest two children have moved on, although John is forced out of the dorm for holidays and between semesters, so I see him then. Ashli calls a couple of times a week usually.

 In theory I am still working on a super-hero genre RPG based on Joshua Guess' book Next (and it's impending sequels), but I haven't really been doing much of anything but playing "Civilization 5", "Mount and Blade" and the "Panzer General" clone "Panzer Corps", and by playing Civ5, I really mean working on a mod. "Mount and Blade" is great, because it's a sandbox RPG, but I became mightily peeved with it on Sunday when my saved game corrupted, why didn't I think to do alternating save slots? I tried starting over, but that kind of blows. I am accustomed now to being the most powerful lord in my Kingdom, who single-handedly  brought the other four Kingdoms (OK, one is a Khanate) of Calradia to their knees, commanding armies of 4-500 elite troops. I was an axe-wielding god of death, now bandits can beat my ass and take me prisoner.

"Panzer Corps" continues to please though, it has all of the good turn based strategy of "Panzer General"- even the maps look the same and the controls are identical, but the scenarios in the Grand Campaign are different enough from PG to be fresh and challenging.

Anyway, it's late here and I am rambling, so I'll just mention that I also got a couple of different flavors of "Swords and Wizardry" and bought everything available for the "Basic Fantasy" RPG. I am going to sign off for tonight and I'll try to start posting more again. Before I was blogging about gaming almost every day, but when you take year off the habit gets broken, now I have to reinstate it.

Monday, October 22, 2012

Old School D&D with my wife and kids




And a few other women and children. Now, to be fair, my kids and most of the kids I am talking about are at least in their teens. My oldest daughter turned twenty this month, so I am not talking about little kids, just the next generation, with a couple of exceptions. My kids and their friends have made up the majority of my D&D groups for the last decade. I introduced them to old school gaming both B/X D&D and 1st & 2nd edition AD&D. My oldest daughter Ashli led the gaming charge at about 14, so most of the gamers that came to the table were her friends and her younger siblings. Mom came along for the ride as a den mother for the pack of newbie adventurers and helped to keep them on task, a leadership role she never really liked or really felt comfortable with, but performed admirably.

Aside from my wife and kids and Ashli's friends, the other main player in the group for the past few years has been Lee Ann. Lee started out as an SCA fighting buddy of mine* and, since she lives close to where I live, and she was training my daughter Ashli to fight, we started gaming together too. She's fun to play with, but we've all learned the lesson about letting her DM when you are sick or tired- DON'T DO IT. She knows this, we know this, it's all good now. Her characters tend to be an incarnate force of chaos in the party, but it keeps the game interesting and moving along. She's funny too, and that brings my youngest back to the game- if Lee doesn't play, neither does Em.

So, I don't know where I am really headed with this ramble, but I just feel that there is some observable difference in play style between the kids I introduced to Old School D&D, the grown women that are my own age-ish that play the game with me and the guys that I played the game with back in the day, that I still play with every now and again; and it drives Lance a little nuts. Worse, he brings his new-to-D&D girlfriend Audra with him and she is slightly confused because his other gaming group is "all business" and ours is way more social. I get this, my other gaming group plays a lot more "old school", "all business" style. That group is almost all male, it was all male until Big Darryl convinced his wife to play Legend of the Five Rings with us, then Lady Blackbird. We'll be playing D&D next probably, I don't know if she'll stick.

Now, I don't know if gaming with women and gaming with kids should have been different topics; it's hard for me to separate the two. Two of my kids are young women after all. Maybe if I could play a game with just the young men and see how that goes? That'd be like my late 1990's crew I'd imagine, but Mona ran with them too, again as a den mother/older sister, and there were more of the old men like me still around to teach the younger guys how we played. That, and we were all playing the then current edition of D&D, so it hadn't evolved away from it's roots so much. No real competition from MMOs either.

My son's other D&D group just went on an "indefinite hiatus", the DM canceled the game for the foreseeable future. I told him I'd be happy to step up and DM for the group, he's still weighing the pros and cons, to figure out whether or not the group would be willing to play some Old School D&D or not before he even asks them. Angsty. That group played 4th edition D&D and Pathfinder, I'd love to start them out on B/X D&D so they could experience the less-is-more, Zen purity that D&D can be; when players are freed from the bondage of all the excess rules they can experience the game anyway they want- it can be an interactive, storytelling experience or it can be a tactical room-clearing exercise or anything in between, or something else altogether; the choice is yours.

Anyway, I kind of went off on a tangent there, but it's my blog and you were warned by the title of the blog that it'd be ramblings, some days it's worse than others. My original point, if there was one that could be gleaned here, was that the women and kids tend to be a lot less mission focused and goal oriented in their gaming than the adult male dominated groups I have DMed for and instead they tend to be more social with each other, we enjoy a lot of comforts at my house when we play D&D. There are always copious amounts of snacks, usually cheese, crackers and summer sausage, and usually a meal break; sometimes the meal is themed to the adventure- we've done Viking foods twice now for our Norse campaign, we regularly had Japanese or Korean food for our Oriental Adventures games, etcetera. Mona takes time from playing to prepare stuff and we all appreciate it greatly.

At the guys games, we have chips and pretzels and beer and soda and when we take our meal break we eat quick, talk about the game and have whatever we could either not have to fuss over too much to cook there, or was easy to make elsewhere and reheat at the game site. Don't get me wrong, we all love food, so the food is good, but it's secondary to the game; at my house it's about as important as the game, so is the conversation, which isn't limited to the game at hand or even gaming in general.

I have been DMing for my wife and kids for so long now that the "social" style of play doesn't bother me, I kind of expect it. I lapse into it when I am DMing for the "guys group" without thinking sometimes. I don't care if people aren't exactly on time, or if we finish an adventure in one sitting, or if the game stalls for a bit to talk about current events. Most people are OK with this to a limited extent, some people hate one thing about it more than others. Lance was made crazy by Lee knitting a scarf during a D&D game.

Another weird quirk- the group with my wife and kids will pretty much only play old school D&D, 1st Edition AD&D is their preference, but they'll play B/X D&D or 2nd Edition AD&D. The young men in the group are always game to try something new, that's how I managed to push them into a brief foray into L5R, but D&D is their thing. The other group is always looking for a non-D&D game to play. They leapt into 43 AD, L5R and Lady Blackbird, but only reluctantly agree to play D&D because of it's "problems". One member thinks D&D is too rules heavy, although, to be fair, his last D&D experience was with 3.x; another thinks that D&D is too rules lite- but he is cool with 43 AD, L5R and Lady Blackbird? L5R specifically had armor make you harder to hit, rather than reduce damage, which is his biggest complaint about D&D.

Anyone else playing with a mostly female group? A group heavy on teenagers? How about men aged 40+, what are your experiences? Are your experiences similar to mine or different? How social is your gaming group? Is your group all business at the game table? Do you hang out with them outside of gaming? How long have you known them? Are you related to them? Anything else noteworthy?

Next-

I know this entire post is off topic for my Mongol Month theme, but at least I am writing again, that's something, right? I still need submissions for my Mongol Themed Adventure Contest see here and here for details and here and here for prizes so far. We're running out of October people, and I hate to be a downer, but if I don't get at least three submissions I am going to either have to extend the deadline or cancel the contest. I don't want to cancel the contest. On a happier note, I might have another announcement about the contest soon, stayed tuned!


*There are some gender politics still in SCA heavy fighting, I don't play that game. There is no gender on the field to me, everyone out there deserves my best performance, to give them less because they are a woman would dishonor us both. Besides, nearly everyone is smaller and weaker than me- I don't cut short men any particular slack, if I did I'd just be a moving pell on the field.  

Tuesday, October 9, 2012

Mongol Month Continues






With Viking content - I DMed my "Vikings of Dvergrholm" campaign yesterday after a month long hiatus. The PCs (and 1 NPC) left the Dwarven village of Nordlund and headed out towards the ancient Dwarven fortress (mega-dungeon) that they are supposed to be liberating as the focus of this campaign. The entire thing almost got sidelined when they got a random encounter with a pack of wolves, that's a tough encounter for a first level party and there were nine wolves encountered. The wolves also won initiative and attacked on the first round, taking down two of the party's Fighters, although this is an almost entirely Fighter based party, so pretty much no matter who got hit it was likely to be a Fighter. Viking Campaign Sourcebook rules in effect limited choices and the only Magic-User in the party had already died in the first outing. Nobody else wanted to play a Magic-User because they were limited in their spell selection by school. They beat the encounter ultimately though and then had to turn back for town, empty handed, to heal up and try again later.

The second go was much easier. They had no random encounters on the way to the dungeon and didn't get lost or stumble across any planned encounters. When confronted with the choice of three identical entrances though, they chose the one on the left, because they didn't think to ask the Dwarves for anything more than directions and these Dwarves don't really volunteer a lot of information; so, of course, it was one of the two trapped entrances, but not the worst. In fact, you might not consider it a trap at all under different circumstances, but it did lock them in the dungeon with no way back out (they don't have a Thief to pick the locks, or any excavation tools), and the only way forward took them to the third level of the dungeon.

Once they got down to the third level they discovered that their entrance was in the back of a tiny room and it was a secret door on the dungeon side, so it's really more like a secret escape tunnel from the third level to the surface, but it unfortunately locks automatically when the doors close and the doors close when the next door is opened, if you haven't already manually closed them or made some provision to jam them open. Anyway, they left their tiny room and entered the dungeon proper and immediately got a random encounter with five Ogres, which you would think would have smeared a first level party, but in a 10'x10' corridor they could channelize the Ogre's approach and only one at a time could move to attack. The party easily used superior tactics to defeat the Ogres and the Ogres refused to fail morale checks, and thus kept coming on to the slaughter. All five were dead in three rounds of combat, but Mona's character Grimhild did crit the leader on round one for 23 points of damage, one-shotting him after he missed her. Two rounds later, she did the same thing again to the last one.

We wrapped up the session after that, we had started late and ended a little earlier than usual, but it was a pretty good time and we had a ton of awesome food to go with our game too. Maybe I should get a picture of the food Mona makes for the game sometime?

Anyway, in other Viking news, I hope to announce the winners of the OPD contest I ran last month tomorrow. I am waiting to hear the results from a couple of judges still, then I'll tally up the points and declare the winners. Good luck to everyone, and thanks to everyone who participated.

I also got this stuff on EBay, just to use as inspiration for my Viking campaign, I don't remember if I shared the pics with you all-





Now, something related to the Mongols just to keep my theme for the month. Did you all know that Genghis Khan invented the concept of diplomatic immunity? The Mongol Empire also strictly adhered to a practice of religious freedom and tolerance.

Sunday, September 2, 2012

The Great Khan's One Page Dungeon Contest




This year's theme is Vikings. Specifically I am looking for Viking themed stuff I can plug into an existing mega-dungeon as a sub-level or as a stand alone mini-adventure. Feel free to spread the word to your gaming friends and on your own blogs.



I buried the lead when I mention the contest as a possibility the other day, and I got a lukewarm response as a result. I also didn't mention where to send your One Page Dungeons to, so you can email me directly at williamjdowie AT gmail DOT com. I still managed to get one volunteer judge, so I am looking for a couple more and I need some submissions.

Apparently the sweet refrigerator magnets weren't enough to make you leap at the opportunity to show your creative talents, so I have decided to up the ante and throw in some genuine old school swag, I am going to open up my gaming vault and let the top three winners take a pick from my module collection - it's heavy on 1st edition AD&D modules, all are used, there are a few doubles and a couple of "super-modules". I know the complete A, S & D series are there, and the combo versions (G-D-Q, S1-4) and Q1, T1; plus a whole bunch of Mentzer Era D&D modules, mostly Basic and Expert, some higher level. I also have one 3e module, Return to the Temple of Elemental Evil. Some of them are in pretty rough shape, some are in damned good shape for their age and the fact that they were opened up and used at all. Probably the ones that held up the best were the "super-modules", "Queen of the Spiders" and "Lankhmar: City of Adventure" both look pretty good.

So, I'll be accepting submissions starting now and running through October 1st, everyone who enters will still receive a refrigerator magnet (while supplies last, after they come in, provided you send me your postal address); so let's get out there and show all the creative talent the OSR has to offer!  


Thursday, August 30, 2012

More Viking Stuff




I decided it would be easiest to go with the 2nd edition AD&D Vikings Campaign Sourcebook as written and add to it than it would be to convert from 2nd edition back to something earlier, mostly because I am a little pressed for time now, but also because I remember it being one of the better of the HR series. So it looks like I'll be DMing 2nd edition AD&D for the first time this decade tomorrow, good thing I saved my stuff. I am going to opt out of non-weapon proficiencies though, since they are an optional rule.

Now, on with the campaign premise: There is an island in the north Atlantic between the Faroes and Iceland. The year is 860 AD, Iceland has been discovered, but not settled. This island, called Dvergrholm, is the home of a band of actual, honest to goodness Dwarves who are fighting to regain control of their homeland from some evil Jotun-kind, Dokkalfar and their minions. Brave heroes are attracted to this island because of it's mystical nature, magic is strong here, and because of the opportunity for wealth and renown to be won in these battles. The island itself is roughly 15 miles north to south by about 10 at it's widest point east to west, it is dominated by hills and mountainous terrain in the center with new human settlements in the good, flat lands at the north and south ends. There is a second island called Sudrey to the south of the main island, it has no good places to land a ship and no human settlement.

There are Dwarven ruins on both islands in their interiors and those ruins often lead to mines, which often lead to a mega-dungeon complex beneath the island, think D-series, it's huge. The human settlements are like wild west mining boom towns, only with Viking adventurers. They are filled with traders looking to trade with the Dwarves for their exotic goods and with the adventurers for whatever they can haul out of the numerous caves and mines; Adventurers looking to score big and make themselves a name; people that realized they might not have what it takes to be top dog, but they can ride coat-tails and be lackeys and hirelings, shifty grifter types looking to fleece the foolish; and other sundry bits of the very best and worst that Norse society has to offer.

Now, I also plan on running this Pendragon style, so we run a few sessions and then everyone goes home for the rest of the year and comes back in the Spring, maybe have a few random events that crop up in the interim. I don't see a lot of PCs wintering here on Dvergrholm, presumably they'll have some responsibilities to their families and stuff to take care of and then there is always the need to build on your family line, so marriages will have to be arranged and all that goes with that too.

Given the "No Clerics" restriction, magical healing is going to be at a minimum, so I plan on having each player make three characters, a primary, a secondary and a tertiary PC. The primary PC and the secondary PC will travel together, the primary as the "Hero", the secondary as the "Sidekick", the tertiary being left behind in camp or in town as a member of the crew until the primary or secondary PC dies or is incapacitated for a lengthy period, he's "on deck", ready to go. In the event of an actual PC death, the tertiary gets promoted to secondary and another character gets rolled up to be the tertiary, sound good? Now, the death and dying rule I am putting into effect is going to alleviate some PC death, but will add a bunch of PCs with lengthy recovery times, so I thought this was better than retiring them because they were going to be out of action for 8-10 weeks at a clip sometimes.

I have come up with a simple table to help the players determine where their characters are from - if they need help, since none of us are actually from Scandinavia. I suppose they could also just look at it and pick a homeland, I just like randomness.


Roll 1d12
1-3: Norway
4-6: Denmark
7-8: Sweden
9-10: Ireland, Scotland or the Hebrides (roll a d6 or pick)
11: Russia
12: Orkney or Faroes (roll a die for even/odd or pick)

The table favors places that are either close by Dvergrholm or heavily populated. I considered adding a possibility of being a foreigner to the list, but foreigners don't have any rights in Norse lands unless they have a Norseman as a protector/sponsor, so I didn't want to encourage anyone to start down that road.

Wednesday, August 29, 2012

Viking Equipment II: The Non-Lethal Stuff




The comment on my last post from Ogotai made me think I might be doing part of the heavy lifting for his impending "Saga Heroes" campaign, but I don't really care since I'll be playing in it and I like Viking stuff anyway. I am not going to do a bibliography here or anything, but I'd like to point out that I am using other game books as sources for my prices- I didn't just make this stuff up myself and I don't know that they are accurate at all, but they do seem reflective of the Viking Age distribution of items. I have AD&D 2nd Edition HR 1 Vikings Campaign Sourcebook, GURPS Vikings, Runequest Vikings, Runequest II Vikings and Rolemaster Vikings that I have been using as inspirational reading while I cobble together the campaign, the simplified money and prices are mostly from GURPS although I have extrapolated prices for some items not present in the GURPS Vikings book, from the AD&D book particularly, by comparing the listed prices of similar items when available, or translating the prices from one system to the other directly when an item appears in one book but not the other and the price makes sense, or just making an educated guess when it doesn't. So, thanks Steve Jackson Games and Graeme Davis for doing the heavy lifting for me and making my D&D game run a little smoother; I am using a modified version of your stuff here without your permission, so I hope you all don't mind. You guys seem pretty cool, so I figure it'll be OK.



Clothing-

Breeches, Wool 5 SP
Breeches, Linen 8 SP
Breeches, Leather 15 SP
Boots 80 SP
Shoes 40 SP
Tunic, Wool 5 SP
Tunic, Brocade 20+ SP
Cloak, Wool 8 SP
Cloak, Fine Cloth 20+ SP
Cloak, Fur 100+ SP
Undershirt, Linen 5 SP
Underdress, Linen 7 SP
Dress, Linen 12 SP
Dress, Fine Cloth 25+ Sp
Hat, Wool 2 SP
Hat, Leather 4 SP
Silk Jacket 1,600+ SP

Food, Provisions, and Lodging-

Snack 1 SP
Meal, Average 2 SP
Beer, Barrel (25 Gallons) 50 SP
Wine, Keg (4 Gallons) 100+ SP
Mead, Keg (4 Gallons) 100 SP
Figs (per pound) 160 SP
Raisins (per pound) 160 SP
Salted Herring (per 100) 6 SP
Lodging (per night)* 1 SP

*Ordinarily the Norse code of hospitality makes this free, but in a larger settlement you might find yourself having to pay for a room.

Livestock-

Dog 10 SP
Dog, Hunting 170 SP
Dog, Guard 250 SP
Dog, War 200 SP
Heifer 200 SP
Milking Cow 250 SP
Ox or Bull 1,500 SP
Horse, Riding 1,200 SP
Hawk 100+ SP
Ewe 100 SP
Ram 250 SP
Goat 150 SP
Sow 200 SP
Boar 400 SP

Miscellaneous Equipment-

Chess Set 30 SP
Hnefetafl Set 25 SP
Silver Arm Ring 50+/- SP
Gold Arm Ring 200+/- SP
Brooch, etc. 50+ SP
Bone or Antler Comb 1 SP
Small Knife 1 SP
Small Casket (6"x9") 5 SP
Sea Chest (2-3 cubic foot capacity) 15 SP
Door Lock 5 SP
Bone Skates 2 SP
Bearing Dial 1 SP
Cauldron and Tripod 20 SP

Transport-

Ox Cart 1,600 SP
Horse Sleigh 2,400 SP
Faering (Boat, 20') 800 SP
Sexaering (Fishing Boat, 40') 1,600 SP
Knarr, Small (Cargo Ship, 50') 10,000 SP
Knarr, Large (Cargo Ship, 75') 16,000 SP
Longship, Small (Warship, 60') 16,000 SP
Longship, Large (Warship, 75') 24,000 SP
Drakkar (Warship, 100') 240,000 SP



That's about all for today. My sister is still in the hospital, going on three weeks now. She was home for a little over a day last week before she had to be rushed back due to complications for an emergency surgery. So that is kind of a bummer, but she seems to be doing OK now and they are planning on transferring her to a better hospital in NYC as soon as she's good enough to go.

Tuesday, August 28, 2012

Viking Equipment and Money




In explanation I suppose I should explain the shift in genres here, when I wrote last time I was GMing a Legend of the Five Rings game and waiting on word back from the designer of 43 AD before moving ahead with it. My son asked to play AD&D at home again, and, serendipitously, I had just handed the GMing reins over to Darryl in the L5R game. Autumn approaching, I decided to pick up the aborted Viking campaign that we had barely started with the pregens I made. The pregens weren't real popular though, so I decided to let everyone make their own characters to play and make this equipment list to print out for them. We're also adding in a few house rules. No Clerics, Shields Shall Be Splintered, D30 Rule, 0 Hit Point Rule, and maybe a critical hit table from Star Wars Gamer. We're going to use the no Demi-Humans rule from the Viking Campaign Sourcebook from 2nd edition as well as the new classes and the "Gifts". I am also going to secretly track Glory to see if they attract a God's attention or if they get to go to Valhalla when they die, I got the idea from the Saga minigame from TSR.

The simplified version-

I had written a much more complex version of this and decided to just rewrite the whole bloody thing rather than force my players to learn to wrap their tongues around all the Old Norse words, weights and measures. I am also altering the more complex coinages of the early medieval period down to, at least for the present, three and they are all Silver, Silver Pennies are equivalent to an AD&D Silver Piece (but weigh in at about 20 to the ounce, rather than 10 to the pound; or about the weight of a modern American dime); the Half-Penny, which is 1/2 the size and value, and the Arab Dirhem, which is twice the size and value. Most stuff is being repriced by me, because I like to make the equipment list representative of the actual Viking Age, rather than some generic fantasy version of it.

Armor-

Helmet, Plain (Spangenhelm) 100 SP
Helmet, Improved* 200 SP



Shield, Round (Medium) [Center-Grip] 45 SP

Jerkin (Leather) 50 SP
Byrnie (Chainmail) 750 SP
Scale/Lamellar** 1200 SP

*The "improved" part of the helmet is Oculars, or Cheek-Guards, or an Aventail, perhaps even a Full Face Mask- each improvement is going to add 100 SP to the cost of the helmet and the protective value of improvements is only going to come into play versus called shots or critical hits, so your mileage may vary.

**Scale and Lamellar are not native armors to the Norsemen and really are anachronistic to the early period in which we are playing, but in the interest of keeping PCs alive and having some more diversity of appearance, I am going to allow them. They come from the east, Byzantium and the Saracens, the steppes of Russia.


Weapons-

Great Axe (2-Handed Axe) 100 SP
Francisca (Throwing Axe) 40 SP
Bearded Axe (Battle Axe) 60 SP
Hand Axe 30 SP
Woodsman's Axe 50 SP

Throwing Spear 30 SP
Fighting Spear 40 SP

Broad Sword 500 SP

Short Bow 100 SP
Arrow 2 SP
Quiver (10 Arrow Capacity) 10 SP

Knife 30 SP
Scramasax (Cheaply made Short Sword) 150 SP
Dagger 60 SP




Saturday, August 11, 2012

I'll be gaming today...

So I thought I'd share some stuff I got in the mail this week and never got around to showing you all-


I never bought this back in the day because I had the first edition version and it worked fine, but this was a good deal.


This is one of damned few female Mongol miniatures out there.


Still shrink-wrapped Clan War Oni. 





And the miniatures with the worst packing job I have ever seen, they were in a box, in a zip-lock bag with a few styrofoam packing peanuts surrounding the bag. These are the EBay pictures, one of the spearmen is pictured with a broken spear shaft. When they arrived here four were broken and all of them were bent badly.


I got something else too, but it has to wait until I get pictures of it to show you, so there's a cool surprise coming up! If you all ask nicely in the comments maybe my lovely wife Mona will dig out the digital camera and take the pictures while I am gone today.

Sunday, July 29, 2012

As Requested, My Curriculum Vitae-


Pictured - Mona and I at our big SCA wedding with the kids, Ash was had turned 12 then and Em had just turned 7 earlier in the month, John was still 9.

My name is William Dowie. I am a 43 year old white man from the rural northern edge of central New York state, on Lake Ontario. I am a giant history nerd, in college I majored in history with a focus on Classical Antiquity and the European Middle Ages, I minored in Medieval and Renaissance Studies. I also took a bunch of Anthropology courses, but not enough to count as a second major. I am 6'6" tall and I have worked as a substitute teacher, short order cook, bouncer, machinist and convenience store clerk, just to name a few. I speak French passably well, Spanish slightly less so, and can usually guess my way through written Italian or Latin. I have tried to teach myself Scots Gaelic, much less successfully, but can pick out a number of written words on sight and sometimes recognize words when I hear them. Oddly enough I can pick out Welsh words now just as easily when they are cognates to the Scots Gaelic words I know, I see patterns in language easily.

I am married to a wonderful woman named Mona and we have three children; Ashli (19), John (17) and Ember (14), who were literally left on our doorstep when they were 11, 9 and 6 respectively. We live on a small, mostly forested plot of land in New Haven, New York - which is north of Syracuse and east of Rochester, nearest to the smaller city of Oswego, NY - where I continue to scheme ways to homestead and get off the grid, mostly because I hate the high cost of electricity in a county with three nuclear power plants, and I want healthier food than I can buy from the store, with the bonus that it'll be cheaper too. I have been frustrated in my attempts to clear my land because it's a lot harder to do than you would think, I have a lot more respect for pioneers now, especially since they did it with no power tools at all. I also have some valuable lumber that I can't seem to get anyone to harvest because my lot is too small and the presence of my house and the power lines along the edge of the road make it too difficult to be worth it, so apparently I need the price of Cherry to rise back to the level it was before our economic collapse to attract loggers.

I have been playing board wargames and D&D since 1980, when my friend Chris introduced me to both the week that we went to see Excalibur together with my dad. We played SPI's Sorcerer that weekend, because he had brought it over to my house and played D&D with him DMing before the week was out using the Holmes Basic rules. I went out and bought a set as soon as I could save up the money, maybe a month later. For a long time after that pretty much all of my money went into my D&D habit in some way or another, books, modules, Dragon Magazine, "official" Grenadier miniatures.

I found the SCA while the local group was doing a demo at the Sterling Renaissance Festival in Sterling, NY back in 1983 when I was 14, I have drifted in and out of the SCA ever since. I am currently missing Pennsic for my 41st time in a row. Something always comes up. Not that it matters anymore, I have passed my fighting prime and I don't think it's coming back no matter how hard I try. I keep resolving to make it to fighter practice more often and get back into my "Crown Tourney" rhythm, but that just isn't going to happen at my age anymore. I don't heal quick enough to fight six days a week anymore. That and I can't afford the gas money for the hundreds of extra miles per week I'd be putting on my minivan to go to all of the extra fighter practices and events. Still, I have made a lot of good friends in the SCA over the years and some great memories, I am happy to have been there for what I did and I wish I could do more still.

1985 was the year of the release of the 1st edition AD&D Oriental Adventures book, it's one of those books that you either love despite it's warts or you hate because of them. I love that book and it's probably because it's the only AD&D book I ever pre-ordered at Twilight Book & Game Emporium in Syracuse, NY - a sadly long gone FLGS. Despite the fact that the glue cracked on the binding causing several pages to become loose literally the first time I opened it, I was determined to get my money's worth out of it. Before my friend Tim left for Basic training in the US army the next year I took over DMing duties from him, which I had only rarely done before, and we played an epic OA campaign. I have played in one pretty epic OA campaign, as a Steppe Barbarian named Chanar Ilkhan, and DMed a few more since. One of my current projects is rewriting the OA book as I think it should have been.

As a side note, I was really anti-Rokugan because they changed the default setting in the 3e version of the Oriental Adventures book to Rokugan from Kara-Tur, and that made me, by default, anti-Legend of the Five Rings. I had been strongly attracted to the setting through AEG's Clan War miniature battle game prior to that, but hadn't bought into it at the time because I could not find at least one other person that was willing to also jump on board with me and had been burned by miniature games that way in the past. Now I am happy to say I have come full circle because I started buying old Clan War miniatures on EBay for my OA campaign and ended up getting the rules, which made me interested in the setting, which made me interested in the RPG, which got me to buy the new board game, which led me to buy some CCG cards too. I have even read through some of the published fiction, and, until it was shut down recently, was playing in a Facebook app version of the RPG called Emerald Empire. I really hated the 3e version of Oriental Adventures.

I played (A)D&D, tried out some other RPGs and wargamed a lot through the 1980s and into the 1990s. Wargaming kind of died in the 1990s (except on the PC, it boomed there), and I concentrated on just RPGs, then just D&D. Sometime after 3rd edition D&D came out, after the novelty wore off for me, I realized I disliked DMing it rather intensely. I was a little late coming to the 3rd edition party, because my D&D group was happy with 2nd edition and we didn't switch over until that campaign died. At the time, I had grown bored with 2nd edition AD&D and welcomed the change, although several things bothered me from the beginning; the faster rate of rising in level was a big one and I missed real multi-classing. I took me a while though, and DMing for several different groups, to realize the worst part was that it neutered the DM. My original AD&D groups, who were familiar with my fast and loose, shoot from the hip DMing style were OK with me making rules calls on the fly when none of us had any idea how something was supposed to work in the new system; we'd keep the game moving and I could look it up later. We might even like my way better. The other groups had people who STUDIED the rules though; at first, every time I made a ruling I'd see disapproving looks, eventually they got brave enough to start offering suggestions as to the right way to handle the situation.

So I quit DMing and let one of them DM in each group. Neither group lasted much longer. One started a new campaign and it was just too railroad-ey, I actually started stress testing that campaign to see what would happen if my character deliberately did things that were contrary to the predestined storyline. My character got punished, he made minor alterations to his storyline, but nothing seriously bad could ever happen to us, so, eventually, as a group we got bored and quit. The other guy just took over my game where I left off and had me make a character that would take his place. He had been unlucky in my game and died several times, but I assume that was because he kept making wuss characters, Rogues and Bards. I made a Barbarian, it was fun while it lasted, we went from 8th to 11th level with him at the helm, then he TPKed the party.

I took a break for a while, despaired over playing D&D again, then picked up Hackmaster. I ran a pretty fun Hackmaster game for a while and that was what led me to realize that I should just go back to playing 1st edition AD&D. That was the year we got the kids though, so I wasn't done with 3rd edition - when they decided they were interested in learning to play D&D, they wanted to play the newest version, 3.5 at the time. I gritted my teeth and went with it, anything to get kids into gaming. I have been walking them back in home games for years now, and have only recently discovered the Moldvay Basic half of B/X myself. Back in the day I bought the Expert Boxed Set when it came out, but I never got the Moldvay Basic Set that matched it because I already had a Basic Set, the Holmes Basic Set. So we've been playing that a bit lately, but my home games are pretty much at a stand-still right now, almost everyone that doesn't live here is too busy to come over and play, and everyone that does live here doesn't want to play with just their mom and dad, brother and/or sister. John is still gaming this summer, he's in a regular 4th edition D&D game with some guys he goes to school with and I am playing Dawn Patrol semi-regularly with Darryl & his dad, John and Dalton. We also recently tried out the Legend of the Five Rings 1st edition RPG here at the house. I am trying to start a game of 43 AD and it's supplement Warband, but the start has been plagued by bad luck and poor coordination of schedules.

I have always run my D&D games in my own "World of Garnia" fantasy setting as a default. It's my Greyhawk, my buddy Darryl and I have been working on this on and off for decades, we're doing a serious reboot of the entire setting and discussing it on my other blog. The primary idea for the campaign is that a group of Celts fled the Roman onslaught to this new world, the world of the Sidhe (Elves) where magic works. The main campaign area is one where their culture has flourished. I designed it originally using the core 1st edition AD&D rules, so there are a lot of 1st edition AD&D assumptions in the setting, but I am trying to make the setting system neutral so that it can be played with any FRPG system. When we have finished the maps and gazetteers they'll be released for use. Currently we're working on the whole world, then we plan to "drill down" and do specific regions. I will also most likely release the adventures that I have written for the setting over the years, it's just finding and transcribing all of the stuff, then updating it to match the current standard is going to be a chore.

By now you are probably wondering where all this "Great Khan" stuff comes from, right? Well back in 1996 my buddy Darryl and I were living most of a continent apart and wanted to play some D&D together. He had played a lot of the SSI Gold Box D&D games starting with "Pool of Radiance" when it came out and we were both new to the internet and on AOL at the time where they had a game called "Neverwinter Nights" that ran using the same engine, but was multi-player, up to 300 I think it was. I guess that makes it the first MMORPG, it was great fun anyway. Darryl was more savvy than me and figured out the best way to advance in the game was through guild membership, so we duly joined a guild together. ERS, the Explorers of the Rising Sun, who made us create new Screen Names, because that was your character's name in the game, and everyone in the guild was named ERS something. I was ERS Garn, Darryl was ERS Frodal, we were named after deities I had created for my Garnia campaign world.

But then we realized, being ambitious adventurers, that ERS was there to help newbies find their bearings and, in general, be nice; and we wanted to move up the food chain in NWN. So we decided to create our own guild, which would, even though it was a gamble, make us guild leaders and let us take charge of our destinies and how we wanted to play the game. We needed a hook though, and that's where our collective history nerdity took over, we decided to play as Mongols, because we wanted to send out a strong challenge to the status quo in all of the guilds and it was unique in NWN to play a culturally oriented guild, unless that culture was a fantasy one. Mostly I think we chose the Mongols though because I was playing them at the time in Civilization. Partly I think we picked them because we both loved the NES game Genghis Khan*, Darryl and I used to spend weekends playing that game together. We also both liked the Mongol reputation for ass-kickery and conquest. Then we studied and studied some more, at this point I think that our kids could hold their own at a conference of Mongol Medieval History scholars.

Anyway, the Steppe Warriors were born. Technically, since NWN is in the Forgotten Realms, we were members of the, at the time, recently defeated Tuigan Horde that decided to march west rather than return east. Darryl was our first Khakhan with his character SW Ogotai, named after one of the sons of Genghis Khan, the reasoning was that he could afford to be online more often (remember this was when you paid/minute of use) because I was in school at the time, and he was a better recruiter. My character was named SW Jagatai, also after a son of Genghis Khan. Ultimately Darryl resigned the position of Khakhan and I was elected to fill it. We've had our highs and lows as a group, and we're pretty dormant now, but I have been Jagatai, Khakhan of the Steppe Warriors since 1997 on the internet, so when I named the blog and when I created my initial Blogger account, I just naturally went with the same motif. My Yahoo email address is still SWJagatai at yahoo dot com, created in the same era. Back when I was sure we were going to leap from AOL's NWN into the expanding universe of MMOs I registered three domain names, steppewarriors.com, steppewarriors.org and steppewarriors.net; I used to joke that they would soon be followed by steppewarriors.edu and steppewarriors.gov. Clearly things didn't turn out as well for the Steppe Warriors as I had anticipated in the late 1990s.

Ultimately, I am pretty pleased with my alternate persona. In doing the research to properly play a Mongol character I have learned a great many things about the Mongols and other steppe peoples. I have eaten a bunch of Mongol food, drank Kumiss, shot arrows from a composite bow (not while mounted though), been in a yurt and made friends with a bunch of people that I otherwise probably never would have met. When I think about how it could have gone another way, if I'd been playing a different Civilization that day when Darryl and I were talking on the phone, or if he and I hadn't played so much of Koei's Genghis Khan together and he hadn't been as receptive to the idea, or maybe it was the fact that he had played in one of my epic Oriental Adventures campaigns that made him cool with the idea. If Darryl hadn't signed on for Mongols, we might have been a Samurai guild or a Viking guild or a Celt guild, they were all infinitely more familiar to both of us at the time; or maybe we'd have gone with something lame like a Dark Elf Ranger guild, who knows?

At any given time I usually have more irons in the fire than is wise, so many of my projects get back-burnered until I get back around to them. Currently I have on hold an Oriental Adventures campaign that just kind of fizzled when it was starting to get good, I had converted the Temple of Elemental Evil for OA and made it the Black Temple from OA1. I have a B/X Viking campaign that stopped when two of my regular adult players got new jobs. I have a B/X conversion for WW II that I spent a lot of time working on last summer, but my regular group, which is mostly my wife and kids and family friends, was lukewarm about play-testing it. I'd say it's an early alpha level right now. I am working on a total rewrite of the 1st edition OA book, kind of recasting it in a form I find more desirable. I just started learning the L5R RPG, I am GMing and the party is about 1/2 way through the adventure in the back of the book, I still haven't found the fumble rule. I have announced several times, prematurely, the start of my 43 AD campaign, so while that should be starting soon, I am going to not say when just in case something happens again. Mostly though, right now, getting a lot of my time behind the scenes, is the reworking of my old Garnia campaign world. We've made some interesting progress on it. I also have a bunch of OSR stuff piling up on my to read list, making me wish I had bought hard copies rather than pdfs because I mostly hate reading off my monitor, but that's where my copies of "Lamentations of the Flame Princess", "Carcosa", "Vornheim", "Adventurer, Conqueror, King", and several other major releases are sitting waiting to be read.

*Out of all of Koei's strategy games for the NES, Genghis Khan had the best multi-player play, Nobunaga's Ambition and Romance of the Three Kingdoms were too slow, and Nobunaga's Ambition II had the annoying "siege mode" in battle.

Tuesday, July 24, 2012

43 AD



It looks like we'll finally start the 43 AD campaign this coming Thursday. I still haven't been able to find any fumble rule in the 1st edition Legend of the Five Rings RPG book and I've spent hours searching and rereading through that book. My mom made me another birthday dinner today, so that was nice; I apparently get to stretch my birthday out into a grand multi-day celebration. Mostly though, I am posting today to show you what I got in the mail-


Age of Heroes puts me a little closer to my goal of owning the complete set of Historical Reference Series books. Now I only need the Crusades and A Mighty Fortress.


These L5R CCG cards were an impulse buy, but they do mark the first time I have ever intentionally bought the cards for the game by themselves, instead of having them come with some other RPG product or be mislabeled as Clan War cards. I bought them to go with my "War of Honor" game, because I realized that the game uses the same cards as the L5R CCG.