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Showing posts with label AEC. Show all posts
Showing posts with label AEC. Show all posts

Thursday, August 16, 2018

20 Questions for the Kingdom of Ostschild

So I started another D&D campaign. Lost Atlantis is still going, but not as often as I'd like, so I co-opted the members of my local board game group into playing an RPG, so far so good, we're 8 or 9 sessions in now I think. It's been every Tuesday evening since at least mid June, and one Saturday prior to that. Anyway, I developed an entirely different setting for them, the fictitious medieval European kingdom of Ostschild, and eastern member state of the Holy Roman empire.

Here are the 20 Questions and their answers -

1. What is the deal with my cleric's religion?

He's probably Catholic (Latin Rite Christian), possibly some sort of heretic; unless he's Chaotic, then he's either a heretic, a heathen or a satanist.

2. Where can we go to buy standard equipment?

Lenz will get you anything on the equipment list, smaller towns have a chance.

3. Where can we go to get platemail custom fitted for this monster I just befriended?

It seems unlikely this will happen at all, but if it does, it'll be in Lenz, but it won't be cheap.


4. Who is the mightiest wizard in the land?

The Elf-King is, by far, the mightiest sorcerer alive. As far as Humans go? Probably Ambrosius, the court wizard of King Adalbert the friendly.


5. Who is the greatest warrior in the land?

The greatest in status is certainly Sir Heinrich von Bayern, Grandmaster of the order of the Knights of Charlemagne.


6. Who is the richest person in the land?

Probably one of the Guildmasters of Vecht, they are wealthy traders in that town.


7. Where can we go to get some magical healing?

Any large town has Priests capable of miraculous healing.

8. Where can we go to get cures for the following conditions: poison, disease, curse, level drain, lycanthropy, polymorph, alignment change, death, undeath?

Only the Archbishop of Lenz could effect such miracles.


9. Is there a magic guild my MU belongs to or that I can join in order to get more spells?

No, but there are said to be secret societies of sorcerers.


10. Where can I find an alchemist, sage or other expert NPC?

Definitely Lenz, Maybe Thira, Froli, Rota or Vecht.


11. Where can I hire mercenaries?

Definitely Lenz, Maybe Thira, Froli, Rota or Vecht. Sometime other towns, occasionally you'll meet them on the road.


12. Is there any place on the map where swords are illegal, magic is outlawed or any other notable hassles from Johnny Law?

Noblemen and Knights have the right to bear arms and the power to mete justice, their retainers and those so appointed by them also can commonly carry weapons. Peasants often carry simple weapons just because of the nature of the area of the kingdom of Ostschild.


13. Which way to the nearest tavern?

Proper taverns or inns only exist in large towns, most peasant villages will have someone that has a batch of ale ready to drink though, and you can usually pay a few coins to spend the night in their hovels, or share a meal with them. Sometimes a nobleman will put up travelers in his own manor house for some coin, and you can eat in the kitchen. Unless you have high enough status (knighthood at a minimum), then they'll put you up for free and feed you too.


14. What monsters are terrorizing the countryside sufficiently that if I kill them I will become famous?

The Elf-King and his wife the Queen of Air and Darkness lead hordes intermittently out of their lands and down the Golden way.


15. Are there any wars brewing I could go fight?

Not specifically in Ostschild at the moment, but the holy war against the Elf-King is a dominant theme here.


16. How about gladiatorial arenas complete with hard-won glory and fabulous cash prizes?

Tournaments with jousting are becoming quite popular, usually they include a foot melee too. The prizes are pretty good, but the losing can be costly.


17. Are there any secret societies with sinister agendas I could join and/or fight?

Yes, several. The Cult of Chaos is always a threat. There are rumors of other secret societies.


18. What is there to eat around here?

Cabbages, turnips, onions, carrots. Pork, beef, mutton, goat, goose, duck, chicken, eggs from any fowl. Wild game from venison to boar to rabbit. Lots of sausages, it's a good way to keep organ meats and blood from going bad.


19. Any legendary lost treasures I could be looking for?

The lost treasure of Attila seems pretty legendary.


20. Where is the nearest dragon or other monster with Type H treasure?

They're out there, just keep looking


Any other questions?

Thursday, October 2, 2014

A new contest

First, I'd like to say that falling out of the habit of regularly blogging blows; it's like taking a break from college, or quitting exercising for a while- it is so very hard to get back into the habit. Second, yet another apology to David, my wife has been driving around with your loot from my contests in the back of her minivan for something like a month now. Mea culpa, I should have taken care of it myself.





Art by Todd Lockwood.



Now, on to the contest, generously sponsored by Warlord Games (so far), I have a box of their Celtic Warriors, from their Hail Caesar line of products ready to send to the winner. I'll also throw in a copy of the AD&D 2nd edition "Celts Campaign Sourcebook" for 2nd place and, I guess, a pdf of same for 3rd place.

The contest, since it is October, is to get something Celtic and/or Horror themed (better if it's both), short adventure, long adventure, monster(s), anything that fits the theme and is OSR related, anything from B/X to AD&D to Call of Cthulu will be welcomed. Adventures will be judged by my small, elite group of players and myself, anything that can't really be classified as an adventure will be judged by the Council of Central NY Game Masters.

All entries should be received by midnight EST,October 31st and the winner(s) shall be announced sometime in early November. Authors retain the rights to their work, so feel free to publish it on drivethru RPG/RPG Now, I also make no claim to any art created for or used in your contest entries. Enter as many times as you want, at the end of the contest I'll put all the files together in a zip file and upload it to Dropbox or some other storage site.

Happy October!

Thursday, October 25, 2012

Steppe Warrior Class




The Steppe Warrior is a hardy nomad from one of the tribes that range across the steppes from the taiga in the north to the deserts and mountains of the south, they are the bane of more settled, civilized lands when they are united and a scourge to each other when they are not. They live by following their herds, hunting wild game, gathering wild fruits and vegetables and by raiding their neighbors. I introduce this class as the warrior elite of their society. I might have picked the Scythians, the Turks, or the Huns as my model, and there are a great many similarities among steppe peoples, but I chose the Mongols, because it's Mongol Month. Feel free to give me feedback and/or use this class as you will- I present it as a gift to the OSR community in baroque AD&D 1st edition format; absolutely unplaytested because I have been beating my head against a brick wall with this class for the better part of a month.

Enjoy!

The Steppe Warrior is a sub-class of Fighter. Steppe Warriors have no Prime Requisite and therefore receive no bonuses for high Ability Scores. In order to become a Steppe Warrior a character must have 12 Strength, 12 Wisdom, 15 Dexterity and 14 Constitution. Steppe Warriors are born horsemen, as such they receive no penalties for shooting from horseback and have a number of advantages to being mounted as they level up. They may be of any Alignment, but only Humans, Half-Elves and Half-Orcs may become Steppe Warriors. Half-Elves are limited to 8th level as a Steppe Warrior, Half-Orcs are limited to level 10. The Steppe Warrior receives 1d10 per level gained for hit points plus 2 hit points for every point of Constitution they have above 14. Steppe Warriors make Saving Throws as a Fighter of the same level.



A single classed Steppe Warrior may Specialize in one of the following weapons-
Composite Short Bow
Scimitar
Horseman's Mace
Light Lance

Experience                              Level               Hit Dice                       Title
0-3000                                      1                        1                            Khazak
3001-6000                                2                        2                            Nokhor
6001-12000                              3                        3                            Ba'atur
12001- 20000                           4                        4                            Noyen
20001-40000                            5                        5                            Orlok
40001-80000                            6                        6                            Darugha
80001-145000                          7                        7                            Taishi
145001-225000                        8                        8                            Gurkhan
225001-310000                        9                        9                            Khan
310001-625000                       10                     9+3                   Khan (10th Level)
625001-950000                       11                     9+6                   Khan (11th Level)
950001-1250000                     12                     9+9                   Khan (12th Level)

All Steppe Warriors are virtually born in the saddle; riding and mounted combat are their birthright, as such attacks made from the saddle are made as though they were one level higher. They are unlikely to ever be thrown from their mount (85%) and if they are they are equally unlikely to be injured, this percentage increases every level by 1%. Furthermore, as mounted archery is integral to their mode of warfare, they suffer no penalties for firing while mounted, even while moving, and may fire at any point during their move in any direction.

All Steppe Warriors also have the following abilities-
-Hide in Natural Surroundings: with the same percentage chance as a Thief of the same level using his Hide in Shadows ability.
-Surprise: In Natural Surroundings a Steppe Warrior can Surprise an opponent on a 3 in 6 and is only surprised 10% of the time. This only applies in natural surroundings.
-Leadership: When dealing with other Steppe Warriors a Steppe Warrior adds his experience level to his Charisma score to get an effective Charisma with other Steppe Warriors.
-Survival: a Steppe Warrior can effectively survive in the wild by hunting and gathering, he can build shelter and make fire.
Tracking- A Steppe Warrior can track as a Ranger of equivalent level, but only outdoors.

The Steppe Warrior only continues to improve in horsemanship throughout his career-
-At 3rd level they can vault into the saddle, regardless of how heavily armored they are, and have their mount underway in a single segment.
-At 4th level a Good Aligned female Steppe Warrior may handle and ride a Unicorn as a steed.
-At 5th level a Steppe Warrior can urge his mount to greater speeds than normal, adding 2" to the movement rate for up to 6 turns. This causes no damage to the mount.
-At 7th level a Steppe Warrior can urge his mount to jump further than normal.
-At 9th level the Steppe Warrior can ride Pegasi, Hippogriffs, Griffons or other flying horselike creatures at the DM's discretion.

Summon Horde- Starting at 8th level the Steppe Warrior gains the ability to summon a Horde of his people, he is a recognized leader among them. Take his experience point total and divide it by five to get the size of the horde. Therefore an 8th level Steppe Warrior could summon between 290-550 men to his side, while a 12th level Steppe Warrior could summon between 1900-2500 men, this horde is in addition to their normal followers.

The Horde must have a stated purpose for gathering, (plunder the wealthy city of Kashgar, rescue the Great Khan's Daughter, etc) and it will take a week to gather in the Steppe Warrior's home territory. A Horde will disband after a number of weeks equal to the summoner's level. A Horde may be held together for an additional 1-2 weeks if there are exceptional circumstances (23 or higher effective Charisma, massive plunder distributed to the Horde, stated goal within easy reach, etc), but never longer and if a Steppe Warrior has a Horde disband under him, he is disgraced in his homeland and may never raise another Horde.

The Horde will also have two aides equal to 1/2 the level (rounded down) of the character summoning it and those aides will each have two assistants each equal to half their level (rounded down), thus a 9th level Steppe Warrior summoning a horde will have two 4th level Steppe Warrior Aides and four 2nd level Steppe Warrior assistants. Clerics, Shamans or Witch-Doctors (depending on the nature of the Steppe Warrior's tribal religion) may also be present at the DM's discretion.

Multiclassing- Steppe Warrior/Cleric 1/2E, 1/2O; Steppe Warrior/Druid- 1/2E; Steppe Warrior/Magic-User 1/2E; Steppe Warrior/Thief 1/2E, 1/2O; Steppe Warrior/Assassin 1/2E, 1/2O; Cleric/Steppe Warrior/Magic-User 1/2E; Cleric/Steppe Warrior/Assassin 1/2O

Optional Starting Money Table-
To show just how cash poor the steppe is and to reflect the normal equipment found there I came up with this-

Roll 1d6x10 for starting gold- buy anything with that. For interesting, exotic fun let them buy stuff from the Oriental Adventures book too. Currency exchange rates are on page 38.

New items-
Dried Meat- 1GP/Week
Koumiss- 1SP/Gallon
Ger, Small- 150GP

Dried meat could be mutton, beef, camel, horse or some variety of wild game, it is typically placed under the saddle when riding so the horse sweat and crushing action can soften it enough to eat. Koumiss is a drink made from fermented mare's milk. A Ger, also known as a Yurt, is either a very sophisticated tent or an easily dismantled and moved cloth covered house used by nomadic and semi-nomadic people throughout Eurasia, depending on who you ask.

Roll 1d6 on this table for an armor, weapon and horses package.
Assume everyone starts with one set of clothes which includes a furry hat, if they have a bow, it is a Composite Shortbow and that they have a quiver for the arrows. They also start with a saddle, bit and bridle.

1- Leather Armor, Light Lance, Dagger, 1d4 Steppe Ponies*
2- Padded Armor, Bow, 12 Arrows, Hand Axe, 2d4 Steppe Ponies
3- Shield, Light Lance, Scimitar, Bow, 12 Arrows, 2d4 Steppe Ponies
4-Leather Armor, Shield, Dagger, Hand Axe, Bow, 12 arrows, 2d4 Steppe Ponies
5-Chainmail, Shield, Scimitar, Bow, 12+2d6 Arrows, 4+2d4 Steppe Ponies
6- Lamellar**, Hand Axe, Light Lance, Bow, 12+2d6 Arrows, 4+2d4 Steppe Ponies

DM's should, of course, feel free to adjust this table to their needs, there are way more combinations of armor, weapons and horses that I could have done, I just wanted to keep it simple. The Steppe Ponies are pretty essential though, even a poor Steppe Warrior should have at least one horse.

*Steppe Ponies should be treated as Light Warhorses, but with better morale and AC 6, they also forage on their own and thus do not require fodder and are hardier than most horses with better endurance, they almost never come up lame.

**Treat as Scale armor, I threw it in for flavor and accuracy. Truth be told they had leather lamellar too, but I didn't want to be confusing.

Roll 1d6 on this table for extra stuff.

1. Horseman's Mace, Winter Blanket, Small Iron Pot
2. Guard Dog, bone whistle, Large Sack
3. Pack Camel, Pack Saddle made for said Camel, 25lb sack of rice flour
4. 1d6+2 Sheep, Sheep Dog, Iron Shears
5. 1d4 Yaks, Wagon, Small Ger (12')
6. Helmet, Horseman's Mace, Dagger

Obviously, this was just off the top of my head and DM's should feel completely free to adjust the "extra stuff" as they see fit. My intention here was to throw the Horseman's mace into some starting kits and add some more culturally fitting, but not necessarily of obvious immediate use, items into the mix. "What am I going to do with 4 Sheep?" a player might ask, I say think outside the usual box. Sheep are walking provisions, trade goods and a bit of an early warning system, although the dog that comes with them is better at that.

Common Medieval Mongol Names-

Mongol Female-
Altani, Bargujin, Borte, Chabi, Chagur, Chakha, Checheyigen, Chotan, Doregene, Ebegei, Gurbesu, Ibakha, Khadagan, Khogaghchin, Khojin, Khorijin, Khugurjin, Khulan, Nomolun, Onggur, Sokhatai, Sorghaghatani, Tekine, Temulun, Yesugun, Yesui

Mongol Male-

Abagha, Aguchu, Ajinai, Akutai, Alagh, Alchi, Altan, Bögen, Babür, Bagaridai, Bala, Barlas, Bartan, Batu, Baykara, Begter, Berke, Chagatai, Chanai, Chigu, Chilagun, Chiledu, Dagun, Daritai, Djebe, Dodai, Esen-Buga, Günkan, Ghazan, Gughlug, Harghasun, Horkhudagh, Hulegu, Husun, Inalchi, Inancha, Iturgen, Jurchedei, Khachi, Khachigun, Khagatai, Khogaghchin, Khudu, Khuyildar, Kokochu, Koksegu, Kubilai, Megetu, Morokha, Mungke, Munglig, Nakhu, Nayaga, Nogay, Noyan, Ogodei, Okhotur, Oljaitu, Oronartai, Sahruh, Sencer, Shiragul, Shirgugetu, Soyurgatmis, Subotei, Suyiketu, Taghai, Tamachi, Temuge, Temujin, Temur, Toghoril, Toghtoga, Toktamis, Tolui, Torolchi, Turgay, Ukhuna, Ulugh, Utudai, Yegu, Yesunge, Yokhunan

OK, so, I pretty much adapted this from the Unearthed Arcana Cavalier and Barbarian classes and toned their abilities down for the most part, so they wouldn't be overpowering, but like I stated above, this is all completely untested. I had a bunch of other ideas for them and I really wanted to include some stuff I cut, but when I thought about it I kept thinking that "This is like the Cavalier's whatever" or the "Barbarian's Horde summoning ability is important"; and it is, the English word "horde" comes from the Mongolian "ordu". So in the end I decided to default to Gygax and mix and match and alter most of the stuff I wanted from those two classes with a few of my own ideas and cut a bunch of stuff out. I guess in the end you know it's done when you can't cut anything else, right?

Questions, comments and criticisms are welcomed, particularly if there is something glaringly obvious that I left out.

Friday, April 6, 2012

Bonus Post- B/X Alignment Musings




I know I have been rushing trying to get all Norse stuff in during April here for the A-Z Posting Blitz, but I have been thinking about Alignment in B/X D&D since I rolled up all those pregens for my new Norse campaign and wanted to get some of those thoughts out before I forgot about them. I know that OD&D had the Lawful-Neutral-Chaotic Axis, and so does B/X, but I never really gave it much thought because I started playing D&D with Holmes Basic which had a proto-AD&D Alignment axis, and I never saw or heard about the older, original three alignment axis until much later, so when I saw the B/X version of Alignment I assumed it was dumbed down from Holmes or AD&D for the younger audience it was aimed at and never really gave it much more thought.

Now it occurs to me that I was just wrong. I was wrong first because I was misinformed, original D&D used the same Alignment system as B/X, which was later adopted by BECMI and Cyclopedia D&D. Secondly, I was wrong because I think the Alignment system in D&D, as opposed to AD&D, is not a simplified system at all, it just doesn't encompass all of the moral choices that a Character can make in a game, rather it is about where their ultimate loyalties lie. AD&D muddied the waters there, it was AD&D that made Alignment not so much a statement of allegiance, but a moral code. In OD&D, B/X, BECMI & Cyclopedia D&D, Law represents a commitment to civilization, Chaos to those forces that oppose it. To be fair, they don't do the best job of explaining this clearly.

I am not sure how I feel about this to be honest. I have lived most of my life with the nine-fold Alignment system. I have defended it, often, against it's various detractors. I have found it to be a useful role-playing tool for helping to get players to consistently play their Characters with the same moral and ethical standards from game to game, and I think we all know players that need the help out there. Mostly, I think in AD&D Alignment terms most of the time. So this conclusion that Law and Chaos aren't really moral/ethical/behavioral outlooks on life, but rather an allegiance to the concept of being pro or anti civilization, while groundbreaking for me, leaves me at another one of those places where I have to wonder whether AD&D was a good idea or not, and I grew up with AD&D, it's like asking me if I love my mother or America.

I consider almost every day switching from B/X to AD&D. AD&D is like home to me, I know it like the back of my hand. B/X is the experiment for me, so I can get some experience playing the "other" D&D game that was out back then. I have to say that there is a whole lot of stuff I like in B/X D&D, stuff I remember using back in the day in AD&D that I probably took from the Expert book and other stuff like the way that all the spells are better, Morale is easier to use, and probably a dozen other things; but I keep defaulting back to AD&D at weird times too, like when I rolled D6s for all the Thief's Hit Points or the way I keep thinking of all the ACs as starting at 10.

All that said, the more that I think about it, the more I realize the way I have always played AD&D was closer in spirit to OD&D or B/X, probably because I started with Holmes; but I whittled away the rules from AD&D that I didn't like or didn't understand. I won't go through the usual litany of AD&D rules that get listed as superfluous, everyone knows them by now, and each one of them has their supporters and detractors; I support some myself and dislike others.

It does make me think though, that the D&D Next team should maybe be looking at Labyrinth Lord as a model for the 5th edition of D&D. Labyrinth Lord already has "modules" for what you want to add to your game, from "Original Edition Characters" to the "Advanced Edition Companion" you cover the D&D games from the time period of 1974-1985. If they added an "AEC II" that covered all the crazy late first edition AD&D stuff and an "Oriental AEC", we'd be covered up to the advent of 2nd edition. Some sort of "2nd edition companion" would get us through the 1990s, although I know most OSR types hate post Gygax era TSR D&D, it would at least give us completeness and show the robustness of the system.

Thursday, February 16, 2012

This Blog



Pictured- The Arms of the Lady Mattea Di Luna, mundanely known as my lovely wife Mona, my inspiration in all things.

I hope my blog is not getting stale. I noticed that I lost a follower today, it's happened before and it always kind of bums me out, like I let down somebody that was expecting something better of me. My blog was never really supposed to attract readers at all honestly, it was just supposed to be a writing exercise to help me organize my thoughts about the stuff I like to do. I just happened to discover the OSR through blogging and made it a big part of my life and what I blog about. Despite my desire to blog more about a number of things, things happening in my life, good, bad and just time consuming, have left me with less time to devote to blogging as regularly as I'd like to; so maybe that's the reason that I lost a follower, or maybe they just moved on in their interests. I can't tell who it was, as much as I'd like to have a personal relationship with everyone that reads my blog, it's not like it was when there were only a dozen or so of you; I can't keep close track anymore; I'll miss you just the same because it feels like a personal failing on my part.

Anyway, on to less maudlin things, I am actually trying to collect my thoughts for a review/retrospective on the Cook/Marsh Expert Book. I just want it to be good, not simply me saying something like "Cook and Marsh continued on in the vein set forth by Moldvay and it continued to be excellent"; while true, it's somewhat lackluster in comparison to the multi-part review that Moldvay's Basic book got. I am afraid I am going to need to go through it again and actually take notes, section by section, like I did with the Moldvay Basic book and make the comparisons to AD&D, that I keep trying to avoid doing.

I offered up the Labyrinth Lord Advanced Edition Companion as a supplement to B/X for my players since there was some grumbling initially, at character generation and later with the higher mortality rate, about the lack of AD&D-isms in B/X. To my real surprise, every one of my players that I have spoken to so far has rejected it, even the one that really missed the AD&D death at -10HP rule; he stated that he was "...in this [Basic D&D] mode now.", and would rather just stick with it. My kids, who had originally missed separate races and classes, were all like, "We don't care about that now.". My wife never really cared which rules set we used. Audra is brand new to RPGs at all, so it really doesn't matter to her. Lee Ann I haven't spoken to yet, because she's always working lately, they're short RNs where she works; I suspect will not care either, although she had never played Basic D&D before I introduced her to it. Dalton I haven't spoken to yet either, but I strongly suspect he will prefer to stay with B/X, because he is planning on switching his newbies from AD&D to B/X-LL ASAP.

We play the Anarchy of Stephen and Matilda campaign this weekend, so I will get a chance to talk in person with everyone that I haven't yet. This weekend I plan to run Tim Shorts adventure "Knowledge Illuminates", so I am hoping everyone can make it. I am still reading 1215 Year of the Magna Carta, but I am better than half way through, which I consider pretty good since I am mostly reading it in the morning before breakfast and right before I go to bed at night. I suppose I could cut down on my OSR blog reading and really knuckle down on this whole getting more blogging/reading/campaign preparation done, but I get so many cool ideas from the OSR blogosphere. Even if they aren't things I would ever use, they keep me on my creative toes, you know what I mean?

In non-RPG news, I started my diet for real yesterday and started exercising because I found out that my Barony is hosting the Kingdom of Aethelmearc's Spring Crown Tourney, and it's holding it in Brewerton, NY; a town I practically grew up in, because it is my friend Darryl's hometown. The Tourney is being held the week before my wife's birthday and I found out about it on Valentine's day. This strikes me as too much coincidence to not be fate guiding my hand and forcing me towards this goal, so I am going to bust my ass to shake off the rust as a fighter, lose some fat and gain some muscle over the next three months and, hopefully, make my wife a Princess for her birthday. This is not an impossible goal, I have achieved similar goals in the past, just not won the Crown, although I came close, twice. This time, Deus lo volt!

Sunday, October 16, 2011

Is it time for an Oriental Adventures Retro-clone?

I mean a full on retro-clone, not a few add-on classes for Labyrinth Lord, or a conversion of an earlier version of D&D, like Ruins & Ronin for OD&D/S&W, but an AD&D 1st edition, OSRIC* I guess, Oriental Adventures book. I never bought OSRIC, I just downloaded the free .pdf files because I already own 1st edition AD&D, but I just might to work on this project. Mostly because I hate to read lengthy works on my computer and I like real books. To be clear here, I am not volunteering to retro-clone OA, I am volunteering to be a team member on a retro-clone project. I think that someone with experience doing this sort of thing would be a better team leader than me, and I have already had one major project (B/X WW2) more or less fail, although that was more due to me being more enthusiastic about it than my gaming group.

Since I brought it up, I have to ask, how closely do you have to hew to the original rules in a retro-clone? Can you correct things that turned out to not really work in play? Can you add to the game? I guess I am asking because, despite what EGG intended it to be, I always considered AD&D to be a toolbox like earlier versions of D&D, if non-weapon proficiencies have to be included at all, can we make them optional? Can we make them work like they did in 2nd edition? Can we rename them "Skills"? The OA NWP system kind of made expectation that there would be a certain style of play, involving a lot of time spent in Courts, and that there would be all of these peaceful "contests", but there weren't really any guidelines for how to run an adventure set in a court, so did anyone ever do that? Should we write some guidelines for it? Can we expand the Ancestry and Birthright tables? I know we have to change them and I hate writing random tables, I know there are people out there that love doing them though, so that's another reason I want a team. I am good at coming up with cool random stuff on the fly in the game, not so much at making an entire table of it before hand.

Should an OA retro-clone be even more narrowly focused on Japanese culture and myth? Or should we open it up to more of Asian myth and legend? If that's the case where do we draw the line? I think the obvious intent is EAST Asia, and one of the odd bits of 3e's OA book was incorporating stuff from the Indian subcontinent, even odder considering the clearly Rokugan setting, but they did make the alternate fantasy India-based setting free DLC. Can we incorporate stuff that was published in other TSR materials like modules or boxed sets or 2nd edition stuff? I have almost everything TSR ever made for OA, with the sole exception of the Kara-Tur trail maps, which I assume are just maps, right? I even recently acquired the 2nd edition Ninja book, which, technically isn't an OA book, but might be useful, I don't know I haven't really read through it yet. Hell, I even have the next "connected" part of the Forgotten Realms- The Horde boxed set, and most of the stuff to go with it, because I felt it was supplemental to Kara-Tur and Oriental Adventures; and, of course, because the Mongols are wicked cool. I know we can't use any Kara-Tur material in a retro-clone and would have to create our own mini-Asian setting for it, if we were going to include any setting information at all, but those things all have little tidbits of inspiration and occasional rules clarifications or entirely new rules- usually new monsters or spells as I recall, it's been a while since I read through my OA module/boxed set collection.

There's a lot of old school goodness in OA and I think it is deserving of a real retro-clone, but I don't really know the ground rules of retro-cloning I guess. So, has anyone reading this blog written a retro-clone before? Would you like to be team leader on a new OA retro-clone? Can anyone answer the questions I have? Does anyone else want to be on the team? On the plus side, I am pretty sure I can get it lavishly illustrated at a pretty reasonable rate :) If we can't get a team together I guess I can keep muddling through and subtracting what I think doesn't need to be there, tinkering with stuff and adding in a few bits for my own game, but I think this could be a good community project.

*Although I'd be OK with a full on supplement for Labyrinth Lord AEC too. I am down with both OSRIC and LL; S&W too, but it already has Ruins & Ronin.

These came in the mail the other day, Ashli's birthday actually-



They popped up on my EBay radar because they were listed as Clan War cards. Don't judge me too harshly, I just figured since they were cheap I'd see what all the fuss was about and if the CCG sucks, I can still use the cards as art inspiration for my OA campaign.