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Showing posts with label WotC. Show all posts
Showing posts with label WotC. Show all posts

Thursday, June 14, 2012

Dawn Patrol and Old School Battlestar Galactica





But first, this picture I randomly ran across on another blog of some Scythians, among the oldest school Steppe Warriors out there; so it's a shout out to my old Guildies from AOL's version of Neverwinter Nights and Yurt dwelling folk everywhere.


Next, I ran across these pics on another blog.






Now I am not generally a huge fan of Sci-Fi cross-overs, but seeing the Cylon on the Enterprise bridge was pretty cool. The second one just reminded me of how I didn't get my Gold Cylon when I sent away for it. Which reminded me of how I was similarly screwed out of this-



What is it with me NOT getting Battlestar Galactica stuff when I was a kid? Was it Karma because I was the only kid I knew that got the Colonial Viper for Christmas that year? Everyone else got stuck with the lame almost viper toys, or, if they were lucky like two of my friends, got the Cylon Raider.



What were they thinking there? Kids will love having a ship never seen on the show? A Viper-esque thing on wheels will be great! Don't toy company execs actually ever have kids look at their proposed toys? Because the Viper and the Raider were the only ones they produced that were necessary. A shuttle might have been nice, or anything in the action figure scale. Action figures with detail and articulation at least as nice as Kenner's Star Wars figures would have made it a competitive line too, as it was I got all of mine as gifts; despite being a HUGE BSG fan (at 9 years old I was apparently their demographic), I knew their action figures were crap. Oddly enough, I have the Muffitt figure sitting on my desk- top shelf, center, under the light, on top of my Cesare Borgia tobacco tin full of old coins, behind a bunch of old school D&D miniatures, mostly Heritage and Ral Partha, some Grenadier or others.

Now I guess that it is apropos to this discussion, in a roundabout way, of BSG that my new copy of Dawn Patrol came in the mail today. Here are the pictures:







It is pretty nearly complete, I didn't count the counters, but the rest of the contents are there except for two maneuver cards used for tailing/being tailed. There are three complete sets of maneuver cards and one set missing two. My wife Mona actually volunteered to make some more sets using her skills with art and graphics programs and I can then print them out onto heavy paper and she'll cut the new decks out. There was also this odd box of counters that doesn't actually go to Dawn Patrol. I've been a Wargamer for three decades and I don't recognize these guys, anyone know what game they're from?



My wife took this picture with our digital camera, because I am impaired at photography, so I thank her for that

Anyway, over the years I have built and rebuilt BSG RPGs, and never got anyone to play with me, even my buddies like Lance who LOVES the original 1978 Battlestar Galactica. How Dawn Patrol fits in to all of this is that in a couple of incarnations of my BSG RPG, I pretty much used Dawn Patrol as a chassis for the fighter combat. Obviously, it needs some modification to make it a space fighter combat game, but, in theory, it works all right. I say in theory, because I never playtested it against anyone but myself. I don't exactly know when I started "designing" games, it seems like I must have been in high school, but that seems kind of late for a BSG project. Probably earlier, I was always stuck chasing the Questing Beast that is the perfect RPG as Big Darryl's Squire, so modifying rules was in my gaming blood from the time I was in junior high I guess.

I don't know how many iterations my BSG RPG went through. I do know that every time some hot new game system came along down the pike I had to see what it had that I could use, modify or be inspired by. I rewrote the WEG D6 Star Wars game into a BSG RPG, that was dead simple, all you really have to do is remove the Jedi and change some terminology. I had an entire GURPS version once, and I didn't even own any GURPS books at the time. Having access to your friends and mentors gaming libraries is a good thing. I am pretty sure I quit trying to put together an original series BSG RPG sometime in the mid 1990s; I am going to guess that I figured if it hadn't happened by then, it just wasn't going to happen. I know I quit before the D20 craze, otherwise I'd probably have driven myself nuts trying to make it happen again and have everyone in my D&D group be all lukewarm on the idea.

Wednesday, June 13, 2012

Of Yurts, and Books




I have recently decided that my project for this summer is to build a Yurt for camping. Am I taking this Great Khan thing too far? I don't think so. I have been in the SCA for decades now and Yurts are kind of a pain in the ass to set up, but are the palaces of the tent world. I have actually been trying to get my wife Mona to agree to building Yurts for us to live in full time, year round, for about a decade or more, but she is reticent to live in what she refers to as a "glorified tent", despite the fact that there are actually people doing just this very thing in upstate NY. There is even a campground along the Salmon river that uses Yurts for lodges year round. So I figure a really kick-ass camping Yurt may change her mind. Plus they are ecologically sound, reducing our footprint significantly, and I think it would be cool to have each of my kids get their own Yurt, like having a more private bedroom; they're all teenagers now. Ashli will be twenty in October, while her condition currently precludes her from living on her own, I am pretty sure a Yurt of her own would be OK. So I bought these books to help me with my Yurt quest, I haven't had a chance to read them yet, but I imagine they'll be useful, they had good Amazon reviews.






I already had this one from years ago, back then it was simply referred to as the definitive Yurt book. I learned a lot from this book, but I figured more information is always better.



Otherwise I just would have stuck with this one. It's a do it yourself guide to everything Mongolian, including Yurt building, but also clothing and the Uighur alphabet, among other things. It's real hands on, written for SCA folk.



Now, I also mentioned I had been reading some Mongol history recently, this is the book, it apparently accompanied a BBC series I will most likely never get to see. I have read a lot of Mongol history in the past too, this was just something new for me. I have an entire shelf of books devoted to the Mongols actually, with a couple more books on the way soon, not counting the Yurt books of course. Are there any Mongol RPG books out there? Was there ever a GURPS Mongols? I mean, I have TSR's "The Horde" and "Forgotten Realms Horde Campaign" for 2nd edition AD&D, and I bought the companion novels "The Empires Trilogy- Horselords, Dragonwall and Crusade"; spoiler alert- so they can keep the Forgotten Realms at status quo ante bellum they might just as well have never introduced any of the main characters in "The Horde" boxed set, they're all dead or irrelevant by the end of the 3rd book.



As far as history goes, I also got this in the mail today, it was a seminal read for the formation of our Mongol online gaming guild- The Steppe Warriors



And, because I am a giant Mongol nerd, I also got this, but I haven't had a chance to start it yet. I am still finishing up the last series I was writing about.



This copy of the L5R RPG's Boxed set "City of Lies" came in the mail yesterday, funny story, I was bidding on three boxed sets, two of which I had never seen before. They were all from the same seller, so I figured if I won all three I'd just pass this along to Dalton since he has an interest in running the L5R RPG, but I'd save on shipping and all. I got super sniped at the end of the auction on the other two and only won the one I already had.




Lastly, this came in the mail today, another WotC D20 Star Wars Sourcebook. I really liked the New Jedi Order series of novels, so I wanted to see their take on all of it, and, of course, it was an excellent deal.





Saturday, June 9, 2012

Mostly About Books Today




I will come clean and admit that I spent the greater part of my day playing Crusader Kings, it's the first time I've booted into Windows in a long time, since November 11th of last year to be exact, but I needed access to some Windows only software that I own so that I could hard code srt files to avi files or other video formats. There is probably free software that does it better available for Linux, but I didn't feel like looking for it and then learning how to use it. I forgot that if you don't run Windows for a long time, and I forget this every time I go months without booting into Windows, that there will be something like two hours worth of updates and scans that need to be run before my computer is really available for anything, so I read for a while, while I kept an eye on my computer.

I've been reading more lately anyway, eastern philosophy and Asian history; not all Japanese stuff either, remember I am the Great Khan. Which leads me to the first bunch of books. I got this book-



at a local Salvation Army thrift shop one day while my wife was busy at a seminar at the County building across the street. I thought it looked cool and I had seen very little in the way of Mongol oriented fantasy. Now, reading novels is how I reward myself for doing research on whatever topic I happen to be researching at the time, and I happened to be researching the Mongols anyway and how I was going to make them work in a fantasy setting. So I did the Mongol history and some Mongol folklore/mythology/religious practices, then I figured I'd dive into this book and see this guy's take on it all. Then I realized it was the sequel to a trilogy, essentially the 4th book in the series, and I was mightily annoyed. So I went on Amazon; where I had just bought the Mongol research book anyway, and I ordered the whole trilogy.








And I read them, as it turns out, it was very helpful to have read them, and they are a self contained story that covers the rest of the fantasy Asia that the author has created. The story mostly takes place in the alt-China, but you roam all over the fantasy Asia and the main character of the "4th book" is a secondary character introduced along the way. They were pretty good though, so I am not too annoyed that I read them.

Next, I guess it's no big secret that I went from Legend of the Five Rings and Rokugan hater to enormous fan. I have been buying up old L5R RPG stuff and Clan War stuff like there's no tomorrow. I bought and read the Clan War novels last year. There was one for each major clan- Scorpion, Unicorn, Crane, Phoenix, Crab and Dragon. Some were better than others. Recently, as in a couple of weeks ago, I discovered a second series of L5R novels: The Four Winds Saga. So these have been trickling in for a week or so now, the last one made it here today.













Next on the list, Lowell Francis on the Age of Ravens blog did Samurai week this week with a very helpful recommended reading list for running a Samurai RPG. Since I am obsessed with remaking AD&D's Oriental Adventures right AND I have a mostly female gaming group I decided to hop on over to Amazon and go with the Tomoe Gozen saga that was recommended, I ordered yesterday and the first of three came today. Sadly it's the second book, but I haven't finished reading "Lords of Grass and Thunder" yet anyway. Remarkably quick shipping though, I didn't pay for overnight delivery.



Lastly, these came in the mail yesterday, but I'd already posted my blog. Some more old school WEG D6 Star Wars stuff I bought on EBay with conversion to WotC D20 in mind.






It's getting late now, gotta go.  

Tuesday, May 22, 2012

Mostly Just the Mail Call 22 MAY 2012

The Dark Side Sourcebook for the WotC D20 version of the Star Wars game came in the mail.



 The front of the book.



The back of the book. The pics are from the EBay auction.

I didn't play Star Wars this weekend, half my group RSVPed that they were sick, My daughter Ember got invited to a birthday party that took place right smack dab in the middle of game time and, frankly, I still feel under prepared to run any D20 based gaming. That and past experience has made me a little gun shy about running games in the Star Wars universe, I just can't shake the feeling that I am jinxed when it comes to Star Wars RPGs.

Still, I know the universe better than anyone else and this is a less rules intensive version of D20 then 3.x D&D was, so maybe it'll work out.

Saturday, May 19, 2012

I haven't been neglecting this blog



I have been working on my other one, and spending a frustrating day waiting for a tree guy to actually show up at my house today. He called saying he was on his way over, and he's been here before like four times, just as I was about to leave for my Dawn Patrol game, so I did the responsible adult thing and canceled my Dawn Patrol game, so my wife wouldn't have to try and negotiate with this guy by herself.

He, of course, never showed up. I am really beginning to hate this guy. He treats logging my property like it's a tree removal service job, and it's not really. We have some valuable wood here, but he's always trying to treat it like we want some useless dead or damaged trees taken down and figuring out the cost to himself for equipment and crew. The Cherry trees alone are worth more than enough to finance the rest of the operation, a few years ago I'd have made a few thousand dollars on the deal and he'd have been happy to do it. The problem I have is that my lot is too small for big time loggers to waste time on and the small time guys are all the same, tree removal service guys.

I am supposed to run a D20 Star Wars game tomorrow and I was just going to convert the introductory adventure from the WEG D6 system to run. I have to say, I have had two weeks to prepare for this game and reading through the WotC Star Wars D20 revised has been absolute hell. I remember things from D20 D&D that I ultimately grew to hate and I am feeling under prepared, despite my extra week off due to Mona's birthday and Mother's Day.

I have actually found my attention wandering to both my Garnia campaign, hence the slight burst of activity on the other blog, and my Oriental Adventures project which has drawn my attention to both the Asian flavored potion of Garnia and all the fixes I still need to make and playtest for 1st edition AD&D's Oriental Adventures book, which I guess means that I'll have something "inspired by" that book, eventually. I also kind of want to play my B/X Vikings setting, but I am having a hard time coming up with a quorum of players, that whole drop-in, drop-out thing hasn't worked in practice; which is why we decided to go with Star Wars in the first place, more powerful PCs.

I also got this in the mail, two copies-




Lastly, bonus points if you can pick out which of these ancient Celt miniatures most resembles my fighting style in SCA battles. Click to embiggen.




Friday, May 11, 2012

Just a Quick Post Today



It is my wife Mona's birthday, so I spent much of my day procuring the ingredients for and preparing the once per year special "Seafood Alfredo Primavera" and other traditional Italian side dishes that go with it. I always find, year after year, that I am not especially interested in eating the food after spending so much time preparing it. I cut back this year too, I usually make a second pasta dish with marinara sauce, Italian sausage and meatballs, but I have gotten sick of eating left-overs from her birthday dinner for a week because I only know how to cook in bulk, as it is I am surprised that the garlic bread was as big a hit this year as it was, no left overs there. I only made one loaf, but usually the kids complain that it's too garlic-ey. My long years toiling as a cook at least make my wife happy one day a year.

Her main present still hasn't arrived from Amazon, my Prime membership means nothing in this case because it was through another seller, so that sucks. But I got some cool stuff in the mail.



I got this Star Wars Gamemaster Kit from Ebay as soon as I realized I'd be running a Star Wars game, I figured it didn't matter that it was for the WEG D6 system rather than the WotC D20 version, it would probably have some good advice.






All of these sets of Clan War Miniatures were just too good a deal for me to pass on.

Saturday, May 5, 2012

My son played in a 4th edition D&D game today.




I was going to write about how today was Star Wars day- May the Fourth be with you! and all that, I actually have had Star Wars on my mind as a result of the Star Wars blitz that's just everywhere today. So I guess I'll talk about that a bit first. My first experience with any Star Wars RPG was the D6 West End Games version, and I have a bunch of stuff for the game, and I have run a couple of different campaigns set in the WEG Star Wars system. Sadly, they were failures. Not that fun wasn't had, but something went wrong.

I think part of the reason they were failures was that WEG D6 Star Wars was one of the 1st non-D&D games I ever tried to teach myself and others how to play. I think the other, and perhaps bigger, part of the failure of my WEG Star Wars experience was that my players were all D&D players; sure they were Star Wars fans too, hell they'd been Star Wars fans since before they were D&D players, but the fact that they'd been D&D players for years before WEG came out with their Star Wars RPG meant that they went into Star Wars with a D&D mind set. The D&D mind set is distinctly not a heroic Star Wars rebellion against the Empire type mind set. Yes, people will argue that Han Solo did it all for the money, OK, whatever, he had Jabba the Hutt to pay off. My real problem was that everyone wanted to be shadier than Han Solo, they wanted to be Boba Fett, only working for the rebels, but only because the game made them. Worse than that, after every single firefight, they were looting corpses like in D&D, stripping off Stormtrooper Armor because it was better than their own stuff, taking weapons, real non-heroic, non-Star Wars type stuff; and how do you enforce a "feel" on the universe?

Years passed, I pretty much gave up on WEG D6 Star Wars RPG, I just assumed I'd never find the right group to play with, then the prequels came out and pretty much screwed the whole thing up anyway. I gave WotC D20 Star Wars a shot, I bought every single issue of Star Wars Gamer that the released, yes, I was the one, and eventually I found a group of people willing to give me a shot GMing that game. I dropped the ball there too. I didn't actually own the book at the time, my friend Mark did, I had an introductory adventure to run, which I familiarized myself with, but, to be honest, I am always better with my own material or material that I alter to suit my needs. In my hubris, I assumed that my intimate familiarity with 3rd edition D&D would be enough to get me over the hurdle of not being actually familiar with the specifics of the rules of D20 Star Wars, so I was unprepared I guess. That kind of soured me on the experience, and I was getting soured on 3rd edition D&D at roughly the same time, so there may have been some synergy there.

I had also been hearing via the internet how WotC D20 Star Wars just wasn't as good as WEG D6 Star Wars had been. Then I started hearing things about how a GM that knows too much about a universe can make it suck for the players, and I wondered if maybe that was my problem, I was projecting what I thought Star Wars should be like onto my players, rather than letting them play out their own stories in the Star Wars universe. Mind you, I've heard the same argument made about canon-nazis that question a GM's calls because they violate some obscure bit of canon, and I'd never tolerate that nonsense at my table.

Now, over the last couple of years, my wife has offered on several occasions to run Star Wars games for us, mostly for the kids and me, but I guess anyone in the group would be OK to join; I keep buying new stuff for her, hoping something will catch her interest, I bought the Saga edition book back when it was still available, I have a couple of other Saga edition books I have found on bargains on EBay, I have the D20 Revised and the Original, several copies of each and several sourcebooks for each WotC edition. I bought tons of the Star Wars miniatures, mostly from the first few sets, both because I like the miniatures and because I was using them to tempt my children into playing a tactical wargame with me, it kind of worked for a while. I have even bought more WEG D6 stuff on Ebay over the course of the last year or so trying to tempt my lady into running a game, I don't think it's going to happen.

Then tonight I took my son to a 4th edition D&D game tonight. He made a Thief character, he said it was the most powerful character he's ever played and he kind of liked it. He was the only human in the party.

Friday, January 20, 2012

AD&D to be Reprinted




In case mine is the only gaming blog you read, I'd be remiss not to spread the biggest D&D news out of WotC since the official announcement that 5th edition is in the works- The core 3 AD&D 1st edition books are going to be re-released by WotC. It's only a limited print run, with some of the proceeds to help the Gygax memorial fund, and only available in North America, but it's a nice gesture anyway.

My wife thinks that I am suffering from battered spouse syndrome with WotC, hoping that they'll treat me better this time since they are being so nice now trying to win me back. Maybe she's right. Maybe they are just trying to gauge the true sales potential of the OSR? Who knows, it's even possible they are actually trying to do what they said they are trying to do and bring us all back together, re-unite the tribes. Make D&D the undisputed king of RPGs again.

I liked what Raggi had to say about it, but I am kind of an edition warrior regardless of what Dungeon Bastard says.

Tuesday, January 10, 2012

D&D 5th edition Wishlist




OK, I know I said yesterday that I'd not speculate on what WotC was going to do with D&D and that I'd just get back to my own business, but my contrary brain wouldn't stop thinking about it, so here it is.

Point One- Ditch the full color, expensive art on every page; black & white line art can be just as evocative and it's easier for kids to afford or for parents to buy for their kids when the book is $20-25.00 rather than $40+ . I also would prefer an art direction that takes us stylistically back to a more realistically medieval look rather than dungeon punk, but I may get out voted on that. That said, feel free to mix it up some too, David C. Sutherland III, D.A. Trampier, Tom Wham and Jean Wells all got art credits in the 1st edition AD&D Monster Manual, David C. Sutherland and D.A. Trampier got them for the 1st edition Players Handbook, David C. Sutherland, D.A. Trampier, Darlene Pekul, Will McLean, David S. La Force and Erol Otus got them for the 1st edition AD&D Dungeon Masters Guide; I could go on and list the art credits for various other old D&D and AD&D books , modules and supplements I have, but I think my point is well made- Stylistically these various artists vary quite a bit within the same products and that's OK; all of them can represent D&D.

Point Two- Get rid of the instant gratification. People, even the kids you have been trying to attract get bored when you hand them everything they want on a silver platter. D&D was designed for long term campaign play. Sure, one of the biggest complaints going into 3rd edition was that nobody ever got to play high level characters because campaigns never lasted long enough, dropping the amount of XP required to level alone should have fixed the problem, you didn't need to amp up the amount of XP everything was worth too. I get that nobody likes being 1st level, but everyone feels a sense of real accomplishment when they make it to second, third, fourth and so on under the old rules; now everyone knows that they are going to level pretty much every time they play and it steals the sense of accomplishment from the players and replaces it with a sense of entitlement.

Point Three- Put the danger back in. This goes hand-in-hand with the last point. Since 3rd edition the PCs have been pretty much gods walking the earth, and the encounter scaling system doesn't help this problem. If there is no danger, no real fear of death and failure, then there is no real sense of accomplishment for the players there either. I am not familiar with 4th edition myself, but I have heard stories from my players who tell me that the power levels of PCs are even higher, and therefore worse, than they were in 3rd edition. Get rid of at will, per encounter, per day, per whatever powers; these are still supposed to be people adventuring not superheroes.

Point four- Make skills, feats & powers optional if you include them at all. Obviously I am biased against them, but I might still be playing a new version of D&D if they had made it easy to rip out the parts I didn't like as simply optional sub-systems.

Point Five- Scale back races and classes to the core four, at least at first. I write a lot about 1st edition AD&D and I sometimes lose sight of the fact that post-Gygaxian D&D has gotten way more complex and both class and race heavy than EGG was taking us when he was dismissed from TSR. 2nd edition gave us the endless series of Complete X splatbooks with their numerous kits and subraces. 3x did the same thing and called them Prestige classes instead of Kits. 4th edition, apparently, just published newer Player's Handbooks with new races and classes.

Point Six- Design the entire system first, before releasing anything. Nothing screws things up worse than having a great idea added to a game half way through it's life cycle and then making it mandatory for play. While you're at it remember to fire the first guy that says every class needs to be balanced equally with each other at every level, and then everyone that brings it up again after that. The classic D&D experience was full of unbalanced things and nobody cared, it was part of the fun. People played their characters then instead of these horribly optimized min/maxed things they use for their tactical combat game they call D&D these days. Also, some randomness is a good thing.

Point Seven- Bring back the OGL or something at least as liberal as it was. Get every other game company making product for your game again, it only makes sense, it increases your power and prestige in the marketplace when everything in the game shop says "requires 5th edition D&D to play", or has a D&D logo on it. Hell, give away the D&D license too, let other companies meet a more stringent quality control level and share their profits with you. Lucas does this with Star Wars video games, novels, comics, whatever, all it takes is hiring on a couple of people to make sure they aren't trying to print the adventure "Sex-Slaves of the Under-City" with a D&D logo on it, and if they do, you have the legal Death Star called Hasbro to back you up and destroy them

Point Eight- License official D&D miniatures from every manufacturer that wants to make them and can meet a decent level of quality control and make them all to the same scale and look like the pictures in the Monster Manual and other books, again, this could be done at no cost to you except making sure their product doesn't suck. It really doesn't matter if they are pre-painted plastic or resin or metal, as long as they meet your standard. The cost is all on them and they share the profits with you. They take the risk, you get the reward.

Point Nine- Bring back Dragon magazine as a real, print magazine. Seriously, and make it a real magazine that covers all of gaming again instead of a house organ. Back when D&D was big Dragon Magazine was the one thing that every gamer tried to get every month, players and DMs alike, it had something for everyone. But don't spend more than a third of your magazine space on previewing your own upcoming products, or doing tie-ins to recently released products, or reviewing your own products (unless you have an independent reviewer that's allowed to call you out on a suck product); cover everything in the RPG world, some board game love wouldn't hurt either and I guess I could live with card games getting some space every now and again too.

Point Ten- Don't fuck with us. You say you are going to listen, then listen. Right now you are all conciliatory, you want to re-unite the tribes under your banner. I know this is because you are weak and getting beaten in sales by Pathfinder. Your biggest competitors are your previous editions, that's why the OSR exists. I have spent more money on old TSR product in the last decade than I have on any D&D produced by WotC. If I buy new RPG product at all, my money usually goes to Kenzer & Company, the last time Wizards of the Coast got money for an RPG book from me it was $39.95 for the Saga edition core rules in 2007. I want to love D&D, not OSRIC, Pathfinder, Labyrinth Lord, Swords & Wizardry or Adventures Dark & Dangerous or any other retro-clone, but you are not making it easy.

Point Eleven- Resurrect TSR. Just as an imprint, a separate division within Wizards of the Coast. Wizards of the Coast is a CCG manufacturer and it has the reputation as the company that killed TSR and D&D. TSR invented RPGs. Avalon Hill still gets to be a quasi-separate entity within your empire, and it is a good thing from the perspective that it gives a sense of continuity to the hobby of war gaming. Bringing back TSR would do the same thing I think for RPGs and it would be a show of good faith that you were going to take D&D seriously this time around.

Point Twelve- Release the PDF library of old editions of D&D again. Removing them from being able to be legally purchased made them only available illegally, you created a piracy problem that was almost non-existent by being draconian about piracy and insisting that everyone only play the current version of the game. I didn't need the PDFs for the most part, but I know a lot of people did, that said I would not hesitate to take illegally that which you made impossible to obtain legally if I felt I needed a module or a copy of a book I didn't have and could not find at a reasonable price in the secondary marketplace.

Now, down to nuts and bolts, I would like very much for them to put out a beginners boxed set. Not like the Pathfinder box, although, by all accounts, it is very nice. I want them to do something very much like Moldvay or Mentzer Basic. Simple. Doesn't require miniatures or tokens or a battle map; just dice, pencil, paper and imagination. I think race as class is a dead concept these days, killed by time out of favor if nothing else, so I won't try and push for that. This set should include a players book and a DMs book and a beginners module like B1 or B2 or both, it should also focus on dungeon exploration and the first few levels of play, maybe 1-5.

Follow that up with an Expert boxed set. Give new DMs advice on how to take the game out of the dungeon and into wilderness exploration. Include a module like X1 and a bare bones campaign setting, D&D's the Known World AKA Mystara by choice, my reasoning I'll get to later. This should cover levels 6-15 maybe. Add in a few more modular optional rules, for more granularity if the players and DMs want to add them.

Concurrent with the release of the Expert set, I'd release the Advanced D&D Monster Manual. Every monster in it would be 100% compatible with the B/X sets, they would just have a little extra rules crunch to them that wasn't yet explained. More monster choices are always welcomed. This would probably end year one of 5th edition D&D.

Next add a Master boxed set, obviously by the time you are DMing for characters that are this level, you are probably not a newbie DM anymore, but the game focus and scale has changed and there needs to be advice on how to handle this. More optional rules should be added here, including rules for mass combat and warfare, the governing of domains and the challenges they face and what else to do with higher level characters. Have it cover levels 16+

Maybe a few months after the release of the Master boxed set, I'd release the new AD&D Player's Handbook, it would have a couple more race options and a few more class options. This would probably be where I added an optional skill system, or expanded it if it was already in the game. This is the place to add 1/2 Elves, 1/2 Orcs and Gnomes as player races. I'm not fool enough to believe we can turn back the clock to limit Demi-Humans in either class or level, but I'd make specific mention as an optional rule that some specific campaign settings have specific rules regarding those things.

Probably concurrent with the release of the AD&D PH should be the Dungeon Master's Guide, and it should be a weighty tome filled with advice and tables and all manner of rules explanations and clarifications for the DM. Use the 1st edition AD&D DMG as a guide when designing it, every one since has been lacking. I hear the Pathfinder GM book is quite good though, so maybe you all should take a look at that too. Mostly it should reinforce for the DM that he is there to keep the game moving, if he can't find a rule or there is an argument about how a rule works, it is his job to be the final arbiter; to make the judgment. The DM is not against the players, but he isn't necessarily for them either.

From here you can have a fairly robust release schedule that will keep both the publisher and the consumers, us gamers, happy. For instance, every year we can release a new monster book, this can be done for a number of years just updating the already extant monsters in the D&D/AD&D canon from OD&D up through 4th Edition and including everything from the modules and BECMI/Cyclopedia. Updating classic modules for release in the new edition, you could do one of these a month and get years worth of sales. Battlesystem/Chainmail/Whatever-You-Want-To-Call-It the tactical miniature game will always have a market, particularly if it is integrated into the rules system as a method of handling large combats, and it will drive miniature sales; done properly this can be linked to a more mass scale combat system too and then you'll be able to sell army list books for different factions in different campaign worlds. Speaking of campaign worlds, you own a bunch of them and some of them are pretty damned popular, release a boxed set for each one of them. Run a column in Dragon magazine for your old TSR worlds. I think the ones with the biggest numbers of fans are Greyhawk, The Forgotten Realms and The Known World (Mystara), but that may be skewed by my OSR reading habits, re-release them in their classic forms with the new rules. Once those classic worlds are released, put out a hard cover book for them that will cover all the crunchy rules specifics of the campaign setting for people that really want to amp it up. Region books for campaign settings, like the D&D gazetteer series could keep you going for a while too. Race books could give us sub-races, racial classes, whatever. Class books that open up options for various classes and add prestige classes or sub-classes or kits or whatever you want to call them. Remember Players Option: Skills and Powers and Combat and Tactics? AD&D 2.5, something like that could add back in some of the crunchiness that 3rd & 4th edition fans want for their games, while leaving it optional for the rest of us. New books with more spells will always be welcomed too, so a spell compendium every so often would be cool I suppose, provided it didn't screw with the power curve. 2nd edition AD&D gave us all of those HR books too, now mostly they were not great, but the premise was good

Now what not to do, do not put a rule in a core book and then contradict it in a later release. That's why I said to make the entire system first. If you say that only Fighters can specialize with weapons, then don't let anyone else, even Fighter sub-classes do it, and don't give them an ability that mimics specialization with a different name. If you say in the core book that a Fighter can only specialize with one weapon, don't say in a later book that he can specialize under some circumstances with more than one. If you say that all of your martial classes are going to have their options covered in this one book, don't later release a book specifically for Rangers or Paladins. This applies, obviously, to every class and race. You should also keep to your production schedule for stuff, even if it doesn't look like it's going to sell well, you could always sell it as a PDF or print on demand, but people are going to be pissed if you said you were going to publish the "Kara-Tur Compendium" and you don't. Your word needs to be your bond if we are going to trust you again.

Follow this release schedule and between a monthly magazine, annual monster book releases, classic modules revamped for the new edition, new modules being written for the new edition, and presumably at least three campaign settings getting significant support through boxed sets, hardcover sourcebooks and gazetteers, the race and class books, historical sourcebooks, a possible line of army books for the associated miniature battle game, and more advanced player, and presumably, DM, option books I think that this could easily sustain profits through the entirety of the 5th edition D&D life cycle. Don't expect any love though if there's 5.5 in three years though of 6th edition is in less than a decade.

Monday, January 9, 2012

Back to Business




So, now that the shot heard round the OSR is being widely discussed and explosions of nerd rage and/or expressions of hope are being broadcast across the internet, I thought I'd get back to my business instead of speculating about Hasbro/WotC's.


First, you all may have noticed a dearth of Oriental Adventures play reports. This was due to the holidays. We were supposed to play on Sunday, but my mother-in-law called on Saturday night and announced that she would be coming up for a visit with her sister; my wife's only, but would have been favorite anyway, aunt. So I had to call off the game at the last minute and reschedule it for the next weekend. As it turns out, they had car trouble on the way here and were forced to turn back and are going to try to make it next Sunday instead, so I am re-rescheduling the game, but at least it puts us back on our regular weekend, although it's been a long stretch between games now and that always worries me.


Second, I am still working on the reboot of my Garnia campaign world. I have a second blog devoted to it, and there is likely to continue to be some crossover to this blog from time to time; like the other day when I thought everyone here might be interested in reading about my somewhat abortive Roman campaigns from the 1990s. I am actually going to put up a poll here that just ended there because I can get a bigger sample here than there to see what people think is interesting. So if you could, keeping in mind that there are already Celts and Saxons there for sure, pick the Human civilizations that you all think are the most interesting to have brought over to my campaign world.


Third, keeping with my resolutions as best as I have been able*, I finished reading "Star Trek: Tales of the Dominion War" this morning. I found it to be a decent collection of stories, although I was somewhat disappointed that Keith R. A. DeCandido didn't write the Klingon story about Klag, Klag has kind of become his character through the IKS Gorkon series and later novels.


*My daughter Ashli was in the hospital for 4 days this week, so I didn't get time to paint miniatures.

Thursday, September 15, 2011

Mail Call 15 SEPT 2011

Rokugan is solely represented again today, this time in it's Clan War miniature battle game alone.


This book is full of new rules and errata, as well as some more Rokugan background, short fiction and new army lists.



This one is pretty much the same, just for the forces of the really bad guys.



This pair was, I am guessing, the first published set and probably came with the original boxed set. I don't know, because I haven't been able to find an intact original boxed set. I actually already had a copy of the "Rulebook", but I figured since they came as a set and were really quite a bargain and you can't have too many copies of the rules around the table, why not?



This one is interesting in that it says it's the "Basic Rulebook" and it mentions the Daimyo edition, as well as sharing it's cover art; it also has a WotC logo on the back, next to the AEG logo. Sadly, it doesn't have an OA or a d20 or OGL or D&D logo anywhere; if it did that would make it kind of a defacto D&D miniature wargame by accident, just because it amuses me to think so.

Quick edit and editorial: I never noticed before, but the Daimyo Edition hardcover Clan War rulebook has the WotC logo on the back too, so do the 2nd edition Legend of Five Rings RPG Player's Guide and Game Master's Guide; additionally all of the Legend of Five Rings novels were published by WotC too. I am going to guess that AEG was owned by WotC for the entire run of 2nd edition L5R RPG and that is what led to the horrible decision to abandon Kara-Tur in 3e D&D in favor of the much more well developed Rokugan setting, despite the fact that 3e D&D as an engine wasn't really a great fit for the setting. Importing ideas from L5R into D&D didn't work all that well either, trust me, I ran a 3e OA campaign set in Kara-Tur and had to retrofit a lot of stuff; really devolving 3e to fit Kara-Tur more than evolving Kara-Tur to fit 3e. I hate having to rewrite classes and feats and monsters. That 3e Oriental Adventures book really vexed me. I had such high hopes for it, especially after OA was spurned during the 2nd edition era.