This is a blog about "Old School" RPGs and the OSR movement in gaming. I also write about other stuff, like miniatures for wargames and RPGs, wargaming, my family, etc.
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Wednesday, April 29, 2015
Game for Nepal
An all Asian themed OSR bundle to benefit the victims of the Nepal earthquake. All of these are quality products, I can attest to this as I already owned them before the earthquake, and it's a good cause. Get it here.
Saturday, April 18, 2015
OSRIC
Swords
& Wizardry appreciation day has just passed. Along with Labyrinth
Lord I think Swords & Wizardry gets the most retro-clone love.
There has been a Basic Fantasy RPG appreciation day, and I am a big
fan of BFRPG myself; I own in print everything they offer.
But
wasn't OSRIC the first retro-clone? Why doesn't it have a special
day? If it does, I have never heard of it. OSRIC emulates 1st
edition AD&D, and that's what me and most of my friends were
playing back in the day (mostly, there was some bleed through from
other editions).
To
be honest, I forget that OSRIC exists a lot. Part of my retro-clone
addiction is finding the editions that I didn't play (OD&D) or
only played a bit (Holmes, B/X). I still have all of my 1st
edition AD&D books, so I guess OSRIC wasn't a priority to me, it
was only as I was putting together a list to catalog all of my
retro-clone purchases and rounding them up to keep them together that
I realized I didn't actually have a hard copy of OSRIC. I have since
rectified this- I ordered a copy from Noble Knight Games, it'll be
here probably on Monday.
So
why no OSRIC love from the OSR community at large?
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.
Labels:
2nd edition,
adnd,
Advanced Dungeons and Dragons,
B/X,
BECMI,
DMing,
Labyrinth Lord,
Lamentations of the Flame Princess,
OA,
OSR,
OSRIC,
Swords and Wizardry,
TSR
Monday, March 30, 2015
Tuesday, March 24, 2015
Work Slowdown at Great Khan Games
I figured I might as well let everyone know that Great Khan Games release schedule has suffered a massive hit. I was doing a routine upgrade of my operating system and it went terribly awry, resulting in the loss of a great deal of work, ranging from "in final editing" to "just barely started" statuses. This has consumed my free time, in large part, for a couple of weeks now. I had a D&D based Star Trek game pretty much ready to go, I was just waiting on some art and making the decision whether or not to release it as a Star Trek game (for free) or to alter it a little bit into a Star Trek-esque game and make it PWYW. I was leaning towards free. Samurai was at about 50%, B/X WW2 (a working title) and 'Nam were at about 80% and Vikings and Legion were at 25% or less, but I have been making great strides with my D&D based games before the accidental destruction of my work. I really hate to rewrite stuff completely, so fixing the problem has been slow going. I also like to bounce from project to project as ideas strike me, rather than concentrate on just one at a time- it's how my brain works. I had another character class ready to go, and didn't have any part of it saved anywhere else, so that's a downer too.
So, anyway, that's where I've been. Great Khan Games isn't going to have anything new until at least next month, depending on inspiration and ambition striking. I'd planned to have something new every other week or so after I launched with the PWYW Steppe Warrior class, but that's not going to happen now. Mea culpa, but stay tuned for some more stuff, we aren't going to let this stop us.
So, anyway, that's where I've been. Great Khan Games isn't going to have anything new until at least next month, depending on inspiration and ambition striking. I'd planned to have something new every other week or so after I launched with the PWYW Steppe Warrior class, but that's not going to happen now. Mea culpa, but stay tuned for some more stuff, we aren't going to let this stop us.
Wednesday, March 18, 2015
Save Vs. Dragon: Get "Valley of the Five Fires" in PDF for $2!!! (limited time only!)
Save Vs. Dragon: Get "Valley of the Five Fires" in PDF for $2!!! (limited time only!):
'via Blog this'
Buy this adventure, expand your rpg horizons.
'via Blog this'
Buy this adventure, expand your rpg horizons.
Wednesday, February 18, 2015
Better late than never
This is very much in keeping with the spirit of this blog.
Monday, February 9, 2015
Steppe Warrior Class
I feel like I should put this link here too-
http://rpg.drivethrustuff.com/product/144238/Steppe-Warrior-Class
This is a newly edited version of the class I presented here a couple of years ago, and the inaugural "product" for Great Khan Games. I have plans for more stuff, that is not older content, in the near future.
Thursday, January 29, 2015
Friday, January 16, 2015
Changed my Blog Title Back
Returned to Ramblings as it were.
Other stuff-
I have written my own more S&W version of Star Trek, it's not polished and ready for public consumption, but it's more or less playable and I hope to test it soon.
Created a mission based Vietnam War RPG D&D hack. This is another one that needs polishing, but it is playable (provided I am at the table to explain the bits I haven't written yet).
Tossed out both my OA D&D hack and my B/X WW II projects, and started over with some of the design principles I came up with for both 'Nam and Star Trek. Got a complete outline and extensive notes for my OA D&D hack (tentatively titled "Samurai!") and planned a supplement ("Ninja!"). I even figured out what I am doing for art for "Samurai!".
Created a new campaign world for OD&D/S&W Whitebox, as it turns out the implied setting of OD&D is different than it is for AD&D. Both have an implied post-apocalyptic setting, but OD&D is a lot more free and easy with sci-fi elements than AD&D. I actually ran a game in my new campaign setting earlier this month and, while it's reception was mixed, it went OK. I was a little disappointed that the party wasn't terribly interested in the travel brochures from the 4th Reich, and that they decided to kill their tour guide in Helltown, but I have some easy fixes planned for this coming Saturday.
Oh, and I created a new game system entirely, I call it "Simple d20 Mechanics for RPGs or Miniature Battles, including rules for Magic". This one is being looked over by my buddy Darryl in case it needs some rules clarifications or whatnot, he became a professional editor after he and I worked on Paul Elliot's 43 AD. I hope to release it soon as a free download from our newly created collaboration "Great Khan Games" once it's ready I'll provide the RPGNow link.
I have a couple of more ideas in the "brainstorm" phase of development too.
Of course, the trade off here is that I haven't written any of my promised reviews, despite the fact that I acquired even more stuff to review. I recently bought several new OSR products on Lulu, first up will be Full Metal Platemail, but I have been writing more than I've been reading for the last few weeks.
Also- is anyone interested in writing some extensive random tables that are reminiscent of the AD&D OA ancestry tables? I am apparently bad at that and it's costing me a lot of time. Just a thought.
Other stuff-
I have written my own more S&W version of Star Trek, it's not polished and ready for public consumption, but it's more or less playable and I hope to test it soon.
Created a mission based Vietnam War RPG D&D hack. This is another one that needs polishing, but it is playable (provided I am at the table to explain the bits I haven't written yet).
Tossed out both my OA D&D hack and my B/X WW II projects, and started over with some of the design principles I came up with for both 'Nam and Star Trek. Got a complete outline and extensive notes for my OA D&D hack (tentatively titled "Samurai!") and planned a supplement ("Ninja!"). I even figured out what I am doing for art for "Samurai!".
Created a new campaign world for OD&D/S&W Whitebox, as it turns out the implied setting of OD&D is different than it is for AD&D. Both have an implied post-apocalyptic setting, but OD&D is a lot more free and easy with sci-fi elements than AD&D. I actually ran a game in my new campaign setting earlier this month and, while it's reception was mixed, it went OK. I was a little disappointed that the party wasn't terribly interested in the travel brochures from the 4th Reich, and that they decided to kill their tour guide in Helltown, but I have some easy fixes planned for this coming Saturday.
Oh, and I created a new game system entirely, I call it "Simple d20 Mechanics for RPGs or Miniature Battles, including rules for Magic". This one is being looked over by my buddy Darryl in case it needs some rules clarifications or whatnot, he became a professional editor after he and I worked on Paul Elliot's 43 AD. I hope to release it soon as a free download from our newly created collaboration "Great Khan Games" once it's ready I'll provide the RPGNow link.
I have a couple of more ideas in the "brainstorm" phase of development too.
Of course, the trade off here is that I haven't written any of my promised reviews, despite the fact that I acquired even more stuff to review. I recently bought several new OSR products on Lulu, first up will be Full Metal Platemail, but I have been writing more than I've been reading for the last few weeks.
Also- is anyone interested in writing some extensive random tables that are reminiscent of the AD&D OA ancestry tables? I am apparently bad at that and it's costing me a lot of time. Just a thought.
Labels:
43 AD,
Advanced Dungeons and Dragons,
Dungeons and Dragons,
OA,
OSR,
Star Trek,
Swords and Wizardry
Saturday, January 10, 2015
Chainmail Bikini Babes & Hot Elf Chicks
Just boosting the signal, although, according to my stats, I should add Great Helm and Crusader Helm if I really want lots of hits. That said "Chinmail Bikini Babes & Hot Elf Chicks" sounds like it could be an RPG all on it's own. I think it would even fly with my group of mostly female players. It's tag line could be something like "The all fantasy female stereotype RPG". Here is a classic Chainmail Bikini Babe, just so you all don't feel cheated-
Red Sonja
I always liked Red Sonja. When I was a kid, reading Marvel Comics, Red Sonja was just a Female Conan the Barbarian to me, I never understood that she was a negative female stereotype just because she wore the skimpy armor, anymore than I thought Conan might be a negative male stereotype just because he runs around in a loincloth. I guess I just thought that, as comic book characters, they needed to have a unique look to make them stand out from the rest of the characters, and that it might be pretty warm in Hyboria.
And a Hot Elf Chick-
Lolth
OK, she's a Demoness, but in Elf form.
Besides, I think we can all agree that the Drow have the hottest Elf chicks, just because they are all slutty bad girl stereotypes. That I got right away, but puberty had struck in the interim; and who doesn't like a bad girl?
I was going to post some more mini-reviews here, but I am not feeling it right now. So have a couple of Great Helms (as used by Crusaders) as consolation.
A random thought just struck me, has anyone considered that "Lolth" might just be a Gygaxian corruption of "Lilith"? Is this a new thought? Has everyone figured that bit of linguistic evolution out before me?
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.
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.
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Monday, December 29, 2014
I have some bad news.
So. I didn't really
want to turn my OSR gaming blog into a litany of the various woes occurring in my, and my family's lives, but I feel I owe an
explanation to everyone as to why I started blogging again and then
abruptly quit. I have been thinking about this particular post for
about a month, since my wife Mona's “surprise surgery”.
Her surgery was
originally intended to stop a copious amount of bleeding. She was
transfused 8 units of blood over 2 days and still left the hospital
after her surgery dangerously anemic, but worse than that, they
discovered and removed a tumor, which was causing the bleeding, and
the tumor turned out to be cancerous.
Since then she has
been waiting to see an oncologist to find out how bad it is. She
finally got an appointment scheduled for Friday, January 9th.
The delay has been really driving me crazy, so I can only imagine how
hard it has been for her.
She has been super
tired for weeks now, and she knows that she will have at least one
more surgery in the future, and possibly chemo-therapy and/or
radiation following that.
So, that's why I
haven't gotten around to writing anything really since around
Thanksgiving; well that and moving to the new house. It's been a
really slow move, we still don't have all of our stuff here, but at
least we own the place we left, so there's no real hurry.
Thursday, December 11, 2014
I recently moved
I recently moved and had 4 days without any internet, it gave me a bit of time to read through some OSR stuff and the 5e DMG. I will most likely be blogging about all of them soon, the list of coming reviews is -
Swords & Wizardry White Box Rules
Swords & Wizardry Complete
Delving Deeper Reference Rules Compendium
"Realms of Crawling Chaos"
"Red Tide", "An Echo, Resounding" and "Scarlet Heroes" (lumped together because they all cover the same campaign setting)
"AX1 - D30 DM Companion" and "AX2 - D30 Sandbox Companion" (same author, similar subject matter)
"The Dungeon Alphabet" (expanded 3rd printing)
"Malevolent and Benign"
5th edition D&D "Player's Handbook", "Monster Manual" and "Dungeon Master's Guide" (complete system)
"VA1 - Valley of the Five Fires"
and last, but not least, "The Basic Fantasy Field Guide of Creatures Malevolent and Benign"
I thought I should show everyone my new S&W campaign at Obsidian Portal too.
Swords & Wizardry White Box Rules
Swords & Wizardry Complete
Delving Deeper Reference Rules Compendium
"Realms of Crawling Chaos"
"Red Tide", "An Echo, Resounding" and "Scarlet Heroes" (lumped together because they all cover the same campaign setting)
"AX1 - D30 DM Companion" and "AX2 - D30 Sandbox Companion" (same author, similar subject matter)
"The Dungeon Alphabet" (expanded 3rd printing)
"Malevolent and Benign"
5th edition D&D "Player's Handbook", "Monster Manual" and "Dungeon Master's Guide" (complete system)
"VA1 - Valley of the Five Fires"
and last, but not least, "The Basic Fantasy Field Guide of Creatures Malevolent and Benign"
I thought I should show everyone my new S&W campaign at Obsidian Portal too.
Friday, December 5, 2014
Star Wars: The Force Awakens Trailer Shot for Shot Remake with Original ...
OK, this was really cool. I like it more than the actual trailer.
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