I started writing
again, pretty regularly, after I had more or less decided to quit
this and start another blog, at least for a few posts, then I went on
a communications blackout again. This time it happened because I
started writing a post about how using ideas that you think suck when
you first have them, or actually using elements of a game that you
personally dislike, can actually lead to some pretty cool stuff. I
started writing about how I kind of hate Gnomes in AD&D, and then
came up with a pretty cool Gnome-based idea for my new AD&D
campaign. So I wasn't ready to share it just yet, and I kept on
working on it. I also started running a new AD&D campaign, we're
two sessions in now, and I keep getting lots of cool ideas that I
want to work on, so I have been. Again, something I can't really
share just yet. Additionally, the AD&D Oriental Adventures group
I started on Facebook a few months back has started to take off a
bit, so I have been spending a bit of time making sure I keep up with
that, since it's my group, my responsibility. Then there have been a
few KAG related things I've been doing some work on, and lastly, but
not least, I have another idea for a new (A)D&D campaign that I
have been thinking about some, so I am writing that stuff up in my
“campaign ideas” document; which I started specifically to
document any ideas I wanted to explore for use at a later date-
either because I didn't have an active game going, or I was running
something else but didn't want to lose a good idea. I've been looking
at a lot of “gonzo” old school stuff lately, and it has inspired
me. That and Whitestar.
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.
Mongol Home
Wednesday, September 23, 2015
Friday, September 4, 2015
Monks, Monasteries and AD&D
Monks, love them or
hate them, are part of the AD&D landscape. They have been around
since the early days of the original D&D game, from the Blackmoor
supplement in 1975. Ever since then they have been crapping up D&D's
(and AD&D's) pseudo-western European fantasy vibe. They yanked
them from the D&D line with Holmes Basic (which was really basic)
and they weren't in B/X, but they returned there, renamed the Mystic,
with the Cyclopedia, maybe BECMI, I don't know, I only ever had the
Companion set for that edition. 2nd edition AD&D
dumped them, although it's possible they showed up in one of the
eight million splatbooks. They definitely made a return as a core
class in 3rd edition*, and were/are presumably in 4th
and 5th editions**.
I work, mostly, with
1st edition AD&D, so eventually the subject of Monks
always comes up. They make decent villains, as the Scarlet
Brotherhood, in Greyhawk; and, as such, appear in several AD&D
modules set there. Greyhawk is about as close as you really get to an
official, core, 1st edition AD&D setting. It belonged
to EGG, pretty much all of the published modules are set somewhere in
the World of Greyhawk, pre-1985 anyway, and Greyhawk means acceptance
of Monks. So does 1st edition AD&D, by the book.
We may not use every
single rule when we play 1st edition AD&D, for
instance we mostly ditch weapon vs. armor, but it's tough to justify
getting rid of a class from the Players Handbook. Assassins are
probably the only other class people ever try to ditch, and you have
more justification for that- I often run with a “No Evil Aligned
Characters” house rule to promote a more cooperative and heroic
style of game. But with Monks, we're just kind of stuck with them***,
if we're playing AD&D.
It's hard to remove
that whole Shaolin Kung-Fu image from them, and that flies in the
face of the rest of the AD&D aesthetic. They should be tonsured
and live a simple, contemplative life, away from the concerns and
squabbles of the secular world, devoted to their deity, in short,
another brand of Cleric. I keep trying to find a way to make the Monk
Class seem more like traditional European monks, to justify their
existence in an otherwise largely Western European assumed setting.
Maybe something like Friar Tuck? I know he's not a Monk, but a Friar,
but in a pseudo-European context isn't that what adventuring Monk
would be?
I don't really offer
any solutions to the Monk problem, I just wanted to air my thoughts
on the subject a bit. What does everyone else think? Are Monks fine
in AD&D? Do they need some sort of reskinning for a more western
medieval setting? Do we say to hell with verisimilitude and go with
it anyway, because it is a FANTASY world first and foremost?
*which should have
been either called 3rd edition AD&D, or like 5th
or 6th edition D&D. Does Cyclopedia count as a
different edition than BECMI? What about that black basic book from
the 1990s?
**I actually own,
and gave a read through of 5th edition, but I honestly
can't recall if the Monk was present, and I am not interested enough
to go look it up.
***Mostly, I have
run a long standing game in a world without any Monks and never had
anyone complain.
Monday, August 31, 2015
RPG a day
Just to keep in
practice, but I am doing them all at once, because I am a rebel-
Forthcoming game I
am most looking forward to:
I can't really think
of any game that isn't out yet, that I have heard of that I want- so
I am going to say the print copies of White Star.
Kickstarted game I
am most pleased I backed:
I don't actually do
a lot of Kickstarters. I got burned by the Up Front Kickstarter, and
my disposable income has dropped significantly since my wife was
diagnosed with cancer. I am going to say anything from Kevin
Crawford.
Favorite new game of
the last 12 months:
James Spahn's White
Star, hands down.
Most surprising
game:
Again, White Star. I
was surprised by how much I loved it, and by how inspired I was by
it. I have a couple of different settings for it that I am tinkering
with, nothing I can publish (copyrighted IP), and I may not end up
ever playing in them (too little time, too few players), but I was
still surprised at how much this game affected me.
Most recent RPG
purchase:
The Spectre King for
the Pendragon game.
Most recent RPG
played:
Labyrinth Lord,
before I moved. I had decided to run a session of Stonehell with the
system it was statted for.
Favorite free RPG:
Delving Deeper- but
this was a toss up between retroclones. OSRIC, Labyrinth Lord and
Swords & Wizardry were all in the running too, and maybe on a
different day one of them would have been picked, but today it's
Delving Deeper.
Favorite appearance
of RPGs in the media:
I can't really think
of any, odd question, pass.
Favorite media you
wish was an RPG:
Falling Skies?
Favorite RPG
publisher:
TSR, they gave us
D&D. But for extant companies, I am going to go with New Big
Dragon Games.
Favorite RPG writer:
E. Gary Gygax, but
for living authors I'll pick Richard Leblanc.
Favorite RPG
illustration:
Tough call, too many
to choose from, old TSR stuff, OSR stuff, other games and companies.
I always was fond of Twilight 2000's photo realistic style. “A
Paladin in Hell” is certainly evocative and inspirational, as is
pretty much anything by Trampier or Otus- in different ways.
Favorite RPG
podcast:
I really don't
listen to podcasts with any regularity.
Favorite RPG
accessory:
What popped
immediately to mind was the Kara-Tur boxed set, but when I think
about it, I haven't really used it all that much, I used the module
OA1 “Swords of the Daimyo” way more. I haven't actually spent
enough time using any new stuff to properly assess their utility, but
I'd like to say the “d30 sandbox companion” or the “Wilderness
Alphabet” .
Longest campaign
played:
I'd have to say Tim
McDougal's Specularum based 1st edition AD&D campaign
from the 1980s was the longest running, and probably the most often
played campaign I ever played in. I DMed a pretty long running
campaign concurrent with that, mostly 1-on-1 with my next door
neighbor Scott Whitmore, but Tim's played more often.
Longest game session
played:
A 1-on-1 week long
Oriental Adventures sandbox with my friend Darryl Cook when we were
18 I think. I think I was unemployed at the time and he had a week's
paid vacation. We holed up in my bedroom at my parent's house and
never stopped for more than about 3 hours time to nap, which we did
maybe 7 or 8 times in 7 days. We ate at the game table, and only had
2 or 3 15 minute (at most) bathroom breaks. He played a Kensai and
kept really good notes about the whole game, I had those notes for
like a decade after that. I eventually lost them, probably in a move.
Favorite Fantasy
RPG:
Advanced Dungeons &
Dragons, 1st edition, pre-Unearthed Arcana (but including
Oriental Adventures). Runners up- 2nd edition AD&D and
B/X D&D.
Favorite SF RPG:
West End Games d6
Star Wars. Runners up- FASA's Star Trek, Twilight 2000 (1st
edition) and Gamma World (early 1980's edition).
Favorite Supers RPG:
TSR's Marvel Super
Heroes.
Favorite Horror RPG:
Vampire: The
Masquerade. I lost OSR cred there, but I stand by it, as it brought
way more people. especially women, to the hobby. I was in college
when it hit and the RPG scene exploded.
Favorite RPG
setting:
I am assuming
published, so I am going to go with 43AD. I know it's a stand alone
game, but it's really just a setting book for Zozer Game's d6 RPG
system. Plus, since I worked on it, I am intimately familiar with it-
a real bonus. Otherwise, probably a tie between B/X D&D's “The
Known World” AKA “Mystara” and EGG's own “World of Greyhawk”.
Perfect gaming
environment:
A large table with
comfortable chairs, good lighting, a small side table for the GM.
Temperature at a comfortable level (AC in summer, heat in winter-
these have been an issue in the past), snacks & drinks easily
accessible. Nearby bathroom facilities. Bookshelves stocked with RPGs
and their accessories are a plus. No distractions nearby- TV, radio,
computer, etc. Handicapped accessible would be nice too. Most places
I have gamed have met most of these criteria, few meet all.
Favorite house rule:
I don't know if it's
my favorite, but it certainly is the most widely utilized among
gamers I have played with- the nearly universal natural 20 equals a
double damage critical hit. How the critical hit is applied has some
minor variation- I double the number of damage dice, then add any
applicable bonuses (Strength, Magic), other people just roll the
normal damage dice and then double it, some people double bonuses
too. Runners up include the d30 rule and “Shields Shall Be
Splintered”, but they are forgotten too often at the table, and the
4d6 drop the lowest die x7, drop the lowest total, arrange as desired
stat rolling system.
Favorite
revolutionary game mechanic:
a 3 way tie of good
rules from the 3rd edition era- the 3 saving throw system,
the critical threat-hit system, and ascending AC. I don't use them
but I recognize their excellence.
Favorite inspiration
for my game:
History, followed by
literature from various historical periods(Norse Sagas, Chansons des
Geste), followed by historical fiction (I am a big fan of Simon
Scarrow's Macro & Cato series, Colleen McCullough's Masters of
Rome, and there are several series about vikings I like.), followed
by myth, folklore and legend, then lastly fantasy and science fiction
literature (I really liked Katherine Kerr's Deverry series, Dorothy
Heydt's “A Point of Honor”, Deborah Turner Harris's “Caledon of
the Mists” and it's sequels, of course Robert E. Howard's Conan and
more). They are all pretty tightly tied together for me. I guess
movies and TV are pretty inspirational to me too, HBO's Rome was
excellent, History Channel's Vikings ranges from OK to good. Gaming
fiction I find next to useless as inspiration, as it is usually
pretty uninspired itself. GURPS has some excellent supplements-
Vikings, Imperial Rome, Celtic Myth, Middle Ages. There are quite a
few books on adventure design that are pretty good whether you use
the tables or not- Wilderness and Dungeon Alphabets, Tome of
Adventure Design, even TSR's DM's Cookbook.
Favorite idea for
merging 2 games into 1:
There's a special
hell in which I have served too much time. Genre mashing is sometimes
OK, system mashing usually is not.
Favorite game I no
longer play:
I could be a
smart-ass and say AD&D, just because I haven't got a new game
going since I moved, but I'll go with Pendragon instead. I haven't
played that since the 1980's. Every now and again I buy new stuff for
it, but I never play.
Favorite RPG website
or blog:
Tough call, I read a
lot of gaming blogs, OSR blogs mainly, and each of them I have a good
reason for reading. Commentary, content, or news; they're all pretty
important to me in their own ways.
Favorite RPG playing
celebrity:
I haven't played
with any of them, and I don't know any personally, but I guess I'd
have to go with Vin Diesel. The man preaches the gospel of gaming.
Favorite non-RPG
thing to come out of gaming:
My marriage. I met
my wife because of gaming nearly 25 years ago, started dating roughly
22 years ago and we've been together ever since. Most of my oldest
friends I met through gaming too, so here's a shout out to my buddy
Darryl- we met at the junior high D&D club in the fall of 1981.
Saturday, August 29, 2015
1st edition AD&D
I don't think it's a
secret that my favorite D&D is AD&D- 1st edition,
from back in the days when you didn't need to quantify your edition.
It seems to me that most OSR folk remember AD&D fondly but prefer
OD&D or B/X. They certainly have encouraged me to give both of
them a try, and, by and large, I have enjoyed it. AD&D is pretty
much where the “power creep” between editions started, I get
that, but I still can't think “Fighter” without thinking 1d10+CON
bonus/level HP; decades of playing and DMing have drilled this into
me. 1st and 2nd edition AD&D. There are,
doubtless, other examples, that was just off the top of my head.
I just ordered a
“new” 1st edition AD&D book from Lulu- “The Lost
Handbook” a compilation of AD&D articles from “The Strategic
Review” and “The Dragon”. “The Lost Handbook” is over 500
pages of “new” AD&D material, much of it new to me anyway,
and for what isn't it saves me having to dig through my back issues
of Dragon to find stuff, probably the best $14.28 I've spent in a
long, long time.

I also just realized
that I don't actually own a “complete” set of 1st
edition AD&D hardcovers. I never owned, and only skimmed through
my friend Darryl's, a copy of the “Manual of the Planes”, nor
have I ever owned, or even skimmed through a copy of “Dragonlance
Adventures”. I understand the latter, I always loathed Dragonlance;
but the former was most likely an oversight or something. I was never
really all that interested in planar adventures, and, as I recall, it
seemed pretty technical. I guess I'll look for copies of both now
though, just because I am a perfectionist when it comes to the
completeness of my hoard.


That said, I own and
have read through a few other AD&D books that I have had pretty
minimal use for, “Greyhawk Adventures”, “Wilderness Survival
Guide” and “Dungeoneers Survival Guide”. Each of them are of
limited utility, in my opinion. I have seen partisans for the two
survival guides, particularly the one I like the least, “Wilderness
Survival Guide”, to each their own I guess. Maybe it's that I
bought these books long after the 1st edition era, all
within the last five or six years, so I don't have any fond nostalgia
for them.
“Greyhawk
Adventures” suffers from little to no use primarily because I don't
run a Greyhawk campaign. I like the concept of 0-level characters,
but I have never used the rules. I guess the new spells might be OK,
again never used them. The Greyhawk deities were of no use to me by
the time it was published.
That being said, I
also have little use for, and general disdain for “Unearthed
Arcana”. I am a bigger fan of “Unearthed Arcana” than the
aforementioned tomes, just because it has some redeeming qualities-
new spells and items, demi-human deities although I don't think I
have ever seen them in play. I don't totally hate the concept of
Hierophant Druids, although I've never seen them in play. I think we
can all agree that Cavaliers and Barbarians are an abomination. I am,
in theory, favor of Weapon Specialization for single classed
Fighters, but I have seen that some OSR people hate it. I can
honestly say I rarely use(d) any of this book, probably because I
didn't actually own it until, roughly, the 2nd edition
era. My friends Darryl and Lance each owned a copy, which I could
borrow from either one of them whenever I wanted, so I just put off
buying a copy. I did think it was curious that it was given the
Premium Edition reprint treatment, if I'd been WotC I'd've likely
just reprinted the core three books.
“Oriental
Adventures” is a love-it-or-hate-it kind of a book. I love it,
warts and all, but I can see why a lot of people don't. This was the
only AD&D book I pre-ordered at my FLGS (at least as local as it
got for a country boy like me)- the late and much lamented “Twilight
Book and Game Emporium” in Syracuse, New York. The rose-colored
glasses of nostalgia are in full effect for me, OA rejuvenated waning
interest in AD&D, and RPGs in general, for my group back in '85.
I have heavily modified the character classes and the non-weapon
proficiency sub-system for play over the years, but I still love it
and I think OA1 “Swords of the Daimyo” is maybe the best sandbox
ever released by TSR.

Aside from OA, I was
always pretty much a “core books” kind of a guy, “Monster
Manual”, “Players Handbook” and “Dungeon Masters Guide”,
sometimes with “Deities & Demigods” added for when religion
entered the game in anything other than it's “Yeah, my Cleric has a
Deity” kind of a way. “Fiend Folio” and “Monster Manual II”
were kind of under utilized too I guess. This probably stems from my
introduction to (A)D&D- Holmes Basic→AD&D and the X half of
B/X concurrently, and all of them within no more then eighteen months
of each other, as I was learning the game. I played D&D for the
first time in early 1981 (I just checked, it was the week after I
saw the movie “Excalibur” in the theater, which was right after
it came out). I distinctly remember “Fiend Folio” being the new
book. “Monster Manual II” came out around the same time as
“Unearthed Arcana” and “Oriental Adventures” in 1985, so I
really remember those being new books, and, while new books had their
novelty value, most of us in my neck of the woods stuck to the tried
and true- MM, PH & DMG.
I have to wonder
what my experience would have been if I'd found that boxed set a year
or two earlier, or been introduced to D&D via B/X. I remember
finding a book store, after I'd discovered (Holmes Basic) D&D and
already moved on to AD&D, where I spotted the original D&D
books. It was in a mall we never went to, I tried to hunt down my mom
and dad to get them to buy them for me- but when I found them they
decided it was time to go. I never saw any of those OD&D books
again until I spotted them on the internet. After I moved on to AD&D
and realized there was a distinction at all, I had nothing but
disdain for Basic. I never owned a Moldvay Basic set until I started
reading about how great it was on OSR blogs and grabbed on off Ebay,
despite the fact that I freely used my Cook/Marsh Expert set all the
time, at least until 2nd edition AD&D came out. The
only Mentzer set I bought was the Companion set, and only because it
had the War Machine rules that were hyped in Dragon at the time.
Now that I look back
on it, that was kind of odd behavior for me. I bought pretty much
every TSR boxed set I could afford, when I could find them- “Boot
Hill”, “Dawn Patrol”, “Marvel Super Heroes” and their
minigames too. I was an early to mid 1980's TSR fanboy, except when
my AD&D snobbery kept me from buying into the D&D product
line (for the most part, I did pick up a lot of D&D stuff when
Kaybee Toys periodically purged the D&D stuff from their shelves,
since it was so cheap and compatible with AD&D).
Wednesday, August 26, 2015
OK, maybe it wasn't the last blog post.
I
have a couple of different campaign worlds I am working on right now.
One of them is my 30+ year old world that I have worked on and run
games in since I was in junior high- my Garnia campaign. I have
worked on it with my BFF Darryl since the early 1980s. We have both
run games there. We have both contributed significantly to the canon.
Originally I was the idea guy and he was the cartographer, but that
fell by the wayside almost immediately when I outsourced several
lengthy eras of history to him so we could have back story; which, as
I recall, was a bit of advice from an old article in The Dragon.
We're older and better at writing now, both of us have taken a lot of
college level history. I was a history major with a minor in medieval
and renaissance studies. I forget what he did as an undergrad, but I
know he was working on a masters in US history at one point. So I
have tons of material, mostly in my brain, but a lot of it written
out, that I could share. Garnia started out as a pretty generic D&D
(AD&D) world, and it still is, but it has a lot of historical
baggage added on too. So it makes me feel a little constrained when
it comes to creating for it, and I am not sure that a lot of it would
translate well to other campaign settings, as it is a heavily Celtic
influence world (with a few other cultures thrown in around the world
for diversity).
Then
I have my new “Shattered Empire” setting that I started writing
last December or maybe January. I started writing that world as a
more D&D-ish setting for my (then) new Swords & Wizardry
campaign. The campaign kind of went on hiatus while my wife was in
the hospital and getting radiation, then we moved across the state,
so I don't actually have a play group anymore. But I kept right on
writing stuff up for it, I was inspired and it's all new and shiny to
me. I started writing it up for Swords & Wizardry Complete, used
Delving Deeper as another sourcebook for inspiration and played one
session of Labyrinth Lord there, so I am pretty sure it works for any
OSR game, or the original D&D (or AD&D) game. This was the
elevator pitch emailed to my players-
“My
primary working thesis is that I want this to feel like 1970’s D&D,
something I was only there for the tail end of. So I jumped in and
did some research on 0e and it’s retroclones Swords & Wizardry
and Delving Deeper.
What
I came out of that with was that 0e was just as much about science
fantasy as it was about swords and sorcery, there are Androids,
Cyborgs and Robots on the monster lists. Gygax, Arneson and crew
didn’t limit themselves to just standard fantasy fare. “Expedition
to the Barrier Peaks” was not a fluke, it was fairly standard for
the game at the time. So too was the almost forgotten art of the
(mostly randomly designed) mega-dungeon.
There
is a strong “Arthurian” vibe to the overland encounters. Randomly
you will almost certainly be challenged to a joust by some knight or
other noble, just to prove yourself. There is an entire separate
rules section covering jousting, something pretty much lacking from
later editions.
Robert
E. Howard’s “Conan the Barbarian” was a much larger influence
than Tolkien’s “Lord of the Rings”; all Gygax seems to have
lifted from Tolkien’s work were the Hobbits, Ring-Wraiths and Ents.
Honestly, pulp fantasy and sci-fi elements are practically exuded
from the games metaphorical pores.
Early
D&D was set in a post-apocalyptic world, not necessarily
post-nuclear holocaust (although it could be), but like a fantasy
version of Europe in the period immediately after the fall of the
Western Roman empire.
In
retrospect, my own style of DMing tends to amplify the weird,
post-apocalyptic tone of early D&D.
So
I started working on a campaign world that would reflect these ideas
and I first came up with the city of Dusk,
then Helltown.
Here, in this setting, you will find Sir Thomas Mallory, Robert E.
Howard, H.P. Lovecraft, an abundance of pulp era science fiction and
a curious bit of actual history. Feudal lords
and noble knights abound in the rural areas, evil priests and
sorcerers
scheme everywhere, the cities are invariably decadent and corrupt,
noble savages batter the ramparts of civilization, but so too do
armies of Undead, and the lands between the civilized areas are
untamed, howling, primeval wilderness filled with nature spirits,
savages, monstrous creatures and demonic hordes. “
Would
you play a game in this setting?
Anyway,
it's been a lot of fun to write stuff for, and I think that stuff I
wrote for this setting would need not too much tweaking to fit most
people's campaigns. So the only thing stopping me from starting my
new blog now is lack of a cool name. I am wracking my brain to find
something that says something that reflect both my personality and
the flavor I am going for. No more ramblings; concise, content
oriented, OSR.
Labels:
Advanced Dungeons and Dragons,
B/X,
DnD,
Dungeons and Dragons,
Labyrinth Lord,
Mona,
OSR,
OSRIC
Sunday, August 23, 2015
Final Blog Post?
I have finally
entered the end stages of moving to my new home in Waverly, NY. This
has been a long and somewhat tiring process that involved staying for
nearly a month at my in-law's house while we waited for our new house
to open up, followed by 2 trips back to Oswego county to get our
stuff from storage. We still have some stuff up there at the property
we own, but it's all stuff I can wait another couple of weeks or so
to get. The important stuff is here, and we're slowly unpacking it
and setting things up properly.
I haven't had any of
my gaming stuff until now, nor have I had my computer set up until
recently, so I haven't worked on anything game related (or played any
games) for some time. I have been kind of itching to write something,
right before I moved I banged out a bunch of character classes for
Samurai! (my AD&D OA homage).
I have also been
thinking about retiring this blog and starting another, more focused
blog. I have a couple of reasons for this- 1st, this blog
hasn't seen a lot of action for a few years, since my sister died and
I'd hate to have it just be me coming back every 6 months or so to
try and restart it. 2Nd, I am at a different place in my
life now than I was when I was writing this blog. I had 3 kids at
home, a semi-regular gaming group of fairly consistent regular
players and I'd been living in the same area for the better part of
my life. I was still kind of active as an SCA heavy fighter. Now I
have 1 kid at home full-time, and she's going to start college next
year. I don't have any gaming buddies within easy driving distance,
and I really only know my wife's family here (and not all of them- I
discovered that my mail carrier is my wife's uncle, her father's
younger brother, today when he dropped off a package). I am much more
focused on creating gaming content than I was before, most of my old
blog posts are reminiscing about the good old days, seeing what cool
stuff I got in the mail and after game reports.
I am thinking about
having a new blog that is really heavy on the game content, stuff you
can take and drop into an existing campaign for the most part- magic
items, encounters, NPCs, locations, etc. I have a lot more experience
writing now than I did then and my lovely wife Mona is on-board to
illustrate anything I write up. I might start a 1-page zine like
Christian even, although I haven't decided yet. I mostly want to get
some content flowing through my blog so I can try new stuff out
before I polish it up for release through Great Khan Games on
DrivethruRPG/RPGNow. I also have some new campaign ideas I'd like to
present for people to use since it doesn't look terribly likely that
I'll be DMing anytime soon. I hate to see good ideas go to waste.
Thursday, June 25, 2015
Today's Sohei
Sohei
Sohei are warrior
monks who often serve as soldiers and guards for large monasteries.
Sohei are less mystically inclined than Shugenja, but make up for it
by being more martial by far. Sohei may wear any armor and use any
weapons. A Sohei must have Strength and Wisdom scores in excess of
13. A Sohei must be Lawfully aligned. A Sohei receives bonus spells
for high Wisdom as if he were a Shugenja.
Experience
Points Experience Level Hit Dice
0-2000 1 1d8
2001-4000 2 2d8
4001-7000 3 3d8
7001-13000 4 4d8
13001-24000 5 5d8
24001-48000 6 6d8
48001-85000 7 7d8
85001-150000 8 8d8
150001-350000 9 9d8
350001+ 10 10d8
Sohei Spells by
Level-
Sohei Level Spell
Level
1 2 3 4 5
1st - - - - -
2nd 1 - - - -
3rd 2 - - - -
4th 2 1 - - -
5th 3 2 - - -
6th 3 2 1 - -
7th 4 2 2 - -
8th 4 3 2 1 -
9th 4 3 3 2 -
10th 5 3 3 2 1
Sohei abilities-
At 1st
level a Sohei may designate a “chosen” weapon, with which he will
receive both a +1 to hit and a +1 to Damage when using this weapon.
Starting at 2nd level a Sohei may meditate,
entering a state of deep concentration in which he refocuses and
regains his energies. 1 hour of meditation is as restful as 2 hours
of sleep, and as such a Sohei
may go without sleep for as many days as he has levels, provided he
has the opportunity to meditate for at least 4 hours per day. While
meditating a Sohei
is oblivious to all but the most extremes of heat and cold, hunger
and thirst do not affect him. He is, however fully aware of his
surroundings, and thus suffers penalties to neither surprise or
initiative rolls. Starting
at 3rd
level a Sohei, through his religious training, practice and
meditation, may once per day, for a period of 1 turn (10 combat
rounds), enter a combat frenzy. During this frenzied state the Sohei
adds +1 to his initiative rolls, +1 to his AC, gains 1 extra attack
per round, increases his movement rate by 3”/round, gains an
additional +1 to his attack, Damage and saving throw rolls.
Additionally the Sohei can dodge or deflect missile weapons on a
successful Reflex save. Starting at level 5 a Sohei can fight on well
past normal human endurance- beyond the 0 hit point threshold
fighting into the negatives until he reaches either a negative hit
point total exceeding his Constitution score or -10, whichever is
greater, for as long as there are enemies present to fight. Note that
this may well cause a Sohei to die as he strikes the killing blow on
his last adversary. Starting
at 6th
level a Sohei receives a commission from his monastery to command a
detachment of from 10-30 novice Sohei (Level 1). They are his to
command and train to further the political and religious ends of his
monastic superiors. Casualties among them will be replaced over time,
unless the entire detachment is lost, in which case the monastery
will have lost faith in the PC Sohei's ability to command and/or
train troops properly. Every level after 6th
(7-10) the Sohei will receive 1d10 more novice Sohei. These Sohei are
considered followers for all purposes, and are fanatically loyal
troops.
Sohei
have certain religious restrictions they must adhere to; they are
forbidden to eat meat, or indulge in excesses of certain behaviors,
such as drunkenness, sexual promiscuity, gambling, etc. The exact
details of each Sohei's religious restrictions will be determined by
the DM.
Sohei
may come from any social class/caste but are not required to roll on
the Family, Ancestry or Birth Right tables, in
fact it is very common for Sohei to forsake their familial
connections in favor of devotion to their monasteries. Sohei
do track honor normally though, as their behavior is a reflection
upon their monastery.
As
a design note, I am deliberately limiting all of the classes in
Samurai! (my OA simulacra) to level 10. I am also deliberately
leaving the higher level/Domain game aspect out of my player
supplement and saving it for my DM's supplement. I am consciously
starting the “Domain” game on a smaller scale at the middle
levels, and scaling it upwards to it's best (most prestigious) point
at level 9. I have also decided to just max all of the classes out at
10d(Hit Die Type) instead of 9dx+? Depending on class. While I am
using the 1st
edition AD&D Oriental Adventures book as my primary inspiration,
I am not slavishly adhering to it. I am producing these classes
currently to be “more” compatible with AD&D/OSRIC, but I am
trying out some new, original stuff here at home and in my notes
waiting for some testing. For instance I have added a skill system
based on the roll of 2d6+skill# vs. target difficulty, but it's not
ready for prime time yet. I also have replaced the original, somewhat
odd Birth Rank table with a straight 3d6 roll which indicates your
family's general wealth and position in this somewhat Confucian Caste
oriented society. This also is still being tinkered with, mostly with
regard to how it affects starting equipment and money.
As
I noted in my last blog post, I am also in the middle of moving, so I
am trying to type some of this stuff up from handwritten notes, and
stuff that never even made it to the paper from my head, so I don't
lose or forget anything. I lost the several years worth OA
stuff I had completed earlier this year when I accidentally overwrote
(formatted) my hard drive and had not bothered to keep too many (or
any current) back-ups. This doesn't bother me as much as I'd've
thought just because it let me take a new look at things, and decide
to make some different design decisions with the rewrite.
Wednesday, June 24, 2015
Getting Ready to Move.
I am getting ready to move to the Waverly, NY-Sayre PA area and I will be looking for some new gaming buddies in a couple of weeks. Also, I have a partially wooded 1 acre lot in Oswego county (Town of New Haven) for sale, these two things are related, if you are interested in either, let me know.
And now, my current build of the Kensei
The Kensei is a weapon master, usually a master of the sword, as implied by the name of the class,
although any melee weapon can be their focus. An unsurprised Kensei can make a melee attack before rolling initiative. A Kensei that fells an opponent may immediately make another attack against an opponent in melee range. A Kensei has a d10 for hit points. A Kensei is required to have Strength and Dexterity scores of not less than 12, and a Wisdom of at least 14. A Kensei adds his Wisdom bonus to his AC and as an attack bonus. A Kensei must have a Lawful alignment. Only Human, Spirit Folk or Hengeyokai may become Kensei.
Experience Points Experience Level Hit Dice
0-3000 1 1d10
3001-5500 2 2d10
5501-10000 3 3d10
10001-22000 4 4d10
22001-44000 5 5d10
44001-88000 6 6d10
88001-150000 7 7d10
150001-250000 8 8d10
250001-500000 9 9d10
500001+ 10 9d10+2
Kensei bonuses- Once per day for every level the Kensei has achieved, he may focus his attunement to his chosen weapon to deliver maximum damage with a single strike, he must announce this before he rolls to hit. +1 initiative bonus, increases to +2 at level 5 and +3 at level 9. Wisdom bonus to AC,
additional +1 AC bonus at levels 3, 6 and 9. Starting at level 3 a Kensei may meditate, entering a state of deep concentration in which he refocuses and regains his energies. 1 hour of meditation is as restful as 2 hours of sleep, and as such a Kensei may go without sleep for as many days as he has levels, provided he has the opportunity to meditate for at least 4 hours per day. While meditating a Kensei is oblivious to all but the most extremes of heat and cold, hunger and thirst do not affect him. He is, however fully aware of his surroundings, and thus suffers penalties to neither surprise or initiative rolls. Starting at level 6 a Kensei is surprised only on a roll of 1. Starting at level 7 students will begin to seek a Kensei out, 1d4 every level. When a Kensei's student levels up the Kensei makes a morale check, if the check is passed the student stays with the Kensei to continue learning, if it is failed they move on. As such, they are not really followers, but not Henchmen or Hirelings either. Students require no pay, and will perform many menial duties (cooking, cleaning, etc.) for their master in return for their training. These students may be of any Warrior class (Bushi, Samurai, Kensei), but are more likely to stay if they are Kensei. At level 9 the Kensei gains the whirlwind attack, where he focuses his power and launches into a blindingly fast series of attacks where he gets a single attack vs. every enemy within his weapons range or 10', whichever is greater.
Kensei restrictions- A Kensei may wear only light armor, and if he does he loses any Class and/or
Wisdom based AC bonuses. A Kensei must practice with his chosen weapon for at least 1 hour per day, every day or lose his Class based abilities, fighting as a Bushi of equal level, until the missing hours are made up. Starting at level 5 (to gain level 5), a Kensei must seek out a higher level Kensei and defeat him in a duel to rise in level. These duels are (mostly) non-lethal in nature, but the details are up to the DM. If a Kensei loses the duel, he is reduced in experience points to the minimum necessary for his current level, ie. a 4th level Kensei losing his first "level-up" duel, would drop to 10001 experience points.
And now, my current build of the Kensei
The Kensei is a weapon master, usually a master of the sword, as implied by the name of the class,
although any melee weapon can be their focus. An unsurprised Kensei can make a melee attack before rolling initiative. A Kensei that fells an opponent may immediately make another attack against an opponent in melee range. A Kensei has a d10 for hit points. A Kensei is required to have Strength and Dexterity scores of not less than 12, and a Wisdom of at least 14. A Kensei adds his Wisdom bonus to his AC and as an attack bonus. A Kensei must have a Lawful alignment. Only Human, Spirit Folk or Hengeyokai may become Kensei.
Experience Points Experience Level Hit Dice
0-3000 1 1d10
3001-5500 2 2d10
5501-10000 3 3d10
10001-22000 4 4d10
22001-44000 5 5d10
44001-88000 6 6d10
88001-150000 7 7d10
150001-250000 8 8d10
250001-500000 9 9d10
500001+ 10 9d10+2
Kensei bonuses- Once per day for every level the Kensei has achieved, he may focus his attunement to his chosen weapon to deliver maximum damage with a single strike, he must announce this before he rolls to hit. +1 initiative bonus, increases to +2 at level 5 and +3 at level 9. Wisdom bonus to AC,
additional +1 AC bonus at levels 3, 6 and 9. Starting at level 3 a Kensei may meditate, entering a state of deep concentration in which he refocuses and regains his energies. 1 hour of meditation is as restful as 2 hours of sleep, and as such a Kensei may go without sleep for as many days as he has levels, provided he has the opportunity to meditate for at least 4 hours per day. While meditating a Kensei is oblivious to all but the most extremes of heat and cold, hunger and thirst do not affect him. He is, however fully aware of his surroundings, and thus suffers penalties to neither surprise or initiative rolls. Starting at level 6 a Kensei is surprised only on a roll of 1. Starting at level 7 students will begin to seek a Kensei out, 1d4 every level. When a Kensei's student levels up the Kensei makes a morale check, if the check is passed the student stays with the Kensei to continue learning, if it is failed they move on. As such, they are not really followers, but not Henchmen or Hirelings either. Students require no pay, and will perform many menial duties (cooking, cleaning, etc.) for their master in return for their training. These students may be of any Warrior class (Bushi, Samurai, Kensei), but are more likely to stay if they are Kensei. At level 9 the Kensei gains the whirlwind attack, where he focuses his power and launches into a blindingly fast series of attacks where he gets a single attack vs. every enemy within his weapons range or 10', whichever is greater.
Kensei restrictions- A Kensei may wear only light armor, and if he does he loses any Class and/or
Wisdom based AC bonuses. A Kensei must practice with his chosen weapon for at least 1 hour per day, every day or lose his Class based abilities, fighting as a Bushi of equal level, until the missing hours are made up. Starting at level 5 (to gain level 5), a Kensei must seek out a higher level Kensei and defeat him in a duel to rise in level. These duels are (mostly) non-lethal in nature, but the details are up to the DM. If a Kensei loses the duel, he is reduced in experience points to the minimum necessary for his current level, ie. a 4th level Kensei losing his first "level-up" duel, would drop to 10001 experience points.
Tuesday, June 16, 2015
This is the direction I am heading with the Samurai
Samurai
A Samurai is a warrior of the upper classes and a follower of the
code of Bushido. A Samurai is required to have a 9 or better in
Strength, Dexterity and Constitution, and a 13 or better in both
Intelligence and Wisdom. Clearly not every warrior born to the upper
classes is actually a true Samurai. Samurai must have a Lawful
alignment. Samurai are expected to be proficient with both Katana and
Daikyu, and may elect to specialize in one or the other. The Katana
and Wakizashi, known as the Daisho together, are the mark of a
Samurai's rank and status. Every person born into their birth rank is
entitled to wear the Daisho, but few of those that are not Samurai,
Kensei or Bushi choose to, it is an implicit acceptance of challenges
to one's honor. Only Humans or Spirit Folk may become Samurai, and
they must be of the appropriate birth rank to do so.
A Samurai may wear any type of armor and use any non-ninja weapon.
Samurai have several class abilities that grow in power as they
increase in level. Starting at 2nd level a Samurai adds +1
to his damage dice, increasing by a further +1 every 3rd
level thereafter. So the progression is +1 at 2nd level,
+2 at 5th level, +3 at 8th level. Starting at
3rd level a Samurai gains a +1 to Will Saves every other
level, so +1 at 3rd level, +2 at 5th level, +3
at 7th level, +4 at 9th level. A Samurai
becomes immune to fear at 6th level. A Samurai gains the
ability to cause Fear in creatures with 1HD or less, subject to a
Will Save, at level 8.
Experience Points Experience Level Hit Dice
0-2500 1 1d10
2501-5000 2 2d10
5001-10000 3 3d10
10001-18000 4 4d10
18001-36500 5 5d10
36501-75000 6 6d10
75001-135000 7 7d10
135001-235000 8 8d10
235001-400000 9 9d10
400001+ 10 9d10+2
Samurai
are required to roll on the Ancestry, Family and Birth Right tables,
and track Honor as normal. Samurai must adhere to the code of
Bushido, typified
by these
eight
virtues:
-
Righteousness
-
Courage
-
Benevolence
-
Respect
-
Sincerity
-
Honor
-
Loyalty
-
Self Control
- And also, these associated virtues-
-
Filial Piety
-
Fraternal Respect
-
A little something I've been working on
Shugenja
The Shugenja is both a priest and a sorcerer. They are the primary
spell casting class in Samurai! A Shugenja might be a solitary
hermit, a temple priest, a village holy man, or a court wizard. All
Shugenja must be Good aligned. Only Humans and Hengeyokai may become
Shugenja. Most adventuring Shugenja are the magic wielding equivalent
of Samurai, acting as the magical protectors of their lord's domains,
and rooting out evil in the empire. Wisdom is the prime requisite of
the Shugenja, and a Shugenja with a Wisdom score of 15 or better
receives a 10% bonus to experience points. They also receive bonus
spells for high wisdom as a Cleric.
Experience Points Experience Level Hit Dice
0-1500 1 1d6
1501-3000 2 2d6
3001-5500 3 3d6
5501-11000 4 4d6
11001-22000 5 5d6
22001-44000 6 6d6
44001-90000 7 7d6
90001-150000 8 8d6
150001-300000 9 9d6
300001+ 10 9d6+1
Shugenja Spells by Level
Shugenja Level 1 2 3 4 5
1 1 - - - -
2 2 - - - -
3 3 - - - -
4 3 1 - - -
5 3 2 - - -
6 4 2 1 - -
7 4 3 2 - -
8 4 3 2 1 -
9 5 3 2 2 -
10 5 4 2 2 1
Shugenja may choose spells from either the Cleric or the Magic-User
lists*
Shugenja turn undead as a Cleric of the equal level. Shugenja receive
a +3 to Will based saves. Shugenja may use any weapons and are
restricted to light armor. Some Shugenja renounce their family ties
and thus are not required to roll on the Family, Ancestry or Birth
Right tables. Shugenja calculate Honor as normal.
*This is until I create a spell list specifically for the Shugenja.
Their magics tend to be either Elemental or Spirit based.
I forgot Blogger likes to destroy formatting, but I fixed it so it kind of looks like it did when I wrote it.
Saturday, June 13, 2015
GDW
I had a dream this
morning I was playing Europa (the WW II mega board game), which was
kind of odd, because I haven't played it since maybe 1991; but the
even weirder part is that it's the second time this week I have
dreamt I was playing it.
I don't even have a
copy of any game in the series anymore. So I took this as a sign that
I might want to play some serious large scale hex and counter
wargaming, and thus, did a search on Ebay to find a copy of one of
the Europa series of games. Being as how they are massive games, I
was pretty happy when I found a few copies of some titles in the
series really reasonably priced, and even a little surprised when I
found some copies at right around their list price from back in the
day.
I ran through three
variations on the search to make certain I could net the greatest
number of results- Europa, GRD and GDW (the latter two being the
companies that produced the game). None of the searches were perfect,
each came back with a variety of results for things I wasn't looking
for- Fortress Europa (a fine game in it's own right), GRD apparently
did get around to publishing their Pacific/East Asian version of the
game, and a First World War game too.
I was surprised
though by two things though when I did the GDW search. First, Frank
Chadwick's name is attached to a whole lot of games I played when I
was young and second, and possibly related, is that I played a lot
more GDW stuff than I ever really realized. Traveller was my first
non-D&D RPG, and while I didn't play it a lot (I didn't own the
game), I have pretty fond memories of it. GDW's “Tet Offensive”
and “Stand & Die: The Battle of Borodino 1941” taunted
younger me from the shelves at Twilight book and Game because they
looked awesome and I couldn't reasonably afford them with my 1991
salary. Command Decision was the first miniatures wargame I ever
owned. Dragon Magazine insured that I would purchase and play
“Twilight:2000”, it's numerous accessories and, eventually, it's
second edition (and it's 2.5 edition); to this day it's the best game
I never played enough of. “The Blue Max” was pretty much a
guarantee for playing with my best friend Darryl's dad (Big Darryl)
because of our “Dawn Patrol” addiction. “Space 1889” was
maybe the coolest RPG I never bought or played, it's on my bucket
list. They published Gary Gygax's “Dangerous Journeys”, which was
kind of ballsy considering the vindictive giant that TSR was at the
time. I read Challenge magazine after I stopped reading Dragon. I
remember playing “Air Superiority” with Big Darryl too.
This is just a list
of GDW products that I spotted reading through 3/4s of a page on an
Ebay search. I am sure there would be more if I found an actual
catalog and looked through it.
edit- it turns out that wikipedia has a list of their games here and it is even more of a trip down memory lane- "Harpoon", "En Garde" and more.
Saturday, June 6, 2015
June 6th 1944 D-Day
71 years ago today
Allied forces invaded Normandy. That's 25 years before I was born,
but I grew up knowing that WW II was the good war, the Nazis were bad
guys and we won.
I have gamed WW II a
lot. I probably started as a kid just playing at war with my friends.
I also played with toy soldiers with my friends, and we almost always
fought WW II. When I started wargaming I played a lot of WW II games,
and when I play wargames these days, it still almost always a WW II
game. Axis & Allies, 3rd Reich, Soldiers, Hitler's
War, Squad Leader, Up Front, Europa, no matter what the scale or
complexity I've pretty much played it. My first foray into miniatures
wargaming was with HO scale WW II minis, and I still have a pretty
good sized collection of 28mm WW II stuff for Bolt Action and my B/X
WW II hack. Opponents being more difficult to find as I get older, I
play out WW II on my PC. I've played a handful of first person
shooters and RTS games set during WW II, but mostly I play the kind
of games I'd play if I had an opponent here at my house- essentially
computerized board games. I loved Panzer General back in the day, and
I play it's spiritual descendant Panzer Corps still today. Just
yesterday I played Front Line: Road to Moscow for a while.
But WW II was more
than just a setting for some of my favorite games. My paternal
grandfather, a hal dozen or so great-uncles, 3 of my uncles and one
of my aunts, and more cousins than I can count served in the US armed
forces during WW II. One of my great-uncles died in North Africa,
leaving my father's first cousin fatherless. Most of them were
enlisted, a couple were officers. Some never saw combat, most did. My
father's first cousin was seriously wounded and captured in Italy. My
mother's oldest brother came back with malaria that would regularly
flare up until the day he died. They were pilots, sailors, ambulance
drivers and mostly infantrymen. They fought in every theater of the
war that had US troops.
WW II loomed large
over my childhood. My parents were both born during the war. My
grandfather taught me to fight and shoot using the same techniques
that he taught young GIs how to kill Germans. A lady that lived
around the corner, with kids not much older than me, was a holocaust
survivor. My elementary school bus driver had been pressed into the
Hitler Youth as a kid in Lithuania. My wife's grandfather had served
as an infantryman in the 28th division during the battle
of the bulge, his wife, her grandmother was an army nurse during the
war.
I think it's odd
that in the US we have Memorial Day, commemorating the end of the
Civil War, and Veteran's Day for WW I; but nothing particular for WW
II. We remember, some of us anyway, D-Day and Pearl Harbor Day, maybe
V-E Day or V-J day, but there isn't a national holiday commemorating
the end of mankind's most destructive conflict, a conflict that
ushered in the atomic era and catapulted the US to superpower status.
Most of my relatives
that fought in that war are dead now. I guess it makes sense, it was
70+ years ago. I am middle-aged now, and they were all pretty old
when I was a kid. I really miss them though. They loved Roosevelt and
the New Deal, because they lived through the depression. They loved
America as you only can when there is serious sacrifice involved.
They weren't perfect, but they were, by and large, pretty decent
folks. This being one of those remembered anniversarys, I am thinking
about them.
Monday, May 18, 2015
Petty Gods
At the risk of just copying what everyone else (or so it seems) has already posted- Petty Gods: Revised and Expanded edition has been released into the wild. You can get the free PDF here, or the at cost premium softcover here, or the at cost case-wrap hardback here.
I am particularly pleased and proud because my lovely wife Mona has two illustrations in the book:
Timothy Brannan's Nox-
and Syla-
Meaning that she shares art credits in the same volume as the legendary Erol Otus.
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