A Blog about my favorite Games, both roleplaying (the pen and paper type: Dungeons & Dragons, Retro-clones, Tunnels and Trolls, Warhammer Fantasy Roleplay) and board games. I also explore the media that inspires those games. Be advised of the occasional sports post and/or possible rants, gripes, jokes and pictures of hot chicks.Be warned, I have a man-crush on Lin Carter. "SEMPER LUDIBRIUM"
Monday, March 26, 2012
Adventure Idea -- The Hunger Games
Friday, March 23, 2012
A Game of Thrones, Yearning for Birthright
Tuesday, March 20, 2012
Dungeons & Dragons, Edition Too Much
Consider, the game was created in 1974. That game, now commonly referred to as Original Dungeons & Dragons (OD&D), did go under revision with the publication of the J. Eric Holmes edition in 1977. That same edition did get minor revisions (but not new editions) with the subsequent Tom Moldvay 1981 edition and the Frank Mentzer 1983 edition.
The largest edition change came with the publication of Advanced Dungeons & Dragons, with the publication of the Player's Handbook, Dungeon Masters Guide and the Monster Manual between the years of 1977 and 1979.
So as can be seen, there was change early in the hobby. Within five years of original conception, the game underwent three revisions and one edition change.
However, the next edition change was not seen until 1989, with the publication of Advanced Dungeons & Dragons second edition. AD&D1, was given 10 years shelf life before being canned. AD&D2 reigned for eleven years before D&D3 was published in 2000.
But since then, new editions crop up too often. 3rd edition was quickly canned and replaced with 3.5 in 2003. That was my warning sign that it was time to get off the bus.
And I am glad I did. Five years after asking its players to ditch the rule books they had bought only a three short years earlier, Wizards of the Coast published 4th edition in 2008. Now in 2012, they are play testing their latest edition (which their marketing guys are smartly calling D&D Next).
A new edition every approximate five years? No thank you sir. That is Edition Too Much. I will stay off the bus.
Sunday, March 18, 2012
Class as Caste in Classic Dungeons and Dragons
1: Acolyte
2: Adept
3: Priest
4: Curate
5: Perfect
6: Canon
7: Lama
8: Patriarch
9: High Priest
10: High Priest (10th level)
11: High Priest (11th level)
Fighter
1: Veteran
2: Warrior
3: Swordsman
4: Hero
5: Swashbuckler
6: Myrmidon
7: Champion
8: Superhero
9: Lord
10: Lord (10th Level)
11: Lord (11th Level)
Magic-User
1: Prestidigitator
2: Evoker
3: Conjurer
4: Theurgist
5: Thaumaturgist
6: Magicician
7: Enchanter
8: Warlock
9: Sorcerer
10: Necromancer
11: Wizard
12: Wizard (12th level)
13: Wizard (13th level)
14: Wizard (14th level)
15: Wizard (15th level)
16: Wizard (16th level)
17: Wizard (17th level)
18: Wizard (18th level or Arch-Mage)
Thieves
1: Rogue
2: Footpad
3: Cutpurse
4: Robber
5: Burglar
6: Filcher
7: Sharper
8: Magsman
9: Thief
10: Master Thief
11: Master Thief (11th level)
12: Master Thief (12th level)
Friday, January 13, 2012
Long Break, but I'm back
Now I hear rumblings of a D&D 5 that is a possible return to old-school. Very interesting. I am in anticipation of what WotC will bring out this time.
In the mean time, I am slowly getting back to this blog, but first I need to catch up on the blogosphere and I look forward to doing so.
I am happy to say that I am gaming again. I've been doing numerous board games (Mrs. Santa was very generous this year); and as of yesterday, I have joined a Legends game (Runequest II). I have never played Runequest before, so this will be entertaining for me.
Tuesday, November 1, 2011
My Own Sword and Sorcery Game: Part 4, Re-thinking, Re-tooling
I'm also rethinking classes. Initially, I did not want to have a spell-caster class, but now I am weebling on that issue. I'm trying to keep a strict Sword & Sorcery flavor to the game, but there really is no reason why I can't allow players to be spell-casters and maintain the S&S feel for the game that I want; however, I don't believe magic as presented in standard D&D would work.
In order for magic to work, it must be dangerous with dire consequences for failure. The trade off for that must be that IF it does work, then the results should be just as spectacular as those of failure. I need to develop a system in which it is usable, but is a last resort. Players should shudder every time they roll the dice.
I'm still firm on no Clerics. The priest as it is represented in D&D is not in my vision.
Friday, October 21, 2011
My Own Sword and Sorcery Game: Part 2, Influences
I'm still in the note-taking process of mashing together my own role playing game, but it is fun just thinking about it.Step one of this process is declaring "what" my game is going to be about. In three words: Sword and Sorcery.
The definition of Sword and Sorcery I prefer is by Philip Martin in his work The Writer's Guide to Fantasy Literature: From Dragon's Lair to Hero's Quest.
"Sword and Sorcery [is characterized]...by a strong bias towards fast-paced, action rich tales set within a quasi-mythical or fantastical framework. Unlike high or epic fantasy, the stakes tend to be personal, the danger confined to the moment of telling" (Martin 35).
I also like Karl Edward Wagner's definition: "[Sword and Sorcery is]...a fascinating synthesis of horror, adventure and imagination...displayed to best effect in a universe in-which magic works and an individual may kill according to his personal code". I like KEW's definition for it puts "horror" first. This is important for I feel that the proper father of Sword and Sorcery is Robert E. Howard.
The roots of Sword and Sorcery, just as those of Epic/High Fantasy, stem from the great epics (Gilgamesh, Beowulf, etc.) and the much later Lord Dunsany story, "The Fortress Unvanquishable Save for Sacnoth"; however, it was Howard's 1929 Kull story, "The Shadow Kingdom" which solidified what Sword and Sorcery would become, even if the phrase Sword and Sorcery would not be coined until 30 years later by Fritz Leiber. Howard, of course, was heavily influenced by his contemporary, H.P. Lovecraft, and horror, and/or a sense of dread, was often a large factor in the Sword and Sorcery writings of Howard, and those of Clark Ashton Smith.
Thus I've begun my project by deciding upon my own early Appendix N. I'm sure the list will change as I go along.
Another early decision I'm trying to arrive at is a good working title. The best I've come up with so far is: Sword and Sorcery Game Algorithm, or SAGA. It is a mouth full, and the use of the word "Algorithm" is forced as an synonym for "System", but works as an acronym in the spirit of Fudge and GURPS, and it serves as a tribute to both the North sagas and the 1960's Swordsmen and Sorcerer's Guild of America, whose membership included Lin Carter, Fritz Leiber and Jack Vance, just to name three.
My second option is MOSS-Game, My Own Sword and Sorcery-Game.
Advice, votes and suggestions are welcome.
Wednesday, October 19, 2011
My Own Sword and Sorcery Game
In a recent post, I spoke of my wish to design my own version of D&D; however, not for general consumption, but only for my own use. I now realize that what I really want is my own Sword and Sorcery game.I make this distinction because while a quick look at the Appendix N (from the AD&D Dungeon Master's Guide) will show that D&D is strongly rooted in the traditional roots of Sword and Sorcery (i.e. Robert E. Howard, Fritz Lieber), it also tries to be rooted in the genre of High Fantasy (J.R.R Tolkien being the most obvious example listed in Appendix N). In fact, I believe this is D&D's greatest appeal; however, it is also it's greatest limitation.
While it is cool that players can "make their own game" by simply omitting aspects of the game they do not wish to include; I suspect that the willingness to do so is more apt to be found amongst those that enjoy the OSR. Furthermore, I believe, and this is merely opinion, I believe that with the publication of AD&D, TSR began moving its fan base away from the idea of "it's your game, do what you want", and more towards, "this is the official way you should play". This is, as I said opinion only, but consider the old house organ magazine of Dragon back in the day and the regular feature "Sage Advice" in which any questions of "what's the official rule here?" were answered. I don't mean to be repetitive, but there was a definite drive towards making things "official".
It is damn hard to be "official" and all encompassing with a game like D&D, for it involves the tropes of Sword and Sorcery, High Fantasy and at times even a splash of Historical Fantasy and Sword and Planet. I believe as the game progressed towards the late 80's there was a drive to be more High Fantasy then anything else.
All of this is fine, but it's not the game I want. So fine, I'm a firm believer in the OSR (even if I don't solidly play in the OSR sandbox), so I am free to do what I want. Don't like the Cleric class? Nix it. Don't want Players running magic-users? Don't let them. Don't want hordes of cannon fodder monsters running around? Fine, then throw out the Monster Manual and make your own creepy-crawlers. All of those decisions are easy.
It is even easy enough to make crunchy rules decisions. Don't like alignment? Don't use it. Think Wisdom is a silly attribute? Don't use it. etc. etc. etc..
It comes to a point though when you have to ask yourself: am I still playing D&D? It's okay if the answer is no. My answer is No. I find it liberating. I am now free to do whatever I want.
In another recent post, I listed my ten favorite rpg products.
Now that I am free to do whatever I want, why not combine all of the elements I like from those products and make my own game? The first non game changing rule I would make is my game will be grounded in Sword and Sorcery, minus all the high fantasy. It will be markedly low fantasy. I'm simply going to mash together everything I like and make it work.
This will be fun. Now if I only actually had time to game. *Sigh*
Sunday, October 16, 2011
My Own Dungeons & Dragons
Gaming is keeping me awake tonight. Not the actual playing of a game; unfortunately, but the wishing that I were and more to the point, the idea of what my personal D&D game would be like.One thing I appreciate about the OSR and the OGL is the opportunity that both grant fans to design and use their very own personal "perfect" version of the world's most popular role playing game.
I'm not planning on pushing forward yet another clone. There is nothing wrong with the substantial number of clones out there that are available to fans; however, I don't feel the need to offer up what would be my personal "perfect" game.
The "what" that game would be is keeping me awake. First, I would pair down the races to one: human. I think having so many, and in some case too many race options eliminates the weirdness of the alien or the other.
Second, I would restrict the classes available to Fighter and Thief. Magic-user would be a class reserved for NPC's, most often the villains. This would give it more of a traditional sword & sorcery flavor. Magic would be less common, and when encountered, it would most often be feared. Magic items would always be suspect.
Clerics have just never jived with me as a class. I'm not down playing the importance of religion in the game, but too often clerics are just a convenient traveling medic/turner of undead. Some clerical magic I would keep, but I would convert it as magic-user spells.
Having only two class options, I would adapt the concept of Character Kits from 2nd edition AD&D. I would use a simple skill system that allows each character to be different.
Third, I would not have a monster manual. Monsters would not be as common as they are in the typical D&D game and when they were encountered, they would be truly monstrous. I would not have too many repeat appearances of monsters. I would strive to make each monster unique. Alien. Other.
I have many more specific rules changes, but those are for another time. Now, I'm off to sleep.
Thursday, October 13, 2011
Random Encounter #1: The Door to Hell
The Door to Hell in Turkmenistan was created three decades ago initially by a mining accident that released dangerous gases. Thinking that those gases would burn off in a matter of days, fire was set to them. It has been burning for 35 years.
It would be interesting if as part of the back-story of the crater, it too had been burning for a similar number of years. With this in mind, the players could seek out old-timers that were there when it started burning. The genesis of the flame could be mundane or mysterious as the Dungeon Master sees fit.
The Door to Hell is a location based encounter. It is easily placed randomly, or as a planned location in a desert environment.It is possible, and may be more effective, if the characters have heard rumors of it.
As the picture shows, it is a gaping maw of fire. It began burning years ago. There are various reasons: perhaps a craft of alien origins wrecked and ignited it, or it may have been caused by a magical mishap, it could be a direct opening to the elemental plane of fire, or, as its namesake suggests, it could very well be the Door to Hell.
Adventure Seeds:
The ideas below are just adventure seeds, the doorway could be used as local color as well.
As a low-level encounter, it is doubtful that the characters would have the means to directly enter the doorway, so adventures at this level would have it as background noise; however, having knowledge of its location, the characters could return when they have means sufficient to explore it further.The characters could come across it and find a cult of desert dwelling clerics that firmly believe the crater to be either a door to Hell or a portal to the elemental plane of fire. The cultist could be right.
This cult has kidnapped some victims from a nearby oasis, and plans on sacrificing them by tossing them into the pit. Thus, this could be a simple "rescue the prisoners" encounter; however, what happens if the players are not successful in their rescue? Perhaps there is a an astronomical convergence and if the cultists are successful, then something "bad" will be released. The "bad" could be an elemental that is not happy about being on the prime material plane, or it could be a demon or devil that the players are not powerful enough to deal with. The being may or may not be controlled by the cultists.
As a mid-level adventure, the characters could have been sent by a higher level magic-user that wants something from the door that will enable him to make a powerful item.The item could be a ruby that is deep within the crater that would be valuable for making the elemental item the mage has in mind.
The players could be granted temporary or, items with limited charges, or expendable items - such as potions- that will allow them to enter the doorway. Of course, there are bound to be denizens, elemental or nefarious in nature, that call the Doorway home.
Perhaps the doorway is nothing more than a mundane crater that continually flames from the gases that have been put to torch. It may still have attracted creatures from the elemental plane of fire that now claim it as home. It may have been set fire for a reason. Perhaps it is a doorway that leads to a "Lost World" in the spirit of Edgar Rice Burroughs Pellucidar. An advanced elder race calls this Hollow Earth home and set the crater to flame three decades ago when their Utopian realm was threatened with discovery by a band of adventurers. They are not happy to be "re-discovered". While their realm is Utopian for them, it is not for the race of primitive humans (or elves, or dwarves, or halflings) that they keep enslaved.
As a higher level adventure, it could be much the same as the mid-level adventure, but now the characters may all ready have magics of their own that allow them to enter the doorway.It could be a level of a mega-elemental dungeon. There are other levels dedicated to each element and there are sub-levels dedicated to various lesser elements. As a level of a mega-dungeon, it could be a door way to the first of the Nine-Hells that just happens to connect directly with the Prime Material Plane. It may also be a smaller dungeon as the lair of an ancient Red Dragon that is as much Elemental as it is dragon. It may also be the home of an exiled Demi-God of Fire. The demi-god might also be a member of an elder race from beyond the stars that crashed here three decades ago and is yearning to return home.
Saturday, March 12, 2011
Re-Imagining the Iconic D&D Monster: the Kobold
Here's my short jump onto the James Maliszewski band wagon.Saturday, December 18, 2010
Appendix N: John Bellairs "The Face in The Frost"
Moving on from the "A's" to the "B's" listed on the DMG's Appendix N, I had the pleasure of reading John Bellairs' The Face in the Frost.Wednesday, December 15, 2010
Review: The Phoenix Barony
I was turned onto David Bezio's The Phoenix Barony by James Smith of The Underdark Gazette fame. He pimped it for the November 28th 2010 edition.Another Dead Campaign, but Gaming, Finally!
Monday, December 13, 2010
Appendix N: Poul Anderson's "Three Hearts and Three Lions
Originally appearing as a 1953 novella in Fantasy & Science Fiction, Three Hearts and Three Lions would later be published as a novel in 1961. I have not read the original novella, nor am I certain as to its availability outside of a possibly expensive on-line auction; I would however, be keen to the idea. Sunday, December 5, 2010
Appendix N: Poul Anderson's "The High Crusade"

Having read "The Broken Sword" previous to this novel, I found it an odd juxtaposition to the former. First, the tone here is much lighter. Anderson does not attempt to take his story seriously, but at the same time, he is a serious enough writer that the reader is able to take the novel seriously. Secondly, while "The Broken Sword" fits nicely into the nitch of Sword & Sorcery, or possibly just Fantasy, "The High Crusade" fits imperfectly in both Fantasy and Science Fiction.
Originally serialized in Astounding Magazine in the year 1960, The High Crusade opens with a starship landing in England during the 14th Century. The English overtake the aliens, hi-jack it and end up light years away from home in a star-spanning empire ruled by the Wersgorix, a blue-faced alien race that rules several other races through having the most advanced technology.
The story that follows is that of Sir Roger Baron de Tourneville and his exploits in which, well, not wanting to give too much away, I'll say "God Favors the English". As mentioned earlier, the tone of Crusade is much lighter then that of The Broken Sword. There are many humorous moments in this short novel, along with short spats of high adventure. The narrator is one Brother Parvus a Franciscan Monk who explains his Christian name thusly:
"...I am of low size, and ill-favored, though fortunate to have the trust of children"
Brother Parvus gives a sometimes first hand account, and when necessary, recounts details he was not present to witness. As a narrator, he works wonderfully as I never found the story jarring. Along with humor and adventure is twisted in a tale of love lost, love betrayed, love regained, the classic "Boy meets girl, boy loses girl, boy gets girl back".
The edition I have was published by Baen publishing in 2010, as a 50th Anniversary edition. It includes an Introduction by Astrid Anderson Bear, the daughter of Poul Anderson and the wife of Greg Bear. There are also five Appreciations of the novel, one each from: Diana L. Paxson, Eric Flint, Greg Bear, David Drake and Robert Silverberg. Included after the novel proper is a short story written by Anderson and in the same universe as The High Crusade titled "Quest".
"Quest"first appeared in Ares in 1983. It is set, appropriately enough, 30 years after the events of The High Crusade and tells the short tale of Sir Eric in his quest for the Holy Grail. The high moment of this story for me was a "singing sword" (a technological construct of the famous relic) that has the wrong tape inserted into it before battle. As Sir Eric rushes to confront a dragon the sword sings:
Oh, give me a haunch of ruddy beef,
And nut-brown ale in my pot,
Then a lusty wench with a sturdy arse
To bounce upon my cot--
It is a short tale, but everybit as enjoyable as its predecessor.
I pondered upon why Gary Gygax included this novel in his Appendix N. There are two possibilites, the first is in Mr. Gygax's own words:
for the hours of reading enjoyment, I heartly recommend the works of these fine authors to you.
That may be reason enough, for The High Crusade is without a doubt a story that can and most likely will be enjoyed by gamers of all different lots; however, what is the direct impact of this novel upon Dungeons & Dragons?
I thought long upon this, and remembered a section in the 1st edition Dungeon Masters Guide in which Gygax spoke of keeping campaigns fresh and alive. He spoke briefly of having realms similiar to the lost island of King Kong, and The Isle of Dread does that well, or perhaps realms similiar to Jack Vance's Dying Earth. He then presented alternative rules for converting AD&D characters to Boot Hill and Gamma World.
In my younger gaming days, this is something that me and my friends took literally. We had six-shooters, shot guns and mutants making frequent appearances in our games. With the acquistion of Expedition to the Barrier Peaks, robots and ray-guns gained heavy circulation.
Perhaps Poul Anderson's The High Crusade served as Gary Gygax's inspiration for this simple idea. Eric Flint, in his Appreciation sites Anderson's tale as heavily influencing his own genre twisting tales. Even if it were only a subliminal influence on Gygax's idea, it serves as an excellent example of what Swords & Ray-Guns could be.
Friday, November 26, 2010
Appendix N: Poul Anderson's "The Broken Sword"

Published in 1954, the same year as Tolkien's The Fellowship of the Ring saw publication, it is tempting to compare Anderson's novel to the Ring Trilogy. Both works are influenced by Norse mythology, shades of the Poetic Edda are obvious in The Broken Sword; however, while Tolkien took Norse Mythology and molded it to fit his vision of Middleearth, Poul Anderson took a more literal approach with The Broken Sword. Perhaps a weakness of Sword is that it reads as if written by a writer trying too hard to emulate a story form he obviously holds in high regard.
There were moments while reading passages of the novel that I found myself doing an inward eye roll. That aside, it is a delightful read and is without a doubt a true classic of Sword and Sorcery literature. I am careful to not say Fantasy in the generic sense. While it is a novel that would fall under the large banner of Fantasy in the genre sense, I would consider it more in the vein of Sword and Sorcery. Not quite in the vein of the works of Robert E. Howard or Fritz Lieber, but more similar to that of Lord Dunsany or even William Morris.
I only make this distinction as Poul Anderson does not attempt to create his own world here; while Tolkien took his Norse influences and created his own world clearly outside of the boundaries of reality, Anderson's tale takes place in a fictionalized England during the period of Viking incursions. Populace superstitions of the realm of Faerie are real and can be sensed from time to time upon the margins of society. Anderson's Faerie realm is perhaps a dimension which shares our own. As are the realm of Jottenheim and the Norse Gods.
Anderson's elves are not Tolkien's elves. They are, in Dungeons & Dragons terminology, Chaotic. The affairs of mankind not only do not interest them, they are perhaps beneath them. Here is perhaps the first influence which can be seen upon the development of Dungeons & Dragons. Comparing this novel to Anderson's novel Three Hearts and Three Lions, in which a definite alignment system is developed by Anderson, the rudimentary beginnings of on alignment system may be viewed in The Broken Sword, although it is not clearly as drawn out. Perhaps also an early influence upon what would become the standard Troll in D&D is here as well: