Tabletop Gaming Feeds

Concerning Judges Guild

Bat in the Attic - Tue, 02/11/2020 - 00:23
I use facebook to keep in contact with various individuals including Robert Bledsaw II, the owner of the Judges Guild IP and the son of one of the company's founders.

Saturday evening, I noticed the following post:

Read the caption above the picture to see the issue.
This is unacceptable.

Sunday evening, I called Robert Bledsaw II and discussed the issue. I notified him that I will no longer be doing future Judges' Guild projects and will only continue to sell what I have currently listed.  I stated that I will be calling the other Judges Guild licensee and inform them of the situation and of my decision.

I was not planning making any public announcements. Given the mob mentality I have seen emerge, I was not comfortable in making a public statement.

However, because I was calling several people who are immediately affected by this situation, the odds of a public post were high. With issues like these, one has to follow the dictates of their conscience. It has gone public hence this post explaining what happened and why.

In addition to the above post, I noticed shortly before the call the following post.

The video is of Christian Bale dropping the card and looking disappointed
This cemented my decision that I can no longer be in a future business relationship with Judges Guild. Then later this post was pointed out to me.



This too, I consider unacceptable.

For now, I will keep up my Judges Guild related products up for sale. I currently have a unique situation in regards to the royalties I pay. Given the state of the Kickstarter finances, Robert Bledsaw II suspended the royalty payments in lieu of paying me for finishing the last nine maps. This has been going on since November of 2017 when I released the CSIO map. Since then, all revenue after taxes and expenses have gone to me. This will not last indefinitely, at which point I will have to revisit having these products listed based on how things have progressed. I will make an announcement accordingly.

Expect a post outlining my future plans for Bat in the Attic Games. In a nutshell, I wasn't expecting to have a license to Judges Guild IP ten years ago and was proceeding on that basis for what became the Majestic Wilderlands supplement. Then an opportunity came up after I finished working on the map for City State of the Sea Kings, and as a result I secured a license.

Last Word
To those of you familiar with my published writing: I try to follow a philosophy of less is more. So is it the same in the case of my response. I don't need to explain the ills caused by generations of bigotry and prejudice. It is just wrong, and it is unacceptable.
Categories: Tabletop Gaming Blogs

Gangs, Tramps, & Thieves - Rogue To Rogue - The Use of The Rogues Gallery By Brian Blume, Dave Cook, & Jean Wells In Old School & OSR Campaigns

Swords & Stitchery - Mon, 02/10/2020 - 18:38
"No longer will you the Dungeon Master need to spend precious time laboring over the task of generating non-player characters. This valuable booklet contains hundreds of pre-rolled non-player characters of all classes and types, complete with alignments, sex, personalities and much more. The Rogues Gallery is specially designed to be compatible with Advanced Dungeons & Dragons. It Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

The Ruined Tower of Zenopus reviewed by Erik Jensen

Zenopus Archives - Mon, 02/10/2020 - 14:10


Erik Jensen took the time to write out a nice review of the Ruined Tower of Zenopus in a series of tweets (also copied below).

Erik is the writer of the Wampus Country blog, organizer of Tridentcon, and GM on the schedule for Scrum Con this year and has a "Lumberlands" zine forthcoming. I've met Erik at Tridentcon and  Charm City Game Day several times; in fact, the first time I played 5E was in a game he ran at CCGD.

It's hard to get reviews for new products, so I want to thank Erik for taking the time for this:
Finally had the time to read The Ruined Tower of Zenopus: https://dmsguild.com/product/301308/The-Ruined-Tower-of-Zenopus…
@ZenopusArchives has done an AMAZING job with this 5e update of the Holmes sample dungeon, and now I'm going to tell you why.It's a solid dungeon using the classic map, but it's more than that. It's a great campaign starter for 5e with old-school sensibilities and trappings. It has new 5e monsters and items. Zach gives us 1st-level pregens.Tips for situating the thing as part of 'Ghosts of Saltmarsh' to turn the beginning of that campaign into a sandbox. You want old-school? A nice rumor table. A delineation of the factions in the dungeon. A list of classic AppN stories that probably inspired Holmes' dungeon. 'The Ruined Tower of Zenopus' is, stunningly, only $1.99. If you're a 5e DM, pick it up and put it in your go bag. If you're an old-school DM, pick it up and see what Zach did with this baby, you'll appreciate it. Strongly recommended, looking forward to using it myself. 

Get the Ruined Tower of Zenopus here on DMs Guild!



Categories: Tabletop Gaming Blogs

Deepfakes, Fraud, and Digital Personal Copyright

Dungeoncomics - Mon, 02/10/2020 - 13:00
This story opens in media res, in the middle of heart-pounding action as the US Congress passes a modification to the Communications Decency Act of 1996.

Where There’s a Will, OSR Adventure Review

Ten Foot Pole - Mon, 02/10/2020 - 12:25
By Jacob W. Michaels Raging Swan Press OSR Level ... ?

Standing on a dingy side street in Low City the Scythe has a reputation as a place for hard drinking and its entertainers. Nights at the Scythe are rarely boring—particularly when the legendary halfling bard, Dricolen Nimblefinger, is playing

Ever get the feeling you’ve been cheated?

Why yes, El Senor Lydon, Johnny Feelgood, Liz and I do THE THE FUCKING TIME. (Hmmm, looking this up, the lyric is “Johnny Light on.” I think it’s better as “Johnny Lydon.” Kind of a Peaches “My Chrissy behind is fine all of the tie” Chrissy Hynde kind of thing. That fucking earworm has been out of my head for a week now and I just put it back in. Great.)

This thirteen page adventure details … I don’t know … some vignettes in a town? It’s supposed to be a roleplaying adventure, uh, I mean “eventure”, but in reality it’s just some one of those hooks from a “101  hooks for your party!” products that’s been expanded in to thirteen pages. Just the hook. JUST. THE. HOOK.

Town adventures are one of my favorite things and this product line seems to be trying to do two things. First, no combat, andsecpnd  shit that happens in town during downtime, returning,etc. Not bad, especially the second. Shit going on in town helps cement the characters and who they are, with the players flexing themselves a bit and all them zany human relations. Plus, players seems to have more restraint that usual, not ALWAYS picking the “stabby stabby” solution. SO, good ideas! Town! Yeah!

And very VERY poorly executed.

This isn’t an adventure. It’s not even an adventure outline. It is, I don’t know, a hook? Imagine one of those “100 hooks” products and one line in it is “In town, get part of a map to a pirates treasure during a dead pirate captains wake.” That’s this adventure.

You’re in town, somewhere. You hear bells ringing. A notorious pirate captain is dead. You go see his body strung up at a town gate and met some other pirate captains. You go to a bar and the reading of the will, along with other pirates, and a bunch of map pieces get tossed out. That’s your adventure!

And it’s not even properly supported. There are a bunch of tables at the beginning to add local color to the town: rumors, street scenes, gossip and the like. They tend to be well done, although the street scene tables could be more oriented toward the pirate captain being dead instead of the usual “beggar with his bowl” shit. But, that’s the good part. It’s full of things like “the pirate tell tall tales” … without anything to get the DM started. It’s critically important in these situations to give the DM something to work with. Not a novel, a few words, maybe one sentence. Just enough to get going. But this don’t do that. And this happens repeatedly. There are these little two or three sentence paragraph that describe these HUGE scenes, like the stringing up and viewing of the body at the the gates. I finally figured out that these little things ARE the “adventure.” These two or three little sentences in their little scenes scattered around the test are what is supposed to occupy the players and their characters. But it’s unsupported. 

It THINKS it’s supporting them though. We get full write ups on six pirates including their history, and other details that mean little to the adventure. MAYBE, in an ongoing campaign, this kind of extra detail is worthwhile, and this IS meant to be a town thing, so, recurring. And there IS a decadent dive bar full of twisty passages, etc, that is more a “city bar location fluff” than “adventure location.”

So what you’ve got here is a fluff product that says it’s an adventure and is TRYING to be an adventure but succeeds in only being fluff. Don’t get me wrong, I like fluff. Inspiration is good. But it’s not an adventure. 

This is just an outline. And an outline of a hook, at that, that lasts thirteen pages. 

*bleech*

This is $3.50 at DriveThru. To its credit, the preview shows you the entire product. CHeck out page seven of the preview/five of the book. This is the “Traitors Gate” hanging scene. That column of text is all you get (!) to run it. A column should be more than enough … but this column tells you nothing pertinent to running this as a scene/encounter.


https://www.drivethrurpg.com/product/300608/Where-Theres-a-Will-OSR?1892600

Categories: Tabletop Gaming Blogs

Shadows on the Hill

Sorcerer's Skull - Mon, 02/10/2020 - 12:00
Our 5e Land of Azurth game continued last night with the party leaving Rivertown on their way to the Sapphire City and from there Virid Country. In the forests north of Rivertown, they encountered a an injured, cervine centaur-like creature named Tualla. Seeing the Sylvan Elf Shade among them, she asks for the party's help. It seems that something strange occurred in their ritual circle, and eruption of shadow, and the arrival of two umbral drakes.


The party agrees to at least investigate to see if they can help her people. After defeating a shadow-touched living tree, they around at the mound with its circle of standing stones. A fear grips a few of them, and all of them feel the touch of the unnatural, but they proceed.

Within the standing stones, they find a portal of roiling shadow, encircled by skulls--and the two wicked monsters. The mated pair of drakes taunt them, them knock over half the party unconscious with a breath weapon of cold shadow, then toy with them further, allowing the surviving members of the party to escape with their friends.

They rest with Tualla's people and strategize. The Sorcerer Bell recalls that Umbral Drakes are creatures of the Shadow Moon and are susceptible to celestial radiance. The party recalls that the shadow creature that might before was exquisitely susceptible to the energy weapons they carry. They begin to formulate a plan.

Fortified by the bards make (improving their constitutions), Waylon and Shade stealth into the cirlce of stones in an attempt to destroy the skulls around the shadow portal. The other party members spread out around the base of the mound, at the edge of the clearing to make distance attacks--or escape, if necessary.


Waylon and Shade walk right in the midst of the conversing drakes without being spotted, but Waylon's attempt to destroy a skull (a failure) brings their attention. The female attacks them viciously, but the group returns the favor with energy rifles and she only lasts two rounds. She does unleash her breath weapon on the two PCs in the circle, but their boost Constitution pulls them through.

As she dies, she warns her "toothless worm" of a mate that if he doesn't slay these "vermin" her ghost will haunt him forever.

Enraged, the male attacks. Dagmar uses daylight to disperse the shadows so he can no longer hide or travel between them. Kairon slows him to limit his attacks. The others focus their fire. Bell delivers the coup de grace with a chromatic orb.

The Dark Roads To DA 3 City of the Gods Dave L. Arneson & David J Richie - Cha'alt/Godbound Campaign Commentary

Swords & Stitchery - Mon, 02/10/2020 - 00:42
"Set amidst the blistered salt flats of the Valley of the Ancients, the City of the Gods is a strange and deadly metal metropolis whose powerful guardians do not welcome intruders. Yet it is to this place of deadly menace that Blackmoor's leaders now send a daring expedition - to bargain for aid in the coming wars - or to steal the magic of the gods."I finally rolled in about five A.M. this Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Weird Revisited: Wild Wild West

Sorcerer's Skull - Sun, 02/09/2020 - 15:00
Robert Conrad died yesterday at the age of 84. This post from 2015 is a tribute to what I think was his best role...


Wild Wild West was conceived as "James Bond on horseback." That was a just-about perfect genre combo for the 1965, and a damn good one for today. The actual show was even cooler, particularly when it went color; it was the Old West filtered through 60s spy-fi style with Jules Verne science fiction thrown in. It's practically begging for an rpg.

The show's James Bond of the 1870s was James West, Secret Service agent, who rode around in a private train with his partner, gadgeteer and master of disguise Artemus Gordon. Bruce Lansbury, producer of the show, described it thusly (as quoted in Susan Kesler's book):
"Jim's world was one of two-faced villainy, male and female, countless 'Mickey Finns,' and needle-tipped baroque pinkie rings that put him to sleep even as he embraced their dispensers. There were inevitable trap doors, hotel walls that ground their victims to dust or revolved into lush Aubrey Beardsley settings next door, lethal chairs that tossed occupants skyward or alternatively dumped them into dank sewers that subterraneously crisscrossed countless cow towns of the period. And then there was that old Dutch sea captain, leaning in the corner of the swill-hole of a bar, who inexplicably winked at Jim as he entered … Artemus, of course, in one of his thousand disguises."Some highlights: a super-speed formula made from diamonds; an elaborate house full of traps made by a deranged puppeteer; a ground of assassins masquerading as a circus troupe; and of course, the genius dwarf, Miguelito Loveless.


(No doubt some of you remember the 1999 film of the same name. It's fine, in the way the 1998 Godzilla is fine.)

Anyway, in gaming Wild Wild West, a lot of folks would suggest Steampunk games first--but the Steampunk aesthetic is pretty much missing from the show, despite the superficial similarities in thumbnail description. Any Western rpg (or generic one) would work, I suppose--so long as it would support the Victorian super-science. The Western element is mostly cosmetic, though, Stripped of its trappings, it more resembles The Man from UNCLE at its core than say Wagon Train. I think a Western adaptation of the old James Bond game would be interesting with the spy-fi genre stuff it has built in. GUMSHOE might also be a good way to do it.


The Egg of Coot Forces & The Dragon's Lair - Cha'alt/Godbound Campaign Commentary Session Report Part Four

Swords & Stitchery - Sun, 02/09/2020 - 06:00
The Witch Coven of Garlghast & the Egregore set by Privateer Press (34035), make excellent substitutes for the witches of Egg of Coot.  The party was accompany my dragon king NPC's hover caravan in the  Cha'alt/Godbound campaign play session tonight. In tonight's game the party encountered the Egg of Coots scout army coming through the gateway into one of the Egg's base citiesNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Appearance Of A Dark Tower - Judge's Guild's Dark Tower By Jennell Jaquays - Cha'alt/Godbound Campaign Commentary

Swords & Stitchery - Sat, 02/08/2020 - 19:17
"An Ancient Evil has overtaken a once holy shrine. Thus, a sleepy mountain hamlet becomes a focal point for mysterious disappearances and even stranger legends of what lurks beneath the village. Would any group of adventurous souls dare to probe the facts that lie behind the myths, or seek to right ancient wrongs, rescue secreted artifacts, or . . . even attempt to exterminate the sourceNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Into 2020

3d6 Traps & Thieves - Sat, 02/08/2020 - 16:30
Wow.

Totally missed January. Just washed over me and left everything dirtier in passing.

Now - February.

Still working on stuff. All of it - to some extent. Oof.

Sadly, I seem to be having the most fun with a non-Avremier project. That's inconvenient. Focus-focus-focus.






Categories: Tabletop Gaming Blogs

Blackheart Amphitheater Review of Wizardawn

& Magazine - Sat, 02/08/2020 - 15:02

Blackheart Amphitheater posted a great review of the Wizardawn site.

The role player section of the site is very new (as in posted today) and so far it looks like the author is covering a variety of RPG ground. The site also has a maps and graphics section will bear watching.

Categories: Tabletop Gaming Blogs

(5e) The Song of the Sun Queens

Ten Foot Pole - Sat, 02/08/2020 - 12:11
By Shane Ivey Arc Dream Publishing 5e Level 2

The adventurers have journeyed uncounted miles to the vast plains of the Sunlands. A merchant in a faraway city told them that a great treasure rests in an ancient, cursed ruin called Juakufa. Where can the ruin be found? What is the nature of the supposed curse? What dangers lurk along the way? What are the Hyena Giants? And what were the mysterious Not Heres? The adventurers may learn all that from the people who abandoned Juakufa long ago. But first, they must survive being guests of the Sun Queens.

An average rating of 4.5 on DriveThru?!? You just KNOW this one is going to be good!

This forty page adventure uses about twenty pages to describe, I don’t know, six encounters? Maybe? The rest is appendix and pregens. It’s got an Africa theme. It’s a fucking mess of a mess, almost incoherent in how the adventure is laid out.  

So, Africa theme. They ride around zebras. No joke. They hunt ostriches. They all get together to sing and dance for your entertainment. Yes. That’s right. No joke. Also, the friendly queen in the adventure wants to have sex with you since you’re an exotic foreigner. And she claws your back “during an intimate moment.” So, creepy African stereotypes and creepy sex shit. A perfect combo for your lighthearted D&D game. [For what it’s worth the African guy here at work says that the African version of “Everyone in Africa rides zebras” is that the streets are made of gold in the US. Immediately upon residence you become rich.] Ok, weirdo shit out of the way, there’s more than enough disgust with this adventure outside of these elements in order to call it bad, so, non-issue. [Oooo, what if it WAS a really well written adventure/good adventure, but was FULL of creeper stuff? What then? “The Supreme Court does not deal with hypotheticals, Sir!”]]

There’s some “you heard about a ruined city full of treasure” thing, but the adventure starts with the party on the plains of Africa and in the court of these two queens. Kind of. It’s hard to say. It’s ala a mess. There’s some description of the queens and their court and how they hate each other, and then an ostrich hunt. There’s no real “Arrival” or anything. It’s just got background on the “the Sunlands” and then launches in to “The Ostrich hunt” where your on the plains with the queens and a bunch of africans hunting ostriches. It’s jarring. There’s no pretext at all. Just: hey! Here’s scene one of the adventure and it’s not an introduction!” 

Another example of this sort of “things not said” issue follows immediately. The hunt is attacked. Now, the party is out riding zebras catching ostriches or out int the field kind of “beating” to drive them. The hunt is then attacked, the ostriches anyway, but some, I don’t know, bird monster things. But the SCENE is an advisor running up to the queen saying that the hunt has been attacked by some Ghjkdfgdfhgdef. Whatever, some foreign word that the adventure keeps dropping the fuck in because it thinks that I, the DM, wants to keep track of this shit in my head. That shit is for the players, not the DM. Anyway, the dude is yelling that a Ghdkfghdk is attacking the hunt. The hunt that is RIGHT IN FRONT OF YOU.  That YOU ARE A PART OF. Do you now see it? The queen responds: “is it a HKDJHDDD?” No, bitch, it’s right there, look! Does it look like a Hhdjfhjdkfd?” Ok, so, not fair to the queen, it’s not her fault, it’s the designer and editors fault. It’s their weird kind of disconnect where it almost seems like two different people worked on this and a third blindly put it together without marrying the two writers content. And the fucking adventure does this REPEATIDLY. It’s a basic continuity issue. 

Good news though, you do get XP is you are good-aligned and save someone in the hunt. Yeah for enforced morality by the DM! I guess if you want to play D&D then you’ll play the fucking game the way this designer wants you to and FUCK YOU PLAYER if you deviate? 

There’s more singing and dancing by the happy africans and then the queen sleeps with the exotic foreigners.

You go visit a few villages. The locals sing and dance for you and tell you that you should leave all your gear with them since you are going to die anyway when you get to the ruined city.

The adventure is linear, with  a brief walk up a mesa, getting attacked by gnolls. Err, giant hyena people. The maps all fucked up and doesn’t show the encounters in the right place, one of them being off to the side. I guess no one cared to fix that mistake? Up top there’s a fortress. I GUESS that’s the ruined city you were looking for? It’s never mentioned that it is? Or that it’s your destination? I thought it was just a side trek, but no, it’s the object of your quest. Inside is a ruined keep with about, I don’t know, 25 rooms? Al are unnumbered, undescribed except for four. Three of those are just some dream sequence stuff where you hear a voice in your head and maybe a will o wisp does a hit and run. The last room has a devil in it for you to kill. Yeah! You freed the land from the curse and laid some ancestors to rest so they can be reincarnated as elephants! You get 120gp in coins and two objects worth a total of 65gp! I guess it was worth that ten day journey to get here. Plus that trip to Africa. How long was that boat journey here, and how much did it cost?

Anticlimactic bullshit, that’s what this is.

This thing has a couple of decent ideas. A ruined land/forbidden zone under a curse is a classic trope. WIll o’the wisps representing the souls of dead people is nice, as is their nature of just being on the outskirts of the scene/vision in the ruined fortress. All but one leave you alone, and he’s a bad guy/traitor, or, was, in real life.  A devil on a throne in the middle of te ruined fortress, sending you dream visions in your head, taunting you, while these dead people wisps float on the periphery, in a ruined and blasted Forbidden Zone? That’s great! 

It’s just terrible as implemented. It’s linear, essentially an empty adventure, ham handed in its culture use, and an INCOHERENT MESS when it comes to scene transitions. And I haven’t even mentioned it’s reliance on the “long text paragraph” to relate information; perhaps the most common sin in all 5e adventures.

This is $5 at DriveThru. The preview is four pages long, but only shows about two pages of text. You do get to see the intro. Literally “you journeyed here and are at the court.” And you get to see the transition to the ostrich hunt. So, VERY representative of the writing you’ll get.

https://www.drivethrurpg.com/product/283114/The-Song-of-the-Sun-Queens-5e?1892600

Categories: Tabletop Gaming Blogs

After the Horsemen - Coming soon!

Two Hour Wargames - Fri, 02/07/2020 - 23:35
Coming later this  month. After the Horsemen, our Post-Apocalyptic set of minis rules gets an update. Eight years ago it made it's debut. Check out these Battle Reports.Out of Luck
El De Barge
The Originals
Categories: Tabletop Gaming Blogs

Eggspectations & The Arneson angle - Dave Arneson, & David J. Ritchie's DA2 Temple of the Frog - Old School Lovecraftian Occult Tech Influences - Cha'alt/Godbound Campaign Commentary

Swords & Stitchery - Fri, 02/07/2020 - 21:22
"Try to imagine this. A windowless room with just one exit. Inside it are people dressed in some hazmat suit like the ones we see on the crime scenes in some popular TV shows. These people have arranged the room, furniture and all, even some little animals, some pets. Then they go away, closing forever the only exit, so that they are certain nothing and no one will leave the room. All has beenNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Gretel & Hansel

Sorcerer's Skull - Fri, 02/07/2020 - 12:00
Oz Perkins' Gretel & Hansel is based on the fairy tale, but is a different story in many ways. This blogpost will contain some mild spoilers for the film.


Like most fairy tales, Gretel & Hansel takes place in a vague time period that is not the present or recent past. Also like many fairy tales, the place is vague, though it definitely has a old world feel about it. The film has none of the lush atmosphere often present in fairy tales, however. This isn't Sleepy Hollow or even Company of Wolves. Instead, it has the post-apocalyptic spareness of The Road (though it reminds me more of McCarthy's as yet unfilmed The Outer Dark). It's woods are gray rather than verdant. It's habitations are rundown and depopulated. The only place that looks really lived in is the house of the witch, and well, she's a cannibal.

Gretel and her little brother stumble through this wasteland, accidentally take psychedelic mushrooms, and are eventually bedeviled by a witch or witches--a child, a mother, a crone. Where this version differs from the traditional tale (well, besides all the stuff described above) is that this is Gretel's tale, or the tale of how the Gretel & Hansel duo split. The Witch sees something of herself in Gretel and is looking for an ally. There is no gingerbread house. No trail of breadcrumbs to lead our heroine back home.

Like Perkins' previous horror films it is a bit of a slow burn, so it may seem sluggish if you are looking for more jump-scares. Fans of The VVitch should find a lot to like.

Mechanisms of the Gods & Appendix N - Old School Lovecraftian Occult Tech Influences - Cha'alt/Godbound Campaign Commentary

Swords & Stitchery - Fri, 02/07/2020 - 07:24
The  Mighty Servant of Leuk-O which first appeared in OD&D Eldritch Wizardry doesn't have any of the back story that appears in the Advanced Dungeons & Dragons Second edition book The Book of Artifacts. I've been doing a ton of thinking & dealing with several folks today who wanted details on my  Cha'alt/Godbound campaign specifically on what's happening in Las Vegas. Why has the warp Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Tom Wham art on Gary Con XII Cups

Zenopus Archives - Thu, 02/06/2020 - 18:32
Gary Con XII cup featuring Wham's Awful Green Things From Outer Space
Luke Gygax recently revealed the designs for the "Gary Con Collectible Stadium Cups" for this year's upcoming event. There are five designs, all featuring art by Tom Wham, most well-known for his self-illustrated board games, but also one of the three artists for the Holmes Basic rulebook. Wham was responsible for three pieces of art in the rulebook, including the famous Skull Mountain. Wham is a regular at Gary Con (scheduled to run four games this year) and a few years back I played in a session of Dragon Lairds (co-designed by Jim Ward) that he refereed, after which he signed the Skull Dungeon in one of my Basic rulebooks! While I didn't know he drew that until a few years ago, I've been a fan of his work since the '80s when I bought a Steve Jackson Games pocket box edition of his classic Awful Green Things From Outer Space, which I still have.

There are five (!) cup designs this year: four for purchase (two "Bright Green Beer" and two "Bright Blue Soda" cups), which give beer or soda discounts, and one white cup that you get if you are a GM, which combines both discounts.

The green cup shown above features the three life stages (egg, baby and adult) of the deadly aliens from Awful Green Things. Their look has varied slightly over the years, but the adults appear similar to those on the cover of the 1979 TSR version, which you can see on his website.




The white GM cup also features art from Awful Green Things, namely the steadfast Znutar robot, Leadfoot. Similar Leadfoot art appears on Wham's website here.





The other green cup features a group of Penguins. This art is more mysterious, but I came across it on his website with the caption, "Penguins of Destiny". This led me to a Worthpoint page archiving an Ebay auction for the original art (images included below), which says: 


Offered for auction is a piece of original art from the great Tom Wham plus a piece of rpg gaming history from Jim Ward. The Penguins of Destiny was an rpg event created by Jim Ward back in the day, and the players got a small penguin figure signed by Jim Ward at the event. Recreated in a piece of original art by Tom Wham for the Gen Con auction in 2013, both are being offered together.
Wham's game File 13: the Game Inventor's Game in Dragon #72 (August 1983) includes the "Penguins of Destiny - the Jim Ward life story game" in the list of invented games.
















This blue cup features a running Snit from his other fondly remembered TSR game Snit's Revenge. This snit has distinctive bird-like feet, and I found it on one of the game tokens from the first boxed version from 1978:










Finally, the other blue cup features a flying dragon from Wham's more recent game, Feudality (2011). The dragon shows up on the cover of the game and on this page on his website (scroll to the bottom of the page).

See you at the con, hopefully with a Wham cup in hand! I'll be there and am scheduled to run two game sessions.
Categories: Tabletop Gaming Blogs

Crack & Lash Blackmoor & Beyond - Using A0-A4: Against the Slave By Lords David "Zeb" Cook, Allen Hammack, Harold Johnson, & Tom Moldvay For Your Old School Campaigns

Swords & Stitchery - Thu, 02/06/2020 - 17:58
Taking a long look at that slave lords organization from A0-A4  Against the Slave Lords specifically the collected 'super module' that came out way back in 2016 or so. I think that slave lords is a perfect example of a Pulp era Swords & Sorcery secret villain organization. They & the organization's members are specifically like a revolving door of scum & villainy. The slave lords are Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Weird Revisited: Spacehunters

Sorcerer's Skull - Thu, 02/06/2020 - 01:07
A variety of real life stuff has led to little time to prep the next installment of my Talislanta series. Instead, enjoy this post whose original version was presented in February of 2017.

Luis RoyoWatching The Expanse brought to mind a game I ran in GURPS perhaps decade ago. A "hard" science fiction thing using a lot of stuff from Transhuman Space put giving it more of a Cowboy Bebop spin: a little bit cyberpunk, a little bit 70s action film.

Howard ChaykinIf I ever ran a similar game again, besides using a system besides GURPS, I think I would draw more visually from '80s and 80's sci-fi, borrowing some elements from things like American Flagg! and 80s cyperpunk rpgs. The players' would still be ne'er-do-well, planet-hopping bounty hunters/troubleshooters but with a different skin.

Janet Aulisio

Pages

Subscribe to Furiously Eclectic People aggregator - Tabletop Gaming Blogs