Bat in the Attic

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A blog on 40 years of gaming and Sandbox Fantasy.Rob Conley
Updated: 20 hours 12 min ago

Is your D&D 5e Character Rare?

Fri, 10/13/2017 - 12:34
Five Thirty Eight niche is using statistics to analyze sports and politics. But occasionally they turn their attention other topics. This time was the different type of DnD 5e character made with DnD Beyond, the online tool officially licensed by Wizards of the Coast. Recently Curse, the company beyond DnD Beyond supplied Gus Wezerek of FiveThirtyEight with a breakdown of the combination of class and race people were making on the service.

Looks like there quite a few folks using the tool numbering in the tens of thousands. Below is the data presented in chart form. It look like the winner is the good old Human Fighter followed by the Elven Ranger.

Categories: Tabletop Gaming Blogs

How much is having Initiative worth?

Tue, 10/10/2017 - 18:54
So here is an interesting combat question how much initiative is worth to the side having it in various editions of Dungeons and Dragons?

When I was mucking around with Fudge, I wrote a program that simulated two guys whacking the other with swords. I did this to see how the number worked out over thousands of fight. I coded up GURPS Basic Combat and classic DnD Combat to use as comparison.

One of the things I did was randomized starting initiative at the beginning of combat. Then alternated sides from that point on. So I was playing around with it today and I noticed something interesting. When two combatant have equal stats with random starting imitative the odds look like this for 10,000 fights.

Alex Wins 5060
Brian Wins 4940
Average Rds 4.1268

So when I gave Alex starting Initiative all the time. The result was this

Alex Wins 5575
Brian Wins 4425
Average Rds 4.08065
Then switched to Brian

Alex Wins 4512
Brian Wins 5488
Average Rds 4.0986

The implication is that having initiative all the time increases your odds of winning combat by 4.5%. This is especially relevant to DnD 5th edition where the default is to roll initiative once.

Note: Both Alex and Brian had AC 12, +1 to Hit, 1d8 damage, and had 10 hit points.

Categories: Tabletop Gaming Blogs

Lost Hall of Tyr

Thu, 10/05/2017 - 01:19
People who write and create RPG material have varied interests. One +Douglas Cole of Gaming Ballistic is focused a wee bit on grappling. First he came out with Dungeon Grappling a supplement to add easy to use grappling rules to various editions of Dungeons and Dragons. Now he has started a kickstarter to fund the art and final production of the Lost Hall of Tyr, an adventure showing off his setting and focused on, you guessed it, grappling.

The Kickstarter page is here.
Categories: Tabletop Gaming Blogs

City State of the World Emperor

Mon, 10/02/2017 - 02:36
Right now I am running two campaigns, the first is on Wednesdays and is using Adventures in Middle Earth with +Tim Shorts and +Chris C.. The second is on Thursday nights and involves several friends I made back when I running boffer LARP events; Josh, Mark, Adam, and Jeremy. The second campaign is using Swords and Wizardry and my Majestic Wilderlands Rules.

It centered around the City State of the World Emperor or the City of Spices or Viridistan. Currently the year 4475 BCCC, (Judges Guild stuff was set in 4433 BCCC) the last Viridian Emperor is long dead, the civil war that broke out in the wake of his death had wound down a decade ago (in game time) thanks to the decisive action of the PCs in an earlier campaign. Viridistan is ruled by a council (formed by yet another PC group back in the mid 80s) and is basically a powerful merchant republic.

Our cast of character for the current campaign is

  • Tamaril Lenore - an aspiring merchant (Merchant Adventurer from the MW Supplement) and gifted singer and player of the lute. 
  • Alexander Hexation - one of the few surviving full Viridians (in hiding) and trained as a Artificer (can only cast ritual but can make magic items like scrolls for battle magic). 
  • Valgard Neuroth - a cleric of Hamakhis the god and judge of the dead. The party is damn lucky to have this guy as one of the possible adventure sites I seeded was +Greg Gillespie excellent Barrowmaze. The party just managed to shut down the Pit of Chaos so he even more potent in the megadungeon.
  • Rodney a Halfling trained as a knight and uses his stable of warboars as his steeds.
Right now the party averages about 5th level and just aquired a small merchant ship. It is because of this that I adapted the trade rules from Adventurer Conqueror King for the particulars of my Majestic Wilderlands. Once I get the kinks out I will be posting them for people to use. 
One of the prep I did for the campaign is started work on the Majestic Wilderlands version of Viridistan. 
The original map.
In the early 90s just before I started using CorelDRAW I worked on a hand drawn map of the above. The below is as far as I got.

One of the main differences is that due to how I presented the Viridian as a demonic race there were no temples in Viridistan when it was under control of the Emperor. The various temple in the present of 4475 are basically the equivalent of a storefront church that you see in the downtown of various communities.
Currently this is the status of the new map I been working.

Now that all the city blocks are in place next is to draw in the coastlines and transfer the numbered buildings from my original. Unlike many RPG cities, CSWE had the referee place all the building themselves. There was a little underscore where the assigned number could be written.
Once I transfer the number, I can start dividing up the various city blocks into individual buildings. The main difference between my take on the City State Invincible Overlord and the original CSIO is how each CSIO city block is divided up. The building sizes are more realistic and there are lot more alleys.
Hope you enjoy this little peek into what I do to run my campaigns. 

Categories: Tabletop Gaming Blogs

Dungeons Fantasy RPG for GURPS has arrived at the Attic!

Sat, 09/16/2017 - 20:46
As long time readers of this blog know I been a fan of GURPS for thirty years. Believe it or not there was a time when GURPS was the fourth or fifth most popular RPG on the market back in 2004.

The Dungeon Fantasy RPG is designed to make it easy for people to get into playing and using GURPS for their campaigns. It does this by being presented as a traditional fantasy RPG. It tells you how to make characters, how to handle encounters and combat, gives you spells, monsters, and treasures to use. Plus there is an adventure included called I Smell a Rat!

It not a new edition of GURPS. Everything here works with the core books as is. But gone are things not relevant to the Dungeon Fantasy genre. Added are things that are useful for fantasy campaigns with GURPS.

So what do you get?

 I pledged at the $250 so got everything that the kickstarter had to offer.

Here is the box with my battered copy of the Basic Set - Characters book beside it.

Opening the box this is what I see.

So I have the DF RPG Boxed Set, GM Screen, How to Be a GURPS GM, Dungeon Fantasy Companion, a hardback of GURPS Zombies (which I already have). black cardboard hero bases, colored cardboard hero bases, and six dice with a pyramid symbol in place of the one. I agree with Peter that having dice with symbols does nothing for me.

OK opening up the box I see some full scale maps (1" = 1 yard = 1 hex), cardboard heroes, and the DF RPG books! Note that little under half of the Cardboard Heroes are PCs and the monsters are biased to the ones that appear in the included adventure.

So I pull out the five books, a set of three dice with pyramid logo, and twelve more bases.

All and all a pretty good haul for my money. I will be posting a review of the content.

Categories: Tabletop Gaming Blogs

Bat in the Attic replies to Frank Mentzer

Wed, 09/13/2017 - 01:36
For those of you who haven't heard Frank Mentzer is hard at work organizing things to publish material for the Empyrea setting that is part of Oerth the world where Greyhawk can be found. Mr. Mentzer is the primary author of the BECMI edition of Dungeon and Dragons as well the author of numerous other works for TSR and Dungeons and Dragons.

Over on Tenkar's Tavern, Erik Tenker shares this interesting bit from a conversation he had with Frank Mentzer.
A common characteristic of most Old-School sites is adherence to one specific point in the Past, generally out-of-print game systems. Very cool. Nothing wrong with that, most systems have value to many. But of all the tabletop RPG fans, the OSR buys the fewest New Products. This is fine I want to give things away... strongly preferred in these circles of course. Culturally the OSR is unique and priceless, and I applaud it. But they have chosen to be irrelevant to the current market.I am sure there are lot of people in this industry that would agree with Mr. Mentzer especially the last sentence. I am not one of them. Why? For several reasons.

The first thing that people need to keep in mind about what the Old School Renaissance is the reason why it exists. It is the interaction of several things. First a continuing interest in the classic editions of Dungeons and Dragons from the 1974 Boxed set to the ADnD 2nd Edition. Second the ability to leverage open content to support these classic editions with new works that can be shared or sold commercially. Third, a radical reduction in the cost of creating, and distributing written works and graphics (like maps).

These three facts are the foundation of everything that we see in the OSR today.

Of the three it is the use of open content that caused the diversity of the OSR to explode. Once Matt Finch, Stuart Marshall, and Chris Gonnerman demonstrated how the d20 SRD could be used to create near clones of classic D&D in the form of OSRIC and Basic Fantasy. The gates were flung open for anybody to realize their particular vision of what classic DnD can be.

Just as important this use of open content wasn't limited to specific editions of classic DnD. It also enabled the creation of hybrids or the adaptions of classic DnD mechanics to new genres. Freed from the artificial constraints on creativity imposed by intellectual property the use of open content flowered into full bloom in the publishing world of the OSR. Resulting in the bewildering range of works we see being shared and published.

What drives all this are the whims of the individuals involved. So in a sense Mr. Mentzer is right that there is a choice involved. A choice that for some doesn't take into account what is marketable but rather what one individual or a small group thinks ought to be published. And let the market be damned!

But note my use of some, because it not true for all. Many OSR publishers, including myself do take a hard look at what we think people and the market want. People like Kevin Crawford, James Raggi,  have put a lot of hours in publishing works that are not only have great content but a great presentation. And from conversations I had with both, they put considerable thought into how to make this happen. In short they each have a business plan for realizing their vision. And they both adjust things as circumstances change. There are others like Frog God Games, and Goodman Games. Some are individuals like my friend Tim Shorts at Gothridge Manor.

Doesn't sound much different than what traditional publishers do.

Keep in mind that the freedom of open content doesn't just mean that you get to realize your vision. It means that everybody gets to realize their vision. For some that means preservation. Places like Knights and Knaves, Aceaum, Piazza, Ruins of Mirkhill, ODnD Discussion Forum, and Dragonsfoot are devoted to preserving specific editions of classic DnD.

And while some criticism of these sites have merit, the one I find unfair is that they are backwards or resistant to new things. It easy to make material for these groups. You just have to target the exact editions they are interested in. Not something close, not some hybrid, but the exact edition as close as you legally can with whatever quirks and nuances it possesses. And if you are not willing or unable to do that then they are not your audience.

Last there been some recent drama associated with one of these sites in particular and Mr. Mentzer. It sad that it occurred but I am not interested in who is right or wrong. I will say that if you ever want to "win" an argument in the OSR the best reply is always to write your idea up, do the work to make it usable by others and release either to share or for sale.
Categories: Tabletop Gaming Blogs

The Majestic Wilderlands Races for GURPS

Sat, 09/09/2017 - 22:07
With the release of the Dungeon Fantasy RPG PDFs during Gencon to the backers of the DF RPG kickstarter, my Thursday night group really wants to give GURPS a try. So I agreed to do a campaign later this year.

Most of the development of the Majestic Wilderlands was done using GURPS starting in 1987. So I accumulated  a lot of notes about how the setting works using GURPS. Some of which you can see here. But since then I did a lot of work on the Swords and Wizardry version of the Majestic Wilderlands. As well as ran a memorable 5th edition campaign in the Majestic Wilderlands. So I am updating my material and the first thing I got done was the Races.

You can download the races from here. Note that because GURPS doesn't have an open license I can't use the Open Game License. Steve Jackson does have a generous fan policy so I opted for a non-commercial Creative commons license for the text I wrote. For the details of various terms and abilities you will need to refer to the GURPS core books. Some of them can be found in the free GURPS Lite.

Majestic Wilderlands Races for GURPS.

Variant Character Creation Rule
There is a problem with GURPS Disadvantages and it is the same problem with DnD alignments. Either they are too static,  a source of arguments about proper roleplaying or they are not much of a hindrance.

I am sure folks are familiar with the first two but what is the third one about? Why it isn't hindrance to be honest or too have a code of honor? Well it is at first glance but then you realize that how you were going to play anyway. So in the end a 150 point campaign is really a 195 point campaign.

But not all disadvantages are the same. Some have immediate consequences for how the character plays especially the physical ones.  So what our group did over time was to stop counting most disadvantages. If you were bound and determined to play a one handed fighter than you could get the points for that as there were on-going game effects. But stuff like being poor or wealthy was discussed before the campaign started. And having a Code of honor was a written down as a note on the characters. Sometime Codes would factor in for specific aspects like clerical powers or paladins. But like when I ditched Alignment from then one, your character personality is however you played it.

Technically it not even against RAW as it clearly states that the campaign can set the total number of starting points AND the total number point cost of disadvantages. We just opt to set it to zero with a few exceptions.

So this brings me to the variant rule in the MW Races for GURPS. That is there is no cost charged for being of X race. Instead the traits of the race modify the base character attributes and the players proceed on from there.

Like for my Majestic Wilderlands supplement, a Elf or a Reptile Man has superior traits compared to a human. The thing to remember is that I emphasize roleplaying and the Majestic Wilderlands is human dominated. So for the most part characters of other races are treated as outsiders even those that are considered friendly. And if the party happens to be dominated by non-humans then there iare plenty of adventures to be found in the surrounding non-human cultures.

All this is not because I think the GURPS default is wrong, it just my changes reflect better how I present my setting as a living breathing world. If because of circumstance the player decides to act against type, I am cool with that if it make sense. I want to see that play out naturally and not have the player worry about the points on his character sheet.

So this document includes the option to treat characters as a fundamental modification of the base attributes rather than something else to be bought.

Categories: Tabletop Gaming Blogs

It not a Harn Day but a Ivinia Day

Wed, 09/06/2017 - 18:19
Harn is part of a larger world known as Kethira. The island of Harn lies off of the western shore of the continent of Lythia which is home to many cultures (mostly human dominated). Ivinia was the first of these to be develop back in the 80s. It is Harn's equivalent of Scandinavia and home to several viking kingdoms.

Columbia Games re-edited, and re-formatted the original Ivina module and it has been released. Like most Harn product it is pricey but the quality is top notch. One big change is that each Ivinian realm now has a page devoted to it compared to the original.

You can get it in Print or PDF.

Categories: Tabletop Gaming Blogs

Vote Greyhawk! New D&D Survey up.

Sat, 08/26/2017 - 13:48
Wizards of the Coast has a new survey up and among the question it ask what DnD setting you are most interested in. While it not likely that there will be a Greyhawk revival in light of the Forgotten Realms juggernaut it is possible to get it listed as one of the approved settings on the DM's Guild. If that happen the fans can take it from there.

Categories: Tabletop Gaming Blogs

Harnworld Master Module only $5

Wed, 08/23/2017 - 12:26
Columbia Games has been running periodic discounts on the different PDFs for Harn. There is a particularly good deal on the Harnworld Master Module for $5.  Now what this is a series of articles that provides an overview of the Island of Harn and it's history. It's companion is the Harndex which is a mini-encyclopedia of one paragraph entries on the various locations described in the Master Module. Of course the articles, like this one for Peran, flesh these locations out in far greater detail.

Finally Harn articles are designed to be placed in three binders. So if you were to print the PDFs out and punch them, you would get what Columbia Games sends out in print.

Note that the City of Coranan, the largest city in Harn, has a discount as well. Finally if you want to use the linked to take advantage of the discounts make sure you go to the last post to get the latest. They generally expire in a week.

Categories: Tabletop Gaming Blogs

My Axioms of Sandbox Campaigns

Fri, 08/11/2017 - 14:59
My axioms of sandbox campaigns

First off a referee has to be willing to let his players trash his setting. If you are going to get bent about the players taking out the Emperor or the local tavern keeper then a sandbox campaign is not likely going to be enjoyable. Assuming that the players are exhibiting good sportmanship (i.e. good manners while playing a game), what is the worse thing you can imagine the players trying to do? If it occurs can be you remain fair, and will the campaign still be enjoyable for you? If the answer is yes then you will succeed at being a referee of a sandbox campaign.

I loosely sort what I do for my campaigns into several categories, the Initial Context, the Bag of Stuff, and a World in Motion.

The Bag of Stuff
This is where I do world building. For me, the three main items I need are geography, NPCs, and locales. Of the three locales wind up looking like a traditional adventure after it written. I have two broad grouping of the stuff; the specific (for example the City State of the Invincible Overlord), the generic (random castle town of 500 to 1000 people). For NPCs specific (Llewellyn the Blue, wizard of City-State), or generic (Tharian Horselord 6th level fight equivalent to a knight socially).

When I use something generic and it something that the players will continue to interact with then I will make notes , copy and paste the generic writeup and make something specific out of it.

In general I have a lot more generic material than I do specific. In addition I use material from other setting constantly notably Harn and Ars Magica altering to what I need. If players keep interacting with the place I will gradually replace it with something similar that my own original work. Although I usually do this between campaigns not during a campaign.

I wrote a series called How to build a Fantasy Sandbox to help people to jump start their Bag of Stuff. For me what happened is that I started out with the Wilderlands of High Fantasy and keep running campaign after campaign in the setting. Over the years it morphed into it own thing the Majestic Wilderlands. It is my experience that most referee do not stick with any one setting for long. However with the way I developed the Majestic Wilderlands, you can start small with a bare sketch of the larger world and keep adding to it as you run successive campaigns. The "How to make" series start off with making that larger sketch and then narrows down to a specific area with the things you need in order to build a toolkit to handle whatever direction the players opt to pursue.

World in Motion
This is about what you do during the sandbox campaign to bring it to life. For me there are several things I try to do.

First I view the current situation from the PCs perspective, I visualize in my mind what they would be seeing if they actually were standing there. Then I use what I know about their interests, goals, and motivation to filter that into something that hopefully fun and interesting. I also rely heavily on stereotypes and assumptions to cut down on the verbal bandwidth needed.

I have to stress if you want to use stereotypes and assumptions, then you have to make sure they are true MOST of the time. For example a common issue I see that many players won't interact with NPCs because they all got plots and plans that at the very least complicate the PCs lives if not direction hinder what they are trying to do. I make sure that I roleplay most of my NPCs as people just trying to get on with their lives. That by and large they will be somewhat friendly and helpful if there no other reason to dislike the PCs. Especially for merchants. Keep a running count on a notepad if you have trouble with this.

Next the setting has a life of it own and doesn't give two shits about what the players want to do. To handle this I list out goal and motivations of the NPCs most likely to effect the PCs' circumstances. It can range from the King to the local barkeeper. Then I construct a time line of what will happen as if the PCs didn't exist. This timeline is used as a Plan of Battle. A plan of battle is useful because it provided a military force a framework in order to achieve its objective. However history is full of example of generals who lost because they were rigid about executing their plan. A good general will change and adapt as the circumstance of the war changes. So it is with this timeline.

The timeline is a framework which is meant to be changed after and during a session in light of the PCs did or did not do as their characters. In a sandbox campaign this where most of the referee creativity will be focused. When the PCs do something there will be a lot of possible consequences. With one or two being most plausible. You do not have to pick the most plausible outcome. Rather pick the outcome that is both plausible and interesting to you and the players.

Like with the example of the NPCs above, be aware of your bias. At first keep a running count of how you decide things and if you are bias to a particular type of outcome then make a chart to roll on to change things up. Most people can spot consistent patterns especially in social interactions.

Initial Context
Most sandbox campaigns fail. Why? Because of the lack of a good initial context. Many mock character histories and background but if you going to get a sandbox campaign you are going to need a least a half page of specifics for each players and a half page of general information for the group as a whole.

Players who enjoy being plunked down in the middle of a blank map and told "Go forth and explore" are few and far between. About as common as players who enjoy playing GURPS with all the options in play at once. Most players want to feel their choices have meaning. Picking one of the six surrounding blank hexes is not a choice with meaning. So work on the initial situation so that it is interesting and give the players enough information to make some valid decision of what to do.

This is the tip of the iceberg about a topic I been writing about for the past decade, here is a link to all my blog posts on the topic.  The main problem with sandbox campaigns is the initial learning curve and getting comfortable with the free-form nature of how it flows. Once you are comfortable with this type of campaign it gets a lot easier.
Categories: Tabletop Gaming Blogs

Final edit of the Basic Rules Majestic Fantasy RPG

Wed, 08/02/2017 - 02:07
Thanks to the editing help given by Vance Atkins, the final version of the basic rules for the Majestic Fantasy RPG is done!. You can download it from here. If you purchased the Majestic Wilderlands PDF, you will find that this file has been added to the download on RPGNow.

This is my previous post which contains my design notes on why I am doing this. In a nutshell, I am planning to release my take on the classic editions as series of supplements instead of an all in one book. However in the process of setting this up I realized I will need some type of basic summary so people can understand how it fits with the overall system.

So enjoy and hope you find something useful.
Categories: Tabletop Gaming Blogs

A RPG Potpurri, Using Roll20 VTT, ICv2 News, and Adventures in Middle Earth

Fri, 07/28/2017 - 12:55
In the fall of 2016, life circumstance shifted and for the first time in years I had an extended period where I wasn't involved in a regular campaign as a player or referee. Since then things picked up and now I am refereeing two campaigns, and playing in a third. Along with refereeing at a local games once every other month or so.

The key for me is using Virtual Tabletops like Fantasy Grounds or Roll20. With the different work schedules and driving distances involved it hard together with my friends and other folks to game face to face. It started back in the early 2000s as a way for +Dwayne Gillingham+Tim Shorts, and I to continue to game together despite Dwayne moving from post to post while he was in the military.

Since then I met several good friends on-line like +Ken H, and +Chris C. who became regulars, Since they are scattered across the northeast of the United States the only way for all of us to game on a regular basis is by using a VTT.

Unlike MMORPGs, VTT or Virtual Tabletop compliments face to face tabletop roleplaying. By using Voice over Internet, text chat, built-in RPG utilities, and a whiteboard that anybody can draw on, the software successfully allows people play tabletop roleplaying using the internet. It does have issues but they are the same issues that accompany any use of the internet for group collaboration,  familiar to anybody who had to sit through a phone or internet conference at work.  But it does brings some advantages especially if you use miniatures like I do. The easiest to use is Fog of War where a map displayed and the referee can selectively reveal different sections. The key thing to remember is that VTTs work alongside face to face gaming. You can easily run a campaign that regularly uses Roll20 and then once in a while get together for a face to face session. You are using the same material, the same techniques, and for the most part the same prep for both.

Since I been using VTTs so long, I assembled a set of tools that help me during a session. First off I have a bit of an unusual setup for my computer where I have three monitors. The central one is oriented normally, while the outer two are in portrait modes. I do this primarily for writing where I can see an entire page at once on the right monitor. An entire page at one on the left, And have some other program running in the middle. Here what my setup looks like during a session of Roll20. This one is a slice of the Barrowmaze which the party stumbled on during my OD&D/Majestic Wilderlands campaign on Thursday.

I have a old D&D 3.X utility called DM Genie on the left because it time keeping utility is still very useful. I have NBos' the Keep on the right to keep notes on and keep things organized. And in the middle is the web browser on the Roll20 site. We are using a VoIP program called Discord which is my current goto app for this stuff.  You can see the fog of war in action in the area that look a darker gray compared to the rest of the map. Those areas are unrevealed and look black to the players.

Adventures in Middle Earth
While my Thursday campaign is using my Majestic Fantasy rules (based on Swords and Wizardry), Wednesday using Adventures in Middle Earth which is based on DnD 5th edition. It is perhaps the best 5th edition third party supplement out there and it been outstanding to play. Overall it is low fantasy take on the 5th edition rules and has a very different feel despite most of the mechanics being the same.

Periodically the ICv2 gaming news site does a survey and releases the top 5 rankings for retail stores. And lo and behold Adventures in Middle Earth popped in this spring at #4. Congrats to Cubicle 7 for their success.

The only downside is that the rules have the minimum for open content and uses "everything derived from the SRD is open content everything else is product identity" without clearly marking anything. But it does get the creatives juices going about the possibility of low fantasy gaming with classic editions of DnD and 5th edition.

For those interested Enworld keeps a  history of ICv2 rankings. All we need to get one of the many excellent OSR RPGs to pop up in there. Cubicle 7 has been giving AiME a lot of support as well as you can see from here. Also note that The One Ring sourcebooks have been proving useful as well. Although keep an eye on the AiME release schedule as the AiME book duplicate a lot of the ToR setting information. To Cubicle's credit the AiME version it not just the ToR version with 5e stat blocks but obviously a refined and often better organized than the original ToR verison.

Categories: Tabletop Gaming Blogs

More Majestic Wilderlands maps.

Wed, 07/26/2017 - 14:33
I seem to be doing a lot of them recently. This is a result of me getting close to finishing the map of the Main Campaign Area. The players are establishing themselves as merchant and managed to buy a ship. So I made a map centered on the Trident Gulf to use to plan for voyage and to act as a reference. For good measure I also started a political map.

The Main map

 The Political Map

This is for my campaign circa 4475 BCCC. The Majestic Wilderlands supplement reference how things were in 4436 BCCC. Those with the book can see there been several changes. Mainly the Council of Viridstan and the Dragon Empire.  Both entities came into being as a result of PCs doing their thing during their respective campaigns. The Council of Viridstan originated from the Fantasy Hero campaign I ran in college during the late 80s. While the Dragon Empire resulted from a GURPS campaign I ran in the early 90s.

The odd extension of the Dragon Empire around the Tiethoir River was one of the last things we did in that campaign. I took GURPS 3rd edition Mass Combat rules and combined with a little bit of Harn for the logistics and cost. The last couple of sessions saw +Tim Shorts and +Dwayne Gillingham play William the Conqueror and the Normans. The whole thing was to allow Duke Draco-lindus (Tim's Character) and his allies to gain a power base outside of the thumb of the Invincible Overlord of City-State.

Proved useful when Duke Draco broke away from City-State and reestablished the Dragon Empire.

As an experiment I mapped the progression of the last phase of the war. I experimented using colored transparent fills instead of just using borders like I did with previous historical maps I made,

Categories: Tabletop Gaming Blogs

Don't buy the Scourge of the Demon Wolf! (Issue Resolved)

Tue, 07/18/2017 - 13:09
At least not from Noble Knight Games. Now some authors would be all up in arms about somebody obviously price gouging their own products. Especially when it still available for sale at it original price of $15 at Lulu and RPGNow.  I am enough of a libertarian that I support the right for Noble Knights to do this. But I will take advantage of my right to mock them for trying to rip off an unsuspecting buyer.

Poking around their site I find they are selling the Majestic Wilderlands for $30 ($12 from Lulu or RPGNow)

Looking at some of +James Raggi stuff is not passing the smell test in my opinion.

Again it Nobles Knight right to sell the material they have for whatever the market will bear and it our right to mock them for it when it get ridiculous. Especially when they have a shaky reputation due to the fact they don't post actual pictures of the high dollar collectibles they are selling.

UPDATE: After reading various comments, I want to stress rarely in life anybody is complete villain. Noble Knights has been in business a long time with a good reputation for service.  I placed several orders with them over the years with no issues except for one minor one where I got the wrong cover. But since it was the only one they had and I wanted the content as well, I was fine with it.

However for long time there been complaints about their refusal to post actual pictures and there been incidents with high dollar items that would have been adverted if they had. You can search the Acaeum forum to read about other collectors experiences.But for the most part they do verbally report the accurate condition of the product.  Then there is there pricing which always been on the high side. Although bargains are not hard to find over time.

However marking various readily available OSR product up at 100%? There no excuse for that. It is a decision that warrants mocking and criticism until it is addressed.

Finally I want to thank +Erik Tenkar for getting the word out about this on his blog.

FURTHER UPDATE: I had a nice exchange with Naomi from Noble Knights Sales. So the prices has been updated which you can see here. It is slightly higher but that in line from what I know about how vendor like Noble Knights operate. I don't know how much they paid for it but given their history of service I will take their word that what they need for a proper profit. So kudos to Naomi and Noble Knight Gams for responding promptly. Still need to use actual picture tho.

As for the rest of the OSR people need to make sure they are on their toes. If you have pertinent information or an OSR author of one the products list then contact Noble Knights at  Be polite!

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