Tabletop Gaming Feeds

Stars Without Number Game Session Three - Phaseworld & Trey Causey's Strange Stars Campaign - The Circus, Circus isn't What It Used To Be Session Five

Swords & Stitchery - Thu, 09/21/2023 - 21:37
 The crew of the Lakota ditched Mr.Hight from last session, but this is hardly the end of the meddling proto humanoid. The crew docked at Circus, Circus and mingled with the crowds to re equip. The last round with Mr.Hight had put a damper on thier ammo as the bastard had drained all of thier weaponry's energy cells. As you'll recall last game session here. The PC's got involved in a 'Quickling' Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

[REVIEW] Alchymystyk Hoosegow

Beyond Fomalhaut - Thu, 09/21/2023 - 19:44

Alchymystyk HoosegowAlchymystyk Hoosegow (2023)

by Alex Zisch

Self-published

Level 7 “with some fatalities”

Hello, and welcome to part SEVEN of **THE RECONQUISTA**, wherein entries of the scandalous No Artpunk Contest II (banned on Reddit but the top seller in the artpunk category on itch.io) are subjected to RIGHTEOUS JUDGEMENT. As previously, the contest focuses on excellence in old-school gaming: creativity, craft, and table utility. It also returns to the original old school movement in that it assumes good practices can be learned, practiced and mastered; and there are, in fact, good and bad ways of playing. Like last year, these reviews will assume the participants have achieved a basic level competence, and are striving to go forward from that point. One adventure, No Art Punks by Peter Mullen, shall be excluded since Peter is contributing cover and interior art for my various publications. With that said and solemnly declared, Deus Vult! Let Destiny prevail!

* * *

High funhouse (as in “this guy must be high”) is kind of a lost art in adventure design. Puzzle-oriented, gameplay-heavy adventures with a strong emphasis on player skill and anachronistic comedic settings were the bread and butter of early D&D, but are rarely encountered in modern old-school, although they still exist in the forbidden pamphlets of the Scribes of Sparn, Unbalanced Dice Games, and sometimes Buddyscott Entertainment, Incorporated. Alchymystyk Hoosegow throws down the gauntlet and delivers high funhouse like no other.

What we get is a complex adventure site: an abandoned penitentiary converted into the workshop of an imprisoned alchemist, and left to the elements and various monsters. The first thing that strikes the reader is the dense, oddball writing: “The plateau backs up to the mountains where the talus contains an inky orifice. The mine opening has wagon-sized piles of clay soil spread nearby. A belching beehive-shaped smoke stack emerges from the ridge. (…) A species of Brobdignag proportions swarm the countryside. Mega-insects dart around chasing easy prey. They especially strike single file hikers, rock climbers and sleeping campers.” Or: “Clad in jade cloaks, two elves and two jackalweres (in human form) keep watch behind a parapet with a box of 500 arrows and 30 spears. A brass bell and cymbal can be gonged to raise the alarm. The jackalweres and foxwoman communicate in their alignment tongue with percussive signals. A trap door connects to the stair down”  The verbiage is strange and laden with four-dollar words (adjusted for inflation), but it is essential: you get a strong idea of places, personalities and situations. This allows the author to cram an enormous amount of content into the contest page count, even allowing for homemade art and permanent marker cartography that will win no beauty contest, but… well, it will win no beauty contest, and let’s leave it at that.

While the focus is on the alchemist’s two-level “science bunker”, the surface area and three entry levels connected to the main deal are also described in broad strokes. The oddball energy is quickly unleashed. Giant cranes trudge through contaminated water, hunting for fish. A foxwoman rules a gaggle of charmed elven simps from her tower. Orc miners, generally peaceful, make deliveries for their mining operation. Margoyles collect rocks. There is just enough to kick the GM’s mind in a good direction, and let things develop. The entry levels are simplistic, sketched, but conceptually strong, each with a different dynamic. The foxwoman and her elves control the surface, and may offer a bargain to plunder the alchemist’s bunker. The orcs are working class guys just out to make a buck. A prison level is haunted by its jailers and inmates, and a furnace level is operated by salamanders creating expensive and bizarre ceramics in a fiery workshop inimical to human life. Each of these levels have their own logic and “game rules”, which the players must discover and exploit.

Periodic table-shaped rooms

The main deal, though, is the alchemist lair, a 36+12-room puzzle dungeon that serves as a storehouse for crazy alchemy-themed puzzle rooms. Lab equipment, transformation and potion miscibility experiments are offered in dazzling variety, from the relatively simple to the supremely complex. They are not really interconnected for the most part except by theme; they are isolated setpiece rooms to be messed with and exploited for profit. There is a lot of raw, playful creativity exploiting magic items and monsters, involving a strong theme of trickery. Tiny gnomic creatures stored in the vats of a bio-lab grow into giant spriggans to ambush their rescuers, while a bonsai is a disguised hangman tree patiently waiting for its prey. The puzzles are multi-layered. For example, a giant “pool table” has mastodon ivory balls worth 25 gp each, and the holes contain various liquids from port wine to cyanide and a living mustard jelly… the real treasure being the pool stick (a quarterstaff +1 with a chalky tip).

High artTreasure is hidden carefully – potions disguised as paint pots, opening a secret door to even better treasures if sorted into the colours of the rainbow; a “floating” dunce cap that’s just sitting on top of an invisible iron flask, and so on. There is generous mundane and magical loot scattered around, if you can recognise and obtain it, but the best stuff tends to be behind the really fiendish puzzles. The traps are also hilariously deadly: consider an invisible inkwell on a writing desk, whose contents develops into a cloudkill spell if carelessly knocked over (with enough clues to give a hint to clever players and goad the foolhardy into making a deadly mistake). Of course, it is all very silly, veering into doggerel verses, groanworthy puns (“Meat the Beetles”, a book by Beer Brewbeck), and bizarre monster-NPCs. The greatest treasures are locked away on the lowest level, the alchemist’s treasury and vault – from pillars of pure gold to purple “Crown Royal” bags doubling as bags of holding, filled with 15,000 gp worth of golden dice. The difficulty curve also increases here, and both monsters and puzzles become formidable for the level range.

Alchymystyk Hoosegow is a very peculiar module occupying a very specific niche. Players will love it if you enjoy puzzle-solving and foiling the GM’s clever tricks in a place governed by cartoon/adventure game logic, and probably have a bad time if they prefer their games serious and more-or-less plausible. It is pure gamergaming, and does that very well. Hoosegow, by the way, means a jailhouse. No, I have never heard this one either. Were drugs involved in the creation of this adventure? Well…

This module credits its playtesters properly.

Rating: **** / *****

Categories: Tabletop Gaming Blogs

First Impressions Of The Wretched New Flesh - Second Edition Rpg By The Red Room

Swords & Stitchery - Thu, 09/21/2023 - 18:31
"Wretched New Flesh - Second Edition RELEASED! Now available at the Red Room store, @biggeekemporium and @GiantSlayerRPGs. Wretched New Flesh transports players to a dystopian future inspired by the dark visions of William S. Burroughs, David Cronenberg, William Gibson, JG Ballard and Clive Barker. " "This surreal future-noir roleplaying game setting combines elements of cyberpunk, biopunk, and Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

Hex Crawl 23 #249: Slaves of Uketta

Roles & Rules - Thu, 09/21/2023 - 16:37

Three hexes southwest, nine northwest of Alakran.

  

Uketta is a settlement, but not one that formed organically. It is a project of the previous civilian governor of Wahattu. Burnaburiash the "Fretful Spectre" wasn't as bad as Erkuzakir of the Execution Spikes, but had some whims about social reform that were not necessarily for the better. He had it in for the Ayotochin armadillo-people, thought they were a rootless and uncontrolled element that led to social disorder. Any of them he found wandering, he had rounded up and sent to an oasis farm, Uketta, in the desert near the hills that give birth to the Khepu badlands. 

These ayoto are slaves; there are fifty of them, their second generation in bondage, but some of them being relatively new catches. They are kept in irons and terror, and the old saying holds true; slave labor is free, but guards (of which there are 10, tough and brutal thugs all) and dogs (of which there are 6, savage, burly breeds) cost money. The place is now run by the son of Burna, Zuuthus the "Mute Drunkard," whose epithet is fully ironic -- the man cannot stop talking and has his guards flogged if they even smell of wine.

This place of cruelty produces valuable harvests of grain and garden crops, and food prices will rise in Gesshed if it is disrupted. For this reason, and through various favors owed to the present governor Zakiti, it is allowed to stay in business. Zakiti hates this situation, though, and would gladly see Zuuthus overthrown, provided the ayoto can be persuaded to stay on and manage the farm where they have so many bad memories. Some wanderers with plausible deniability would be perfect for the job. 

But in addition to the guards and dogs they will have to contend with Zuuthus, who has lived hiding his born wild magic powers -- a 7th level sorcerer. Also, there is Zuuthus' right-hand house slave Cuzuco, a 5th level ayoto rogue thoroughly indoctrinated to support the order, and who can count on ten trusty ayoto to subvert and betray the other forty if they rise up in rebellion. The reward is rich; two generations of the farm have left a chest of 4000 gold pieces in the master's house, and half that amount in costly furnishings and artworks.

Categories: Tabletop Gaming Blogs

A Taxonomy of Fantastic Lands

Sorcerer's Skull - Thu, 09/21/2023 - 12:13


Thinking about the phylogenetic connection between the Lost Worlds of Victorian adventure fiction and the planetary romances of last century led me to an overall classification scheme for all sorts of unusual/fantastic lands or country within large settings (whether that larger setting be an approximation of the real world or a secondary, fantasy world). This was quickly done, so it might bear further though. 

The Strange Country: The Strange Country probably is an outgrowth of The Odyssey and Medieval travelogues. It is a place definitely situated in the wider world and generally not differing in its physical laws but possessed of its least one unusual feature whether than be a geographic anomaly, cultural eccentricity, or weird animal. Most of the various city-states of Barsoom, and the countries of Vance's Tschai or Raymond's Mongo fall into this category. The "Planet of Hats" TV trope is the Strange Country on a planetary scale. The Strange Country differs from the more mundane foreign land by the degree of exaggeration in its unique thing and by the fact that beyond that thing, it isn't usual that foreign in terms of culture, language, etc.

The Lost World: The Lost World is more remote and more divergent from the outside world that the Strange Country. Most often it's an isolated pocket of one or more elements of the world's past, but it could be completely alien. Perhaps its most defining feature is that it is typically a hidden place and is much harder to reach than the strange country. Maple White Land of Doyle's The Lost World is the prototypical example, but Tarzan encounters a lot of these "lost valleys" from Crusader to remnants to lost Atlantean cities. The dividing line between the weirder Strange Countries and Lost Worlds isn't entirely clear, but if the place is widely known to scholars just seldom visited, it's a Strange Country. If no one knew it existed or it was believed to be mythical, it's a Lost World.

Fairyland: The Fairyland is a region defined by its fantasticalness. Physical laws may be very different from the surrounding world. If it has contact with the wider world if is limited and geographical conscribed. Often though, it will be as remote as the Lost World--even more so, perhaps, because it may not strictly be placeable on a map, existing in an extradimensional space. Literal Fairy lands are generally Fairylands, but so is the demonic subworlds of a number of Michael Shea's fantasy novels, Hades in Greek Myth, or Wackyland in Warner Bros. cartoons featuring the Dodo.

D&D’s Biggest Controversies Ranked—2. Child Genius Disappears, Creating the Media Furor That Introduced D&D to America

DM David - Thu, 09/21/2023 - 11:41

On August 15, 1979, a 16-year-old college student and computer nerd named James Dallas Egbert III disappeared from Michigan State University. His parents hired private detective William Dear to find their missing boy.

Dallas Egbert played D&D, a game that seemed strange enough to becomes Dear’s key lead. The detective focused his hunt on the notion that Egbert had played Dungeons & Dragons in the eight miles of steam tunnels under the university and remained lost, hidden, or trapped. Dear wondered if D&D had broken the “fragile barrier between fantasy and reality.” Perhaps D&D left Egbert so deluded that he believed he was a wizard exploring the dungeon. Perhaps his attempt to make the game real had left him hurt or even dead in the tunnels. “Dallas might actually have begun to live the game, not just to play it.”

Egbert’s disappearance introduced Dungeons & Dragons to America. The reports painted the game as “bizarre” and its players as a “cult.” A story in The New York Times speculated that Egbert became lost “while playing an elaborate version of a bizarre intellectual game called Dungeons & Dragons.”

“Students at Michigan State University and elsewhere reportedly have greatly elaborated on the game, donning medieval costumes and using outdoor settings to stage the content.”

On September 9, The San Francisco Chronicle and Examiner published an article titled, “Fantasy cult angle probed in search for computer whiz.”

“Police hunting for a missing 16-year-old computer whiz, yesterday completed a futile search of tunnels beneath the Michigan State University campus where fantasy lovers acted out roles in a bizarre game.”

Reporters consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players. Under the story lies the notion that D&D pulls players so deeply into fantasy that they lose touch with reality—that the game lures players to play out the fantasy in real life.

On September 13, less than a month after the disappearance, Egbert called and revealed his location. The teen’s attempt to flee depression had led him on a trek that took him to the home of an older male “admirer,” to Chicago, and then to Morgan City, Louisiana. During his trek, he survived two suicide attempts.

Egbert had turned to D&D for respite from his other troubles. He faced intense academic pressure from parents who had pushed him to skip two grades. He was gay at a time when few people accepted or tolerated the trait. (Later, he would beg Dear to keep this secret hidden.) In the book Perfect Victims, journalist Bill James writes, “Egbert was living among older kids who had nothing in common with him and who didn’t particularly like him. He was regarded as an irritating little twerp. He was 16, but looked 12. He got involved in numerous campus activities and groups, each of which devised a new kind of rejection for him.”

In a press conference, Dear said the teenager’s disappearance was not related to Dungeons & Dragons. But the detective still saw D&D as a bad influence. “You’re leaving the world of reality into the world of fantasy,” Dear said. “This isn’t a healthy game.”

The story of James Dallas Egbert ends sadly. In 1980, he died from a self-inflicted gunshot wound. Perhaps if he had lived just a little longer, his tale could have led to a happier ending. The intelligence that isolated him could have become an asset. The secret that tormented him became more accepted. Perhaps, in more time, D&D could have helped him find his people.

For the full story, see The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America.

Next: Number 1.

Categories: Tabletop Gaming Blogs

The HOSTILE Situation Report 009 - Extraction - A Zaibatsu/Hostile Mini Campaign On Colony World - Tau Ceti Session Report 5

Swords & Stitchery - Wed, 09/20/2023 - 17:08
 Right I haven't been on Facebook in two days because of real life however when I logged on this morning Paul Elliot had sent me the latest Hostile Situation Report #9 - Extraction. The set up goes something like this; " The mining colony's a bust and the company has decided to pull out. The lawless colonists will be left to their own devices, but behind a screen of frightened soldiers, the last Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

D&D’s Biggest Controversies Ranked—3. Wizards of the Coast Attempts To Revoke the Current Open Gaming License

DM David - Wed, 09/20/2023 - 12:25

In 1997 Wizards of the Coast bought Dungeons & Dragons publisher TSR, rescuing the company from bankruptcy. New D&D head Ryan Dancey looked for ways to turn the game into a healthy business. Dancey saw fan contributions as an enhancement to the D&D community that strengthened the game’s place in the market. Support from fans and from third-party publishers encouraged more people to play D&D. Dancey wrote, “This is a feedback cycle—the more effective the support is, the more people play D&D. The more people play D&D, the more effective the support is.” Besides, the numbers showed that the D&D business made money selling core books. Why not let fans and other companies bear the weight of supporting the game with low-profit adventures, settings, and other add-ons?

Dancey’s thinking led to the introduction of the Open Gaming License and the d20 License. Using these licenses gamers and gaming companies could create and distribute products compatible with the D&D rules. Sometimes the products competed with Wizard’s own publications, but the overall contributions from the community helped the game flourish. Other role-playing game companies recognized the success of this strategy and introduced similar licenses for their games.

The OGL granted a perpetual license, encouraging game publishers to view the OGL as a safe agreement to base investments on. “When v1.0a was published and authorized, Hasbro and Wizards of the Coast did so knowing that they were entering into a perpetual licensing regime,” Dancey said. However, the OGL does not grant an irrevocable license, and to lawyers, perpetual licenses can sometimes be revoked.

In 2022, Hasbro CEO Chris Cocks and Wizards of the Coast CEO Cynthia Williams appeared in a presentation for investors. Williams touted D&D’s popularity but described the game “under monetized.” Wizards aimed to do a better job of gaining income from the game, bringing more earnings to stockholders.

With monetization in mind, Wizards executives probably looked at other publishers profiting from D&D-compatible products and felt D&D’s owner deserved a cut. Royalties on a million-dollar Kickstarter for a D&D-compatible product would hardly move the bottom line of a company the size of Hasbro, but multiply that cut by 10 or more multi-dollar dollar kickstarters per year, every year, and the payoff adds up. So, the company asked lawyers to find a way break the OGL, and the legal team found a potential out in the word “authorized.”

The OGL states, “You may use any authorized version of this License.” What if Wizards simply declared current version of the license “unauthorized,” and then replaced the OGL with a new version containing terms that favored the company? Wizards prepared a FAQ that explained, “OGL 1.0a only allows creators to use ‘authorized’ versions of the OGL which allows Wizards to determine which of its prior versions to continue to allow use of when we exercise our right to update the license. As part of rolling out OGL 2.0, we are deauthorizing OGL 1.0a from future use and deleting it from our website. This means OGL 1.0a can no longer be used to develop content for release.”

The new OGL license required publishers to register their products, demanded royaties from larger publishers, and enabled Wizards to revoke the new agreement. Wizards surely knew such a move would meet resistance from the D&D community, but they made some allowances to minimize criticism.

  • The new OGL introduced some high-minded changes such as rules that prohibited material that is “blatantly racist, sexist, homophobic, trans-phobic, bigoted or otherwise discriminatory.” Wizards undoubtedly supported such additions, but they also gave the company a way to claim that the new agreement came from noble goals. In a FAQ, Wizards states, “OGL wasn’t intended to fund major competitors and it wasn’t intended to allow people to make D&D apps, videos, or anything other than printed (or printable) materials for use while gaming. We are updating the OGL in part to make that very clear.”
  • The new OGL only demanded royalties from the few companies who grossed more than $750,000 on D&D-comparable products. Wizards probably hoped that this would leave the vast number of D&D creators with no cause for complaint. That proved a miscalculation, perhaps because most D&D creators eyeing a million-dollar Kickstarter think, someday that could be my project.
  • The high-royalty rates in the new OGL only represented an opening offer in a negotiation. In late 2022 Wizards gathered about 20 third-party creators to outline the new OGL and to offer 15% royalty rate rather than 25% to publishers willing to sign a separate agreement. For growing companies, the OGL promised, “If You appear to have achieved great success…from producing OGL: Commercial content, We may reach out to You for a more custom (and mutually beneficial) licensing arrangement.”

Likely Wizards executives hoped big publishers would come to terms before the new OGL became public, smaller publisher and fans would consider themselves unaffected by the OGL, and any lingering objections would be forgotten. They miscalculated. A draft of the new OGL leaked, igniting a firestorm of criticism.

For eight days, Wizard’s avoided commenting on the leak. According to insiders, the company’s managers saw fans as overreacting and calculated that in a few months everyone would forget the uproar. The company drafted a FAQ they hoped would soothe fans and help speed acceptance.

Meanwhile, many of the biggest OGL publishers announced plans to drop the OGL or to introduce their own gaming licenses for their product. A fan-led campaign to send a clear message to Wizards by canceling D&D Beyond subscriptions went viral. So many gamers went to the site to stop payments that the traffic temporary shutdown the page. The story reached mainstream news.

Wizards of the Coast got the message. They scrambled to make accommodations, first by promising to remove the most onerous provisions from the new license, and then by committing to keep the existing OGL. Ultimately, Wizards put the Systems Reference Document for D&D 5.1 into the Creative Commons using a perpetual, irrevocable open license agreement outside the company’s control.

Related: The Legal Fight Over Happy Birthday and What It May Tell Us About D&D’s Rumored OGL 1.1

Next: Number 2.

Categories: Tabletop Gaming Blogs

Wednesday Comics: New Stuff I've Liked

Sorcerer's Skull - Wed, 09/20/2023 - 11:59

 I spend all my Wednesdays talks about old comics that I don't get much of a chance to talk about newer things. Here are a couple of recent comics that I have enjoyed and you might too. They all happen to have "world" in the title.

World's Finest: I've mentioned this one before, but Waid's and Mora's classic (Bronze Age-y) stories and characterization with a modern sensibility continue to be really good. There are now a couple of collected editions in the series.

World's Finest: Teen Titans: Spinning out of World's Finest, Waid and Emanuela Lupacchino bring a similar (though not identical. Being about younger characters makes this book feel a bit more modern) to a sort of new version of the 70s Teen Titans. It's like what might have been if X-men style angst and later 80s Deconstruction hadn't intervened.

Worldtr33: Shifting gears, this is a horror comic by James Tynion IV and Fernando Blanco. In 1999, a group of computer nerds discovered the Undernet―a secret underworld/intelligence in internet. They charted their explorations on a message board called W0RLDTR33. They thought they sealed the Undernet away for good. But now, seemingly random killings posted on social media proclaim the arrival of a new age. The world has access to the Undernet again, and, like Cthulhu rising, it will mean a terrible new age dawning for humanity unless they can stop it again.

Hex Crawl 23 #248: Lost in the Badlands?

Roles & Rules - Tue, 09/19/2023 - 23:17

Four hexes southwest, eight northwest of Alakran.

 

Badlands are a region of steep, eroded hills with little soil or sand. In this hex, branching spurs of badland ridges coexist with gentler slopes. There is no vegetation on the crags, and precious little in the low places, vropped up by herds of goats from Ekkhusa as soon as it appears. Not just the famous greenish clay of Ekkhusa pottery, but another, beige clay with the property of growing six times its volume when water is added, can be found at the bottom of these ravines.

The region of badlands west of Targatana is known as the Khepu. This hex is only its northwestern extremity. We have until now seen terrain of this type only close by the Scarp, which provides a convenient landmark of direction. The Khepu, though, stretches for many miles, and travelers not skilled in survival lore (DC 13) risk being lost within its mazy channels as they travel through. If this happens, roll d8 for the direction of travel that, unknown, is actually being followed: 1-6 being the hexsides clockwise from north and 7-8 indicating a circle within the hex. 

One remedy for being lost is to get an higher view, either through magic or by climbing one of the precipices. The latter solution, however, takes time, can be dangerous, and generally will only reveal the way through the present hex.

Categories: Tabletop Gaming Blogs

[NEWS] Castle Xyntillan – Spanish edition Kickstarter // Foundations of Fantasy Roleplaying Games

Beyond Fomalhaut - Tue, 09/19/2023 - 20:15

Castillo Xyntillan!I am pleased to draw your attention to the ongoing Kickstarter campaign for Castle Xyntillan, or, as we should say, Castillo Xyntillan! The module has been translated into the Spanish by Outremer Ediciones, and statted for Aventuras en La Marca del Este, a Spanish old-school game whose name translates as Adventures in the Eastern Marches. To quote the campaign,

Xyntillan Castle is a megadungeon for old-school gaming, but not one like any other. Throughout its pages you will discover a strange, terrifying and absurd world, governed by dream logic and the unusual fantasies of the Malévols, the degenerate and decadent family dynasty that runs it.
In its more than 300 rooms you will find all kinds of curious inhabitants and dangerous challenges: talking paintings, murderous furniture, servants more loyal than death, maniacal vampires, forgetful ghosts, masked murderers, torturers in love, ancient curses, dead soldiers, glitter clouds , terrifying beasts and even the most dangerous trap ever devised, the masterpiece of death. However, most of these challenges do not have to be overcome by force of arms: many will be content with a few good words, some politeness, and asking for a favor from time to time.”
The campaign has already met its goal, so it is safe to say it will happen – the manuscript has been translated, laid out and proofread, and Outremer Ediciones has a proven track record delivering other games, including a very nice-looking translation of the Helvéczia boxed set. The physical qualities were great for Helvéczia, and should be the same here. If the campaign hits €8.000, patrons of the physical version will receive the d20 of Victory, and with that name, I am fairly sure you need one of them. Back early and back often! Foundations of Fantasy Roleplaying Games

In other news, I would also like to draw your interest to a new book series, Foundations of Fantasy Roleplaying Games. Launched by Charybdis Press, this is a series that


“…explores the literature that influenced the modern genres of fantasy, science fiction, and horror, and the roleplaying games they continue to inspire. The series is dedicated to all the hardworking game masters the world round and hopes these books provide more inspiration for their games. But while this series orients itself towards genre fiction and roleplaying games, it is also for general readers desiring quality copies of public domain works.”

These are, in essence, nicely edited, affordable paperback printings of works in the public domain. The titles chosen for the imprint are a bit further afield from the pulp classics; they come from the corpus of adventure stories which indirectly inspired the pulps, but are fairly obscure to the modern reader. As such, they are a great source of reading material that would, paradoxically, feel both familiar and new. The titles now available mostly include works from the picaresque tradition:

  • Three Northern Love Stories, and Other Tales: A collection of mediaeval Icelandic stories, from The Story of Gunnlaug the Worm-Tongue and Raven the Skald to The Tale of Thorstein Staff-Smitten.
  • The Life and Adventures of Guzman d’Alfarache: One of the classic Spanish picaresque novels from 1599, featuring the misadventures of a low-class anti-hero in a world of thieves and reprobates. As usual in the genre, it is nominally written as a condemnation of sin, while vicariously revelling in it.
  • The Adventures of Gil Blas of Santillane: The classic 1715 French picaresque story (although one set in Spain), following another young fortune-seeker and social climber. Gil Blas is one of my favourite books; it is fast-paced (the events of the first twenty or thirty pages would make for a full novel in lesser hands), funny, and filled with wisdom.
  • Told by the Death’s Head: A 19th-century neo-picaresque by Hungarian novelist Mór Jókai, this is also a personal fave. Originally titled An Infamous Adventurer from the 17th Century, it is the unlikely tale of Hugo, a gunner put on trial for twenty-two crimes (“including bigamy, regicide, uxoricide, sorcery, piracy, Satanism, and cannibalism”), each worthy of execution, but each with a story behind it that makes Hugo the hero of the story. As always, Jókai is a master of the romantic adventure; he is smart (and a bit of a smartass), incisive, and fundamentally good-natured about human foibles. A paragon of patriotic liberalism, and always a man with a story to brighten your day.

Categories: Tabletop Gaming Blogs

Hex Crawl 23 #247: Village of Ekkhusa

Roles & Rules - Tue, 09/19/2023 - 16:33

Five hexes southwest, seven northwest from Alakran.

This is a large and prosperous village. Its great herds of black and gray goats have the free grazing of the valley and into the many mazy ways of the badlands whose shade lets moisture linger and hosts the shrubs and thorns that the beasts prize most. Moist clay is also fetched from certain crevices in the badlands at the end of the rainy season, and this is the basis of a kind of gray-green pottery glazed and baked with a secret technique that is highly praised in the region.

Being out of the way and rich enough to afford eccentricities, Ekkhusa has its share, and more, of them. All decisions of families in the town, including who their sons and daughters marry, is decided by a meeting of all the men over forty and women over fifty in the hour around sunset. Straight majority vote prevails, and there must be a quorum of half the eligible people plus one. 

Everyone knows a meeting is in session when, for thirty breaths, the mantra "Let it be accomplished" is chanted in unison by the rough, cracked, eligible voices gathered under the acacia trees by the well. "So it was accomplished" marks the end. Despite the rigid formality, the headwoman, Yesel, a thin and bald-shaven grandmother, conducts the proceedings with a playful touch, listening to each point of view and guiding the votes subtly with her arguments and preferences.

Adventurers might become interested in this otherwise out-of-the-way village when a pot turns up with an apparent map, showing a mazy path among ridges and buttes, leading to a sinister pair of eyes. This is the record of what one of the village clay-gatherers found when digging too deep - shades of Moria! - and recounted to a fellow potter, whose scandalized wife ordered it sold on to the outside world without being shown to the village. Negotiating the village bureaucracy, such as it is, to get help in finding the undoubtedly populated cavern, and making a deal to share whatever is found, will undoubtedly be part of the adventure.

Categories: Tabletop Gaming Blogs

D&D’s Biggest Controversies Ranked—4. Fourth Edition Sparks an Edition War and the Creation of the Pathfinder Roleplaying Game

DM David - Tue, 09/19/2023 - 12:09

While the Dungeons & Dragons team developed the game‘s fourth edition for a 2008 release, they faced problems from several directions. Corporate owners Hasbro brought a big corporate cost structure and return on investment expectations set by Magic the Gathering and Pokémon. As third edition sales sagged, the D&D team endured annual Christmas-season layoffs. World of Warcraft debuted in 2004 and experienced surging popularity. By 2008, the WoW community hit more than 11 million players. D&D fans saw fellow players switch their attention to the online game and disappear from tabletop games.

To compete, D&D needed a big advance—a new edition that didn’t just improve the game but an edition capable of winning Warcraft players by matching some of what drew players to online games. “As far as I know, fourth edition was the first set of rules to look to videogames for inspiration,” D&D designer Mike Mearls said. “I wasn’t involved in the initial design meetings for the game, but I believe that MMOs played a role in how the game was shaped. I think there was a feeling that D&D needed to move into the MMO space as quickly as possible.”

So, the new edition focused on the elements that might appeal to fans of online fantasy games. Mearls recalled that the team felt that “building a player character was the real thing that drove people to play the games. You wanted to choose your feats, your prestige classes and whatnot.” Lead designer Rob Heinsoo sought to give the game an irresistible hook that tied the game together and compelled gamers to play. “The solution James Wyatt, Andy Collins, and I were excited about was to give every PC an ongoing series of choices of interesting powers. Most every time you gain a level you select a new power or a feat. Every combat round you have an interesting choice of which power or powers to use.”

The game didn’t just need to be fun to play. It needed to be easy to run online. Casual DMs could simply buy an adventure, read the boxed text, and then run a sequence of skill challenges and combat encounters. In a skill challenge, the DM just had to decide if a skill helped the players—but only when the challenge’s description neglected to list a skill in advance. Ideally, Players could drop into the virtual tabletop at any hour, join any available DM, and feel confident that a stranger could deliver a fun experience. A thriving virtual table would let players join a game 24/7, just like Warcraft. And all those players would pay monthly, just like Warcraft.

Despite the lofty goals, the new edition divided D&D’s existing players and failed to win a generation of new fans.

While the D&D team readied their game for release, magazine and D&D adventure publisher Paizo planned their response. They sent future Pathfinder designer Jason Bulmahn to a convention that offered gamers and chance to preview the new edition. Paizo founder Lisa Stevens recalled, “We had trepidations about many of the changes we were hearing about. Jason’s report confirmed our fears—4th Edition didn’t look like the system we wanted to make products for.” She led her company to create Pathfinder, a game that boasted compatibility with the existing, third edition of D&D.

For gamers who shared the Paizo team’s distaste for the direction of fourth edition, Pathfinder offered an obvious alternative. And plenty of gamers chose the alternative. By 2010, rumors circulated that Pathfinder outsold D&D. The rumors proved false, but Pathfinder seemed to dominate many conventions and game stores. At Gen Con, its players filled the massive Sagamore Ballroom that had once hosted D&D play. Meanwhile, D&D players became exiles in a much smaller space.

“No one at Wizards ever woke up one day and said, ‘Let’s get rid of all our fans and replace them.’ That was never the intent,” Mike Mearls explained later. “With fourth edition, there were good intentions. The game is very solid, there are a lot of people who play it and enjoy it, but you do get those people that say ‘hey, this feels like an MMO, this feels like a board game.’”

From the D&D designers’ perspective, the market’s rejection of fourth edition stemmed from two causes: The game dared to change too much at once and suffered from a lack of design time.

The designers came to regret changing so much so fast. Steve Winter, a designer since D&D’s 2nd edition, wrote, “Fourth Edition was a glorious experiment that succeeded technically. Unfortunately, its breaks from the past were too severe for many fans, who didn’t pick up the new banner.” Rob Heinsoo wrote, “Knowing what I know now, I might have worked for smaller changes in the world, since shifting both the world and the mechanics at the same time proved difficult for some of the D&D faithful to swallow.”

More players might have accepted the change if the developers had gained time to perfect the edition. “We just ran out of runway.” Mearls explained “That’s kind of the story of fourth edition in a lot of ways. We ran out of runway as we were trying to get the plane up in the air.”

Fourth edition never emphasized D&D’s unique strengths. As Mearls put it, “I think what was happening was [fourth edition] was really focusing on really hardcore mechanics, the intricacies of how the rules interact. It really became about the rules and about mastering the rules, rather than about the story, or role-playing, or the interaction between the DM and the players.”

By the end of fourth edition’s run, the designers had perfected a game about building characters and showing them off in dynamic fights. Perhaps they lost some of what makes D&D uniquely compelling.

For the full story, see The Threat that Nearly Killed Dungeons & Dragons—Twice.

Next: Number 3.

Categories: Tabletop Gaming Blogs

Further OSR Monster Thoughts On Horde Wars Basic D12 Rpg System By Blackwall Games

Swords & Stitchery - Tue, 09/19/2023 - 06:09
 To tell the truth I've been dropping the ball on Horde Wars Basic rpg as of late. Sure we reviewed Horde Wars  here on the blog. And Horde Wars Basic is an excellent game & my only reserve about has been being able to put time aside to spend more time with it. The D12 system is very well defined & Horde Wars itself lays out the rpg rules very nicely. And one of the things I love about Horde WarsNeedleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

D&D’s Biggest Controversies Ranked—5. D&D Splits Into Two Games With “No Similarity,” Provoking Lawsuits

DM David - Mon, 09/18/2023 - 13:17

D&D’s original Basic Set arrived in stores in the fall of 1977, but in only reached third level. For higher levels, the set directed players to Advanced Dungeons & Dragons—except the advanced game would take two more years to complete. The AD&D Dungeon Master’s Guide, which included the advanced combat tables, came in 1979. For 2 years, D&D players blended combat rules and magic items from the game’s original brown books with monsters from the AD&D Monster Manual, and later with the new races and classes from the AD&D Player’s Handbook (1978).

In the June 1979 issue of The Dragon, Gary Gygax made claims that baffled D&D fans used to playing with a mix of original, basic, and advanced D&D rules. “ADVANCED DUNGEONS & DRAGONS is a different game. Readers please take note! It is neither an expansion nor a revision of the old game, it is a new game. It is necessary that all adventure gaming fans be absolutely aware that there is no similarity (perhaps even less) between D&D and AD&D than there is between D&D and its various imitators produced by competing publishers.”

Gary Gygax

AD&D never proved as different as Gygax claimed. His new version of D&D remained roughly compatible with the original. Supposedly, AD&D featured strict rules while original D&D featured room for customization, but everyone—even Gygax—changed and ignored AD&D rules to suit their tastes. Later, Gygax wrote, “I just DMed on the fly, so to speak, and didn’t use the rules books except for random encounters, monster stats, and treasure.”

Why did Gygax vehemently argue that AD&D held “no similarity” to D&D when the game’s fans found the claim laughable? Because D&D co-creator Dave Arneson felt that TSR owed him royalties for AD&D, while the company claimed Arneson only deserved royalties for the original game.

From Dave Arneson’s perspective, D&D came from his ideas. He had started with a sort of miniature game that had existed for generations and that appealed a tiny hobby, and then he had added the concepts that made a revolutionary game. Arneson invented a game where each player controlled a single character, and where a referee enabled players to attempt any action. He discovered the fun of looting dungeons. His fantasy game added characters defined by numeric attributes, and characters who could improve through experience.

From Gary Gygax’s perspective, he had labored for years on D&D. He had turned 20 pages of notes into the original rules. He had bet every cent he could scrape together on publishing an odd, risky game. In supplements and magazine articles, he enriched D&D. He defended it in letters and editorials. His friend Frank Mentzer wrote that for D&D, Gygax “paid the costs in stress on himself, his marriage, family, and friends.” Arneson had only planted an idea.

Dave Arneson (photo Kevin McColl)

Dave Arneson and Gary Gygax each argued that D&D’s success rested on his contribution. Both were correct, but that didn’t make sharing the wealth any easier. The court fight lasted until March 1981. The settlement granted Arneson a royalty of 2.5% of the cover price of core AD&D books. (In 1985, Arneson sued TSR again. His lawyers argued that the Monster Manual II—a collection of new monsters—qualified as a “revision” of the Monster Manual. Stop laughing. The court agreed.)

After Wizards of the Coast purchased TSR, they dropped the “Advanced” brand for the game’s third edition. In 30 Years of Adventure, Wizards CEO Peter Adkison wrote, Arneson “was supposed to get a royalty off of any product TSR published in the Dungeons & Dragons line. Previous owners ‘got around’ this royalty by publishing everything as Advanced Dungeons & Dragons. To me this seemed silly. I talked with Dave, and we agreed that he would release all claims to Dungeons & Dragons if I simply gave him a big check. I did.”

For the full story, see Basic and Advanced—The Time Dungeons & Dragons Split Into Two Games.

Categories: Tabletop Gaming Blogs

What I Like

Sorcerer's Skull - Mon, 09/18/2023 - 11:00


In this DIY rpg world, there are a lot of factions, cliques, theorists, declarations of movements, manifestos, categorizations. I'm not really adherent to any of these except in the loosest since of being an rpg enthusiast of a certain vintage, preferring games of a more traditional tabletop lineage (in which I would include most rpgs) rather than strictly story games, and being a member of the Hydra Co-op and enjoying the gaming material written and run by my fellow Hydra heads. I do have things that I like in games and try to produce in the games I run.

It should go without saying, but to make it clear, I don't necessarily think these things are better (though sometimes maybe I do!), they just happen to be my preference. Starting loosely with a list that gets quoted a lot in Old School and related circles that I believe was created by Scrap Princess allow, here's what I like:

1. Interact with the world. I want players to approach the world as if their characters are inhabiting it, not as a gloss over a rules set or just flavor. The world, however, isn't merely composed of (imaginary) physical objects and locations but of (imaginary) social relationships, and conventions of genre or setting.

2. There is nothing that is supposed to happen, but some outcomes are more likely given (1). The story is in the hands of the players, but the world is going to dictate some more likely outcomes of actions. To give absolute, unfettered agency is to violate the first principle, but there is always a high degree of variation within a broad outcome, and the player actions and preferences are going to determine how it all turns out.

3. The player is an actor but also a participant in a social activity. I don't mean actor in the arch sense of the stereotyped thespian behavior, but I mean that the player has the roll of portraying a character, but also in considering (in a somewhat metagame fashion) what makes sense for that character within the larger context of the "story" unfolding. (And by invoking "story" here, I don't mean in a preconceived way. I mean: given the inputs of character, setting, situation, and genre, what seems cool to the player to have happen?)   This differs from the stance of strictly playing the character, wherein the player gives no consideration to the big picture, which can lead (in my view) to a player becoming too involved in the character and viewing the character's losses or setbacks as a loss or setback for themselves. Also, "it's what my character would do" can lead to disruptive behavior at the table.

4. It's the player's job to make your character interesting and to make the game interesting for yourself and others. This follows logically, I think, from (3) and (1) and leads directly to (7) below. The GM is also a player in this regard.

5. The character sheet is the mediator between theory and result. Plans and actions should be conceived in line with (1) and a lesser extend (3), but the mechanics of the game should support the actions players are likely to engage in. The character sheet as the rules-based abstraction of the character's capabilities ought to have some role in that, otherwise why not just play pretend and dispense with it?

6. Player skill/talent is important. The way I see rpgs as "winnable" is not primarily in character survival or successfully achieving goals (though those things are far from insignificant) but rather in making the experience more fun or cooler. I like skills and related systems some old schoolers dislike, but I think good, clever roleplay and tactics--defined as ideas that are not merely sensible or logical in the abstract but are also entertaining, spur/inspire players, and show clear consideration and interaction with the sustained, consistent, imaginary world we are involved with--are crucial.

7. Sometimes your character will die, but it's seldom interesting to die pointlessly. Death can be an important possible outcome in rpgs and I don't generally favor removing it as an option (though perhaps some games make a case for this), but I don't find pointless death as a result of computer game style "gotchas" or super-swingy rolls fulfilling. It's more gamey perhaps than I typically want. Often, another sort of setback other than "start over" is a better option to me.

8. It's fun to try new things. New settings, new mechanics--all worth a go. I don't think there is a particular formula of the type of game I want to spend all my time with. To me, it would be akin to eating the same thing every day for lunch. It gets old. Sometimes that even means sampling something you already know you aren't going to like most of the time to see if you enjoy partaking of it rarely.

Hex Crawl 23 #246: Dogs of the Targatan March

Roles & Rules - Mon, 09/18/2023 - 10:48

Five hexes southwest, six northwest of Alakran.

 

Unlike the cohesive populations found elsewhere, this is a recently split group of mixed-breed strays that now form a pack of 20 under a grizzed black pointy-eared hound and a pack of 10 under a more obust but less canine-charismatic competitor, a low slinking yellow mutt with a tufted tail.

They slink around the villages nearby and the Sun's Greeting Castle, picking up food where they can, and fading into the mazy rocklands to the west if seriously pursued. As they are pests, the neighboring populations might pay for their extermination, but each one will insist that the others also pay their share before they contribute. Getting paid for a campaign against the dogs might be as much a matter of diplomacy as of tracking and combat.

Categories: Tabletop Gaming Blogs

The HOSTILE Situation Report 008 - Life Cycle - A Zaibatsu/Hostile Mini Campaign On Colony World - Tau Ceti Session Report 4

Swords & Stitchery - Sun, 09/17/2023 - 20:32
 Let's  pick it up from last week's game. Our player's freaked at thier 'comrades' shaking and foaming at the mouth quite literally. And then the player's PC's with thier two flame throwers without heistation!! Rifles were trained on the 'scientist' that the PC's were escorting and that's when the evac order came in from our PC's employer. This session picks up with us using  HOSTILE Situation Needleshttp://www.blogger.com/profile/11243274667834930867noreply@blogger.com0
Categories: Tabletop Gaming Blogs

[REVIEW] Into the Caves of the Pestilent Abomination

Beyond Fomalhaut - Sun, 09/17/2023 - 15:50

Into the Caves of the
Pestilent AbominationInto the Caves of the Pestilent Abomination (2023)

by Marcelo P. Augusto

Published by Giallo Games

Levels 1–2

The idyllic rural community beset by a monstrous menace is one of the main plots in fantasy games, and the premise of a myriad low-level adventures, so much so that it probably beats “undead-haunted crypt of a local notability” and “Keep on the Borderlands” to the top spot. The majority of them are low-complexity affairs, with a straightforward setup and a mini-dungeon at the end. Into the Caves of the Pestilent Abomination is a typical representative of the genre, and suffers from its typical issues, including a misunderstanding of what makes an adventure.

Where the rural idyll is concerned, the module lays it on thick: “The small community of Woodsmen Village lived in tranquility, without anything or anyone bothering its peaceful residents. Days come and go while the gardens sprout succulent and showy greens. Shepherds quietly follow their flocks of sheep to the nearby hills, and poultry farmers happily inspect the beautiful eggs their fat hens daily laid. (sic)” Woodsmen Village, mainly noted for the Fussy Lark tavern and the magical throwing axe of a dwarf hero who has once helped the place, is troubled by a problem. A traveling priest who has settled near the village has gradually grown wild and transformed into a stinking, decrepit abomination, scaring the local folk and eventually moving on to killing the livestock. All this is told through an overly long backstory, which is then followed by a disproportionately simplistic adventure. The paragraph you have just read would have sufficed for an introduction conveying the same ideas the module spends four pages elaborating.

Ceci n'est pas une d'une
exploration hexadécimale.The adventure proper has a wilderness segment in this idyllic little land, which serves no purpose whatsoever. There is a hex map with nine keyed areas, but these are not functional encounters of interest to the adventurers. Rather, the locations mentioned in the backstory are put on the map, from the dwarf hero’s serene lakeside tomb (a nice touch: flowers and tobacco are deposited near the grave as a local tradition), to the location where a local kid once saw the Pestilent Abomination, the place where the torn off sheep’s head was found, and the other place where the mule carcass was discovered. These places are not encounters per se, since nothing really happens at them, nor do they offer useful information to finding the Abomination’s lair. As the module helpfully tells us, “It’s possible that the adventurers try to investigate the area, but they won’t find any clues about the recent incidents at the village.” The only function of the wilderness is to bump into random encounters, except they are mostly not functional encounters either, being local wildlife like deer, a snake, an eagle, shepherds and sheep, a mountain goat, 1d4 wolves, and travelling dwarves. This is mainly just set dressing before the adventure – but there is no adventure in these outdoors.

The actual adventure begins on page 12, where the module starts to describe the nearby swamp. Some of the encounters here are actual monsters and hazards (like a depth change), although this is basically just mucking around until you arbitrarily find a trail to the Caves of the Pestilent Abomination. The best part of the adventure is found here; an encounter with “the Swamp Predator”, “a bizarre cross between a crab and a spider”, which attacks from beneath the murky water of the lake before the cave entrance. This is simple but well done; an interesting monster with an effective setup.

The caves feature seven keyed areas (13 if we generously count sub-areas), and follows a linear path with three side-branches. There are the beginnings of interesting locales here. A half-flooded cave glittering with rough citrines and populated by giant salamanders (the adventure’s only treasures of note, worth a total of about 180 gp) is pretty cool. A completely flooded cave with a submerged quicksand pool is a good challenge of problem-solving and equipment use. The descriptions are sometimes effective, let down by parts of the key describing things which are evident from the map. In the final room, the adventure ends up as a bait-and-switch: you do not actually get to encounter the original Pestilent Abomination, as he has died a while ago and been replaced by a troll which has taken his place. This development is probably realistic, but disappointing. The shepherds and farmers of Woodsmen Village would probably see the troll as a fearsome monster of whispered legend. For the actual people playing this adventure, it is just a troll. It also nullifies the priest plotline the module had spent so much ink setting up. There is no treasure except a cursed necklace which transforms you into the Pestilent Abomination, and has an overlong backstory of its own.

Into the Caves of the Pestilent Abomination is just an example of a general trend that has beset old-school adventure design, and it is perhaps not fair to single it out for criticism. It is one of many, and its sins are of the age which had birthed it. There are ways out, but they must be shown so people can walk them. Good adventure design is not that hard, and old-school gaming has much to offer in this respect. But regrettably, this is still really bad. The lesson is thus: sometimes, horrors are hidden around idyllic communities, and we must put them to the sword for the sake of peace and quiet.

This module credits its playtesters properly.

Rating: * / *****

Categories: Tabletop Gaming Blogs

Hex Crawl 23 #245: A Military Exercise

Roles & Rules - Sun, 09/17/2023 - 08:29

Four hexes southwest, seven northeast of Alakran.

 

On this dry plain, once a week at sunrise, Bukhabar Shum summons certain troops of his garrison, not to compete, but to cooperate in an exercise of combined arms. On this spot in the plain, one time out of eight it is passed by (sometimes the exercise is missed for good reason), clouds of dust are seen from afar, and up closer it is Shum himself, his command, and d4+1 groups of 20 soldiers each from a different elite company. Use the table here, where the roll of 10 is a platoon of 20 spear and 10 bow from the regular infantry.

Shum is a sporting man, and the staid evolutions are sometimes interrupted by his whim. He might, for example, spot some roaming havelinas or wild dogs and order a chase. Ir he might take the appearance of a band of wandering vagabonds as an excuse for his groups to practice law enforcement, cornering and surrounding these vagrants, all in sport of course.

Categories: Tabletop Gaming Blogs

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