Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Sunday, August 17, 2025

Cup of Crimson Wonder

I got into Dungeons & Dragons in the late 70s at college. At that time, I was listening to a lot of progressive rock, which was a broad category which included bands like Yes, ELP, Pink Floyd, and in particular Jethro Tull. Tull had done albums like Aqualung, Warchild, Minstrel in the Gallery, and Thick as a Brick (one sone over two sides of an LP - you really should take the time to give it a listen). And in 1977 they released Songs from the Wood, which was the first of a series of "Folk Rock" albums. And I listened to it a lot, and it influenced my some of my writing, world-building, and game design.

And one of the songs was "Cup of Wonder", which leaned heavy on medieval mystical themes with a lot of synthesizer. And as one does, I wrote up the cup described of the song as a D&D magical item. 

(Now, looking back at the song, there was a LOT I missed at the time - namely, that the song was very much a "Hey, let's go out into the wheatfield and have sex" sort of song, and that a lot of the mystic references had earthier meanings and feminine euphemisms. )

But anyway,

I wrote the first cup description in 1977 in the wake of the album's release, but never really found the place to unleash it on my players. I considered it as a "Miscellaneous Magic" item, which was sort of a catch-all category for things that didn't really fit in one of the other columns. Now, by 1976 Eldritch Wizardry had come out and we had already started to talk about Artifacts and Relics as vastly powerful magic items with powers and malevolent effects unknown to the players. Below, I've revised my notes to fit the formatting and font of the original little brown box books of original D&D:


MISCELLANEOUS MAGIC

Cup of Wonders: This golden chalice can create a Healing potion that can repair one six-sided die, plus one, (2-7) points of damage, once per day. Once per week it can create a draught that will Neutralize Poison. The draughts must be imbibed directly from the cup to be effective.

 

It was a pretty straight-forward description of the item. Given the brutal nature of early D&D (your party's cleric did not even get a Cure Light Wounds spell until 2nd level), this was a suitable item to help the group survive. I put it in my random magic tables, but I never really found the opportunity to put into my player's hands. 

A few years later, I found my original notes, and upgraded the Cup of Wonders to full artifact status. Both Eldritch Wizardry and the 1st Edition AD&D Dungeon Master's Guide left the abilities lines blank to let the DM fill in what he could, choosing from a master list, but I made those choices for my versions of the items. Here's what I ended up with: 

TABLE (III.E3) SPECIAL

Cup of Crimson Wonder: This ornate chalice of beaten red-gold with silver filigree of forest creatures was brought from the Isles of the Furthest West by the Green Man as a gift to the Great Druid at the founding of his order. The Green Man often rescinds this gift for his personal use, and abandons it when he has completed his tasks. Upon speaking the Green Man’s name, the cup fills with blood, which then grants the positive effects of this item. In the hands of the Great Druid or one of the three Archdruids the cup may cast Resurrection once per day without having to rest and are immune to the Cup’s major and minor malevolent effects. Druid initiates of lower levels and non-druids may use the following powers/effects when possessing the cup:

4 × I: Create food and water – 1 time/day  

 Cure light wounds – 7 times/week  

 Know alignment when held and ordered – 1 time/day  

 Possessor immune to disease

2 × II: Heal – 1 time/day  

  Regenerate 2 h.p./turn (but not if killed)

2 × III: Possessor’s hair turns white  

   Saving throws versus magic are at -1

1 × IV: User takes double damage from steel and iron weapons.

1 × IV: Summon 1 of each type of elemental, 16 hit dice each, no need for control – 1 time/week 

There is a lot more going on here than in the first draft, in that I'm adding a lot of abilities and keying in on giving the druids something unique and cool as well. There's more background color for the AD&D versions, something that will increase as we go along, and is sort of a "shadow worldbuilding" in that it hints at larger things with the campaign world. I kept to the list provided at the time, with the exception of the Major Malevolent Effect (Table IV), which I felt was to overpowering, but instead grabbed something that would fit with its Druidic attempt.

Looking through the changes from the original D&D magic item to a 1st Edition AD&D artifact, I'm kind of curious to see how the design would change, and weather it would come closer to the original song or stray off into the fields and forest on its own. I'll take a look at later editions, and if it works out, I'll post here. Otherwise...

More later,

Tuesday, July 22, 2025

Recent Arrivals: A Calm Before the Storm

The recent arrivals at Grubb Street ...
So things have been trickling into Grubb Street for the past few months - gifts from friends, kickstarters fulfilling, and the odd store pickup. But I want to gather them all in one place because the Washington State Primary primary ballots have arrived and I feel obligated to slog through this off-off-year election.  So here we go with the fun stuff first. 

The Sassoon Files 2nd Edition by Jason Sheets, Damon Lang, Andrew Montgomery, and Jesse Covner, Sons of the Singularity 272 page hardbound, 2025. Kickstarter. This is the 2nd Edition, and I should note that the 1st edition had problems seeing print since doing a project about pre-communist China hit some push-back from printing in China. The setting is Shanghai, which is touched on all-too-briefly in the classic Masks of Nyarlathotep and gets a deeper look in The Nyarlathotep Companion. I was the Keeper on a long-running Masks campaign (Which I may someday bore the heck of everyone here by talking about it - unsurprisingly, I have things to say).

But anyway ...

Sassoon Files is really good, and attempts to capture the flavor of Shanghai in the pre-war era. It is at the time where the city is overseen by a bunch of Western powers that broke it up into rival fiefdoms, have native Chinese movements verging on a split between Communists and Nationalists in the wake of the death of Sun Yat-Sen, has a collection of local criminal organizations of varying levels of control, and is in general being a hub of intrigue and adventure in a historical sense. And add new mythos cults, deep ones, ancient mystic relics elevates the entire setting. On the down side, the timing of the adventures overlap with each other and with Masks, so the Keeper may have to do some re-orging to run everything, and while the players can throw in with gangsters or the communists, they always tend to come back to dealing with Victor Sassoon, a wealthy bon vivant with a eye towards protecting the city from Mythos threats. Hence the title.

Daggerheart Core Set by Spenser Stark et. al, Darrington Press, 266-page hardbound, boxed set of 280 cards, 2025, Midgard Comics and Games. This is the most recent of the declared "D&D-Killers" I've encountered over the years, and has an excellent pedigree with the Critical Role folk. The book is colorful, well-organized, and hits all the beats of traditional RPGs, though it adheres to the more free-form Powered by the Apocalypse/Blades in the Dark style of play (I have opinions, but that will wait for another day as well). I'm not sold on the plethora of cards that came with the rules, but that may just from previous experiences, and I'll see how well they fit into the game. So this one is under investigation. I got this from my local friendly comic shop, which has a small section of RPGs and discovered that customers were amazed they had it, since it had sold out in more traditional gaming venues. 

The Excellent Prismatic Spray Volume 1, Issue 2, 72-page squarebound, Pelgrane Press, 2001, from the collection of John Rateliff. John (known the blogosphere as Sacnoth) has been clearing out his collection, mostly on Ebay with the aid of Bill Webb, but occasionally something offers something up to the rest of the gang. This is the 'zine for The Dying Earth RPG, which is in the category of "Great RPGs I've read but will probably never play" - the gaming version of tsunduko. The game and 'zine both emulate the flowery, ornate, robust, superfluous language of Jack Vance's books perfectly, and to be frank, the game deserves to be featured in those podcasts where they talk about games that are no longer published. In addition, this particular volume contains a four-page essay by Gary Gygax on "Jack Vance & the D&D Game".

Curse of Candlelight Manor, by Heidi and Erik Gygax-Garland,  32-page self-covered digest booklet, 2023, Gaxland  Pooduction,  Shadows over Lake Geneva, A Sanguine Horror by Heidi and Erik Gygax-Garland, 32-page saddle-stitched booklet, 2023, both also from the collection of John Rateliff. Heidi is Gary Gygax's daughter, and she and her husband are continuing the family tradition. Curse is a wonderful, short, old-school style adventure written for 5E, and set in a haunted house. Sanguine is usable for both 1E and 5E, and is a modern adventure set in Lake Geneva of 1948, dealing with the old Oak Hill Sanitarium, which is one the site of now Colonial View Condos where I lived in the early 80s. I am really curious if the maps provided are based on the original Sanitarium. Both are volume 2s in a series, so I'm going to have to pick up the first volumes the next time I am at GaryCon.

Gamemasters: The Comic Book History of Roleplaying Games by Fred Van Lente, Tom Fowler, and Bill Crabtree, 112-page hardbound, Clover Press, 2025, Kickstarter. Fred Van Lente has done one of my favorite comic book series, Action Philosophers, so I was very interested in seeing what he did with the more recent history of RPGs. He covers the basics of history (sort of what you'd read in the first Playing at the World, traveling through Chess, miniatures, wargames, and the Braunsteins which birthed modern RPGs, as well as covering the more real-life salacious and scandalous adventures over the years (Dallas Eggbert, the FBI raid on Steve Jackson). But where it excels is when it starts talking about other, non-D&D RPG games, like Call of Cthulhu, West End's Star Wars and (ahem) the original Marvel Super Heroes by myself and Steve Winter. Its pretty good, though I have to note that liberties were taken in presentation (Yes, Lake Geneva had a Playboy Resort, No, there were no Playboy Bunnies at the first GenCon (At least in uniform)), and some of the stories are of the "yeah ... kinda", but its an excellent, entertaining look at our hobby and industry.

An Infinity of Ships by by Adam Good and Jamie Peters, Illustrated by Rob Turpin, 152-page digest hardcover, published by STATIONS, 2025, Kickstarter. I love the art and idea behind this one - the ability to create your own spaceships. But not a formulaic "Here is how many credits the astronavigation unit costs", but a more free-form "Here, roll on a huge number of tables and tell me what you and you players can make of it". It is more inspirational than instructive. The ships themselves range from mechanical to organic to beyond, and the AI ranges from simple servants to godlike commanders. The names are out of IMBanks novels.("for example, "This Could Have Been an Email"). It doesn't try the define the universe that these ships operate in, but in covering all types and options (and running light on operating systems), they portray a radically diverse and chaotic galaxy where there are few known constants. Still, worth hacking about with it. The Kickstarter included stickers, bookmarks, and 115 cards to randomly create ships on the fly.

... and one that arrived after I took the photo.

The Old Margrave by Matthew Corley et. al, 256-page hardbound, Kobold Press, 2025, Tales of the Valiant Game Master's Guide Pocket Edition by Celeste Conowitch et. al. 304-page softbound digest, Kobold Press, Tales of the Valliant Game Master's Map Folio, 6 24" by 36" double-sided maps, gift of the publisher. The Old Margrave is an ancient forest just to the East of Zobeck, the main city of Kobold's Midgard campaign setting. Its a wonderful forest location for adventure, and the book (for 5E and their Tales of the Valiant) has new heritages, lineages, spells, subclasses, and a huge adventure arc set in the forest. Speaking of Tales of the Valiant, the Pocket Edition of the ToV GM's Guide is a digest-sized reprint of the original book, in a handier and portable format. And while my current gaming style (sitting around a living room or online) does not use maps and miniatures, the Map Folio hosts a number of locations (Inn, Gate, Fort, Tower, Villa, Lighthouse) that can be ported into any adventure.

Ticket To Ride Legacy: Legends of the Old West by Rob Daviau, Matt Leacock, and Alan Moon, Big box of a boardgame, Days of Wonder, 2023, Gift from Ed Stark, who was out here visiting for a wedding. The original Ticket To Ride has been a go-to game for our game days on Grubb Street, and a source of contention between the Lovely Bride and the mighty Stan! This version is a Legacy game, which means that as you play it, you modify the game materials that will affect future plays. In this case, you start with the Eastern Seaboard, and work west over time, with specialized rules as you add more pieces to the game. And ultimately you have a finished version for replay. Now we just have to find a regular gaming group to meet up with, since our own gaming groups are different and on different days. Ah, the challenges of game players.

And that's it for this round. Now I settle into the more boring stuff about very local politics. Its cool if you find something else to read. I'll understand. 

More Later, 

Sunday, March 30, 2025

Recent Arrivals: The Gary Con Cache

 I was a guest last week back at Gary Con, a convention celebrating the life and works of D&D co-creator Gary Gygax. It was held in the Grand Geneva Resort in Lake Geneva, Wisconsin. It is one of the best-run, most-fun conventions in gaming. For me it is a chance to game, meet new gamers, and hang out with old friends from TSR. And I pick up some interesting stuff in the process. Only one of the items shown at the right is from a Kickstarter. The rest come from my experiences in beautiful Lake Geneva (hey, it didn't snow this time). Here's what is in the photo:

Echoes from Fomalhaut by Gabor Lux and others, 5 issues, First Hungarian D20 Society, Various page length, 'Zine  digest format, 2018-2022. One of the joys of the Gary Con dealer's area is the Black Blade booth which carries OSR material that doesn't always show up at the local game store, like Dungeoneer 'zines, Judges Guild adventures and Empire of the Petal Throne reprints. I picked up issues #1-3 and issue #10 of Fomalhaut last time out, and really enjoyed them. They have that old-school flair of early D&D 'zines, with a booklet format and separate maps, tucked in a simple paper envelope. This time out I expanded my collection with Echoes from Fomalhaut #s 4, 5, and 8, In The Shadow of the City-God (cool name), and EMDT #100, A Journey to Fomalhaut (opened and shown here). Cool stuff. Thinking about running adventures in Shadowdark using this setting and dungeon (see below).

Various Shadowdark Products by Kelsey Dionne, Arcane Library, saddle-stitched digest-sized booklets, 2023-2025. Shadowdark is the new hotness, an Old School Revival pitching into a New School Revival for FRPGs. I picked up a copy last Gary Con out and was really, really impressed with the simplicity of the game, the new twist they added, and the clean b/w presentation. This time out I picked up a recent versions of their 'zine, Cursed Scroll (64-pages) and latched onto a copy of the adventure Raiders of the Hidden Temple (26-pages) at the dead dog party Sunday night. Looking forward to digging through this, and should mention they are doing a MASSIVE Kickstarter for a campaign setting. 

Secrets of Morocco: Eldritch Explorations in the Ancient Kingdom by William Jones et. al.  Chaosium had a booth at the con, celebrating 50 years of the company (their first project, the White Bear & Red Moon boardgame came out a year after D&D, and introduced everyone to the world of Glorantha that would host Runequest). And they brought some old stock they found in the warehouse. In my case, this worked out well, since I was struggling with The Blessed and the Blasphemous, which was set in Morocco about twenty years later (B&B also caused me to start reading Destination Casablanca, by Meredith Hindley, a rich, well-told history of the region in WWII). History overlaid with the Cthulhu Mythos. Looking forward to reading the Chaosium version.

Runequest Starter Set by Greg Stafford, Jeff Richard, Jason Durall and others, Boxed Set, Chaosium Inc. 2022. I've been impressed with what Chaosium has done with its starter sets such as Pendragon - they are heavy, meaty, affordable introductions to the game. This one is packed with four booklets (rules, campaign setting, solo adventure, adventure), character sheets, maps, and polyhedral dice. Runequest is a complex game set in a complex world, and this set pushes to make it accessible to newcomers.  

Wildspace Magazine issue #2 Elves of the Stars and #3 Groundlings' Guide to Spelljammer, Various authors, David Shepheard, Editor, Published by The Piazza, 2024. I'm delighted that people are still enthusiastically playing and expanding the original Spelljammer campaign setting. Last year I was presented with issue one, and this year with Pdf printouts of issues two and three. Issue two concentrates on the elves in the Spelljammer universe, which are pretty much the British Navy. Issue three is an excellent collection of articles on introducing Spelljammer to your groundling characters. These are free, well-done fanzines, clearly labors of love. Terry Hawkins, who gave me the copies, also gave me a draft copy of his adventure Race Across the Stars, a Spelljammer space race through a slew of Wildspace locations. As an aside, he's looking for someone to publish it. 

These mugs with those mugs
Game Lizard Mug. The first night before the convention officially started, colleague Ed Stark arranged a dinner at the Chophouse, which is the resort's upscale restaurant. Picture is to the left, and you may recognize some of the folk gathered around the table. Ed also invite Mark Jeranek, of the Order of the Owls, who run a large group  of fans continually through the convention. And Mark in turn brought some mugs he created, which are beautiful and have the original Greg Bell game lizard from TSR's early product on them (with permission of the artist). Really nice!

Woodford Reserve Kentucky Straight Bourbon Whiskey, 200 ml. I'll be frank, I'm of mixed emotions about people giving gifts to the Dungeon Master. I mean, you paid to come to the convention and came all this way, you don't have to toss a coin to the GM. That said, I will not turn down a kindness from fans, and a small bottle of whiskey is greatly appreciated when I get back to rainy Seattle and the post-convention head cold. Thank you.

TSR Alumni totchies. Tim Calhoun puts together a gathering of old TSR employees every year, and his work is greatly appreciated. It is a chance to see old friends and catch up on what everyone has been doing (spoilers: We're all getting old). We had drinks. We had drink tokens. This year they were poker chips. They were so cool I forwent my normal third beer in order to keep this one. Also, former TSR colleague Kevin Melka does 3-D printing, and I snagged a black unicorn from him, which I gave to the Lovely Bride and is currently on her desk.

Orcus Dice Bag. I got this at the Gary Con Merch booth, which has a host of neat stuff - hats, tropical shirts, adventures, and yes, dice bags. This one features an truly old-school Orcus on it. I has been years since I got a new bag, and it pairs well with the whiskey to create my own Chivas Regal moment. 

Tower of Gygax, various authors, 50-page ringbound booklet, various years. A tradition at Gary Con is the Tower of Gygax. Oh, I'm sorry, it should be read TOWER! OF! GYGAX!  This is 2-hour public session where various DMs run players through a series of encounters, the bulk of which consist of an entrance, and exit, and something nasty and murderous in-between. I had the chance to run it with veteran designer Doug Niles at the other table, and we had a great time. My style of running, particularly in combat encounters, tends to be a bit ... flamboyant. If you get a chance at Gary Con, take it out for a spin. (Oh, and I got a button as well).

It belongs in a museum!
The Sanitariums of Lake Geneva by Sonja Arkright, Self-Published, 96 page square-bound digest 2024. OK, so this isn't from Gary Con proper, but rather found in the Lake Geneva Museum. Situated in the old Power & Light building where the lake's outlet creates the White River, the museum has a three major rooms - a hall that features typical furnishing and artifacts from the town's past, another vault of specific displays of local hisotry (like the old Playboy resort and the raising of the Lucius Newberry), and a room dedicated to Gary Gygax and Dungeons & Dragons. And one of the books I wrote (Manual of the Planes) is in the display. So now I have something in the museum. So I feel old.

ANYWAY, Lake Geneva was the site of several Sanitariums/rest homes/health resorts, the most impressive of which was Oakwood, a massive five-story brick structure just east of town. In fact, the apartments that the Lovely Bride and I lived in when we first moved to Lake Geneva (The Colonial View Condominiums) were built on the site of this sanitarium. I picked up the book for potential Call of Cthulhu history, but did not know this. Nifty little book.

Monty Python's Cocurricular Mediaeval Reenactment Programme RPG (No it isn't!) by Brian Saliba and Craig Schaffer, Exalted Funeral/Crowbar Creative, 350-page Hardbound, 2024, Kickstarter. OK, This is the only non-Gary Con entry this time out, and is probably the weirdest game I've seen in the last decade (and I have one where you play vampires wanting to drink Hitler's blood). Saliba and Schaffer have cheerfully plundered the entire Python corpus to produce a huge volume in which no bit of the comedy group's work goes untouched. Dead parrots, spam, the Spanish Inquisition, the whole lot, all wrapped around the core of Monty Python and the Holy Grail. However, there is a REAL RPG underneath all this silliness. A step-level approach to damage. Pendragonesque character traits.  A host of character classes. Character Personas for the Gamemaster (sorry - the Head of Light Entertainment) who can over the course of play be sacked and replaced with a randomly-rolled NEW GM (Sorry, Head of Light Entertainment). I find this one fascinating in its mechanics, but am going to have to dig down through all the spam to find them. The Kickstarter came with a box of dice (including a boulderous 30-Sider, a sash for the HoLE and some plastic coconuts). No, they hit every base on this particular license, with a playable game. It's kinda frightening.

And that's if for this collection of loot/swag/totches/kickstarters. More later,

Sunday, November 17, 2024

Recent Arrivals: GameholeCon Swag

 So a few weeks back I wrapped up my final gaming convention of the year, Gamehole Con, in Madison, Wisconsin. I usually do only one or two conventions a year, but with the 50th anniversary of D&D, I ended up at five of them. For me, that's a lot of travel.

Oh, the name? Well, Gamehole Con is run by an attorney named Alex Kammer. He also owns a restaurant in Middleton called the Free House, built into a historic building. The stairs to the second floor were too steep to use for a restaurant, so it became his gaming group's hang-out - the Game Hole. In it Alex has collected a huge amount of old gaming material, including the original TSR Forgotten Realms map. And he oversees Gamehole Con, which has been in the Alliant Energy Center to the south of the city. It's a really good convention, incredibly well-run. High marks all around.

And one of the things I like about going to conventions is seeing what is out there as far as new games are concerned. While our local game stores are good, they don't always carry the depth and variety I see at conventions, in particular from small publishers. So I tend to go indulge in a bit of shopping therapy. Plus, you're often buying from the publisher and sometimes from the creator, so that's nice. 

Not everything here is from the convention. one is a local purchase and one from a kickstarter. But the bulk are from the convention, so let us start with those:

Gamehole Con swag: Program Book and a Rust Monster Plushie  The program book is a spartan and effective twenty pager, with ads from the supporting sponsors, maps of the site, policies, and a list of exhibitors and guests (no bios, which is fine).. The events themselves are online with QR Code, which creates a nice versatility (the site itself is very searchable as well). The plushie is a standard for GHC as well, and a freebie to guests (I still have the Mimic from several years ago). The traditional Monster Manual rust monster is this year's plushie. The Lovely Bride has already named him Palladium. 

[Note from the distant past - when the Rust Monster first appeared in D&D, there was no illo to go with it, so, since it showed up with various oozes, I assumed it was a pile of rust with Cookie Monster googley eyes. We didn't hear about the plastic toy until later.]

Wardens of the Eastern Marches, Alex Kammer with Josh Hoyt and Jason Knutson, Gamehole Publishing, 28 page saddle-stitched digest, 2024. Gamehole Publishing (Yes, connected with the Gamehole con) is launching its own organized play at the convention, and this was a free giveaway. The Eastern Marches are the setting for a bunch of adventures they've published over the years (see next entry). This tidy little booklet gives an overview of the world, as well as the basic ground rules for their organized play. All the information in the book can be found here, but it's nice to have a hard copy.

The Brain Gorger's Appetite by Alex Kammer,  Gamehole Publishing, 40-page softbound, 2016, GHC Purchase. Into the Deep Dark by Alex Kammer, Gamehole Publishing, 46-page softbound, 2017, GHC Purchase, Trillium, City of Enchantment by Alex Kammer, Gamehole Publishing, 62-page softbound, GHC Purchase,  2018 All three of these were published over the years by Gamehole Publishing, and sold at the convention. I meant to pick them up last time I was there, and finally did so this time. The three adventures are part of a larger arc, set in what is now the Eastern Marches (see above), and involve a mind flayer brain gorger named Marlipp. The trilogy starts in the small town of Okney's Hold, journeys into the Underdark Deep Dark, and ends up in the faction-ridden city of Trillium. It's old-school adventures wired up for 5E action. 

Lands of Runequest: Dragon Pass by Jeff Richard, Greg Stafford, and Jason Durall, 190-page hardback, GHC Purchase, Runequest doesn't get as much coverage out here in the local hobby stores, so I'm always glad to see it at conventions. Dragon Pass has its roots Waaaay back in the White Bear, Red Moon board game, and it is a highly diverse chunk of land at the crossroads of Glorantha. Lottsa sentient creatures, factions, and politics rolling around. Dragon Pass probably has the greatest weirdness-per-acre of any location in Glorantha. Nice to see the update.

No Time to Scream by B.W. Holland, Bridgett Jeffries with C.L.Werner  Chaosium, 104-page hardback, 2024, GHC Purchase, Call of Cthulhu shows up in the local stores more often, but hey, I was there at the convention booth and they had a sale. No Time to Scream consists of three straight-forward one night-and-change adventures. Though aimed at novice Keepers/GMs with instructions and advice on how to play, the scenarios work well for pick-up games and (insanely) quiet evenings with more experienced players. Works best with pregens, which are provided and also available as an online download (which makes the assumption that the buyer has access both to a computer and a color printer (having a color printer readily at hand is one of the plus sides of the return-to-office push. That and free pens)).

The Order of the Stone by Jared Twing, Lynne Hardy, and Paul Fricker, Chaosium, 152 page hardback, 2024, GHC Purchase. This one feels like an old-school CoC scenario - three chapters, ancient cult, entrapped eldritch god, world-ending threat, hiking distance from Arkham. At first glance, it looks pretty good, with a collection of Lovecraftian set-pieces - ghost ship, small port town, rural wilderness. It's really good to see Chaosium do new old-style adventures in addition to updating the classics for the new system. Player handouts available online, which still has the challenge of No Time to Scream.

Seeds of Decay by Darryl T. Jones, Splattered Ink Games, 436-page hardbound, 2004, Gift of the Author. A big adventure about tiny heroes. The Dobbers are a diminutive people living in the Alwaysgreen Forest, threatened by an eldritch evil that is spreading like rot. Set up specifically for Dobbers and other tiny-size creatures, its two parts cozy game and two parts heroic horror. This is the deluxe edition (gold-foil on the cover). The author is also the artist, so it is a very good-looking product. The hat on top of it is for an upcoming product A Time-Traveler's Guide to Dinosaur Hunting. Nice hat. 

Mazes by Chris O'Neill, 9th Level Games, 240-page hardbound digest, 2022, GHC Purchase. I mentioned Sentai and Sensibility in an earlier write-up, and I found the core mechanic (a single type of die tied to each character class) intriguing, but buried beneath a pile of setting-specific verbage. So when I discovered the system this was based on at GameHoleCon, I had to buy it. This is a revised edition, and is based on the original fantasy version of the game. It is much deeper than Sentai, and uses a number of interesting new systems. I'm currently digging through it. Its presentation is excellent, and it feels like a solid game. 

Scurvy Buggers by Irene Zelinski, 9th level games, 76-page softbound digest, 2024 GHC purchase from designer. I got this from the designer at the Con, and we chatted. This was a pirate (I'm sorry - PYRATE) version of the game system, and it may be that I was already reading the Mazes game, but the rules went down a lot smoother for me than for Sentai and Sensibility. This is very much Black Sails and Our Flag Means Death with genderfluid pyrates. Zelinski expands the one-type-of-dice per class mechanic to include ship types as well. Neat idea. 

Dead Man's Cove, by Tyler and Luke Stratton, Limithron, 1-page folder scenario, GHC Purchase, Buried in the Bahamas, by Luke Stratton, 22-page saddle-stitched digest, The Sinking of the Cthgan, Limithron, 8panel fold-out scenario, all GHC Purchases. It may occur to many readers that I am a sucker for pirates. Pirate Borg was a definitely superior evolution of the Mork Borg system, reshaped to fit the curves of the golden age of piracy. I have these in pdf from the kickstarter, but I really wanted to get hard copy as well. They are radically different in approach, and reflect very much a "maker" culture of craft where the presentation formats are elastic. I think I can keep them with my core book, which is a challenge when you have so many different physical approaches to the supplements. 

The Warded Man by Peter V. Brett, Del Rey, 592-page trade paperback, gift from the author. I met Peter doing a livestream dungeon adventure on Saturday night, and he gave me a copy of the book. Imagine a world where demons show up every night in a twisted version of the initial day of a Minecraft game. The only thing that keeps them at bay are magical wards, and humanity sort of lies low behind its magical walls in the darkness. The Warded Man is the guy who manages to incorporate and utilized the wards, challenging the demons on their own ground. Yeah, this goes on my TBR pile. 

Shadow of the Weird Wizard by Robert J. Schwalb, Schwalb Entertainment, 288-page hardbound and Secrets of the Weird Wizard by Robert J. Schwalb, Schwalb Entertainment LLC, 296-page hardbound, 2024 Kickstarter. About ten years ago, Rob Schwalb wrote the very excellent Shadow of the Demon Lord. This is an update to the system and a new world for that system. Demon Lord was very grimdark, while Weird Wizard is much more in the heroic mode - still a deadly world, but not a doomed one. Call it Greydark? Without too much digging (and yes, it rewards digging), it advances the design of Demon Lord just as Demon Lord advanced the design of D&D Third and Fourth Edition (and in a case of ironies, Demon Lord showed up around the same time as 5th edition, and Weird Wizard showed up with D24 (Yes, I'm still trying to make that a thing). Secrets is both the campaign setting and monster book, and takes the entire system out for a spin. The thing I can dun them for is that the tables use a light grey typeface that is hard on these old eyes. But a lot is going on here, and I'm going to be spending some time with it.

Godzilla The Encyclopedia by Shinji Nishiakawa, Titan Books, 216-page softbound, purchased at Midgard Comics. I bought of copy of this a while back, gave it to a friend who is a BIG Godzilla fan (we plowed through most of his DVDs from the Showa to Millennium era), then went back and bought a copy for myself. Titan is known primarily for their comic book collections, but this one started as a series of articles and just expanded from there. It's write-up of almost every monster in the Godzilla films, and every version of Godzilla, Missing are those that had an original version elsewhere (Rodan is there, but only appears here for when he first fought Godzilla), and the American versions. The writeups are two-page spreads, beautifully illustrated, that cover both in-world facts as well as design discussions of how the various Godzillas changed over the years. This is an incredibly excellent book if you're a Godzilla/Kaiju fan.

That wraps it for now. And more things have shown up while I was putting this together, but for the moment, more later. 

Sunday, October 13, 2024

New Arrivals: PreConventional Entry

 So later this week I'm heading out to Gamehole Con in Madison, Wisconsin, along with a whole host of friends, colleagues, fans, and fellow professionals. So I want to get all this out the way before I add more to the pile.

The vast bulk of these come from Kickstarters resolving, and arriving on the doorstep. So I may comment on the process as well as the product.

Let's start.

Ryder's Intergalactic Guide to Robots by Jake Parker, JP Creative, 128-page landscape-formatted softbound, 2024, Kickstarter. Jake Parker did Kepler's Guide to Spaceships last year, and I thought well enough of it to get the next volume. Parker wraps a story around a collection of autonomous robots, worker mechs, AI-guided vehicles, and warbots. I love the variety, and am sure there is a full universe in here somewhere, just waiting to come out.

Sentai & Sensibility, by Bug Boll, 9th Level Games, 108-page digest-sized softbound, 2024, Kickstarter. This is one of the stranger games I've picked up, but I'm glad I have. It's a combination of Japanese tokusatsu (live action with extensive special effects) with Regency Romance, in Boll's words, "Power Rangers as written by Jane Austen". You are one of the Gentlefolk (gentry), who can become a heroic Ranger when danger threatens, and with the rest of your allies (sentai) you combine to form a colossus (Voltron) to battle kaiju (giant monsters). The rule system is interesting in that your class (Station) determines the die you roll, and different type of challenges (Dance Moves) require different results, such that the physically weakest class is also the best at social interactions. The challenge is that all of this is buried under a mass of unique terminology set for the Regency era, so you're learning new terms to go with new mechanics. The Kickstarter comes with a deck of cards (characters, classes, and rules) and some standups, which are very nice, but now I have to make sure they don't get separated in my mess of an office. 

The Electrum Archives Issues 1 & 2 By Emiel Boven and Ava Islam, Cult of the Lizard King, 70-page and 78-page Digest-sized softbound books w/ four-panel paper maps, 2024, Kickstarter. This is a game system masquerading as a campaign setting. It is set in Orn, a desertified world that has seen several rulers and conquerors (and their ruins) over its long history. It is alien in many ways, and its magic runs off of ancient ink, which is also the coinage. Five attributes, three character classes, and a whole lot of weirdness which really tickles my Tekumel-based biases. The rules are presented cleanly and clearly, and while the players need a bit more investment (Spell names are random-rolled, and you get to figure out what they mean with your GM/Seer), it looks absolutely fascinating. My only gripe? I saw it for sale at GenCon a month before I got it in my hands. Yeah, it would be nice for the original funders to get their copies. 

Historica Arcanum: Era of the Crusades, Sarp Duyar &  Doga Can Sayilkan (Project Leads), Meta Creative 272 page hardback,  and Historica Arcanum: The Sigil of Jerusalem,  240-page hardback, two full-color maps, slipcased, 2024, Kickstarter. Meta Creative, out of Istanbul, rates up there with Free League for producing beautiful-looking books. They've concentrated on historical fantasy, expanding out the 5E system into Cairo and Jerusalem in the 13th century. There are new classes, the the system is growing outwards with new Professions, and a Deck of the Damned to make combat more stressful (with the stress mechanic developing in a similar fashion to CoC's Sanity Rules). Sigil of Jerusalem repeats some of the player-facing material, and launches into a conspiracy in Jerusalem itself.  Metis does itself a great favor in its release schedule, as this showed up on my doorstep JUST as they were launching their new Kickstarter. 

Campaign Builder: Castles & Crowns, by Richard Green, Tim Hitchcock, Brian Suskind (Lead Designers), Kobold Press, 272-page hardbound,2024, Kickstarter. Kobold hews closer to 5E than a lot of the other D&D Descendants listed here. This is the second volume of their Campaign Builder series, and deals with the elites - nobility and the court. And it is a toybox of new heritages, subclasses, settings, factions, kingdom types and monsters. It works closer to traditional Western European D&D, but has a lot of good foundational material for kingdom building. Yes, I Kickstarted this, even though I could have mooched a copy off chief Kobold Wolfgang Baur, but I wanted to see what was in it. 

Never Going Home by Braden Aten and Matthew Orr, Wet Ink Games, 118-page softbound, 2019, Purchased from Grandcon (Grand Rapids) from Pete Petrusha, who had a booth there, This was originally Kickstarted, but I don't know why I didn't go in for it at the time. It is an original system using both dice and cards for resolution and resources. The setting in 1916 in the trenches of WWI. In the Battle of the Somme, a tear between worlds has unleashed a horde of nastiness on the battlefield. Where your unit is. Your squad has to deal the the atrocities of the battlefield as well as horrible things that crawling into our reality. 

Sol System by a small host of talented people, Green Ronin Publishing, 112-page softbound, 2024, Midgard Comics. Designed for The Expanse RPG, this is very much an old-school sourcebook, with tons of subject matter and just a smattering of RPG rules. It handles a lot of the factions, corporations, religions, and criminal operations in the sol system, an expansion of the trade rules from the original book. This is much more in the "readable" column than the must use to play column, but given that the company is upgrading the core rulebook to handle the current situation in the universe, it's pretty cool.

Astro Inferno by Andreas Ruu, Haxan Studios, 384-page hardbound, 2024, Kickstarter. Astro Inferno is the most recent arrival here, and requires a bit more thought. It is both stylish and convoluted. Set in a post-apocalyptic demonic SF universe, it uses a lot of unique mechanics and, like Sentai & Sensibility, buries them under a mass of setting-related names and descriptions. It is a beautiful art-game, with excellent production qualities, and a variety of hard-to-read fonts, including that jagged-lightning typography favored by heavy metal bands. Long ago, at TSR, we received a copy of Wraith, from White Wolf, which used this iconography for its cover, and could not decide what the title was - we finally settled on "Noseroids". It's the same thing here. Yeah, this one's going to be a tough climb to wrap my brain around.

And that's it for the moment. I will be at Gamehole Con later in the week, and will probably find some more cool stuff there. 

So definitely More later. Noseroids.



Sunday, September 22, 2024

Edition Wars: Player's Handbooks

 So I got a copy of the new D&D Player's Handbook, and it's pretty good, but my problem is what to call the darned thing. The official WotC version is that it is just D&D. Not a new edition. Not a halfway 0.5 revision. Just D&D. OK, but how do I separate it from all the other D&Ds we've played over the decades? This got me quickly rabbit-holing down the various flavors of Dungeons & Dragons, and what it means to have a new edition. And if the latest version is really counts as a new edition or not. 

And for the purposes of this discussion, I'm going to be talking about the main line development of the hardback books. There are a lot of interim points in this lineage that I'll touch on in passing (like Unearthed Arcana and the 3.5 edition), as well as the alternate D&D line of the three Basic Boxes, the BECMI line, and the D&D Cyclopedia. Not to mention the Open Gaming and OSR clones. Like I said, it is real easy to rabbit hole. I'm going to look at seven products and see where they differ.  And what I'm looking at is primarily significant rule changes, particularly character creation and combat. To a lesser degree, I'll track presentation, because that evolves as well. Also influential on the discussion is who is writing these various editions, who is playing them and how the market has changed over the years, though that's really a story for another day.

Enough caveats? OK, let's get to it.

Let's start with the Original Gangster D&D - the little brown booklet in the woodgrain (later white) box. Dungeons and Dragons Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures by Gary Gygax and Dave Arneson. in particular Volume 1, Men & Magic. Written and presented by people knowledgeable in wargaming, it required some understanding of miniature gaming. The original presented classes are Fighting-Man, Magic-User, and Cleric. The Races are Dwarves, Elves, and Hobbits (Changed to Halflings in later editions). The combat system was literally opaque to anyone who has not played Chainmail, but has as an Alternative Combat System the Attack Matrices for Men Attacking and Monster Attacking. These charts were the ones we were using back in the 70s when I started playing.

And while it doesn't tell you specifically how to create a character, it does state that "Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them in selecting a role". Putting aside the note that the DM (not called as such yet) is rolling the players' ability scores, it does make generating ability scores the first step in character creation, followed by race, class, and everything else (including modifying those ability scores depending on class).

That's OD&D, our ground zero. The next step is Advanced Dungeons & Dragons Players Handbook (no apostrophe) by Gary Gygax, later called 1st Edition. And it stuns me when I see the quantum leap between those original booklets and what we find here. Big, sturdy hardback. Tiny type. A lot more definition on the rules, often with unique cases for specific situations. Character Classes are now Cleric, Fighter, Magic-User, Thief, and Monk, with the subclasses of Druid, Paladin, Ranger, Illusionist, and Assassin. Bards are there, but are in the back of the book as high-level play. Most of these classes showed up in other OD&D products or the Strategic Review, before becoming Core Canon. Races added the Half-Elf, Half-Orc, and Gnome. The attack matrices have moved to the Dungeon Masters Guide, but are the recognized method of combat (there was a year between PH and DMG - we used the tables from the original set during this lull). Saving throws are situational, as it was in the original flavor D&D, and it mattered you we being hit by a wand or dragon's breath.

In character generation, the player generates abilities first, then race, class, alignment, name, starting gold pieces, and hit points. Methods of ability score generation were also moved to the DMG, and four methods were provided; 1) roll four dice, drop the lowest, put the rolls in any order on your sheet. 2) roll 3 dice 12 times, keep the highest six, put them in any order 3) Roll in order listed, roll 3d6 six times each, keep the highest. 4) Roll 3d6 , in order, for 12 characters, then chose the character you want to run. Yeah, it sounds overly complex, but it fits with the complexity of the rest of the game. The ability scores in order were Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma. These were the Prime Requisites of Fighters, Magic-Users, Clerics, and Thieves, respectively, plus hit points and the dump stat (unless you were aiming at being a paladin).

The sheer massiveness of all this says that AD&D is clearly a different edition of the game, though still backwards compatible, in part because there was so much NOT Covered in the original. This was the version that showed up in the mall bookstores in the late seventies.

Then comes Second Edition, or rather the Advanced Dungeons & Dragons 2nd Edition Player's Handbook (note the apostrophe) by David "Zeb" Cook. Again, there's a presentation change as the accessible printing tech improves. Now we have a second color in the book, with full-color pages. The contents reflect the changes provided through a lot of the other 1st edition hardbacks, and excluded some (goodbye, Comeliness from the Unearthed Arcana, You are not missed.) from the canon. 

Races/Species through the Editions

The 2nd Edition has the least number of changes between the editions - THAC0, which was being used in conventions and embraced by the RPGA, is now fully incorporated (goodbye, attack matrices). The Half-Orc disappears from the racial lists. Classes are reorganized under four general groups - Warrior (with Fighter, Ranger, and Paladin all presented as equal classes), Wizard (Mage and Specialist Wizard, with Illusionist as a detailed example), Priest (Cleric, and Priest of a Specific Mythoi, with Druid as the specific example), and Rogue (Thief and Bard). The ones outside the "Big Four" character classes are presented as optional, but everyone used them in their base games anyway. 

One of the major changes has been presentation and organization of the book - the order of chapters in the Player's Handbook, sketched out by editor Steve Winter- Ability Scores, Races, Classes, Alignment, Proficiencies, Money/Equipment, Magic, Experience, Combat, Treasure, Game and Combat Mechanics). This basic outline would remain pretty much intact until the most recent Player's Handbook.

Of the editions, the transfer between 1 and 2 is the slightest as far as core rules are concerned - a lot of this is necessary housekeeping. During the design there was discussion of more radical changes ("Hey kids! We're gonna nuke the Cleric!"), but in general this was a clearing of the kudzu and ivy that had grown up around the core rules. The arrival of 2nd Edition came along with the spread of the "Big-box bookstores", which needed a lot of content to fill its shelves. 

The Third Edition, now (no longer Advanced)  Dungeons & Dragons Player's Handbook Core Rulebook I by Jonathan Tweet, Monte Cook, and Skip Williams, was a major overhaul. THAC0 is banished. Higher armor classes are now better.  Saving throws move from individual cases to three general classes (Fortitude, Reflex and Will). Feats and Skills are added. The races snap back to the 1st edition list with the return of the Half-Orc. The classes are Barbarian (back from Unearthed Arcana), Bard, Cleric (now with Domains), Druid, Fighter, Monk, Paladin, Ranger, Rogue (Formerly Thief), Sorcerer (new), and Wizard (With Illusionist as alternative, as opposed to a subclass). 

Ability scores are re-arranged - Strength, Dexterity, Constitution (the physical scores), followed by Intelligence, Wisdom, and Constitution (the mental/social scores). More importantly, we see the rise of the ability modifiers as opposed to the ability scores themselves. The ability scores are rolled with four dice, drop the lowest, then assign. The order for character creation is Ability Scores, Class and Race, Assign/Adjust Ability Scores, Record Racial and Class Features, Select Skills, Select a Feat, Equipment, Record final you Skill and Combat Numbers, Finally Name, Gender, and Appearance.  

Character Classes through the Editions
Reversing the AC also has the effect of solidifying the D20 roll. THAC0 is abandoned for a more straightforward and modifiable die roll, though the result in play was often that the players and DM were hunting for plusses to see if they could boost the die roll into a success. 

Presentation is upgraded as well - full-color throughout, and the art is more diegetic - looking like sketches that could be from within the fantasy world itself, he covers looked like ancient tomes, the pages looking like old parchment. It had a Conversion Manual to bring your game from 2nd to 3rd. They did eventually do a 3.5 revision, but kept the same layout, adding new abilities, class features, and skills, but it is not thought of as a new edition - it kept the 3 designation. Tap this one with the rise of the Internet booksellers. 

Fourth Edition is the red-headed stepchild of the lineage, which is a pity, because it was a pretty good design, and if it was not D&D, it would have hailed as an important rival to D&D. On the cover it is Dungeons & Dragons Player's Handbook: Arcane Divine and Martial Heroes,  Roleplaying Game Core Rules by Rob Heinsoo, Andy Collins, and James Wyatt. Ability Scores remained the same, though Constitution and Dexterity switched places.  There are now three methods of rolling Ability Scores - 1) A standard array of six numbers, assigned by the player, 2) six basic scores, and spending 22 points to raise them, and 3) Roll four dice, drop the lowest, and assign them to your abilities. 

The order of character creation is Race, Class, Ability Scores, Skills, Feats, Powers, Equipment, Number Skills (AC, hit points, attack and damage bonuses), Character Details (everything else).  Race is missing the Half-Orc and the Gnome, but added now are the Dragonborn, Eladrin and Tieflings. Classes simplify to Cleric, Fighter, Paladin, Ranger, Rogue, Warlock (new), Warlord (new), and Wizard. Bard, Barbarian, Monk, Druid, and Sorcerer are all absent. Subclasses (called Paragon classes) branch off at 11th level. They also delve into general character roles (Controller, Defender, Leader, and Striker), but don't do much with that concept elsewhere. 

But the big change here (the one that may have irritated a lot of people) was Powers - called different things (Prayers, Exploits, Spells), they a pretty much spells for every class and every level. And while this created a more balanced game, it also turned each class into a similar style of play (tracking your cards), and people did not care for that. This system, though, did survive in many of the D&D board games that showed up during this period.

Now, Fifth Edition, or simply the D&D Player's Handbook by Mike Mearls and Jeremy Crawford, (2014). In some ways it is a throwback to Third Edition. Ability Score order is the same as Fourth. You choose Race, Class, Ability Scores, a grab bag of descriptions ( alignment, ideals, bonds, flaws, and background), then equipment. The core classes change again to 12 total - Barbarian (back), Bard (back), Cleric, Druid (back), Fighter, Monk (back), Paladin, Ranger, Rogue, Sorcerer (back), Warlock, and Wizard.  Races are everything from Fourth, minus the Eldrin, plus the return of the Half-Orc, and Gnome.

A big system change for this one was the use of advantage and disadvantage. Allowing rerolls was previously used for feats (lucky) or racial traits (halflings). Now they become situational, where you can roll two die and take the highest (or lowest in case of disadvantage). More importantly, any number of advantages can be negated by a single disadvantage, and vice versa. This helps avoid the hunting for bonuses seen in Fourth Edition.

And then, (FINALLY) we get to the new kinda-edition, also called the Dungeons & Dragons Player's Handbook. Bigger and beefier in page count. Completely revised text. Art is not nearly so bad as the Internet will tell you (though I did get the Gold Dragon cover, since I liked it better). 

Part of the big change between PHs is organization. Mention of proficiencies, saving throws, skills, combat, and difficulty classes are moved to the front of the book, BEFORE you get to character classes, More importantly, there is a detailed rules glossary in the back, which allows them to mention something important in the front matter, then get into the gritty details later on. Combat comes early as well and that works out just fine, since I usually tend to start flipping pages when I have to deal with pages of each new character class abilities. This is the first edition I've seen where things like mounted combat is not relegated to a detailed discussion in the back (or the DMG), where most people never see it. 

Creating a character is very different: Class, Origin, Ability Scores, Alignment, Details.  Same twelve classes as 5.0. Origins are a new thing, a combination of species (formerly race, which grant special abilities), backgrounds (which affect ability scores, skills, and feats), and languages.  We change up the species again, as the core species are Aasimar, Dragonborn, Dwarf, Elf, Gnome, Goliath,  Halfling, Human, Orc, and Tiefling. Half-elf and Half-orc are gone again. As with the other editions, there is stuff that has been tried out in other products and then added to the core (like, say, Ranger abilities, which I have opinions on, but that is another discussion). Subclasses are back, but framed as a career choice when you hit 3rd level, similar to d20 Modern.

So, after all this, is this a new edition? If you compare it to the 1st to 2nd shift, the answer is definitely yes. In addition to changes in the system, it has been completely rewritten with an eye to clarity and presentation. If you look at the difference between 3 and 3.5, there are definite differences that could merit that designation as well (5.5). But if you compare it to its predecessor Fifth Edition, though, the core mechanics are all still there. It all depends where you draw the line as Core Canon. Does breaking up Race into Species and Background change everything? Do adding more Species/Races options count as a new edition? Is the way we handle subclasses enough of a change? The d20 resolution system first presented in 3rd edition is still there, and the Ability Score Modifiers are a piece that have survived since them. 

Ultimately, I am good with calling the game Dungeons & Dragons in general usage, and when I'm talking about this particular version, I've decided to use the designation D24. As in the year of release. Here's my reasoning - the game will continue to evolve, particularly with the expansion of D&D Beyond and its table-top initiative, Sigil. Much like the old Strategic Review, or new options provided in hardbacks like Tasha's, there will continue to be expansion and development. But for Core Canon, which this is until the next edition shows up, I'm going with D24

And that's my TED talk. More later, 


Tuesday, September 17, 2024

New Arrivals: The Gen Con Haul

 So, I was invited out to Gen Con back in early August as a Guest of Honor this year in Indy, and despite the Covid, it was pretty darn good.

The official house was 71,000 gamers, all of whom I suspect were on the exhibit floor at the same time as I was. The convention had spread out even more than the last time I attended, which surprised me, and worked into every nook and cranny of the surrounding hotels (and they are building more hotels in Indianapolis, which bodes well for future conventions). I had been invited to sit of several panels for the 50th anniversary of D&D (Here are some videos), and helped out with the Writer's Symposium as well. And I picked up a lot of stuff, including huge blisters on both feet from all the walking around (and Covid).

I will confess I packed a large suitcase, half-empty, just to account for all the things I was intending to bring back. I also sent a copy of Shadowdark to a colleague who asked for it, and it was a good thing, because they sold out of the last of their print run at the con itself. 

OK, so what do we have? 

Gen Con Program Booklet by Peter Adkison and many diverse and talented hands, 170-page magazine format. This bears out a call-out because of how much it shows the depth and diversity of Gen Con as it celebrated 50 years of D&D. Stuffed with ads from exhibitors but also showing the maps of all the locations, it covers the history of D&D, the guests of honor (I'm on page 91), the writer's symposium, the costume contest (one of my old D&D group from college is on page 125), and all sorts of subcons and special interest groups. An excellent memento of the convention.

Legions of Carcosa by John Harness, Kira Magrann, Sarah Saltiel and Monica Valentinelli, with Daniel Kwan, Pelgrane Press, 200-page hardbound, 2023, Gen Con, and Black Star Magic,  by Robin D. Laws, Sarah Saltiel, Gareth Ryder-Hanrahan, and Ruth Tillman, Pelgrane Press, 184-page digest-sized hardbound, 2023 Gen Con . Pelgrane's The Yellow King is one of the more intriguing games I have in my collection and one of the more challenging. Its system is a simplified version of their Gumshoe system, which uses condition cards as opposed to more traditional hit points and the like, yet it remains a bit of a mental climb for me. The setting itself is four settings based on the work of Robert Chambers, who in the 1890s created an alternate 1920s with a dictatorship in America with suicide booths in the major cities. The game itself has four separate time periods to it - Paris in the 1890s, during the Continental Wars, and post-war, post-dictatorship US, and a modern era. So all this is background. Legions of Carcosa is a monster book, Black Star Magic is a book of spells. Nice additions, though I know I'll have to do a bit more digging to see how they can be implemented. 

The Fifth Imperative by Robin D. Laws, Pelgrane Press, 192-page softbound digest, 2022, Gen Con  Also from the Pelgrane Press and also dealing with the alternate history of The Yellow King. This one is set in the period following the dictatorship, and involves politics and otherworldly conspiracy. I really like the lateral development and fiction books that Robin D. Laws and Pelgrane put out, and usually don't see enough of them through my standard purchasing venues. So this will likely end up as a "plane book" to be read en route to conventions.  

Hamlet's Hit Points by Robin D. Laws, Gameplaywright Press, 196-page softbound digest, 2010, 2015, Gen Con. This is the third time I have purchased this book. On the two previous occasions, I have recommended it others, loaned it out, and never saw it again. It is an interesting examination and mapping of beats and pacing within narrative stories. For Laws, such beats are instances with specific purposes, be them - Dramatic, Commentary, Anticipation, and the connective tissue of Pipe, and combine to create Hope and/or Fear in the audience. He then uses this analysis to examine Hamlet, Casablanca, and Dr. No, under this lens. It's an interesting approach, and the only thing I can ding it with is the each beat is considered as a single unit - a particularly positive beat gets the same weight as a negative beat, so that the progress of beats is downward, regardless of resolution. But that's just a quibble. I'm glad I got another copy of this. No, you can't borrow it. 

Pendragon Core Rulebook by Greg Stafford, with input from myriad others, Chaosium Inc./Moon Design Publications, 254-page hardback, 2024, Gen Con. I'm a fan of Chaosium's games - I've played a lot of Call of Cthulhu. I've played almost no Runequest (but love the lore). Pendragon falls between those two poles, where I've done a bit as both player and gamemaster. And so a goal of this trip was to pick up the new version (I would have also picked up some Miskatonic Library volumes, if they had any on-hand, just so you know). The latest version is polished and is incredibly readable. The downside is that this is primarily a Player's Guide, with a lot of good information for players. For a GM, it would more of an uphill stroll, and hopefully there is a GM resource in the works. In the mean time, I would still likely spring the Starter Set on my players.

Kaiju Preservation Society by John Scalzi, Tor Books, 266 page Trade paperback, Gen Con. So what's the deal with including all these books here? Well, they were part of the Gen Con swag I returned from Indy with. This volume was a reward for helping out the Writer's Symposium, spending part of an afternoon stuffing swag bags for the attendees. A good group activity. The book itself deals with a slacker taking on a temp job that takes him to another dimension filled with giant monsters. That's about all I know about it right now. Kate's read it on Kindle (I have a hard time concentrating on devices when I have other options to engage with) and says its pretty good. It becomes another plane-trip book. 

Miseries and Misfortunes: Roleplaying in 1648 by Luke Crane, Burning Wheel, six softbound digest volumes for 852-pages total, 2022-2023, Gen Con. This is the sort of thing I love at Gen Con - finding something I had never heard of before, something that is much tougher in this Internet Age. So I was delighted I found the six volumes of this game at the Burning Wheel booth and snapped them up. The gamer takes place in the post-Richelieu, post- Louis XIII era of the Musketeers Cycle, where you had the underaged Louis XIV, the Queen Regent, and a noble revolt known as the Fronde. While it notes its descent from Basic D&D, it has morphed from those early designs into a completely different animal with a lot of different mechanics. The books themselves are 1) a system book for game mechanics, 2) a character creation book (which should be read first so you know what they're talking about in book 1, 3) a book on magic, 4) and expansion to books 1-3, 5) an adventure set in Catalonia, and 6) a MASSIVE book on Paris itself. So yeah, I'm pretty pleased with myself.

Religion in the American West: Belief, Violence, and Resilience from 1800 to Today.  Edited by Jessica Lauren Nelson, University of New Mexico Press, 196-page hardbound, 2023. So at Gen Con, my hosts put me up at the Fairfield, which was one of a collection of interconnected Marriot-branded lodgings. My room faced the Eiteljorg Museum of American Museums and Western Art. And since I had arrived a day early, I actually had the chance to see something in the city where I was. And it is an excellent museum of Native American and European Western art, and I would recommend it just on the basis of that. But the special exhibit was on Religion in the American West, and covered both the stuff most folk know about (The Mormons, the Spanish missions), as well as lot of things that tended to get pushed to the back (Presbyterians and their influence on the Erie Canal, the rivalry between Catholic priests and Protestant ministers among the Native Americans). It was a good exhibit, and I went back on Sunday to get the book (which was half-price since that was the last day of the exhibit). Look forward to reading it. 

Fifty Years of Dungeons & Dragons, Edited by Premeet Sidhu, Marcus Carter, and Jose P. Zagal, the MIT Press, 372-page Trade paperback, 2024, Gen Con. Purchased at the MIT press booth, no less. The 50th anniversary of D&D has encouraged a spurt of commentary and analysis. This volume is a collection of essays from a number of talented individuals. I've been reading this is bits and pieces, and there are parts I find engaging, and those that I give the hairy eyeball and raised eyebrow at. The final collection probably should have had one more pass through it by a well-intentioned grognard or two to catch the nits. One obvious nit? For a document that pushes cultural accuracy in many of its essays, the cover shows two Viking-types fighting what I would guess to be a Lindwyrm. And the Vikings have wings on their helmets. Its a minor thing, but triggers that eye-roll thing. 

The Egg of the World: A Guide to Gaming in the World of Tekumel by Victor Raymond, 256 page ringbound draft, 2022. Gift of the Author. It is well known that I am a fan of Empire of the Petal Throne, but recognize that the very alienness and completeness of the world is a major stumbling block for new players. There's a lot to grok - no only all the strange names and alien creatures, but the non-Western-European concepts of rigid class and clan. The original EPT had 11 pages of backstory for the world at the start, before digging into it properly. So this volume sorts out a lot of this for the referee, hitting the important points of what makes a Tekumel campaign, as well a host of scenarios, adventures, factions and patrons that can be grist for your mill. This is a referee's source material to get your players into EPT without overloading them, and allow them to experience the world as opposed to confronting them with a big data dump. I'm looking forward to seeing this in its final form. 

Questionable Content by Jeph Jacques, TopatoCo Books, 592 page trade paperback, Gen Con. Look to the blogroll to the right, and you'll see QC listed. And I check it out on weekdays. At Gen Con, I hunted down Jacques among the teaming thousands and myriad booths. He had already sold out of Volumes 1 and 2, but I bought Vol 3 and he included a drawing of Hannalore (I have friends who are artists, but it still lifts my heart when someone does that). Anyway, Questionable Content has been around for twenty+ years, and deals with the relationships of Marten and Faye, who were a couple back at the beginning, then broke up and dated others, then broke up with those others a few more times and now are in pretty stable relationships. This is of the era when Hannalore, who grew up on a space station, shows up more, Marten still has a band, and has such things a whether Penelope, the new employee, is really the superhero Pizza Girl and the threat of the the VespAvenger and her transforming robot scooter. The writing is smart, the characters are intelligent, and the strip remains excellent. The strip has evolved as it deals more with robots and SF elements, and there are a host of characters that rotate in and out, sort of like Doonesbury. I really like the strip, and you can rabbit hole through the archives if you don't want a physical copy. So check it out. 

Neoclassical Geek Revival Second Edition Acidic Rulebook (it is acidic instead of basic, get it?), by Zzarchov Kowolski, Neoclassical Games, 170 page hardback digest, Gen Con.  I'd seen mentions of this product elsewhere, and was delighted to see it with a booth (low-tech and high pressure), so I picked up the core book and a couple support products. I expected another OSR-clone hewing close to the original little booklets, but instead discovered that they took the core concepts and headed for the exits, changing them over time to produce something completely unique. The tone of the books are that same jaunty in-your-face attitude of the guy across the gaming table explaining his house rules, but everything has changed dramatically, such that you're learning a completely new game. The part that is most like original D&D is the presence of a GM (mentioned briefly) and the 1st edition tendency to create a new system whenever confronted with a new challenge. It's really impressive. I also picked up Havenvale (16 pages), a tidy little starting area in a mountain valley, and The Price of Evil (32 pages), a way to create haunted houses with a deck of cards. 

Whew! And that's the lot. And more have shown up, but we'll deal with them later. So, more. Later.



Tuesday, March 19, 2024

Recent Arrival: Special Edition

Other gaming products have shown up at Grubb Street, and they will eventually get their own write-ups, but this one just showed up, and I feel it is important enough to merit its own separate blog entry.

Dark Tower by Jennell Jaquays  and others, Goodman Games, Goodman Games, 2024, consisting of a 96-page hardback, a 316-page hardback, a 164 page hardback, additional handouts, slipcased, Kickstarter.

Jennell Jaquays (1956-2024) was an artist and designer of  tabletop and computer games. She was brilliant at all these things. I had an opportunity to work with her when she joined TSR as an artist, producing the covers for the Mystara revision,  as well as a beautiful piece of a wounded Nautiloid for Spelljammer, and she further immortalized me on the cover of a D&D product - Temple, Tower, and Tomb. She passed on in January of this year. Her work spanned numerous companies, some of which she founded, and she was there when the dawn first broke over the horizon of RPGs with Dark Tower

Dark Tower was originally produced by Judges Guild, and was a 70-page adventure dealing with a secretive cult of Set that had taken over a small community. The adventure consisted of that small town (called Mitra's Fist), and an extensive dungeon beneath it, filled with traps and creatures. The tower of the title is underground. But what established itself over other adventure models of its era was its non-linear design. There were multiple entrances, multiple passages between levels, and across levels between two sunken towers. This type of design has since been giving many names, but I'm comfortable with Jaqaysing as its nom du design.

Jaquays produces interesting adventures that veer away from standard approaches. For a linear dungeon design (good for tournaments), you move directly from room to room, and from encounter to encounter. One entrance (usually) and one exit from each encounter. There may be nests and complexes, but the assumption is that you cleaned out one room or section before moving forward. Everyone has the same experience. In as Jaquays-styled dungeon, there are multiple ways up and down and across, and there is no guarantee that the adventurers will hit everything. The original Ravenloft would pull off the same trick years later, but Dark Tower was first, and set a high bar.

Jaquaysing does have some challenges. A linear dungeon works for linear storytelling. You can feed the player characters information over time. Under a  non-linear dungeon, encounters and clues may be missed entirely, so creating a strong story sense can be a challenge to the DM. In Dark Tower, the players slowly piece together what is going on, and may not engage with the entire story, depending on their choices.

In addition, in this form of dungeon, adventurers can quickly find themselves in over their heads, particularly if the dungeon levels are set for different character levels John "Sacnoth" Rateliff ran us through it in preparation of his essay (which is included in the deluxe edition), and I ended our experience suddenly when I accidentally used the door from a Robe of Useful Items to open a passage into the high-level final boss fight room. OK, maybe it wasn't totally the dungeon design's fault, but it did have the potential to go casters-up and then did.

The cover of Temple, Tower & Tomb.
I'm the one screaming.
The new edition, from Goodman Games, is a slip-cased beauty. Goodman has been revising classic modules of the previous eras, updated from modern systems. The re-released the original in a thin hardback, including a number of essays (from Sacnoth, Grognardia and others). For those who have not seen how things were presented at the dawn of time from people other than TSR, take a look.

Volume 2, by Chris Doyle, is a massive translation of the original adventure in 5th Edition D&D (though the game is not directly referred to as such). The text has expanded, and the appendices are almost twice the size of the original, But it brings the classic adventure forward for more modern audiences. Plus there is more on the overworld around Dark Tower. 

Book 3 by a number of folk, is a continuation of the story at the post-12th level, continuing the themes of Mitra versus Set through a number of smaller dungeons. There is definitely a feeling "But wait, there's more" going on here, but it is all begun with Dark Tower, which remains the centerpiece of the project.

This is a Goodman Games production, which means it has old-school black and white interiors and there are numerous player handouts and character sheets (also part of the Kickstarter). The art is solid and evokes the rough edges of the earlier editions of D&D and maps look good and complete (the originals were pretty spiffy as well). The combined projects both show where we have been in design, and where we have grown, and are playable in either configuration.

In short, they did well by Jennell, and the revised, updated, and expanded Dark Tower is as challenging and engaging as the original was. It is an excellent testament to her contributions in RPGs. 

More later, 

Sunday, January 21, 2024

Recent Arrivals: After the Holidays

 It's been a couple months, so let's do an update.

 While I haven't gone that far from home, I have collected up a bunch of new gaming material Some are gifts, some are Kickstarters from various sources, and some are things that I picked up from local brick and mortars. 

I had a flurry of fulfilled Kickstarters this time, as a lot of people tried to get everything shipped before the start of a new year. In addition, I'm seeing a lot of new announcements of coming Kickstarters. The entire Kickstarter process may have settled into a annual rhythm, probably because of tax requirements, for launching and delivering new projects. 

One other thing I've noticed is the lack of signatures in some of these, while others adhere to some multiple of 16 pages. Back in the day at TSR, we were pretty strict on doing printed pages in groups of 16 (the printing press would print large sheets of 8 final pages, front and back, which would be folded into a sixteen page signature). These days I'm seeing all manner of  oddly-numbered sheets. The thing is, so far as I know, the presses still run in 16-page increments, so any additional paper is paid for, then lost. But then, I've been out of the biz for years now. 

Anyway, let's see what we have this time.

Lex Arcana: Mysteries of the Empire II by Giacomo Marchi, Claudio Vergati, Bruno Gattolin, Mauro Longo, Luca Scoz, Steffan Kuppers, and Marzio Morganti, 184-page hardbound, Acheron Games, Kickstarter. I've played Lex Arcana previously, and like what they've done with the subject and the era (X-files in the Roman Empire). This volume is a collection of adventures, including an updating of the Intro adventure that we played earlier, along with a conclusion to the adventures in the core rulebook. Otherwise, it roams through the Empire, from Italy to Ireland to Malta to Syracuse to Greece. The production values are on par with their previous work, and it is nice to have a collection of adventures in my back pocket. 

The Eye of ChentoufiThe Heart of Chentoufi, and The Fate of Chentoufi, for Luke Gygax's World of Okkorim, by Luke Gygax and Matt Everhart, 40-page saddle-stitched book, 48-page saddle-stitched book, and 64- page squarebound book, Gaxx Worx Games, Kickstarter. I'm not a big believer in genetic talent, though the profession of one's parents has a definite influence on one's exposure to a particular business and its workings. So, nurture as opposed to nature. Luke Gygax is Gary's son, and I'll admit there's a little excitement is seeing what he's brought to the table. The adventures grew out of a four-hour one-shot for GaryCon XIII, and had that old-school, self-contained nature to them. It does have tech updates for the modern era - glossy paper, four-color through-out, nice maps, but has that vibe of old-school adventuring. I could run this, and may yet.

If I Were a Lich, Man, Three Jewish games by Lucian Kahn, Small Box containing 36-page saddle-stitched booklet, Deck of 44 cards, and 4 Dreidels, Hit Point Press, Kickstarter. This one is a curiosity, in that it is three Jewish themed RPG adventures involving things like Jewish Liches and vampires at a  Bat Mitsvan. The D&D lich first showed up in the original Monster Manual, storing its soul in an otherwise undefined phylactery. Fine, that trope's been done (1963's Captain Sinbad had the evil wizard keeping his heart in a gem, making him immortal). But phylactery has a wider use as a term for as a telfin of in the Jewish faith, a box worn on the body containing scripture. so that's a little problematic. Kahn, a non-binary Jewish designer, has taken used this as a springboard for one of the adventures involving Jewish liches dealing with a paladin pogrom. That's a good subject and a good exploration, but I don't know if I would run this, if only because, well, I'm not Jewish (see "Thirsty Sword Lesbians" for a similar situation) and it feels a little appropriative. But this is one of those games where I'm glad SOMEONE has done, though. Also, it has a dreidel-based resolution system, which is also cool.

Wingspan European Edition Designed by Elizabeth Hargrace, Stonemaier Games, Boxed Game, Purchased from The Wizard's Keep as a Gift for Kate, purchased from The Wizard's Keep. The original Wingspan was great, and in the tradition of successful board games, inspires expansions. This one adds a bunch of new cards to the mix and few rules tweaks. The Lovely Bride took it out for a spin on our last game day, and seemed to like the result. Want to play it myself, now.

Empire of the Ghouls, by Richard Green, with Wolfgang Baur, Jeff Lee, Chris Lockey, Kelly Pawlik, and Mike Welham, 352-page hardbound book, Kobold Press, Gift from Wolf. I've been rabbit-holing on Midgard for a little while now, and Wolf had an extra deluxe copy in his garage and passed it along to me. I really respect the depth of designer that Richard went to in this, detailing the effective Underdark of Midgard, and going into depth on the society of its ghouls. Sets up a lot of ghoul politics and factions. Nice presentation, with a lot to it. Yeah, hunt it down.

Brindlewood Bay by Jason Cordova, 168-page hardbound book, and Nephews in Peril, by over a dozen talented writers, 200-page hardbound book, The Gauntlet, Kickstarter. I've been waiting for this one for a while, but haven't had the chance to get into it with any depth. It is a "Cozy" RPG where you play little old ladies who are members of the Brindlewood Bay Mystery Book Club, who find themselves involved in solving mysteries. This is Scooby Doo with the Golden Girls, the arcane version of Murder She Wrote, and the old Ms. Marples films starring Margaret Rutherford. Oh, yeah, and there are Cthuloid cultists as well. The mechanics are descended from Powered by the Apocalypse, which means it tends to be rules-light with a lot a player/GM negotiation.. 

All Souls Lost, An Expansion to The Seas are Dreaming of my Death, By Derek Sotake with Jo Kreil 108-page squarebound book,  Derek Sotak, Kickstarter. Another continuation of a game I've played (but not run) and reviewed. I really liked the original version, and this feels a bit like one of the early supplements to the D&D little brown books - some corrections, some new inclusions, and experiments with new rules and classes (like Ship's Dogs, which I think would be a niche market on its own). Plus, we get a visit from one of William Hope Hodgson's other creations - the Great Carnecki. Fun.

Basic Roleplaying Universal Game Engine by Jason Furall and Steve Perrin, 264-page hardback book, Chaosium, Purchase from The Game Shelf. The history for the Chaosium house game system is almost as convoluted and branching at that of D&D. Originally showing up as the system for the original Runequest, it was spun off as an independent system, then as a multigenre Worlds of Wonder box, then expanded for other games like Call of Cthulhu and Pendragon, then used for a bundle of licenses (including Elfquest and Ringworld), then compiled into a master book, and so on (and I'm probably missing a couple steps). This version hews close to its original form of RPGs, and deals with the main problem of such universal systems - handling everything from fantasy to SF to super heroes. So it feels very old-school, all the more so because of the two-color interiors and thick, tan paper stock - it FEELS like a rulebook as opposed to an introduction to a new world. It keeps the Resistance table, which I have some issues with, but that takes us back to the original game as well. The stuff that makes CoC and Pendragon unique (sanity, for the former, and passions, for the latter) are relegated to truncated optional rules. Still, I'm hoping to see this used in the eventual Lords of the Middle Sea. 

Cowboy Bebop Roleplaying Game by Michele Paroli (Game Director) and Davide Milano (Game Design), 272 page hardbound book. Don't Panic Games, Kickstarter. Enjoyed the original anime (which had the best theme music this side of Jonny Quest) and much of the Netflix live action series (which I faded on, not because it wasn't good, I'm just horrible at binging shows). You play as bounty hunters in a futuristic solar system with a cool vibe. Mechanics look like they again, descend from Powered by the Apocalypse, along with the use of "clocks" from Blades in the Dark that track ability/skill/trait checks over time. Nice production values, with most of the art coming from the anime itself. Worth digging into.

Not shown (because of lack of room on the table) is a HEAP of early Pendragon Supplements from noted Tolkien scholar Sacnoth. Sacnoth has been cleaning out his library, game collection, and personal papers with the help of another colleague in the business, and the Good Doctor has been kind enough to pass along some of his material to me. I've always thought that the original Pendragon material was a landmark for handling a very specific genre (Authurian knights) in its era, and these books expand out that universe nicely. Hoping to adapt some them for the upcoming Pendragon revision.

So, yeah. a lot of stuff to work through, and notes from other Kickstarters that they are en route. And when I get another table-full, you'll see them here. 

More later,