Saturday, October 17, 2009

Wolfman Bugbear's got nards!

This post is just an excuse to post a link to this lovely image from the Otherworld Miniatures site.

Don't click if pewter peener may offend you.

P.S. The gratuitous Monster Squad reference is just a happy coincidence.

Thursday, October 15, 2009

RPG Review: Wayfarers

Wayfarers (“WF, hereafter) is a recently-released fantasy RPG from Ye Olde Gaming Companye. In addition to a complete set of game rules, the final 100 pages or so is a lengthy rules-light description of the campaign world of Twylos, making WF, after a fashion, “two books in one.”

Accordingly, I’ll be breaking this review down into three major aspects: Physical presentation, rules, and setting.

Full disclosure: In a happy first for me, co-author Jimmy Swill was kind enough to volunteer out of the blue via email to send me a free paperback copy of WF just because he liked my other online reviews. That’s pretty excellent when you consider that this very well-produced 400+ page tome normally retails for $35.00. So keep on writing those reviews, everyone: A treasure trove of glorious free gaming products awaits you! Maybe.

Anyway…

Physical Presentation



My copy of WF is an inch-thick standard dimension softcover with some attractive color cover art depicting a bloody battle between a motley crew of fantasy types (most prominently a woman in a cloak and humanoid bear swordfighting in the center foreground).

Inside art is B&W/grayscale and seems to be a combination of contributions from several dozen artists. They’re good, on average, although I have seen a couple of the pieces before (the “fighter versus orc” on page 199 was actually available as cover art for the last edition of Labyrinth Lord, for example).

Pages are non-glossy. Text is clearly presented in two columns, is well-written and seems well-edited.

Rules



WF is pretty much D&D-but-not.

Not that there’s anything wrong with that, necessarily. Some of the oldest, most revered fantasy RPGs, such as Tunnels & Trolls and Runequest, seem to have started out with one or more designers who really liked D&D except for… The “except for” could be character classes, experience levels, magic based on the work of Jack Vance, or any number of other things.

So-called generic game systems soon got into the act, and countless systems, to include GURPS, Hero System, d6, Fudge and many others have published fantasy supplements available.

On the most basic level, the equation might look like this:

WF = classic (A)D&D - character classes – levels – alignment + point-buy character creation + robust skill system.

Utilizing a point-buy mechanic, you determine your attributes (Agility, Endurance, Intellect, Presence, Strength) and modify them by race (+1 Presence for elves, and so forth).

After that, you determine your HP (Health Points), your Physical and Mental Resistances (saving throws), Dodge score (take a guess), and movement rate (based on encumbrance of gear carried).

Next, you use your remaining points to purchase Disciplines like Hermetic Magic Potential, Precise Shot, and Feint. These are directly analogous to the Feats in certain other popular fantasy games.

Next you buy Proficiencies, which are classic skills like Climbing and Animal Handling.

Finally, you select your starting equipment and starting spells for spellcasters.

So no surprises at all during character creation, but it all seems to work well enough.

In play, WF uses all of the “typical” gaming dice, d4 through d20.

For skills, you roll a 1d20 for each skill “rank” you have and keep the best result, trying to beat a GM-set target number.

Each 10-second combat round is basically:

1. 1d10 per character initiative roll, modified by Agility bonuses.

2. To hit with physical attacks: Modified 1d20 roll attempting to equal or exceed the target’s modified Dodge score.

3. Spells can be interrupted and disrupted, especially since they generally take an initiative penalty proportionate to their overall power level. Once successfully cast, their effects are usually opposed by Physical or Mental Resistance, when applicable.

4. Along the way, damage is deducted from HP, with characters dropping below zero HP falling unconscious and possibly dying.

Anybody surprised yet? I know, I know. Just stay with me here.

There are four types of magic in WF. Hermetic Magic is your classic wizardly teleporting and blasting suckers with fire, lightning, and occasionally fiery lightning (just for a change of pace). Faith Magic is that sissy heal/cure/protect stuff scary religious fanatics do. Hedge Magic is phantasmal/mind-affecting magic similar to what illusionists employed in AD&D. Finally, Ritual Magic is a sort of hybrid between Hermetic and Faith Magics in terms of its effects.

Spells are divided into Circles (levels) and magic is mostly “Vancian” memorization where each caster can prepare and use a certain number of spells of each given Circle per day depending on their magic skill levels. Faith types can ask their divine patrons for any spell, but other types are limited to choosing spells from the formulae recorded in their magic tomes.

The one exception is Ritual Magic, which works on a classic spell point system. Spells of a given Circle cost a certain number of points from a master pool to cast and need not be chosen in advance.

There’s also some experience rules, two big chapters packed with magic items and monsters, a chapter of optional rules, sample characters, and even a pseudo-screenplay format “example of play.”

Apologies if I sound like I’ve been being unduly flippant in the preceding paragraphs, but it’s a real struggle for me to find anything to say, good or bad, about WF’s rules.

They’re exactly what you would expect. Exactly. Nothing less and nothing more. Perfectly serviceable.

Setting



Now we’re talking! The “World of Twylos” section is where WF truly comes alive in grand Framptonian style.

You might call it a “typical” fantasy world, but a careful reading reveals it to be a truly excellent example of such; perhaps one of the all-time best I’ve ever seen.

Twylos is, in the authors’ own words, “a synthesis of seven different campaigns” that “ran almost continuously between 1988 and 2006.”

Frankly, it shows. Twylos has “handcrafted labor of love” written all over it and is positively dripping with vivid atmosphere. This is clearly not the product of some marketing department’s X-month “development cycle.” Would you like to hear the fables of Paedra and the Ogre King or Timmorn and the Apple Tree? How about some poetry? Or you could read a scene-by-scene summary of “Gardens of Zil”, described as “a short play in three acts that was written by Rogan DuLaine, the Mad Priest of Ixus, when he was wandering Saethos, searching for Rhauxen.”?

This material is both ample and utterly charming, and it’s layered on top of a detailed world with many adventure seeds, convincing fantasy religions and societies, and scary-cool NPC antagonists like Lord Ixondr of the Hall of Faces.

Most importantly, for me, the authors seem to have resisted the temptation to use their own favorite PCs and NPCs as “movers and shakers” in Twylos. Players concerned about being upstaged by the antics of pet NPCs (a criticism that’s been leveled, rightly or wrongly, about certain other campaigns) need not worry; the world is the star here. Nor is there any impression that all the truly epic, important quests have already been completed.

There is a well-drafted map of Twylos included in the book along with a character sheet, but grayscale does not do it justice. I’d recommend one of the larger color versions on the YOGC website.

Summary



So what can I say about WF?

If you want a complete classic fantasy game that’s mostly in the D&D mold, but excludes some of its more perennially controversial mechanics like firm character classes and alignments, WF’s rules will fit your needs. I, for one, am not, but ‘different strokes’, I guess.

If you want one of the coolest, most richly and lovingly-detailed fantasy worlds ever presented for an RPG, WF has this in spades. And it’s mostly system-free to boot.

If you want both, just stop reading and go get WF now. There’s no possible way you’re going to be anything less than overjoyed.

On a scale of 1-5, I’d give WF a 4 for style and presentation, a 3 for its rules, and a 5 for its setting material (average those last two to a 4 if you like).

It’s a quality product, and I recommend it highly. I’m looking forward to more from YOGC in the months and years to come.

Thursday, October 8, 2009

Black Sheep: Thunder Rift

I've been brainstorming ideas lately for an irregular, open-ended post series and today one finally came to me.

I'm calling it "Black Sheep." This series will be dedicated to praising the oft-overlooked gems published during what many consider to be the darkest days of D&D: The 1990s.

There's a strong tendency in the classic D&D community to write-off the hundreds of products released by TSR during this period. And that's too bad. Because even incompetent management and an utter lack of quality control didn't manage to prevent some very sincere D&D enthusiasts from producing some very useful and inspiring products.

Perhaps it has something to do with the fact that many old-timers report that they just up and stopped playing (A)D&D around this time, while I myself was a kid just beginning. But I digress...

To start things off, here's Thunder Rift, a 1992 "basic D&D" release by Colin McComb.



TR superfan Håvard Faanes describes the setup like so:

"Thunder Rift is a small isolated valley, named after the characteristic thunderous roar that can sometimes be heard throughout the valley. Despite its small size, Thunder Rift is home to a wide range of peoples and creatures and has a rich history, full of wonders, glory, conflicts, violence and tragedy."

Thunder Rift is what we today might call a "mini-sandbox." It's intended as a truly modular, transportable microsetting that a new DM can use as a base for his or her adventures. It is, in its own way, analogous to Village of Hommlet or Keep on the Borderlands.

Why is this so important? Well, at the time it seemed to many that TSR was forsaking exactly this sort of useful, modular "bread-and-butter" D&D product in favor of ever more esoteric and complicated high-concept ones. This was the era, you'll remember, of Spelljammer, Planescape, Maztica, etc. But what good did these sprawling, baroque works do for the average kid just looking for a small village to set his first dungeon near, maybe one with a forest of reclusive elves and a hillside colony of gruff dwarves not too far away?

Thunder Rift deliberately kept its scope small, but it packed so many colorful NPCs, rustic villages, savage wildernesses, and adventure hooks into a mere 32 pages (and a neat poster map), that it helped my games much more than the other, more massive (and expensive) products I bought around the same time.

In fact, the Rift, later transposed into Known World/Mystara just north of Darokin, became a centerpiece of my longest-running and most memorable campaign. During my high school years, as the PCs gradually grew in power and status, they even chose to build their strongholds in the Rift, in honor of all those great low-level adventures we played and more than one of McComb's villager NPCs became beloved campaign fixtures.

A whole series of introductory modules were released for Thunder Rift, including Assault on Raven's Ruin and Quest for the Silver Sword, and it even has its very own active forum frequented by fans and original creators alike. With most TSR products from that era trading for pennies on the dollar on eBay and other online markets, I can't recommend tracking these down enough.

So come on down to the Rift, stranger, and sidle up to bar at the Sarcastic Goat Inn. Drinks are on me.

Sunday, October 4, 2009

Demography.

"The OSR is a tiny niche. The main bulk of its followers largely middle-aged and not getting any younger."

So says one of my valued commenters, and this brings me back to something I've been pondering (and meaning to post on) for some time.

Who is the OSR precisely? The quote heading up this entry very well sums up the common understanding: We are "largely middle-aged and not getting any younger."

I myself am 31 years old. I consider myself to be in the prime of my life; Not a young man, but significantly short of middle age.

Has there been any comprehensive systematic effort to really quantify the demographics of the OSR? If not, how could this be accomplished?

Wednesday, September 30, 2009

Begun, the Clone War has?

So, I found out recently that the new Revised edition of Labyrinth Lord has a small handful of rule changes included. Leather armor, for example, is now AC8 instead of AC7.

I don't like this development. I don't like it at all.

Big deal, you say? Maybe so. I hope so.

But what worries me is that this might just be a sign of things to come, as simulacrum game makers more and more cave to the temptation to "improve" on their source material.

We've already seen this in Swords & Wizardry, which really bugged me with its creator's insistence on including what I can only describe as some very half-baked house rules in the main book. In fact, it bugged me so much that my copy was sold to the local Half-Price Books fairly quickly and hasn't been missed since. The worst offenders by far were consolidating all the saving throws into one and tacking-on an overly-complex 3E-style "challenge rating" system for monsters. Oh, and ascending AC. Don't even get me started on that bull.

Maybe this stuff works great in the author's own campaigns. Good for him. Maybe Daniel Proctor really gets a tangible benefit out of running his Moldvay-style game with AC8 leather armor. Again, fine, but that's not the point.

The point is a bunch of questions that have been running through my head all afternoon:

1. How serious are these authors about making games that are as faithful to the original works as humanly (and legally) possibly? Can they divorce their egos enough from the process to acknowledge that, yes, Gygax and company really did do it right the first time and the old designs don't need any of their help now, except as it relates to getting back into print? Or will the clones/simulacra increasingly become more and more "their own things" until they eventually have as little proper claim to the label as Castles & Crusades or the new Hackmaster?

2. What are we to make of changes that bring the so-called clones objectively further from their source material in later revised editions? Why did they start? Will they ever stop? If so, when?

3. If they don't stop or persist for some time, how soon until we're seeing multiple editions of the clone, each one increasingly more and more its own game?

Player: "So, what's the AC for studded leather?"

DM: "Depends. Which version of Labyrinth Lord are we playing again? 1.0? 1.5? 2.0? Even I can't keep them all straight sometimes..."

Player: "Uh, okay. Well, is Sleep second level this time or first?"

DM: *sigh*

Keep in mind, I'm not talking about minor lawsuit dodges like calling the displacer beast a phase tiger or leaving Bigby's name off his Hand spells. I'm talking about more fundamental, completely elective rules changes and additions such as the recent tweaks to LL or Mythmere's house rules in S&W.

More and more I'm thinking that I should just stick to out-of-print games for my play. At least they're a known quantity, if only because it's too late for any of them to turn around and change horses midstream.

Hmm.

Tuesday, September 29, 2009

New magic-user spell: Silverglade's Forcebolt

As a player, I never really paid much attention to the rules in D&D for creating new, unique spells. This is the one exception.

After encountering several situations where I would have liked to have taken advantage of the high damage potential of a Fireball or Lightning Bolt, but found my character (Silverglade Woodshadow) in too small an area to employ one safely, I decided to solve the problem by creating a sort of hybrid single-target spell in the Magic Missile vein. Enjoy!

Silverglade's Forcebolt
Arcane Evocation
Level: Magic-User 3
Range: 100' + 10'/level
Duration: Instantaneous
Components: V, S
Casting Time: 3 segments
Saving Throw: Half

Upon casting this spell, a fist-sized ball of what appears to be pale green fire darts forth from the Magic-User's outstretched hand and unerringly strikes a single target creature or object within range, blossoming into a small (one foot radius) concussive explosion on impact. The target suffers 1d6+1 damage per level of the Magic-User, with a saving throw allowed for half. The extent of damage to inanimate objects is best assessed by the referee on a case-by-case basis (rules for item saving throws may be helpful here; treat as crushing blow). Despite its appearance, this spell is a form of visible telekinetic force, not a true flame.

Thursday, September 24, 2009

Is OSRIC AD&D?

Lots of handwringing over this lately on various forums and blogs, it seems.

I'd say no.

BOO HISS

Wait!

Is AD&D still AD&D without the beholder? The bard? The monk? Psionics? The same demihuman level limits? The same experience tables? The same combat tables? The classic contradictory rules (according to the DMG, magic armor is both weightless and half the weight of normal armor...)?

Not quite, no, but so what? The real problem here is the perceived need for OSRIC to somehow be exactly equivalent to AD&D to be a legitimate game and the implication that the two not being properly synonymous is a failing on OSRIC's part. When overly-aggressive simulacrum game detractors and overly-defensive simulacrum game boosters meet, the result isn't pretty.

OSRIC is fine for what it is: A quality, perpetually in-print free game in the AD&D mold that can be used as a vehicle to publish and sell works broadly compatible with AD&D without authors, artists, and publishers worrying about running afoul of the law.

You can focus on what it is (see previous paragraph) or what it's not (AD&D). The choice is yours. I would prefer to emphasize its considerable merits, but that's just me.