- All 3 of the core 5e books: Player's Handbook, Dungeon Master's Guide, and Monster Manual
- The "Wilderness Kit" screen which for my purposes is better suited than the DM screen "Reincarnated"
- The aforementioned Primal Order and Chessboard books
- Toolbox by Alderac Entertainment Group, a bunch of useful ref's random tables which I have owned for nearly 2 decades without using it much
- Vornheim: The Complete City Kit by Zak Smith still the best for random city construction/adventures and lots more
- Finally, my copy of The Critonomicon, a long out of print 3rd edition splatbook by Technomancer Press of very specific and fun crits and fumbles (Cripes, someone crafted a 5e version!)
Wednesday, April 10, 2024
Goodness Gracious, I've Gone to the Dark Side
Friday, January 26, 2024
Happy 50th Birthday Dungeons and Dragons!
Wednesday, January 10, 2024
Iconic RPG Author and Artist Jennell Jaquays Passed On Today
Jennell Jaquays left us today. She wrote many Judges Guild scenarios for D&D that were used several times over during my early gaming, most notably Dark Tower. Ha, I played a lot of paladins and always braved the tower for its Mitraic artifacts.
Hi Matt.Thank you for the letter. No worries about cheap stunts, etc. I jumped across the stream six years ago already. I'm surprised these days if someone HASN'T heard about it. And to answer the question that many ask, "Yes, I'm a LOT happier now."I'll try to give your version of The Walking Wet a look over sometime soon. I ran a Swords & Wizardry version of it (with many modifications) two years ago in Texas and am currently doing a complete overhaul and expansion of it for one of my own projects. I set the events of my original adventure in the past of the one I'm working on. Lots of map expansions and revisions, new world content, some new monsters, and more. My current working draft is about 80 pages, typeset. I'm doing the same with another adventure Morkendaine Manor, that I wrote for issue 9 of the Dungeoneer as well. Unsurprisingly, a lot of my characters are female and unashamedly LGBT as well.
I currently have four different RPG adventure projects in the work and really need to finish one of them (I did, earlier this year, something called The Dragon's Secret for a fund raiser).
Anyway, I hope the convention run goes well.
Monday, December 19, 2022
Bejesus, Satanis...
Friday, August 20, 2021
"Death Dealer"
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("Death Dealer" by Frank Frazetta, 1973) |
Ok, fuuuuuuuuuck... I have so much shit I need to get done. Let's make a list!
Seriously, I was getting a bit overwhelmed a year ago when my work began opening up again that sorting things, listing, setting priorities really helped. Ha, I would prefer not to exit life with a bunch of half-finished contributions to the hobby I love.
First, say it, I waste way too much time reading posts in Twitter and arguing with right-wingers on Facebook. STOP IT! Pick one day per week, like Thursday night, take 4 hours to riff through the thoughts of others. (This worked for me in law school.)
Second, gotta allocate time for work, non-profit orgs, and family. 4 hours each day during the week is the minimum I need to plan for my practice, I spends something like 6 hours each week hoping to contribute to the greater good, 14 hours per week spending time with my son and special needs grandson and maybe another 6 hours every other week visiting with other fam.
Thirdsies, Sleeeeeep... Dude, you need at least 6 hours every day (my psydoc back in the day had me set an alarm for midnight each day so I would get to bed by 1am).
Fourth, meals and grooooomong. What, an hour a day unless I'm going out to eat.
Fifth, music. I orta practice an hour each day if'n I wants to get better on the drums. (Just kidding, still bassey.)
Ok so how many hours per week is that??? 4+20+6+14+3+42+7+7=103 out of 168 hours per week. 103-168=65 hours left over, say 9 hours each day. Obviously me and me spouse need our time, and there's gonna be time shopping for groceries, doing bills, cleaning, laundry, minor car repairs, etc. Given all that I should be able to set aside 2 hours five days a week to work on gaming stuff contributin' to our craft.
So what is in the pipeline for the past many months (years)...
- Video on City State of the Invincible Overlord (Several folks have done overviews, but I don't think by anyone who gamed the City State. And we gamed it hard.)
- Advanced Labyrinth Lord version of Underport (Just that new level nine needs some imaginatory time.)
- Video on the underworld of Arduin (Continuations of my series of "brief" Arduin setting videos.)
- Hard to be an Aorit-Q (My Qanon and last scenario for Troika!)
- Metropolis of Chaos (The abyss under Underport, a lot of ideas on this.)
- A weekly 2-hour online game (Hmmm, I am leaning toward LotFP. Our regular group runs every other month and I only Ref as part of a rotation. I get some satisfaction refing an ongoing campaign solo.)
Saturday, May 8, 2021
The Combat Discharger
Saturday, September 5, 2020
Chronospatial Details in Lamentations of the Flame Princess Adventures
I have been intrigued for the past few months to run a sand box campaign in the Lamentations of the Flame Princess early modern weird historical fantasy milieu. While refereeing our games I have made brief ventures into alternative timescapes, but always part of a larger, sword and sorcery medieval fantasy campaign. In Lamentations weird historical fantasy the scene is primarily set in actual early modern 17th century Earth. It is an era of post-renaissance scientific revolution, commercial exploration, colonialization, and exploitation, and some profoundly devastating military conflicts often based around religious or quasi-religious differences.
Mechanically, the basic impact from the early modern setting is the addition of rules for simple firearms such as the flintlock. Other than that there is certainly enough mysterious and uncharted territory (at least from the European perspective) in Africa, the far east, the Arctic, and in the Americas.
In terms of a campaign setting map, I discovered this awesome 17th century atlas, Atlas Maior published between 1662 and 1672, which provides very cool worldwide maps. I just struggled a bit with how to initiate the campaign in a region and timeframe where I could maximize in both a spatial and a temporal sand box the potential incorporation of Lamentation adventures already extant.
So, what I fashioned is a spreadsheet of Lamentation adventures and supplements that includes product number, title, year, location, some locations notes, any recommended PC level, and (for giggles) the product release date. While I purposefully attempted to avoid spoilers, this is really a resource for game referees and not players.
My hope is that with the adventures outlined I can pick a time and a spot for a campaign that will maximize my use of the standard Lamentations products which in turn lets me know where I may be filling in encounters with my own home brew material.
Wednesday, May 20, 2020
Fireworks Hailing Over Cube World
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(Artist unknown, embellished from a t-shirt) |
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(The Adventures of Prince Ahmed, by Lotte Reiniger, 1922) |
Tuesday, May 5, 2020
Legendary Lands of Arduin, Episode 3 (Home Brew)
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(Arduin home brew map...) |
Sunday, May 3, 2020
Legendary Lands of Arduin, Episode 2 (Cosmology)
Correction: When I mentioned David Hargrave's AKA "Dream Weaver" I also mentioned there is a class by that name. The class is correctly "Rune Weaver" and in the game's far distant history were "the first true men" who defeated the reptilian Kthoi.
World of Khaas web archive...
Emperors Choice Games...
Emperors Choice on DriveThruRPG...
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(From Moons of Arduin by Thomas Grable) |
Thursday, April 30, 2020
Legendary Lands of Arduin, Episode 1 (Published Materials)
Apologies! The author of "White Roc Inn," "World of Khaas," and "Arduin Eternal" is Monty St. John. I repeatedly in the video misstated Monty's name as "Monty St. Jean" so sorry. Monty spent more than a decade keeping the Arduin fires burning!
Games of Berkeley...
Emperors Choice on DriveThruRPG...
Dragon Tree Press...
Arduin Eternal on Amazon...
Arduin Eternal Bestiary on Amazon...
Arduin is a Registered Trademark of Emperors Choice Games & Miniatures.
Wednesday, November 6, 2019
Roleplaytime
Monday, September 30, 2019
Happy Dave Arneson Day!
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(Dave Arneson, b. October 1, 1947, d. April 7, 2009) |
Harvards Blackmoor Blog has freebies, articles, and tributes in honor of Dave.
There is a some-what present day intellectual discussion regarding Dave Arneson's contributions, essentially inventing the game style of a referee/entertainer creating and running the game for players who in turn run their player characters.
The discussion coincides with the release earlier this year of the new documentary, "Secrets of Blackmoor." I was able to view the film as a backer of the Kickstarter and it is super elucidating and fun to watch as members of Dave's Minnesota war gaming group describe how their wargames evolved into Arneson's Blackmoor role-playing campaign that preceded the development of Dungeons and Dragons.
T$R published the "Supplement II, Blackmoor" to original Dungeons and Dragons in 1975. After Dave had a falling out with T$R, Judges Guild in 1977 published the maps and game notes of Blackmoor in the now out-of-print "First Fantasy Campaign" which tacked Dave's Blackmoor lands onto the Wilderlands of High Fantasy.
Following the settlement of a lawsuit Dave filed after his name was removed as co-creator in Advanced Dungeons and Dragons, T$R released Dungeons and Dragons "B/X" edition which re-attributed Dave as co-creator, and afterwards T$R produced a number of Blackmoor modules under the DA series.
So tip your hat to a visionary man who invented our wonderful and amazing hobby!
Saturday, August 31, 2019
Blipping Campaign Video Playlist on YouTube
I just created a YouTube playlist here for our Blipping campaign videos from the 1990s. There are presently 60 5-minute segments, essentially 5 hours of gaming spread among 12 different game sessions of varying length.
Ha, it may be that some folks have game snippets or single games, but the nearest I can tell we were unique being the first and only by around 2 decades to video tape most of our game sessions. Plus we gamed 1st edition (with various mods depending on who was DMing) up until the end of this campaign in 2005.
There a many more videos to come as I am barely to mid-1993...
Friday, July 5, 2019
Campaign Re-Boot
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(Patrick Wetmore's ASE overland map hand-copied into the free-version of Worldographer) |
Kind of like now, but for different reasons (our main DM Dr. John was off on his journey becoming a mad scientist), I ended up DMing our main game fore a long time and wanted to game a character of mine own for a minute. My original plan, upon which apparently I did not achieve consensus, was to start out in the land of Arduin and branch out from there. I even drew a starting map.
Arduin worked not only because it hosted the nexus of all the planes of the Multiverse, but also because the setting could handle straight sword and sorcery up to techno and sci-fi. Plus all of our group were familiar with the setting and there were enough hooks with little that was canon which in my idea left us free to extrapolate.
I ran the first three sessions in March-April-May 1989, doing some overland and Dead Watch Mountain I believe. Next Dr. John took over and BOOM we were on some other planet. As time passed we went from blipping to other settings each time a new DM took over (typically 3 session cycles) to our characters blipping in and out dependent on whether the character's player was actually present. Best laid plans, eh?
This time around, 30 years later(!), I am again trying my hand birthing a co-created connected land.
I bounced around for a setting (and had just about settled on Chaosium's original rpg treatment of "Thieves' World") when "Anomolous Subsurface Environment" (ASE) popped up during my online search/musing of all things Labyrinth Lord (the old school retro-clone settled on for our trip back to old-style gaming).
ASE is gonzo, sci-fi infused megadungeon that I had been interested in for many years. What I did not realize is contained in Patrick Wetmore's adventure is a gonzo city and setting surrounding the megadungeon. As I read more ASE seemed the perfect starting point to our campaign. A futuristic world destroyed thousands of years ago and now a place of magic and barbarism - just enough details to go off in any direction. (Was particularly keen on versatility because the suggested next DM up wanted to run an Arabian Nights theme.)
Next thing that cam to mind was how to keep the maps together as close to seamless as possible?
Mapping software was the obvious solution, however, many of our group (myself included) are rather short on the ducats. That meant for mapping software to work for everyone there had to be a free solution.
Inkscape is far and away the best quality freeware for vector graphing, but requires time both to learn and to draw. I tried a number of online applications (like HEXTML, HexDraw, and others) which all had limitations in the free versions such map size or features that made them less useful.
I finally settled on Worldographer, which the main drawback I had to live with is I couldn't draw coastlines freehand. Arrggh!!!! Ha, otherwise though the free version is pretty sweet with classic-style terrain and hex features.
Since most of our group does not hyper-focus like me this is the best thing to easily encourage everyone to add their overland to the unified campaign.
First game in 4 weeks, and then I'll get you my pretty...! ;~)
Saturday, June 22, 2019
Basic Fantasy RPG v Labyrinth Lord
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(my personal comparison between BF & LL) |
First off I ran my regular game back on June 15th and during our musings I let fly that the current campaign was running toward a conclusion. With DunDraCon moving from Saint Ramon to Saint Clara in 2021 my goal was to wrap up sometime in the next year in order to have a new campaign up and running for the new convention location.
The idea was to go back to rotating Dungeon Masters, only this time "trying" to use my original idea from back in 1988 of a cooperatively developed world rather than characters full-on dimension hopping every two to three games.
Second, I literally ran my very fist player character since I got sober 14-plus some-odd years ago after being invited to Jeff Rients' online campaign, Lost Tombs of the Western Kingdom. Literally all I have done is DM, first straight-up 3.5, then beginning in 2012 our 1st/3rd hybrid, and most recently since 2018 the gently modified 5e.
Part of the problem is despite every single one of our group have played and DMed for at minimum more than a decade, everyone was brought up on 1st edition AD&D which we beat into the ground playing from 1978 until 2004.
Our problem with 1st edition was rules arguments. If folks didn't like the rule as written, they argued logic. If they didn't like the logic they argued rule as written. I don't think we had a single game without at least one 45-minute rules argument.
3.5 solved that because there were rules for everything down to the most granular level. However, most everyone felt incompetent rules-wise to run a game (except for me because I am a friggin' professional rules lawyer...).
Ok, so Jeff's game is Moldvay & Cook B/X-based which my original group, despite being much more Arneson than Gygax and huge Judges Guild and Blackmoor fans , missed because we started with the 1977 Holmes' blue book adding the 1978 AD&D Monster Manual and Players Handbook before we even had a clue about how AD&D was Gary's plot to drive off Dave.
B/X retains several of the OD&D rules that are different from AD&D. No armor AC is 9 insread of 10, dwarves, elves, and halflings are classes, but it also has some modernish trappings. For instance, Gary did not like blow-by-blow fighting. Being in the wargamer mode for Gary combat rolls indicated the results after one minute of fighting and several blows.
In B/X combat rounds are 10 seconds and each score is an actual hit. (Similar to how we played, anyway. We developed a weird 6-second segment by segment combat using the Players Handbook speed factors.)
After looking over B/X and playing in Jeff's online game seamlessly (ha, just like riding a bike, eh?) I began entertaining an idea that perhaps we should try running our game using a retro-clone in the old style. Retro-clones were not available when I restarted the game in 2005, so other than re-using our old, falling apart books the same game wasn't an option. In particular for the new players in our campaign.
The two main B/X style retro-clones I found are Basic Fantasy RPG and Labyrinth Lord. Ha, I went back and forth between the two. Labyrinth Lord is very, very true to the originals while Basic Fantasy RPG is its own game and has some modern conventions like ascending AC and Darkvision.
In the end, I think I'll have to propose Labyrinth Lord to our group. The Advanced Edition version especially is super close to what we played for years and as we are all much older now, it seems appropriate to revisit the old-style with some of our new edition chops maybe helping us better resolve rules issues. There we go, I will propose soon and let y'all know how things turned out...