Wednesday, November 11, 2009

New Castles & Crusades Books on DrivethruRPG


The latest printings of the Castles & Crusades Player's Handbook* and Monsters & Treasure* are now up on DriveThruRPG*. The editing, art and layout has come a long way IMHO since the first printings. I picked up both books in dead tree form at Gen Con this year and I am very pleased with them. You could run a very satisfying campaign with these books and nothing else (although getting the Castle Keeper's Guide eventually sure would be nice!).

I really think C&C has almost the perfect amount of rules detail for me. Not too light and not too heavy. If you are looking for a new-school fantasy RPG with lots of old-school flavor, I can't think of a better choice.

*Full Disclosure: These links include my Affiliate ID. I don't want anyone to think that I am trying to be sneaky!

Tuesday, November 03, 2009

Knockspell #3 Hits the Virtual Stands


Just picked up the PDF of Knockspell #3 from Black Blade Publishing. The content is pretty nifty for fans of the old-school stuff like me. Tim Kask has another cranky editorial. There is an OSRIC/1E treatment of the anti-paladin (Dragon #39 was the second issue I ever bought!). And there is lots more, including two adventures for Swords & Wizardry.

My complaints are minor. The BBP web store is pretty unintuitive. Some of the bookmarks in the PDF do not work. And the PDF itself seems to display kind of 'funky'* in my version of Adobe Reader.

*This is sort of hard to explain. The reader seems to show one complete page and then the margin of the next page. Even if I resize and/or zoom out or in, the effect doesn't go away.

Friday, October 30, 2009

Horror at Dagger Rock

Paizo Publishing has posted a FREE module entitled Horror at Dagger Rock and, while it is designed for the Pathfinder RPG, it is dripping with lots of old-school style. I have only had a chance to have a cursory look at it but it seems to have a lot to offer; a fully populated village, rumors, various random encounters and a fairly extensive dungeon.

Ever since I read early modules like N1: Against the Cult of the Reptile God and T1: Village of Hommlet, I have been of the opinion that the 'village and nearby dungeon' make for an excellent way to start a fantasy campaign. Download it and have a look.


Friday, September 25, 2009

Sword & Wizardry Quick Start on the Kindle!


Ok. It's not a 'real' Kindle book, but I did manage to convert my Swords & Wizardry Quick Start PDF and put it on my Kindle. Aside from some obvious glitches in the graphics, it is quite readable and I am happy with the results.

I am not sure if there is enough of a user base for rpg publishers to justify releasing books in Kindle format, but I do plan to try and convert some of my other gaming PDFs to see how they turn out.

Wednesday, September 09, 2009

Surviving an Old-School Game

One of the problems with playing in an old-school game is the inherent fragility of the player characters, especially for the first few levels. Making the assumption that this is a feature and not a bug, there are things that both the players and DM can do to make the game a little more survivable, while still maintaining the old-school style of play.

Hirelings

Players only familiar with the more modern incarnations of RPGs might not be familiar with the concept of bringing a group of henchmen and/or hirelings into the dungeon. Clever use of these NPCs by the players can go a long way toward keeping a group of player characters alive, especially at low level. Even a couple of 0-level henchmen wearing leather armor and armed with simple swords can make the difference between a TPK and a successful adventure.

Of course it goes without saying that the DM shouldn’t allow the players to misuse and abuse such NPCs. Cheating, failing to pay or putting them in excessive danger should at best negatively affect their morale and at worst result in their deserting the party at inopportune moments. Both original and retro-clone games have morale rules for this situation. Also, if multiple residents of a particular town or village fail to return from their adventures, the player characters may find it difficult to recruit future employees from that area.

Morale

As mentioned above, a staple of old-school game are rules for morale. These cover both NPCs, as previously outlined, and monsters. Not all monsters fight to the death. Intelligent creatures might flee or even surrender if they fail their morale checks as outlined in the rules. While the DM should feel free to modify or even ignore the morale rules, based on their unique game situations, they can be a useful tool. Even a mighty dragon might be subdued or barter for its life in the right situation.

Multiple PCs

Some DMs don’t allow 1st level PCs to hire henchmen, but they do allow them to run multiple player characters. This increases the chance that at least one of them will survive the adventure and advance in level. It also pads out the party and even gives players a chance to experiment with different character classes. Not all DMs allow multiple characters to be run by a single player so check with yours first.

Ingenuity

The open style of old-school games is particularly suited for ingenuity and clever ideas from the players. For instance, if the DM designs an airtight room in his dungeon and the players come up with a solid plan to lure monsters into the room and suffocate them – great! While the DM shouldn’t allow just any crackpot idea or shoddily designed scheme from the players to automatically succeed, outstanding play on the part of the players should be actively encouraged and rewarded. If the DM deems that a particular idea has merit, he should decide on percentage chance of success and roll. Old-school games depend as much on player ability as they do on character ability.

I haven’t even attempted to comprehensively cover every method that can be used by players and DMs to help the harried low-level player character survive. But I do hope that at least some of my ideas will prove useful. Old-school games really are different than their modern counterparts and require different approaches to play in many cases. Good luck and may your sword arm never fail you!

Tuesday, July 07, 2009

Learning to Hack: Part One - Getting Started

This is the first in a series of articles that I will be posting about learning to play the new HackMaster Basic roleplaying game from Kenzer & Company. In this and upcoming articles, I will discuss character creation, combat, magic and more. I hope you enjoy it and your feedback is appreciated!

Part One - Getting Started

First things first. If you haven't done so already, you need to buy the HackMaster Basic rulebook. You can go down to your Friendly Local Gaming Store and demand a copy or you can purchase it online from the Kenzer & Company website. I will wait here while you get it...

...Ok. Now that you have the book we can take a look at it. Despite the word 'Basic' in the title, you can probably see from just a cursory read that this is not exactly a 'rules lite' affair. Real RPGs need rules. But don't despair. Learning to create a character and play the game is lots of fun and you won't even have to purchase a subscription to some fancy online character creation tool. If you do want some electronic help, however, you can head over to the Kenzer website and download several handy tidbits, including a character sheet, Quick-Start Rules reference sheet and an index.

My advice for learning the rules is to first scan Chapter One to get the basics of character creation down. After you have read that, have a look at the next five chapters to get a complete picture of how to create a character. If you have any questions at that point, head over to the Kenzer forums. The kind people there would glad to help you.

After you have given the character creation rules the once over, it's time to sit down and create your first character. I will cover that in Part Two.

Thursday, June 04, 2009

Rebooting My Interest in Roleplaying

I admit it.  I have been burned out on roleplaying.  I even thought about just chucking the whole hobby, but I couldn't do it - it's in my blood.  Well, after lots of procrastinating and general teeth gnashing, I decided to pick up the banner again.

I also decided that I just couldn't do D&D (of any edition) for awhile.  I want something different.  I always liked westerns and so I seized on the idea of trying Aces & Eights.  Much to my surprise, my gaming group (composed completely of aging gamers with 1st Edition AD&D books gripped tightly in their fists) actually agreed to give it a try.

Unfortunately, I stupidly sold the core rulebook about a year ago because I thought that I would never get a chance to play.  Equally unfortunate is the fact that Kenzer does not offer it as a PDF.  However, I did download the Showdown PDF from DriveThruRPG.com, which is basically an abbreviated version of the combat rules.  This way I can least get familar with running combats.  Now I just have to locate a copy of the rulebook and I can get back in the saddle.