Thank you to PnP, Mythmere, Dan Proctor, Joe Browning, and every old school small press publisher, blogger and poster who had a hand in bringing this about.
Your efforts and time invested proved that there was gold in them thar hills everyone else said were played out.
And of course, a very big thanks to WotC as well. It's nice to be able to type those words.
Let's make sure that print run sells out so fast, the FLGS's are pounding on their distributor's doors, asking for more, who in turn pound on WotC's door, demanding more 1E product.
Friday, January 20, 2012
Monday, January 9, 2012
Kumbayah D&D Announced
I am sure by now the blogosphere has thoroughly commentated about the largely expected, by now, confirmation of 5th edition - err, iteration.
It will be hard for WotC to succeed with their "all things for all people" unifying game set. It would have been much easier to follow up 3rd with such a ruleset; the drastic changes in 4th will be tougher to fold in and maintain the goal of a non-fragmented player base. At least, if their definition of non-fragmented player base is lots of people playing essentially the same game, as opposed to lots of people playing a game with D&D on the cover. But if they get back the majority of Pathfinder's market, and only a handful of the old-school market, I am sure it will be considered a resounding success anyway.
As much as I hate to say it, given my love for 1E, if I was a Hasbro executive I would make the original Moldavy/Cook B/X set the evergreen Wal-Mart game that is truly within the grasp of 10-12 year olds to run and create for, 3E the "advanced" game, and keep the guts of 4E as the spiritual heir to Battlesystem - something you pull out when the campaign takes a turn from dungeon combat to battlefield combat. I wouldn't spend a lot of money on making up new editions. Support the IP you've already paid for. The OSR has proven that if WotC would put out good material for B/X, anyone playing a pre-3E game could spend their money on it and use it essentially as-is. Viola, revenue from all sources.
If Wizards could ever crack the VTT combination, that gives a DM a BTB-starting point easily modified for house rules, seamlessly running the preferred edition, I think they could have a gold mine. I would bet that many gaming groups that have been out of the hobby for 20 years are still connected due to the wonders of facebook. Something like that could get people interested in getting the old gang together again online in a way that even Google+ doesn't currently do; and the number of lapsed gamers probably exceeds the market of current gamers by a factor of 20. There's your gold mine.
But me? I've got what I want: Matt Finch; the collective authors of the Advanced Adventures line at Expeditious Retreat Press; PatW of ASE fame; and others are making what I want. I'm not going to accept less so that I can be supporting WotC. They have to earn money that is already considered well-spent.
Tuesday, November 8, 2011
Handy Game Tool: Macro-Enabled (N)PC Sheet Character Sheet
Glimcogworks, on DF, posted an Excel spreadsheet character sheet that's really handy. Most new forum-ites open up with a post of "hey, how you doing, I'm just getting back into D&D after a 'X' year absence and I'm really glad to have found your site" or some such. Glim just dropped this sheet off and sped away like a he was making a link-n-run.
And it's a nifty sheet - probably near enough to the holy grail if you are a late 1E period gamer. It automates all the calculations, and plugs in appropriate tables such as weapon vs. AC and the to-hit matrices.
The further you get from the 1979 DMG, the percentage of a 1E hardback that will see use in my game becomes smaller, so its nice that areas of the sheet such as NWPs are optional. All I need to know to have a complete NPC sheet are the stats, class and any weapons known. Pretty sweet for a gift horse I wasn't expecting when I swung by to check out DF's 1E forum.
Highly recommended! Grab it and, if you like it, say thanks to Glim for sharing his work.
And it's a nifty sheet - probably near enough to the holy grail if you are a late 1E period gamer. It automates all the calculations, and plugs in appropriate tables such as weapon vs. AC and the to-hit matrices.
The further you get from the 1979 DMG, the percentage of a 1E hardback that will see use in my game becomes smaller, so its nice that areas of the sheet such as NWPs are optional. All I need to know to have a complete NPC sheet are the stats, class and any weapons known. Pretty sweet for a gift horse I wasn't expecting when I swung by to check out DF's 1E forum.
Highly recommended! Grab it and, if you like it, say thanks to Glim for sharing his work.
Monday, November 7, 2011
Descriptions Done Right
Many people are probably already familiar with the way bat describes his new items at Ancient Vaults & Eldritch Secrets. bat has a stable of recurring characters who use his new items in action scenes, following with game info. For an example read this spell, which I think is pretty nifty mechanically, too.
Every once in a while you run into a method or process that works so well it subsequently seems the only right way to do something. And yet to adopt it feels like copying something distinctive and personal, unlikely to equal the quality of the originator. Thank you and damn you, bat.
I'll probably just plod along with my Ed Greenwood pastiche.
Every once in a while you run into a method or process that works so well it subsequently seems the only right way to do something. And yet to adopt it feels like copying something distinctive and personal, unlikely to equal the quality of the originator. Thank you and damn you, bat.
I'll probably just plod along with my Ed Greenwood pastiche.
Arms of the Forge: Braeran's Stilleto
Braeran's Stiletto
Damage: 1d3/1d2 + Special
Braeran was a petty crook and mugger in the city of Gnore who tried to pass himself off as an assassin, if he encountered someone from the Spice Quarter making discreet inquiries about contracting a Shroudsman. If the target were a resident of his own Hemp Quarter he would take the job and attempt to complete it, although his methods were unsophisticated. If the target resided in a quarter where Braeran had no access, and no association to gain it for him, Braeran negotiated a price in bad faith and then attempted to kill his employer upon receiving an initial installment for expenses. He had considerable success, mainly due to his blade which he had taken from the belt of a drunken sailor he had assaulted and robbed.
This small dagger's hilt is made of silver, wrapped in leather. The pommel has been worked into the shape of a small frog, with an open mouth. The piece is a rendition of a species native to the jungles to the north of Gnore. Its head is on a swivel which allows it to unlock and slide, allowing access to a small cavity which can be filled with liquids of the bearer's choice. On the guard is a small carving of two daggers lying horizontal, opposite ends, across a six pointed star. Pressing down on the star causes the contents of the chamber to evacuate through a deep groove that runs down the center of the blade from its tang to the tip; typically this is used to inject poison from the hilt chamber into a wound.
As the blade itself is not coated in venom there is no chance for observers to "notice" the same, and possibly be swayed by the use of poison to risk involving themselves by notifying the nearest watchman. The weapon is not enchanted in any way, and gives no bonuses to hit or damage.
Braeran eventually grew careless, as is wont to happen when enjoying illicit gain without consequence, and the Brotherhood of the Shroud became aware that someone using this distinctive blade was impersonating their members. In a stroke of luck, Braeran found out his secret was compromised, although he mistakenly thought the Shroudsmen also know his identity. To escape, Braeran signed on as a hireling to a newly-formed adventuring group that was willing to purchase his exit stamp at the Quarter gate. The group, who called themselves Magan's Men, have not returned to Gnore for three seasons.
Sunday, November 6, 2011
Spell Research of Varying Utility: Alne's Ankle Snapper
Alne's Ankle Snapper (Evocation/Necromancy)
Level: 1
Range: 1"/Level
Duration: Instantaneous
Area of Effect: One or more creatures in a 50 square foot area
Components: V, S, M
Saving Throw: Special
Alne was apprenticed to a minor wizard that secretly experimented in the necromantic arts, unbeknownst to nearby villagers - or Alne, prior to entering his service. Experiences during his training left Alne with an intense phobia of skeletons; particularly their tendency to implacably pursue their quarry without hurry. The first spell that Alne researched allowed him to escape from skeletons that were otherwise resistant to his dagger, and typically encountered in quantities exceeding that able to be brought low by Magic Missile.
Alne's Ankle Snapper creates offset jaw foothold traps (resembling those used in trapping bears or other large animals) made of magical energy at a rate of 1/level, up to a maximum of five. These traps will streak away from the caster, at ground level, attacking designated targets. Skeletal undead of less than 3 Hit Dice get no saving throw; other skeletal undead and living targets get a saving throw to avoid the effect. Affected skeletal targets take 1d3 damage and lose their foot at the ankle bone due to the strength of the trap-jaws. While they are able to pull themselves along the ground with their arms at a movement rate of 1", this usually allows the caster to escape at will. If the undead are instead attacked, a counter-attack is only possible if the undead wins initiative. Otherwise, the attacker can attack and retreat before the undead can react.
If used on living creatures, they also take 1d3 damage but do not suffer amputation. Their movement rate is instead reduced by half for 1 hour/level of the caster, and any subsequent melee is unaffected.
As the traps travel along the ground, They can be disrupted by increases in elevation exceeding 12 inches, or other significant obstructions. As an example, if cast by a wizard at a skeleton on a dais or stairway the skeleton would not be in danger, although if the locations were reversed the spell would work normally. Traps can flow around a small to medium obstruction such as a rock without difficulty, but would be stymied by the unbroken remains of foundation perpendicular to its course. The final determination of whether or not the spell is negated by obstacles belongs to the DM.
The material components are small pieces of iron and bone.
Level: 1
Range: 1"/Level
Duration: Instantaneous
Area of Effect: One or more creatures in a 50 square foot area
Components: V, S, M
Saving Throw: Special
Alne was apprenticed to a minor wizard that secretly experimented in the necromantic arts, unbeknownst to nearby villagers - or Alne, prior to entering his service. Experiences during his training left Alne with an intense phobia of skeletons; particularly their tendency to implacably pursue their quarry without hurry. The first spell that Alne researched allowed him to escape from skeletons that were otherwise resistant to his dagger, and typically encountered in quantities exceeding that able to be brought low by Magic Missile.
Alne's Ankle Snapper creates offset jaw foothold traps (resembling those used in trapping bears or other large animals) made of magical energy at a rate of 1/level, up to a maximum of five. These traps will streak away from the caster, at ground level, attacking designated targets. Skeletal undead of less than 3 Hit Dice get no saving throw; other skeletal undead and living targets get a saving throw to avoid the effect. Affected skeletal targets take 1d3 damage and lose their foot at the ankle bone due to the strength of the trap-jaws. While they are able to pull themselves along the ground with their arms at a movement rate of 1", this usually allows the caster to escape at will. If the undead are instead attacked, a counter-attack is only possible if the undead wins initiative. Otherwise, the attacker can attack and retreat before the undead can react.
If used on living creatures, they also take 1d3 damage but do not suffer amputation. Their movement rate is instead reduced by half for 1 hour/level of the caster, and any subsequent melee is unaffected.
As the traps travel along the ground, They can be disrupted by increases in elevation exceeding 12 inches, or other significant obstructions. As an example, if cast by a wizard at a skeleton on a dais or stairway the skeleton would not be in danger, although if the locations were reversed the spell would work normally. Traps can flow around a small to medium obstruction such as a rock without difficulty, but would be stymied by the unbroken remains of foundation perpendicular to its course. The final determination of whether or not the spell is negated by obstacles belongs to the DM.
The material components are small pieces of iron and bone.
Saturday, November 5, 2011
Ex Libris: Vocare Malfeficum
Vocare Maleficum
This workbook, reputedly began by Loran the Maimed a few decades prior to immolation at the hands of a Type VI demon, details the arcane theory behind the Cacodemon spell and aids in its research.
The covers and spine of the workbook are constructed of cold iron covered in Hollyphant hide, which has been dyed in Annis spittle - which doubles as the ink used to inscribe the increasingly fevered observations of the crippled one. The spine is covered with miniature metal imps; variously posed in rows of three, across its top, middle and bottom. Its pages are parchment made from larval skin. In contrast to the content of the tome, which begins in a rather detached and studious tone progressing to verses of inchoate pleadings, the print remains austerely uniform in its perfect construction. The script is incomprehensible without the application of Read Magic.
There is a catch and leather strap across the book that will cause a poison needle trap to activate from the underneath the imp in the center of the spine unless one of the imps is rotated one-half turn, counter-clockwise. Which of the nine imps this is changes with each closing of the book, although it is never the imp which houses the needle; when the book is strapped shut the correct imp's eyes will glow red for 1 round. It is up to the owner to remember or otherwise note the correct imp. The poison is fatal; demons save at no modifier, but creatures of the Prime Material save at -4. Onset time is 2 rounds for demons, 1 round for Primes.
The information contained in the book allow for a +15% bonus to rolls to know the spell Cacodemon. Additionally, its pages contain the purported true names of four Type IV demons (Morsibus, Calcare, Subigo, and Ultio), three Type V demons (Cruciatus, Proditor and Domitor), and two Type VI demons (Caducus and Imnolo); progressing in power towards the back of the workbook. It is unknown how many of these names are correct, although at least one is suspected to be incorrect, with this error playing a critical part in Loren's demise.
This workbook, reputedly began by Loran the Maimed a few decades prior to immolation at the hands of a Type VI demon, details the arcane theory behind the Cacodemon spell and aids in its research.
The covers and spine of the workbook are constructed of cold iron covered in Hollyphant hide, which has been dyed in Annis spittle - which doubles as the ink used to inscribe the increasingly fevered observations of the crippled one. The spine is covered with miniature metal imps; variously posed in rows of three, across its top, middle and bottom. Its pages are parchment made from larval skin. In contrast to the content of the tome, which begins in a rather detached and studious tone progressing to verses of inchoate pleadings, the print remains austerely uniform in its perfect construction. The script is incomprehensible without the application of Read Magic.
There is a catch and leather strap across the book that will cause a poison needle trap to activate from the underneath the imp in the center of the spine unless one of the imps is rotated one-half turn, counter-clockwise. Which of the nine imps this is changes with each closing of the book, although it is never the imp which houses the needle; when the book is strapped shut the correct imp's eyes will glow red for 1 round. It is up to the owner to remember or otherwise note the correct imp. The poison is fatal; demons save at no modifier, but creatures of the Prime Material save at -4. Onset time is 2 rounds for demons, 1 round for Primes.
The information contained in the book allow for a +15% bonus to rolls to know the spell Cacodemon. Additionally, its pages contain the purported true names of four Type IV demons (Morsibus, Calcare, Subigo, and Ultio), three Type V demons (Cruciatus, Proditor and Domitor), and two Type VI demons (Caducus and Imnolo); progressing in power towards the back of the workbook. It is unknown how many of these names are correct, although at least one is suspected to be incorrect, with this error playing a critical part in Loren's demise.
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