Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Wednesday, 4 June 2025

Ste’s Game




Ste was the last of us to get his own D&D. He’d played in my first D&D game, where he was a halfling with a dire wolf as a pet, when I started running Red Box Basic but it wasn’t until much later that he got his own rule box and started running games.


This surprised us all. Ste was quite a passive player, generally going along with what others wanted to do and taking an easygoing attitude towards our games. I suspected he wasn’t really that into the whole thing but it’s what his friends did, so he played along. However when Ste’s parents bought him the rules for Christmas he went all in. Ste had two brothers, two sisters, lots of cousins and lived in a large house with lots of space. There were always other kids at his house. Loads of them. Ste began to run D&D for them and he did it a lot. Ste’s game was always on. 


Ste was a very permissive DM. He was often running for friends who usually ran games for him, so he took a position very much as referee. He assumed his players knew more about the rules than he did and he simply approved or not the inclusion of ideas they game up with. Mostly he approved. He was running the game every single day, open table style, characters would advance loads and it became a battle to keep up with each other. 


His game got extremely high powered very quickly as a result. We often played just one on one or two players, often at lunchtimes at school and frequently with no dice. We were into the domain game before long and this rapidly turned PvP as we competed to control the map of the Known World in the Expert set. 


In a territorial masterstroke Jit (not his real name; it was short for Michael McJitland, also not his real name) had built his castle within the walls of the town of Threshold and as a result come to control that iconic settlement. This was much to the annoyance of all the other players. Until my character, Gurak Bloodbath the Fourth (I was eleven years old) destroyed the town with my flight of brown dragons. However Jit rebuilt the town with his vast monetary and supernatural resources, renaming it Stronghold; now with added anti-dragon defences. We all thought this was a genius move and one we were extremely envious of. 


Meanwhile Ste’s younger brother Matty and his friend Walty stopped engaging with the rest of the group and began adventuring exclusively together. We didn’t know what they were up to but we suspected they were seeking Paths to Immortality and probably seeking to destroy all other players in the process. 


Matty’s character was a ridiculously powerful magic user and one of my strongest allies, so his loss was a great blow to me personally. I didn’t know this at the time but he and Walty were now secretly working against me, and to be fair everyone else, but specifically me because I had access to knowledge that they did not. They were envious and fearful of me because of my esoteric library. While everyone else was still operating at a Basic level, I had surpassed this: I had AD&D.


AD&D gave me a raft of options not available in the basic game. Spells, items and cherry picked rules that Ste allowed me to use to my advantage. 


The game continued in this vein, Matty and Walty betrayed me: murdered my dragons and razed my stronghold to the ground. Jit upped the ante by somehow permanently transforming his body into the form of Demogorgon. I stayed up all night on several occasions; like Batman plotting to exploit the weaknesses of each member of the Justice League in turn. 


You see, despite total immersion in the game, we were all slowly coming to the conclusion that we missed being able to sit around the same table and play together. So when I finally pulled off my grand plan and slew all the other characters as inventively as I could, no one was that bothered about after the initial shock. The very next week we all went to Ste’s house, rolled up new characters and set off adventuring together again. 

Monday, 30 August 2021

The Anomalous Subsurface Environment

I have run this and it’s good. The Anomalous Subsurface Environment is a science fantasy megdungeon placed in a post apocalyptic world of crazy wizards, dinosaurs, ancient technology and magic. It’s a quintessential old school renaissance American D&D product. It borrows heavily from the aesthetic of Thundarr the Barbarian. Or so I’m told. I’m British and we never had Thundarr over here but chat with American OSRist and they’ll rave about it. Or it’s potential.  I don’t know many folks that still heavily rate stuff that was on TV when they were children. 


So ASE 1 is setting, gatehouse level and level 1. ASE 2-3 is, surprising no one, levels 2 and 3 of the dungeon. This is unfortunately where the science fantasy weirdness ends for now. My own players are on level 3 currently. While I have tried to piece together a level 4 of my own crafting for them to explore, it transpires that I suck at and borderline hate mega dungeon design. So that probably won’t be happening. I consider this a shame because if any more ASE was published I would lap it up and run it to death, like it was one of the many henchfolk who have met their demise in the dungeon and been unceremoniously thrown from a cliff, dubbed Fall-hala by the PCs. (Does waving a lighter around while you dispose of someone’s body in a local beauty spot constitute a ceremony? If so, unceremoniously is unfair)





Mega dungeon play in the ASE and of itself has a lot to recommend it. It’s episodic. We finish most sessions in town so if there’s a rotating cast of PCs then it doesn’t matter.  There are factions. The PCs can engage in all sorts of diplomacy or just exterminate them and take their stuff if they prefer. The trap and puzzle rooms have been a massive source of planning and scheming between sessions, in some cases for weeks on end. One particular room involved a large group of PCs and their small army of henchfolk barricading dungeon corridors and excavating a wall while fighting of legions of random encounters to get at an elusive pile of silver pieces. Good times. 


Henchfolk have played a pivotal role in the campaign for their valuable skills as hit point soaks for actual PCs. And also one player is now playing one of her former henchfolk after her first PC was eviscerated by a troglodyte matriarch with a double barrelled shotgun. There has been several dramatic henchfolk massacres, notably while fighting cornstalk mean on the mountain outside the dungeon; and battling the necromantic midgets, and their undead allies, in their tiny throne room.


This is not a dungeon of drow and orcs but of screeching eyeless freaks and cannibal morlocks. There are murderous clowns and towering great mushrooms. Strange oracles and synthetic life forms. There is a healthy dose of the weird. A PC has been turned green, one has had their gender altered multiple times and there is a whole load of stuff included because the designer thought it was cool. Flying head from Zardoz (I have his minions manifest as different aspects of Sean Connery) a weird robot Sasquatch thing (I don’t know what it is but there’s a mini of it,) Lion men from Thundarr and more crazy wizards than can easily be counted. This gonzo but done well. Bonus fact, PCs fear clowns. I don’t know whether it’s IT or the one out of poltergeist but middle aged nerds have absorbed enough negative clown media to be actively scared of them, when all they want you to do is attend the Anomalous Subsurface Circus and have a good time....


Preparation required to run this is limited. Just reading the module really. I did spend some time working on a party that the PCs were invited to which was well worth it. They hired a carriage, brought in a tailor to make their outfits, Stacy the halfling had her hair done. It was cool. However the low prep aspect is why I started running this. During the height of the pandemic with a lot of time on my hands I was able to maintain four games a week including two that I was running out of my own head. Having an already sketched out mega dungeon was a massive boon for Thursday nights as it required me to do very little other than show up on time with my dice, fully clothed and have my internet on.


I like it a lot and I wish Patrick Wetmore would write more of it.

Sunday, 14 April 2019

Dark Sun, part two: The Bad Different

Continuing where we left off here...

What’s not quite as good is traditional fantasy game races, given the “our elves are different” treatment. Yes, you get the half giant with it’s bizarre alignment rules (although surely everyone just chucked those out,) and everyone seems to like idea of cannibal halflings but seriously this does my head in. If you’re changing the nature of elves so much that they’re now ultramarathoning, desert tribes who are renowned for stealing shit, why bother calling them elves? It’s retarded. I have heard that the original plan was to get rid of the traditional D&D races but pressure from above forced their inclusion and quite frankly it does feel a bit forced.


Bow down before the awesome power of my novel infused railroad

Then after the first boxed set you get the immediate release of not one but a five novel set, The Prism Pentad, which are immediately deemed canon for the game products. So instead of the great set up we had, now every scenario, setting book and supplement is affected by the events depicted in unrelated game based fiction. This is now the reverse of cool. Pray to your non existent gods, denizens of Athas, for you are now beholden to the greatest evil in RPGs: The Meta Plot. Insidiously they were setting you up for this right out of the box, that ziggurat that one dude was building? Buy five novels to find out what happens next. Spoilers: It spoils everything.

We start to get 2e splat book bloat. Hugely verbose over written treatises with an emphasis on development of the canon of the setting. We know now that paying your writer by the word is not going to produce useful at the table content for your RPG supplements. Drown in useless fluff, oh dear reader, the cool random tables you wanted are either stuffed in an appendix at the back or conspicuously absent. They even mention in the foreword to the Dragon Kings supplement that one of the reasons the material contained within was not included in the original boxed set was because they didn’t want to include spoilers for the novels!
Our Fellowship is Different
The adventures are bad. Instead of an awesome sword & sorcery sandbox (a literal one) we are given a series of railroads tied to the published fiction of the setting. Now I realise that this was the nineties and that was the fashion at the time but also the fashion seemed to be for TSR to go out of business too so I’m not placing too much store in that.

We still have clerics, yes even of Athas we can’t escape them, but instead of gods they worship elemental beings of great power. So, gods then. Just elemental ones. They still grant spells and the power to turn undead like gods in other settings. It’s like with this setting every time they make something cool they snatch it away from you in spite and make you have your same-D&D-setting-but-slightly-different-regardless.



Crossing the magic blasted desert in search of agency

Did I mention that writing is outlawed in most city states? This is good because then the PCs never have to find out about the the god awful back story they shoe horned into this at a later date. You see, you can’t just have ancient history that has been forgotten about or is unexplained. No way, are you crazy?  Every fully realised game setting must have a Silmarilion like prehistory dating all the way back to its very creation. So for Dark Sun we get all this bollocks about the Green Age and the Blue Age, and ancient wizards, and so and so the hobgoblin slayer. Because you can’t just not have hobgoblins. That would be stupid. You have to come up with some ridiculous, contrived scenario about how they were all slain by this super powerful wizard guy. Same for the orcs, and probably the bugbears. It’s insane. If you don’t want bugbears in your setting, you don’t have to have them. It’s ok. The ghost of Gygax will not strike you down. What’s even more certain is you don’t fucking need a half baked mythological construct to explain why they’re not present. They’re just not. Fucking deal with it. There’s loads of cool stuff included in Dark Sun; you really should be emphasising this, rather than the lame stuff you didn’t include. Much less coming up with progressively lamer reasons for why that is the case.

This is all getting a bit negative. And really, Dominic doesn’t like something is not news for anyone. This is a game setting that was railroading you even when you weren’t playing and if there’s one thing we know about RPGs, it’s railroads are bad. Such a shame really because all this annoying stuff about the setting? You can just ignore it. Well, perhaps you can, it’s still driving me mental now.

Monday, 8 April 2019

Dark Sun, part one: Our D&D is Different

Of all the TSR published settings, the one that seems to get the most love is Dark Sun. I find this both interesting and disappointing, a bit like Dark Sun itself. I have previously described it as the biggest false alarm in gaming and used other fairly derogatory terms in reference to it. Whilst I don’t care why the Forgotten Realms is shit or that Greyhawk is so boring, the fact that I consider Dark Sun to ultimately be a failure actually causes me physical pain because of its potential.

Dark Sun could’ve been good. It isn’t though. That makes me sad.


This is how they draw you in
Sword, sandals and sorcery in a post apocalyptic world dominated by near immortal sorcerer-kings just sounds like it’s going to be the best thing in fantasy gaming. We get the scarcity of not just water but metal; all the weapons are of bone, stone or obsidian. It just sounds cool. There’s the additional focus on psionics. D&D has never had good psionics rules but at least they fit thematically here as opposed to feeling tacked on like they do everywhere else. There’s loads of original monsters, specific to the setting and they’re all pretty horrific. This is good stuff.


Magic is bad, it drains the life from the planet with every use. So this scorched, nightmarish landscape? The wizards did it. I love this. The cost of magic is something I constantly bang on about (see just about every post on this blog) and here we are with it literally costing the earth.
Sword, sandals and whatever that weird two pronged thing is

There are no gods. This is a massive departure from D&D settings previously published. It would be hard to get anything done in Dragonlance for instance without one of the pantheon sticking their nose in, banging on about the balance or some shit. True gods means there’s some hope of a higher power intervening to sort all this out. No such luck. Do not trust to hope, it has forsaken these lands...


It is all extremely grim. Slavery is an ever present evil. Most people live in city states, ruled tyrannically by the aforementioned near immortal sorcerer-kings. Their agents enforce that rule in the harshest, most self serving way possible. Injustice and inequality are ordinary facets of daily life but the wilderness is super deadly, so take your pick.




There are ancient ruins all over the place and tribes of escaped slaves and merchant trading houses, and political intrigue galore. This has great adventuring potential for a bunch of rag tag, rebellious individuals on the make in a world gone badly wrong.

There’s tons of cool art by Gerald Brom, so everything looks great too.

However, here endeth The Good Stuff. If you just took these elements and ran with them you have the set up for a great game. This was not to be though. Next time I shall discuss where, in my eyes, it all goes a bit wrong.

Sunday, 24 March 2019

The Tavern at the End of the Multiverse

This was an idea I had for a drop in or Flailsnails style of online game. The idea being a tavern that exists in every reality, or travels between them at random, and conveniently sits atop a mythic underworld of campaign spanning proportions. A megadungeon that exists simultaneously in every campaign world and none.

So we combine the well used tropes, or dare I say clichés, of starting in a tavern and it having a fucking massive dungeon beneath it to go and adventure in. Also by starting and finishing each session in the tap room we can accommodate a drop in style of play. The cross-reality nature of the place means it is flailsnails compatible.

I didn’t really get that far with developing this but what I did have follows..

It’s called the Purple Sloth Tavern. This is an unsubtle tip of the hat to an old T&T gamebook that partially serves as inspiration for the place.


Josh Kirby, ladies and gentlemen...

The barman is Stanley, an anthropomorphic sloth, he’s a lot quicker than you might imagine and also the source of rumours the party might gather before heading down into the depths.

There’s a market in the courtyard outside that will allow does a fine trade in adventuring equipment and the fencing of looted treasure.

The are stables and everything else you might expect to find in a regular tavern, after all you can spend the night, eat, drink and gamble there if you wish. Carousing is optional but encouraged.

The entrance to the mythic underworld is via the cellar. Because Cool, and also cliché. At least this is the one that everyone knows about and the one that Stanley will give you for free. There are rumours of entrances originating elsewhere in the tavern that lead to various different parts of the dungeon below. However this knowledge is not freely available to starting characters.

The dungeon follows standard old school conventions and has factions and “themed” areas and all that jazz. Or at least in theory it does as I only got as far as drawing a bit of the level one map and adding two or three potential factions for those areas. For although I like this idea as a set up, and while it is more realistic in terms of what sort of game I can actually play given time constraints and availability, drawing a huge, fuck off map and/or keying it is not an exciting prospect for me. 


Huge fuck off map by Dyson Logos


There are tricks and so forth available for faster megadungeon creation than the labour intensive “just get on with it” method but in a spectacular display of nose cutting to spite face, my sense of stubborn I-will-create-my-own-material-for-my-games-whether-it’s-achievable-or-not fails to permit such short cuts.

A seed for a style of play that I should probably do more with but in all likelihood will not.


Thursday, 14 March 2019

On The Isle of Dread

The Isle of Dread is my favourite old D&D module. This isn’t a review, it’s a self indulgent nostalgia post. My copy of the Isle of Dread arrived one Christmas along with the D&D Expert set. You see I was getting quite good at D&D by this point and Basic no longer applied. I was definitely more of an expert. If you weere a child of Mentzer Basic like me then there was no module included in your Red Box, just an intro adventure in the DM’s book. However once I had the Expert Set I owned an honest to god real module, and it was good too.

Let me tell you of the days of high adventure... and dinosaurs


If you’re not familiar with the Ise of Dread it’s a hex crawl set on what amounts to Skull Island from the King Kong films complete with pirates, lost civilisations and dinosaurs. This type of pulpy, sword and sorcery adventure is exactly what I want from my D&D games. The only thing really missing from this is a gargantuan ape of some kind.

I ran this in 2017 in the bar at Dragonmeet for about six hours. I could’ve gone way longer but people had trains to catch. I did tease the presence of a huge albino ape but the PCs never actually met one. Instead they befriended the cat people, fought with the spider possessed locals (in a slight change from the original text I made the Aranea fist sized, mind controlling spiders that rode their human slaves as mounts), were on the receiving end of a triceratops rampage and loads more.




What this module delivers is encounter tables and adventure locations. Some are simple lairs but there’s a proper dungeon on Taboo Island too. Exploring the Isle is enough fun on its own but it’s possible to add whatever you like to this framework, develop the various factions, go pulp adventure crazy. I mean the cover to my copy (the orange one) has a Viking, a mongol warrior and a wizard fighting a T-Rex. That’s some good D&D right there. Throw a few five room dungeons in there and you’ve got the makings of a short campaign.

This is, for me, where D&D games shine. Play styles are exactly that and you can do anything with almost any game and it still be a good time. Pulp sword and sorcery is retro D&D all day for me though.


Sunday, 3 March 2019

Dreamlands D&D

Amongst grown up game players there is often great nostalgia for a time when we used to ride our bikes around to our friends’ houses and play RPGs all day and night. As adults this type of gaming is often lost to us as so called responsibilities eat up so much of our time. As a result, scheduling regular RPG sessions with the same group can be challenging. In the extreme.

This being the case, I’m always interested in framing devices for games that allow drop in and out play such as the famous West Marches or  the Flailsnails model. My own Grim North game was by, I hesitate to say design... means of fortunate accident known to function this way. New options are always welcome in this regard, who knows when they may come in handy.

Over the winter I had chance to read Ben L’s excellent zine Through Ultan’s Door which depicts a dungeon in his campaign world derived from HP Lovecraft’s Dreamlands. Up until this point I was not familiar with those works. Upon reading Ben’s zine I immediately consumed “The Dream-Quest of Unknown Kadath” and was captivated.

The Dreamlands: Legit D&D as fuck


For I had found, probably a hundred years after everyone else, a perfect framing device for drop in D&D (or the other role playing game of your preference.) As dreamers the PCs need only to breach the wall of sleep in order to partake in fantastic adventures that are limited by only the imagination. Everyone knows that dreams are flighty and inconsistent, fantastic and often bizarre. PCs enteringvthe lands of dreams could easily move from one fantastic episode to the next withoutt there being any break in the verisimilitude of the campaign. If Dave and Andy can’t make it this week because they’ve got parents night or karate class, it is easily explained by their PCs fading back to the waking world and they can slot back into whatever is going on once they return to the land of dreams.

Judge this by its cover and try and withhold your joy...


I feel like I could go on at length about this, and I might, but I see the land of dreams as a Matrix like environment. Not every dreamer has enough control over their dream state to be an adventurer. Some dream mundane dreams of carpentry and scribe work. Others dream themselves fantastic heroes or terrible villains. Creatures from nightmare, self aware dream beings, gods and devils abound. Essentially anything goes as you pass from one dream realm to another. Want to run a series of unrelated modules? That’s fine. Slumbering Ursine Dunes to Deep Carbon Observatory to the Isle of Dread is no drama. Want to have some sort of over arching meta plot for the PCs to thwart? Well, I urge that you don’t, we prefer the emergent stories we get from playing old school rogueish games around these parts but if that’s your thing then have at it.

This has got legs in my opinion... Remind me to tell you about the Tavern at the End of the Multiverse some time too.

Thursday, 21 February 2019

The Black Hack: More of a Love Letter than a Review

For those who don’t know: The Black Hack (available here) is a rules light old school D&D inspired game that uses a simple roll under your stat resolution mechanic and is focused on player rolls. Now on its second edition. Examples you say? You try to hit the goblin? Roll under your Strength. You want to dodge the blow dart? Roll under your Dexterity. It’s pretty straightforward. This simplicity at the heart of the game is its strength. You’re never going to get a simulationist experience playing this way and if you prefer complex machanics then this is not your bag. However this game has spawned a thousand hacks in all sorts of genres, the simplicity of the rules making it extremely versatile. You can do anything with this mechanic, as long as it’s simple. I mean you could say the same of any mechanic really but you only have to search DriveThru RPG to see how this ruleset has captured the imagination of independent games designers. I mean with such a proliferation of hacks the quality is wildly variable but some of them are even playtested, which is nice, and rather good.

Even the cover is a die drop table of weird shit

So at this point I should probably add the disclaimer that I know David Black. For it is his brainchild that I am writing about. When I say I know him, I mean to the extent that he’s played in some of my online games, that we hang out and play games at Dragonmeet, and that he patiently listens while I bitch and whinge about people I don’t really know except from their blogs and so forth. I was also once mistaken for him while I was running a game in the bar at Dragonmeet, my only claim to roleplaying fame.

The 1st edition rules are all you need to play the game. Indeed I used to keep a copy in my backpack so; that along with some paper, pencils and a dice roller on my phone; I was table ready at any time should the opportunity arise for a game of some sort. I have introduced numerous new players to the hobby because of this. The Black Hack uses slightly different mechanics to old school/retro forms of D&D but is backwards compatible because things like hit dice and spells still have meaning in TBH rules. You can easily convert the module of your choice on the fly if you wish.

There is now a second edition of the game. It contains some rules tweaks, a bestiary and shed loads of GM tools (generally in the form of random tables.) This now truly is all you need for the table. Plus, it’s good. The first thing I saw in the book that I instantly loved was the what are the monsters doing when you encounter them tables. In the bestiary each monster entry has two 1d6 tables that combine you give what the bad guys are up to, should you randomly encounter them for instance. So if I encounter pig faced or men I roll a 3 and a 5 to discover they are (3) drunkenly bickering over... (5) ...1d12 left boots. Nice. Plus it comes with this cool Sean Poppe illustration...


Give us your clothes, your boots and your motorcycle. Mostly your boots though, and only the left ones at that.

In addition to this I get random tables for dungeons, for wilderness adventures, NPCs, adventure hooks, traps, poisons, magic stuff, treasure, and some tasty GM tips too. It looks great too.

Can it all be positive? I mean, no. When your rules are this light there are going to be cases they just don’t cover. Player vs player is one that seems to constantly come up on social media discussions (admittedly it’s mostly theoretical questions I see rather than an actual problem from play.) There are always going to be people who aren’t comfortable making things up, prefer a definitive word of god answer. As the GM I miss rolling dice (except for damage, *insert evil laugh*) and PCs can eat up old school modules as Black Hack PCs at lower levels are generally more powerful than their B/X equivalent, for instance. The answer to all this is as simple as you can change stuff you don’t like. A simple rules framework means it is easy to modify without ruining everyone’s fun. Hence all those hacks of it I guess.

I’ve used this game to run either impromptu fantasy games or sword & planet games, combining TBH with Warriors of the Red Planet in my Warriors of the Black Planet games. It’s worked out great and I’ve enjoyed myself thoroughly. I’ve only been a player in a Black Hack game once, and back then it only existed as a handful of sheets of paper that Dave had printed out and brought with him to Dragonmeet. He ended up running it in the bar using Barrowmaze, which he’d bought an hour beforehand along with some hideous, green, neon dice. It went smoothly and I knew then that the game was going to be good.

Now my kickstarter 2nd edition has arrived in a sleek black box and its fucking cool.



Thursday, 21 August 2014

Things Encountered on the Road to Nox Aeterna

There are things in the woods. They hate you.
Things encountered on the road to Nox Aeterna (in note form):

Beastmen, Satyr, they might look like steroid using goat barbarians but they're flesh eaters and you look like a Sunday roast for the whole warherd.

The Teeth of Beoric, the Green Pearl of Vaxos, the Ivory and Iron Crown, the Skeleton Puppet, finding any of these things can only lead to grief and woe.

Peasants in trouble, faeries have stolen their wagon, an ogre has eaten their children, goblins have soured their milk cow or whatever.

Nothing, they get to the city without incident. Hahaha. As if.

A wizard hunter.

Flying things, pelgrane? Harpies? Dragon? Vores? Moths? Goblins riding moths? The actual Mothman?

Visions, a snow leopard that talks, the Horned Lord and his wolves, any of the other weird faerie-ish gods, a fat man towing a wagon on which sits a huge cauldron of porridge, a black dog with green eyes, a faerie cat, nine dead men hung from the branches of an ash tree.

Witch/witches, inhabiting abandoned huts, weaving or threading beads or sewing or being openly hostile, reading fortunes for silver.

A birchman, or colony thereof 4hd AC 5 (14) dmg 1d8, immune to blunt and piercing weapons, vulnerable to fire.

A rabbit hole, a rabbit hole is like a wormhole but a fantasy one. It leads to the otherworld or at least a pocket of it. It is small but everyone can fit in it.

A dead or wounded patrician.

A gold prospector. Guess what? He's mad. I did not see that coming...

A bridge. Not just an ordinary bridge. It depends on how you cross it. Or who built it. Or who lives under it. Or who disputes your right to pass over it. Or all of these things.

Thursday, 26 June 2014

Wight is the new Black

The Wight. This is where the undead start to get interesting. Skeletons and zombies are classic foes obviously (with the latter being a pop culture obsession in the last decade,) and ghouls are good, paralysis is a great threat for the average PC. The wight however is a truly deadly opponent, that level drain is a total bitch, especially for your low level PCs who are staring death in the face with no saving throw.

Barrow Wight by verraux on deviantart


The Swords and Wizardry Complete rules has this to say about Wights:

"Wights live in tombs, graveyards, and burial mounds (barrows). They are undead, and thus not affected by sleep or charm spells. Wights are immune to all non-magical weapons, with the exception of silver weapons. Any human killed or completely drained of levels by a wight becomes a wight. "

Mentzer Basic D&D says this:

"A wight is an undead spirit living in the body of a dead human or demi-human. It can only be hit by silvered or magical weapons. Wights are greatly feared, as they drain life energy when striking a victim. "

Wikipedia says:

"In its original usage the word wight described a living human being.[3] More recently, the word has been used within the fantasy genre of literature to describe undead or wraith-like creatures: corpses with a part of their decayed soul still in residence, often draining life from their victims."

Dragon Warriors says this:

"Wights are ancient undead, greatly feared because of their passionless evil and strange magical powers. They are the shamans and wizard-kings of a bygone age, and dwell in the bowels of their lonely burial-mounds. Transformed and sustained by their own necromantic magic, Wights appear sallow and desiccated, sunken eyes glittering with an eldritch light."

Warhammer Fantasy Roleplay defines Wights thusly:

"Wights are the remains of mortal heroes, animated beyond death by their own evil wills, and by strong magic woven ivy those who interred them in their grave-mounds many centuries earlier. Wights are almost always arrayed in full armour but their pale faces are visible beneath the helm, the spectral remnants of their long-decayed bodies."
This guy.



For my Grim North setting wights are going to be more along the lines of the undead remains of sorcerer kings, the witch lords of a bygone age. Vulnerability to magic weapons only is an issue given the rarity of such items in the setting but let's say all non silver weapons do half damage. The touch of a wight will be ennervating but with some temporary attribute draining touch something like save vs 2d6 strength loss, rather than the dreaded level drain, although any victim not slain will soon recover if brought out into sunlight. In addition they will have some spells and unique powers (in addition to its spell casting DW allows a wight a poisonous breath weapon, the ability to raise fog, and cast illusions that cause paralysis through terror, all once per day.) The wight will be armed and armoured with its burial finery so there's scope for some serious treasure, given its status when alive, with the additional possibility as afforded in WFRP that when wielded by its unded owner a wight's blade takes on some of the creature's dark, unholy power.

I'm going to have to work on the stats, although I'm leaning towards making each one unique in some way.

Sunday, 8 June 2014

XP for Goals not Gold (ok some for gold but mostly not)

This
 Maybe because I started RPGs with the likes of Dragon Warriors and Marvel Superheroes before getting to D&D, I've never been an XP for GP enthusiast. For starters I hate gold as the standard currency, it's silver in all of my games. The devaluation of gold as standard tender serves no one. Gold should be rare and desirable. Those greedy dwarves covet it for a reason. Ok and don't get me started on 10gp to the pound (lb)... In the Grim North silver pieces or the hack silver equivalent are 40 to the pound, which makes them roughly the size of a UK £2 coin (and it's a big coin.)

Not this
 But I digress... I see the justifications for XP for gold and mostly they support mega dungeon play, of course hugely popular in the OSR. I don't or won't run a mega dungeon. I get the advantages and I like dungeon bashing as much as the next murder hobo but I prefer my games to be more open, with more scope for NPC interaction, conflict and conspiracy. It's more satisfying for me to run and no doubt plays to my strengths as a GM. Devising traps and dungeon cartography do not find me at my peak creativity wise. Dungeon ecology often just bites into my suspension of disbelief a bit too. Why do the orcs live near the gelatinous cube? That thing is bloody dangerous. Are orcs just meant to be that stupid? Why don't they move to some less hostile real estate? Surely there are parts of the generic fantasy kingdom not populated by practically invisible, freakish, flesh dissolving novelty shots.

Aaargh! The Horror!

Back to the point... So XP for killing stuff only tends to lead to PCs laboriously searching out monsters to off and turns them into perpetual motion machines of death and destruction. Also not desirable. "Hello! Dungeon extermination service, you're through to Conan, how may I help you?"
So, how does this XP stuff get doled out then? Well, for killing/defeating stuff; there is some for treasure but it's a tenth of treasure in XP; and of course goal completion and good role play. Now lots of people don't like the last one because it is a bit arbitrary. Deal with it. It is the GM's role to arbitrate. Obviously how well stated the PC's goals are and how successful they are at achieving them is going to influence the amount of XP they get for that sort of thing. If they plan to rob a wizard's tower of a certain spell book, preferably without drawing too much attention to themselves from either the wizard or the authorities then getting in and out ninja style is going to be worth way more than slaughtering the wizard and stealing the book amidst Godzilla movie level carnage.

XP for Subtlety: Zero
 This has to spelled out to the players before they start the game though. I don't want anyone to be disappointed by their character progression because they didn't understand the mechanics. What I do expect is audacious planning and grand exploits to be greatly rewarded and wandering around randomly murdering things and nicking their stuff to be less productive. Fulfilling your character's responsibilities should also be rewarded. Marvel adventures often had side jobs like buying flowers for the hero's girlfriend or checking on his sick aunt that gave Karma awards if completed but were penalised if they got blown off. It helped to flesh out the non heroic aspects of the character's life. After all, no doubt as satisfying as Peter Parker found punching Doc Ock in the face I bet he was much more concerned with banging MJ at the end of a hard day's web slinging. Best to keep her on side then.

Being bitten by a radioactive spider has its perks

Wednesday, 4 June 2014

Fast and Dirty Review of the Teratic Tome


Looks familiar no? Good cover.

This is a bestiary of unusual creatures for your OSR games. It's stated for OSRIC but that just means minimal or no conversion to the OSR rule set of your choice.

Included are a variety of nasties, many of which are unique individuals but they're all a bit left of field compared to the straight up Monster Manual. I particularly like the Pontiff, which are a race of Alien-like religious zealots and the Audience which are blind but a floating mass of mouths on stalks that speak various spell effects. Not unlike a certain tyrannical floating sphere with a lot of eyes...

The art is excellent throughout, especially if you like female monsters that are half spider, half naked chick. In fact there are a lot of topless terrors depicted in this book, and the horror themes of a lot of these beasties means it might not be suitable for younger players. However if naked girl demons with razor sharp teeth and tentacles where their genitals should be is your bag, then crack on.

I like it, it's different, the monsters are creative and unusual but still useable, and at pay what you want on DriveThruRPG you can't argue with the price.

Tuesday, 13 May 2014

Class War

D&D character classes are dull.

Magic User. There is no way to take something that should be strange and wondrous and make it sound any more mundane. I hate "Fighter" as well. Nothing has ever sounded so boring, no wonder no one wants to play one. One thing I did like about 2e was the character kits. So you had your basic classes but how you played them made a difference. A fighter could be a knight or a barbarian or an archer or a gladiator or whatever really. This is good. None of these things need to be a new character class, another pet hate, but with a few skills and some flavour you have a character that has an identity.

Cleric grips my shit too but the reasons are different. It's a basic class but very prescriptive. I preferred the customisable priests, even if it was more work.

The only one that works for me is the Thief. He/she is a rogue, a tear away, someone with unusual skills. There's a bit of flavour there before you even begin. That's good too.

You can start banging on about Paladins and Rangers and Druids but let's not, they already have a great deal of fluff built into them as character classes. Plus they're generally the only reason anyone plays a human. Getting off topic.

So what makes Joe the Fighter different from Fred the Fighter?

Well Joe is a Rekkar tribal warrior, a carl sworn to the Jarl of his people. So I'm renaming him using my random Rekkari name generator, a handful of dice tell me he's called Rendred. A roll on my Rekkari tribal generator tells me he's from the Snow Spear tribe.

Fred I've decided is an ex pit fighter who fought his way to freedom in the Battle Pits of Nox Aeterna. Sent there for a crime he didn't commit (obviously) he took on beasts and men in blood drenched combat for the amusement of patricians and commoners alike, until skill and chance granted him freedom. Still branded and tattooed as a slave, he is now free to pursue his fortune and probably the conspirators that sent him to the battle pits in the first place.

I terms of game mechanics though, what are the differences between these two characters? Well Rendred is a weapons specialist in the battle axe, plus he will have wilderness related skills like tracking and survival. Fred will get half penalties for fighting with dual weapons due to his flashy entertainment based fighting style. Both will experience social stigma in the city as a barbarian or freed slave.

There we go. Two fighters, hopefully very different. Rekkar warrior and Pit Fighter is what I'd be writing on their character sheets.

Now, about those clerics...

Tuesday, 22 April 2014

The Grim North Awaits

It is the Age of Samhain: The countless black spires of Nox Aeterna,
City of Eternal Night, rest upon the crypts of a thousand forgotten 
civilisations. Insane patricians, bizarre cults and shadowy, 
eldritch forces all vie for power. Outside the walls barbaric tribes
war constantly with each other and the unforgiving winter. In dark, 
cobwebbed forests and haunted ruins stalk malign beasts who want you
dead, and hordes of weird goblins steeped in slaughter and madness. 

Fighters, Clerics, Magic Users and Thieves required. This is old
school D&D,where great dangers yield great rewards and a glorious
death or an ignominious demise, penniless, bleeding out on the snow.