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

Wednesday, January 29, 2020

Gallery of Dungeon Magazine Covers

After posting the Gallery of Dragon Magazine Covers and then a Gallery of White Dwarf Magazine Covers I thought I was done!  But gentle reader Ancalagon_TB inquired about same for Dungeon Magazine. And being the slave of vanity that I am, I could not deny such a request.

This right here, opening a door and seeing this is why I D&D.

I'm missing several covers. Annoyingly issues #1 and #100.  I could maybe fix.  But I don't have the nostalgia for Dungeon like I do for Dragon. And pretty quickly the covers devolve into being splattered with "huge shocking text" and other attention whoring graphic design.  Making it look like those trash celeb rags in the checkout line. Which saps my motivation. But here's most of Dungeon Magazine Covers Issues #2 to #150.

I remember this circus, bunch of assassins or something.

And here is an index, not created by me, to the Adventures in Dungeon Magazine.

Sunday, January 26, 2020

How to Get Started with Old-School D&D

[Links and information to support Austin, TX Birth of D&D Celebration.]

Updated OSR Resource Page

Email me, njharman@gmail.com if you are looking to get into a local game. Or, if you want to run a game and are looking for players. There is a relatively large community of players in central Texas.

How to get started playing old-school for free has already detailed this better than I can. I will reiterate two links that attempt to explain what old-school style of play means.

A Quick Primer for Old School Gaming by Matt Finch - The first of the popular guides to old-school D&D, by someone who has been instrumental in the popularization of the hobby in recent years.

The Principia Apocrypha by Ben Milton, Steven Lumpkin, and David Perry (with Evlyn Moreau) - The most recent guide to the principles of old-school gaming, lovingly illustrated and filled with elements of wisdom collected in the years since Matt Finch wrote his.

Rules


Old School Essentials Basic Rules Free PDF. I recommend these for people who do not know where to start. They are reformatted B/X.

Original Rules PDF I do not recommend for typical play. Only for historical interest or for those wishing to recreate the first ever D&D experience.

Blogs


Look to the right -> "Explore!" lists most recent post from scores of blogs I've Favorited. Most are OSR related.

This blog's OSR labeled Posts.

Youtubes

Questing Beast - Reviews of new products, learn about all the great things you didn't know exist.

Bud's RPG Reviews - Reviews of (mostly) original out-of-print games and products.

and so many more.

Monday, January 13, 2020

Celebrate the Birth of D&D, January 26th

Celebrate the Birth of D&D



On January 26th 1974 (or thereabouts) the first rule books for D&D were published for sale. Come celebrate and rediscover the original edition of the game with experienced referees from the local area.

Several referees will be available to run games, using the original rules, house ruled or not, OD&D, AD&D, B/X, BECMI, or their retro equivalent.

No materials are needed. Pencils, paper and dice are optional. Characters will be rolled at the table or provided.





Currently scheduled referees:
  • Steven Clark (and the event organizer)
  • Jimm Johnson
  • Tres Churchill
  • Lawson Benett
  • Norman Harman (me)
  • Kevin Searle
  • Nathan Jennings
  • Anthony Huso

More information and to register interest (as a player or referee) visit the Austin D&D and Tabletop Meetup page.



[While googling for the above LBB image I found this blog, Why OD&D is my (sometimes) favorite RPG. Which, hey, I wrote! Rereading it, other than cringing at my writing style/voice, I get the same craving for hunk of open fire roasted meat. Although now, B/X is my system of choice to satiate that hunger. It sharpened my understanding of what I enjoy in this style of game. Quoting from the designer notes of my Wilderlands Campaign Book;
I really enjoy how B/X leans more towards “a game” than towards “story time” or towards “tactical battle simulator”. Players move their game piece around a “board”. Rather than being their game piece. A subtle distinction. Backgrounds, goals, character growth are emergent rather than preconceived and related. B/X is play over narration.
B/X is built to be a game of exploration and acquisition of mechanical power (levels, items, gold). Which is what I often want. When I don't I use some other rules. They all have a place.]

Saturday, December 28, 2019

Gallery of Dragon Magazine Covers

I have fond memories of running home from school to check the mail box for the brown paper sleeve that meant another Dragon Magazine had arrived.  Ordering and having the magazine addressed to me, was the first / most "adult" thing I can remember. I had paid for it myself, filled out subscription card and magically, every month, this thing appeared. Full of art and stories and adventures and Giants of the Earth, Ares sci-fi section, Wormy, Gods of Oerth, and those totally rad dragon chess covers!

I can still remember articles, "Even Orcish is Logical", "All Games Need Names", one about the mass of giants and how their bones wouldn't be able to support their own weight. Adventures "Can Seapoint be Saved", "Forest of Doom".

Here is the Gallery of Dragon Magazine Covers #1 to #250 from my CD collection of Dragon Magazines.

Tuesday, December 24, 2019

The First Monster Manual

The contents and structure of medieval bestiaries are very similar to Dungeons and Dragons Monster Manuals. Sans stat blocks.  I know because I just looked at several at the Blanton Museum special exhibit Medieval Monsters.



It was extremely hard to get good photos (dark, no flash).  View full Medieval Monsters Picture Gallery.



I was most amazed at the age of the books. Firstly, I did not realize bound books "technology" was so old.  Secondly, how have these things survived 700-800 years! There was samples of three types of vellum, from thin and fine (I forget what animals, deer?) to the thick, robust, indestructible feeling goat hide. Pro tip, scribe your spell book on goat vellum!

Check out this multi-headed camel leopard thing.



The rest of the pictures I took are over on my friend or foe site, under medieval monsters.

Monday, January 28, 2019

Reading B2 The Keep on the Borderlands

Because B2 was my first, I will always consider it the best. After getting Into the Borderlands and reading Age of Dusk review recently Ahead of starting Wilderlands sandbox I decided to have a deeper look at the DM advice and Keep portions which I maybe read thirty whatever years ago but have skipped past in more recent times. The tldr; is that it's pretty honking great.




All quotes from "Dungeon Module B2 The Keep on the Borderlands" by Gary Gygax, copyright 1981 by TSR Hobbies, Inc.

"... for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow. The others in your group will assume the roles of individuals and play their parts, but each can only perform within the bounds you will set."
I'm a huge fan of B/X, at least how I run it, because it leans heavily towards "game" rather than towards "story time". It manifests as play over narration, as play over character "builds". Backgrounds, goals, character growth are emergent rather than preconceived and related. It has taken a fork away from narrative "story" games. [Some people like the narrative games. I do not.] B/X is just as cooperative, but players contribute through the actions of their characters, not as players spending fate points to alter the plot / world. There is a clear delineation between Referee and Players.

"It is now up to you to create a magical realm filled with danger, mystery, and excitement, complete with countless challenges. Though your role is the greatest, it is also the most difficult. You must now prepare to become all things to all people."
No pressure...

"Welcome to the land of imagination. You are about to begin a journey into worlds where magic and monsters are the order of the day, where law and chaos are forever at odds, where adventure and heroism are the meat and drink of all who would seek their fortunes in uncommon pursuits."
That is pretty hokey. I'm sure I loved it as a 13 yr old.

"... the DM must be a truly disinterested party, giving information as required by questioning and proper action, but neither helping nor hindering otherwise."
I fail at only giving information "as required". I want players to know too hard. I can't keep secrets. I always assume that is my fault when players don't "get it", whatever it is. So feel I owe them hints or 2nd chances. Also, if I'm honest, I want players to see my hard work, my "clever" secrets, etc. I don't have a problem with them turning left when the adventure is to the right (not a no good, dirty railroader). But once they're in the adventure and so close to discovering some "truth" or planted foreshadowing, I can't help but give it to them.

What's even worse; many players do not thrill at discovering the "world building", figuring out secrets, seeing how it is all connected, etc. as much as I do. So, not only are they fine with "not getting it", they probably don't enjoy me ramming it down their brain holes.

"In this game, the action is only limited by the abilities of the character, the imagination of the player, and the decisions of the DM. The play will often go in unexpected directions and the DM will sometimes be required to decide on situations not covered in the rules."
I know (cause they designed 3ed and too many other games) there are people that want everything defined, explained, codified. I just wish they'd learn that that doesn't work for RPGs.  All those pages and pages of crufty rules is better handled by the above two sentences.
"... Just as the referee of a sporting event, the DM must be fair. He or she cannot be "out to get the players". Nor should he or she be on their side all the time. ... The DM must be fair, but the players must play wisely."
That last bit! You may not agree with it. I may not be correct in believing it is true. It ties into wanting my RPG to be more of an active game and not just passively "play acting a story". In games, to do well, you must play well. You can't win or lose D&D, but you can fail at it. And it is your responsibility to not fail, not the DM's not the other player's.

Being not out to punish players is obvious. Not ensuring players always win doesn't seem to be as well understood. For play to be satisfying, there must be risk of failure. Players must have bested the challenges put before them by their own wits (or luck). If success is pre-ordained, then they're not playing a GAME. They are reading a (probably poorly written) book or watching a (definitely low-budget and poorly acted) movie.
"Throughout all this -- making decisions, playing roles, handling monsters -- the DM must remember that he or she is in control. The DM is the judge, and it is his or her game. The DM should listen to the players and weigh their arguments fairly when disagreements arise, but the final decision belongs to the DM. The Dungeon Master's word is law!"
Man, I really wish that last sentence wasn't there. It's redundant and just pushes things in antagonistic way. I can see esp younger, less mature DMs remembering that and not the excellent and balanced previous bits and using it to be a dick.
"After the party leaves the dungeon safely, all surviving player characters should divide the treasure and be awarded their experience points. Division of treasure is the players' responsibility."
I try to push treasure splitting on party. I do not interfere when the thief steals shit.

"DM Note: Have each player identify his or her character's name and profession. Have them answer in their own words why they seek entrance to the place. If they answer sounds unnatural, assume the role of the corporal of the watch, and begin to cross-examine the speaker. Now is the time to make the players realize that whatever they say -- as speech or relating their actions -- will be noted by you, as Dungeon Master, and acted upon accordingly in whatever role is appropriate to the situation."
I distinctly remember in games I ran 20+ years ago vs those in last 10 or so everyone being in character most of the time. Players talked and acted in 1st person. Not in funny voice/acting.  Just saying "I open the door." vs " opens the door". I enjoy that more. It also kept play more focused and speedy. But, and this may be rose colored memory or due to other factors, it really seemed to positively alter game play. Players were more imaginative with questions and actions. They interacted with the world via "voice" rather than via dice (rolls).

I usually start campaigns, in media res, at or in the "dungeon", often with an ambush. I like action, and new players never know what to do and everyone putters round town forever! But, I'm definitely using something like this from now on. Since I still don't want to start "in town", I'll have a patrol question the characters. Then jump to the dungeon. Knowing the people I usually play with they will probably antagonize and fight the patrol, ending up dead or in jail instead.

[To the players] "Of course you are inexperienced, but you have your skills and a heart that cries out for adventure. You have it in you to become great, but you must gain experience and knowledge and greater skill. There is much to learn, and you are willing and eager to be about it! Each of you has come with everything that could possibly be given you to help. Now you must fend for yourselves; your fate is in your hands, for better or worse."
This is only applicable for specific old-school, non-heroic style of game; "you have everything... fate in your hands".  The history of your character begins now. You will be judged based on your actions henceforth. You start as nobodies, clean slates. No backstories, no angsty youth, no secret bastard of the king.

Act, don't tell!

Friday, August 10, 2018

Echoes From Fomalhaut #2

I've been a big fan of Gabor Lux since I first read his stuff (maybe in Knock Spell, maybe from some OSR blog). At this year's NTRPGCon I picked up the first issue of Echoes From Fomalhaut and promptly ordered the 2nd issue. Which arrived today!



Produced by E. M. D. T. "First Hungarian D20 Society". Don't be scared away by d20ness. The style and feel is very much Appendix N inspired. It's not just another imitation of old-school sensibilities. It's its own product. And has a sprinkling of unique "spices" that derive in part from it's Hungarian roots, I assume.  Besides, Gabor Lux's and other contributor's work is great due to their ideas, structure, and writing.  Not statblocks.



What do you get? I haven't read it yet and this is not a review.  But I'm the happy owner of a digest sized 44 page, nice layout (a fair mix of modern / readable and callbacks / homages to zines of yore), varied and evocative / inspiring art (which for me as an RPG user is the most useful and valuable trait art can have). Plus a really nice looking on thicker paper, two sided, 4x digest size map. For $8 + $4 shipping to USA.

You can order the first two issues of Echos From Fomalhault and The Barbarian King from EMDT's online store.


Beyond Echos From Fomalhaut, there has been a significant amount blogged about and published (self-published, in OSR magazines, and other products). Much of it in Hungarian (to the loss of non-speakers, like me, I am sure) There are online English Fomalhaut Resources.  And I definitely suggest acquiring back Knockspell issues for the "Isles on an Emerald Sea" series.

Reading the first issue made me want to get on my DM cape and play! In fact I've since started organizing a Wilderlands sandbox starting with the Beekeeper adventure in that issue. Flipping through, it appears Echos From Fomalhaut #02 will be just as inspiring. I can't really say anything better than that [it makes me want to play] about an RPG product.

Friday, September 23, 2016

Barrowmaze For 5th Edition


I've bought the original Barrowmaze, Barrowmaze II, Barrowmaze Complete and loved every single one.  The concept is original and executed brilliantly. Maps are huge, beautiful and interestingly complex in the non-linear, fun to explore way. The art is great and complements the story, descriptions, encounters and details of the dungeon which is dripping with evocative detail.

I've only be able to run a dozen or so sessions of players through the Barrowmaze.  Mostly because the pool of face-to-face old school gamers is fairly limited. I'm stoked about a version for the hoards of 5ed players that crowd several FLGS couple nights a week in my area. And while I could convert it myself, or on the fly, I'd rather spend that energy in running the thing, consternating and delighting my players. Plus Stan Shin was one of if not the first to post 5ed conversion notes/system (which I've used and approve of). I have confidence Barrowmaze 5th ed conversion will be done well.

The Megadungeon 

The core of Barrow is a vast megadungeon. The content is broken up into sections so you can dive into the adventure without having to read the entire book first. The megadungeon content includes:

Over 600+ dungeon rooms
  • 36 lavishly illustrated player handouts (each referenced in the text of the megadungeon itself) 
  • A dedicated monster section each with individual illustrations 
  • New magic items and spells 
  • Random Encounters 
  • Patron Generator 
  • Random tables for Dungeon Dressing, Graffiti, Runic Tablet Results, Dungeon Restocking, Sarcophagus Contents and more! 
  • Random Crypt Generator to create your own Barrows 
  • Enough old-school content for literally years of gaming!

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