Showing posts with label CC. Show all posts
Showing posts with label CC. Show all posts

Sunday, February 6, 2022

Hey...Another Review!

I sent Prince of Nothing a copy of Comes Chaos, and he has deigned to grant me the boon of a review. Quite a comprehensive one, in fact.

The fact that Prince knows (and is a longtime fan) of Warhammer and a longtime DM of the Basic D&D game (I believe he uses the Allston Rules Cyclopedia, though I may be mistaken) gives him a solid handle for analyzing the work, and...well, he's been writing pretty good reviews for a while now. For those still wondering about whether or not this is a purchase they want to make, I'd suggest taking a look; you should know...one way or the other...after reading his post:


Later, Gators. Have some (A)D&D to play this morning.
; )

Friday, February 4, 2022

Hey...A Review!

Tim Brannan over at The Other Side blog wrote up a chapter-by-chapter review of my latest book COMES CHAOS. Interested folks who've been wanting to read someone's opinion of it (besides mine...*ahem*) should check it out. It's a decent overview of the thing.

I spent half the day writing my first post on "world building;" it sucked and was pretty incoherent...um more so than my usual ramblings...so I'm taking a moment to step back and think about exactly what I want to communicate. Definitely more than empty platitudes (which is kind of what it was turning into).

And speaking of weird ramblings: despite feeling "done" with the Star Wars franchise I have been watching the Book of Boba Fett, and man is that thing all over the map! But the most interesting part of watching the most recent episode is finally realizing what it reminds me of: an old 80s SciFi series like Battlestar Galactica or Buck Rogers (especially the latter). Not only is there a heavy rubber-mask alien vibe throughout the thing...much less than in the Mando series where most of the cast was either human or helmeted...but droids feature more heavily and everyone is just nonchalant about the weirdness of it all.

[which, by the way, is very different from the Star Trek M.O. Everything in Star Trek always seemed allegorical...used to tell some sort of morality lesson...and all the main (human) characters constantly alternated between smugness or bending-over-backward-to-understand-our-culutral-differences. Gah. BoBF doesn't care about any of that...things are just weird in the galaxy. Period. Who cares what a weequay or jawa thinks about life? It's rubber mask escapism

Of course, the most interesting / fascinating show I'm watching these days is The Morning Show with Jen Anniston and Reese Witherspoon. Good stuff that. 

Okay...enough, I don't want to get into a TV discussion at the moment. Life's too short.

Tuesday, December 7, 2021

YEAR OF THE RAT: Results and Updates

A few housekeeping notes: folks may have noticed the pricing for my books (in the sidebars) has changed. That's because I finally got around to updating the prices with the current shipping rates. My apologies for needing to jack up the rates...I would have waited till the New Year to implement the changes, but I was running out of money to even do a new print run of my B/X Companion, let alone put together the scratch for another book (which I'm hoping to do in the near future). Canada and international costs are the real killers here.

If you're one of the dozen or so people who already purchased the new book, rest assured you got a deal (at the old rate): your books have already shipped as of yesterday morning. PDF costs (on DriveThru) will, of course, remain the same. 

A great, heartfelt THANK YOU, by the way, to ALL my customers (print and electronic). It is immensely gratifying to know people actually support the work...I only hope that the books, in turn, have provided a commensurate measure of enjoyment to their purchasers.

NOW: Year of the Rat.

I noted back in my original announcement of this contest that it was (largely) inspired by Prince's "No Artpunk Contest" (the first volume of which has now become available at DTRPG). Prince spent the month of September reviewing each individual submission for his contest, praising and critiquing and entertaining his readers.

I'm not going to do that (just don't have the time).

However, I will SUMMARIZE how things went down. Seven people (including myself) submitted a total of eight rat-themed adventures for the contest, almost every one of which being received by the November 30th deadline (the single exception being my own). The entries were:

Into the Sewer by Andrew Newport
Vats of Rats by Vance Atkins
Court of the Rat King by Chance Dudinack
Kobold Caves of the Golden God by Jeff S.
Clearing the Warrens by Vance Atkins
Silos of the Mad Rat by Ben Gibson
The First Rat Bank by Nicolas Posner

All the submissions were scored for Originality (have I seen this idea before), Creativity (innovative use of system and design), and Usability (how easy could the adventure be run at the table). Scores were then totaled to determine rankings. Yeah, yeah...it's all subjective, but since it's my contest, I get to be the judge.

As per the contest rules, prizes were to be awarded to the Top Two adventures...and based on points alone, I had a tie for second place! Since the scoring was subjective anyway, I turned to a secondary "tie-breaker" to determine who would join the #1 entry in receiving a shiny new book: treasure placement. I hope to write an entire post on "treasure" (hopefully this week) but suffice is to say that proper treasure allocation is a pretty darn important consideration in modular adventure design...and one that (for many reasons) seems to get overlooked too often by (present day) designers.

This IS D&D, after all.

SO...one of the tied entries had placement of roughly 89.7% of (what I'd call) "expected" treasure, based on encounters, PC level, and PC number. The other had 8.5%...far, far too low. 

Just...mm. No.

Thus it is, I'm proud to announce the Top Winners for my Out of the Sewer adventure design contest are: Nicolas Posner and Vance Atkins (the latter for Clearing the Warrens). Yay! Kudos to both!

Honorable Mentions go to the places 3, 4, and 5: Ben Gibson, Jeff S. and Chance. Their adventures...along with the winners...will all be going into the compilation book, Year of the Rat. I will let folks know when it is available...as stated, all proceeds from sales will be going to charity.

Gauche as it may be, I might throw my own adventure in the book, just to have an AD&D entry in the mix (all the others were written for OSE, B/X or S&W). We'll see. If not, I'll just make it available on the blog. 

[hmm...might do that anyway]

All right...that's it for now. Once again I'm out of time...super busy this week, not even counting things like decorations, tree-trimming, and Christmas shopping (none of which I've yet done or scheduled to date...and I've got a couple of kids who are expecting holiday cheer!). More later, people.

Sunday, December 5, 2021

Pix of the New Book

Kelvin Green asked me if I could send his some photos of the new book to post on his blog (though I'm not particularly sure this is his plan...at the moment he seems very into pie). Anyway, since he DID do all the art for Comes Chaos, I figured the least I could do is mail him a print copy; however, international postage being a bit wonky at the moment, it might take a while to get to him.

SO, I sent him some photos, and I figured I might as well post them here as well...just in case folks are considering the book as a stocking stuffer this holiday season. Here you go:

Softcover, 64 pages


Some really good art pieces from K.G.


It's a B/X setting supplement, so
includes rules for designing/running the setting.


A few adjustments to the standard B/X
rules to incorporate the vagaries of the Chaos gods.

For folks like me, who grew up wishing they could find a way to make GW's Realms of Chaos books in their D&D campaign...well, this adapts many of those books various ideas (as well as stuff from other games/works of fiction). Works well for a Moorcock style "Chaos takeover" or medieval-style Mutant Chronicles. It is NOT designed for Advanced D&D (most of it was written while living in Paraguay, back when I was still "all B/X, all the time") but most of it is pretty adaptable. And it should work perfectly well with OSE...although the chapters are written in the same layout format as B/X.

People might be wondering why and how they might ever find a use for a book like this. "I'm not planning on blowing up my campaign world, a la Moorcock's Elric saga...and I definitely don't want my PCs running around as mutant champions of evil!" There are still many ways to use the book. It has new monsters, magic items, and spells that you can throw into your campaign world. It has alternate B/X rules (and an alternate B/X class or two) that you might find useful. It can be used to create small pocket areas of "bad juju" for PCs to heroically explore and combat. It has ideas for how to unify various "kitchen sink" themes found in D&D (like all the weird, Chaotic humanoids and the "funhouse" dungeons in which they live).

Anyway, it's a neat little book. And I just happen to have a big ol' pile of them on hand.
; )

By the way: just while I'm on the subject of hocking my wares, my B/X Companion is once again sold out. A new print run HAS been ordered, so I'll be able to send out copies in the next week or so, but if you don't want to wait there ARE retailers (like Wayne's Books) that have it in stock. You should NOT need to buy copies from eBay for hundreds of dollars (those keep popping up for some reason; not sure why). If your money is burning that big a hole in your pocket, email me directly...I'll take your $300 and send you my kid's copy (he'd happily split the money with me and wait for a copy from the new print run). 

[okay, no, don't send me hundreds of dollars for a book that costs less than $30. My POINT is, please don't be a sucker]

Finally, one last thing I want to note before I sign off and start prepping for Football Sunday (I'm going to the Seahawks game today, which will be really depressing given the way they're playing this season...): while Comes Chaos is the work of myself and Kelvin Green (illustrator), the impetus for creating it AS A PROJECT is largely due to James V. West who, back in the days of G+, issued a challenge to folks to design a 64 page "setting book" for B/X. When I took up his gauntlet...many years ago...I do not think I envisioned actually publishing a printed book. I'm not sure who else might have participated or completed their projects (if any of my readers do, I'd be interested in being informed) but...well, I did. Finally. 

Now, onto the next project. Cheers!

Thursday, December 2, 2021

Happy Christmas To Me!

Ha! The print run of the new book, COMES CHAOS, came through early...today, in fact. 

[well, not actually "early;" just earlier than anticipated (getting the right paper stock from suppliers has been, like everything during the pandemic, a bit complicated)]

Still: there it is. Spent a couple hours driving to and from Tacoma, picking up five crates of books. And they turned out really nice...far better than I expected or hoped. The whole time I was driving there I had this vision of me having to tell the folks, 'nope, that's not going to work for me,' and having to deal with all that fallout, but all my fears were groundless. Turned out quite nifty, despite being softcover.

SO...folks will notice there's a new button on the blog for ordering a print copy. Same price as the other books (it has a couple more pages than TCBXA, but I don't anticipate the weight being being more than negligible for shipping). Come and get it, people.
; )

In other news: I've had the chance to go over all the submissions received for my YEAR OF THE RAT contest. Despite the suggestion that it was too short a turnaround time, six folks got seven adventures to me BEFORE the deadline of midnight, 11/30. My own offering wasn't finished before 12:10am on 12/1 (as I noted in my last post) so, well, boo me. In my defense, I will note that I'm the only one to do an AD&D adventure, and I had to calculate the XP value of the three new monsters I included in the appendix (that's what I was doing at 11:57pm) which is, you know, ridiculous but I'm a bit of a stickler. I also cooked a six-dish meal for the family dinner (not counting the dessert) so...well, whatever. 

*AHEM* As I was saying, I've gone over all the submissions, and I have the two winners (not yet notified) as well as the short-list of entries that will be going in the compilation book. I'll blog about all that tomorrow.

Okay, that's it. Dinner tonight was a fantastic beef stew with a vegetable medley side and a really nice "Swiss peasant" loaf (now with 60% more peasant!). My glass of cab is sitting downstairs waiting for me, and I'm feeling pretty "holly-jolly." Later, gators.

Tuesday, October 19, 2021

Changing Seasons

The family Blood Bowl season ended over the weekend, with my boy's wood elves triumphing over the ork team (me) 4-3.  He beat me fair and square despite having (in my opinion) a pretty crushing advantage in terms of team. But I had a costly mistake to end the first half, and I got greedy with my fouling (leading to two ejections) leaving me no room for error in the second half. Thus when the double skull roll came up for my star black ork...and the elves were able to take a two TD lead...the game was effectively put away. "Catch up" is just not a game the orks can play, and my third TD was what NFL fans would simply call a "garbage time" score.

On the bright side, that means we'll be getting our dining room table back (finally!), which increases the possibility of OTHER types of gaming.

So, too, does the end of the school soccer season. This coming Saturday will be our final game, and while year round soccer will continue for both my children, my coaching responsibilities will be coming to an end, as will the Tuesday-Thursday practices. The kids are already planning playdates and a Halloween "D&D party" (via zoom) that they expect me to DM.

Should probably prep some sort of adventure for that.

Diego re-started his D&D club at school this week and, surprise-surprise, he has decided to go back to the B/X system, albeit with some modification (specifically: bumping up hit dice to AD&D levels and adding negative HPs to increase player survivability). He is capping his group at six, though he already has kids on a "wait list" to join the game. He is also using my book The Complete B/X Adventurer, which he spent the last couple days reading. "You're a pretty good writer, Pops," he told me. "Reading your book makes me want to play D&D!" That kind of thing is always nice to hear.

Regarding the print copies of the new book: my printer can't do hardcover and couldn't recommend any other local printers. I found a couple via the internet and requested quotes on print costs: no response. It's like people don't want to take my money or something; I really don't get it. Right now, I am strongly considering just doing a Print On Demand thing with DriveThru though I'd prefer not to...it's less money in MY pocket, and I can't exercise any quality control...plus, I get no hard copies on hand to sell to local retailers, etc. On the other hand, it's a lot less hassle to just use their services (assuming I can make the thing work). *sigh* I don't know. At least the PDF has been selling well...gross sales have surpassed my costs, and the thing appears to have driven a resurgence in my other books' sales as well.

SO...gaming stuff. The seasons are changing. We are deep into Autumn. Holidays just around the corner. Conventions are out (for me), but D&D is definitely IN. 

I think I want to talk about campaigns. Let me scribble some notes and I'll come back with a proper post. Dentist appointments today.


Sunday, October 10, 2021

Straight Up Villains

A potential buyer of the new book, started a discussion thread at DriveThru with this:
"Information on running a villainous campaign for aspiring champions of evil" How does this part work? Does it provide a structure or sandbox tools for a campaign of forces of darkness besieging the "points of light"?
Figured I might as well turn my answer into a blog post while I while away the early (Sunday) morning hours.

COMES CHAOS as a B/X supplement, provides rules (game systems) for ripping apart the fabric of your campaign's "reality" with incursions of chaos. It's not Rifts (though some sort of mash-up of B/X, Comes Chaos, and Mutant Future would make for an interesting game), but there are tears caused by the worship of demonic powers that allow access to a different dimension: the Chaos Realm. As people do "bad things" these tears/rips open wider allowing the stuff of Chaos to blight your regular D&D world, creating mutants and monsters and wrecking the joint, as well as allowing demons to enter and cause more mischief and misery. 

That's the "default" idea behind the book: that you're going to use the rules to run a blighted campaign, where the PCs get the chance to fight back against the spread of Chaos, attempting to stem the tide. DMs can make the campaign as heroic or as hopeless as they want. You want this to be Elric and Moonglum fighting a losing battle against the forces of Pan Tang and the might of the Chaos dukes? You can do that. You want the PCs to be inquisitors and witch-hunters rooting out secret covens in the heart of the kingdom? You can do that, too. 

Of course, B/X is (generally) a game of looting crazy dungeons and hauling off tons of treasure; with Comes Chaos, you have a reason such places exist as towns and regions conquered by Chaos become havens for insane monsters chaos worshippers, hoarding the treasures of their terrorized (or converted or eaten) subject peoples. PCs that liberate such dungeons not only help beat back the blight, but can also get rich in the process!

Art by Kelvin Green
However...to the question asked. It is perhaps inevitable that folks will want to use Comes Chaos to play individual Chaos champions in the old-timey Warhammer fashion. While the book provides rules for creating NPC champions (including the gifts of their patron demons, the mutations that will eventually consume their bodies, and the minions that will serve as their slaves), these same game systems can be used for player characters wishing to be straight up villains. Such a campaign would involve the PCs working "cooperatively" (I use the term in the loosest of all possible senses) to spread blight themselves by conquering regions of Law and order. Scenario ideas are provided, x.p. adjustments, rules for several Chaos powers (which could, of course, be expanded upon by the enterprising DM), in addition to the systems needed to gradually transform player characters into hideous monstrosities or (even worse) mindless NPCs!

It's all good fun, and I imagine it would probably work in conjunction with the mass combat rules found in my B/X Companion (not sure, as I haven't tried doing so). Such campaigns, however, require participants to approach them with a different perspective than "standard D&D," as bits of player vs. player conflict are bound to crop up in such a game. For some groups this is a boatload of fun...at least in the short-term. But it does not make for good, long-term gaming, and the rules in Comes Chaos are written to ensure such forces of evil don't last. Chaos champions have a built-in shelf life, and even should they survive the challenges and conflicts that pervade their existence, their careers will eventually, spectacularly flame-out...generally in mutation and madness.

Hope that all makes sense. 
; )

Friday, October 8, 2021

Friday Updates

First a couple updates about the new book (COMES CHAOS): people are buying it (thanks to all my customers) so hopefully there will be a review or two in the near future. Some folks have had issues opening the original file, but this only seems to be the case when using the latest Adobe Acrobat...no idea why. However, I've updated the product at DriveThru so that the purchase includes a cover-less PDF, and that has (so far) opened fine in ALL formats.

***EDIT: It appears the cover issues have been fixed.***

New Book...Fun!
I've been asked a couple times now about a print version of the book. That's in the works, but I don't have a release date yet. I wanted to get the book out and available so that folks would have it in time for any Halloween gaming escapades (it does have some "horror" elements)...but mainly it's been sitting on the hard drive so long, I just wanted to get the thing out and into the world. 

More biz updates (hopefully) in the next couple/few days.

[some folks might be curious why I'm bothering to publish/promote a B/X-based supplement when...for the last many moons...I've been writing fairly exclusively about AD&D and how it's the "truest" form of Dungeons & Dragons. There are multiple reasons, not the least of which are: the book was already written, B/X is still the system I'm most comfortable designing for, B/X is still an edition that is "worthy" of being played...AND I understand that for plenty of folks B/X is their preferred system (because it's streamlined, because it's quicker/easier, because it's a sensible, mostly complete game, etc.). Still, the main reason is: it was a nice piece of writing, and I want to be known as a dude who writes for this game, not just some balthering idiot with a blog. It makes my ego feel better to have published something]

Regarding our Blood Bowl World Cup: it is still on-going, but one team has its spot in the finals (Bubblegum Dynamite), and the other semi-final game is halfway done (we plan on finishing the 2nd half today). It's tough finding time to play full games with our busy schedule, but we're close, and will probably have a champion crowned by Sunday. The orcs punched their ticket to Cup game by demolishing the Amazons 1-0 (not a high scoring affair, but only five of the 'Ladies were left on the pitch by the end of the game). Unfortunately, their thrower was killed two games back and they will be forced to go with their "ground game" against a high scoring team, regardless of the outcome (the halftime score of our other semifinal? 3-2. And we're expecting more TDs in the second half of this classic shootout). Rough.

Of course, there are parallels to be drawn with the Seahawks losing their quarterback in last night's fiasco. Not that this concerns me over-much. I mean Gino Smith isn't Russell Wilson, no, but this season the quarterback isn't the problem. The defense is the problem. And the problem with the defense is f'ing Jamal Adams. You cannot build a proper orky defense around a goblin, and that is what Adams is. Well, in Blood Bowl terms. Watching him get erased by Cooper Kupp (a wide receiver with...as one analyst described...the size and physique of a dentist) to spring a 29 yard run is at least as egregious as watching him give up 68 yard receptions and get beat like a drum in the endzone by a middle-of-the road tight end. In NFL terms, he's garbage...currently ranked the #70 safety in the league, per Pro Football Focus.

[for non-football fans: there are 32 NFL teams, and each has two starting safeties. Being outside the top 64 would mean sitting on the bench...and yet the Seahawks made him the highest paid safety in the game. Crap. Tastic.]

I blogged earlier that I'd softened my stance on Adams. Okay, yeah, no. No more. The book is out on him around the League: he is the pigeon of the defense. The skaven...er, Rams...simplified their offense immensely in the 2nd half of last night's game: just go after Adams. In the run game. In the passing game. Doesn't matter. Where's #33? There he is. Call the play that attacks his position. For a guy who wanted to be paid more than B-Wags? An All Pro who will be in the Hall of Fame one day? No. Current BB stats:
#33 Goblin : MA 7 ST 2 AG 3 AV 8 Skills: Dauntless, Dodge, Right Stuff, Stunty, Thick Skull
He's still a better-than-average goblin (his line has four advances in the stat line), but he can't cover, he can't block, he can't tackle, he gets stood up by gutter runners...just sad. Damn, Seahawks. Losing at home...again. To the Rams...again.

Ah, well. MY orc team is built around solid defense. Yes, they have a goblin...he never saw the field in the semi-final. He is a last ditch, act-of-desperation player. Not the centerpiece to a defense. Good thing...the Seahawks are giving up 450 yards per game on defense this year. We'll see if they can fix it. In my opinion, they can't until they cut bait with Adams.

All right, that's enough bitchin-moaning. It's Friday for goodness sakes! And I've got a new book out (probably why I'm not as bitter, resentful as I might be...YES, I am actually in a good mood at the moment!). And lots of soccer to watch! Halleluja!

Have a great weekend, folks. Seriously. I fully intend to. At least I know my Sunday won't be wrecked by a dumpster-fire Seahawks game.
; )
Burn that uniform, gobbo.


Thursday, October 7, 2021

Comes Chaos (for B/X)

SO...completely unrelated to anything I've written over the last few weeks, the new book (at least in electronic form) is finished.  That is to say: the PDF is available for purchase...or will be, once it's been vetted over at DriveThruRPG.

It's called COMES CHAOS. It is a campaign setting supplement for B/X. It is 64 pages long and features artwork by Kelvin Green. For the background/story of this work (started back in 2016...when I was still in Paraguay!) you can check out this old post on the subject.

Here's the marketing copy:
COMES CHAOS is a campaign setting designed for use with the B/X fantasy adventure game (and compatible retro-clones). It contains the information needed to transform your home campaign into a chaotic hellscape populated with mutants and demons, dark sorcery and depraved cultists. 

The book contains new ways to use old character classes. It contains dozens of spells of dark sorcery. More than 100 mutations and "gifts" of the dark powers. New combat options. Scores of monstrous foes and demons. More than 50 unholy magic items. Rules for creating chaotic wastelands, rules for corrupting player characters, rules for demons and cultists and for running a setting of ever encroaching chaos and the heroes that struggle against its rising tide. Information on running a villainous campaign for aspiring champions of evil, as well as guidelines for redeeming those who fall to darkness.

A 64 page book, illustrated by Kelvin Green. Whether you're looking for a unifying theme for your fantasy adventure game, or simply want to spice up your campaign with demonic possession and vile enchantments, COMES CHAOS has plenty of demented ideas for your enjoyment.





Cheers, folks. Happy Thursday!
: )

Thursday, January 30, 2020

(Lack of) Patience

I have been a damn grouch lately. My apologies for that, especially if I happen to have written something mean and nasty on your blog the last few days or so.

I am not a patient man. Lazy at times, sure. Prone to inertia, of course. Easily sidetracked into procrastination and time-wasting, obviously. But patient? No...and I imagine I've written that more than once once on this blog (after a couple thousand posts, the occasional repeated thought is perhaps inevitable).

And I tend to be grouchy when I get impatient. Right now, I'm going through a phase where I'm running up against my own impatience in two separate areas, both having to do with some very exciting developments in my "publishing empire:" I've got two books nearing completion. One is waiting on art; the second is waiting on art, formatting, and a slight amount of rewriting.

The art (and this is the really exciting part) is coming. I've commissioned work from two different artists (one for each book) and both appear to be on the ball...I've received preliminary illustrations from both in the last few days. For me, that is excellent news. It is exciting news. The artwork is always the last piece for my books, seeing that (to this date) I have been unable to rely on my own inadequate drawing skills. Seeing illustrations get done...it's like smelling something delicious cooking in the oven and knowing that the feast will be ready in a very short time.

And more than that, seeing the work from an artist is a validation of sorts. Sure, I am paying them, but the fact that they're doing the work and following my art direction and that the results are good...well, it makes me feel like a real live book publisher or something. Many are the times that I've felt like a big fraud...not just with the writing/design thing, but with other areas of my life. Just second guessing my choices, second guessing my motives, second guessing my authenticity. Probably because I believe I should have more to show for my life up to this point...which is pretty damn ridiculous when I actually take stock of myself.

[what can I say? People expected great things of me when I was younger. Writing the occasional RPG book every five years for an audience of a few hundred feels like pretty small potatoes]

[but still...ridiculous. I look up at the TV from my table (I'm drinking coffee at the Baranof...again) and see the immensely talented Wayne Brady is now hosting "Let's Make a Deal" on daytime television, sporting a gigantic lycra turban. I'm sure he's making a good living, but if I was in his shoes, I would probably be having the same misgivings (regarding my entertainment career) that I've been having this morning. Probably more...is the beard symbolic of his feelings? Does he day drink more than he once did?]

*AHEM* So, anyway...the waiting. I hate the waiting. We are at the "watching the pot boil" stage of things and there's no way to hasten the process. I've never been a pregnant woman (duh) but I'd liken the mental stress at this point to be around the 7th or 8th month range. Not just in wanting things to be done, but in preparing for what comes after.

No, scratch that. It doesn't really approach expecting a child...much more stress (especially regarding the "after" bit) with that, even as a father. Poor analogy. Point is, the waiting can't be helped. I want the books to have illustrations, I want the art from the artists I've commissioned, and I don't want the project botched or rushed. Well...maybe rushed a little.

Now...the OTHER bit of impatience: the second book that is ALSO getting artwork, but that requires a bit more work is Cry Dark Future. Yep, really. It is going to be published in the form that it was when originally play tested: all the gripes and grumps I've had the last few years about it being derivative trash, etc.? Don't care anymore. Yeah, it's derivative. And I'm a hack. I'm content to own both those facts so long as I can get the thing out the door.

Here's a thought: it's hard to really come up with an original idea. Few people can do it (or do it on a regular basis). I can't: I'm good at tweaking and polishing and reworking other people's stuff, but originating awesomeness? Eh...not so much. And is that so bad? Star Wars is mainly Kurosawa's The Hidden Fortress colored by Flash Gordon with some WW2 fighter plane action spliced in, and it's entertained a whole bunch of people over the years (as has the film's incredibly self-derivative sequels). And while I wouldn't expect CDF to meet the same sort of fanfare, I know some people will enjoy running it. After all, I did...and the Shadowrun concept doesn't fire my pistons nearly as much as it did when I was a young teenager.

As for the rules not being "simple" or "streamlined" enough: the fact is, they're simple enough. And just as I've gained a newfound appreciation for the "complexity" of Advanced Dungeons & Dragons, I've decided there's no reason to fear the fiddly. Look here: the systems are still more intuitive and straightforward than, say, the dice pools of Shadowrun, the asymmetrical systems provide interesting twists, and the internal consistency feels far more "realistic" than trying to push all the crunch into a universal or "one roll" system (which I was never going to do anyway).

And do I really need to do a game with another Vancian magic system? No, I do not.

But I'm digressing (as usual): the thing that tries my patience here is the reviewing, rewriting, and formatting, all of which takes time. Time, that most precious of commodities, and the one so often in shortest supply...at least for me. Finding the time to do what needs to be done with all the other pressing concerns in my life makes the reworks so...darn...slooooooow.  And things are just going to get crazier as I start a new part-time gig (next month), and have kids joining basketball and baseball teams. Plus there's the daughter's birthday, the wedding anniversary, the school auction, the last two months of soccer (three games last weekend...sheesh!), volunteer stuff, home improvements (need gravel for the driveway).

[thank goodness the Seahawks got bumped from the playoffs. One less distraction]

Finding the time to make progress is tough, and thus progress is slow...which makes me grumpy as hell, even though I still have to wait (anyway) on art. It doesn't help that I had to upgrade my MS Word to work with the new Mac OS (Catalina) and the damn thing looks different from the way it was the last, oh, 15 years or so.  Grrrrrr...

Time. Patience. I wish I had more of both. I know I should try cultivating more of both (I'll stress less and live longer)...but knowing and doing are two different things, as I'm sure my astute readers are all aware.

ANYway...I wish I had some zinger to wrap this post up with, but I don't. Just wanted to check in with folks, if briefly (while firing down a couple pots of coffee). Right now, I've got to get back to work.

Later, folks.

Thursday, June 20, 2019

Let the Madness Commence

While I have no doubt there are some who just love to hear all about my personal stresses, I will forbear regaling you with tales of woe, save that I have been up since 5am in order to babysit a friend of my child (who lacked daycare this morning) and have only just now got my children down to sleep (it's a bit after 11:30pm). True, I did get a 90 minute siesta in around 3pm, but I've otherwise been "on the clock" the entire day...a day that started with something slightly less than a tremendous hangover (trivia night with the family at the local pub last night and I had one-too-many IPAs).

Even so, I still managed to finish the entire text of the new book, including the table of contents. Yes, I still have the headers to do (always a pain in the ass for these game books), and it has no illustrations (save for a few placeholders), but it's complete and done and I dig it. It's a nice bit of campaign setting for B/X, the first I'll actually be publishing, though I've got work on maybe four or six in Ye Old Hard Drive. I'll write more about the thing in the (hopefully) near future, but as of this evening I'm filled with at least a small sense of satisfaction.

Also a slight sense of trepidation. I've more-or-less decided to take a stab at doing my own illustrating for this thing though, frankly, the idea is pretty batshit insane. Still, I'll try doing a couple sketches and see how they turn out (need to set up the scanner my wife brought back from Paraguay in December)...if it's too shitty I'll start soliciting from artists I've got on my contact list. I toyed with the idea of some kind of "black album," but illustrating is a nice challenge. Besides my children like to color too, and it is summer vacation...had them both painting Blood Bowl miniatures last week (yes, the five year old as well); maybe I'll put them to work.

Or maybe not. I do have some money left in the kitty after all...enough for a small art budget anyway. We'll see, we'll see...this type of thing requires a very specific type of artwork and (if it's coming from professionals), I'm going to want to be a little choosey.

But first things first: got to finish those damn headers. And I've got to get up early tomorrow to get the car to the shop by 9am (we've got a road trip to Montana next week). And I've got to get some type of sleep, even a few hours. Man, I am beat.

Till later.

Monday, June 17, 2019

New Baby

Sorry for the absence of the last few days. I've been busy: last week of school for the kids, soccer jamborees all weekend, figuring out summer plans. Family asked me what I wanted for Father's Day, and I got them to sign off on letting me go to DragonFlight 40 this year (in August)...not that I don't love my fam, but even con gaming is better than no gaming. And I need a break from real life.

"But JB...what about your early morning writing sessions?" Truth be told, I have been writing most mornings...but I'm trying to put the finishing touches on a book that I started four years ago in Paraguay and that I really need to get out the door. No, no...it's not Cry Dark Future (but that's coming to...yes, really). Part of my maturing process is not letting this stuff that's "almost done" linger around anymore. I'm a couple-three pages from completing the text on the thing, and then another final edit or two. It's not terribly original or "smart," but I think it's kind of cool...and it is for the B/X game so I might be able to make some scratch off it. Hoping to, anyway, but mainly I just need to get it done.

And I'm taking (for the nonce) a break from the South American campaign. This is a hard one to cop to, but...well, it was really starting to get me depressed. I just needed a break and a breather, but I will get back to it (I have more to say but I'm saving that for some subject-specific posts).

Anyway...that's the quick news. Still considering the whole "new blog" thang I posted about the other day. The difficult thing is moving all my "stuff" over...links to products and such. The set-up. Moving is my least favorite thing to do (seriously...I'd pretty much prefer to do anything besides move) and moving blogs, while not on the same scale, is the same basic flavor of "ugh." It would help if I actually had my web site up and operating so that I could just link the blogs there...but then, I'd need to know something about editing and operating a web site. (*sigh*)

More later. Want to get back to the book. More on that later.

Hope all the dads had a happy Father's Day over the weekend! Good luck in the year going forward!
: )

Tuesday, June 12, 2018

Advantage-Disadvantage

Hey, people...I have a very, very serious question for y'all.

I'd like some feedback on 5E's advantage-disadvantage game mechanic. Do people like it? Do people hate it? It's easily adaptable to earlier editions of D&D (and the usual bunch of retro-clones). How many folks are using it and loving it? And how many people have tried it and kicked it to the curb?

Here's why I ask: I'm putting the finishing touches on a little B/X supplement of mine, and originally I had included a section that added a straight adaptation of advantage-disadvantage to the rules (though I feel my write-up of the mechanic is a bit more succinct...*ahem*). I did this for a couple reasons:

  1. I think it's a neat little system/shortcut.
  2. It allowed me to add a bunch of bits and pieces that rely on the mechanic. Examples include: new maneuvers/options in combat, cleaned up B/X mechanics, and certain treasure items and magical/spell effects.

HOWEVER, as said this is going to be a supplement designed for use with B/X...and I have heard from a person or two that they are not fans of advantage/disadvantage. Right now, I'm looking for some feedback, in order to make a product that's more palatable to my readers (i.e. the folks most likely to buy the thing). SO...assuming the supplement ends up sounding like a product you're interested in:

Do you want to see advantage-disadvantage?

Or would you prefer 5E mechanics were left on the cutting room floor?

I realize that, for many folks, it's not a big deal...that people can modify these books as they see fit and that some are more than happy to edit things out that doesn't work for them. I get that. I'm trying to find out what y'all would LIKE to see in the book, AND what you feel about the mechanic in general. Because the fact is, I haven't had much experience with 5E or advantage/disadvantage and maybe I'm throwing a Big Fat Flaw into an otherwise sharp little product.

So PLEASE: any feedback folks can provide is greatly appreciated. Thank you!

Thursday, June 16, 2016

Taking (the) God(s) Out

In less than 24 hours I will be in Toledo, Spain.

"Holy Toledo" is perhaps my favorite city in Europe...a beautiful town with thousands of years of culture and one that has the distinction of (historically) being home to three major religions...Christianity, Judaism, and Islam...all cooperating and getting along harmoniously. Toledo celebrates this piece of their history, a lovely example of true religious tolerance from a time on our planet when people were killing each other for "religious reasons" more often than now. And this in a town still renowned for its sword-making.

Not sure if it will be as fun with a five- and
two-year old in tow. We'll see.
I'm looking forward to being there again. There are few places where I've found a true and pleasant sense of "serenity." Mount Constitution on Orcas Island (in the San Juans). Assisi, famed home of St. Francis and St. Claire, in Italy. Flathead Lake in Montana. A couple others I'm probably forgetting. It's nice to feel serene and at peace. It's helps me to see the world with a larger perspective. Maybe it makes me feel closer to God.

I've never been an atheist. I did the agnostic bit in the early 90s, wondering why God (or whatever) would allow terrible things to happen, etc. and figuring humans must have just created these religion-thangs out of desperation. These days, though, my feelings are fairly concrete. I believe there is a God (call It what you will) and I believe God cares about us. As in, God gives a shit what's happening down here on Earth.

Not that we can divine God's will or plan (save for some of the larger strokes...loving each other, getting along, learning from our mistakes, making the world better, etc.)...but God's not some divine clockmaker that wound up the universe and "let 'er rip." No, there's an ongoing attention to what's going on here. God cares how this is all going to play out over time. And God's set the table for us in a particular way, specifically so that we can have the experiences that we do, make the choices that we will...for good or not.  The world we live in a place we've created collectively as a product of those choices. And while that may not be a particularly comforting fact, it means we have the power to shape it differently, should we so choose.

At least, that's what I believe. The particular "guidebook" (Bible, Torah, Quran) isn't nearly as important as what you choose to do with it. I don't see God favoring a particular institution any more than I see God favoring one football team over another.

Which brings me round to my latest thoughts on D&D...specifically, the absolute gall of the concept of "clerical magic."

[how's that for a 90 degree turn?]

Plenty of folks before me have decried the presence of clerics in D&D based on their lack of "fit" with either A) their lack of fit with the game's sword & sorcery roots, or B) their inappropriateness to the game's murderhobo premise, or C) some other conceptual gripe. But have we considered the base conceit of the class? That a being (or beings) of divine power rather whimsically bestow magical powers on these mortal followers?

From a theological point of view it's fairly ridiculous. Leave aside for the moment that, in measurement of power (if not, perhaps, overall effect) the non-divine magic of wizards is at least equal and probably greater in might to that of the cleric's patron...that discussion is simply an added cherry of incredulousness. Leaving that aside, consider the cosmological implications, compared to our own experienced reality. Here in the Real World, God (or Divinity or the Universe or Karma or whatever) works through Its creations...whether you're talking the actions of individuals and societies or the eruption of volcanoes and the glacial pace of evolution. There are no divinely bestowed "powers" (other than those we already possess) given to be activated on a whim. When we see something that we consider a miracle, it is something unexplainable in our usual terms, and it tends to be a scarce occurrence...not something that occurs on a daily, willed basis.

Why would God...or the gods...take such direct action? Or perhaps more interestingly, if they wanted to take direct action, why work through mortal mediums? The standard "fantasy answer" usually ranges from "the gods have chosen/vowed not to directly interfere in the affairs of mortals" to "mortal minds cannot comprehend the motives of deities." But if these are deities (and the game defines them as such), then aren't they the creators of the game "universe?" And wasn't it created to their liking in such a way that brooks no direct interference (for if they'd needed it different, they would have made it so)? Why now are they bunging the whole thing up? Is it all a game to the gods? Some sort of sick (or, worse, mediocre) joke?

If it really is the cosmology, I would expect nearly every individual of the game world to be following the clerical path...certainly more than other adventuring class. There is no real faith or belief in the unseen that is required: the proof of the gods and their miraculous gifts are readily available for all to see. Only the most deluded, hard-cased fool would walk a godless path in such a universe, and it would be a strange adventurer indeed who would shy away from such power.

Just think about having the power to heal yourself and your loved ones. How many of us have wished for such magical powers...so much more useful than the ability to throw a ball of fire. Forget raising the dead...let me just fix my sprained wrist or my chronic back ache. Let me just cure my wife's cancer. It's not like the requirements for the cleric class are so difficult to make. In B/X there are none (just give up using edged weapons? hell, that's easier than quitting nicotine). Even in AD&D the class is open to any human with a WIS of 9+...that's barely "average."

And just consider the "afterlife" implications. Really, how many humans are interested in ending up in Hell or the Abyss when they die? Given the evidence on display, you'd figure only the tragically insane would walk the path of the Evil High Priest...unless D&D's version of hell is somehow a lot nicer that the way it's portrayed in the movies. And if the good-aligned religions in such a universe are anything like the ones we have in real life, I would strongly suspect the institutional members to worry a LOT less about temporal power and political machinations, considering the true knowledge of Divine Law that they'd possess.

Okay fine...so what? Just where am I all going with this? A few years ago I wrote this post expressing the opinion that there should probably be more religion...or more religious consideration...in role-playing games given our basic human condition. I still think that. And I don't think gods-granted clerical spells are at all necessary for such considerations. You don't need magic for religion to have a profound impact on your fantasy world (see Game of Thrones).

However, I also wrote (a few days ago) that, for the most, I like the design of the cleric as a character concept. That is to say, I like the basic (game) mechanics of the character, even though I have some issues with how it scales over time (and what that does to your game). But what's been irking me lately is the "fluff" behind the class...this whole idea of them being granted these miraculous powers by their deities. It doesn't jibe with me. There are plenty of stories of saints and crusaders and agents of the gods who seemed to have certain "blessings" bestowed on them...things that would lead the faithful to believe even as their detractors scoffed. You don't see much of the concrete manifestation of magical powers attributed to God or the gods. Certainly not in such a systematic way as the D&D system.

Anyway, I have found two different ways to handle this in a way that's satisfactory to me. The first is the way I've approached the cleric class in that B/X supplement I was working on a couple months back (still need to finish those last few pages...). The gist is that all the clerics are worshippers of the same God (regardless of the name they use for it), and that alignment is simply a description of the character's personality, not some sort of "cosmic side-picking." In other words, there are no "evil high priests" (well, there are, but they aren't clerics per se...), and your cleric may be cowardly, or selfish, or a bullying tyrant, etc. Clerical magic is much closer to magic-user magic, being a product of specific ritual and prayer and is thus learned (not "bestowed"). Clerics are thus a bit more limited (compared to standard B/X) with regard to spell access...but at least they make a bit more sense (it's a tougher path). Oh, yeah...and no reversed spells.

It's still a fantasy class with fantastical powers, but it works with the premise of a world being assaulted by demonic forces of supernatural evil. And those dark forces offer their own temptations and lures of power (both temporal and otherwise) as they try to restructure the fabric of reality. That, I suppose, is reason enough for the gods to offer a little divine help to their mortal followers.

The other tact I'm taking is with the home-brew campaign I've started developing (see this post regarding the whys and wherefores). At the moment, I'm working out a re-skin of the cleric class that leaves the abilities while completely redefining it. Yes, they will still be "priestly" types. No, they will not be getting their spells from "higher (or lower) powers." More on that later, perhaps...I won't bore you anymore than I already have.

Right now, I have to get some sleep. Got a long flight in the morning.
: )

Friday, March 11, 2016

Comes Chaos

OKAY. I spent a bit of time at lunch today getting a little stinky-drinky and writing more bad JuJu about Paraguayan ignorance (and drawing parallels with certain presidential campaigns in the home country)...but I'm almost 100% certain that no one wants to read more of that kind of nonsense.

So let's talk about B/X-related nonsense. And, no, not superheroes.

Waaaaaay back in January, I mentioned I was going to get in on this whole B/X Campaign Challenge thing, set up by Mr. James V. West. I also said I figured I could knock-out a 64 page supplement in about 64 days, giving myself (approximately) till the end of March to get it done. Seeing as how it's been seven days since the last time I worked on the thing (just checked...March 4th) people may be wondering how is the project progressing?

Pretty good. I'm at 53 pages (formatted)...a bit more than 36,000 words without counting headers and page numbers. Since I'm aiming for about 58-60 (to make room for illustrations, a cover leaf, and table of contents), I'm pretty close to completion.

It's always that last bit that's the bitch, ain't it?

Actually, that's NOT why I've stalled. For a "campaign book," I started to find there was surprisingly little campaign to the thing...mainly a collection of rules and notes about how to inject a little crazy into one's standard B/X game. I started to think maybe I needed a bit more setting, a bit less system. And then, of course, I got distracted with other brainstorms...

But I'm digressing. As I wrote back on the 22nd (when I was first considering the challenge), the idea I had was an incredibly derivative one, and it still is....specifically, I am adapting the old Warhammer Realm of Chaos books (Slaves to Darkness and The Lost and the Damned) to the B/X game system, an idea that I once thought was pretty ridiculous. Also, not a terribly original idea, considering folks like Steven A. Cook have already done similar work (his Hordes of Chaos is a nice little "monster manual" designed for use with Labyrinth Lord).

But whatever...it's only a 64 page book. It's specifically designed for use with B/X (which everyone loves and now has access to, thanks to the release of the PDFs). It files all the serial numbers off anything that might be considered IP by other game companies. And it's written for a B/X system...for a game of exploration and treasure hunting...not a war-game.

And it does have a setting...one that could easily be expanded with additional books, if I was so inclined.

Slaves to Darkness.
So good, I own two copies.
The fact of the matter is Slaves to Darkness and The Lost and the Damned are damn masterworks. They have terrible, disgusting, magnificent, tragic themes. They are well-designed (for their time and their purpose) and are filled with beautiful, terrible, horrible, awesome artwork. They are classics that most buffs of dark fantasy (and dark fantasy games) should have on their shelves. I own physical copies of both, having paid an exorbitant price for one after many years of searching.

They are also fairly unplayable as they are. While the fluff from the books have penetrated the Warhammer universe for nearly three decades (Slaves was written in 1988 and last time I checked a 40K Chaos Codex they were STILL recycling quotes from its most excellent pages), the Warhammer game long ago dropped the systems found within their pages, keeping only the themes. Mordheim's chaos war band was a pretty poor substitute for a champion-led retinue of miscreants and mutants.

SO, because I love these books...their themes (which simply emphasize the dark spaces in the human heart to terrible extremes) and their mutants and their monsters and their madness...because I do love them, I've adapted them to a system that I love (B/X) so that they can see play at the table. They deserve to see play at the table.

And I find the setting I've designed (that I'm thinking I might want to detail in greater depth) so intriguing that I'd really like to run a campaign set in it, despite having voiced (only a few months ago) a longing to try a Holmes-style campaign. B/X...sucking me back in! Seducing me to the darkest of dark sides!

Anyhoo, it's almost done and my intention is to do my own artwork for it (not sure how that's going to go...) and sell it for a pittance in electronic form. That's my intention; we'll see what happens. But regardless, I've got to finish the writing first.

Hopefully by the end of the month.
; )

Saturday, February 20, 2016

Demon Feces...

...polluting tributaries can cause spontaneous mutation downstream in even the most righteous followers of the True Gods. It is important to pack your purify food and water spells (and iron rations! lots of those!) when adventuring in the wastelands (areas that have succumbed to chaos blight).

As if you didn't already have enough to worry about...

How many wineskins did you bring?

Friday, February 19, 2016

It's The Little Things

Just came up with a much better title for my B/X campaign setting...and it works well in both English and Spanish.

Awesome.
: )

Monday, February 15, 2016

Channeling My Inner Nurgle

I'm about 30 pages into my 64 page campaign book for B/X which means I'm a bit ahead of schedule, considering my personal deadline of March 29th. Of course, I haven't nearly the talent or confidence in my own artwork as some of the participants, so who knows how long it will take me to get illustrations drawn and scanned...this thing might be one ugly, ugly book when all's said and done.

Which is fine, actually. I need something easy-shmeezy, something I'm not too terribly invested in, to try this whole illustration experiment. Waiting on art (whether paid or volunteer) is probably my least favorite part of self-publishing...it is, in fact, the main reason Cry Dark Future wasn't published upon completion (though I'm somewhat glad in retrospect...waiting gave me time to see I wasn't tremendously pleased with certain aspects of the book. Don't worry...it'll be out there someday).

B/X is very "easy-shmeezy." Especially for doing a knock-off / adaptation fantasy setting, it's incredibly comprehensive in scope. Which is to say: it doesn't need much more than "re-skinning" to make something that feels "new," yet doesn't break the system. The scaling between spell levels is pretty accurate (with the exception of sleep), and pretty easy to follow, for example...you can color hold person into any sort of "non-death-target-elimination" spell, and level it up or down depending on changes in range, save, and number/specificity of creatures affected. That's a real plus, and nice when you're tasked with adding 40-50 setting-specific spells to the game.

Right now, I'm considering how I want to handle a particular magical disease. B/X has four different forms of contagion hardwired into their rules (not counting green slime):

  • "Hideous wasting disease:" Causes -2 penalty to attack rolls, prevents magical curing, and doubles natural healing time. Illness is fatal in 2D12 days. Contracted by cause disease spell and failed saving throw. Treated by cure disease (explicit).
  • Lycanthropy: changes victim into a were-creature after 2D12 days. Contracted via severe HP loss (>half) to wear creature. Treated by "a high-level cleric (11th level or higher...)."
  • Mummy "rot:" prevents magical healing and wounds require 10 times as long to heal. Contracted via damage from mummy. Treated by "magical curing" (though unclear how as rot prevents magical healing).
  • Rats (any size): one-in-four chance of death in D6 days; otherwise, bedridden for one month. Contracted via rat bite (1 in 20 chance per bite) plus failed save versus poison. Treated by cure disease spell or bed rest.

That's not a bad spread, though it's interesting that the spell cure disease is only explicitly useful for half of the system-specified illness. In the campaign setting I'm writing, cure disease should be much more useful (there's more than a few disease spreading monsters and magic items), but I'm wondering if I shouldn't be creating my own form of infection rather than simply "re-skinning" the stuff listed.

Nurgle's Rot is a fairly iconic piece of (dark) fantasy gaming; from the Warhammer universe, you can find its page long description in GW's 1990 book, The Lost and the Damned:
Nurgles Rot, often known simply as the Rot, is a terrible contagious disease which affects the victim's mortal body and his shadow-self or spirit. A person who dies from Nurgles Rot is turned into a Plaguebearer and becomes a servant of Nurgle himself. Nurgles Rot epitomizes the core of Nurgle's ethos: suffering and overcoming suffering by great bravery and resolve. Those who contract the Rot often slay themselves in reckless battle, hoping to die quickly and cleanly and by this means to avoid becoming a Plaguebearer.
A plaguebearer is a lesser, humanoid demon of the Chaos god Nurgle. The text states it takes "several months" for the Rot to kill its victim; mechanically, this is modeled by each battle on the tabletop slightly altering the profile of the victim. After participating in seven battles, the victim dies, birthing a new plaguebearer. Oh, yeah...and the Rot "cannot be cured or its progress halted in any way."

[apologies if the original (1986) WFRPG has a description of Nurgle's Rot; I know there is a sample scenario that includes a champion of Nurgle in the book, as well as a number of descibed illnesses; however, I don't have my copy with me in Paraguay]

Typical plaguebearer. No, I didn't draw this.
Tempting as it is to include an incredibly contagious magical disease that cannot be cured and that gradually transforms its victim into a demon, I don't think that's what I want to do. After all, it's hard to see how such a plague wouldn't wipe out the entirety of the planet's population...imagine a "zombie apocalypse" in which the zombie were immune to non-magical weapons. That's a pretty shitty scenario any way you look at it (and the focus of the campaign is NOT some sort of D&D World War Z).

No, it doesn't really sound fun...though I like the idea of contagion. And I like the idea of gradual decrepitude...of individual's being diminished over time. However, it would have to be pretty fast-acting to have any impact on gameplay, seeing as how PCs have fairly easy access to magical curing (cure disease is available to any cleric beginning at 6th level).

Anyhoo, that's what's on my mind this morning.
: )

Wednesday, January 27, 2016

B/X Battle Axe

It's been over a year since my last axe post. Better get to it.

Recently (um...the last couple days), I've been working on a new "campaign setting" project for B/X (see yesterday's post). Consequently, I started fooling around with all sorts of ideas for tweaking the standard B/X system in order to get something that's not only "setting appropriate" but that helps "fix" things I dislike about B/X. After coming up with several "out-o-the-box" changes and crunching numbers I've decided to discard pretty much ALL of these "great ideas." Turns out B/X really is plenty swell.

I should really remember to read my own blog posts.

Even so, very minor tweaks still in order. Maximum HPs at first level, for example (you don't want to know my "alternate system")...just need to increase the survivability a tad. Tempted to allow characters to begin at levels higher than 1st, even (we've seen this before: 2nd level for Dark Sun characters, and Gygax used a 3rd level starting point for his house rules), but I'm pretty sure I'm going to hold true to the standard.

Then there's Ye Old Battle Axe.

Fuzzy Skinner's been writing recently about the gradual conversion of his B/X campaign to 2nd edition AD&D, something I won't fault him for (even if AD&D2 isn't my cup of tea, I can honestly see the appeal...plus, "ramping up" complexity to one's game over time is valid and oft-taken tactic to keep one's campaign fresh). Of course, this kind of thing does raise challenges to evolving DM...his most recent post found him trying to reconcile the simple beauty of uniform damage with the variable complexity found in an Advanced edition of the game.

[yes, I offered him my two cents and a suggestion for how to handle it. Ever helpful, that's me]

Fuzzy found himself running up against a philosophy of realism (AD&D) that was at odds with the practicality of gameplay (B/X) to which he'd become accustomed. In the past, I (like Fuzzy) have tried to synthesize these two issues by finding "realistic" justifications that allowed me to keep my practical rules. But I'm starting to get to a point where I don't feel the need to justify myself...maybe because I've been reading thing's like The Dungeon's Front Door, I've started to come to the conclusion that a game only needs to be justified so much. If you spend too much time on it, it can become detrimental to the game.

Which can lead to a bad session of gaming.

Still, it's good to have a ready answer at hand for when one's player asks a question like, ''Why do daggers inflict the same amount of damage as a two-handed sword?" Some answer is better than no answer (I mean, your players are presumably literate and intelligent and thoughtful and are asking out of genuine curiosity regarding something that doesn't jibe with their world view...I don't think they're trying to bust your balls). Best to give some impression that you've at least thought about the rule so that the session can move back into the realm of play, rather than design/theory discussion.

Having said that, AND having tried on this new "service to the player" philosophy that is starting to make the rounds among thoughtful folks, I've come to a startling decision: I've decided to go back to the OPTIONAL Variable Weapon Damage concept (see table on page B27 of Moldvay, X25 of Cook/Marsh).

'JB! Say it ain't so!' Oh, but it IS so, Gentle Reader. And while I'd consider restricting damage bonuses (from STR) based on weapon type, I'm not going to do so. First off, it would add extra complication to the ease of the system that is; secondly, it would undermine my philosophical justification for the inclusion of the heroic STR bonuses of B/X.

[what do I mean by that? Remember that an attack roll is not a single strike, but an attempt to do damage over the course of the ten second round. A successful attack roll means you were able to inflict damage, and the damage roll gives you an idea of how that damage was accomplished based on how much damage was inflicted. Extra STR, valuable in melee, can represent all sorts of additional unarmed strikes or tactical maneuvering/grappling that allows for the infliction of additional damage. It does NOT mean a dude with an 18 strength is delivering a limb-amputating blow with his dagger]

As for why certain classes aren't allowed certain weapons (the thing that led to my previously posted...later published...idea about variable weapon damage by class)...well, that's a matter of setting detail. A magic-user's limitations might be tied to oaths, or taboos, or magnetic interference, or personal pride (necessary to have belief in self for magic to work), or whatever. It's just setting "color," easily laid out in a briefing of the particular game world.

Here comes the pain.
But then, we're back to battle axes.

The battle axe is a two-handed weapon...with all the inherent B/X limitations (no shield, lose initiative)...and yet only inflicts D8 damage, compared to other two-handed weapons (the pole arm and two-handed sword) which do D10. Considering the normal sword does D8 damage and is one-handed (thus possessing zero limitations), why would anyone choose a battle axe over a sword?

The stock answer I receive is: this is reflected in the cost (battle axes are 7gp; swords are 10gp). Okay, but a pole arm is 7gp, too, has the same limitations as a battle axe, but does D10 damage.

Well, the pole arm is three times as heavy (15# compared to 5#) is the follow-up rebuttal. But then,the two-handed sword is the same weight as a pole arm, has exactly the same specifications and is more than TWICE as expensive! You've fixed the problem with the battle axe (I guess...you can carry three for every one pole-arm), but now you're left wondering who'd ever purchase a zwiehander?

Still, forget all that...my concern is the battle axe because (as I've written many times) I LOVE me some battle axe. I love the weapon, its history, its concept; heck, I even dig the name...just rolls off the tongue. How can I make it a viable option for an adventurer, without turning it into a 7gp vorpal sword (i.e. something everyone wants to purchase).  AND (equally important) without messing too much with the B/X rules as written. Because, in all honesty, I personally think that the battle axe IS scaled correctly, both price-wise and damage-wise, with the other weapons on the B/X list.

Here's what I came up with:

Can-Opener: a character wielding a battle axe two-handed receives a +1 bonus to the attack roll.

Versatile: a fighter (not a dwarf, elf, halfling, or thief) with a STR of 16 may wield a battle axe with one-hand, thus allowing the use of a shield; however, when doing so the battle axe only does D6 damage.

Wear & Tear: non-magical weapons break on any miss if the attack roll before modification is a 1 (swords only) or 1-2 (all other weapons).

I think that should about do it.

[I actually really like the look of these...in B/X the strongest enchanted "axe" is +2, and so the can-opener bonus brings the hit bonus up to the maximum of other melee weapons. The wear & tear is a pretty standard "weapon break" rule and helps to distinguish pole arms from two-handed swords. I could certainly live with this in a campaign that included variable weapon damage]

Later, Gators.