Showing posts with label castles and crusades*. Show all posts
Showing posts with label castles and crusades*. Show all posts

Monday, February 28, 2022

End-of-Week Art Post (2/28/22): Tieflings for Castles & Crusades?

I'm looking to convert the 5E D&D tiefling race to Castles & Crusades. Anyone seen a good conversion out there in the wilds of the 'net? 

Sunday, December 29, 2019

Dragonlance - After the Dawning: Introduction


I've waited a long time to get a proper Dragonlance campaign started. I tried once years ago (in OMG 2011!), but it never panned out. A big reason for that abortive start is my own rampant gamer ADD (with which I still struggle to this very day). But also, I remember feeling that I wanted to run the campaign with old friends, those who were around in my youth when I was in my roleplaying heyday and formed my deep and abiding love for Dragonlance through the novels.

Now, it seems that day has come, finally! I have reunited with my old friends at the gaming table, and we roleplay as much as busy adults can these days! I'm using the excellent Castles & Crusades rules for the campaign. I may use the Obsidian Portal page I created for the campaign almost nine years ago (!) if I can find the time and the energy (getting...old).

The campaign starts six months after the end of the War of the Lance (in the year 353 AC). The characters are a cross-section of the free peoples of Ansalon. Those of strong will and body have been called to Palanthas to aid the resurgent Solamnic knights in restoring peace and order to the world. 

This should be fun! Can't wait to share what we're doing on Krynn! Onward!

Monday, December 28, 2015

Lost Post: I love Dragonlance, and I don't care who knows!


I'm about to wrap up the least productive writing year this blog has ever seen. Don't really feel great about it, but it is what it is. I have my reasons for my lack of attention. Long story short: I'm doing other things with my spare time other than gaming.

But gaming will always be on my mind and in my soul. Rest assured of that. Which means I will continue to occasionally haunt the roleplaying blogosphere and will post now and then here.

As for this soon-to-end year, I have some final plans: just for the proverbial shits and giggles, I'm going to post 40 posts this year, the year I turned 40. Please believe me when I say I didn't plan this out. That would just be too corny, even for me.

As one of my final 2015 posts, I've decided to dig out a post I started writing this year but never published. Call it a "lost post." I started it early in the year, and rereading it reminds me how one's priorities can change over the course of 365 days.

Here's the post:

I've put things off for too long.

I want to pay homage to the world of Krynn in campaign form. Not just from nostalgia, though that is part of it. No, I am truly inspired by the setting. I think it is definitely viable. And being inspired by a setting is what I need, to engage my full attention as a GM. Because as any long-term reader of this blog will tell you, I'm nothing if not riddled with Gamer ADD!

I tried to start a Dragonlance campaign once a few years back but didn't feel ready. But I feel it is now time.

Krynn needs a champion on the blogosphere, and I will take on that mantle!

So, how's this for a declaration: My choice for system mastery is Castles & Crusades! My choice for setting mastery is Dragonlance!


End post.

Wow, that was some hyperbolic stuff. How do I feel now? Well, I still love Dragonlance, and have since I was a kid. I won't ever apologize for that fact. The world may be a much-despised one among the grognard set, and perhaps the creative teams behind the setting did it a disservice over the years.

But I still want this blog, if and when I do write here, to be a haven for Dragonlance love.

As for C&C system mastery, well, I think I've had that for some time now. Even having not actually played using the rules for over a year, I'm very confident I could jump right back on that horse, no problem. I still think I would use that system to run an eventual Dragonlance campaign. It upholds the character archetypes that I still love to this day, and which are the solid backbone of the Dragonlance world.

Anyway, there you have it. A glimpse into the mind of this blogger. See you soon for another post!

Monday, June 23, 2014

My Official Free RPG Day 2014 Report

Steve Chenault a.k.a. The Troll Lord behind the screen and in action!
 
How was MY Free RPG Day 2014?
 
Awesome.
 
Why? Because this wasn't your average day of just picking up free stuff and playing in a couple one-shot games.
 
THE Troll Lord of Troll Lord Games was in the house at All Things Fun in West Berlin, New Jersey this weekend! Steve Chenault ran a session of the company's flagship game Castles & Crusades on Saturday night!
 
I'm considering Saturday night a convention, folks, and I don't care what you think! The last time I had the great pleasure of gaming with the Troll Lord was back in March 2011, for the TrollCon East event. Any time I'm gaming with the Trolls, it's a convention!
 
At the table Saturday was a collection of the ATF regulars (some who I've gamed with for a long time on Wednesday nights) and some folks who were new to C&C (and who, I think, aren't regular roleplayers at the store). There were about a dozen players in all.
 
 
Steve let me use my half-elf paladin Drance, and I found myself a part of a fairly well-rounded party that consisted of a druid, an elven ranger, a halfling rogue, a dwarven cleric, a gnome illusionist (I'll give that one a pass, but *blech*), and another paladin besides myself, just to name a few of the participants.
 
Steve was in his usual gregarious form. He's always entertaining and challenging, and his love for the art and hobby of roleplaying is palpable. You can always tell that he loves the game and is having as much fun as his players.
 
Note the requisite stash of Dr. Pepper on the table! A Troll RPG staple!

The session culminated in the party facing a strange dragon-type creature that could turn you to stone with its breath weapon, and could spread its wings to reveal a scintillating pattern of light. If you looked at the light, you were immediately caught in a charm that made you feel all warm and fuzzy about the dragon!

We fought valiantly against the beast, and several of us were devoured by the thing, and Steve described their demise with his usual flair for description and gory details! Drance the half-elf paladin fought well that night, especially when the helmeted head of one of his fallen comrades was momentarily stuck in the throat of the dragon-thing!

However, ultimately, we were getting our butts handed to us, and we decided to flee. The dragon-thing managed to escape, but we dealt it a blow it would never forget!
 
As for the swag, what free stuff did I grab? The DCC RPG/Xcrawl offering, and Mr. Raggi's The Doom Cave of the Crystal-Headed Children (which is apparently a big "eff you" to people who protested his Free RPG Day 2013 offering, Better Than Any Man). I was surprised I was able to get my hands on anything, as I didn't make it to the store until about 7:30 PM. Those two were the last two freebies sitting on the table, so I snatched them up.
 
I'm a bit bummed that I couldn't get ahold of a copy of The Godsfall quick start rules, though I figured that would be hard to get since there was only one copy per box given to retailers. I'm really intrigued about the Godsfall RPG, and can't wait for a better look at the system and the world. 
 
But, all that aside, it was a great time! Thanks to Steve and fellow Troll Tim Burns for coming out to the East Coast once again, and bringing along some good gaming memories!
 

Monday, May 12, 2014

Castles & Crusades 10th Anniversary Kickstarter!

"Why can't it ever be bunnies that come out of these pits?!"

Anybody who's come to know me on the blogosphere knows I'm a huge fan of Castles & Crusades. Well, the great folks at Troll Lord Games have a Kickstarter going right now in honor of the 10th anniversary of that awesome RPG! The centerpiece of the Kickstarter is a 6th printing of the Player's Handbook in full color.
 
There's still about 20 days to go with the Kickstarter as I write this, and they've already smashed through the funding goal and a goodly number of stretch goals. And the Trolls have had a slew of very successful Kickstarters in the past, including the recent one for Codex Nordica. The bottom line is: unlike many RPG Kickstarters that have gone belly-up over the last few years, you can't go wrong with the Trolls! They won't let you down!
 
Please consider supporting this incredible game, which has carried on the legacy of Advanced Dungeons & Dragons with the blessing of Gary Gygax. The Troll Lords are incredible people who I had the pleasure of meeting in person a few years back. Be sure to get in on the action as C&C moves into its next incarnation!

Wednesday, February 12, 2014

Saturday, September 7, 2013

30 Day D&D Challenge, Day 7: Favorite Edition


New Edition, of course!
 
Oh, what edition of D&D? Sorry for the confusion.
 
My favorite edition of D&D is....
 
CASTLES & CRUSADES!
 
I've written about my love for C&C before, as well as how "it's all D&D to me." I don't care what you call the game you're playing. If it has the D&D "DNA" (i.e. based on D&D mechanics), then you are playing D&D. And C&C is my preferred version of AD&D, these days. It does what I need it to do, period. And it's the spiritual successor to AD&D. If you've never checked it out, do yourself a favor and take a look!

Tuesday, September 3, 2013

30 Day D&D Challenge, Day 2: Favorite Playable Race

Tanis, sans beard.
You have to remember, when going into these blog memes, there are those that think they're not worthwhile. And you know what? They might just be right! But I've never been the most prudent fellow, and have been know to do some corny-ass stuff, so...onward with the post for Day 2! *

* I know I'm still a day behind. Working on my Day 3 post for later today, in order to catch up.

I love the half-elf. This affection might have started with Tanis Half-Elven, tormented co-protagonist of Dragonlance fame. I suppose, like any socially awkward youth, I related to the character's internal struggles.

In the image above, the ears are way too pointy for my tastes. They scream "full elf" to me. I like my half-elf ears to be a lot more subtle.

Anyway, the half-elf also appeals because in 1E AD&D, as well as 2E and my beloved Castles & Crusades, they have some elf abilities but not the weaknesses. OK, I'm generalizing quite a bit with that statement. I'm not an "RPG scholar" and I don't have the books in front of me (and for the purposes of this post, I don't feel an urge to study too hard), but here's what I'm going on based on memory (which could very well be pretty sketchy):
  • In 1E, the half-elf is a bit less restricted in class choice compared to the elf.
  • 2E introduced the concept of elves getting +1 to Dex and -1 to Con. Half-elves did not suffer this, but instead the whole "child of two races, accepted by neither" was reinforced. Cry me a river. I'll take a "roleplaying incentive" over a mechanical penalty any day. 
  • Castles & Crusades did a sort of Middle-Earth thing with half-elves. Meaning, they can choose to take after the elven or human side, and doing so gives different benefits (see Elrond and his, uh, dead brother who chose to lean toward the human side). Translation = made half-elves even cooler.

Again, for any of the above, I welcome corrections/expansions of what I've written.
 
Now, over the years, I haven't played much D&D, but rather mostly served as GM. But those few times I've played, I've mostly gone with half-elves. There was one half-elf ranger in there, of course, as cliched as that is (did I mention I'm a Dragonlance fan?). Most recently, I played a half-elf paladin (named Drance, of course) in a Castles & Crusades-based City-State of the Invincible Overlord campaign.
 
Anyway, that's me and half-elves. Onward to the next challenge post!

Wednesday, January 30, 2013

Battle of the Bards: AD&D vs. C&C

Ok, maybe I should wait until I have the AD&D and C&C books in front of me before I get into this. Nah. I'm impatient and lazy, so I'm just going to riff on this one. Here goes:

So I'm playing a bard in a campaign using the awesome C&C rules. Anyone who's read this blog for any amount of time knows I love C&C. But now that I'm playing again, and playing a class that I've never played before in any version of D&D, I'm having some issues with some of the rule choices.

So yeah, I'm playing a bard for the first time ever in my gaming career. I thought it would be good to try something new. Anyway, there's this bard ability called "Exalt" that basically boils down to my bard chanting or singing or playing an instrument or something, and inspiring my companions. All well and good.

But this class power only seems to help companions with bonuses to saving throws and attribute checks, not combat bonuses. Somehow, that doesn't make sense to me. I mean, the description of the power mentions "battle cry" or something like that as one method of performing Exalt. So, you loose a battle cry but your companions only benefit via better saving throws? That just seems rather limited to me.

Now, correct me if I'm wrong, but didn't the AD&D bard (1E and/or 2E) have some similar ability that provided bonuses to combat for companions?

Overall, I'm finding the C&C bard sort of, well, bare. Meaning, there doesn't seem to be much that the bard can offer. Sure, Legend Lore is awesome. It allows a bard the potential to know vital tidbits of information during the course of a session. But that and Exalt are the only class powers that a bard has at low levels (I think...again, I don't have the C&C PHB in front of me at the moment).

This issue might seem minor, but there are other C&C class abilities that I'm having issues with here and there. This is sort of making me pine all the more for some Classic D&D. Less character class "powers" to deal with during a game, you know? Meaning, more room for player creativity, right?!

Anyway, any insight you wonderful folks out there can provide, that would be awesome, as per usual! What would I do with out our virtual collective consciousness/hive mind?

Friday, November 23, 2012

Thanksgiving Holiday RPG Musings

As I’m sure most of us do, I’m thinking deeply about my life during the Thanksgiving holiday. In particular, I’m thinking about my relationship with RPGs. Perhaps my mind is dwelling on this subject because for several weeks now I have not been able to meet with my usual RPG group. So it may be that I’m suffering from withdrawal, and this is making me pine for all things roleplaying. So, here’s what’s on my mind:
 
I believe that I am prone to fits of RPG assumptions. I think since I returned to table-top RPGs in July 2010, I’ve been focusing on retroclones and other modern recreations of out-of-print versions of Dungeons & Dragons, rather than a re-exploration of the actual Dungeons & Dragons games.
I’ve been assuming that retroclones are the direction I MUST go with regard to my return to gaming. I’ve also been assuming, perhaps in a mostly unconscious way, that retroclones are “superior” to the original D&D versions. This applies in particular to Castles & Crusades, which I’ve allowed myself to believe is “better” than Advanced D&D.
 
I think I’m moving away from this superiority belief and moving toward deeper and deeper desire to engage in an in-depth study of the Basic/Advanced D&D editions. I’ve been assuming that I know those systems already. I’ve overestimated my understanding of those original rules. I may know the general concepts pretty well, but my knowledge of the finer aspects of D&D is sorely lacking.
I now think my focus on retroclones has been purely a matter of expediency. They are what’s in print and readily available, and they are often more streamlined that the original versions. This, as I’ve mentioned on this blog before, is no doubt due to my current life as a busy adult. When it comes to C&C, there’s also the fact that it makes some changes I like to the Advanced D&D classes, as well as a unified modern mechanic.
 
Of late, I’ve had a growing urge to study, of all things, Second Edition D&D. In the epilogue to my gamer testimonial, I professed a disdain for that edition. I have to say that this supposed disdain is probably based on a tendency to turn away from a pastime after inundating myself with said pastime. This is especially true when it comes to me and RPGs. I think I just immerse myself so deeply in an activity that I burn myself out.
But this rejection of 2nd Edition AD&D also comes from my weakness for novelty and perhaps a bit of attention deficit disorder. I’m not just talking about Gamer ADD, but just generalized ADD. I think my retroclone focus was based on a tendency I’ve always had to cling to a “newer is better” mentality/habit. I go through phases in life where I cannot focus well on things. But I also labored long under a tendency to assume that prior versions of D&D, or indeed D&D itself, is somehow “childish.” From reading other blogs, I don’t think I’m alone in this. There was a time when I left D&D behind and moved on to RPGs that I thought were more “adult,” such as Amber Diceless RPG and the White Wolf Storyteller games.
 
I know I’ve been rambling here, but this post is probably more for me to talk things out to myself rather than be a coherent read for others. However I would love to hear feedback from readers. To sum up: I’m going to stop assuming I have a deep understanding of the Basic and Advanced versions of D&D, and actually read up on them. I know I have limited time to do so, but I’m going to make the commitment. I’m also going to rethink my prejudice toward 2nd Edition AD&D and give that system another chance. It is, after all, the version of D&D I played the most besides 1st Edition AD&D.
Wish me luck as I delve into the depths of my RPG motivations!

Friday, July 20, 2012

My Altered Oerth Campaign


The recent fog of indecision that had obscured my vision has lifted. My muddled brain has returned to clarity. I've made a decision, and it's one with which my players and I are happy.

I am going to be running another Castles & Crusades campaign at my VFLGS (VERY Friendly Local Game Store), All Things Fun! This time, I'm running things in the venerable Greyhawk setting, something I've wanted to do for a long time. Any advice regarding resources (both online and otherwise) and other Greyhawk tips/tidbits would be appreciated, of course. Heck, if you just want to share stories of your own Greyhawk adventures, feel free to do so!

The campaign is called Altered Oerth, and as the name implies I'm going to be changing things up from "canonical" Greyhawk lore. Sure, some things will be recognizable to fans of the setting, but there will be other aspects that I am changing, including (but not limited to) the pantheon of gods. I've always thought the original Greyhawk pantheon was overcrowded, not to mention the fact that many of the gods' names were veritable tongue twisters.

In the coming days I'll be posting here about some of my changes, as well as my house rules for the campaign, etc. The first session is next Wednesday night (7/25/12). So if you'll excuse me, I have to continue my prep work!

Tuesday, July 17, 2012

In the Mind of a Mad Gamer

"Oh, and Game Master, just one more thing: love your campaign!"  

Perhaps the excessive heat the US has been suffering under has broken my brain. Perhaps seeing the bickering of my family over parental issues (that's all I'll say on the matter here) has broken my spirit. Whatever the cause(s), I've found my brain severely unfocused as of late. As a result, my mind has been spinning on all levels, and this includes my gaming life.

When I was young, my hobbies were a true escape from a tumultuous family life. I read books voraciously. I found solace in places like, well, Solace, the tree-top village in the Dragonlance Chronicles. Yes, reading was a hobby, and linked to that was a "hobby" of self-imposed isolation. To be hidden in the depths of a library, secluded among stout walls made of book shelves with a book in hand, was to be in paradise for a short time. I also liked to write fantasical stories, an interest that I'm sure I shared with many young people who enjoyed Dungeons & Dragons.

When I discovered Dungeons & Dragons, I was often in the role of Dungeon Master, as my enjoyment of crafting plots was the greatest among my childhood group. As with many of us, the game gave us a means to develop creatively and socially.

I suppose reading is still an escape for me, and roleplaying is still something of an escape and a creative outlet, as well as a great social event (I can't say enough about how much I enjoy being around my current group of players). Though now I'm escaping the sometimes onerous grind of adult responsibility/bullsh*t.

ANYway, to continue on from my recent post about self revelation, of late I've found myself feeling pulled in many directions with regard to what I want to run as a game master. I feel really upset at myself for putting my still-young Labyrinth Lord game on hold. I didn't want to do that to my players. But I also had to be true to myself with regard to the fact that I felt unfulfilled with what I was running.

After a lot of rumination on the more nebulous aspects of my feelings, I think I've reached some clarity on things. I suppose not many people out there will be interested in hearing a 30-something man go on and on about roleplaying woes, but this is more for my own sanity, I think. I need to lay out what's on my mind in some organized form. I hope this will alleviate the swirling miasma of Gamer ADD. I've been inspired by Chris at Classic RPG Realms, who isn't afraid to talk out his struggles regarding what system to use.

Again, I consider anything with D&D "DNA" to be D&D wearing a mask. All that being said, here's my thought process as of right now:

Basic D&D

I have come to realize that I really want to run a game using actual Classic/Basic D&D rules. The retroclone thing wasn't cutting it. This came as something of a shock to me, as I'm a big fan of the 'clones. But I can no longer hide from myself the fact that I want to play "pure" if I'm going to play Basic D&D.

If I'm going to deal with the somewhat arcane mechanics of Basic D&D, then I want to be actually playing Basic D&D. That means using the original rulebooks. I have a copy of the Rules Cyclopedia that I'm dying to use, and I have PDFs of the individual Mentzer box sets that I can print out (or have done so already).

I'm not sure if this sounds shallow or bizarre, but yes, I want to use those original books. I don't want to use a retroclone. There, I said it. Again, I have nothing against the 'clones. They're great, and they're the impetus behind looking back to explore early D&D.

But I want to see that Larry Elmore/Terry Dykstra artwork when I'm flipping through the books. I want to see the fonts they used. I want the beholder in the monster section! I want that authentic D&D experience, which to me means using the original books.

And in using the original books, I want to stay as close to rules as written as I can. I really want to cut down my house rules and just do rulings on the fly as needed. I think the majority of my house rules will pertain to the classes, to give them a bit more "oomph."

Again, I'm feeling very guilty about putting my Labyrinth Lord game on hold after only a handful of sessions. I think I owe it to my group to give Basic more of a fair shot. But to me that means actually using those original rule books. Once more, I ask: is this insane?

I'll include the DCC RPG here, because it uses Basic's race-as-class feature and many other connections to Basic. I really like what Goodman Games has done to the D&D chassis. But I feel like it has more rules crunch than I'm willing to deal with at the moment. I have an urge to run some DCC RPG in the future, but not right now. I don't want to deal with the crunch.

Advanced Dungeons & Dragons

When it comes to Advanced Dungeons & Dragons, for some reason I currently have the opposite desire: I do NOT want to run a game using actual AD&D rules. I would much, much rather use Castles & Crusades. I'm not sure if this is a strange divergence from my "NEED PURE BASIC D&D!" feelings. But there you have it. At any rate, I have no desire right now to GM an AD&D/C&C game.

D&D Mine

Every once in a while I get the urge to make my own "edition" of D&D. Who in our blogosphere community hasn't felt that urge, right? I want to take the Swords & Wizardry clone as a foundation and put in all the tweaks I want and make my own game! I was inspired recently by JB at B/X Blackrazor when he proposed the D&D Mine concept.

But at the moment, this still is a case of "MUST PLAY PURE BASIC D&D!" eating at my brain. So this recurring urge is, once again, pushed aside.

Other RPGS

I really like Savage Worlds and the Dragon Age RPG. Their allure is that they offer an alternative to those games that are variations on D&D (i.e. those games that use mechanics very similar to D&D, either Basic or Advanced). And this appeals, because I have no deep-seated desire to immediately house rule either of these non-D&D RPGs, because they aren't D&D!

I think that I'm so familiar with the D&D rules that I can't help myself when it comes to house ruling. I'm sort of tired of this uncontrollable need on my part to endlessly tweak the D&D design. So, to me, the logical solution is to try another RPG for a while, and take a break from D&D in all its forms.

Yet my desire to play these games, strangely enough, makes me yearn for D&D. I'm really feeling insane...

Conclusion

I try to tell myself that I don't have a time limit on my new gaming life. I can run one sort of game/RPG for a while and then switch to another at some point down the road.

Ultimately, I'm sorry to subject my poor gaming group to the results of my scattered mind. I'm feeling like a very divided self, with my attention pulled in too many directions. This is frustrating to no end.

Any advice is very much appreciated.

Thursday, July 12, 2012

Self Revelations: D&D, the OSR, and Me

I started this blog to chronicle my return to roleplaying. I really had no idea what my attempt to return to the fold would entail, or how successful I would be. As far as success is concerned, I've got a steady group of fellow gamers that I play with on a fairly regular basis. So I consider that a success.

Note, of course, that I had no idea there was an OSR when I came back to gaming within the last few years. When I first made my concerted effort to return to the table-top, my first exposure was with Pathfinder (which I found to be interesting but too crunchy for my tastes...I had never played 3E either, for the same crunchy reason). It was this lack of fulfillment with an in-print game that caused me to wonder about the out-of-print games from my past. I decided to dig around online for those older editions, and the rest is history...

Since I've come back to roleplaying, I think I've learned some things about my current gaming self. The following is very subject to change, however, as I'm nothing if not mutable:

The Old Rules
At the moment, I don't really want to go back and use the old D&D rules as written, be they Basic or Advanced D&D. Sure, I have strong feelings of nostalgia for those old rule sets. Like so many of us, it was my first RPG. There's a certain lure to the thought of playing actual D&D instead of a retroclone, but again, that's probably just a bit of "bad" nostalgia. In re-reading the Rules Cyclopedia, Moldvay/Cook/ Marsh B/X, and AD&D, I find myself balking at the "clunkyness" (or what I personally perceive/define as clunkyness) of the rules. I've also run into that balking feeling while running some Labyrinth Lord recently. So I've reached a point where my issues with the rules have overcome the gravitas, the prestige, the tradition, the whatever-you-want-to-call-it of playing actual D&D or those retroclones that cleave close to it (i.e. the "first wave" of clones = OSRIC, Swords & Wizardry, Labyrinth Lord).

I say all the above with not a little sadness, because I blame my current state of life as being the culprit behind my inability to grok the old rules. I can't seem to retain the little idiosyncrasies of the old rules. I know this seems lame, but it's a sad truth for me. I've got some personal things in my life that are taking up a fair bit of brain power of late. Maybe this ineptitude on my part will abate someday, but for now...

I have to admit, though, that I've felt a recent urge to get the original AD&D books, in order to add them back to my collection. The books my teenage group shared years ago were destroyed by a friend who became a hardcore born-again Christian. After so many years of not having the hallowed words of Gary Gygax in my library, I feel the need to own them once more.

I'm not sure why, even though I know how old school games are about rulings and not rules, that I just can't feel totally at peace with playing D&D rules as written OR with house rules that make them more to my tastes. Maybe it's some disillusionment with the rules, or being tired of the same old D&D rules appearing over and over in the vast number of OSR publications, or a combination of the two. Don't get me wrong, I love the wondrous variety of the OSR and believe it is a positive aspect of the movement. 

I think familiarity does breed contempt, and I've been around the D&D rules for so long that I'm probably getting a bit tired of them. I probably need a break from them. I can't seem to help the urge to tinker. I know, the prevailing thought process is that older D&D rules were pretty much made to be just guidelines, and made to be tinkered with. But I just don't have the stomach for too many house rules of late. Maybe it's my current time crunch that makes me get upset if I have to craft too many house rules. Granted, I don't think I've played with too many house rules, but still...I feel the need to find a game that doesn't give me the overwhelming urge to tweak. This feeling alone probably strips away a good portion of my OSR cred (if I ever had any).

The Rules with D&D DNA
Again, I've no urge to use the original D&D/AD&D rules in a current game. For my AD&D needs, I have Castles & Crusades. It is the game that had Gary's blessings as the successor to D&D, after all (at least, according to the Troll Lords, who were close to Gary before he passed).

Yes, the only version of AD&D I really dig is Castles & Crusades. It's a wonderful amalgam of 1E (classes, races, overall aesthetic) and 3.5 (more modern unified mechanic), with some new ideas/twists thrown in (example: rangers don't cast spells...that's awesome...never could stand spellcasting rangers) and an old-school mentality surrounding it.

The other game that's made a big impression on me is DCC RPG. I really like this "second generation" clone! I am definitely liking it more than the original/first wave of clones, and I know that statement may raise some hackles. I know, DCC is not supposed to be a clone, but come on folks...call a clone a clone. I'm not ready to actually run DCC RPG at the moment, but I have the itch (and some of those Zocchi dice as well).

Both of the games mentioned above use a much more unified mechanic than the old versions of D&D/AD&D. And these days, I'm loving me some unified mechanic. This is due to being busy with adult life, which leaves me with minimal brain space to use for storage of various mechanics. I know, lame, right? Oh well, it's my truth. And to thine own self be true.

The less I feel the need to house rule, the more I like the RPG. I do like to play with some minimal house rules for C&C (one sheet of paper front and back is my limit!), and DCC seems like a game I wouldn't want to house rule much at all.

But C&C and DCC have that D&D DNA, and of late that's bothered me. So I have to conclude that I'm having an issue with D&D, deep down.

Other Rules and New Rules
Lord knows that, over the years, I've played a bunch of other games that weren't D&D-based. I played a lot of Palladium (TMNT, Rifts, Heroes Unlimited, Ninjas & Superspies) and also Amber Diceless RPG. Most recently I've been playing Savage Worlds. So my experience with the other RPG possibilities out there is probably part of my current urge to look elsewhere. Look, I learned a lot about rulings not rules and other concepts favored by the OSR through my experience with a non-D&D game like Amber Diceless Roleplaying. With no dice and just four attributes, the ADRPG GM has to make a lot of rulings.

Bottom line: I'm really curious about newer, non-D&D based systems like Savage Worlds and Dragon Age. I feel the urge to break away from the D&D "hegemony"...at least for a while. These games also have unified mechanics (with Dragon Age going so far as only using the d6, rather than Savage World's use of the other polyhedrals we all know and love...I have to admit I'm going to miss all those other dice while we play Dragon Age).

I know there are a lot of OSR folks who clamor about player vs. character skill, and a system like Dragon Age can lend itself quite easily to players depending on the character stats and associated skill rolls. But I'm here to tell you that my thoughts towards character stats and skill rolls are also tied to my current gaming status. I'm a busy adult playing with busy adults. We don't have all the time we used to have in order to lean mostly on player skill and searching every cranny of a dungeon.

I guess you could say we don't have time to be incredibly clever. We have time to be somewhat clever. My players are very creative and come up with really inventive solutions to things, be they battles or negotiations with NPCs or solving puzzles. But if they sometimes want to lean on the dice mechanic, I'm not going to stop them. Because in our limited time we want the adventure to press forward, and not worry about exploring all the minutia that "pure" old school D&D play demands.

I do encourage a combination of player and character skill, a compromise if you will. These two roleplaying concepts don't need to be mutually exclusive. Player ideas improve dice roll success or eliminate the need for dice. I guess I am not purely of the OSR when it comes to mechanics, but I am when it comes to the style, the spirit. Not that labels matter, though. The gaming is what really matters.

Conclusion...For Now...
I'm not sure if I'm getting across all my feelings as clearly as I wanted, but I made an effort here. Mostly for my benefit, but I'm also wondering what others think. You may think I'm a cop out when it comes to the OSR, but again, I'm thinking that I'm more of an omnivorous gamer rather than just a consumer of the old ways. Maybe I'm not really an OSR gamer at heart. I don't know. Not that there's a strict membership guideline for the movement, right? ;-)

I'm not knocking those who want the pure OSR feeling/gameplay. I'm just realizing that I'm different...at least for the moment. Someday, I'm sure, I'll want to play C&C or DCC or maybe even Labyrinth Lord again. I think I just need some time away from the same rules I've been using for so many years. Hell, I might want to try my hand at original AD&D again. Who the heck knows, right? I'm nothing if not a sufferer of chronic Gamer ADD!

But for the time being, I talked to my group and they seem interested in me running some Dragon Age RPG. And I'm having a blast with my friend Bill's Savage World of Solomon Kane game. Both games may owe their existence to D&D (like all other RPGs), but they don't owe much in the way of mechanics. And I'm really, really liking that fact.

Wish me luck on this latest phase of my gaming life. Until we meet again, happy gaming!

Thursday, June 21, 2012

Confession: I'm liking DCC RPG more and more...

One of my measuring sticks for RPGs is not having to house rule them too much.

Upon reading into the Dungeon Crawl Classics RPG, I find that, for me, it fits that "minimize house rules" bill for the most part.

I really am a "rules as written" guy deep down, I think. Games like Castles & Crusades and Labyrinth Lord only compel me to make minimal house rules. I currently have about one page of house rules for C&C (my preferred version of AD&D) and two pages for Labyrinth Lord (my preferred version of Basic D&D). The level of house ruling that I've done for those systems is ok by me. But any more than a couple pages and I'm not comfortable anymore.

However...from what I've read so far of DCC RPG (granted, I am not anywhere near reading the entire thing just yet), it might just become my preferred version of D&D, basic or advanced or otherwise.

Anyone who's read this blog knows that that's a huge confession from me and a big change of heart, due to the posts I written attacking Goodman Game's hype machine. But I'm man enough to admit that I was spouting off without seeing the final product. Now that I've seen it, does the game live up to the hype? For the most part yes, as far as I can tell. That doesn't mean that I like it when people mega-hype a product in a vainglorious manner. But I can understand someone trying to sell their product.

Anyway, I really like the gonzo nature of DCC RPG. I'm liking the twist on D&D spellcasting. I'm liking the "modernization" of the decades-old rule set. Heck, the game has even made me like alignment, which I've never really used in my gaming life. Because DCC makes alignment serve a purpose, makes it relevant.

All of this makes me think about gamer-me, and what I really want from my roleplaying and my roleplaying games. I'm not sure I was ever fully a member of the OSR. Many sacred cows of the movement I can do without, such as strict adherence to D&D's conception/version of Vancian magic (as I discussed in this post). I suppose this may be due to my gaming history and when I entered the hobby (around 1988).

When it comes to my interest in old school, it's not about maintaining adherence to a particular rules set's rules as written. Rather, old school for me means a style of play that includes rulings not rules, a focus on actually roleplaying, encouraging player creativity, and the other less tangible aspects of old school play.

Anyway, that's enough of my blather for now. Happy gaming, all!

Monday, March 19, 2012

Feeling the Crunch and Keeping the Roleplaying Flame Alive

Hey all out there in Bloggerland! As you probably know, I've been running a Castles & Crusades campaign since last summer. We've had 18 cool sessions of the campaign, and the group has had a good old time of it.

Over the course of the last few months my regular life duties have been increasing in pressure. My job is demanding more and more from me in terms of time and brain power, and as my kids get older more extra-curricular activities on nights and weekends take up time. The result: I find myself less and less able to devote time to prepping for my C&C games.

C&C is not a complicated system. But it seems like I have trouble keeping the abilities of the races and classes in my head. And as a GM, I like to be able to remember those abilities. C&C has roughly the same classes and races as AD&D. If I had more time and, frankly, was a younger man with less brain degradation, I could probably hold more of the game's rules in my head, which would therefore make me a more confident GM when I run C&C.

Also, I've been running the campaign in the Forgotten Realms, which is a huge place. I've tried to give the players as much of a sandbox as possible. My definition of a pseudo-sandbox is giving the players a lot of rumors and plot threads that they can potentially follow. I've created a bunch of possible scenarios to explore in whatever order they like.

The problem comes with me having to develop a flavor for an area to which they may journey. I don't feel good as a GM if the places they travel to are too generic. Without time to refresh my memory of the particular flavor of a location through reading my published Forgotten Realms materials, I've been feeling like I'm not providing enough of a living, breathing world. Just having the published world materials as a resource is nothing if I don't have time to study them on a regular basis.

So, I talked to my players about an impending end to the campaign, within the next few sessions. I told them that I believe in campaigns having endings, and that they should save their characters for a new C&C Forgotten Realms campaign sometime in the future. This future campaign would be a "sequel" of sorts for the one that is about to end. I think they seemed pretty OK with all of this.

So, what's next? Well, I talked to the group about me running a Labyrinth Lord campaign in an as-yet-undecided world. The Labyrinth Lord system will allow me to wrap my head around a smaller rule set but not compromise playability, fun, etc. I am confident that they players won't balk at the smaller character options selection. I am confident that they "get" the old-school idea that personalization of an old-school roleplaying character doesn't come from a huge bunch of character abilities, but rather from the player's use/portrayal of that character.

So, using Labyrinth Lord, I hope to alleviate my depleted prep time issue. And a new, SMALLER setting* will allow me to give them a sandbox without making my head explode. I'll report in some more in the coming weeks about the end of my current campaign and the genesis of my new one.

*I think am officially calling dibs on Thunder Rift! More details to come on that...

Thursday, March 15, 2012

Two Rosetta Stones?

I think it should be apparent to anyone who's been reading my blog that I have a deep love of Castles & Crusades. Some may even know that I have been developing a deeper appreciation for Labyrinth Lord. In studying both systems for some time now, I came across an interesting tidbit: both games claim to be "Rosetta Stones." Want proof?



Look here (where it says "The Rosetta Stone of Roleplaying Games") on the Troll Lord page for C&C, and here (where it says "The Rosetta Stone of Old-School Fantasy Role-Playing Games!") on the Goblinoid Games page for LL. In light of this, one might say it's no coincidence that I am so attracted to both games. ;-)


 
Now, looking deeper, one notices that Troll Lord claims that C&C is the Rosetta Stone of Roleplaying Games. That statement seems to include ALL roleplaying games. Whether or not the Trolls wanted to make as grand a statement as that seems, I'm not sure (though the Trolls are so in touch with their fans that it wouldn't be hard to ask them!).

Whereas Goblinoid claims that LL is the Rosetta Stone of Old-School Fantasy Role-Playing Games, a much more focused and distinct segment of the roleplaying pantheon. Goblinoid has firmly placed their game in the ranks of the old-school, "D&D-esque" fantasy gaming realm.

But upon reading Troll Lords' game, one realizes that Castles & Crusades also seeks to promote an old-school style of play. Indeed, the game seems to combine a bit of 1E AD&D and a bit of 3E D&D as well. Many consider the game to be as much of a retroclone as Labyrinth Lord. I'm not so sure I agree with that, as there are deviations from the AD&D classes to consider (C&C rangers do not cast spells, which I totally agree with...that's just one example of many) and the C&C SIEGE Engine attribute check mechanic is not exactly like the 3E d20 roll versus DC mechanic.

This might all be "duh" stuff and me just thinking too much about this. I'm not really trying to get too analytical about this or foster a debate as to what these two companies intended to state when they wrote those words. I'm not sure how much thought was put into these Rosetta Stone statements. I'm not trying to get too deep into this, I really just thought it was a fun tidbit of information.

However, as lighthearted as I am about the whole thing, I would love to hear what others have to say. Please chime in if you are at all interested. Thanks!

Thursday, March 8, 2012

My Castles & Crusades House Rules

I thought I'd share my house rules for my Castles & Crusades campaign (Paragons of Waterdeep), in the spirit of...well, sharing. I've also included the rules I currently use from the Castle Keeper's Guide, which aren't house rules per se but I wanted to show them as well. Please let me know what you think, and please share your own house rules for your preferred game system if you care to do so.

HOUSE RULES

Hit Points: max at first level.

Wizards: can use HPs to cast spells if they have cast all their prepared spells (1 HP for each level of spell).

Counterspell: a wizard can counter another wizard’s spell by casting a spell of the same level as the target spell. The countering wizard can make an INT check in order to determine the level of the spell to be countered (as long as the spell is of a level that the wizard can cast). The countering is an automatic success, with both spells cancelling each other out.
Clerics: can select one spell per level that they can spontaneously cast (i.e. use a spell slot currently filled by a prepared spell). This selection of spontaneous spells can be changed every day when selecting spells for the day.
Reversible Spells: reversible spells for wizards do not need to be memorized in reversed form (i.e. a spell can be cast in its reversed form “on the fly.”)
Fighters: Bonus to Hit starts at +2 at level 1 (to give them a leg up over the BtH of Fighter "sub-classes" like ranger, barbarian, and paladin) and improves by one each level thereafter. In addition, Fighters have the Cleave ability (stolen from ACKS, replaces Combat Dominance). Whenever a Fighter kills or incapacitates an opponent with a melee or missile attack, he may immediately make an attack against another opponent within 5' of the target he has just dropped. Fighters may make a maximum number of cleave attacks per round equal to their level. When making cleave attacks with missile weapons, Fighters are limited to a maximum of 2 with a crossbow, 3 with longbow, and 4 with composite bow, shortbow, slings, or thrown darts, daggers, or javelins.
Two-Weapon Fighting: roll two damage dice, keep whichever you want. Forego extra dice roll to get +1 defense for round (declared at beginning of round).
Shields: can be used for shield bashes (declared at beginning of round). Gives extra dice roll for damage (1d6 for bucklers or small shields/1d4 for large shields) but sacrifice AC bonus for round. Instead of inflicting damage on a successful bash, the attacker can choose to stun an opponent. Defender must make a CON save or be stunned (cannot take actions for 1 round). Large shields can also give their bonus to certain saving throws (such as breath weapons).
Natural 1 and Natural 20 (combat only): a natural 1 is always a miss and a “fumble,” the effects of which are up to the GM. Natural 20 is an automatic hit and does maximum damage. GM may also allow for some “fantastic effect.”
Hold Action: during combat, a player can hold their action for use later in the round. However, held actions not used in a round are lost at the end of the round.
Injury before Action: if a wizard is injured during the casting of a spell, they must make a CON save or have their casting fail.  Also, if a character with a ranged weapon is injured while aiming, they must make a CON save or have their aiming disrupted.

CASTLE KEEPER'S GUIDE RULES
Fate Points (p. 277): players get three Fate Points to spend per game session in order to influence the game in some way. The following is a list of the most common uses (once per round).
·         Down But Not Out (3 points): a character that would normally die at -10 HP is stabilized at -10.

·         Fortune’s Fool (1 point): can be used to reroll an attribute check or attack roll. Can also be used to force a reroll of an attack against a character.

·         I Just Made It (2 points): automatic success on saving throw.

·         Might Blow (1 point): once per game session, a player can use this to turn an attack roll into a natural 20.

·         Providence Smiles (1 or more points): character asks GM for a “plot break.” The GM may overrule the request, and the point is not spent. Alternately, the GM may require the player to spend more than one Fate Point. Can only be used once per game session.

·         You Missed Me! (2 points): a blow that would have hit a character misses instead.

·         Sound the Charge (1 point): double movement rate for one round.
Checks against Prime Attributes (p. 234): against opponent with applicable prime attribute(s), +6 is added to player attribute check(s).
Action Description “Bonus” (p. 235): when attempting an action that requires an attribute check, a player’s description of their character’s actions may earn the player a bonus to their roll.
Combat Maneuvers (with modifications, p. 256):
Firing into Melee: on a roll of 1-3, a character hits a friendly. Roll another to-hit to see if the friendly takes damage. Chance to hit friendlies is eliminated if a player takes time to aim. Aiming and firing in the same round confers a to-hit penalty of -4. Aiming and waiting until the next round to fire lowers penalty to -2. Waiting another round eliminates penalty.
Called Shot: performed at a -8 penalty, but a hit means automatic critical (full damage). Taking rounds to aim lowers penalty by 1 for each round taken.
Offensive Focus (declared at beginning of round): confers a +3 to hit and -6 to AC for round
Fighting Defensively (declare at beginning of round): -2 to hit, +2 AC
Full Defense (declare at beginning of round): no attack, +4 AC

Friday, February 24, 2012

Early D&D and Feeling Left Out

I feel like there's something of an "inner circle" in the OSR. There's guys steeped in the early editions/versions of the game (OD&D/the LBBs, Holmes, Moldvay) and early supplements, and I am just now scratching the surface of that era in the game's history.

As I explore, I'm becoming more and more interested in stepping away, at least for a while, from my AD&D roots (which I'm currently expressing through AD&D's modern counterpart, Castles & Crusades). I'm becoming more interested in using the old rituals, so to speak, of Basic D&D.

Besides a yen to actually play in/run games using Basic D&D rules for the first time, I've also wondered about the reality behind names like Tekumel, Empire of the Petal Throne, and Arduin. I see the veneration for these items that some people have expressed, and I feel a certain envy, not having been exposed to those things when a young man starting out in the hobby.

Now, I've read up on the meat of Tekumel and Arduin, and further study has not garnered any particular interest on my part. Some of the mystery has been stripped away and I guess I wasn't too impressed. The same goes for my delvings into OD&D and Holmes...they just don't seem to do too much for me. Moldvay/Cook/Marsh B/X is where I really seem to start liking things, and on through the Mentzer era culminating in the Rules Cyclopedia.

As far as clones go, I like the style and passion that comes from Matt Finch's Swords & Wizardry, and also the magic that seems to be infused into the pages of Dan Proctor's Labyrinth Lord. As for "second generation" clones, I really like Adventurer Conqueror King, and Newt Newport's Crypts & Things is up there too.

But I'll always feel like I missed out on something as a kid, for not having experienced Basic D&D all those years ago, during my formative time in the hobby. Ah well. Here's to making up for lost time! GAME ON!

Monday, February 20, 2012

Ok, there ARE some things that bug me about Castles & Crusades...

...such as the extensive armor list. It's a bit of that "AD&D complexity" filtering through, I think. It's not as onerous as the AD&D polearm list, thankfully.

But I mean, come on. Greek Ensemble? I really just want the good old list that includes leather, scale, chain mail, banded, plate. Done.

Sorry, it's Monday morning. I'm mourning the weekend.

Maybe this is all just fueled by my recent readings of the Rules Cyclopedia as well as my PDF of the ACK system (the latter of which I am really liking, and not for the domain control rules either).

Hmmm...

Thursday, January 19, 2012

Between hope, wonder, and ambivalence...

That's where I find myself, folks, in light of Wizards of the Coast's latest move: the announcement that they will be reprinting the 1E AD&D books that St. Gary laid down all those years ago. Wow. I really feel like this is surreal. Let's talk about this, shall we?

What is WotC up to? That's my gut reaction. Sorry to be cynical. But seriously. Are they really finally taking a page from the OSR, admitting that old editions have their place in the gaming world and not just some fringe movement? Are they giving props to the OSR, actually listening to long-time fans of the game's many incarnations from the last few decades? Do they want to play nice and live in harmony with fans of all editions of D&D? Is this an extension of the squishy 5E feelings that they're pushing?

Or is all this some ploy to steal the OSR's thunder? Because as expected, the news of 1E's reprinting (albeit a limited release, supposedly) has some OSR diehards crying foul. Why? Because, the diehards say, this will make OSRIC obsolete. Uh, I personally am not so sure about that. I can see how some might consider WotC re-releasing OOP edition as a move to quash the OSR. Every group has conspiracy theorists, right? I'm not so sure it would mean the end of all the retroclones, though. Ironically, some might find the clones to be more user-friendly, having given the old rules better organization, etc.

For me, these days, if I wanted to play in the 1E style, I would just keep playing Castles & Crusades. For me, C&C takes the spirit of 1E and blends it seamlessly with the best of the 3E mechanics (I'm sorry if I sound like a broken record, with the C&C love I constantly spout). I'm not sure I would even want to go back to the old 1E rules as originally written, as heretical as that may sound to some. But, let's keep in mind that Gary gave the C&C guys his blessings back in the day, so...there you go.

Is WotC just jumping on the bandwagon? That would be something of a victory for the OSR, eh? The movement has become something that WotC can no longer ignore, eh? I wonder what all the "This Is A Dying Hobby" doomsayers are thinking right now.

I've been so busy today that I haven't had time to do any reading on the 1E situation, so I don't know if WotC has released a longer statement as to why they are reprinting Gary's masterpiece. But between this and their "kumbaya" 5E love-fest ("it will bring all D&D lover's together!"), I'm really feeling a bit like I'm dreaming. I really don't know what to think at the moment. It seems to good to be true. Or at least to good to be kosher.

So I just wanted to vent. I sit here between hope, wonder, and ambivalence about all of these recent developments, and frankly I just don't know what to think. And I know I'm not alone. Thanks for listening to me babble. I'd love it if someone would babble back, to let me know what you're all thinking out there.

Interesting times we live in, eh?

UPDATE: Since I can't seem to post a comment to my own blog at the moment, I'll respond to all the people who stopped by through this update.

Chris Creel: Glad you got a laugh outta that! And I agree that there's a good likelyhood that 5E will take some inspiration from C&C (this opinion is no surprise given my *ahem* boner for C&C ;-).

Greyhawk Knight: Thanks for the insight, specifically the reminder that this is a limited print run. And those who don't want to plunk down the cash on the Hasbro of the Coast altar can also take up the OSRIC cause.

Martin: Hey there! Good to hear from you! How are things? Agreed on the hype factor on the part of WotC, the canny bastards! And you worked with WotC before, right (no judgement there, of course)? Who better than you to know their tactics? Yeah, this 1E reprint thing smacks of another olive branch that is designed to test the OSR interest in "official" D&D.

To Gwydion and all: thanks for the reminders of the real purpose behind the clones.

James and Tenkar: thats for stopping by and for helping to put things into perspective!