Showing posts with label PoD. Show all posts
Showing posts with label PoD. Show all posts

Wednesday, June 3, 2026

Mail Call Wednesday: D&D Basic & Expert in Print

 The BEST version of Dungeons & Dragons in back in print now. The Moldvay Basic book and the Cook/Marsh Expert book are now available in Print-on-Demand formats from DriveThruRPG.

Dungeons & Dragons Basic and Expert Books

While maybe not as crisp-looking as the originals from 1980/81 are, they are still easy to read and great to have.

Dungeons & Dragons Basic and Expert Books

Dungeons & Dragons Basic and Expert Books

Dungeons & Dragons Basic and Expert Books

Dungeons & Dragons Basic and Expert Books

The books do compare well, and they allow me to keep them on my desk without worrying about ruining what I call my "museum pieces." 

The Expert book even has a nice little bonus.

Gateway to Adventure

Gateway to Adventure

Gateway to Adventure

A reprint of the 1981 Gateway to Adventure TSR Product Catalog. Though I suppose if I am being nit-picky, this is the one that came with the Basic set, since the one with the Expert set had a picture of Isle of Dread. 

The Dungeons & Dragons Basic and Dungeons & Dragons Expert books will run you $15.99 each. More expensive than 45 years ago, but I guess that is to be expected.

I just got these last night and have not shown them to my kids yet. I am sure my oldest will now want his own copies.

Dungeons & Dragons Basic and Expert books

Dice not included.

Dungeons & Dragons Basic and Expert books


Now, let's see the BECMI books in print!

Friday, May 22, 2026

Fantasy Fridays: Forgotten Realms Book of Lairs

Book of Lairs [Forgotten Realms] (2e)
 Working through my Forgotten Realms books. I’ve been wanting to put in some time with the Forgotten Realms reviews. In part because I have a pile of them here staring at me. Taunting me. 

The one for today is an odd little utility book of the sort TSR excelled at in the late 80s and early 90s.  Don’t expect a campaign-shaking mega-adventure or a big boxed set. Nor is it one of those "here is an entire country, good luck" affairs. It is far more straightforward. "Here are some monsters and their lairs. Go on and have an adventure."

Book of Lairs [Forgotten Realms] (2e)

1994. By Nicky Rea and Sam Witt. Cover art by Larry Elmore, interiors from Valerie Valusek, and cartography by John Knecht and Rob Lazzaretti. 96 pages.

For this review, I am considering my PDF and PoD versions from DriveThruRPG.

This book follows the previous Book of Lairs format TSR has put out in the past, only this is tailored for the Forgotten Realms and for AD&D 2nd edition. Inside you will find 35 short scenarios, each with a monster at its heart. The product copy touts "over 30" adventures for a single session full of danger and humor and the like; I would say that is as apt a description as any.

One thing I do want to point out right away in reading this. Hidden in the math is an ersatz or even proto-Challenge Rating. Each monster lair listing has recommended total levels and recommended average party level. Divide the total levels by 6 to get close to the average party level. It works much in the same way Monster Mark did, and Challenge Levels do. We almost had this in 1994. 

Also note that this is not a monster book, nor an adventure book in the full sense. It is a collection of mini-situations and encounters. And that is where you will find both the merit and the flaw in it.

They do make some assumptions about your library, namely that you have the Campaign Setting and the Monstrous Compendium appendices for the Realms. The latter is key.

You won’t be looking at the usual suspects. We have alguduirs, asperii, beguilers, belabras, bhaergala, bichirs, cantobeles, cildabrins, crawling claws, crimson death, dimensional warpers, dracoliches, fachans, firenewts, frosts, hauns, inquisitors, loxo, monkey spiders, morins, orpsus, revenants, saurials, sha’az, silver dogs, thylacines, wemics, and so on. This is strength really. It makes this a Realms book and not the same as the previous Book of Lairs. IT does mean you need the Forgotten Realms Monstrous Compendium pages, though.

With the old Monstrous Compendium type books/pages you are given some wonderful, oddball creatures and left to your own devices. I don’t mind that; I enjoy my monster books for the reading. But a monster ought to have context, a place in the world, something more than a roll on the random encounter table to justify its presence.

Book of Lairs provides that. Each entry is brief, a page or two at the most. There is the creature, the setup, the lair, a few complications. You can run it with hardly any prep. You will find another reviewer has it right: the bulk of the encounters in here run to 2 or 3 pages and are drawn from the monsters in MC3 and MC11, the appendices for the Forgotten Realms Monstrous Compendium. It is a quality that makes the book feel like something you can put to good use at the table.

Then again, not all of them are "Realmsy" (if you want to call it that). You could take some of these and put them in Greyhawk, Mystara, my own Mystoerth, or wherever your world is with no trouble. I would say that is the best way to employ the book these days. Sure, it is a 96-page tome of weird AD&D monster encounters and a product of the Realms, but I can make use of it anywhere. My oldest is currently using it in his own world using AD&D 1st edition, so it has flexibility. 

The setting does make its presence known. You will come across Harpers, Zhentarim, Tyr, Moander, places like Westgate, Yhaunn, Calaunt, the Shining Plains, and Sembia. But do not expect the kind of lore you get in The Code of the Harpers; this is a working DM’s book. I think that is why I like it.

My only real gripe (and this is a minor one) is with how it is put together. An alphabetical list by monster is well and good when you have decided on a dracolich or revenant, but what if you are looking for something to throw at a 5th-level party in a swamp? So an index by level or difficulty (dare I say, Challenge Rating) would be great.

But then, it is 1994 TSR. This is the sort of thing you were meant to read, mark up, and leave next to your DM's screen. Find an encounter, make it your own, and be done with it. There is a very AD&D sensibility to that.

In many ways, the Realms at this time still has that huge, messy quality to it, with things left unexplained. I see that as a feature, not a bug. The Forgotten Realms is at its best when it seems you have only seen one inn or one haunted ruin, and there are a hundred other things about to step out of the torchlight. This book gives you that sense.  I mean, despite the fact that we are now sitting on the other side of 40 years of published Realms lore, I am still new to all of this.

thylacine
There is your dracolich lair, the big ticket item, but I am more inclined toward the odder, smaller fare. A silver dog, a saurial, a wemic, or the thylacines (I am a fan of The Howling III, and I think at least someone on the Realms staff is as well.). They are the kind of creature that tells you the Realms is more than generic fantasy with Elminster tacked on. These are places where oddities have families, enemies, and a history.

That is what the book is worth. It shows you a monster is not a stat block. It has a place, a situation, and motivation. And the lair itself is often the adventure.

Sinéad, Nida, Arnell, Jaromir, and Rhiannon

Since my characters are still heading east, this book is immediately useful to me. I could drop one of these encounters into their path without too much trouble. A strange beast on the road. A ruined tower with something nesting inside. A village dealing with a problem that is bigger than they understand. That is exactly the sort of thing this book is built for.

I don’t know that Book of Lairs is essential Realms material. If you are building a Realms library, you want the boxed sets, the regional books, the big lore books, and probably the deity books before this one. But if you are actually running AD&D 2nd Edition Forgotten Realms, or any old-school fantasy game, this is the kind of book that earns its keep.

It is not flashy. It is not a grand tour of Faerûn. It is not going to explain the Time of Troubles or give you the secret history of the Harpers. It will give you a monster in a lair and a reason for the characters to investigate. Which, honestly, is how most good monster encounters should work.

The PDF and PoD are both legible and easy to read for a scanned product.

The PoD suffers from faded text typical of a scan, but this one is a little better than most, to be honest, and unless you are looking for it, you might not notice it. 

All in all, pretty happy with my purchase.

Thursday, October 17, 2024

Review: Ravenloft Domains of Dread (2e)

Ravenloft Domains of Dread (2e)
 I am skipping over the otherwise great Ravenloft Campaign Setting, Revised for the last core book of the Ravenloft AD&D 2e line for a few reasons.

First and foremost, I don't have a copy of the Ravenloft Campaign Setting, Revised boxed set anymore. I had the box, but it was lost somewhere along the way. I have the PDFs, but that really isn't the same, is it. Also, the Revised set is just that, Revised. It came out in 1994, only a couple of years after the original boxed set. It takes some details from the Core set and Forbidden Lore plus other material current at the time and gives us a new boxed set complete with more Tarroka cards.

All of this would then be surpased with the publication of Ravenloft Domains of Dread.

Ravenloft Domains of Dread (2e)

1997. By William W. Connors, Andria Hayday, Steve Miller, and Bruce Nesmith. Art by  Paul Carrick, Henry Higgenbotham, Scott Johnson, Robert Lazzaretti, David G. Martin, Val Mayerik, Mark A. Nelson, Arnie Swekel, and Peter White. 288 pages.

We are nearing the dawn of several eras. The end of the 90s, the end of the 20th century, and the end of TSR. Wizards of the Coast had just recently purchased TSR and saved it and D&D from bankruptcy oblivion. The changes were subtle at first, but one of the first clues was the shift in trade-drees and art for the Ravenloft books. Domains of Dread was a new hardcover, the first, for Ravenloft. I am not sure when the hardcover novels (and I think it was just "I, Strahd") were published.

For this review, I am considering my PDF and Print on Demand versions from DriveThruRPG and my memories of my original hardcover.

This is a good-sized book of the sort that was popular in the waning days of TSR. Notable about this one is the copyright page which includes the address for Wizards of the Coast, located in Renton, WA and not Lake Geneva, WI, and the use of the website www.tsrinc.com. You can still buy that if you like.

This book covers the same ground as the two previous core Ravenloft sets and updates them to reflect the recent events in the lands. 

I am happy to report that this one does indeed have 13 chapters and extra appendices to cover all the matieral. For example Darkon was gone and The Necropolis was in it's place

There are subtle as well as overt changes here. Some Domains are gone, others sent off to be Islands of Terror, and all due to the Grand Conjunction. Now I have mentioned this in terms of some of the adventures I have covered this month. If you buy this version, as opposed to say Realms of Terror, it is going to assume that the meta-plot of the Grand Conjunction has already happened. Does that mean you can't run say, Feast of Goblyns or Ship of Horror? No, but they are not going to work the exact same way.

I think this was one of my big disappointments with this book.  By 1997 I had began to not play much AD&D at all. So a lot of the Grand Conjunction and later plots were still new to me when they were old news to everyone else. While this was certainly the shape of all AD&D settings at the time it did make entry, or re-entry a lot harder.

That all being said if you are new to AD&D Ravenloft OR you don't care about the meta-plots then this is a great place to start. Everything is revised and brought upto date with all the other Ravenloft rules published. It is the book I recommended to my oldest when he wanted to read more about Ravenloft in AD&D.

Of most use here to all Ravenloft players and DMs are the appendicies which cover various character creation rules. This helps with creating Ravenloft-native characters. Ability scores, races, and classes all get an individual appendix. New races and classes are also covered. Among the new classes are Avengers, new rules for Elementalists, Arcanists, and Anchorites. There is even a new "Gypsy" class as well as Psionicist.

There is also a fairly robust index.

About the PoD version

The PoD version is actually rather nice. It compares well to the original hardcover version to be honest.

Ravenloft Domains of Dread Print on Demand

Ravenloft Domains of Dread Print on Demand

Ravenloft Domains of Dread Print on Demand


Thursday, October 10, 2024

Review: Forbidden Lore (2e)

Ravenloft Forbidden Lore (2e)
By 1992, Ravenloft was going full speed, though we would later learn that all of the settings were contributing to the eventual demise of TSR. I am not even sure if Ravenloft was ever profitable. I made my best efforts to make it profitable, even on a Graduate student budget. I bought a lot Ravenloft material. The Forbidden Lore boxed set was one I purchased back then. I loved the idea of my own Tarokka Cards and Dikesha dice sets. The material included was a mixed bag of course.

I sold off my boxed set many years ago, likely in my big move in 1997 or maybe in 2001-2002. Do I regret it? Hard to say. The material is not not needed to play in Ravenloft, and while having those cards would be nice, I have since acquired other Tarokka decks and even other tarot decks that work great.

Forbidden Lore (2e)

1992. Design by Bruce Nesmith and William W. Connors. Box cover art by Clyde Caldwell, Booklet cover art by Stephen Fabian, interior art by Stephen Fabian and Bob Klanish.

The boxed set originally came with five booklets, each covering a different aspect of the game. Reading these you can see that it is a collection of errata, material that didn't quite make it to the Ravenloft boxed set, and updates to cover the evolution of the AD&D 2nd Ed game and other game worlds; for example psionics. 

While the books could be used in any order. I am going with the order used in my Print on Demand copy. 

Dark Recesses. Psionics.

Much like magic, this section deals with how psionics are changed. The psionics used here are the same as featured in the The Complete Psionics Handbook. If you are not using that book, or don't have it, then you can ignore this book. Well...sort of. Even if you are not using "AD&D Psionics" this is a good resource on any sort of psychic powers or visions when used in Ravenloft. Psychic ability has been a horror staple forever, even if the psychic ability is "magic" there is still great advice here.

This includes an appendix for Dark Sun characters coming to Ravenloft.

Nova Aracanum. Magic.

This covers new magic spells and items. The conceit here is that some of this new knowledge comes from Strahd himself. I liked the idea that Strahd, the former warrior, was turning to necromancy and wizardry to find ways out of his prison. It certainly helped separate him from his origins as a "Dracula-clone."  Had there been rules for it I would have given him Alchemy instead, but hey, it works. 

This book covers more altered spells and gifts from the Realms, Wild Magic, Elemental Magic and Meta Magic. 

There are 14 new wizard spells, 7 new priest spells, and 5 new magic items.

Oaths of Evil. Curses.

This book is based on feedback from Ravenloft players it seems. This covers curses and dark powers checks. Giving clarifications and some edits on material presented in the Ravenloft core boxed set. 

Of note, the Apparatus of the Alchemist from module I10 makes an appearance here, though only in art, not in text.

We also get three very cursed and very evil objects that have found their way to the Demiplane of Dread.  

Cryptic Allegiances. Secret Societies.

What is horror without some secret societies? Here, Ravenloft takes a page from the Forgotten Realms. We get guidance on how to create and use secret societies in Ravenloft. We are given the examples of six secret societies. Of these, the Kargatane would spin off into a real-world group I was active in to develop new Ravenloft material. 

The Waking Dream. Fortune Telling.

This final book covers fortune telling and Vistani. This gives us the description of the Tarokka deck and how to use it. There are 54 cards in a Tarokka deck, so a standard deck with two jokers works in a pinch. 

The next section covers the Dikesha dice. A bit on how to use and read the portents of the dice. They are standard d6s, so they can also be replicated. You need five d6s, one each of red, yellow, orange, green and black. The PDF of the dice can be used and numbers added. OR if you feel particularly crafty you can get get some d6s of the correct colors and print out the PDF and glue these faces on the dice. 

Of the two, I, and I assume most people now, used the Tarokka decks over the dice. The fact that you can still find and buy Tarokka decks from various editions of Ravenloft lends some weight to my claim. 

There was also a large poster map included in the Boxed set. It was not printed with the Print on Demand version, but it is available as a PDF along with a PDF of the Tarokka deck and the Dikesha dice.

The Print on Demand version of this set is nice. It is clear to read and is a better scan than most. 

Do I miss my boxed set? Well, I have to say no. The boxed set was great yes, but this makes for a good substitute. It is also only $5 more than the list price, so not bad after 32 years of inflation.

Friday, October 4, 2024

Review: Ravenloft Realms of Terror

 We move right away to AD&D Second Edition with the Realms of Terror boxed set.  For this review I am going to feature the original 1990 Boxed set, the PDF and Print on Demand options from DriveThruRPG

Revenloft: Realms of Terror

Ravenloft: Realm of Terror (1990)

Boxed set. 144-page rule book (B&W), 4 full color maps, 24 full color sheets featuring various families and castles of the Demi-plane.
by Bruce Nesmith with Andria Hayday. Art by Clyde Caldwell and Stephen Fabian.

PDF and PoD is a combined product; color and B&W art, 168 pages.

It is really hard to quantify exactly what this boxed set meant to me at the time of its release. This came out in June 1990. I was 21, living in my university town year round now, getting ready for grad school. I can remember sitting at my desk in my apartment reading over this set many times.

While even at the time I knew that trying to force-feed Gothic Horror into AD&D was a tall order, I still loved every bit of it.  It was the closest I had seen up to that point that captured the play style I really wanted. D&D + Horror was pretty much everything I was doing and this was a new frontier for me.

Ravenloft was a boxed set campaign world at the height of AD&D 2nd Edition's foray into boxed set campaign worlds. It was one of the game's great strengths and, ultimately, one of the reasons for TSR's undoing, but that is not our topic today.  

The Demi-plane of Ravenloft was a Twilight Zone-like place where the truly evil were captured and put off into a prison of their own with others, including what seems like many innocents. Something that dominated the RAVENLOFT-L lists back in the day. It was a horror anthology writ large. It was everything I wanted in a campaign world.

Realm of Terror Book

The Realm of Terror book is a 144-page guide to this new world. 

Chapter: From Gothic Roots

This covers what this book is trying to do with nods both to the original Ravenloft Adventures and to the Gothic Horror genre. A very quick introduction to Gothic Horror.

Chapter II: The Demiplane of Dread

Covers the basics. What is this demiplane, how did it come into being, what connection does it have to Strahd Von Zarovich. If reading this you think Twilight Zone, Hotel California or even the old Roach Motel, then you would be forgiven. 

Of note here, for me at least, is a timeline of the major events in the Demiplane.

The Mists of Ravenloft, a feature of the first module and brought back for the second, is all important here. They can be summoned and partially controlled by the Domains' Dark Lords. They can also reach into the Prime Material and seek out other souls. Even bringing in entire new Domains with it, or leaving traces in the Prime Material.

Chapter III: The Reshaping of Characters

The big assumption here is that characters would be coming from somewhere else. This allowed for the various "Weekend in Hell" scenarios that you could do with Ravenloft. Certainly the first two adventures felt like this as did X2 Castle Amber. Thus characters will have some alterations. Clerical abilities such as Turning Undead do not work as well as it used too. Magic is always a bit wonky. Demihumans are always looked at with suspicion. And evil acts will cause the character to make Dark Powers checks. If they fail they become more and more attached to the Demiplane and can never leave. 

Chapter IV: Fear and Horror Checks

Ok. I will be honest this is one of my favorites things about Ravenloft and a mechanic I ported back over to Vanilla D&D many times. It works best here though.

Lots of text is given over to how to invoke a fearful, spooky atmosphere. But lets be honest, D&D Characters AND D&D Players can be a bit of a jaded bunch. Compare the moves "Alien" and "Aliens" and see the difference horror has on the unaware and on seasoned warriors. The Fear and Horror checks help this mood along.

Chapter V: Werebeasts and Vampires

The MVPs of Gothic Horror (along with Ghosts), if characters get special hinderances, these guys get special bonuses.  Most importantly we get the Vampire Powers due to age a year before Vampire: The Masquerade did it. This is also something I ported back to D&D. Though I will admit, it does lessen the impact that this campaign setting has when I do that.

Chapter VI: Curses

An ancient cursed family? A scientist (er...Naturalist) cursed to discover a cure that might be worse than the aliment? Undead, Lycanthropes, the restless Vampire? What is Gothic Horror without curses. You would think with all this they would have given us some proper witches, but that comes later.

Chapter VII: Gypsies

Ok, you know that disclaimer on DriveThruRPG that many of the old guard whinge about? It is for things like this. Did the authors mean to disparage people of Romany descent? Of course not. They were using the common term as it was used when this printed. That doesn't mean the name is not offensive to some. We have to respect that. 

In newer versions of Ravenloft these have been replaced with Vistani. There are still some issues with that yes, but it is beyond the scope of this review to go into that.

What the chapter does cover are a people that seem to have some sort of special relationship to the land and to the Mists. 

Chapter VIII: Telling the Future

The I6: Ravenloft adventure casts a long shadow over this product. Fortune Telling is covered here. Typically with regular playing cards, but we used a Rider-Waite Tarot deck.

Chapter IX: Spells in Ravenloft and Chapter X: Magic Items in Ravenloft

We mentioned in Chapter III that characters have changes, well here are various spells and magic items from AD&D 2nd Edition and how they are changed. 

These characters, though while longer than the previous ones, could have been combined.

Chapter XI: Lands of the Core and Chapter XII: Islands of Terror

Ahh! Now we are getting to the world proper. This chapter describes the various lands/countries of teh Core Domain with Barovia as the beating, black heart. Each land is covered along with who their Darklord is, what the population is made up of and what characters can expect. Each land also has a section on how the Darklord can close their borders to keep people out or in. The Darklords themselves can never leave their lands. 

The Islands of Terror are largely disconnected from the Core, but can be reached via the Mists. 

Nearly* every AD&D 2nd Ed world is represented here, some more than once. 

(*I'll deal with this in another post.) 

These two chapters are the largest.

Chapter XIII: The Who's Doomed of Ravenloft

Were the chapters padded to make sure this one was Chapter 13? Maybe.

This covers the Darklords and important NPCs, both good and evil, you can encounter in Ravenloft. There are a lot of archetypical (some say stereotypical) villians of Gothic Horror. We get Dracula for example in both his human (Vlad Drakov) and vampire (Strahd) personas. Ghosts, Liches, were creatures, poisoners, the lot.

The Ravenloft adventure really sold the idea that the monster at the end, something later known as the "Big Bad," should really be a developed character. This takes that to logical next steps and makes all the Darklords detailed characters. This is a good thing really. 

Chapter XIV: Bloodlines

Covers the various family trees of the folks of Ravenloft. 

Chapter XV: Techniques of Terror (and Adventure Ideas)

More DM advice on how to run a horror game. 

The book ends with seven new AD&D Monstrous Compendium style monster pages.

The Boxed Set Contents

The boxed set also comes with 4 Poster sized maps; 1 of the Core, 1 of the Islands of Terror, and 2 of the various villages and towns. There is a clear plastic hex-grid to lay over the top.

Ravenloft Maps

Ravenloft Maps

There are 16 full color cards (8.5" x 11") of the various important castles and homes in Ravenloft.

Castles in Ravenloft

Five cards of the various important families with details on the back.


Families in Ravenloft

Families in Ravenloft

And three with information usable by players and DMs.

Ravenloft Player Information Cards

Ravenloft Player Information Cards

The Print on Demand Copy

The Print on Demand copy is great, still quite clear. ALL of the material from the Boxed set is here. And by all I do mean all the maps and even the clear hex grid (no longer clear obviously). It does limit the utility of the maps, but since you can opt for the PDFs at the same time you can print out the maps and cards. 

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand

Ravenloft Realms of Terror Print on Demand and Boxed Set

Ravenloft Realms of Terror Print on Demand and Boxed Set

I was very active in the Ravenloft fandom scene online back in the 1990s. I was a very active member of the RAVENLOFT-L email list back then and then later on the various Usenet groups.

Some of those people I still talk too today.

Ravenloft WAS 1990s AD&D for me. As long as I stayed in my dark little corner of the mists, I didn't care about what the other worlds did or didn't do. I still paid attention to Mystara and a little bit of Greyhawk, but the rest were so much noise to me. And my experiences were not unique.

I had pretty much given up on D&D, having moved on over to other games, but I had kept a lot of my Ravenloft stuff. Sadly, I did unload a huge bulk of it all in the early 2000s. I have since been able to buy it all back on PDF. Less space in my home, and less likely I'll decide to sell it all again.

I have a good example of this coming up next.

But I am going to say this, after so many decades away from the AD&D 2nd Ed version of Ravenloft, it is nice to be "home" once again. 

Tuesday, June 18, 2024

Mail Call: D&D History and Adventures

 It's Tuesday, and that means mail around here. It also means UPS, which delivers late in my neighborhood. It is also the release date of Wizards of the Coast's new 50th anniversary book.

New "old" D&D books

The Making of Original Dungeons & Dragons, 1970-1977 is a really great book. I can't wait to get into it more.

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977

The Making of Original Dungeons & Dragons, 1970-1977
Original Character sheet.

I also spent some cash on a bunch of AD&D 2nd Edition Forgotten Realms adventures and sourcebooks.

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

AD&D 2nd Ed Forgotten Realms

I'll get to each one in turn. Looking forward to using these in my AD&D 2nd Ed game. This will be a lot of fun.

Sunday, May 26, 2024

Review: Star Frontiers, Alpha Dawn and Knight Hawks

Star Frontiers, First Edition
NOTE: This is repost from 2021. My coverage of TSR's Sci-Fi offerings would not be complete without this. Plus I want to do this before tackling Alternity later on.

--

Gamma World might have been TSR's first big entry into sci-fi gaming (Warriors of Mars and Metamorphosis Alpha non-withstanding), but it was not their biggest.  While I don't have any hard numbers in front of me, I am going to have to say that Star Frontiers edges out the later Alternity in terms of popularity.  It was certainly built at the height of TSR's fame with the first edition, simply Star Frontiers, published in 1982 with the new edition and trade-dress Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks.

Certainly, in terms of fans, Star Frontiers has Alternity beat.  But more on that soon.

For this review, I am considering the PDFs and Print on Demand versions of both Star Frontiers: Alpha Dawn and Star Frontiers: Knight Hawks. I am also going to go with my recollections of playing the game when it first came out.

The Alpha Dawn book is designed by "TSR Staff Writers" but we know ow that a huge bulk of the work was done by David "Zeb" Cook and Lawrence Schick.  Knight Hawks was designed primarily by Douglas Niles.  The cover art in both cases was done by Larry Elmore with interior art by Elmore and Jim Holloway with contributions by Jeff Easley, Tim Truman, and even some Dave Trampier.  Keith Parkinson would go on to do some other covers in line as well.  

While originally boxed sets (gotta love the early 1980s for that!) the PDFs break all the components down into separate files. Handy when you go to print the counters or the maps.  The Print on Demand versions put all the files together into an attractive soft-cover book for each game.  The maps are published in the back, but you will want to print them out for use. 

Star Frontiers, Print on Demand

Both books are easy to read and really nice.  They have been some of my favorite Print on Demand purchases ever.

Let's look into both games.

Star Frontiers: Alpha Dawn
Star Frontiers: Alpha Dawn

Alpha Dawn is the original Star Frontiers game.  The box game with two books, a Basic and Expanded game rules, some maps, counters, and two 10-sided dice.  The rules indicate that one is "dark" and the other "light" to help when rolling percentages, but mine were red and blue.  Go figure.

The Basic Game is a 16-page book/pdf that gives you the very basics of character creation.  There are four stat pairs, Strength/Stamina, Dexterity/Reaction Speed, Intelligence/Logic, and Personality/Leadership.  These are scored on a 0 to 100 scale, but the PCs will fall between 30 and 70.  Higher is better. These can be adjusted by species and each individual score can also be changed or shifted. 

The four species are humans, the insect-like Vrusk, the morphic Dralasites, and the ape-like Yazirian. Each species of course has its own specialties and quirks.  I rather liked the Dralasites (whom I always pronounced as "Drasalites") because they seemed the oddest and they had a weird sense of humor. 

We are also introduced to the worm-like Sathar. These guys are the enemies of the UPF (United Planetary Federation) and are not player-characters. 

The basics of combat, movement, and some equipment are given.  There is enough here to keep you going for bit honestly, but certainly, you will want to do more.  We move on then to the Expanded rules.

The Expanded Rules cover the same ground but now we get more details on our four species and the Sathar.  Simple ability checks are covered, roll d% against an ability and match it or roll under.

Characters also have a wide variety of skills that can be suited to any species, though some are better than others, Vrusk for example are a logical race and gain a bonus for that.  Skills are attached to abilities so now you roll against an ability/skill to accomplish something.  Skills are broken down into broad categories or careers; Military, Tech, and Bio/Social. 

Movement is covered and I am happy to say that even in 1982 SF had the good sense to go metric here. 

There are two combat sections, personal and vehicle.  These are not starships, not yet anyway, and were a lot of hovercars and gyro-jet guns. 

There is a section on creatures and how to make creatures. I am afraid I took that section a little too close to heart and most of my SF games ended up being "D&D in Space" with the planets being used as large dungeons.

The background material in the Frontier Society though is great stuff. I immediately got a good just of what was going on here and what this part of the galaxy was like.  While Earth was never mentioned, you could almost imagine it was out there somewhere. Either as the center of UPF (Star Trek) or far away, waiting to be found (Battlestar Galactica).  

This book also includes the adventure SF-0: Crash on Volturnus.

When it comes to sci-fi some of the rules have not aged as well. Computers still feel very limited, but the idea that as we approach the speed of light we can enter The Void has its appeal.  

Star Frontiers: Knight Hawks
Star Frontiers: Knight Hawks

Ah. Now this game.  Star Frontiers was great, but this game felt like something different. Something "not D&D" to me.

In fact I have often wondered if Knight Hawks had not been a separate game in development by Douglas Niles that they later brought into the Star Frontiers line. I also think that TSR was also suffering a little bit of what I call "Traveller Envy" since this can be used as an expansion, a standalone RPG, and as a board game!

Like Alpha Dawn, this game is split into four sections.  There is a "Basic" game, and "Advanced" or "Expansion" rules (and the bulk of the book), an adventure, "The Warriors of White Light", and all the counters and maps.

As far as maps go, that hex map of empty space is still one of my favorites and fills me with anticipation of worlds to come. 

The PDF version splits all this into four files for ease of printing or reading.  The Print on Demand book is gorgeous really.  Yes...the art is still largely black and white and the maps and counters are pretty much useless save as references, but still. I flip through the book and I want to fire up the engines of my characters' stolen Corvette, the FTL Lightspeed Lucifer. Complete with the onboard computer they named Frodo.

The Basic rules cover things like ship movement, acceleration, and turning, along with ship-to-ship combat.  By itself, you have the rules for a good ship combat board game. It works fine as long as you don't mind keeping your frame of reference limited to two-dimensional space. 

The Expanded rules tie this all a little closer to the Alpha Dawn rules, but I still get the feeling that this may have started out as a different sort of game that was later brought into the fold of Star Frontiers.  

Ships are largely built and there is a character creation feel to this.  Their 80's roots are showing, no not like that, but in that, the best engines you can get for a starship are atomic fission.  Of course, no one just gets a starship, you have to buy it and that often means taking out a loan or doing a bunch of odd jobs to raise the credits. Often both.  I don't think I ever actually bought a ship. The Lucifer was stolen.

There is also quite a bit on the planets of the UPF, Frontier Space, and the worlds of the Sathar.  It really had kind of a "Wild West" meets the "Age of Sail" feel to it. 

The last part of the POD book is the adventure "The Warriors of White Light" with its various scenarios. 

Minus two d10s everything is here for an unlimited number of adventures in Frontier Space.  Rereading it now after so many years I can't help but dream up various new adventures. I also can't help to want to use the Sathar in some of my other Sci-fi games.  They have such untapped potential.

The price for these books is perfect.  Grab the PDF and POD combo.  Get some d10s, load your gyrojet gun and get ready to make the jump to the Void. There are new planets to discover!

Parts of Star Frontiers, in particular the species, would find new life in D20 Future, part of the D20 Modern line.

Both games are fun, but suffer from and/or benefit from the design principles of the time. Newer players might find some of the game elements dated. Older players of the games will find them nostalgic.  Personally reading through them now some 40 years after first reading them I get a lot more enjoyment from the rules.  Back then I was really too D&D focused to really enjoy what I had in front of me. Today, well I can't wait to stat up a character or two and a starship.

Star Frontiers on the Web

There are many places where Star Frontiers is alive and well. There used to be more, but my understanding is a predatory grab for the trademark by another RPG company caused Hasbro/WotC to exercise their legal rights and bring the game back in-house. While that did screw over the amazing work done by the fan sites, there are still many up and providing new material for the game.  

For these fans and sites, Star Frontiers never went away.

Don't forget our campaign for Thirteen Parsecs is still going strong!

Tuesday, January 24, 2023

Mail Call: Chilling Worlds of Darkness

Part of my goal this year now is to expand my game-playing a bit more beyond the realms of D&D and the clones.  But I am not venturing too far afield.  In fact, of late, I have been turning back to some old friends.

Worlds of Darkness and Chilling Monsters

I have gotten these all in the mail over the last couple of days. 

Up first is an old favorite, Mage, in a new (to me) setting. Victorian Age Mage is based on the M20, Mage 20th Anniversary Edition, system/setting. I love Mage. I love the Victorian Age. So this one was a no-brainer for me when I saw it on DriveThruRPG's newest releases.

Victorian Verbena

The book looks great, and maybe for the first time ever in Mage, I'll consider playing a character from the Technocracy!

I am also getting back into a really old favorite of mine, Chill 1st Edition via Cryptworld.

I picked up the two latest adventures from Yeti Spaghetti and Friends designed for Chill 1.0 and Cryptworld. Horror in Hopkinsville is good old-fashioned 50s UFO paranoid fun (or is it...) and The Blood Countess features a new take on the Other Side favorite Elizabeth Bathory. These do not have print options yet, I picked these up from Yeti Spaghetti directly.

The Fright Night Classics adventures are fun and would make for great NIGHT SHIFT or Dark Places & Demogorgons adventures too. 

Yeti Spaghetti and Friends

Going through them reminded me how much I do love Chill. So I went back to look up some monsters. Imagine my surprise when I discovered I didn't have a copy in print of Monsters Macabre!

Monster Macbre

This one is from Goblinoid Games. Figure I'd toss them some coin while they work out what the next Labyrinth Lord will look like. 

So expect some more Chill/Cryptworld goodness from me soon!

Tuesday, August 9, 2022

Mail Call: Print on Demand

I took advantage of the latest Christmas in July Sales at DriveThruRPG to get myself some Print on Demand deals.

Print on Demand

I wanted a new Dragonlance hardcover to replace the one my son absconded with when he was little. I have also been wanting copies of City System and A Paladin in Hell for a while now.  Cult of the Dragon and Minsc and Boo's Journal of Villainy are gifts for the aforementioned son.

While that was getting printed and shipped to me my youngest was 3D printing my Sagarassi minis.  

Sagarassi and Dragonlance

They are a little hard to see, here is a close-up.

Sagarassi minis

Yeah, still a little hard. Here is what they will look like painted.

Sagarassi sea-elf

Sagarassi octo

I am pleased with how the prints turned out.