Thursday, July 22, 2010

Work in Progress: Fantasy Supplement Simulacrum


The working title for this document is PRIMORDIAL ODD. I started working on it, as the picture indicates, over two years ago, but now am finally primed to finish it.

Right now it's still written as if the user will be accessing the original Chainmail rules, but that'll change soon---I'm working on redoing the appropriate tables.

My goal with this is not to create a clone, per se, but instead a game heavily inspired by Chainmail's Fantasy Supplement. Some of the data and progressions in the combat tables will be modified, and I've thrown in a couple of things that have nothing to do with the original (like the characters' Stories, and Grit), but seem to fit the spirit of the whole.

I'm happy to field comments, questions, hate-mail, etc., either here or here.

Tuesday, July 6, 2010

The Fantasy Supplement Must Be Cloned


I started a discussion on the ODD board wondering what it would take to "clone" the Fantasy Supplement from the Chainmail rules. We'll see how much conversation it generates, but a lot of great archeological work has been done by the community, and collected, clarified and elaborated on by D.H. Boggs, Jason Vey, and Finarvyn.

However, right now I'd say the work can't go a whole lot further. To use any of the materials generated so far, you need the Chainmail rules, more specifically the three tables at the end of the Fantasy Supplement. And, of course, the legal pdf of Chainmail was discontinued along with the rest of the original D&D supplements when WotC decided that it was terrified of pdf pirates, which makes it pretty hard for anyone who's new to the discussion to follow along.

Which leads me to the title of this post: The Fantasy Supplement must be cloned. I mean this in the vein of the retro-clone explosion, as a continued way of exploring the hobby's past to generate a robust present and future, at least in part by drawing new players into the game. However, these rules aren't covered in WotC SRD, which is what has made so many retro-clones possible.

So, help me out. How do I clone the Fantasy Supplement in a respectful, non-litigious format?

Thursday, July 1, 2010

So, you want some monsters?




These are my new Monster Manuals. I'm not kidding. They are the most gorgeous, awe-inspiring works of monster art I've yet encountered.

Here are some images from Book 2:





They contain monsters from all over the world, some weirder than Hecuba, and some good 'ol Fantasy Gaming standards like bugbears, griffins, hydras, mermaids, basilisks, frost giants, kirin, weretigers, will-o'-the-wisps, minotaurs, succubi, vampires, werewolves, harpies, manticores, trolls, unicorns, gorgons, kappa, cockatrices and centaurs. And mongolian death-worms. And moth men. And reptoids. You get the idea.

Find them here: Beasts! (now in softcover!) and Beasts! Book 2

Sorry, oh my players, but the Long Tombs are going to be Terra Incognito indeed...

Wednesday, June 30, 2010

You are standing in a field...


Otherness: Session 12 was held this last Sunday at the Fantasy Flight Games Event Center, which is a really great place to game. The staff was friendly and accommodating, and someone actually took a picture of Will's whitebox and LBBs, along with my copies of Greyhawk and Gods, Demigods, & Heroes---they claimed their friends wouldn't believe that someone was still playing with these rules. :) Carl was, unfortunately, working there, but he was at least able to catch some of what was going on.

So, I had a last minute inspiration and started the group out "standing in a field, west of a white house." Those of you as old as me may well remember those opening lines to Zork, the venerable text adventure game from Infocom. I think Will was the only one who picked up on it right away, but it was worth it. I didn't stick slavishly to all the details, but the main stuff was in there (D&Dized, of course) as noted on the map above. Once they opened the trap door in the living room, it led, not into the Great Underground Empire, but instead the somewhat less-whimsical Long Tombs.

I created the map for the Long Tombs using this random dungeon generator. AFAIC, it's the best out there. And, we decided to give up on mapping, so I just plunked it down on the table, showed them where they were, and they chose where they wanted to go. I noticed no angst.

As for characters, Will played Aldmore, 3rd lvl MU; Susan played Sydney, 1st lvl Fighting Girl (or Battle Maiden, as we started referring to her); Jesse, returning to game with us again after an absence, played Treehorn the 1st lvl MU; Trevor played his 2nd lvl MU Narpet, as well as running Ashley's cast-off FG (whose name is currently escaping me), and Max played a 2nd lvl three-headed dog named, of course, Rex.

Some Highlights

  • The mailbox contained a mummified hand holding a piece of parchment that read, "Go not into the Long Tombs."
  • The characters found a brass lanthorn that, once polished, produced a warm, golden light that seemed to be the only thing that dispelled the oppressive darkness in the attic---all other light sources guttered out as the steps were mounted.
  • Trevor's FG was attacked by something in the darkness of the attic. A Grue? 
  • Sydney claimed a sword from the living room display case with old Elvish writing on the blade stating, Strike Once Slay Thrice.
  • In the Long Tombs, they ran into a hideous, giant, scarlet amoeba with three glaring eyes and a fanged sphinctermouth. This was rolled up using Geoffrey McKinney's excellent supplement Carcosa. I've been itching to use the random Spawn of Shub-Niggurath generator for some time now... Even at 7 HD, they managed to kill it AND take its eyeballs...
  • At the very end of our adventuring time, they ran into four dwarves, possibly another party of adventurers. Jesse decided to roll the Black Die of Fate (otherwise known as as 30-sided die given to me on my last birthday.) All were informed that a roll of one would be horrendous, and a roll of 30 would be wondrous. He rolled a 9, and another dwarf came around the corner, carrying a crossbow. He panicked at the sight of Rex, and fired. The bolt missed Rex; however, Treehorn was standing right behind him, and was hit for maximum damage (right between the eyes!), killing him instantly. Fate is indeed a fickle mistress...
  • Jesse has introduced four characters to Otherness in two sessions, and three of them have died. That's oldskool, baby!

Wednesday, June 23, 2010

Otherness: Session 12

Ladies and Gentlemen, we're back!

After several months without posting or playing, Otherness 12 will be happening this Sunday, June 27, from 10-2, at the (usefully local) Fantasy Flight Games Event Center


I'm not yet sure what Adventure will be had, but play we will. After a few past sessions of mucking about with rules, we're sticking with mildly house-ruled ODD. I'm actually working on assembling a single URTEXT of the three little brown books and some sections from Greyhawk (mostly monsters, treasure and magic.) I'm doing this using the handy, free, surprisingly formatting-friendly PDFtoWord service.

As always, this is a Free Campaign, which means anyone can show up and play at any time. If you live in the area, come on out and join us!

(we'll be the ones having the most fun...)

Wednesday, February 24, 2010

Lapinetastic!



Boys and girls, here's your chance to own a piece of rpg history, and help out a good cause!

I've placed up for auction my copy of Bunnies & Burrows. All proceeds go to benefit the Gygax Family Memorial Fund, more of which can be read about here, and on the TARGA website.

Bid now: This is a 1st edition copy in close to pristine shape, including two, count 'em two copies of the two-sided goldenrod cardstock reference sheets. If you're curious, I have more images of the reference sheets, table of contents, etc. Just lemme know.



Why are you still here? Go bid!




Wednesday, February 3, 2010

Abridgment




I think I'm done with the big, sprawling accounts of play. I only end up delaying writing the posts until it's long past when we played. So, I'm now all about abridgment. I'm going to try smaller, more frequent posts.

In the spirit of abridgment, Otherness 11 was played with a rediscovered D&D simulacrum: Abridged Dungeons and Dragons. I have no idea how I first stumbled upon these rules, but I do remember that it was back maybe eight years ago when I was first getting interested in the White Box. I was cleaning out my games and there it was, so, since I hadn't had time to flesh out Level 2 of GRISTLEHELM, it seemed like a good session to try something different.

I have to say, it actually worked pretty well. It was low seriousness, with a Wizard (named Anton the Gloomy, Friend of Bats), one Hero (Melvin's twin brother), a dwarf, two elves, a goblin and...wait for it...a Ghoul named Ghoulio. Yes.

I took them through a dungeon I made a few years ago, The Lost Tomb of Frater Perduabo, Mad Alcymyst. No characters died, and I didn't really notice any imbalance from the elves being able to turn invisible or the Wizard having access to a big list of spells, including an innate ability to throw a fireball.

It'd need some tweaking for the long haul, but what game worth playing doesn't, right?

In case you're wondering, Ghoulio was discovered locked in a room full of mutated bats. On the fly (and this is what's so great about the oldskool mindset), I decided that since ghouls can't parlyze elves and so probably don't even LIKE to eat dead elves, there wasn't really any animosity between the two. I had a momentary vision of the King of Ghouls and the Burning Year having a diplomatic meeting in an overgrown graveyard lost in the forest. And really, Ghoulio was played (by Shelly, new gamer to our group) more like a Lovecraft ghoul, meeping and creeping, complete with very ghoulish finger-twitching...

Oh, in case you're wondering, it was Will's bday last week, and the cake arrived mid-session courtesy of his wife, Susan (playing Carol the Elf...) And it was tasty.

Happy Birthday, Will!