To be named The Glatisant (top marks for consistent branding), the first issue has yet to be released, but can be signed up for here.
Showing posts with label Free Stuff. Show all posts
Showing posts with label Free Stuff. Show all posts
Sunday, February 23, 2020
Questing for OSR News
Ever since G+ went offline, the Old School RPG scene has been somewhat fragmentary, with different subgroups congregating at different places on the web. Ben Milton, author of Maze Rats* and Knave* as well as the Questing Beast YouTube channel, has announced his intention to try to alleviate this with a free newsletter:
To be named The Glatisant (top marks for consistent branding), the first issue has yet to be released, but can be signed up for here.
To be named The Glatisant (top marks for consistent branding), the first issue has yet to be released, but can be signed up for here.
Wednesday, January 1, 2020
A New Game for the New Year
A link on the Twitter #OSR hashtag recently led me to the Spanish-language RPG publisher grapas&mapas, and more particularly to their thus-far only English-translated work, Vieja Escuela Pulp! Translating roughly to "Old School Pulp", it is indeed a lightweight (48 pages, including the adventure) OSR take on early 20th-century adventure fiction, which is what is usually meant by "pulp". Now that the '20s are here again, it's the perfect time to check out some of the examples of this genre.
Like most other games that fall under the OSR banner, Vieja Escuela Pulp! uses the basic six-attribute, class-and-level, d20+ modifier system we're all familiar with, with some tweaks to fit the author's taste and to emulate the genre. Some of the changes that I especially noticed include:
Like most other games that fall under the OSR banner, Vieja Escuela Pulp! uses the basic six-attribute, class-and-level, d20+ modifier system we're all familiar with, with some tweaks to fit the author's taste and to emulate the genre. Some of the changes that I especially noticed include:
- A six-item skill list that largely replaces attribute bonuses as modifiers for rolls.
- A simple mental health/sanity mechanic based on the Wisdom stat.
- A Pulp! points mechanic to activate class talents as well as mystical and super-science devices alike.
- A streamlined advancement system that automatically incorporates a degree of multi-classing.
All in all, my impression is that the rules take more than a few cues from more modern designs, but they are so well streamlined that they would be easy to integrate into other games, even ones from more traditional OSR genres.
The adventure, "The Swamp of the Snake God", is a nice, if a little sparse, search for a crashed WWII bomber that turns into a lost-civilization adventure. The final dungeon, in particular, could be easily borrowed from the South Pacific and re-used anywhere a small pyramid might be found.
And the best part of all? Vieja Escuela Pulp! can be found for free at the publisher's website, linked above. Happy New Year, everyone!
Wednesday, April 3, 2019
Requiem For Google+
Well, it's finally happened. After much sound and fury, the Google+ social media experiment is officially over. Being something of a late adopter to things like this I was only on for the last couple years, but during that time I saw a number of informative, amusing or useful things, some of which I was able to salvage:
Friday, December 16, 2016
The Dungeons Of Catan
Well, not quite, but that's what I was first reminded of by these neat new dungeon tiles being developed under the name of HEXOMOPHO.
With 54 different tiles, including a number of different entry points (my favorite is the dock), it looks like a bit of planning will allow a GM to lay out a practically infinite number of maps. Or, just have a stack handy and deal them out as the players progress, although this method will also require the use of some good random stocking tables.
The best part? The full set of designs is free to download, scaled to either 15mm or 28mm miniatures. Printer paper, glue, and cardboard is pretty much all you need to get started, and in a real pinch you could probably skip the glue and cardboard.
A big thanks to Dungeon Fantastic for bringing this to my attention.
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| ". . . Does this Wandering Monster Table have anything other than Robbers?" |
With 54 different tiles, including a number of different entry points (my favorite is the dock), it looks like a bit of planning will allow a GM to lay out a practically infinite number of maps. Or, just have a stack handy and deal them out as the players progress, although this method will also require the use of some good random stocking tables.
The best part? The full set of designs is free to download, scaled to either 15mm or 28mm miniatures. Printer paper, glue, and cardboard is pretty much all you need to get started, and in a real pinch you could probably skip the glue and cardboard.
A big thanks to Dungeon Fantastic for bringing this to my attention.
Sunday, March 29, 2015
It's Dangerous to Go Alone
| Art by Tyler Edlin |
Poking around the other day on the Giant in the Playground forum, I happened across a neat fan supplement for using the latest edition of Dungeons & Dragons to run games set in Hyrule, the setting for Nintendo's Legend of Zelda series of video games. Presented in two books, the author - GitP poster "ninjadeadbeard" - has translated many of the races and items from those games into 5E terms (which are, to my eye, easily translated into the OSR game of your choice), as well as concocting a more group-centered version of Hyrule for your band of adventurers to explore.
This is presented as a post-Triforce era with a number of factions vying and intriguing for control of Hyrule - some inspiration from Game of Thrones is obvious, and probably inevitable. Still, the setting is reinforced with plenty of plot hooks, which are worth a look no matter what system you're using, and it's always interesting to see how somebody else interprets a setting like this. Particularly useful, I thought, were the Triforce-themed alignment system and the thoughts on using D&D classes in the world of Hyrule.
Tuesday, February 3, 2015
'Zines Without Number
Well, perhaps not literally, but there are certainly a large number of fan-produced gaming publications that have started in recent years, many of which focus on one OSR game or another. I suppose this is no surprise, as it is my understanding that in the early days of RPGs that the Old School movement looks back to, this kind of thing was also common. Nowadays, of course, with desktop publishing and the Internet for distribution, it's easier than ever to do.
The other day, thanks to a tip from Tenkar, I picked up the latest entry into the field. The Sandbox #1 is a product from Kevin Crawford of Sine Nomine Publishing, which has produced such gems as the Stars Without Number sci-fi OSR game, the Spears of the Dawn and Red Tide fantasy settings (the latter incorporating the Scarlet Heroes solo-hero rules), and - most recently - the Silent Legions Lovecraftian game based on the same ruleset. The Sandbox, Kevin says, is a vehicle for passing along a "passing idea or small notion" that could work with any or all of these.
In this inaugural issue, we find four items:
The other day, thanks to a tip from Tenkar, I picked up the latest entry into the field. The Sandbox #1 is a product from Kevin Crawford of Sine Nomine Publishing, which has produced such gems as the Stars Without Number sci-fi OSR game, the Spears of the Dawn and Red Tide fantasy settings (the latter incorporating the Scarlet Heroes solo-hero rules), and - most recently - the Silent Legions Lovecraftian game based on the same ruleset. The Sandbox, Kevin says, is a vehicle for passing along a "passing idea or small notion" that could work with any or all of these.
In this inaugural issue, we find four items:
- "The Last Prince", a custom class for Scarlet Heroes based on being the last survivor of a vanished people. Really, this is more of a background than a class, as it is "treated as a Fighter for all general purposes". It would be, I think, an interesting exercise to port over the more flavorful items onto other classes to create, for example, a Last Wizard or Last Assassin. The d8 Doom table looks useful for general backgrounds, as well.
- "Kickstarter Production Guidelines", taking up more than half the issue's pagecount, offers an inside look at the process that has made Sine Nomine one of the most reliable crowdfunding brands in the RPG market.
- "A Quick Backwater Spaceport" is a set of random tables designed for use with Stars Without Number or similar games (I get a very Firefly vibe from it) that, with just the teensiest bit of modification, could also be used for settings focused on regular ships - a pirate-era game, say, or a Pulp game based out of a tramp steamer.
- What's That Abandoned Strucure?" is a similar set of tables for, well, abandoned buildings.
All in all, it's worth taking a look at (especially as it is being offered for free), and in spite of the announced production schedule of "irregularly" I await the second issue with great interest.
Sunday, August 17, 2014
Yo-ho, Yo-ho . . .
Ah, pirates. In a way, the sword-and-cannon genre is even more appropriate for Dungeons & Dragons-type games than your more traditional fantasies, what with the ready-made adventuring parties/ship crews and the chests of treasure buried under X-shaped palm trees which may or may not be cursed. Long John Silver has, after all, been part of the popular consciousness much longer than Gandalf, and even Conan, you might recall, was a pirate a time or two.
It's no wonder, then that one of the recently-announced 2014 Ennie Award winners is Frog God Games' Razor Coast: Heart of the Razor, an adventure series for their swashbuckling-fantasy mash-up setting.
It's a setting I've been intrigued with for quite some time, and there's no better time dive in, as FGG is giving away the Razor Coast Freebooter's Guide in PDF in celebration of the win (A tip of the tricorn to Peter at Dungeon Fantastic for passing the news along). It;s available for either the Pathfinder or Swords & Wizardry rule-sets - I'm looking at it in the later, but at first glance the setting is cool enough that I'd be interested even if it was only the former.
It's no wonder, then that one of the recently-announced 2014 Ennie Award winners is Frog God Games' Razor Coast: Heart of the Razor, an adventure series for their swashbuckling-fantasy mash-up setting.
It's a setting I've been intrigued with for quite some time, and there's no better time dive in, as FGG is giving away the Razor Coast Freebooter's Guide in PDF in celebration of the win (A tip of the tricorn to Peter at Dungeon Fantastic for passing the news along). It;s available for either the Pathfinder or Swords & Wizardry rule-sets - I'm looking at it in the later, but at first glance the setting is cool enough that I'd be interested even if it was only the former.
Thursday, July 3, 2014
Retro-clone Read-through: Character Creation Part IIa
And, it's time for another exciting episode of the Great 2014 Retro-Clone Read-Through, where we calculate HP, note alignment and saving throws, and go on equipment-buying sprees! Actually, in terms of equipment my plan is to outfit each character with approximately the same items, arms and armor of course excepted. These will be:
- A backpack
- A lantern, oil, and tinderbox
- Two week's worth of rations
- A hat (for use with the legendary B/X Blackrazor Random Headgear Chart)
- A ten-foot pole
. . . What? It's traditional.
Anyway, once completed the full character sheets can be seen on my new index page for the Readthrough, which also has links to all the posts in the series, and maybe a hint or two at what's ahead . . .
Thursday, February 27, 2014
Wheels Within Wheels
"He loved maps, and in his hall there hung a large one of the Country Round with all his favourite walks marked on it in red ink." - On Bilbo Baggins, The Hobbit.
Like Bilbo, I also enjoy maps, particularly dungeon maps; and especially ones that have some kind of trick to them. Today, I happened upon what may be the tricksiest dungeon map of them all:
Just look at all those discs ready to spin around and completely befuddle any adventurers wandering through. This beauty is the brainchild of James Eck, who's also written up a short module utilizing the design. Stats, when necessary, are given for both D&D 3.5 and the author's own Mind Weave system, but honestly there are so few numbers involved it would be a cinch to use with any system you care to name. Plus there's a few other interesting tidbits, like the single-use keys that respawn in portable - but heavy - chests. Very Zelda-esque.
But that's just a bonus - the map could easily be re-stocked for better integration into a campaign, or you could use some random tables to just let the madness build. You might even transplant it to another genre entirely - I'm thinking Indiana Jones would have a field day with the place.
Like Bilbo, I also enjoy maps, particularly dungeon maps; and especially ones that have some kind of trick to them. Today, I happened upon what may be the tricksiest dungeon map of them all:
Just look at all those discs ready to spin around and completely befuddle any adventurers wandering through. This beauty is the brainchild of James Eck, who's also written up a short module utilizing the design. Stats, when necessary, are given for both D&D 3.5 and the author's own Mind Weave system, but honestly there are so few numbers involved it would be a cinch to use with any system you care to name. Plus there's a few other interesting tidbits, like the single-use keys that respawn in portable - but heavy - chests. Very Zelda-esque.
But that's just a bonus - the map could easily be re-stocked for better integration into a campaign, or you could use some random tables to just let the madness build. You might even transplant it to another genre entirely - I'm thinking Indiana Jones would have a field day with the place.
Tuesday, December 17, 2013
The Oldest School
Via Doc Grognard at Crawdads and Dragons comes news of Balrogs and Bagginses, an intriguing little document that is billed by Lars Dangly, the author, as a rules supplement for playing Dungeons & Dragons in J. R. R. Tolkien's Middle-Earth setting.
Truth be told, it's practically a retroclone unto itself, with a number of interesting variations on the usual theme. Classes, for example, do not appear as such but are custom-built out of Backgrounds and Abilities. One particularly noteworthy feature here is the Hit Die, which can be bought up from d6 to d12, or bought down to d4.
Another fascinating design choice surrounds the available races - while the main character creation rules support the standard human-elf-dwarf-hobbit choices, the bestiary listings for troll and the various sorts of orcs list the attribute modifiers for playing those races, making an orc-campaign (or even a mixed group!) a supported possibility while keeping the Tolkienian feel.
The rest of the work supports this feel as well - Turning Undead, to pick a rather random example, is based not on the non-existent Cleric class, but the Light of Valinor or Elvish Gift abilities. There's a few other pieces that don't fit quite as neatly - such as the hilariously hardcore Madness rule - but it's definitely worth checking out if you have any interest in Middle-Earth as a setting.
Truth be told, it's practically a retroclone unto itself, with a number of interesting variations on the usual theme. Classes, for example, do not appear as such but are custom-built out of Backgrounds and Abilities. One particularly noteworthy feature here is the Hit Die, which can be bought up from d6 to d12, or bought down to d4.
Another fascinating design choice surrounds the available races - while the main character creation rules support the standard human-elf-dwarf-hobbit choices, the bestiary listings for troll and the various sorts of orcs list the attribute modifiers for playing those races, making an orc-campaign (or even a mixed group!) a supported possibility while keeping the Tolkienian feel.
The rest of the work supports this feel as well - Turning Undead, to pick a rather random example, is based not on the non-existent Cleric class, but the Light of Valinor or Elvish Gift abilities. There's a few other pieces that don't fit quite as neatly - such as the hilariously hardcore Madness rule - but it's definitely worth checking out if you have any interest in Middle-Earth as a setting.
Monday, October 7, 2013
The Return of Monstrous Monday - Mushroom Kingdom Edition
Some of you may recall that last year about this time there was a big blogfest organized by Tim Brannan to post a bunch of monsters on October 29, as well as on the Mondays leading up to that date. Well, Tim's too busy to host a sequel this year, but when I came up with the idea to do Mushroom Kingdom Monsters I couldn't pass it up.
The genesis of this idea was a thread on RPG.Net titled "Hyboria + Mushroom Kingdom = IT WON'T GET OUT OF MY HEAD!" True to the title, the idea has stuck with me ever since, occasionally inflamed by finding a neat piece of artwork to go with it. All sorts of different rulesets and play-styles have been suggested - there's a particularly nice Savage Worlds netbook by Jeremy Puckett that plays things fairly straight, for example - but the mode that most interests me is the slightly gritty, D&Dified sword-and-sorcery take on it. What, after all, is the difference between Mario and John Carter except that one landed on Barsoom and the other in the Mushroom Kingdom?
OK, that might be a bit of a stretch. Still, the setting has the idea of extra-dimensional visitors built right into it, and they might as well be a motley band of fighters, barbarians, and wizards as a family of ethnic handymen. Either way, they're going to need something to fight, which brings us back to Monstrous Mondays. Each Monday this month I plan to stat up a few iconic Mushroom Kingdom Monsters for Astonishing Swordsmen & Sorcerers of Hyperboria, that being the particular flavor of OSR I think fits this take on the setting best.
To begin, then, we'll start with the Goomba and the Koopa - not very impressive individually, to be sure, but a hoard of them is perhaps a different matter.
Goomba: An intelligent, ambulatory fungus at home in many environments, from deep caverns to scorching deserts.
Encountered: 1d4 (1d6+3)
Alignment: Neutral
Size: Small
Move ment: 10
Dexterity: 5
Armor Class: 10 (9)
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 11
Experience Points: 10
Treasure Class: M
Special: 1-in-12 chance per encounter that one Goomba will be piloting a Goomba Shoe (see below).
Koopa: This humanoid turtle is often found serving as the main trooper in the armies of the King Koopa.
Encountered: 1d4 (1d8)
Alignment: Neutral
Size: Medium
Movement: 30 (Swim 20)
Dexterity: 9
Armor Class: 6 (13)
Hit Dice: 2
Attacks: 2 (bite/claw)
Damage: 1d6/2d4
Saving Throw: 16
Morale: 8
Experience Points: 20
Treasure Class: M
Special: When reduced to 50% Hit Points, the Koopa must pass a morale check or retreat into his shell for 2d6 rounds. Once killed, the Koopa's shell can be fashioned into a suit of AC 7 (12) armor or an AC -1 (+1) shield.
Goomba Shoe: This strange device of unknown origin resembles nothing so much as a giant green boot with a windup key. If piloted by a Small or Medium creature, it provides an AC of 8 (11) and a 1d8 Jumping attack within their standard movement range. All known examples were originally discovered being piloted by Goombas - where they got them from remains a mystery.
| Art Via AdamsPinto |
OK, that might be a bit of a stretch. Still, the setting has the idea of extra-dimensional visitors built right into it, and they might as well be a motley band of fighters, barbarians, and wizards as a family of ethnic handymen. Either way, they're going to need something to fight, which brings us back to Monstrous Mondays. Each Monday this month I plan to stat up a few iconic Mushroom Kingdom Monsters for Astonishing Swordsmen & Sorcerers of Hyperboria, that being the particular flavor of OSR I think fits this take on the setting best.
To begin, then, we'll start with the Goomba and the Koopa - not very impressive individually, to be sure, but a hoard of them is perhaps a different matter.
Goomba: An intelligent, ambulatory fungus at home in many environments, from deep caverns to scorching deserts.
| Art Via D-MAC |
Encountered: 1d4 (1d6+3)
Alignment: Neutral
Size: Small
Move ment: 10
Dexterity: 5
Armor Class: 10 (9)
Hit Dice: 1
Attacks: 1 (bite)
Damage: 1d6
Saving Throw: 16
Morale: 11
Experience Points: 10
Treasure Class: M
Special: 1-in-12 chance per encounter that one Goomba will be piloting a Goomba Shoe (see below).
Koopa: This humanoid turtle is often found serving as the main trooper in the armies of the King Koopa.
Encountered: 1d4 (1d8)
Alignment: Neutral
Size: Medium
Movement: 30 (Swim 20)
Dexterity: 9
Armor Class: 6 (13)
Hit Dice: 2
Attacks: 2 (bite/claw)
Damage: 1d6/2d4
Saving Throw: 16
Morale: 8
Experience Points: 20
Treasure Class: M
Special: When reduced to 50% Hit Points, the Koopa must pass a morale check or retreat into his shell for 2d6 rounds. Once killed, the Koopa's shell can be fashioned into a suit of AC 7 (12) armor or an AC -1 (+1) shield.
Goomba Shoe: This strange device of unknown origin resembles nothing so much as a giant green boot with a windup key. If piloted by a Small or Medium creature, it provides an AC of 8 (11) and a 1d8 Jumping attack within their standard movement range. All known examples were originally discovered being piloted by Goombas - where they got them from remains a mystery.
Friday, August 2, 2013
Dwarves on the March
| Art by DusanMarkovik |
If that project ever gets off - or under, as the case may be - the ground, there have been a few interesting resources lately being posted around the 'net that would be worth consulting.
The first and most amazing of these is "Beards & Beers: All Dwarf Campaign Generator" by Jack over at Tales of the Grotesque and Dungeonesque. Nine different random tables are involved, either d10 or d12, mostly describing clan trappings that can be used to combat a bit of the Dwarven sameyness that tends to crop up.
Possibly inspired by this, we have the d100 Dwarven Dungeon Dressings table from Elfmaids & Octopi, which is pretty much exactly what it sounds like. I'm particularly intrigued by the thought of traps that only affect those taller than Dwarves.
This one is from a month or two ago, but Dyson's Dodecahedron has the d12 Dwarven Subclasses list as part of an ongoing series of Subclass posts. And of course, while you're over there you should check out the maps for which Dyson is deservedly famous (the Mapper's Challenge, in particular, looks like some maps I've seen of Moria. Hmm . . . )
| Via Subterranean Design |
Actually, that gives me an idea - so you have a huge, semi-abandoned dungeon your player's clan of plucky Dwarves are intent on colonizing. Why, if there's any benefit in doing so, wouldn't other clans -especially of course, Those Guys that the PCs have a particular problem with - want to do the same? Have the players generate their clan with the Beards & Beers rules, do the name for the antagonist clan, stick them both in the same dungeon - sounds like a pretty Dwarvish campaign premise to me.
Tuesday, May 14, 2013
The Cheap, The Free, and The Winnable
In a confluence of a few different events, it looks like a pretty good week for OSR fans in general, and Swords & Wizardry fans in particular.
First off, DriveThruRPG is spotlighting the OSR all this week, and is offering 15% off the dozen best-selling titles with the use of the following coupon code: OSRF711F2 . The available titles range from the classic D&D Basic rulebook to recent interpretations such as Adventures Dark & Deep, Dungeon Crawl Classics, Astonishing Swordsmen & Sorcerers of Hyperboria, and yes, Swords & Wizardry Complete and its Sword-&-Sorcery spinoff, Crypts and Things. There's also a smattering of non-D&D-derived products, such as Classic Fantasy for BRP (for all your Lovecraft/Tolkien mashup needs!).
Not to be outdone, Frog God Games has put their entire Swords & Wizardry line on a similar 15% off sale - most interestingly including their recently released Razor Coast setting books. Swords & Wizardry Complete is, of course, on their list, too - no word on whether the two discounts stack, but if they did Complete would come out to just a hair over $7. A real bargain, if you need that book, but both sales end next Sunday.
While I was reading up on the various retro-clones affected by the above, I happened across the website for North Wind Adventures, the publishers of Astonishing Swordsmen & Sorcerers of Hyperboria. On it, they offer a number of free downloads to support the game, and while some seem to be specific to the Hyperborian setting, others - particularly the "Random Sword & Sorcery Adventure Generator" - look useful for any game in the genre.
Finally, for the next couple of days Tenkar's Tavern is hosting a "Favorite Character Death" contest, with various OSR-compatible publications from Neoplastic Press up for grabs. Not only that, but the company's most well-known product, Teratic Tome, will be put on a bigger and bigger sale the more people enter - and if enough people enter it, too, could become free.
First off, DriveThruRPG is spotlighting the OSR all this week, and is offering 15% off the dozen best-selling titles with the use of the following coupon code: OSRF711F2 . The available titles range from the classic D&D Basic rulebook to recent interpretations such as Adventures Dark & Deep, Dungeon Crawl Classics, Astonishing Swordsmen & Sorcerers of Hyperboria, and yes, Swords & Wizardry Complete and its Sword-&-Sorcery spinoff, Crypts and Things. There's also a smattering of non-D&D-derived products, such as Classic Fantasy for BRP (for all your Lovecraft/Tolkien mashup needs!).
Not to be outdone, Frog God Games has put their entire Swords & Wizardry line on a similar 15% off sale - most interestingly including their recently released Razor Coast setting books. Swords & Wizardry Complete is, of course, on their list, too - no word on whether the two discounts stack, but if they did Complete would come out to just a hair over $7. A real bargain, if you need that book, but both sales end next Sunday.
While I was reading up on the various retro-clones affected by the above, I happened across the website for North Wind Adventures, the publishers of Astonishing Swordsmen & Sorcerers of Hyperboria. On it, they offer a number of free downloads to support the game, and while some seem to be specific to the Hyperborian setting, others - particularly the "Random Sword & Sorcery Adventure Generator" - look useful for any game in the genre.
Finally, for the next couple of days Tenkar's Tavern is hosting a "Favorite Character Death" contest, with various OSR-compatible publications from Neoplastic Press up for grabs. Not only that, but the company's most well-known product, Teratic Tome, will be put on a bigger and bigger sale the more people enter - and if enough people enter it, too, could become free.
Sunday, April 21, 2013
Swords & Wizardry Appreciation Day Roundup
Wow.The vast outpouring of support for Swords & Wizardry Appreciation Day was remarkable to behold. I'm not sure if anyone has a complete listing of everything that everyone posted - though Erik Tenkar has surely made a heroic attempt - but here's some of the offerings that particularly caught my eye:
I'll start this off by mentioning Gothridge Manor's "Mini Manor" adventure Screams without Faces. It is noted to be a "mature" adventure, and truth be told it's a bit more so than I usually prefer. That doesn't stop it from being very well put-together, not to mention filled with interesting ideas. Other adventures worth checking out are Call of the Xul from Lost In Time, Harnly's Hole from Rended Press, and The Vile Worm from Arcana Creations.
From No School Like The Old School we get a workup for a Lovecraft-inspired Sword & Sorcery setting, plus Swords & Wizardry versions of two races iconic to 4th Edition D&D - the "Chaos-born" and "Dragon Kin". Another new race, the Brokkans, comes to us from the appropriately named tehbadger, who has a free copy of Swords & Wizardry Complete to bestow on someone who shares a badger-folk character sometime in the next few weeks.
On the class side of things, over at Fear No Darkness we find rules for a Werebear (along with a variant Thief and a handsome-looking character sheet), while Tim Brannon shares some S&W-compatible updates for his Witch-class project.
Of course, tricked out new adventurers need something to test themselves against, and many S&WAD contributors were greatly obliging in this regard. One of my favorites is from Semper Initiativius Unus, which gives us stats for (among others) the Vespertilian, or Lunar Bat-Man. And just in case you find your character in that most annoying of situations - a grapple - Hex Generation has some very lightweight grappling rules just dying for a playtest.
Last, but not least, iDungeonCrawl brings us a S&W GM screen that condenses various useful tables onto just a few easily-referenced pages.
And this was just a small selection of the mass of creativity and generosity revealed by Swords & Wizardry Appreciation Day. Personally, I think a huge thank-you is due to all who participated, especially those mentioned above.
Monday, November 7, 2011
On Random Name Generators
When I write, I tend to pay a great deal of attention to names, whether of places or characters. Sometimes, especially for an important name, I'll try to attach a double-meaning to it, but for most applications if I don't have something in mind from the beginning I'll hit a random name generator or two to get the ideas flowing. Seventh Sanctum is my favorite website to find these, but occasionally I'll venture farther afield.
For example, the other day I was working on a fantasy-setting project and needed a quick NPC name. I knew that I wanted it to sound vaguely Arthurian, but didn't want to crib it directly from the Round Table. Lo and behold, a quick Googling brought me to the Dragon's Mark Name Generator, "Dragon's Mark" evidently being a forum name.
It's quite a slick little gadget - the interface is nice and clean, and whatever mechanism is used for generating the names does a fairly good job at making them sound consistent with various origins, though I doubt they (especially the Tolkien ones) actually mean anything. If I knew more - i.e., any - of the languages in question I'd probably try to deconstruct them for the humor, but since I don't, I'll settle for pointing the way towards what could be a very handy writing tool.
For example, the other day I was working on a fantasy-setting project and needed a quick NPC name. I knew that I wanted it to sound vaguely Arthurian, but didn't want to crib it directly from the Round Table. Lo and behold, a quick Googling brought me to the Dragon's Mark Name Generator, "Dragon's Mark" evidently being a forum name.
It's quite a slick little gadget - the interface is nice and clean, and whatever mechanism is used for generating the names does a fairly good job at making them sound consistent with various origins, though I doubt they (especially the Tolkien ones) actually mean anything. If I knew more - i.e., any - of the languages in question I'd probably try to deconstruct them for the humor, but since I don't, I'll settle for pointing the way towards what could be a very handy writing tool.
Tuesday, September 6, 2011
Priming The Pump
And I mean that it two senses. Firstly in my return to gaming-related blogging after that unplanned hiatus - I have been cooking up some ideas in the meanwhile, which may or may not ever actually get posted.
Second, and much more interestingly, it refers to a document recently made available by Noisms over at his ever-interesting blog Monsters and Manuals. I'll just let him describe it in his own words:
"It's 2200 pages of in-depth analysis and creative brainstorming by a large number of rpg.net geeks regarding EVERY SINGLE MONSTER IN THE 2nd EDITION ADnD MONSTROUS MANUAL."
I feel fairly certain that this will be old news to just about everyone who reads this, but in case it's not - go read it. Seriously, just the first couple of letters have sparked plenty of inspiration for me, and many of the contributers are quite witty, to boot.
Second, and much more interestingly, it refers to a document recently made available by Noisms over at his ever-interesting blog Monsters and Manuals. I'll just let him describe it in his own words:
"It's 2200 pages of in-depth analysis and creative brainstorming by a large number of rpg.net geeks regarding EVERY SINGLE MONSTER IN THE 2nd EDITION ADnD MONSTROUS MANUAL."
I feel fairly certain that this will be old news to just about everyone who reads this, but in case it's not - go read it. Seriously, just the first couple of letters have sparked plenty of inspiration for me, and many of the contributers are quite witty, to boot.
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