SO its the tenth and I still haven’t posted a new podcast. I’m actually really bothered by that, but sadly its unavoidable. I and my family (including my infant daughter) have all been passing around some kind of chest cold or flu. Everyone else is on the mend, but I still have a chronic cough and chest pains. A chest X-ray has revealed that the viral activity is likely over, and that I’m just dealing with the remains working their way out. I’m currently on medication and should be back up and running shortly.
As soon as I’m able to talk without coughing my head off I already have planned a two part episode for this month. The first part will focus on making space Sci-Fi RPGs easier to run and grasp by focusing on easier to manage space habitats. The second half will be a review segment where I’ll be reviewing “Dungeon Grappling”, “The Faith RPG”, and “The Midderlands”. Each part should be about 45 min, and I’m thinking this may be how I manage the show going forward if it works out.
Speaking of the future of this podcast, I’ve decided that I’m going to likely spend the next few months focusing on ways to make Sci-Fi gaming more accessible. i was recently reading an article “In the Vacuum of Space, Sci-Fi RPGs Suck” over at Post World Games, and I found I couldn’t really argue with all the points he brought up. So I’m going to try to focus, at least for a while, on making science fiction easier to parse and run at the table. I’m going to start with space stations and habitats as an easier to manage environment, but eventually I’d like to touch on dealing with deeply philosophical premises which tend to be at the heart of great sci-fi.
Anyway, I deeply appreciate your interest, and your patience, and I’ll post just as soon as I’m up for it. Thank you.
This months episode has been slightly delayed. Everyone in my home has been fighting off a chest cold for the last few weeks, and I sound like Doc Holiday at the end of tombstone. I’m going to try and get the episode out by the end of the week. If you are subscribed, thank you, I really appreciate your interest.
(Re posted here from one of my old defunct blogs because its still true)
One of the key differences between OD&D and 3.5+ is the way the game handles Armor Class (AC) and Attack Rolls. Early Editions of Dungeons and Dragons (LBB, Supplements, Holmes, BX, BECMI, and Cyclopedia) make use of a simple chart based system for resolving attack rolls. You find the attackers row on the relevant chart, slide over to the defenders armor class, and you’ve got your target number (To-Hit) for the attack roll. Later editions of D&D (3, 3.5, 4, Pathfinder) utilize Ascending AC where the AC is replaced by the first row of To-Hit numbers on the Attack Table such that a first level PC’s To-Hit number is identical to the targets AC. The attack roll has to be ≥ the To-Hit number to succeed, Swords and Wizardry offers both systems.
Continue reading “I like Descending AC…”
(Inspired by this image, the rest of the artists gallery is definitely NSFW. Stats can be found in the AD&D Monster Manual 2, This is re-posted from one of my older blogs, Happy Halloween.)
The Pseudo-Undead are living breathing humanoids who resemble, and strive to mimic, the undead. Their physical and cultural evolution has aligned itself with the traits of the undead so as to shroud and protect themselves with the myths and legends of men. The pseudo-undead possess some of the physical traits of those legendary undead monsters they resemble, but none of the inherent traits of undeath, they are not immortal, and they have no supernatural powers save those they learn or acquire through enchanted items.
Continue reading “The Pseudo-Undead”
Update: Its actually going to be PBP over Google+, most the folks who are interested were on there, and I can still manage alot via email.
Since I started my Podcast (The OSR Podcast) I’ve had a bit of a problem, I don’t game much these days. For the last few years I’ve gamed sporadically online and in person through various means, but since my daughter came things have been a bit crazy. I just can’t set aside 4+ hours to game with any regularity when taking that time means someone else has to give up their time to take care of her. So I’m going to try and run/play in a few games through email.
So here is the pitch:
3 times a week (likely Monday, Wednesday, and Friday) I will gather your moves and post the next step in the epic tale of , on the outskirts of Califa’s Empire, in the valley of Sanja. Your hero’s will engage in heroism for adventure and coin, taking care of matters the empires forces can’t be spared to resolve. After building a small fortune, a reputation, and a pretty solid set of equipment, your hero’s will guide the fate of these twice broken lands. The setting is homebrew and you won’t have to know much to get started, I’m looking for 4-6 players. We’ll use both the core book and the Companion, as well as some of the material from Axioms.
If your interested in playing drop me a line.
Shardlands: Muskets, Blades, Words of Power! by Judith and Christian Vogt Self Published Setting for Fate Core
I tend to think of myself as primarily a Basic/eXpert Dungeons and Dragons (1981) player and game master. Thinking of Elf as a class, descending armor class, and creating a rags to riches story at the table gives me a warm fuzzy feeling inside. Like a warm blanket on a cold morning, these utterly fallacious thoughts keep me cozy in my descending years. The truth of the situation is that I’ve played more Fudge than anything since the fateful day I found a certain text file on the AOL boards. Of all Fudges children Fate is probably the most successful, and I’ve played a bit of it in the last few years. Anyway, here are my thoughts on an English translation of a German book about a setting based on Russian myths.
Continue reading “[Fate][Review] Shardlands”
Still tinkering with running a Metamorphosis Alpha game with a fantasy level using Labyrinth Lord and Mutant Future instead of the Metamorphosis Alpha rules. I was originally going to work with the Delving Deeper rules, but its alot easier to use MF, MA, and S&S tech/mutant rules with LL than DD, which is a shame because I like D6 HP and D6 damage.
I’ll allow all the normal LL classes (With race-as-class), some of the third party classes (Vivimancer, Witch, etc.) and the Mutants and Mazes Race-classes. I might also allow some stuff from Starships and Spacemen if anyone really wants to play a revived/cloned ships crew member.
Continue reading “Mutants and Mazes and Spaceships!”
The Hightracker is the mundane answer to the Ranger presented in Swords and Wizardry complete. The Hightracker makes his livelihood in the wild places of the world. Not content to work his way up the career ladder in civilized society, the Hightracker makes his way through hunting, gathering, prospecting, and even chasing the occasional bounty. Once a Hightracker has dedicated himself to a target he will travel high and low in its pursuit, be that a fox, a rabbit, a wanted man, or a monstrous horde.
Continue reading “The Hightracker class for Swords and Wizardry”
After finding my old copies of the AD&D windows 3.1 Core Rules CD-Rom, and having quite a bit of free time, I decided it wouldn’t hurt anything to start fiddling with it. After a rather large investment of time these are my findings, hopefully they will entertain or prove useful to someone other than myself.
Continue reading “AD&D Core Rules CD-Rom”
This is an organization of my thoughts on using Fudge Dice, and the Fudge resolution mechanic, to provide an easy way to make snap rulings based on PC ability scores and Levels using the Labyrinth Lord rule-system (and within the game systems it attempts to emulate). Fudge and Labyrinth Lord are both released under the OGL, as is this article if anybody finds use for it. These rules are also written with some notes about fudge as I won’t assume everyone has played it before, and it also assumes you enjoy tossing all manner of dice around the table.
Continue reading “Fudge & Labyrinth Lord”