Showing posts with label B/XE. Show all posts
Showing posts with label B/XE. Show all posts

Monday, February 17, 2020

Beastfriend Class

From the pages of Black Pudding #6, here's a class that I think might actually engender peaceful solutions to conflicts. Certainly if I was playing this class I'd be trying to avoid battles. Now, that's not in any way an argument against fighting in RPGs. I love a good combat. But there are a million ways to game and killing shit is just one of them, right?


Saturday, January 18, 2020

OSE and B/X Spellbooks

One of the things I always ignored about B/X was the strict rules on wizards' spellbooks. Probably because my first gaming group mixed B/X and 1e liberally, I hated the idea that a wizard couldn't find lots of spells hidden in dungeons and add them to their library. By B/X rules as written, you can find a million spells and still only be able to write into your own book the exact number of spells you can cast per day, per your level.

Of course this is a game and they were intentionally trying to make it simple. And it works. It's clean and fast and easy. And if I allow myself to just accept this as the rules and then think about how it can be justified in the fiction I can come up with some cool ideas, I think.

Every Spell is Unique

Magic spells are like living entities. They exist in only a single place in a single book. The magic-user who has Fireball in their spellbook is definitely going to be the Flame Wizard or something like that. In this version of the fiction wizards would necessarily be rare simply because finding spells is god damn hard.

So the magic-user who wants the power to create light must find the wizard who is the master of the Light spell and somehow convince them to give the spell over. Maybe they barter powerful magic items or weird arcane paraphernalia. Or maybe one wizard slays the other in magical combat. Either way, perhaps the rules need tweaked a little bit to allow the acquiring wizard to transfer the Light spell from the other wizard's book into their own. Or, since we're talking fantasy here, the Light spell, knowing it has a new master, transfers itself.

This idea makes the rules on page X51 (page 59 of the Old School Essentials Rules Tome) much more attractive to the player. If I can't find a new spell to cast I can create one! This also gives the players and DM more incentive to have weird things in the campaign. For example, to cast Light, you don't have to have anything. You just say the words and make a gesture. But to research a new spell you need to find rare materials. Now's your chance to actually have eye of newt be an important thing in your game. Do you have eye of newt just lying around? You've been murder-hoboing around the dungeons for 3 levels. When have you had time to set up a proper workshop?

This type of campaign could be a lot of fun for the magic-user and DM. But it feels like it might be the party wizard who is dictating campaign goals. The fighter and halfing are just looking to spend some coin on grog and go bust goblin heads.

NOTE: I vaguely remembered a blog post from back in the glory days of he OSR where someone pontificated this same idea, more or less. And it is here on Ode to Black Dougal.

Rules as Written, Buddy

So in this fiction spells are not unique entities, they are just rare and hard to come by. This is actually
exactly what the Ode to Black Dougal post was talking about in the link above.

The biggest difference here is that Read Magic is an even more important spell than anything else. It's true even in the concept outlined above, but with that idea you could have the house rule that allows spells to be transferred from one book to another. Here you don't have that option. You must be taught or you must do research. I suspect a good DM would require the use of Read Magic quite a bit in this kind of campaign.

As an aside, I never ever ever paid attention to the rule that you have to use Read Magic to cast from a scroll. Or even a book. My rule was always that anyone can read a scroll and any wizard can read a spell from a book. But in either case, reading the spell makes it vanish (or explode, disintegrate, slither off the page, etc.). In the hardcore RAW campaign, I think you'd have to ensure that your party's wizard has Read Magic as their first spell or else make damn sure it becomes available quickly or a magic item bestowing it becomes available.

It Is the Way

In this fiction the wizard is obeying ancient laws and customs. This might be because of some grand all-powerful order of wizards or because of the hand of the gods. In either case, the magic-user will only transcribe the exact number and levels of spells they are able to cast per their level. Not because they can't do otherwise, but because doing otherwise is unthinkable, like kicking a puppy.

You can take this one a step further and say that the wizard actually has levels in the fiction, not just in the game. So those level titles become concrete in-fiction devices. You're on the deepest level of the dungeon and you just hit 20,000 XP? You'll have to wait until you can make it back to the High Yellow Tower and demonstrate your skills in order for the Lofty Sorceress to initiate you into the ranks of the Enchanters.

By this style of play you open things up to a ton of potential fun. Because you know that one player is going to break the rules. They're going to thumb their nose at the Order like a witch slinging Avada Kedavra all over the halls of Hogwarts. Let them! What are the consequences going to be? Will the other wizards come calling? Will the gods themselves show up? Will the magic-user's body be twisted and ruined as if cursed each time they cast more spells than they are supposed to?

Saturday, January 11, 2020

Old School Essentials

Ben at Questing Beast did a nice little video on the new Old School Essentials box set. In his typical fashion, Ben covers the game succinctly and gives you a clear view of what the books look like.

OSE is the best damn thing ever.

When I discovered Labyrinth Lord back in 2012 or so I was blown away that such a thing existed. Here was a delicious re-statement of my favorite D&D of all, and it was open source! I loved the classic, quirky Steve Zieser art (R.I.P., Steve) and I loved that Daniel Proctor chose to use the term "Labyrinth Lord" not just for the game but for the game master as well. It had pinache! It was and is great.

Now comes Gavin Norman with Old School Essentials and he just blows everything away. We're stuck here with the generic game master label, but that's a tiny tiny gripe. This re-statement of B/X is more precise and clear than anything that has ever been produced. Not only that, but it's organization is top-notch and makes using it at the gaming table far easier. Not only that, but it's loaded with exquisitely cool art. Not only that, but the new hardcover format and sturdy box set are deliciously high-quality.

This is the good shit right here. If you are on the fence about picking this up all I can say is do it. If you love old school D&D and you have any interest at all in a more usable version then you cannot fail here. I promise you that.

NOTES: I did the cover and interior illustrations for The Hole in the Oak, Gavin's first adventure module for OSE. But that is not my reason for singing the game's praises. Also, my love for Labyrinth Lord is not diminished. Daniel's version of B/X stands as the best iteration of the game other than OSE and the best iteration that goes to level 20 for sure. In some ways I feel like Gavin is pushing his game into areas that we all wish Daniel had explored. I did some art for the Advanced LL book Kickstarter and I'm proud to have been part of that, but I'd be lying to you if I said I wasn't just a little bit disappointed by the final product.

Sunday, September 1, 2019

Blue Wizard (finished)

I posted the sketch for this guy a while back. Here's the finished art. The version appearing in The Hole in the Oak is cropped a bit.

Back in my day, sonny, we rolled our only d6 up hill in the snow. Both wa-- well you get what I'm sayin'.

Sunday, August 18, 2019

The Hole in the Oak Adventure Module

The Hole in the Oak, an official adventure module for Old School Essentialsis now available at DriveThruRPG. I illustrated this adventure, which was written by Gavin Norman and published by his imprint Necrotic Gnome.

A hole in an old oak tree leads characters down to
a maze of twisting, root-riddled passageways, the
chambers of an ancient wizard-complex, and the
banks of an underground river where once a reptile
cult built their temples.

A classic dungeon adventure for characters of 1st to
2nd level

Babies. They're going to get you.

Saturday, July 27, 2019

Troglodytes!

Troglodytes! From Necrotic Gnome's "The Hole in the Oak" adventure. Here we have Old Gregg, Nancy Fingers, and Tomfool.


Old Gregg, Nancy Fingers, Tomfool

Sunday, February 10, 2019

B/X Character Sheet


Here's a new B/X D&D style character sheet. This will end up on the back cover of Black Pudding #6, most likely. For this one I was going for a cleaner look with only what I think are the bare essentials.

Friday, February 1, 2019

Lost Land of Zkoth 1

In October 2017 I started a campaign for my local group wherein they were in the service of the Jade Prince, consigned to go on a 7 galley sea voyage to explore a lost land known as Zkoth. We played a few sessions then the schedule fell apart, as it often does, and the campaign went into hiatus.

Recently I was given the chance to run public games a local brewing company called Jarfly. Last night the new campaign began, mostly with the original players, but also open to the public as a drop in/drop out game.

The venue worked out very nicely. It wasn't nearly as noisy as expected, probably owing to the frigid temperatures which kept the crowd down. The proprietor Daniel, also a part time player, and I agreed to do the game every other Wed.

It's a clip art panther!
In this session the players took on new roles, following up on an interesting quest their original PCs discovered. They set out around a large salt lake in the humid, warm country to find a doorway at the base of a low, bald mountain. The creepy lake was still as death, with no telltale signs of fish or other life... except the ubiquitous serpentine form the cleric, Clarus of the Eternal Eye, spotted 100' offshore. But it wasn't from the lake that danger arose. Instead, they were harassed by six jet black panthers. The attacks of the panthers caused "negative energy" to invade bodies and non-magical weapons to be destroyed. The battle was fierce and one of the fighters, Mongore, was badly wounded. But they triumphed in the end, thanks largely to a level 3 NPC who was slated to be played by a random patron of the bar who had to leave early.

They found their secret door and, after dispatching an owlbear sentry (the only monster so far encountered that they recognized as being native to their homeland), they entered a seemingly abandoned rough-hewn temple complex. This lead to a pool of lava, a strange goddess statue, and a black pudding (yay!).

The session ended with the PCs banged up and out of magic power, resting near the temple entrance, plotting their scheme to re-enter and explore the 13 mysterious doors they didn't dare touch while avoiding the black pudding along with whatever thing created the burnt footsteps leading out of and into the lava pool.

Fun times!

Rule set is B/X D&D using B/X Essentials and house rules. All PCs started at level 3.