A blog featuring the game related ramblings and ideas of a role-playing gamer since 1980. My interests include many games and gaming related topics, but my main focus will be on Open Ended Original Edition Old School Fantasy Adventure Sandbox Role Playing Games (OEOEFASRPG™) The Open-Ended Sandbox Exploration of Dungeons, Wilderness and Cities. Occasionally, other topics outside of gaming will be discussed here as well.
Saturday, November 30, 2013
Building a Better D&D?
Wednesday, July 24, 2013
[Mobile Post] Swords & Wizardry: Complete Arrived
After I posted about getting Swords & Wizardry: Complete through a trade, my wife arrived home withe package in hand. I have not done an extensive read through yet but my first impression is that Swords & Wizardry: Complete is a near perfect match for the hybrid D&D/AD&D game my buddies and I played in our youth. I will write more as I read more...
Monday, December 31, 2012
The Top 7
1. AD&D: My buddies and I actually started off with Holmes and followed the references to the AD&D books I also owned. We really liked the additional rules and restrictions offered up by AD&D. It was pretty common for us to use D&D stuff with AD&D; it did not matter because it was all Dungeons & Dragons as far as we were concerned. No one game got more play time from our group than this one. I never moved up to 2E but I did game a little with 3E.
2. Palladium Role-Playing Game: Out of all of the stuff that has come and gone in my collection this is the one item that I wish I still had more than anything else. This is the one game that made us all stop playing any form of D&D to play it instead. It almost seemed like an upgrade to AD&D with the similarities in the rules systems; that made it easy to use stuff between the two systems also.I have the second edition around here somewhere but it just has not grabbed my attention like the original.
3. D&D: It all started with the Holmes Basic set but over the years AD&D got much more play out of our group. We were under the mistaken impression that using AD&D meant we were playing a more "sophisticated" game. I know, the folly of youth and all that jazz. If I was starting a new campaign today I would probably just go with Moldvay or Holmes and some of the fan expansion material.
4. Talislanta: I stumbled across the second edition of the Talislanta Handbook and Campaign Guide on a random trip to the local game store. We were instantly intrigued by the out of the ordinary races and campaign setting. I always liked using one of the Gnomekin character options. As cool as some of the more recent editions have been, I still feel like the slimmer manuals from that time were better at capturing your imagination.
5. Villains & Vigilantes: This was the first and in many ways still the best supers game I ever played. V&V seemed to emphasize fun more than anything else. This was the first game that had us actively building connections and relationships between various character and stories in the campaign. My old V&V folders are somewhere in storage with a ton of character write ups. I would like to find them someday and post some to my blog.
6. Marvel Super Heroes: I played quite a bit of the old Marvel Super Heroes game from TSR but I was not a big fan of the basic game. It was cool because it was Marvel but I always felt like it was a little "too basic" in presentation. When the Advanced Set was released, I became a big fan of the rules. In fact, we used them for doing things other than supers. There was a short GI JOE campaign that added a list of MOS options to the character creation process. We had stats for a ton of the official characters also. We also did a Transformers campaign.
7. Nightlife: I do not remember much about this game other than we played several sessions. I know it was one of those "monsters in the modern world" games but that is about it. I believe it was released several years before White Wolf began the World of Darkness. It remains the only horror type game that I have ever played but I would definitely like to try Call of Cthulhu.Sunday, September 23, 2012
Leather Bound AD&D
There is a good chance that others are already aware of this but over at the Goodman Games there is a thread started by oldschooldm that shows off his customized AD&D library. He took the Players Handbook, Dungeon Masters Guide, Monster Manual, Fiend Folio, and Dieties & DemiGods and bound them together in a huge leather bound tome. There are a few pictures of his leather bound AD&D included with this post but if you want to see more just follow the link to the thread above or go to the image gallery. Saturday, September 22, 2012
+1 Or Not?
Sunday, September 2, 2012
Recovered Treasures...
Sunday, April 1, 2012
A is for Advanced Dungeons & Dragons
Advanced Dungeons & Dragons
Wednesday, December 14, 2011
A Peek at Perilous Journeys 1
- PJ is a skill based game that attempts to mimic the feel of OD&D but not the mechanics.
- PJ has streamlined and flexible mechanics that will not hinder play of the game.
- PJ has broad skills that allow the customization of characters.
Tuesday, November 15, 2011
Taking Care of Business...
Short Term Goals
- Complete my examination of Adventures in Fantasy.
- Complete the entries from my Old Gaming Notebook.
- Make one post every day in a single month.
- Post more of my house rules & ideas for AD&D, 3E, Microlite20, RIFTS, and more.
- Post about my campaign world, Toldara.
- Offer draft 2 of MicroToldara for download.
- Offer draft 1 of Classic Fantasy Role Playing for download.
Long Term Goals
- Post about actual play with Adventures in Fantasy.
- Develop ideas from the Old Gaming Notebook into complete games.
- Decide on a set posting schedule and stick to it.
- Get my Toldara co-author (Alex) to participate in some of the blogging.
Sunday, September 11, 2011
[Rant] Charts & Tables - UGH!
I have no problem with games using LOTS of charts and tables or very few at all. I have no problem with games referencing charts or tables during combat or character creation. Some of the games I have played with charts include AD&D, DC Heroes, Marvel Super Heroes, Palladium Fantasy, & Talislanta. I have no problem coming up with the details of charts or tables that I create.
So, what is my problem with charts and tables? It is the physical act of typing in the information and creating the chart or table itself. It always seems so tedious and I always have bad luck with editing. In other words, it always winds up being atleast twice as difficult as it should be for me.
Saturday, August 27, 2011
Getting the Band Back Together?!
I met Jamie in the second grade - that's a looooonnnnnngggggg time ago - and we discovered D&D together with the Basic Set. We played as much as possible and missed a lot of sleep growing up...lol.. We moved on to other games including Car Wars, Gamma World, GURPS, Palladium Fantasy, & Talislanta.
I met Travis through Jamie. Travis introduced us to RIFTS. I still remember looking through the rulebook that first time. I couldn't help but think of Gamma World and all the fun Jamie and I used to have with that game.
I'm not sure what we are going to play once we do get a game night organized. Jamie and I have talked of trying out Castles & Crusades because it would be both familiar to AD&D but the rules are streamlined; I'm not saying the rules are better but they are easier to understand. Of course, we might just dust off an old favorite like RIFTS. I have the RIFTS Ultimate Edition that I have yet to run. I'm also considering really rules-light such as Microlite74 or something similar. To tell the truth, the game system really isn't that important but getting the chance to game with some old buddies is what's really important. Regardless of the system used I'm sure we'll have fun. First, we all just have to get a free night.
Fingers crossed...
Wednesday, August 17, 2011
[Adventures in Fantasy] Book of Adventure Pt. 3
The first chapter is titled Setting up the Campaign and actually covers quite a bit of information for being only 6 pages long; 2 of those pages are a sample underground map of a dragon's lair and a list of the contents in each room. Obviously, the information contained in this chapter is not as comprehensive as the original AD&D DMG but it will help give structure and reason to the campaign.
The chapter begins with some introductory remarks about a few of the referee's responsibilities before the start of play. It is pointed out that "there must be a reason for the players to be undertaking the adventure upon which these same players are about to begin". Right off the bat, AiF is concerned with background, motivation, and reasons for adventuring. I've always heard that the games of this era were pretty weak in this aspect but I am satisfied with what I have read. The advice is practical and still applies today.
The next part of the chapter deals with the sample fantasy campaign of Bleakwood. It serves as an example of how to generate some details of the adventuring world. The example includes a calendar with months named, season, corresponding dates to Julian calendar, weeks, day, and also the names of the years. With names such as "Valkyrie", "Week of Fire", and "Year of the Dragon" it helps to set the mood and tone.
The next section of the chapter is Setting up an Adventure. I am happy to say that the information continues to be very clear and practical. Instead of just giving instructions on how to draw a map this section details the Dragon's Lair by covering such topics as the eating habits of creatures (how and when), number of creatures, how these creatures avoid disturbing the Dragon, the lairs of the creatures, and the dangers facing the player characters. The referee is then shown how to lay out the underground and how to list the details of the matching descriptions with contents, function, treasure, and guards or creatures. The example is wrapped up by covering tricks and traps such as trap doors, sliding walls, sloping passages, stairways, and chances of getting lost or disoriented. The next two pages show the map of the Dragon's Lair and the Location list.
That's the details of the Setting up the Campaign chapter and I already have a much better impression of this section of the rulebook in contrast to the player's portion. I have always heard that Arneson "wasn't a rules guy but was one hell of a referee". If this chapter is any indication then I would say that's a very fair statement. The rules are serviceable but lack clarity while the GM advice is clear, practical, and makes me want to grab my graph paper and get to mapping!
Next: I continue to look at the Book of Adventure.
Thursday, August 11, 2011
[House Rules] Alternate AD&D Ability Score Generation Methods
I am somewhat fortunate to have a co-worker that is also a role-player. We often discuss games at break or lunch. During one of the recent coversations we discussed different methods for rolling ability scores during character creation in (A)D&D. I thought the two methods we discussed could prove to be fun so I thought I would share.
18D6 & Split
Each player rolls 18D6 for the ability scores. The player then splits them into 6 groups of 3D6 and chooses which score gets assigned to each ability.
9D6 Physical, 9D6 Mental
Each player rolls 9D6 for the physical ability scores. The player then splits the 9D6 into 3 groups of 3D6 and assigns each score to one of the physical abilities of strength, constitution, or dexterity. Each player rolls 9D6 for the mental ability scores. The player then splits the 9D6 into 3 groups of 3D6 and assigns each score to one of the mental abilities of intelligence, wisdom, or charisma.
Both of these methods give the player a little more control of the character creation process. It should make it a little bit easier to qualify for some of the more difficult classes to qualify for in AD&D. It just seemed like a fun change. I'm going to give it a try sometime.
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edit 1 - fat fingers.
Sunday, August 7, 2011
[House Rules] AD&D Ability Scores
Note: The following better suits the detailed approach of AD&D instead of the looser approach of D&D.
I like to tinker with the rules of the various games I play. The game I have probably house ruled more than any other is AD&D. I have always wanted to look into expanding the list of abilities but I have never given it a serious effort. I think it could work. I honestly do not know if it would be worth the effort but I think it might be worth a look. Since there are 3 physical and 3 mental abilities with a total of 6 abilities I would want to maintain the same sort of balance when adding the new abilities. I would suggest adding 2 abilities to the core six of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma.
Agility (AGL): Agility would represent something like total body control and also set the modifier for AC. This would mean Dexterity now represents hand to eye coordination and actions requiring fine manipulation. Some of the thief skills would now be affected by Agility and some by Dexterity.
Composure (COM): Composure would represent something like mental endurance, coping with stress, and the ability to persevere in the face of terror; similar to Sanity from Call of Cthulhu.
I'm sure that both of these abilities could be added and put to good use. Composure could be fun to mess with but it could also be done with a saving throw. I have always thought there should be a split between Dexterity and Agility. I'm not quite so sure it would be worth the effort. Honestly, I would not want to worry about figuring one or more additional ability scores when using an "official" module or resource. This is just one of those ideas that cross my mind from time to time but I have never acted upon it. Maybe one of these days I will. On the other hand, in my older age with limited free time I would rather play than try to decipher a bunch of unnecessary house rules. Not that I am opposed to house rules - I plan on sharing some of mine in this blog - but let's use them where they are needed.
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edit 1 - fat fingers.
edit 2 - fixed some awkward wording.


