Showing posts with label ADnD. Show all posts
Showing posts with label ADnD. Show all posts

23 July 2026

My Top-5 Roleplaying Games of All Time

Over at the “RPG Pub” there is a thread asking people to post their top-five favourite role-playing games of all time.

Here’s my list. Reflecting on the role-playing games that I’ve played over the past forty-five years or so, I’d say that my top five have to be the following:

Middle-earth Roleplaying (MERP)/Against the Darkmaster (VsD)


My first “real” campaign involved MERP and ICE’s beautiful maps and detailed campaign modules. MERP – and its descendant VsD – captures what I like the most about Rolemaster – the flexible class-based character development system; the detailed, vivid critical hit charts; the overall coherent rules framework – but without the large volume of charts and details that (IME) bogged down RM in actual play.

Some of my fondest memories of playing RPGs involve MERP and my two favourite campaigns of all time as GM (one still ongoing) use VsD.

Mythras 


I started playing this in 2011 – back when it was still being published by Mongoose and was called RuneQuest II (i.e., MRQII) – and haven’t stopped since. I’ve played in campaigns set in the Young Kingdoms (“Elric”), Mythic Britain, Mythic Babylon, Beyond the Mountains of Madness (the CoC campaign adapted to Mythras), and now Lyonesse, as well as in several “one-shots” or short campaigns (Mythic Greece, Luther Arkwright, Meeros, etc.). A really excellent system overall.

Call of Cthulhu


I haven’t played CoC since 2017 and I’m in no rush to do so again soon. But I’ve run a lot of CoC over the years – almost always as GM (er, “Keeper”) – and I’ve always really enjoyed it. I’m pretty sure it’s the game I’ve run the third most often (after MERP/VsD and AD&D). The scenarios are generally excellent (although some needed work). My only regret is that I have yet to run one of the “classic” campaigns for it (although I did play through BMoM using Mythras).

Dungeons & Dragons/Advanced Dungeons & Dragons (TSR era)


Like most RPGers, I started with D&D and spent a lot of my early gaming days (the early 1980s) playing and running AD&D (and I’ve returned to it from time to time since then). Reading Gygax’s hardbound volumes not only improved my vocabulary as a wee lad, but also sparked my imagination. They were the works of a disorganized creative genius. I still treasure the classic modules from that era as well. Although aspects of the system never failed to frustrate me, the game will always have a special place in my heart.

Stormbringer/Elric!/Hawkmoon/Corum 
(i.e., BRP “Eternal Champions” games)


I don’t really have any interest in running these BRP RPGs now – Mythras has largely filled that space for me – but I still have these books and really enjoyed these (closely related) games back in the day. 

There are other games that I like and other games I hope to try – but these are the games that I consider my all-time favourites.

Feel free to post your "top-5" lists in the comments, if you like. I'd be curious to learn what games have stood "the test of time" for you.


28 February 2026

There and Back Again: My Circular Role-playing Journey

I’ve talked about my personal history with the ‘Old School Renaissance’ or ‘Old School Revival’ (OSR) in the past at this blog (e.g., see this post from 2022). But some reflection on the games that I’ve been playing in recent years has prompted me to scribble some further thoughts. (My apologies for being a bit self-indulgent here …)

[Saruman by Angus McBride]

It’s been an interesting journey. I was ‘floating around’ at various role-playing games fora during the early days of the OSR over two decades ago. Disappointment with 3rd edition Dungeons & Dragons – and nostalgia for my early days of gaming – led me to dig out (and in some cases repurchase) my old Advanced Dungeons & Dragons, Basic/Expert Dungeons & Dragons, Rules Cyclopaedia D&D, and other out-of-print RPG books. I was excited – and later disappointed – by Castles & Crusades in its early days. (I wrote positive reviews at RPG.net of both the C&C box set and Players’ Handbook, but eventually came to find the atrocious editing by Troll Lord Games intolerable.)  

I started this blog in 2009 in order to post some rules ideas for Swords & Wizardry (S&W). Some of my ‘swords and sorcery’ house rules for S&W appeared in early issues of Fight On! and Knockspell. Eventually, many of those rules were incorporated into Crypts and Things. So I guess that I contributed – albeit in a small way – to the creation of OSR “stuff,” at least early on. 

But I haven’t really been that engaged with the OSR for about a decade now. I still follow it to some extent. I mean, I have Dolmenwood and Shadowdark, as well as the more recent versions of S&W, and a few other things. I’ve backed the forthcoming ‘3rd edition’ of OSRIC (the original “retro-clone,” in this case of 1980 AD&D). While I regret some of my purchases, overall I find that there are still interesting things being produced. But I don’t really use any OSR (by which I mean here ‘TSR D&D-derived’) systems anymore, and haven’t for years. They just don’t appeal to me that much these days. I think that, given my tastes, there are superior alternatives available. I guess I shouldn’t be surprised by this. I sort of thought the same thing about AD&D/D&D around 1985.

Almost all my gaming these days involve either Mythras or Against the Darkmaster (but sometimes my groups will play ‘one shots’ of other things, e.g., Mothership or Delta Green, and I’d like to run some Dragonbane someday). I find these systems more satisfying overall than any version of D&D (TSR, OSR, 3e, 5e, whatever). I guess I’m not a ‘rules lite’ person after all. In retrospect, I think that I thought that about myself only because I found running 3e D&D to be such a tedious chore. 

Of course, both Mythras and Against the Darkmaster are descendants of other ‘old school’ systems: Chaosium’s Basic Roleplaying (Runequest, Stormbringer, and the like) in the case of Mythras, and Iron Crown Enterprise’s Middle-earth Roleplaying (itself a simplified version of 2nd edition Rolemaster), in the case of Against the Darkmaster. So, I guess they're kind of ‘OSR’ systems as well (but not if we adhere to the “OSR = derived from TSR AD&D/D&D” definition). 

I can’t help but be struck by the extent to which my personal gaming history has repeated itself: dissatisfaction with AD&D/D&D led me to move to Middle-earth Roleplaying (MERP) and Basic Roleplaying (BRP), including Call of Cthulhu, Hawkmoon, and Stormbringer, in the mid-late 1980s. And about three decades later the same thing happened with OSR D&D and 5e D&D. Hopefully I've learned my lesson and won’t go through this cycle again.

As an aside, one thing that makes me think of the old MERP campaign modules as "old school" in nature is that – whatever their other faults – they were effectively “sandboxes” (as I explain here). They described a number of locations, some in detail, and provided advice for GMs on how to provide "hooks" for players. There were a few “adventure modules” for MERP – books with 3 adventures (usually aimed at levels, 1, 3, and 5) – but even those were pretty loose for the most part (generally they provided a setting and a situation), not “railroad” adventures. So, after my first several years with AD&D, a lot of my GMing involved using and running Middle-earth “sandbox” campaigns, although of course that term was not used in those days (at least to my knowledge). Indeed, I vividly recall comparing my MERP modules to TSR's Dragonlance series around 1986 or 1987, and noting how little room for improvisation or player freedom the latter allowed.

Anyhow, to the extent I was still involved in the hobby during the 1990s, the games I followed were those that came out earlier, especially MERP and Stormbringer (the latter revised and renamed Elric! during that decade). I remember visiting gaming stores in the 1990s and being a bit baffled and even put off by all the “goth” stuff. I never got into Vampire and the like (just as I never got into the Magic craze.) When D&D 3e came out, I was excited by it because it seemed to “improve” D&D by including certain things from other systems that I liked (e.g., skills). In play, though, I came to loathe the system after two year-long campaigns, and so was primed for the OSR when it happened.

Of course, had I been sensible, I would’ve just kept playing MERP, Call of Cthulhu, Stormbringer, and similar older games – and just ignored the hype around 3e D&D and the “d20” universe in the early 2000s. These days, for the most part, I’m happy to stick with my “d100” games, Mythras and Against the Darkmaster. Wisdom, I hope, comes with age.

07 December 2025

Fight On! Issue 17 now available

As noted months ago here, the Old School Renaissance fanzine Fight On! has experienced its own renaissance. After spending a decade in a magically induced slumber, it awoke with an impressive new issue, number 15, during spring 2024.

Thankfully, that was not a one-off event. Since them, issue 16 has been published. And just this past Friday, issue 17 was unleashed onto the world.

Issue 17 features a rather nice cover illustration by the talented Peter Mullen:

Like every issue, issue 17 is available in PDF and print formats.

07 May 2025

OSRIC the Third

The wise sages at Mythmere Games are hard at work on the third version of OSRIC (“Old School Reference and Index Compilation”). You can support this project at Backerkit.

OSRIC is a restatement of the first edition Advanced Dungeons and Dragons rules as they existed prior to the publication of Unearthed Arcana (with some minor modifications to ensure its legal “safety” at the time). It was the first true “retro clone” – version 1.0 came out in 2006 – and helped turbocharge the “Old School Renaissance” in its early days. While other “old school” games preceded it (e.g., Castles & Crusades, Basic Fantasy RPG, Hackmaster), OSRIC was the first to aim simply to restate an earlier, no longer supported, set of rules, rather than capture its “ethos” or “feel” with a somewhat different (more “modern”) system.   

While continuously available for free (in PDF) for almost two decades now, OSRIC eventually was eclipsed by other retro clones (including Mythmere Games’ own Swords & Wizardry, which restates the pre-AD&D version of the game). 

Hopefully with new art and a more reader-friendly presentation, though, OSRIC will enjoy its own renaissance and find a new audience.

Certainly, when I contemplate running an old school TSR-era version of D&D again, I tend to think of “Gygaxian” AD&D (using Gygax’s version of the World of Greyhawk) more than anything else. And I prefer the pre-UA version of the game overall (in part because I don’t have much nostalgia for the post-UA version, as I had drifted away from AD&D shortly after it was published).

The new version promises to be great. Hopefully half-elves will be able to be druids in this version (as they were in AD&D – their true, unique niche). And while I’m disappointed that there will be no bard class, I’m looking forward to adding OSRIC 3.0 to my library. I’m “all in”!

Emirikol would approve! 



26 February 2025

Fight On! Issue 16 now available – dedicated to DA Trampier

One of the best things to happen in the “old school” gaming community in the past year is the return of the amazing fanzine Fight On! 

Issue 16 has just dropped and it’s dedicated to my favourite FRPG artist of all time: David A. Trampier.



12 January 2025

My Life in Roleplaying Games: 2024 and 2025

As we head into 2025, here are some brief reflections on my role-playing activities in the recent past and near future.


I've been really enjoying running two Against the Darkmaster (VsD) campaigns, one in Middle-earth (“Against the Witch-King”), and one in my homebrew "Ukrasia" setting (“Against the Court of Urdor”). Both will continue into 2025, although I expect that the Middle-earth one will wrap up sometime this summer (but perhaps not, as these things are difficult to predict, at least for me).

Many of my fondest gaming memories are of the Middle-earth Roleplaying (MERP) and (to a lesser extent) Rolemaster adventures that I ran back in the day. These were mainly in high-school during the mid-late 1980s, but with sporadic sessions later, eventually petering out completely around 2000 (after a brief campaign that was aborted due to a problematic player). In recent decades, my collection largely sat on my shelves or in storage, although I would regularly flip through the books to mine for ideas or simply for the sake of nostalgia.

As I’ve explained before here, Against the Darkmaster plays a lot like a modified and updated MERP, especially with its vivid critical hits and its complex but immersive combat system. VsD streamlines some of MERP’s clunkier mechanics (especially regarding skills, combat, and experience) and introduces “drive points,” all changes I that like and hence my use of it instead of MERP. Nonetheless, the two systems are close enough that it’s easy to use MERP material for VsD. 

This experience made me realize that I was foolish to have ever shelved the original game simply because it was out-of-print. (That’s not to say that there aren’t new games that I like a lot and want to try out – but obviously that doesn't preclude cherishing and playing the older games as well.) My recent experience with VsD reminds me of how I felt almost two decades ago, when the “Old School Renaissance” (OSR) was really getting going, and I realized that it was perfectly fine to prefer “Gygaxian” Advanced Dungeons and Dragons (and “Basic/Expert” D&D) over the then-in-print 3rd edition, despite the widely touted “improvements” of the more recent version. After running two 3e campaigns and finding them to be slogs, especially once the player characters reached fifth level or so, this realization was liberating and exciting. (My recent experience running a 5th edition campaign made me decide never to do so again. If I run “D&D” in the future, I’ll likely just employ a tweaked version of good old Swords & Wizardry. Wanting to share my house rules for S&W is what inspired me to start this blog in the first place, almost fourteen years ago.)

So Against the Darkmaster has made me happy to be a Game Master again. I'm enjoying it enormously and look forward to seeing how things unfold this year!

Outside of my role as GM, I'm always excited to play Mythras, and look forward to (probably) doing more of that later this year. (Last summer I played in Mythic Greece and Lyonesse “one shot” sessions and had a blast. And last year one of my groups wrapped up a long-running Mythras adaptation of the Beyond the Mountains of Madness campaign.)

More generally, beyond the particular games I’m playing at the moment, I very much appreciate the two gaming groups I’m in and am grateful to have the friends who participate in them. I also delight in the ways that players’ decisions can make the role-playing games go off in entirely unanticipated, novel directions – that’s not something you can find in any other hobby of which I'm aware, and it can be magical!

26 December 2024

Mythras Miscellany

I thought that I would mention two cool things for Mythras that might be of some interest.

The first is the Unearthed Companion for Mythras Classic Fantasy. Here’s the blurb from the Design Mechanism folks: 
Delve deeper than ever before, with the Classic Fantasy: Unearthed Companion, the highly anticipated expansion for Mythras Classic Fantasy! 
Classic Fantasy has become a popular branch of the Mythras family, blending the Mythras rules with traditional dungeoneering adventure mechanics. The Classic Fantasy core book presented everything needed for Ranks 1 to 3. This volume, long in the making, expands Classic Fantasy to Ranks 4 and 5, with updates and expansions to certain rules, but more importantly providing the additional magic, monsters and treasure for higher Rank characters and adventures. 
Unearthed Companion is compatible with Classic Fantasy core, and Classic Fantasy Imperative.  
More information here.


Classic Fantasy provides rules and guidelines for running Mythras games with the flavour of “Gygaxian” Dungeons & Dragons (i.e., first edition AD&D). Why do this? Perhaps you like the ethos and adventures of early TSR-era D&D/AD&D – but like combat to be interesting.

I have yet to play Classic Fantasy myself. But I’d be interested in running a short campaign using it someday, perhaps focused on an adapted version of a classic AD&D or D&D module (like Tom Moldvay’s The Lost City or the Saltmarsh series).

The second item is something that hopefully will be coming out in 2025: Mythic Armorica.


I assume that this will be a supplement for Mythic Britain (but am not certain about that).

Anyhow, Happy Boxing Day!

19 December 2024

Fight On! has a new website

FYI: The original Old School Renaissance fanzine Fight On! has a new website.



07 October 2024

Sale on issues 1-14 of Fight On!


As recently announced here, the Old School Renaissance fanzine Fight On! has returned to publication after a long sabbatical.

If you are missing PDF versions of the first run, issues 1-14, they currently are available in a bundle at Drivethru RPG for 50 percent off (34.99 USD). The sale will run until this Saturday (12 October 2024).

It’s great to have Fight On! back with us … and fighting on! 


24 September 2024

The Kirkyard of St Cuthbert

One of the reasons why I haven’t posted much here recently is that I spent a couple of weeks in Scotland in late August, followed in early September by a week of work in Manchester. I then returned to North America (first my permanent home in Toronto, then to my new temporary apartment in Chicago, from which I’ll be visiting Notre Dame University weekly as a research fellow at the Center for Philosophy and Religion until late May 2025). It’s been a busy time!

While in Edinburgh, I naturally visited the kirkyard of St Cuthbert. A saint in our own world from the 7th century, St Cuthbert also famously travelled to the World of Greyhawk (Oerth), where he became an important deity, a champion of law and order against the chaos and evil of vile Iuz. In fact, one of the characters from my recent Greyhawk campaign, Cedric the warrior cleric, was a priest of St Cuthbert.

Here are some pictures I took while visiting:


[The back of Edinburgh Castle. Our temporary accommodation was only a block from this view.]


[The cross in St Cuthbert's kirkyard.]


[The entrance to the kirkyard.]


[The view of the kirkyard from Ediburgh Castle.]


[Statue of David Hume. No relation to St Cuthbert obviously, but one of my philosophic heroes.]

16 August 2024

Combat should be interesting


Combat obviously is an important element in most fantasy role-playing games. At its best, it’s exciting and dramatic. After all, the protagonists’ lives are at risk! And surprising things can happen – either because of chance (the rolls of the dice) or because of players’ inventiveness (or even inspiration on the part of the Game Master in the midst of a session). 

In the two campaigns that I currently am running – both using the Against the Darkmaster (VsD) system, one set in Middle-earth, the other in my home setting of Ukrasia – I rarely have more than one combat in any given session. Thanks to its “critical hits” system, combat in VsD can easily become quite deadly or debilitating, so players tend to avoid it when possible. Hence, two or more sessions (if not more) typically will pass between combats. I like this kind of pacing, as it ensures that when combat does take place, it is noteworthy and memorable.  

The two games that I play the most these days – VsD and Mythras – both have involved and colourful combat systems. While VsD has vivid critical hits, fumbles, and the like, Mythras has hit locations and exciting “special effects” (previously called “combat manoeuvres”) that allow for a wide range of tactical options, including defensive ones. They definitely are not “rules light” systems! 

Almost two decades ago (!), when I finally realized that I disliked 3rd edition Dungeons and Dragons, I thought that that was because I disliked “rules heavy” FRPGs. But that wasn’t really the case. I’ve always liked certain “rules heavy” – or at least “rules medium” – systems, like Middle-earth Roleplaying and Stormbringer. What I disliked was how tedious the rules for 3e D&D were – both in terms of prep work and its combat system. Running and playing 3e D&D involved a lot of work – and there was very little pay-off for that, as combats in 3e were frequent but usually quite boring. For the most part, characters and their opponents were “blocks of hit points” that would be chipped away during combats that involved a lot of rather flavourless options (and ubiquitous, bland “attacks of opportunity”). 

The problem isn’t nearly as bad in 5th edition Dungeons and Dragons. But it’s still there: the game assumes that combat is common (which the DM can ignore, of course) and that it rarely threatens the lives of the characters (thanks to all their abilities, inflated hit points, “death saves,” and the like). (Yes, there are options to make the game more “gritty” and deadly hidden in the Dungeon Master's Guide, but the default mode is very much “fantasy superheroes,” wherein player characters rarely face serious risks.) Combat in 5e D&D is pretty dull in my experience – at least when compared to the alternatives with which I am familiar, such as Mythras and VsD.

So what my recent 5e D&D campaign taught me was that what I dislike are “rules heavy” or “rules medium” systems in which combat is insipid and (usually) not that risky (at least to the characters). I had to work hard to ensure that at least some of the combats in my campaign were novel. In contrast, no such work is needed for Mythras or VsD, given the intrinsic qualities of those combat systems. Even an encounter with some “vanilla” bandits or orcs can be risky and interesting.

That said, sometimes one doesn’t want to engage in a lot of book-keeping when running a game. That’s certainly fine. This is where older (TSR era) editions of D&D and AD&D shine (at least when one isn’t using all the rules outlined by Gary Gyax in the AD&D rules – which almost no one ever did or does). In old school D&D (and associated “retro-clones” like Swords and Wizardry, OSRIC, and Crypts & Things), combat is fast. So while it lacks the colourfulness and tactical depth of other systems, at least it rarely takes more than 20 minutes to resolve (unlike even trivial combats in 3e or 5e D&D). And of course, combat can be more deadly in older versions of D&D, given the lower hit points of characters, the absence of “death saves,” the relative rarity of healing spells, etc.

In short, my view is that combat should be either interesting or fast. One of my gripes with 5th edition D&D is that combat typically is neither (although sometimes it can be), at least in comparison to the other FRPGs that I play.  


30 July 2024

Fight On! Is Back

In the early days of this blog, when the “Old School Renaissance” scene was full of vim and vigour, a major player was the fanzine Fight On! It was a wonderful, eclectic, and somewhat chaotic journal, filled with fun scenarios, monsters, optional rules, and the like. I happily contributed a couple of articles back in the day (“Background Professions” to #5 and “The Duchy of Briz” to #7).

After a decade of enchanted sleep, Fight On! is back with issue #15. Here’s the blurb from the editor Ignatius Umlaut:

Ten years later, we are back from the dead to Fight On once more! These revenant runes are just as jam-packed as you remember with classes, monsters, spells, magic items, rules mods, homebrews, and awesome adventures in the spirit of the eldritch era of fantasy roleplaying! Dedicated to seventies D&D legend J. Eric Holmes, this issue brings together old and new stalwarts alike to celebrate our 15th issue and new beginning! With art and articles by J. Eric and Christopher Holmes, Tom Gordon, Calithena, Gabor Lux, Jeff Rients, James Maliszewski, Kesher, Pete Mullen, Cameron Hawkey, Zach Howard, Alex Schroder, Richard Rittenhouse, Settembrini, Patrick Farley, Jason Sholtis, Robert Conley, Kelvin Green, Philipp H., Attronarch, Mitzi!, and many more, this is the first of our new forays into fanzine fame and glory! Ride that wyvern while the sun is shining, and keep Fighting On!

My life with roleplaying games started with Dr. J. Eric Holmes’s Basic Dungeons & Dragons set back in 1980 (the one with chits instead of dice). So I’m especially keen to check out this issue!


[Picture by Peter Mullen from FO! 15]




10 July 2024

Trampier and Amthor inducted into the Gaming Hall of Fame

There is something called “The Academy of Adventure Gaming Arts and Design Hall of Fame.” It has existed since 1974 and includes many important game designers and artists. 

Since the Hall of Fame encompasses contributors to wargames, card games, and boardgames, as well as role-playing games, a lot of the people listed at the AAGAD Hall of Fame website are unfamiliar to me. But within the RPG world, there are many true legends.

In 2024, two people who have had a lot of influence on me during the many decades I’ve been involved in RPGs were inducted.

David Trampier – my favourite FRPG artist of all time (rivalled only by Angus McBride) – is now a member of the AAGAD Hall of Fame.

 
And Terry Amthor – a key contributor to the Middle-earth Roleplaying, Rolemaster, and Shadow World lines of Iron Crown Enterprises (Amthor was the primary author and creative force behind Shadow World, to which he contributed until his death) – also is now a member. (My current Ukrasia campaign draws heavily upon an early work of his, The Court of Ardor.)


Sadly, both Trampier and Amthor have passed away. But their contributions live on, and I am profoundly grateful to both of them for what they accomplished. 

17 May 2024

Greyhawk to appear in the 2024 Dungeon Master’s Guide

Eight months ago, I wrapped up a campaign set in Gary Gygax’s version of the World of Greyhawk (specifically, the version found in the 1983 box set).* I used the 5th edition rules for Dungeons and Dragons for the campaign (initially the rules more or less “as written” in the 2014 books; later, the Into the Unknown variant of 5e D&D, with some house rules for sake of continuity and the Greyhawk setting). Although the campaign was great fun, I realized about halfway through it that I did not care at all for the 5th edition rules, and hence concluded the campaign much earlier than I had originally planned (although it still ended in a satisfying way, I think). 

Since I don’t plan to run the current version of Dungeons and Dragons ever again, I have no interest in the “updated” 2024 editions of the core books. (According to Wizards of the Coast, this is not a “new edition,” so it’s not “6th edition” – I expect that it eventually will be called something like “edition 5.5,” but we’ll see.) In fact, I’m planning on selling off (or giving away) much of my 5e collection.

But to my surprise, the 2024 version of the Dungeon Master’s Guide will include an overview of the “World of Greyhawk” – along with a poster with maps of the Flannaes (the main region described in previous versions of the setting) and the City of Greyhawk. I had thought that we would not see any “new” version of the World of Greyhawk for the current incarnation of D&D (beyond adventures like those included in Ghosts of Saltmarsh and Tales of the Yawning Portal). However, it looks like I was wrong.

I still doubt that I’ll get the 2024 DMG. But now I’m not ruling it out entirely – it depends on how good the new Greyhawk material is. If the maps are nice, and the overview of the setting is interesting, perhaps I’ll consider picking up the book. 



* I have yet to write up the final installments of the campaign. I hope to do this over the next month or so. I also plan to write a post reflecting on the entire experience. Stay tuned!


19 March 2024

James M. Ward, RIP

TSR legend Jim Ward has passed away. 

I have many fond memories of poring over the entries in Deities & Demigods as a young teenager. The overviews of the "AD&D-ified" pantheons helped to get me interested in learning more about real world mythologies. Deities & Demigods also prompted me to check out the fiction of H.P. Lovecraft, Fritz Leiber, and Michael Moorcock.

Thanks for everything, mighty wizard Drawmij!

RIP



16 March 2024

OSRIC Player's Guide


There is a new Player’s Handbook -- er, Player's Guide -- for OSRIC (the “retro-clone” for first edition Advanced Dungeons and Dragons) available. The PDF is available for free here; paper versions are available on Amazon (Canada/US). 

OSRIC, of course, was the original retro-clone. Along with Basic Fantasy (which appeared around the same time), OSRIC helped to launch the “Old School Renaissance” almost two decades ago. 

The original OSRIC was not a proper ruleset; rather, it simply included the necessary information (tables and the like) to permit the publication of material (primarily modules) for 1e AD&D. Shortly after it originally appeared, however, OSRIC was fleshed out into a complete game. Since then, though, it has not been substantially updated. 

But there are now plans to revise it so that it (a) includes more material from the original Dungeon Master’s Guide (in particular, I think, material having to do with campaign-building and running) and (b) more closely resembles the 1st edition AD&D rules. (Since it was the original attempt at a retro-clone, OSRIC was cautious in replicating the original ruleset. Subsequent retro-clones, like Old School Essentials, have demonstrated that near complete fidelity to the originals is unproblematic. So hopefully half-elves will not be so horrible in the revised version of OSRIC.) 

I believe that there will be a kickstarter for the revised edition of OSRIC sometime next autumn. In the meantime, it’s great that there now is a very attractive player's book available. 

16 February 2024

My RPG Foci: Fantasy and Eldritch Horror

Recently someone over at the RPG Pub asked what genres people preferred in their gaming. Reflecting on this question, I realized that over the past twenty-five years or so, almost all of my role-playing activity has been focused in two genres: fantasy and horror. 

Fantasy

Perhaps unsurprisingly, the vast majority of my gaming has involved various flavours of fantasy, especially the following sub-genres.

High Fantasy

By “high fantasy” I mean the kind of fantasy that you find in the writings of J.R.R. Tolkien and the like. High fantasy worlds have a clear distinction between “good” and “evil” – even if there are morally ambiguous characters and difficult situations between the two extremes. 

I’ve mentioned before here that I was an avid player of Middle-earth Roleplaying back during the 1980s. Indeed, I probably played as much MERP as I did AD&D during my high-school days (it eventually became my group’s “main game”). And when I first started playing RPGs semi-regularly again, around 1999, I naturally started with MERP (before, unfortunately, moving to the Rolemaster Standard System, which despite its obvious mechanical relation to MERP [MERP was derived from an earlier version of Rolemaster], was not nearly as smooth or fun to use in practice).

A lot of the games that I’ve run over the years have been in this subgenre, including past and present Middle-earth games. My current “Court of Urdor” also falls within this category. 

The brilliant Against the Darkmaster FRPG – which is heavily inspired by MERP – is designed for precisely this kind of fantasy campaign. Indeed, it builds the “Darkmaster” conceit into some of its core mechanics. As the name indicates, the struggle against the Darkmaster is assumed to be a central feature of any campaign, even if only in the background. 

Swords and Sorcery 

Another familiar sub-genre. Robert E Howard’s Hyborea and Atlantis, Michael Moorcock’s Young Kingdoms (and “multiverse” more generally), Fritz Leiber’s Nehwon, Karl Edward Wagner’s “Kane,” and the like, are all exemplars of this sub-genre. I would include Jack Vance’s Dying Earth corpus, and many of Clark Ashton Smith’s stories (especially those set in Zothique, Averoigne, and Hyperborea), as members of this family as well.

After rereading REH’s Conan stories – and reading for the first time his Kull and Bran Mac Morn tales – fifteen years ago (when they were republished in nice volumes by Ballantine), I came up with a number of house rules for Swords & Wizardy in order to run some “swords and sorcery” flavoured games. Those house rules are still available here – and seem to attract regular visits to this day. Many of them were later integrated into D101 Games’ Crypts & Things role-playing game, which I highly recommend. 


In addition to running my modified version of S&W (and later C&T), I also was a player in a wonderful campaign set in the Young Kingdoms (of Moorcock’s Elric tales), using the Mongoose Runequest II system (the grandfather of the excellent Mythras RPG). 

Dungeons & Dragons

Blend the above two sub-genres together – and add some quirky monsters (e.g., beholders, mind flayers), novel twists on old ideas (e.g., drow elves, planar cosmology), and some innovations (e.g., dungeon-delving, wandering monsters) – for the singular “Dungeons and Dragons” sub-genre. I regard “D&D fantasy” as its own thing, even though it obviously draws heavily on a wide range of sources (not just fantasy). 

However, my experience running and playing post-TSR D&D has not been that great. I ran two 3rd edition games – one 3.0e and one 3.5e – just over two decades ago. The system was new and shiny, and seemed to “fix” all the purported “problems” with the earlier versions of the game. Both campaigns lasted about a year but became quite tedious to run once the characters reached 3rd or 4th level. I came to find that being a DM for 3rd edition D&D was simply a chore. After the second campaign, I vowed to never run the game again. I subsequently ran a few sessions of Castles & Crusades, AD&D, and played a bit of the Warhammer RPG (2nd edition). All of those games I enjoyed far more than 3rd edition D&D (although I probably would only bother with AD&D again today).

I skipped 4th edition D&D altogether. After reading halfway through the Player’s Handbook in fall 2008, I realized that it was just not for me. 

Years later, I ran a few one-shots of 5th edition. At first, I thought rather highly of it – at the very least, it seemed to be a vast improvement over 3rd edition. I quite liked some of the books that were published for it (namely, Tales from the Yawning Portal, Ghosts of Saltmarsh, and Goodman Games’ updated versions of classic TSR modules – not coincidentally, books that all contained a lot of “Gygaxian" Greyhawk material). 

More recently, I ran a campaign set in the World of Greyhawk, much of which took place in the legendary area around the village of Hommlet. It was great fun! But it was fun despite the system (at least for me as the Dungeon Master). The ubiquitous, often “free” magic, and almost absurd “superhero” quality of the characters, came to grate on my nerves. I’ve explained some of my problems with 5th edition D&D before (see here and here) so I won’t say any more about that here.  

After these experiences, I conclude that I definitely prefer “old school” D&D within this genre – specifically, the more challenging and flavourful 1st edition Advanced Dungeons and Dragons and Basic/Expert Dungeons & Dragons (and related “clone” systems, like OSRIC and S&W). I like magic to be at least somewhat rare and at least somewhat costly to use. (Endless cantrips and ritual spells? No thanks!) It’s clear to me that the post-TSR versions of the game just are not my thing. I certainly have no interest in the recent offerings from the Wizards of the Coast.

There is one honourable exception regarding 5th edition D&D: the Middle-earth adaptations of the 5e system, as presented in Adventures in Middle-earth and The Lord of the Rings RPG. I thoroughly enjoyed the AiME campaign that I ran a number of years ago. But those games don’t feel like “D&D” at all – the magic system is entirely different, the classes are entirely different, etcetera. They also import a number of mechanics from The One Ring RPG. And of course, those games belong to the “high fantasy” genre discussed earlier.

Historical Fantasy

As a player, the bulk of my gaming over the past decade has been in historical fantasy settings. I suppose that this is unsurprising, given that I’ve played a lot of Mythras (and its predecessors, RuneQuest 6 and MRQII) during this time.  So, I’ve played in long-running Mythic Britain and Mythic Babylon campaigns, as well as some one-shot sessions in other settings. 

Both Mythic Britain and Mythic Babylon are excellent and highly recommended!

Horror

After fantasy, I’ve mainly run and played in “Horror” games. But in this category, it’s been exclusively “Lovecraftian” horror, that is, “Cthulhu Mythos” stuff. 

I’ve run a couple of short Call of Cthulhu campaigns set during the “classic” period, in Toronto and Massachusetts, as well as a number of one-shots. I have material for other eras (e.g., Rome, medieval, and modern, including “The Laundry”) but have never run a campaign or even a one-shot outside of the default 1920s-30s period.  

As a player, I recently took part in a long-running Mythras campaign, using the classic Beyond the Mountains of Madness sourcebook. (Our last session was today. My character survived – and was even more-or-less sane!) I’ve also taken part in one-shots of Trail of Cthulhu, Delta Green, and other related games over the years. 


Other genres?
 
I took part in a few Mythras sessions years ago set in the Luther Arkwright universe. I’m not sure how to categorize that setting (“science fantasy”?). They were fine but not the kind of thing I’d likely run myself. I also have played a few other one-shots here and there, but nothing really worthy of mention.

I haven't been remotely interested in playing in a “superheroes” game in recent decades (unless you count 5th edition D&D – I joke). It’s a genre that simply doesn't appeal to me. I’d be open to a “modern” game (say, espionage) but I have no idea how to run one myself. Likewise for science-fiction.

Back in high-school, my group tried all kinds of different games – including superheroes (Villains & Vigilantes, Marvel Superheroes), historical (Gangbusters, Bushido), and especially science fiction (Traveller, Star Frontiers, and even Space Opera – or at least I bought and tried to read Space Opera). We had a lot of time and energy back then!

Wrapping up...

These days, now that I’m an old man, I generally try to stick to what I know I like. So, I guess I’m a pretty limited gamer: I play and run almost exclusively fantasy and horror games. Maybe I’ll broaden my horizons when I retire. 

Looking back, I regret all the time I spent trying to get myself to like 3rd and 5th edition D&D. I should’ve just spent that time playing MERP or Stormbringer or Crypts and Things or whatever. At least I’ve learned my lesson: life is too short to try to force myself to like a game when there are other games available that I much prefer. So these days I’m happy to focus on Mythras and Against the Darkmaster – although, of course, I still pick up the occasional new system that catches my eye. 


 
Art credits (from top to bottom): Angus McBride, Andrea Piparo, Michael Whelan, Dave Trampier, David Benzal, Erol Otus, Angus McBride (again).

29 January 2024

Will Gygax’s Castle Greyhawk finally be published?


Almost two decades ago, Troll Lord Games ("TLG") began working with Gary Gygax to produce a version of his legendary “Castle Greyhawk” – renamed (for legal reasons) “Castle Zagyg” ("CZ"), after the mad wizard who created it. TLG began this grand endeavour by publishing a few new things concerning the surrounding (“not-Greyhawk”) territory, such as a regional folio and a large hardcover book describing the city of Yggsburgh. I purchased all the CZ products back in the day. Unfortunately, like most TLG products, they were quite poorly edited. Moreover, they weren’t directly based upon the original setting from the early 1970s, and were not especially noteworthy in my view (even ignoring the editing problems). Nonetheless, there was the promise that the famous dungeon would eventually appear, albeit in a modified “updated” form.

In 2008 Castle Zagyg: The Upper Works box set was published. It was co-authored by Jeffrey Talanian, as Gygax was in ill health at this point. My understanding (perhaps incorrect) is that Talanian was using Gygax’s notes and consulting regularly with him on the overall development of the dungeon, not just the initial box set. 

To my relief, Castle Zagyg: The Upper Works was reasonably well-done. I still own it and think that it’s a solid product. (For an informative and interesting PDF review by Greyhawk expert Grodog, go here.) But tragically, Gygax passed away in 2008, and the license for CZ subsequently was pulled from TLG. My understanding is that there was enough material completed by this time to produce further products in the line, but none of it would see the light of day.

Recently, though, TLG received permission to republish the Yggsburgh hardback, as well as some other things by Gygax. And now the green light has been given for them to develop and publish the rest of “Castle Zagyg”!

You can read the announcement from the TLG here.

Upon reading the announcement, two things stood out to me. 

First, it looks like the 2008 box set will not be republished, at least not in its original format. The Trolls write: “We’ve not yet settled on an organizational format but have settled on hardcover books with pockets in the back to hold the many maps that will come with this set.” Since the box set included the “Mouths of Madness” (it was one booklet among five), at least part of it will be published again. Perhaps the other five booklets will be part of the “Castle Ruins” volume (CZ Volume II)? (In any case, I’m [rather selfishly] pleased that the box set will not be republished, as it ensures that it will remain a rare “collector’s item” in the future.)

Second, while (I assume) it’s a good thing that Luke Gygax and James Ward are involved, as they have knowledge of the original dungeon, I did not see Jeffrey Talanian mentioned. Perhaps he was invited to take part in the resurrected project but declined, given that his focus these days presumably is on his own Hyperborea game. But if they are drawing upon the work that Talanian did with Gygax, I would think that he would get credit for that and be mentioned, no? It certainly would dampen my interest in this project if the team now working on it plans to ignore the work on the dungeon that had been completed up to 2008.

In any case, I’ll keep my eye on this. I’m curious to see what comes of it. 

(The picture of Zagyg above is by Jeff Easley and appeared in Dragon #70.)

Update (January 30th): It turns out that Jeffrey Talanian will be consulting on the project. From the TLG "Worlds of Gary Gygax" webpage: "we will be consulting with family members such as Ernie and Luke Gygax, and long time friends like James M. Ward and Jeffrery Talanian to make these works as close to Gary’s vision as we can."

My apologies for missing this in my initial post.

10 January 2024

Jennell Jaquays RIP

It was announced over at the RPG Pub that the legendary adventure designer Jennell Jaquays has passed away.

Perhaps I'm somewhat unusual in this respect within the online ‘grognard’ community, but while I missed her early classic adventures (Caverns of Thracia, Griffin Mountain, Dark Tower, etc.), I was quite familiar with Jaquay’s illustrations for Iron Crown Enterprise’s old Shadow World (Rolemaster) products (as well as the ‘Nehwon Mythos’ pictures in the 1st edition AD&D Deities and Demigods). Indeed, I associate her artwork with my favourite book in the Shadow World series, Terry Amthor’s epic Jaiman: Land of Twilight. (Amthor is another recently deceased RPG legend.)

Here's the picture of the creepy "darklord" of Jaiman: “Lorgalis ‘the White’” (any resemblance to a certain Melnibonéan sorcerer-emperor is purely coincidental, I’m sure):


The Throne of the Dragon Lord:


And one of the ‘good guys’ – a rather unusual Loremaster:



Later (during 2000s) I picked up Thracia (the 3e version, and the PDF of the original) and some other classic things by Jaquays. I should be getting Goodman Games’ revamped version of Dark Tower (to which Jaquays contributed some new material, I believe) sometime later this year.

RIP.

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I'm a Canadian political philosopher who lives primarily in Toronto but teaches in Milwaukee (sometimes in person, sometimes online).