07 December 2010

Hawkmoon RPG Thoughts

Last week, James Maliszewski of 'Grognardia' fame posted a 'retrospective' on the Hawkmoon RPG (published by Chaosium in 1986). Since I've been thinking about BRP (and BRP-related games, such as RuneQuest and OpenQuest) quite a bit lately, I thought that I would share a few of my own thoughts on the game and its setting.

I ran a Hawkmoon campaign during the summer of 1989, and found it to be an eminently enjoyable experience. It was the final role-playing campaign that I ever ran for my 'high-school' group (I already had completed my first year of university, as I went a year earlier than most of my peers, but the rest of the group had just finished up high-school). Consequently, my recollection of the campaign is tinged with a bit of nostalgia. It also was the first BRP campaign that I ever ran (although I had been a player in a few sessions of Call of Cthulhu before the summer of '89). And since the Cold War was still going strong -- nobody was expecting the Eastern Bloc to crumble in only a few months -- the post-apocalyptic setting resonated with us and our fears of imminent nuclear holocaust (we were sensitive souls, alas).

I had planned to run the Shattered Isle campaign, which is the only supplement published by Chaosium for Hawkmoon. Instead, I simply ran the scenario included with the core rules, and a few homemade scenarios. Nothing about them strike me as especially inspired in retrospect, but the unique combination of magic and science gave them a distinctive flavour. Indeed, because of the setting's unconventional nature ('science fantasy'), and its familiar 'real world' references (far-future Europe), Hawkmoon was a refreshing change from the Middle-earth campaigns that I had run throughout most of the late 1980s (using ICE's MERP system, of course).

I still own the game, and think about running it again, from time to time. Having lived in Ireland for three years (2005-2008), I would especially be interested in running The Shattered Isle, as it pits Hibernian rebels against the oppressive forces of the malevolent Granbretan Empire (of course, there's more to it than that!). It would be fun to draw on my real life knowledge of the isle (and photographs) to run such a fantasy campaign.

As for Moorcock's character 'Hawkmoon,' I find him to be rather shallow and uninteresting. Instead, I much prefer Corum. Indeed, I find the Corum tales to be superior to those featuring either Elric or Hawkmoon (especially compelling, in my judgement, is the way in which Moorcock draws on Celtic mythology in the second Corum trilogy). Nonetheless, the 'Tragic Millennium' is a great setting: it is familiar yet exotic, and provides ample opportunity for adventure. Moreover, unlike the 'Young Kingdoms,' the players can adventure in the world of Hawkmoon without the knowledge that the whole place is going to be destroyed in a few years hanging over them! Indeed, this difference was the main reason why I picked up Hawkmoon instead of Stormbringer 22 years ago.


26 November 2010

Swords and Wizardry White Box X-mas Sale

Another lazy post...
I thought that I would mention that Brave Halfling Games is having a sale on box sets of the third printing of the 'White Box' version of the Swords & Wizardry RPG (the 'retro-clone' of '0e D&D').

Here is the blurb from the BHP site:

THIRD PRINT EDITION – November 25, 2010.

Fewer Rules, More Imagination!

Prepare to be introduced to the old style of free form gaming! Swords & Wizardry: WhiteBox is inspired by the original 1974 fantasy role-playing game created by Gary Gygax and Dave Arneson. These rules are flexible and open to interpretation – designed not to cover all conceivable situations, but to allow good Referees and Players the freedom to create and play games of their own design.

This Boxed Set Contains everything you need to play:

  • 6″ x 9″ Game Box (This is an actual game box manufactured for just this purpose)
  • Four Rule Booklets (Characters, Spells, Monsters, & Treasures)
  • A digest-sized copy of Matt Finch’s, “Quick Primer for Old-School Gaming”
  • Ten digest-sized Character Sheets
  • Set of Polyhedral Dice
  • Pencil

The First 50 orders will also receive two complementary modules – “The Vile Worm of the Eldritch Oak” & “The Ruins of Ramat!”

I already own a copy of this box set, but I'm tempted to get a second one, given the low price and the fact that the third printing fixes a number of minor typos and mistakes in the earlier printings (I'm somewhat uptight about such things).

18 November 2010

“Astonishing Swordsmen & Sorcerers of Hyperborea” Preview

If you look under the ‘Classic D&D links’ on the right side of this blog, you will see a link to a company called ‘Northwind Adventures.’ This company has only one product available so far, ‘The Charnel Crypt of the Sightless Serpent’ (a very fine adventure, as I note here). However, it seems that their rules and setting book, Astonishing Swordsmen & Sorcerers of Hyperborea,” will be available in early 2011.

Over at the RPGsite, a preview of the contents of AS&SH is provided in this thread. I’ve reproduced this preview here:

Originally Posted by Ghul

What is Astonishing Swordsmen & Sorcerers of Hyperborea?

Astonishing Swordsmen & Sorcerers of Hyperborea is a role-playing game designed by Jeffrey Talanian and illustrated by Ian Baggley. The rules are derived from the works of Gary Gygax and David Arneson. The setting is inspired by the pulp fiction of Robert Ervin Howard, Howard Phillip Lovecraft, Clark Ashton Smith, and others.

AS&SH might be classified as a “simulacrum” or “retro-clone” game, but it does not “clone” any specific rules system. While some retro-clones seek to emulate specific traditional systems as closely as possible, AS&SH takes its inspiration from a variety of 0e and 1e related sources; also it is interwoven with its own alternative procedures.

Hyperborea the campaign setting is brimming with locations filled with adventure, conflict, weird horror, and intrigue. It comprises environs, cities, men, and monsters inspired by pulp fiction and mythological resources, but also a mix of traditional RPG monsters hand-picked to best fit the milieu; consequently, describing Hyperborea as “pastiche” might not be inaccurate.

Here follows a brief overview of Astonishing Swordsmen & Sorcerers of Hyperborea:

Attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma. These attributes are generated using one of five different methods. While attributes can modify a character’s capabilities, these are handled on a flat progression curve. Example: A 16 strength provides +1 “to hit” and +1 damage, 17 strength provides +1/+2, and 18 strength provides +2/+2. On the whole, AS&SH takes a minimalistic approach for handling modifiers to rolls.

Classes: There are four principal character classes.

Fighter: a swordsman, bowman, or other warrior type.

Magician: a sorcerer who studies magical tomes and casts spells.

Cleric: an armed and armoured fighting sorcerer of mystical nature.

Thief: a nimble swordsman possessed of numerous specialty skills.

Subclasses: There are eighteen subclasses.

Fighter:

Barbarian: an outland warrior possessed of feral reflexes and instincts.

Berserker: a rampaging shock trooper renowned for his unbridled battle rage.

Cataphract (Knight): a mail clad horseman and warrior elite.

Paladin: a champion who crusades for Law.

Ranger: a righteous borderland fighter and wilderness warrior.

Warlock: a mail clad fighter who wields steel and sorcery interchangeably.

Magician:

Illusionist: a sorcerer who manipulates light and evokes illusions and phantasms.

Necromancer: a sorcerer who practices black magic and communicates with the dead.

Pyromancer: a sorcerer who manipulates the elemental power of fire.

Witch: a sorceress who brews potions, divines portents, and lays curses.

Cleric:

Druid: a mystic sorcerer empowered by ancestral, elemental, and animistic spirits.

Monk: a warrior-priest who strives for physical and mental mastery.

Priest: a chaplain mystic sorcerer of enhanced spell casting capacity.

Shaman (Witch Doctor): a primal sorcerer who divines portents and confers with spirits.

Thief:

Assassin: a thief who specializes in murder and intrigue.

Bard (Skald): a versatile warrior, scholar, sorcerer and word weaver.

Legerdemainist: an adept thief who also commands the power of sorcery.

Scout: a lightly armed explorer, intelligence gatherer, and stealth master.

Alignment: Alignment is governed by the opposing forces of Law (Civilization) and Chaos (Barbarism). Law and Chaos are subdivided by the ethos of Good and Evil. Thus the four alignments of Lawful Good, Lawful Evil, Chaotic Good, and Chaotic Evil define the world view of most intelligent beings, whilst Neutrality forms a nexus of behavioural indifference.

Weapon Skills: Any AS&SH character can use any weapon. However, several classes begin with a favoured weapon list. Learning a weapon that is not on the favoured list may occur at specific level gains. For instance, your low level magician may begin play with dagger, dart, and quarterstaff familiarity, but should he wish to take up the long sword in the future, he may well do so. Fighters and fighter subclasses have weapon mastery, which means they enjoy a +1 “to hit” and +1 damage bonus with player chosen weapons, and also an increased rate of attack.

Armour and Weapons: Includes 10 armour types that are broadly classified in groups of light, medium, and heavy. Medium and heavy armour types provide damage reduction. There are 35 melee weapons and 12 missile weapons from which to choose. Each melee weapon is assigned a “weapon class” which may determine first strike when melee is first engaged; e.g. a long spear wielder (WC 5) will beat short sword wielder (WC 1) when two such combatants first clash.

Sorcery: AS&SH features over 400 spells presented in six spell levels. There are six spell casting schools, including magician, cleric, druid, illusionist, necromancer, pyromancer, and witch. Other spell casting types draw from these lists. For example, the bard draws from the druid and illusionist lists.

Task Resolution: Many character classes have special class abilities that are resolved, for example, by using a d6, a d12, or some other resolution method. For actions not specifically covered by the rules, two different resolution methods are presented: a d6 method in which the referee determines a probability of success (1:6, 2:6, etc.); and an attribute check method in which the attempted action is associated with a specific attribute: 3d6 for a moderate difficulty check, 4d6 for a heroic check, 5d6 for a super-heroic check in which the player must roll at or under the associated attribute.

Time and Movement: Rounds = 10 seconds. Turns = 10 minutes. Movement rules are included for land and sea travel.

Combat: An attack matrix is referenced to determine what AC the modified d20 attack roll hits. The combat sequence features an innovative 5-step phase sequence that covers movement, melee attacks, missile attacks, and magic. At each phase, each side in the battle takes turns, though combat movement is simultaneous, which is to say two respective closing sides will meet in the middle before engaging one another.

There are 21 different combat actions presented. A few require mastery in a specific weapon, some are available only to fighter types, though most others can be attempted by any character. Combat actions include arrow setting, charging throw, disarm, dodge, double arrow shot, firing march, indirect fire, off-hand weapon parry, parry & block, pike hedge, pommel strike, ready shooter, reckless fighting/conservative fighting, recumbent fire, running dodge, saddle fire, shield bind, shield cover for ally, shield wall, spear charge, and two-weapon fighting.

An optional critical hit system presented. It is simple and intuitive. It does not, for example, allow a magician to “crit” as well as the fighter can; i.e. fighters, upon rolling a natural 20 have a greater probability of delivering a larger amount of bonus damage.

Saving Throws: There are five different saving throw categories. Each character has a base saving throw determined by character level. Each character class (fighter, magician, etc.) has modifiers to two of the five saving throw categories. Attributes can also modify some saving throws. For example, Death is a saving throw category that includes death ray, death magic, paralysis, poison, and radiation. A high constitution score can provide a bonus to poison and radiation saves, but not all death saves, per se.

Other Combat: Other combat types include aerial combat, underwater combat, naval combat, and warfare & siege.

The Hyperborea Campaign Setting: The setting is treated in full, though brevity is paramount; this intended to provide the referee with digestible chunks of information and leaving plenty of room for individual development. That is to say, it is my belief that a campaign setting should not be the game designer’s attempt to satisfy the urge to write a fantasy novel. The Hyperborea setting includes a brief history, calendar, physical geography, position in the heavens, climate & seasons, and population examination.

Hyperborea is a hexagonal shaped flat-earth campaign setting with a diameter of about 3,200 miles. It is hemmed in by the boreas (North Wind) beyond which lies the illimitable Black Gulf (space). The map for Hyperborea is a large, hex based (each hex = 24 miles) affair developed by cartographer Andreas Claren.

There are nine races of men. These are Common (men of mixed ancestry), Amazon, Atlantean, Esquimaux, Hyperborean, Ixian, Kelt, Kimmerian, Pict, and Viking.

The deities of Hyperborea are a non-pantheon mix of otherworldly beings that include Apep, Apollo, Artemis, Aurorus, Boreas, Helios, Kraken, Krimmr, Kthulhu, Lunnaqqua, Mordezzan, Rel, Thaumagorga, Tlakk-Nakka, Ullr, Xathhoqqua, Yikkorth, Ymir, Yoon’Deh, Ythaqqa, and Yug.

Bestiary: Nearly 200 monsters are included, these inspired by the pulp fiction creations of noted authors as well as a liberal selection of traditional RPG monsters hand-picked to best fit this sword-and-sorcery milieu.

Magic & Treasure: A listing of magic weapons and items that might be found in the course of adventuring, including some displaced high-tech items such as ray guns, etc.

Final Word: AS&SH draws close to completion, and should see publication by early 2011. The preceding information does not cover the entire scope of the rules and setting. I have tried to touch on some of the points that may be of interest to the reader. I am willing to answer questions on any of the above, including that which may have been excluded in this summary. As the final beta is soon to go out to my readers and idea contributors, some of the preceding may be altered before final publication. As I continue to gather printer quotes (admittedly, an exercise in frustration), the final physical format is not yet set in stone. I prefer a boxed set over a hardcover (with map insert), but there is much to consider. A final decision should be made by the end of 2010.

Cheers,

Jeff Talanian

Although I’m not really in the market for yet another FRPG based on D&D/AD&D – I already own all of the original games, most of the ‘retro-clones,’ and, in any case, am feeling somewhat ‘burnt out’ with such systems these days – I have to say that this variant looks quite intriguing.

Far more intriguing, though, is the setting: author Jeff Talanian’s version of ‘Hyperborea.’

Talanian (a.k.a. ‘Ghul’) worked with Gary Gygax on the two best ‘Castle Zagyg’ products: Castle Zagyg: The East Mark Gazetteer, and Castle Zagyg: The Upper Works. So he certainly has excellent ‘old school’ credentials. I look forward to reading his vision of ‘swords & sorcery’ fantasy!

And the art by (fellow Torontonian) Ian Baggley looks simply stunning – as the picture at the top of this post attests.

25 October 2010

In Limbo...

... is where this blog will be for at least a week, as I'm swamped with 'real life' matters (travel, work, etc.).

21 October 2010

Clockwork and Chivalry Reviews

I’ve been working my way through the core Clockwork and Chivalry book over the past couple of weeks, and I think that this is the best new setting for any RPG in years.

But don’t take my word for it. Read this review of the core book.

There also are now reviews of the first two adventure modules for the setting: The Alchemist’s Wife and Though Shalt Not Suffer.

I can hardly wait until this guy makes an appearance in a C&C adventure:

Hopefully the lives of the characters will not be too "poor, nasty, brutish, and short"!

17 October 2010

Resurrection Survival Roll Failed

Alas, it would seem that the recent resurrection of the Classic D&D fanzine ODDITIES is to be short-lived. L

But it in its place we have Tales From the Dusty Vault, a blog with high-quality reviews of the products of the OSR. J

13 October 2010

17th Century Oxford Space Programme

I mentioned in an earlier post my fascination with 17th Century England, especially the Civil War era. This fascinating article describes the views of one Dr John Wilkins, a 17th Century Oxonian scientist, on a possible lunar mission. Here is a short excerpt:
Incredible as it may seem, one of the greatest scientific minds of the time, Dr John Wilkins, a founder of the Royal Society, was planning his own lunar mission four centuries ago around the time of the English Civil War.

It wasn’t hot air either. Inspired by the great voyages of discovery around the globe by Columbus, Drake and Magellan, Dr Wilkins imagined that it would just be another small step to reach the Moon.

Wilkins, who was a brother-in-law of Oliver Cromwell, explored the possibilities in two books. Records show he began exploring prototypes for spaceships, or flying chariots as he called them, to carry the astronauts.

The Jacobean space programme, as Oxford science historian Dr Allan Chapman calls it, flourished because this was a golden period for science. Huge discoveries had been made in geography, astronomy and anatomy. Seventeenth century scientists were riding a wave.

I wonder if the thoughts of Dr Wilkins on space travel form the basis for the forthcoming 'Quintessence' Clockwork & Chivalry adventure module? Below is the cover for that module (from here).

17th Century gentlemen journeying to the Moon, clashing with hostile native 'Selenites'? Sounds like good fun!

09 October 2010

Fight On! Number 10 now available...

A very lazy post from yours truly to announce simply that issue 10 of Fight On! is now available.

Here is the cool blurb from Calithena (with the relevant links inserted):
Once again, Fight On! returns to unscroll the Runes of Chaos and conjure the mighty titans of yesteryear! Dedicated to Tom Moldvay, this BIG issue contains three BIG undercities and lost worlds by Gabor Lux, James Mishler, and Chris Robert, right alongside the rules supplements, mini-adventures and modules, villages, one-page dungeons, spells, monsters, NPCs, tricks, traps, geomorphs, reviews, and tables you've come to know, love, and expect from our fantastic fanzine. Illustriously illustrated by Patrick Farley, Jennifer Weigel, Lester, Kelvin Green, Jason Sholtis, Peter Mullen, Mark Allen, Anthony Stiller, Steve Robertson, and more; puissantly penned by Jeff Rients, Calithena, Jerry Stratton, Tim Snider, Geoff McKinney, Patrice Crespy, Peter Schmidt Jensen, Paul Stormberg, Geoffrey O. Dale, Tim Kask, and a whole gang of garrulous grognards trying to take it (their PC, that is) to the next level. We hope you'll roll the bones on this issue and check it out - but either way, keep Fighting On!

You can check out the print version
here...

the EBook
here...

...or check the link in my sig for the whole store and all the issues of the magazine from beginning to present. Also, look out for our first fantasy fiction anthology, Roll the Bones, due out this Fall (Halloween? Could happen…) Here’s the TOC to whet your appetite:

Table of Contents
Fast Company (Alex Schroeder)…………………………...3
Wear and Tear (Mátyás “Urban” Hartyándi)....…………….5
Catwomen and Lion-Men (Calithena)…………...….….…..5
The Time-Displaced (Tim “Sniderman” Snider)…....…..….7
Cult Leader (Lee Reynoldson)……………………………..9
The Familiar Spirit (James A. Smith)……...……………...11
Knights & Knaves (Duncan Jones & Sean Still)…..…...…14
Khosura, Part II (Gabor Lux)………………...………….15
Killing Monsters You Can’t Kill (Jeff Rients)……...……..39
Creepies & Crawlies (various)…………….………...……40
The Godzillas Will Breath On You (Geoff McKinney)…..43
Futa-kuchi-onna (Ian & Andrew Baggley)…...….…….….47
Urgent Care Cleric (Jonathan Linneman & Kelvin Green).48
Education of a Magic-User (Douglas Cox)……………….49
Trolls will be Trolls (Heron Prior)……………………..…50
Time For Tea (Clarabelle Chong)…….…………...…...…51
Heart of Darkness (Lord Kilgore)…………………...…...52
Laboratory of the Asmodean Techno-Mage (P. Mullen)....53
Special Properties of Gemstones (Wayne Rossi)……...….54
The Coinage of Ilthar (Calithena)………………...………55
Artifacts, Adjuncts, & Oddments (various)……….……...56
Lost Dragonia (James Mishler)…………………….......…57
Tables for Fables (Age of Fable)………………………....79
Weird Treasure Containers (Telecanter)……………...…..81
Moldvay-esque Adventure Generator (Michael David, Jr.).81
Dungeon Modules (Geoffrey O. Dale)……..……….……82
Hobgoblin Halls (Joshua Mackay)………………………..83
The Shrine that Glittered (Patrice Crespy)………………..86
Moulin Rouge 1955 (Jerry Stratton)……………………....94
Random’s Assortment (Thinker, Random, and Jensen)…..98
The Darkness Beneath (Chris Robert)……………….….100
Merlyn’s Mystical Mirror (Hargrove/Hewlett/Pookie)….121
Everyone is Here to Have Fun (Paul Stormberg)…….…129
One-Off Con Adventures (Tim Kask)……………….....133
Dougal Must Die! (Steve Robertson)………...……..…...135
Dungeon Geomorphs (Tim Ballew)……………...……..137
Looks awesome, as usual!

And, interestingly (given my current BRP quasi-obsession), it looks like issue 11 will be focused on RuneQuest...

08 October 2010

Swords and Wizardry 'Complete Version' Preview

A few weeks ago Mythmere Games and Frog God Games announced that they would be producing a new, expanded version of 'Swords & Wizardry' -- namely, a 'Complete' version (see here.)

At that time, the fellow in charge of S&W, Matt Finch, noted that the following things would be included in the 'Complete' version:
It includes the ranger from SR, the paladin, thief, druid, assassin - character classes from the supplements. Still no illusionist, though, which was disappointing, but the SR illusionist just couldn't legally be duplicated. The game still runs on the 0e rules, not 1e. It includes two optional alternative order of combat systems in addition to the standard one from the WhiteBox era: the one from the Holmes Blue Book and one that's based on the EW system. Those are the main differences, although there are little things like adding strength modifiers to the amount of weight that can be carried, ala Supplement 1, etc. Virtually all of the additions are in the player section, not the referee section. It's compatible with the Core Rules, and the Core Rules will stay in place as the archetypal "three class" system.
...
One especially nice thing is that our Druid class description is written by Dennis Sustare (the original author who invented the druid character class - think, "Chariot of").
We now have some additional information from Matt on what will be included:
Here's the basic scoop, though I may have forgotten something:
Siege rules
Aerial combat
Mass combat (already there)
Naval combat

Order of combat - splits movement and attacks, but very close to Core Rules
Holmes Basic order of combat as an option
Eldritch Wizardry order of battle method (revised) as an option (rotating initiative based on what characters are wearing and doing)
Core Rules order of combat as option

More descriptions of things like wolfsbane
Wilderness adventuring, including getting lost, and monster encounter tables
Dungeon encounter charts now have specific monsters instead of just a CL listing
Dungeon encounter charts can also be used to generate mixes of different monsters (the orcs have a pet gelatinous cube! Run!)

No more wild boards in the monster listing

Building strongholds - prices for walls and keeps and such
Original saving throw numbers are listed as a chart in a side-box in case people want to use those.
Can't remember what else.
(Original post here.)

This all sounds great to me. I can hardly wait to see the final product! (Even if I do seem somewhat fixated on BRP-powered games these days.)

07 October 2010

OpenQuest Middle-earth?

I’ve long been a huge fan of J.R.R. Tolkien’s Middle-earth (as evidenced by past posts like this one and this one). I’m also a (relatively new) fan of the d100 game OpenQuest (see, for instance, my comments here).

Recently I’ve been wondering about possibly using OpenQuest to run a Middle-earth campaign. However, it looks like I need not expend the effort of revising the OQ rules to do so, as Kristian Richards already has combined Middle-earth peanut butter with OpenQuest chocolate in his ‘The Age of Shadow.’

Yes, the setting is not ‘officially’ set in Middle-earth, but it clearly is inspired by that world, and especially the tales of its First Age, as detailed by the good Professor in The Silmarillion. (As an aside, I don’t see any reason why the rules could not be used for campaigns set in later ages of Middle-earth.)

So if you like Middle-earth and OpenQuest (or any other BRP/d100 game), check out The Age of Shadow! (Hat tip: Sorcerer Under Mountain.)

(Above is another amazing picture by the late, great Angus McBride. It depicts Celebrimbor forging a ring of power in the mid-Second Age.)

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