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Post by jeffb on Mar 26, 2024 3:43:22 GMT -6
A Fourth Edition of Swords & Wizardry Whitebox, published by Mythmere Games, just popped up on DriveThruRPG. Both PDF and print versions are available. Fin (or whoever), what's new/different/changed since 3E? Thanks for the fyi- Ive not looked yet, but I recall Matt saying he was going to release under a different license because of the OGL fiasco, so maybe that?
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Post by jeffb on Mar 19, 2024 3:45:46 GMT -6
Ugh. Dammit. Drawmij himself has been summoned. RIP Jim.
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Post by jeffb on Feb 5, 2024 9:04:27 GMT -6
I'm slightly interested in the ruleset. The implied setting does not sound very compelling to me- The world of the future is RIFTS meets GW, and due to time travel, you know the future and must either work to stop it from happening(Heroes) or hasten it's coming (Villains). Meh. Now on KSI had a lot of fun in the DCC campaign I ran, which spanned 8 or so published DCC adventures. The cagey party - the Yazmalon Boys - ultimately got lost and were last seen heading down the backdoor route to the Dark Trolls Citadel in Darkness Beneath. This was not done by Goodman proper hamurai, though maybe they are doing fulfillment? I don't know, dod not look that closely, but..... Yeah ....international shipping sucks. And maybe I could have been more clear doublejig2, I'm very familiar with DCCRPG, but I was specifically curious about a Supers take on the rules etc. At any rate, I passed on the KS. Will read some reviews once people get it (though frankly, the DCC community is so weird, they never give anything even a mediocre review- it's like a cult )
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Post by jeffb on Feb 1, 2024 19:24:41 GMT -6
For me- the people who really mattered over the years:
The Authors of- S&W (Original and Whitebox),OSRIC, LL, & BFRPG. Really, Matt Finch is the Catalyst as S&W and OSRIC were his babies.
In the BLOGOSPHERE- James Malizewski (sp)
Jerry Mapes (RIP) over at K&K Alehouse*
Dave and Steve Chenault (C&C was the first major attempt at getting back to old school using the SRD/OGL)
And I cannot recall his name, but the original brother who started up Dragonsfoot*- DF was about the only place to go and talk TSR D&D once 3.0 and the D20 Boom happened.
And over the past IDK, 15 + years? this place right here.
*Both of these places inspired me in their infancy, and eventually drove me away after a few years.
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Post by jeffb on Jan 31, 2024 14:07:26 GMT -6
All the books are printed there, and much of corporate America is now owned by China.
I'm a firm Capitalist, bu I gave up on corporate nerdery (D&D, Star Wars,Marvel, etc) years ago. I suggest everyone else do the same, it's good for the soul.
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Post by jeffb on Jan 28, 2024 19:35:45 GMT -6
I'm slightly interested in the ruleset. The implied setting does not sound very compelling to me- The world of the future is RIFTS meets GW, and due to time travel, you know the future and must either work to stop it from happening(Heroes) or hasten it's coming (Villains). Meh. Now on KS
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Post by jeffb on Jan 10, 2024 17:57:34 GMT -6
Fantastic designer.
Hellpits,Griffin Mountain, The Enchanted Wood, and NotWW are some of my very favorite adventures of all time.
RIP.
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Post by jeffb on Jan 9, 2024 14:52:17 GMT -6
Has something changed in recent editions of your games, Jason? As I recall in my old old S&S copy, it was a 2d6 roll plus the ability Score modifier VS a static target number..? True, it was a static target number (originally 11). That is a bit different in expression, though you also always added difficulty modifiers, which is essentially just a different expression of a sliding target number - flat + difficulty bonus vs. sliding with no difficulty bonus. In addition, combat always used a sliding target number as you consulted a weapon vs. AC chart to see what you needed to hit. The latest iteration of O.R.C.S. in Wasted Lands shifts the target number to 14 and gets rid of the chart, using 2d6 + bonuses vs. TN 14. Weapons now add a weapon class, and you add the opponent's AC as the difficulty modifier in combat (much as you do in O.G.R.E.S.) Ok. Thanks Jason, I thought I was remembering correctly on the version of S&S I have. So what I was getting at is the difference between T&T and MCDM (according to what was posted/I quoted earlier) vs. the 80 million inspired by D&D games is that the former don't use the Ability score BONUS- you use the ability SCORE. e.g. In T&T any saving roll is your Ability SCORE + the 2d6 roll vs TN- LVL1 SR is TN of 20, LVL 2 is 25, LVL3 is 30, etc. If I had a LUCK score of 12 and needed to make a Level 1 LUCK saving throw, I would roll 2D6, add my score of 12 and go against a TN of 20*. In T&T you also get to add and roll again if you rolls doubles. I know some folks hate adding bigger numbers, but I just love the idea of using the actual ability score. Gary's idea (maybe Dave's?) of having a score, and then translating that via chart into a D20 roll bonus, or applying it to a chart to come up with a percentage chance/ percentage bonus, or a bonus to a 1d6 roll is needless complication, IMO. Why have the scores in the first place? Actual scores are pretty much a waste of space on your character sheet for D&D. I know it's been 50 years of this, but these days I don't even bother with scores for D&D-esque games- I just have players write down a bonus/penalty as their score. e.g. STR is +1, WIS -1, etc. I know some "modern" D20 games (Mutants & Masterminds 1E and others) and even some OSR games utilize this as well (Relics & Ruins, is one of those OSR games). Just thinking out loud about game mechanics here- not being argumentative I like MCDM's approach to dice mechanics (and FWIW, I also LOVE the Star Wars FFG dice system- conversely I hate Jay Little's own hack of his FFG dice system for the 2d20 Modiphius games) * It was actually represented "backwards" in the original era T&T editions (unsure in more modern versions like 7E, Deluxe, and Monsters! Monsters!). If you had to make a LVL1 SR, you subtracted your Ability SCORE from 20, and you had to roll that number on the 2D6 roll (doubles add and roll over- or DARO, as it's become commonly referred to). So that LUCK of 12 was subtracted from 20, leaving with you having to make a roll of 8+ on 2d6. I prefer the Add the Score to the dice roll and beat the TN, but what do I know?..
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Post by jeffb on Jan 8, 2024 18:26:17 GMT -6
Paging Ken St. Andre, paging Ken St. Andre Sounds a little like my Powered by O.R.C.S. games: Spellcraft & Swordplay and (if you like) Wasted Lands. Has something changed in recent editions of your games, Jason? As I recall in my old old S&S copy, it was a 2d6 roll plus the ability Score modifier VS a static target number..?
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Post by jeffb on Jan 2, 2024 18:37:24 GMT -6
...they are fully embracing/telling you the game uses minis and grids- which is a huge red flag for me. Last time I ran minis/grids was when I ran PFBB for The Kids about 13-14 years ago. We used the flip mats and minis/pawns. It was fun for awhile, but eventually created analysis paralysis for The Kids. And that is my experience as well with Adults. I get some people love that, but it's not for me. And that may be the issue I have with most RPGs nowadays. My group (all family) has bought into the "buy a mini for my character" vibe and once they buy (and often paint) a mini, of course they want to use it. That has led to the evolution from my old "theater of the mind" campaigns to the newer "count and move" style games. I had always assumed that it was "the rules" to blame, but it's highly possible that in reality it's the whole mini/grid mentality as you suggested instead. Must ponder this further. In a way I hope it's a function of the mini/grid thing, since I have spent a lot of time and money looking for a "better" rules set that makes me and my family happy at the same time. I get it. Certainly one has to take the group into account, and what they want. At the same time, DMs do all the heavy lifting and at the end of the day if you are not running something you really want to run, it's no fun and you burn out- even with family. My Kids group were all in the 11-13 range when we started and they were completely new and didn't know anything else- the PFBB looked cool, and it hooked them in with visuals- and as a ruleset presentation it was great- very much like a basic set of yore. However, over time the complication and analysis paralysis got to them, and it was taking forever to get much play done or get through a module/adventure. So I told them about more simple versions of the games where it was all easy to do in your imagination, there were less rules/more rulings, and you could do more in the game with less complexity. They were excited, and I started up a S&W game with some additions/ideas they liked from the PFBB, things I liked from other editions, and used my OGB Forgotten Realms as a baseline. They loved it, and we played it for about a year. As they got older we experimented/branched out with some other systems like DCC, 13th Age, 5E, C&C, Whitestar, RQ (actually OQ), Star Wars (FFG), Dungeon World, and a couple others for one shots. The only time I ever pulled out a map/tokens was for the Star Wars game from FFG and that uses a range band system (as does 13th Age), and it was not bad. 13th Age also uses a range band system and I prefer that over anything hard coded for movement. And that would be my recommendation- use a simple range band system. That way they can throw a mini down, you can too and you don't need to use a gridded map and it gives them the visual with way less worrying about how many squares and diagonals and how much area they can cover with XYZ spell, etc. For 13th Age, there is very simple character class system out there (fan creation) that works flawlessly for people who want fun stuff to do, are creative/like to improvise (and you get to work with them on this stuff), and the classes are no more rules intense than a Moldvay Character. I adopted that with The Kids and it went over fantastic- and we used it thereafter playing 13th Age. The core game classes are really interesting and I feel are fun to play, but I think they work better for way more experienced/hardcore players. As I've gotten older, I'm just not much for the typical (old or new school) D&D game experience- I much prefer Dungeon World where things like rounds, movement, initiative, etc. are thrown out the window, or 13th Age if I'm going to hew closer to D&D but still want some modern/fresh takes. But sometimes people want D&D- and at that point I'm just grabbing Whitebox or Moldvay/Cook/Marsh, jotting down some high level (overview, not experience level) house rules, and running with the same mindset as I do with DW and 13th Age (and did with that original S&W game for The Kids)
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Post by jeffb on Jan 1, 2024 19:56:30 GMT -6
The following popped into my youtube feed this evening. A few minutes in it shows the section of the introduction where they are fully embracing/telling you the game uses minis and grids- which is a huge red flag for me. As I've said many times, I "13th Aged" 4E from the get-go to eliminate the complexity and length of combats. And I run fewer combats in general no matter what edition/game (another reason I pretty much ignore XP).
Last time I ran minis/grids was when I ran PFBB for The Kids about 13-14 years ago. We used the flip mats and minis/pawns. It was fun for awhile, but eventually created analysis paralysis for The Kids. And that is my experience as well with Adults. I get some people love that, but it's not for me.
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Post by jeffb on Dec 28, 2023 9:16:34 GMT -6
A great article and I enjoyed reading it. A nice set of ideas and I added it to my bookmarks for later reference. However, I'm sort of bummed that my name no longer seems to be associated with the S&W:WB rules. Charlie did some additions and improved layout to create FMAG, but he built it 90% from my WB rules (which are still a free download on Matt's websites) and nobody seems to remember that. Same thing has happened with other WB spinoffs, where I have contacted folks and asked why my name isn't associated with their product and Matt's is; typically they seem surprised that someone other than Matt wrote WB. That's BS. And I certainly associate WB with you. But I was there at the beginning.
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Post by jeffb on Dec 27, 2023 12:30:04 GMT -6
Paging Ken St. Andre, paging Ken St. Andre I assume that this is a T&T reference, but I think that the all-d6 mechanic of T&T is very different from what I'm hearing about MCDM. Maybe I missed something? T&T SRs are 2d6+ ability score vs a TN (lvl1=20, Lvl2=25, etc). While the TNs are probably not in chunks of 5, that is what Tim posted is the check mechanic for MCDM (see what I quoted). Personally I love T&Ts SR system- no modifiers for each ability score, just use the ability scores. Ive never understood why D&D never used the scores themselves for anything, but instead are converted to modifiers and/or percentages chances. Makes no sense.
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MCDM RPG
Dec 27, 2023 4:49:25 GMT -6
via mobile
Post by jeffb on Dec 27, 2023 4:49:25 GMT -6
The Dice mechanic sounds a lot like the custom dice FFG used for WFRP3/Star Wars/Genesys from that brief description. Not my cup of tea but we will see what becomes available. These are the rules for making a test roll: Whenever you make a test, you roll 2d6 and add the appropriate characteristic score (as determined by the Director) to the total of the roll. The Director chooses a target number (TN) and interprets the test’s degree of success. Paging Ken St. Andre, paging Ken St. Andre
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Post by jeffb on Dec 26, 2023 18:58:11 GMT -6
I'm kind of mad I didn't hear about the KS until it was pretty much over, but I've avoided him in recent years because I really don't care for him on a personal level, so that's my own fault.
However, much (but not all) of this sounds right up my alley and a game I'd want to check out unless combat is obviously going to be a slog like RAW 4E. He understands the good bits of 4E and I'm glad to see him incorporating them (still, 13th Age will be hard to beat in that respect). He made a few solid vids in years past about using 4E ideas to enhance 5E play (like his 4E Monsters/MM vid).
If it's not over the top expensive, I may throw some $ down for a PDF of the game when it surfaces.
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Post by jeffb on Dec 24, 2023 15:06:03 GMT -6
Indeed.
Merry Xmas and a Happy New Year to all.
And to all a good night!
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Post by jeffb on Dec 13, 2023 7:14:47 GMT -6
I don't have a twitch account. I rarely go on the thing. Just followed the link and watched for a bit.
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Post by jeffb on Dec 12, 2023 19:53:38 GMT -6
I can't stay for the whole thing, I'll have to revisit when its posted in full on youtube, but enjoyed what I was able to listen to. 100 Acre Wood Demi-plane for CG? I need to hear more about this, grodog Allan
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Post by jeffb on Dec 4, 2023 17:49:46 GMT -6
As this was the first attempt at a ODD clone game, there was a real concern of legal repercussions.
So Matt changed a bunch of numbers around on tables and Charts.
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Post by jeffb on Dec 2, 2023 7:10:24 GMT -6
I'm glad to see Elmore get that kind of recognition. He's not a favorite, but I do like his art and he's certainly iconic. He should have had the lion's share of stamps in the collection.
I have always liked that cover to the 5E DMG. Though it never really screamed Acererak to me, it's probably the only piece of 5E art I'd put on any kind of "favorite D&D art" list.
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Post by jeffb on Nov 28, 2023 12:27:43 GMT -6
Is there a word for the decrease in excitement/interest that occurs between one's Kickstarter pledge and the physical delivery? Sizzle-fizzle? Idk the term if there is one, but waiting several months is nothing. The Chaosium took 5 years to fulfill the entire RQ Classic KS. The words I'd like to use would get me banned. And I know some other KS projects from other creators never had any fulfillment and people got screwed, unfortunately.
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Post by jeffb on Nov 27, 2023 20:02:06 GMT -6
So for those who backed this (in print) or just know- Any updates on when the physical books will be available? Website has said "Fall 2023" for quite some time.
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Post by jeffb on Nov 25, 2023 7:46:02 GMT -6
I downloaded it yesterday.
I gotta be honest- it was 30 something pages before it even got to making a character and that was an instant red flag for me in a OSR game based on Moldvay/Cook/Marsh. I realize that it's really trying to get those unfamiliar with the old school mindset of the day into that headspace ,give lots of examples, add flavor, etc....
After about 50 pages of scanning and reading bits here and there yesterday, I gave up. I tried again this morning and skimmed through and realized this is 347 pages. 13th Age is 322 pages and it's filled with a good bit of art, the campaign setting, an adventure, the monsters, the DM rules/advice, etc- AND is a rules light reaction to 3E and 4E, not an OSR game.
I believe I would prefer reading Kent's BLOG instead for his ideas/alterations, or even better buy a product that a supplement of alternate rules/flavor/more stuff (ala early Arduin). There is some good stuff here for additions to your game, but as a stand alone game manual?....
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Post by jeffb on Nov 25, 2023 6:59:54 GMT -6
yep hope y'all had a great Turkey Day.
I prepped for a week and cooked for what seemed like 24 hours straight- and it was a good meal (if I do say so myself) and a great day.
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Post by jeffb on Nov 18, 2023 7:24:15 GMT -6
I've had a couple situations over the years, not using the LBBs but Moldvay/Cook and OSR games. I don't recall in the early OD&D days having any MEedusa encounters (after CotT came out though...they were EVERYWHERE in people's games).
Generally I used the Moldvay rule, i.e. if you are trying not to look, you suffer a big penalty when attacking and the medusa gets a bonus to hit with the snakes, and I handled the "meeting it's gaze" through the narrative. I didn't make it a random chance every turn. Something had to happen to trigger the save- PC stupidity or bad die rolls/luck.
About 10 years ago or so I used one in a 13th Age game- very much like this take best, it was one of the most fun combats I ever ran.
Essentially-
1) If the medusa hits with snakes and rolls high enough on the die (18+) gets an automatic petrify attack. In 13th Age its always attacks vs. defenses (AC, physical defense, or mental defense). In this case you could simply say the the PC has to make a save in O/TSR D&D.
2) If the Medusa is slinging arrows, she gets a free petrify attack on a natural 20. I think this matches up great with both movies. And this actually happened in the game to great effect (for me as DM) I rolled a crit on the bow shot, then again on the Petrify attack! PC had to start making last gasp saves* as he started to turn to stone. Narratively, I described the bow shot hitting him in the back, then PC in surprise spun his head around to see where the shot came from and met it's gaze- that PC didn't make it- blew all 3 last gasp saves.
3) Whenever a nearby (within melee range) attacker whiffs an attack (rolls a 1 or 2), Medusa gets to make a petrifying gaze attack against that attacker.
4)There is also another trigger for the petrifying gaze in 13th Age, but it is based on a special mechanic inherent to that system- the escalation die.
** in 13th Age, turning to stone is a series of last gasp saves- which means you have to roll a 16+, no modifiers, to shake off an effect or you progress to the next stage of the effect. It's pretty d**n deadly, not at all like 5E's easy death saves.
At any rate, if I ever run a Medusa again in an O/TSR like game, I would incorporate those bits from 13th Age.
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Post by jeffb on Oct 21, 2023 10:44:19 GMT -6
3 bucks for an entire ruined city and environs...25 square miles (or KM? can't recall). The Balastor's Barracks adventure is worth the 3 bucks as it is. 8 more adventures and tons of seeds/ideas on top of that. DoTD at DTRPG-Big Rubble
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Post by jeffb on Oct 15, 2023 16:33:42 GMT -6
FWIW- "The Gloaming" mini setting/sandbox and dungeon adventure that Mike Shea is running is apparently in Cursed Scroll #1.
And thanks to all for the feedback.
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Post by jeffb on Oct 13, 2023 21:12:00 GMT -6
Anyone running it? Comments? I have the starter, but I've only glanced through it.
I've become interested in it thanks to Sly Flourish's (Mike Shea) excellent DM prep videos for his Shadowdark game using a mini hexcrawl/sandbox called "The Gloaming". I like *some* of the stuff I'm hearing about the rules in play (and not liking some old school-isms that have always rubbed me the wrong way), but possibly/probably what I'm really taking a liking to is the weird fantasy setting and how Mike is fleshing it out before and during play sessions (each episode starts with a previous session recap). Some very fun locations and ideas, and some good "adventure building" advice.
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Post by jeffb on Oct 3, 2023 17:42:29 GMT -6
And it's already well beyond funded.
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Post by jeffb on Oct 3, 2023 9:24:01 GMT -6
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