As some of you might be aware, the delivery of the Brave Halfling boxed set edition of Delving Deeper was a long and miserable story. But, it arrived in the end and it was not a disappointment.
Now, there are nothing here to really excite me. I must admit that first of all. The game is not like LotfP or Ambition & Avarice. But, it does not try to be. Delving Deeper is trying to be faithful to the OD&D edition, and does a decent job of it. I guess you can split hairs and list all the differences, but let us not forget they have to differ from the original game for legal reasons! If OD&D is your kind of flavour, this is not a bad clone to pick up. When I compare it to the original it feels quite close actually. In some cases more close than e.g. Swords & Wizardry Whitebox (which I will write about at a later date).
The first thing that strike me is the pretty box. The front illustration is excellent, and filed with action. Nasty monsters fighting dungeon delvers, it's right there on the tin, so to speak. I really like Mark Allen's artwork and I like the uniformity it gives the game. One nice thing is the amount of illustrations in the monster book.
Having mentioned the books I guess I have to mention that this edition is not three small booklets. It's five books, but in the books "Volume I", "Volume II" and "Volume III" are mentioned, which looks confusing. I like that there's a book for players and one for referees. I'm less thrilled with a whole book of treasures. So often those books are just rehashes of "classic D&D items", i.e. boring retreads of Gary's campaign. A booklet with random tables for generating new content for both monsters and treasure would be my choice. I did say something about this not being intended to be what LotfP is, right? Maybe I should appreciate this for what it is.
The rules for naval combat, aerial exploration and wilderness exploration are compact but looks usable. Probably the only rules for building fortifications I'd ever use would have to be short! That is the feeling about almost everything in this game. It's to the point, solid and usable. I might actually go for this game for the same reason I go for my BRP book, it's simple and workmanlike, even though it lacks bennies, card based initiative and new exciting mechanics. It almost wins me over by not even trying to be selling itself.
One little sweet thing included in the box (did I say I love the box?), is the Blackmarsh setting by Robert Conley. Very classic, with a lot of the feel you get from looking at a map of Blackmoor. It guess that is not a coincidence. It became available before the game arrived at my doorstep, so I got it and for a while entertained the idea of playing Heroes and Other Worlds in that setting. That never came to be, but it is a good canvas for adventure. I'm not sure I'm all done with the sandbox settings of Robert Conley yet! Delving Deeper is not a bad rules set for exploring something like that. It's basic, but that's the point.
Now where do I have my graph paper, pencils and hex paper?
Showing posts with label ODnD. Show all posts
Showing posts with label ODnD. Show all posts
Thursday, December 11, 2014
Monday, October 13, 2014
Old D&D editions and clones - Swords & Wizardry Core Edition
Back when this whole cloning D&D business started, people felt we needed to have a game like the original. We ended up at least three.
I own the Brave Halfling S&W White Box, Brave Halfling Delving Deeper, S&W Core Edition. I have also put in money for the Champions of ZED crowdfunding about which I have totally given up hope. Curiously enough Delving Deeper from BHP was also a total mess, taking forever to be shipped out. Is there a curse of OD&D clones?
I now took time out to re-read S&W Core, and it was a pleasant read. Matt Finch is repeatedly telling you where there are just some chalk lines on the pavement, and you get to decide if there should be a hole there, or something built up along those lines. It comes across very much as a tool box, and it gave me the same sense of possibilities - that really is the best word - that GURPS always gives me. While GURPS makes me start to wonder where I could plug in that little rule or procedure, S&W is more about laying down groundwork. I do like how Matt suggests things like critical hits and mentions explicitly what common house rules are.
There are some things I really didn't like, and not all of them was things I expected. I have never had any emotional investment in the great AC debate, for example. The AD&D way with negative AC always struck me as typical messy and quirky gygaxism, but nothing I felt that strongly about. Now, on the other hand, it really made me cringe! I looked at it and wondered why on earth they included that, and didn't just stay with the rules in the original three booklets.
The other thing I did find needlessly included, maybe even without being questioned, was the inclusion of so much of the magic items from Supplement I Grayhawk. After almost 40 years those magic items are anything but magical, and feel very cookie cutter. Frankly, they have been for a long time. I own a quirky volume by Rob Kuntz called El Raja Key's Arcane Treasury, and reading that I know there are more to draw from that well. Some of what's in that book really show magical qualities. Magic should be unique.
Anyway, back to S&W Core. There are lot of curious corners of this rules set, like a neat mass battles system! There are discussions about how to design dungeons, and how to reward player characters. All advice is well thought out and since it's all so sensible, and tweakable I almost at once wants to do just that. There's really nothing much in this game that reaches out and grabs you by the throught, but as a basic guideline for OD&D style gaming it's really well written, and engaging. I want to play it, and use it with my own special tweak. This one definitely stands up!
I own the Brave Halfling S&W White Box, Brave Halfling Delving Deeper, S&W Core Edition. I have also put in money for the Champions of ZED crowdfunding about which I have totally given up hope. Curiously enough Delving Deeper from BHP was also a total mess, taking forever to be shipped out. Is there a curse of OD&D clones?
I now took time out to re-read S&W Core, and it was a pleasant read. Matt Finch is repeatedly telling you where there are just some chalk lines on the pavement, and you get to decide if there should be a hole there, or something built up along those lines. It comes across very much as a tool box, and it gave me the same sense of possibilities - that really is the best word - that GURPS always gives me. While GURPS makes me start to wonder where I could plug in that little rule or procedure, S&W is more about laying down groundwork. I do like how Matt suggests things like critical hits and mentions explicitly what common house rules are.
There are some things I really didn't like, and not all of them was things I expected. I have never had any emotional investment in the great AC debate, for example. The AD&D way with negative AC always struck me as typical messy and quirky gygaxism, but nothing I felt that strongly about. Now, on the other hand, it really made me cringe! I looked at it and wondered why on earth they included that, and didn't just stay with the rules in the original three booklets.
The other thing I did find needlessly included, maybe even without being questioned, was the inclusion of so much of the magic items from Supplement I Grayhawk. After almost 40 years those magic items are anything but magical, and feel very cookie cutter. Frankly, they have been for a long time. I own a quirky volume by Rob Kuntz called El Raja Key's Arcane Treasury, and reading that I know there are more to draw from that well. Some of what's in that book really show magical qualities. Magic should be unique.
Anyway, back to S&W Core. There are lot of curious corners of this rules set, like a neat mass battles system! There are discussions about how to design dungeons, and how to reward player characters. All advice is well thought out and since it's all so sensible, and tweakable I almost at once wants to do just that. There's really nothing much in this game that reaches out and grabs you by the throught, but as a basic guideline for OD&D style gaming it's really well written, and engaging. I want to play it, and use it with my own special tweak. This one definitely stands up!
Monday, September 22, 2014
Old D&D editions and clones - OD&D
I posted the question a while ago "how many clones do you need" when I realized I really didn't feel like buying two new old school games. This is my series of taking down those things off the shelf and reconsidering them. First out, OD&D.
I have pdf copies of this game, since it always costs far more than I think it is worth for a hard copy. Browsing through it, the first things that strikes me is that compared to AD&D, it's not terribly organized! When you read closer you will find odd things missing, and terms and procedures undefined, but it's sorted out in a way that makes sense. Somewhat.
My first impressions is that this is a game you could probably pick up and play. I do find the class list a bit limiting, and I would probably take out the cleric and put in some sort of rouge since the MU is played defensively and the Fighting Man offensively. Something in between and maybe with just a smattering of magic feels better than the odd Hammer Horror Cleric. Perceptive readers may note this sounds a lot like T&T...
I actually like the weird mix of the table top miniatures campaign and the focus on individuals trekking around underground. The game feels more wide open than later editions, which kind of bog down into the dungeon. But, I must say the rules for aerial combat and naval combat reads a bit less than smoothly for me. I wonder why this game was not including more stuff from Chainmail? There are so much references to Chainmail that it's clear it was intended to be used together. Why not package it as 4 books, or include more of that in the 3 booklets?
Do it make me feel like running a game? Yes and no. It's written in a way that feels quite a lot like "this is how we do it", which is I guess the precursor to all those games which state "change that which not suits you". Still, it's not trying to sell me on the idea, and for me there's something lacking.
Would I ever run something like this game, I would probably run it with multiple groups and baronies and stuff. It is a bit enticing looking at it from that viewpoint, as a larger game than just a dungeon slog.
In summary, it is the first and maybe its biggest impact on me now is how little there is in there.
Let's see how the next game fares, what my impressions are and if it makes me want to run a game of that.
I have pdf copies of this game, since it always costs far more than I think it is worth for a hard copy. Browsing through it, the first things that strikes me is that compared to AD&D, it's not terribly organized! When you read closer you will find odd things missing, and terms and procedures undefined, but it's sorted out in a way that makes sense. Somewhat.
My first impressions is that this is a game you could probably pick up and play. I do find the class list a bit limiting, and I would probably take out the cleric and put in some sort of rouge since the MU is played defensively and the Fighting Man offensively. Something in between and maybe with just a smattering of magic feels better than the odd Hammer Horror Cleric. Perceptive readers may note this sounds a lot like T&T...
I actually like the weird mix of the table top miniatures campaign and the focus on individuals trekking around underground. The game feels more wide open than later editions, which kind of bog down into the dungeon. But, I must say the rules for aerial combat and naval combat reads a bit less than smoothly for me. I wonder why this game was not including more stuff from Chainmail? There are so much references to Chainmail that it's clear it was intended to be used together. Why not package it as 4 books, or include more of that in the 3 booklets?
Do it make me feel like running a game? Yes and no. It's written in a way that feels quite a lot like "this is how we do it", which is I guess the precursor to all those games which state "change that which not suits you". Still, it's not trying to sell me on the idea, and for me there's something lacking.
Would I ever run something like this game, I would probably run it with multiple groups and baronies and stuff. It is a bit enticing looking at it from that viewpoint, as a larger game than just a dungeon slog.
In summary, it is the first and maybe its biggest impact on me now is how little there is in there.
Let's see how the next game fares, what my impressions are and if it makes me want to run a game of that.
Wednesday, November 13, 2013
My JackerCon experience - playing FATE
This last weekend there was an online convention being organized among the fans and friends of the Happyjacks RPG podcast. It was all happening on g+, after you signed up on the events posted in timeslots in the podcast forums. Luckily for me, some people scheduled events at a time when it was not in the middle of the night here in Sweden. So, jumped in and played a session in a g+ hangout.
First I had to setup a laptop with a webcam, which I did not have on my main machine. Then I actually did a test hangout with my wife just to understand how it worked. It felt like I had never used a computer before. Finally, I was ready. I can say from the start that it worked quite well, even though it felt a bit awkward to switch from the Roll20 window to the Hangout window to actually see the person speaking. But, all in all I think this marks the beginning of more online play on my part, if I can only manage to get all the duck in a row in the messy world of international gamerdom and timezones.
The game was a secret, only to be revealed when we "sat down at the table" so to speak. Had I known more about the source material I might have been able to immerse myself even more. We played gummi bears. Yes, from the children's cartoon. Silly but funny.
Our GM had decided to run the game using Fate Accelerated Edition, a slimmer version of the recently concluded FATE Core rules release. I have not played FATE before in modern times, and it was great to get the opportunity to try out a new game system. I own the FATE books, but sometimes you get a better perspective on the game not by reading, but by playing it with someone who have ironed out the kinks, and can show how it's done. I love that aspect of convention play, and I'm a bit sad it doesn't seem to be done much in these parts where freeform play is popular in the convention arena.
How did it work? Quite well! We had an aspect that defined our character, a bit like the class define who you are in D&D. Then we had an aspect defined as a trait that would get us into trouble, either with the setting or another character. In general that is a great idea, I think. There were some other abilities, but those were the ones I fixated on. We went nuts and acted like cartoon characters for a couple of hours and laughed a lot. Thanks a lot to the organizers and to our GM Mike!
One thing I though you could grab from FAE, and maybe import into other games. In contrast to FATE Core, you don't have skills but instead have something called Approaches. Since older editions of D&D don't have skills, many have pondered the question of whether that is a feature, or a indication that something is missing. I wont take a firm stand on that question, but for your edification I will tell you something about how Approaches work, and you can decide for yourself if you like to maybe include something like that in your D&D game.
Approaches are basically words that describe how you do things. They are Forceful, Quick, Careful, Clever, Sneaky, and Flashy. So, if you want to bypass a door, you can do it sneakily or forcefully. I guess you see what those two options entail. I think the way you do it in FAE, add your rating in that Approach to your diceroll, might be borrowed to other games. Maybe you have a few points to spread around, or decide one Approach is dominant and the other recessive. It could be a cool way to differentiate that 1 in 6 roll to intimidate someone if you choose to do it your favoured Forceful way, or the Clever way instead. If you roll under your stat with a d20 or 3d6 a bigger bonus than +1/-1 might be used depending on how much you want those Approached to influence play. I think there are interesting possibilities in this system! Fool around with it, and if you try it out, I'd love to hear how it went.
First I had to setup a laptop with a webcam, which I did not have on my main machine. Then I actually did a test hangout with my wife just to understand how it worked. It felt like I had never used a computer before. Finally, I was ready. I can say from the start that it worked quite well, even though it felt a bit awkward to switch from the Roll20 window to the Hangout window to actually see the person speaking. But, all in all I think this marks the beginning of more online play on my part, if I can only manage to get all the duck in a row in the messy world of international gamerdom and timezones.
The game was a secret, only to be revealed when we "sat down at the table" so to speak. Had I known more about the source material I might have been able to immerse myself even more. We played gummi bears. Yes, from the children's cartoon. Silly but funny.
Our GM had decided to run the game using Fate Accelerated Edition, a slimmer version of the recently concluded FATE Core rules release. I have not played FATE before in modern times, and it was great to get the opportunity to try out a new game system. I own the FATE books, but sometimes you get a better perspective on the game not by reading, but by playing it with someone who have ironed out the kinks, and can show how it's done. I love that aspect of convention play, and I'm a bit sad it doesn't seem to be done much in these parts where freeform play is popular in the convention arena.
How did it work? Quite well! We had an aspect that defined our character, a bit like the class define who you are in D&D. Then we had an aspect defined as a trait that would get us into trouble, either with the setting or another character. In general that is a great idea, I think. There were some other abilities, but those were the ones I fixated on. We went nuts and acted like cartoon characters for a couple of hours and laughed a lot. Thanks a lot to the organizers and to our GM Mike!
One thing I though you could grab from FAE, and maybe import into other games. In contrast to FATE Core, you don't have skills but instead have something called Approaches. Since older editions of D&D don't have skills, many have pondered the question of whether that is a feature, or a indication that something is missing. I wont take a firm stand on that question, but for your edification I will tell you something about how Approaches work, and you can decide for yourself if you like to maybe include something like that in your D&D game.
Approaches are basically words that describe how you do things. They are Forceful, Quick, Careful, Clever, Sneaky, and Flashy. So, if you want to bypass a door, you can do it sneakily or forcefully. I guess you see what those two options entail. I think the way you do it in FAE, add your rating in that Approach to your diceroll, might be borrowed to other games. Maybe you have a few points to spread around, or decide one Approach is dominant and the other recessive. It could be a cool way to differentiate that 1 in 6 roll to intimidate someone if you choose to do it your favoured Forceful way, or the Clever way instead. If you roll under your stat with a d20 or 3d6 a bigger bonus than +1/-1 might be used depending on how much you want those Approached to influence play. I think there are interesting possibilities in this system! Fool around with it, and if you try it out, I'd love to hear how it went.
Sunday, April 19, 2009
In memory of Dave we killed some frogs
My megadungeon campaign, The Dungeon of Voorand, took a week off this week. I wanted to do something as a memorial for Dave, and when Mike Curtis (of The Society of Torch, Pole and Rope fame) published a amphibian themed dungeon I decided to take that and use it for this week's T&T game.
I had already put in a row of weird statues of level two of my dungeon, and the players had been trying to understand how to open the doors the statues were facing. I decided to give the key to them, in both meanings of the word, and they got an amulet to hang on the neck on one statue, and having gone through the now active gate the had been teleported to my new area. I still haven't decided if it's actually a sublevel or just a part of the jungle I had already planned for my dungeon.
So, there they were in the middle of a rainforest, underground. In front of them lurked a steeped pyramid with a gigantic frog sculpted on top. After some prodding they ascended en entered the dungeon.
All in all it went well, but when my youngest player decided to do one of his impulsive and suicidal moves by jumping down the well to level two I actually cheated, and ignored him until every one had talked a bit more and at least some rope had been tied to help them down. At that moment I was really happy that faeries are a common player race, since it made it easy for me to get some information across about what was down there.
Finally they went down to level two, and the fight between 30 gigantic toads and five player characters went fairly smoothly. Thank Trollgod for the fast flowing T&T combat system! The best part was when the party naga wizard was swallowed by a toad, and then cast a TTYF powered up four levels from within the beast! It was kind of late and I decided to add that to the hit total for the whole group (way to easy on them, I know) and it took out the remaining toads. It was very memorable, and due to some nasty Special Attacks triggered by spite, we had not only one exploding toad, but also one killed character. Death by tooth and fang, amphibian style. Yay!
I think this incarnation of the Temple of the Frog was successful, and we cheered and laughed a lot about freewheeling fun stuff, which I think Dave would have liked. As always I was amazed how easy it was to grab a module for OD&D and jot down some MR in the margins and run it as if it had been written for T&T all along. I will see if it's possible to publish my T&T stats in some handy format if someone is interested.
I had already put in a row of weird statues of level two of my dungeon, and the players had been trying to understand how to open the doors the statues were facing. I decided to give the key to them, in both meanings of the word, and they got an amulet to hang on the neck on one statue, and having gone through the now active gate the had been teleported to my new area. I still haven't decided if it's actually a sublevel or just a part of the jungle I had already planned for my dungeon.
So, there they were in the middle of a rainforest, underground. In front of them lurked a steeped pyramid with a gigantic frog sculpted on top. After some prodding they ascended en entered the dungeon.
All in all it went well, but when my youngest player decided to do one of his impulsive and suicidal moves by jumping down the well to level two I actually cheated, and ignored him until every one had talked a bit more and at least some rope had been tied to help them down. At that moment I was really happy that faeries are a common player race, since it made it easy for me to get some information across about what was down there.
Finally they went down to level two, and the fight between 30 gigantic toads and five player characters went fairly smoothly. Thank Trollgod for the fast flowing T&T combat system! The best part was when the party naga wizard was swallowed by a toad, and then cast a TTYF powered up four levels from within the beast! It was kind of late and I decided to add that to the hit total for the whole group (way to easy on them, I know) and it took out the remaining toads. It was very memorable, and due to some nasty Special Attacks triggered by spite, we had not only one exploding toad, but also one killed character. Death by tooth and fang, amphibian style. Yay!
I think this incarnation of the Temple of the Frog was successful, and we cheered and laughed a lot about freewheeling fun stuff, which I think Dave would have liked. As always I was amazed how easy it was to grab a module for OD&D and jot down some MR in the margins and run it as if it had been written for T&T all along. I will see if it's possible to publish my T&T stats in some handy format if someone is interested.
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