Review: Stars in the Darkness

Stars in the DarknessAuthor:  Daniel J. Bishop
Publisher:  Purple Duck Games
Art: Christopher Heilmann
Price: PDF $6.99 – at RPGNow / at d20pfsrd.com / at paizo.com
Pages: 38 (incl. cover)

Stars in the Darkness

Following quickly on the heels of The Waystation, Purple Duck Games has released another adventure in the Adventure Locale line. Stars in the Darkness is for 4 to 8, 3rd level Dungeon Crawl Classics characters. As part of the Adventure Locale line the module is designed to be dropped into any existing DCC RPG campaign with minimal effort.

This is the 3rd module written by Daniel Bishop for the Purple Duck Games. With Bone Hoard of the Dancing Horror and Through the Cotillion of Hours Daniel has proven his firm grasp on what makes an Appendix N influenced adventure tick. Stars in the Darkness continues with Daniel’s streak.

In ancient times elven ancestors used to protect the stars. As time went by the stars appear to have lost their protectors and stars have begun to go missing. Some are lesser stars, others are stars that are responsible for luck being drained from the world as they disappear. Eventually as this luck disappears with the stars the PCs will become affected and seek to rectify this issue.

Once the PCs realize something very dear to them is being affected there are a myriad of ways to introduce the rest of the adventure to them. The heart of the adventure takes place in a “conceptual space”, allowing it to be dropped in any campaign with relative ease. This also leaves several avenues for a judge to get their PCs to the location.

The adventure includes a chart linking 30 important stars to each of the birth augers in the DCC RPG rulebook. As the stars are captured they will affect the PC’s birth auger. The included chart makes it easy to link birth auger to star, referenced by name, and a description of the star.

Several new creatures are introduced in the adventure. Perverted cousins of the elves, flying creatures that harvest the stars, and more.

The main portion of the adventure takes place in a conceptual space with large rifts and caverns the PCs must explore to rescue the captured stars. Making their way through this cavern the PCs must seek to rescue the stars they can and put an end to what is taking the stars.

The Review

While I have been impressed with the entire product line from Purple Duck Games for DCC RPG, I am always glad to see one authored by Daniel Bishop. My online group still fondly talks of Bone Hoard of the Dancing Horror. I was anxious to see what he had in store for us this time.

Easy placement in an existing campaign is a staple of the Adventure Locale line. Stars in the Darkness remains true to that. I have already begun plotting introing this adventure at the first opportunity in my current campaign. It will still be a bit before we get to it, but it allows for a gradual introduction to an existing campaign.

As mentioned above, there are several new monsters for this adventure. New monster help keep long established gamers knocked off their game a bit, as they never know what is coming. The final encounters in the module are very well done as well with a couple of unique features thrown in to help keep things interesting and far from ordinary.

The stars disappearance being tied to the character’s luck being affected is an interesting mechanic. It plays well to the DCC RPG ruleset and is sure to quickly get the character’s attention and give them heartfelt motivation to resolve this issue for something more than treasure.

While this adventure is ready to dropped into nearly any campaign, it does require a thorough read through for the judge to get familiar with it. Nothing particularly difficult, but I get the sense this adventure will run better with some prep from the judge instead of trying to run it on the fly. Several of the earlier Adventure Locale offerings I felt could be run with minimal prep.

This looks like another very strong adventure from Purple Duck Games. It hits the Appendix N feel for Dungeon Crawl Classics RPG, introduces new monsters and interesting concepts. This one will be a hit with my gaming group.

Encounter Environment

Photo by Martin HlaukaHow big of an impact does environment play in your games? I frequently think of it in hindsight or halfway through a battle when it seems a little late to suddenly introduce a potential hindrance. When it comes to dungeon delving the environment can be such a huge factor, yet I often forget to enforce the environmental surroundings.

The Rat Warren

In a Dungeon Crawl Classics session I ran earlier this week the environment turned a battle with giant rats into a very deadly affair. Deadly to the point that a 3rd level wizard lost his life to the rats in their warren. None of the rats encountered were anything spectacular. Averaging around 4hp and doing 1d4-ish damage and a relatively low disease save. Their AC sat around a 13.

What made the rats a challenge was the terrain. The rats were defending their warren, a network of small tunnels, only 3’ high in most places and several squeeze points that required Agility checks to squeeze through. This led to characters being able to only get people into the tunnels in single file. Sometimes they would get stuck, while the rats could squeeze right through. Once a place was stuck they could spend the next round trying to work themselves free, but it took a full round to do so. The rats would relentlessly attack.

In this case the characters tried to be smart and clear out the rat tunnels with a choking cloud. But as fate would have it, the spell failed and was lost. Figuring it was only a few rats they headed in (they needed a key the rats made off with). Soon the wizard was two squeeze points in and stuck. A rat came up behind the wizard and began attacking. Between a combination of poor rolling by him and good rolling by me, his character was dead. The party worked quickly to save him, but the healer was on the other side of the squeeze point. The groans were audible by the players while they tried to figure out whether to risk an agility check by the healer or try to get the body to the narrow opening for the healer to reach through.

The environment made this encounter with a handful of giant rats much more challenging than if it had occurred in an open cavern or tunnels of normal size. Granted it was a series of bad rolls that ultimately led to the wizard’s death, but the terrain made the encounter memorable.

Other Environmental Challenges

The above was just one example of how the environment really helped make an encounter exciting and more than just “I walk up to the rat and attack it.” I frequently neglect to take environmental conditions into account when running games. As the session earlier this week proved, I need to get better at enforcing enough of the environmental challenges to spice up encounters.

For example, light sources are huge in underground romps. In many games certain character classes lose the advantage of even having darkvision or infravision if the GM forgets to apply the disadvantages from the lack of light. Many times it comes up as an afterthought, “okay, who has the torch?”. A character answers they had the torch, even though they were just firing a bow one round ago making holding the torch difficult. Torches and lanterns might help shape what weapons are carried or even closer attention to who is where during exploration.

Terrain height or terrain difficulty can have a big impact on encounters. Maybe the cave floor is slippery or full of rocks and boulders. Movement is slowed. Perhaps the encounter here has the enemies on ledges with greater mobility as the party tries to pick their way through. If the GM forgets about terrain the group is in it becomes a completely different encounter as the PCs move effortlessly across the cavern floor – instead of picking their way across while avoiding the arrows of their enemy.

Remember the Environment

There does come a point where getting too lost in the minutia can slow things down, but forgetting it altogether changes a major component of the game. I need to work on finding the in-between to help make dungeon crawls I run a little more exciting. Playing up the environment effects can really help bring a dungeon or cave to life. It can make what are normally typical encounters into something memorable.

The next time you run an encounter, highlight some of the terrain and environment features that might give it a distinct feel. Play those up during the combat. Watch your players and listen to them. Does it build up the excitement? Does it get them thinking of how to work in those confines? If so, you will have seen how remembering the encounter environment makes for a more exciting encounter!

Random Table: Coin Descriptions

Coin PileI missed the random table last week, I was recovering from Swords & Wizardry Appreciation Day and the trio of posts I did for that! The random table returns this Thursday though, with the 10th installment!

This week I present 20 coin descriptions. Coins of some form are nearly always part of the most recent treasure stash. So often these are just listed off as 23 gold pieces or 63 silver pieces. Sometimes a GM might want to spice that up a bit. Or perhaps a coin the character gets back in a tavern has something unique about it. In either case these coin descriptions can help.

The type of coin has been left for the GM to decide. These descriptions can be used with any variety of coin.

The Iron Tavern welcomes suggestions for next week’s random table. If you have suggestions for next week’s table feel free to leave a comment to this post or over on Google+!

Roll (d20) Coin Description
1 an embossed leafy vine circles the outer edge of the coin on both sides, one side depicts a thick forest and the other a mountain side
2 a dwarf head with shaved pate and long beard on one side and a pair of crossed hammers on the other
3 the coin is square, the obverse side shows a three tiered fountain, the reverse a stone pillared temple
4 only a 1/2″ in diameter the visage of a long haired man with beard is on the obverse side and a lone tower on the reverse
5 perforated coin, 3″ in diameter, both sides have an embossed swirling pattern on it
6 outer edge of coin is raised, a moose adorns the obverse side, a hunter’s bow and arrow on the reverse
7 a thin coin with serrated edges, the obverse side depicts a bearded man with a crown, the reverse the palace of a capital city
8 a rectangular coin, one side depicts a wide palace, the other a dozen knights on horse with lances charging across a field
9 this oversized coin is thick, the obverse side has a chalice carved into it, the reverse a platter of food
10 An apple tree is embossed on one side of the coin, a harvest basket on the reverse
11 a thick oval coin, a set of scales is embossed on the obverse side and a stack of coins on the reverse
12 a large ziggurat is on one side of the coin, a winding river on the other side
13 triangular coin, the obverse side depicts a wishing well, he reverse a crescent moon
14 thin coin with a wreath around an elven featured face on one side and a tall tree on the other
15 a long haired woman holding a staff is on one side of the coin, an owl perched on a branch is on the other
16 near 2″ in diameter and edged like a gear, the obverse side depicts a siege engine, the reverse a catapult
17 thin coin depicts a bird on a small branch with a nest in the crook of a tree, the opposite side depicts three, tall stemmed flowers
18 thicker on one side than the other, the coin depicts a single dwarven rune on one side and an axe on the other
19 an oval coin, a three-masted sailing ship on high seas is embossed on one side and a lighthouse on a cliff on the other
20 a square hole is in the middle of this round coin, runes from an ancient language circle the coin on both sides

 

New DCC RPG Limited Edition Cover

easley-DCC-coverLooks like Goodman Games is releasing another limited edition cover for the Dungeon Crawl Classics RPG. This one has the art of Jeff Easley gracing the front. The cover appears to depict some demon-hoof-ogre-giant-like beast on the front clutching a woman in one hand while menacing another adventurer on a magical floating disk. Yep! This is Dungeon Crawl Classics!

This is the 4th cover for the Dungeon Crawl Classics RPG rulebook. The first was the gold foil cover, then the “normal” cover, and the “wizard” cover by Doug Kovacs. Cool stuff!

It is $59.99 for the pre-order and pre-orders will also receive a copy of Stefan Poag’s Classic Dungeon Crawl Art Folio.

It also looks like at least a couple of new modules have shown up on their coming soon page. Both lower level adventures with Fate’s Fell Hand, a 2nd level adventure, and Frozen in Time, a 1st level adventure. And I do believe that is a robot I see on the cover of Frozen in Time.

Frozen in Time Cover

Review: The Waystation

AL4 The Way StationAuthor:  David Przybyla
Publisher:  Purple Duck Games
Art: Luigi Castellina, Marc Radle
Price: PDF $3.50 – at RPGNow / at d20pfsrd.com / at Paizo
Pages: 19 (incl. cover)

The Way Station

The Way Station by David Przybyla is the most recent release from Purple Duck Games for the Dungeon Crawl Classics RPG system. The Way Station is part of the Adventure Locale line written to be easily dropped into nearly any DCC RPG campaign with minimal prep. This adventure is for four to eight 3rd level characters.

The adventure involves finding a ventilation shaft from the ancient dwarven kingdom of Upanesh. A large network of tunnels connected the various wards of the Upanesh. Railcars would shuttle people and goods from way station to way station. Eventually these way stations came under attack from both earthly and supernatural beings.

Eventually the South March Way Station came under assault and a dwarf that was the chosen hero of Upan held the station as the others fled. This was the last the dwarven hero was seen.

The adventure is entered through a ventilation shaft that has been lost to time. A judge can easily work this into their campaign by either having the characters randomly come upon it, hear stories of an ancient dwarven kingdom, or perhaps even a child lost and discovered inside the ventilation shaft. Simple entry points like this make great strides to making the adventure easier to drop into a campaign world.

Once beneath the surface there are several unique things awaiting the characters. From a rather unusual rail car used by the Upanesh to the new monsters introduced in the module. True to DCC RPG fashion, none of the monsters found in the module are going to be ones the judge or players would find in a traditional monster book. Each of the monsters within are well done will make for interesting encounters.

A new magic item is also in the book. I do not want to detail it too much so as not to spoil the surprise, but I really like how the item works. One of the tenets of DCC RPG is that magic items should be special. The Way Station does this very well. The item has some story to it and has an interesting mechanism of gaining power over time in interesting ways.

The Review

It has been some time since Purple Duck Games has released a DCC RPG adventure. I was glad to have this one come across my path. I have enjoyed their previous adventures released for the system and they have been popular among my players as well.

Featuring easy placement into an existing campaign is always a strong point to an adventure when I use it. This one has just enough background to make it interesting, but still portable. Unique creatures for the various encounters help lend it the Appendix N feel and throw long seasoned players who can recite the stats for a troll from memory off their game a little. The unique magic item has an eloquent mechanic behind for those that wish to see it gain in power.

The download also includes maps for use on the Virtual Tabletop. One includes the numbering scheme and the other has the numbers removed. This is a very useful feature for the judges that run on VTTs. It is nice seeing a publisher taking notice and making their maps as easy to use with a VTT as they can.

I continue to be impressed with DCC RPG releases from Purple Duck Games. This is another adventure I look forward to working into my own DCC RPG campaign. There is also use to a judge who just wants to “borrow” the creatures and magic item from the module as well.

If your DCC RPG campaign is near the 3rd level mark, this adventure is well worth taking a look at. It is an another strong entry in an already strong adventure line.

S&W Adventure: Catacombs of Corruption

Wednesday is typically a day I post a map of some sort to The Iron Tavern. In honor of Swords & Wizardry Appreciation Day I decided to make a map just for this event and apply some S&W loving to it. The result is this mini-adventure that can be used standalone or added onto by an enterprising GM.

Catacombs of Corruption

Catacombs of Corruption

The village of Falstaff is nestled in a rocky valley at the foothills of a great mountain range. Falstaff is a small village situated right on one of the busier travel routes into the heart of the mountains and the mines. Business booms in the small town as the merchants and business owners cater to the miners traveling to and from the mines.

Just outside of town the village maintains a city catacomb. With the surrounding rock and soil so rocky, a traditional cemetery is near impossible. Instead, the town has reclaimed some old worked tunnels, abandoned when the first residents moved into Falstaff. The catacombs contain several small chambers for burial preparations and one large chamber providing ample space to put those villagers who have died to rest. The catacomb has served the town of Falstaff well for the past ten years.

Last week however, a pair of grave diggers made their way by the locked gates to prepare a site for a recently deceased citizen of Falstaff. Only one made it back alive and his tale seems too tall to believe. He says the two were digging a fresh grave in the heart of the catacomb when the dead began to arise around them.

Dropping their shovels the pair tried to escape, but Almgram’s partner was grabbed by a hand pushing up from a grave. Almgram tried to pull his friend free, but as the dirt erupted near him he turned and fled. He reached the gated entrance of the catacomb and slammed it shut behind him. The gate locked, the only existing key resting with his partner deep inside the catacomb.

The mayor of the village, Jhanet Sylvanik, has posted a sign on the central message post in the center of Falstaff offering a 800gp reward to any group that can clear the catacombs of these undead creatures. Here a week later after the event, she is growing desperate for help in putting this problem to rest.

The Approach

The entrance to the catacombs is easily found and is just a short distance down the road from the small town of Falstaff. A small, heavily rutted cart path turns off the main trail and leads one to the gates of the catacomb.

All passages beyond the gate are unlit. Light sources will be necessary unless a character has Darkvision or some other means of seeing in the dark.

1: Catacomb Entrance

The catacomb entrance lies at the end of the cart path, broad iron gates closing the entrance. A lone shadowy figure can be seen just on the other side of the gate, arms appearing to swim through the air as it claws at something unseen on the other side. Soft, guttural moans reach your ears as your watch from the other side of the gate.

The catacomb entrance is gated. The gate is locked with the only known key being on Amalgram’s partner in business deep within the catacomb. A lone zombie seeks to escape through the gate as it repeatedly swipes through the open bars and pushed against the bars in a futile attempt to break through.

The zombie behind the gate will try to attack any who draw too near the bars.

Monsters: Zombie: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: None

Once the zombie has been dealt with the party will need to figure out a way past the gate. The lock could be picked or the gate could be smashed down as if it were a stuck door.

Rusty Lock: The lock on the gate is rusty. Allow an increased 10% chance of opening it.

2: Preparation Chamber 1

The door to this chamber has been battered down. The smell of rot and decay waft out through the remains of the door. Inside a human figure with patches of missing gray flesh revealing yellowing bones shambles about amongst overturned shelves with broken glassware on the chamber floor.

This room was formerly an area used to clean and prepare bodies before being buried in the burial chamber ahead. The roaming zombie has destroyed the room’s contents in its mindless movement.

Monsters: Zombie: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: None

3: Preparation Chamber 2

A mid-sized table standing three and half feet tall sits in the center of the room. A two basin cabinet sits along the other wall. A small cupboard hangs from the south wall. Two lantern brackets hang directly over the table in the center of the room.

This is another preparation chamber for the dead. No zombies have found their way to this room and it is mostly intact.

Monsters: None
Treasure: None

4: Antechamber

The doors to this T-shaped room are torn from their hinges, hanging haphazardly. The movement of two shapes can be seen lurching through the damaged doors.

The T-shaped room is a decorated foyer just prior to entering the main burial chamber. Tall candelabras have been knocked to the floor by the lurching zombies on either side of the chamber.

Monsters: 2 Zombies: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: 2 candelabras (75gp each) – Falstaff’s residents might object to the looting of these.

5: Burial Chamber

The dank smell of decay and dirt fill this expansive chamber. Four feet tall walls of flagstone form a pathway through the center of the room. Mounds of dirt mark dozens of graves on the shelf-like areas to the left and right sides of the chamber.

A faint glowing blue light can be seen along the far wall of the room, about nine feet off the ground. It stands unmoving. The floor of the chamber is littered with dirt and broken flagstones from where the makeshift walls have been disturbed.

In the faint light the shambling humanoid figures can be seen in both the pathway and on the higher dirt mounds. The guttural sounds of the creatures grows louder as they begin to lurch towards you.

There are five zombies moving about this room. More zombies will surface for each hour the source of their rising is not dealt with (the statue at the end of the room, see below).

Monsters: 5 Zombies: HD 2; AC 8[11] ; Atk 1 strike (1d8); Move 6; Save 16; AL N; CL/XP 2/30;Special: Immune to sleep and charm
Treasure: None

Once the zombie threat has been eliminated the party can investigate the statue more closely.

The statue at the far end of the room stands on a stepped dais. The statue is carved of stone and covered with small metal studs and depicts a slender, robed woman with an outstretched hand. The source of the blue light visible upon entering the chamber is a dark blue gemstone set in her left eye. The light appears to flicker inside. The soft glow from the gemstone illuminates the entire statue.

The statue has been present in the catacomb since the time the villager of Falstaff began using these ancient structures as a burial site. The blue stone has never been known to glow before.

The glowing blue stone is the source of what is causing the dead to rise from their graves as zombies. The stone has also caused an electric current to run along the outer portions of the statue. Anyone touching the statue is shocked for 1d4 damage. Anyone touched the gemstone is shocked for 1d8 damage.

To disable the trap the dark blue gemstone must be removed from the left eye of the statue. There are several ways to do this, but any that involve using something that conducts electricity will result 1d8 damage from touching the stone. Using a wooden pole or any other creative solution will allow a character to remove the stone without harm.

Once the dark blue gemstone is removed it continues to flicker dully, but loses its electrical-like properties. The stone must be destroyed to prevent more dead from rising. Smashing it with a rock, weapon or other means will work.

There is a secret door beneath the statue. If the secret door is detected, the character finds a small lever at the base of the statue in the back. Sliding the lever to one side allows the statue to slide to the left revealing a trap door. The trap door appears to have been used recently. No one in the village is aware of this trap door.

Opening the trap door reveals a natural stone passage that descends about ten feet before opening into a larger passage below.

To Be Continued…

The threat to the village of Falstaff from the rising undead has been eliminated and the adventure can easily be ended here. But what activated the blue stone that had sat inert in the statue for decades? What lurks in the tunnels beneath the statue?

S&W Appreciation Day Sales

Today is Swords & Wizardry Appreciation Day as noted in my earlier post today. 130+ blogs are participating in a one-day blog fest posting all manner of things about Swords & Wizardry.

The Iron Tavern has another post lined up for later today, but for now if you are growing curious about the system, this is a great day to pick up some deals. I want to make sure my blog followers are aware of the two big discount codes running today, and today only.

SW-Appr-Day-CouponFirst up, Tales of the Frog God site has released a 25% off coupon code. Here you can get physical copies of the books or PDFs. The coupon does exclude items less than $1, S&W Cards, Pre-Orders, and Subscriptions. Still an awesome deal, I even picked up a coloring book for my daughter! The code to use when checking out is:  SWApprDay

SwordsWizardry_store_couponThe d20pfsrd.com store is also running a 25% off sale on Swords & Wizardry PDFs. The d20pfsrd.com store hosts the Pathfinder SRD and the more recent Swords & Wizardry SRD. The coupon code to use at that store is:  SWAD252013

So if you are starting to get curious about Swords & Wizardry and what you have might have been missing out on or just want to build up your collection, be sure to visit one of the above two online stores to take advantage of this 25% off deal.

And don’t forget to check back at The Iron Tavern later today as I release another S&W Appreciation Day post, which just might involve a map!

Is Swords & Wizardry The One?

Swords & WizardryToday is Swords & Wizardry Appreciation Day. RPG blogs across the Internet today will be exploring Swords & Wizardry the RPG. What makes Swords & Wizardry stick out amongst the other “retroclones” other there?

I was asking myself that same question when I first saw the formative plans of the S&W Appreciation Day over at Tenkar’s Tavern. In fact, two weeks ago I wasn’t even sure The Iron Tavern was going to participate. Then I remembered I had the ‘Swords & Wizardry Complete’ PDF I had received from the Reaper Kickstarter last year. Given I have been searching for a “default” system of choice for my fantasy games I decided to sign up and see what all the excitement was about.

While a lot of the blogs are going to be posting new content, house rules, and possibly even campaign settings for the S&W ruleset, I am going to look at Swords & Wizardry through the lense of a newcomer to the system. And how this S&W Appreciation Day may have led to the discovery of my new “default” system.

Swords & Wizardry – The Rules

Swords & Wizardry emulates the Original D&D game put out in the late 1970’s. The rules seek to stay true to that, though the organization of the rules is cleaned up to make them easier for consumption. My reading was based on the “Complete” version which also brings in some of the supplements to provide a pretty complete gaming experience without overwhelming you with rules.

Character sheets are simple, ability scores are rolled 3d6 in order. Though the rules do state if the game is to be a long-term game, the GM may let you assign your rolls to the ability scores you want. Any player of D&D will be quite familiar with the ability scores – Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

The “Complete” version of the rules include several character classes to help give players a good selection to choose from. With the Assassin, Cleric, Druid, Fighter, Magic-User, Monk, Paladin, Ranger, and Thief all represented. Races are distinct from class, though not all character classes are available to all races.

The basics of gameplay is covered, though with large amounts of room for a GM to adjudicate decisions and play. Encumbrance, combat, turning undead, damage, death, magic, and more are all covered. Monsters are included in the “Complete” rule book to help populate those wildernesses and dungeons for your players.

The final item I want to highlight is that the rule system accommodates both ascending and descending armor classes. The original D&D rules used a descending AC as the method of making something harder to hit. After years of playing with ascending armor classes, going back to descending can sometimes be a difficult transition. S&W includes methods for both, which is great for people like me who might have difficulty going back to a descending AC.

Swords & Wizardry – The New Default?

As I noted earlier I have been looking for a new default system for the fantasy genre. I am a long time D&D player and greatly enjoyed my time with 3.5 and Pathfinder. I still enjoy a good Pathfinder game!

But as my free time grows shorter I keep leaning towards a rules-light system. Something I can pick up and go with when I find myself with an extra couple of hours. A system where we can gen up characters in 10 to 15 minutes instead of 30 minutes or more. A system where the adventures are minimal prep and a little easier to run on the fly.

During this process I have accumulated a large number of OSR systems in physical or electronic form. With all of them I have enjoyed the return to simple, the return to true creativity instead of rules dictating with authority what my characters can or cannot do.

With my recent delve into the Swords & Wizardry system I may have found my default. S&W takes everything back to the beginning. It gives you enough classes to get started without need to “homebrew” a lot more into the system yourself. And while I enjoy races as class, I am not sure I want that as my default system. So having that split out is a plus. Having the option for both ascending and descending armor class is also a positive.

As a friend of mine pointing out, one nice thing is that one can sort of mash different “retroclones” together to get exactly what you want. That idea appealed to me. S&W seems to give me the perfect base foundation to house rule bits and pieces from another “retroclone” in with ease. It starts with the basics, I can house rule in what I find interesting from the other systems I have been dabbling with with less fear of conflicting with the base system.

d20swrdcom_logoSomething else that makes the system especially attractive is the d20swrd.com site. I found the D&D 3.5 SRD sites invaluable, as I did the Pathfinder SRD site. They were convenient to do quick rule lookups from places where I did not have access to my books or PDFs. More importantly, for players new to the game it provided just enough information to a new player before they committed to picking up the books.

Take a look at the d20swrd.com site. Everything a person needs at your fingertips in searchable form to play S&W. Having the rules available in this form online is a tremendous resource for current players of S&W and those just getting started.

S&W Is the One

At the moment it looks like Swords & Wizardry is what I plan to use as my default fantasy rule system. It starts simple and is rules-light. The “Complete” version is affordable, the d20swrd.com site makes it even more accessible. And the community is pretty active over on G+. Swords & Wizardry has a lot of things going for it. I do believe I have found my default system for fantasy RPGs!

Upcoming Swords & Wizardry Day

SW-Appr-Day-LogoErik Tenkar over at Tenkar’s Tavern recently ran an appreciation day for the Basic Fantasy RPG. That event was quite successful and he has now organized a Swords & Wizardry Appreciation Day on April 17th.

What is an appreciation day? First he signs up a number of bloggers, 127 at last count, to blog about something related to the Swords and Wizardry RPG. This could be new content, new random tables, new creatures, magic items, or even just commentary on the S&W system. In either case, there is going to be lots of buzz on S&W this coming up Wednesday!

The Iron Tavern will be participating, though I have not decided what my post will be about just yet. I suspect it will be more of a commentary based article or maybe I will whip up a quick game with the kids and report on how that went with them. Something with a S&W focus will be posted here on Wednesday.

There are a number of prizes being thrown into the gift pool for participating blogs as well. RPGNow gift certifications, Moleskin Maps from Matt Jackson, and more.

In addition Frog God Games will be running a 25% off sale at their own online store and over at d20PFSRD.com. Codes will be released during the appreciation day. If reading all of the blogs and learning more about the S&W system, Frog God Games will be helping out with that special pricing.

Swords & Wizardry Appreciation Day looks to be a good time! Do not miss it!

Do I Need D&D Next?

D&D NextD&D Next Playtest

When the D&D Next playtest first was released I was excited. Loyal readers of the blog know I skipped D&D 4e. My read through of the rules left me less than impressed and it went against the grain of what I thought D&D was in several ways. Reading play reports from other people seemed to confirm this. The era of D&D 4e was spent with me playing Pathfinder. I have no axe to grind against D&D 4e, I fully appreciate that many people enjoyed the system and anything that brings more people to RPGs in general is a good thing.

Back to the initial playtest release. I read the whole thing and I was quite enthused. It really seemed to get back to a rules-light feel. I was excited to get some playtests going. Scheduling issues got in the way about that time and soon the second iteration of the playtest was out. Terminology was starting to creep in that turned me off a bit to the direction things appeared to be heading. Healing sticks out to me as a big point of contention for me. There were certainly others.

As the playtests kept coming out I started to feel less and less like D&D Next was going to be for me. The complexity went up and it seemed to drift from what the first playtest was significantly. My eyes began to glaze over as I tried to read later iterations of the playtest.

The thing the D&D Next playtest taught me is that I wanted a rules-light ruleset. The first iteration if the playtest taught me that. This is what really led me to start looking at systems of the OSR variety.

DCC RPG Limited Edition CoverDungeon Crawl Classics RPG

First was Dungeon Crawl Classics RPG. I bought DCC RPG because of the art. I stayed because of the craziness that is DCC RPG. I really enjoy DCC RPG because I think it throws those that are long time gamers off their game. The randomness makes us think again. We can’t assume things will work as expected. It makes things fresh, it makes things crazy.

And while I really like DCC RPG, I am not sure it is ready to be my default game. One, because my son who I tend to play RPGs with on the weekends is not that into it. He is not a big fan of the randomness, he wants his spells to work as he expects them. I get where he is coming from. I’ve cast magic missile as a wizard hundreds of times. DCC RPG makes magic missile fun again because I never know exactly how it is going to manifest itself in DCC RPG! But for my son, still new to RPGs, he wants magic missile to work the way the spell description says it will. He doesn’t need the randomness to that degree in his game.

OSR Rule Sets

That left me to finding a set that let me play a more traditional “D&D” game. This area is filled with excellent possibilities. Castles & Crusades, Labyrinth Lord, OSRIC, Basic Fantasy, Blueholmes, Swords and Wizardry, and more. All of these rule sets are light in nature and have a classic D&D feel. I am still making my way through them to find my default rule set, but all of them give me the feeling I had when I first read the D&D Next playtest.

D&D Next?

Several folks have said if I liked the first iteration of the playtest then to be patient as that will exist in the core form of D&D Next. But why wait? I don’t *need* D&D Next to get the feel I want from a D&D game. There are many excellent options out there already!

There is no need to wait another year to see what is released as the next version of D&D. Between the OSR rule sets I mentioned above there are already many rules that hit the feel I want and at a very reasonable price (sometimes free).

The basic D&D Next is going to have to compete against these already released products. Products that are already excellent and available. Even if I wanted to play the D&D brand name, I could easily grab the Moldvay PDF from RPGNow and use it. It is out now and hits the feel I want in a fantasy genre game. D&D Next is irrelevant to me. The first playtest packet showed me the feel that I wanted. It also made me realize I do not need to wait for D&D Next to be released to get that feel.

I will take another look when D&D Next is finally released. For now though, I already have enough OSR systems that hit the target for the game I want to play. I am not sure what niche D&D Next would fill for me.