Swords & Wizardry Complete PDF for Free?

Sword of Air MainThis news has circulated a bit in a couple of my social media circles, but I wanted to boost the signal a little more. Frog God Games plans to make the PDF of Swords & Wizardry Complete free for everyone (not just backers) if their current Kickstarter hits 400 backers. I think this is a pretty awesome way to help get S&W out there in the hands of some more folks and a some additional incentive to back their current Kickstarter.

Just what is Frog God Games kickstarting now? A new adventure from Bill Webb called The Lost Lands: Sword of Air Pathfinder & Swords & Wizardry. Currently the tome is running 500+ pages and is going to be available in both Pathfinder system and Swords & Wizardry system – your choice when you back it. With several different adventure areas, this adventure area has been a part of Bill’s campaign since 1977. Rather than try to summarize it all, take a look at the Kickstarter page and read all the details as they describe it.

As I have regretted missing the Rappan Athuk Kickstarter I decided to go in on this one. Plus – I think letting S&W Complete loose on a wider audience is a good thing!

Fantasy Game Diversity

Dungeonslayers - Question MarkWell, my past week researching the suggestions you offered me last week has kept me very busy! There were a good number of suggestions and I spent a good deal of time investigating them. I watched some gaming videos of a few games and I also downloaded the freebies of the games that were suggested that came with the premium price tag of free!

There is one thing that I can say for the fantasy RPG market after doing all of this research and that is RPG’s are thriving. There are the big players of Pathfinder and D&D but so many more that are very good. Dungeon World has a great following and it does have some great ideas to explore though it is not really my cup of tea. Dungeon Crawl Classics was mentioned but it really did not have what I was after either.

13th Age was something I had been dying to look at for a while but after watching a few of the videos that are online for the game I have to say it was not the game I was looking for either. Maybe one to follow up at a later stage but definitely not the one that I needed for my friend. I went over a few of the games I still had lurking around my iPad like D6 Fantasy and even Hero Kids but none of them seemed to suit.

I then went and looked at the Dungeonslayers game. I have to say that this was the game that came the closest to our needs but the talent bloat got a little too much in the same way that Feats make Pathfinder a little bloated. Dungeonslayers is a really good option though. It is simple, smart and customizable. Everything that I asked for in fact.

The talent bloat problem was a little too much though so my friend and I have started to build a system up that borrows from quite a few other games. Pathfinder, Dungeonslayer, James Bond, Earthdawn, D&D and a few others to boot! The system that we will come up with will have a basic ideal of describing all of the actions that are possibly available for a player. From that point each basic character will get a standard set of these actions that it is considered everyone can do and then the players will use a point buy system to specialize their characters with other actions to form a character of their own concept.

I was kind of surprised that a system similar to this did not already exist and the system will actually double for the backbone system of the game that I am creating too. I have changed the system three times already but there is a different feel to this system. After discussing it for a bit it is a system I can see myself playing. It has crunch and customizability. It will allow a player to grow their fantasy character with no need for level advancement and no stricture of a class to follow. Their may be restrictions applied by the GM but in reality the game can customize near any character concept that you can think of.

This is down to you, the readers of the Iron Tavern and your free advice for me when I asked about the systems out there. So thank you. The system will be offered free and we have done a lot of the heavy lifting (well thinking) and now just need to do the writing to bring it all together. Hopefully one day it will come to be as well respected as Dungeonslayers! Until next week, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Fantasy System Customization

Questioning BoyToday I come to you asking for help. I am trying to find a system that matches requirements for a certain type of play style that arose out of a conversation I got involved in yesterday. I was asked recently by an American friend to investigate games based on customizability. There was a large discussion about the systems we know about and I think he shaped precisely what he wanted from that discussion. We talked Pathfinder a little and I lamented about the one thing I don’t really love about the system that was introduced with D&D 3rd Edition and that is Feats.

What my friend is wanting to do is find a game where he can take an off the rack class (say a fighter) and through options of customization, turn him into a stalwart defender so to speak. Or it might be he wants a rogue that customizes to become an excellent burglar. Just the ability to take an off the rank archetype and make it your own. I talked a bit about feats as they were topical at the time I joined the conversation and I stated how I really did not like them. Feats as a tool for customizability are good but they make the rules systems intricate and complex.

I have been watching a person on Google Plus (Keith J Davies) who is currently trying to model the feats and their dependencies in UML (maybe, but definitely some kind of flow chart) and he is coming up with some intensely complicated diagrams. These diagrams are just for the requirements too! Let us hope he doesn’t try to model the effects also! From a GM perspective, feats are a nightmare as there are hundreds of them and they all essentially change, tweak or break the rules in some way. In an ideal world the players would all know their own feats but I get asked at least once a game what a feat does. Not to mention the NPC feats and monster feats that you have to be across to utilize your opponents well.

OK, feat rant over. They are good for customization but they introduce a massive bloat in complication. Once we had reached this point in our discussion we started to look more broadly at the customizability of other games. D&D Next was looked at favorably apart from the removal of the skill system introduced also in 3rd Edition D&D which we thought limited the customization of a character. Instead the system relies on a very poor amount of proficiencies (taking it back to similar to first and second editions). Dragon Age was mentioned as a possible option though we do not like the proprietary feel of the system. Exalted came up and was looked at favorably but the “charms” it uses create new rules and thus has the same problem as Pathfinder with every “charm” offering more complexity to the game.

So what I guess we are looking for is a fantasy system that does the following things;

  • offers a healthy level of character customization so you can build different characters from the one archetype;
  • contains a skill system that is variable (i.e. not a binary system of you know it or you don’t, but a system that offers levels of understanding)
  • customization mechanics need to build off present rules so that the effects only modify what any character can already do
  • customization options must not be “overly” extensive (i.e. there can’t be so many that the games complication outweighs its usability); and
  • it has to be a game with a certain amount of “crunch” value (where “crunch” means a robust rules set and the game is not considered rules-lite)

This is a challenge that I put out to you all dear players and GM’s of the interwebs. We all have our favorite systems (and despite my rant about Pathfinder feats it is still one of my favorites) and I am hoping that for some of you the points above may be ringing true. There are a lot of fantasy systems out there and hopefully one will fit the bill. Do you feel the game that you play meets those dot points? Does the game you play fit the points because you house ruled it? Do you feel that these points would represent a game you would like to try or do you not value customization in a game? Please help us out and share your systems with me that you think will meet our needs. Until next week, keep rolling.

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

What Do You Prefer? High or Low?

Magic CloakMagic. That all encompassing power that pervades the fantasy worlds we all love and play in. Pathfinder’s Golarion world cover the gamut of high and no magic. Most campaign worlds tend to stick to one or the other though. Forgotten Realms is definitely a land full of magic while Greyhawk is a lot more middle of the road and Conan’s world is definitely low magic punctuated by individuals of great power.

I am keen to try different things with magic. I liked the idea presented in Pathfinder’s Ultimate Magic of Words of Power being an archaic but still functional form of magic but it is a little hard to get my head around how a secondary magic system works in the system. This desire to find something that works well is also why I recently supported the Spheres of Magic Kickstarter hoping that they will come up with a good alternative to the specific spell systems used in Pathfinder. There are just so many spells in Pathfinder and in my experience a player will read the title and expect the GM to know the rest. Well with that many spells available we don’t know them by heart, so learn your spells.

Right, rant over. So why is there such a variety of different magical settings? Magic is magical isn’t it? Everyone should love a high magic setting and a lot of people do. High magic settings always seem to fall into settings of high civilization and neat approachable fantasy lines. There are some that fall in love with the low magic settings run to a gritty realistic experience in game. Every game is a struggle and finding a magical item is like the culmination of several sessions of story arc. That +1 dagger forged from cold iron is exactly what we need to take down the demonic army feel! In a lot of games the magic system is the core that a lot of the rest of the material is born off of.

Consider Conan for a moment. And I mean Howard’s Conan, not the silver screen incarnations. He is a barbarian that wields his blade with utter faith that each strike will fall true and he is capable of dealing with any situation. Imagine if a sword that guided his hand and burst into flames at times was found by him. He would throw it away scared of the magic and the demons that may possess him. But in most standard fantasy systems that are well known you cannot play the magic fearing barbarian as the systems are actually balanced on magic use. Conan would not be able to take on the demons with the sword he carries as it would be completely ineffectual based on this balance.

Magic RingMy point with the Conan decision is to play a fantasy game in a certain way you may actually need to make hard decisions about the system that you are going to use. There are some expectations that I have shown above as to what type of system you are likely to get with a basic presumption of high or low magic. There are some that break the mould (Earthdawn is high magic but gritty realistic feel) but in general they will be high magic, highly civilized; middle magic, standard adventuring fare; and low magic, gritty struggle for life most days!

Of course, all of the above is just conjecture and opinion based on my experiences. I have found out that there are a lot more game styles out there that I could ever imagine and I learn a lot from reading all of your comments. Tell me I am wrong, but also tell me why. Show me the proof of these things. Tell me why I am so old school because of my examples, but most of all tell me about your experiences! Tell me if it is high, low or middle magic that you prefer and why it is so. Do you see yourself in the Lord of the Rings where magical items beyond weapons were but myths that only the high wizards and elven rulers used or are you akin to Elminster of the Forgotten Realms with rooms full of magical trinkets because they are so pervasive in the world. Or are you Conan, wandering the wilds destroying the sorcerers and their items one individual at a time. Tell me in the comments which it is that you prefer and why! Keep rolling.

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Ending a Campaign

Reign of Winter Player's GuideEnding a campaign is a curious problem. First you have to consider at what point is the right time to bring things to a close. Once that is decided you need to deal with the fallout of the decision with the players of the game. Many campaigns end just by petering interest, or real life stepping in and causing an issue and that is not the ending of the campaign that I will be talking to. The end to a campaign that I am talking of is where you are at the point where the campaign is done. Solidly done and anything further would just be new material that would detract from the original.

It will come to you as no surprise that I write to this topic as a GM. I largely run nearly every game I play in as the GM, so my mind goes to that viewpoint automatically. It is interesting to note there is a completely different subset of topics to this issue as a player that I will write to in the future.

In my experience though, this decision is always made by the GM, though I have heard of collaborative efforts between a player and a GM to reach a certain point in a game and call it quits as that is the game material that they wanted to explore. For example, a cool looking module comes out for 8th Circle adepts in Earthdawn and your players are already 10th circle, you might run the module over a few weeks with fresh characters, or do a flashback and pretend the actual characters did it. This may not really constitute a campaign but say it was a few linked modules.

I am an explorer as a GM. I like to run games that each have something different to offer. I will detail the games I am running at the moment and the reasons I run them:

  1. I’ll start with the non fantasy and hope Jeffrey doesn’t throw anything at me. Traveller. I run this game as an exploration of sandbox environments and also to get that space feel in a game once again.

  2. The quasi-could be fantasy FATE Demolished Ones is a game I run as it is a perfect mind blowing style adventure. Think of any movie you have seen with a twist at the end. This game is that movie but the twists happen once or twice a session. Running a game like this is an effort in preparation and delivery which I revel in.

  3. I run Reign of Winter the Pathfinder adventure path as it occurs in extremes. Extreme cold, later on extreme extra planetary regions in a fantasy setting. Also it is populated by witches which is a class up until now that I was not all that familiar with so it gives me an opportunity to explore that class thoroughly.

  4. Finally there is the Skull and Shackles adventure path for Pathfinder that I run in person. It is my only in-person game and I run this game because the modules work in a very encouraging way. I have not played a game where each module offers truly tangible rewards to characters at the end for the struggle they have been through. In my opinion I think all game rewards should be run this way as the payoff at the end make the characters think it has all been worthwhile.

I give you the above to illustrate the point that I have something that I want from each game. Sure, they are all role playing and part of it is that I enjoy it but I would not be comfortable running four parallel games of the same adventure path with different groups. The monotony would drive me insane.

For each of those games though I have to consider an end point though. Some of you will snort and giggle at this point and say that three of the above (the last three) are a no brainer as it is pre-made adventures and have a natural end. Well, it is not that clear in all actuality. I will grant you that I intend that the Reign of Winter game will end at the conclusion of the sixth module The Witch Queen’s Revenge will be the conclusion of the campaign. Thankfully for my players that is a long way off yet.

But other campaigns take on a different life. The players become invested in their characters and if there is a sniff of adventure left in the game they will be keen to continue on with the game. I had run the Serpent’s Skull adventure path and it leaves things quite wide open at the end of the final module. I had bought the adventure path in the hopes of showing off a complete campaign cycle. Because of the open ending though I am left a little disappointed as it did not meet what I was looking for (a complete story) and the players are keen to finish it as they invested the time. When we closed (not ended) the play in that game for a while it was always with a mind to come back to it after I had designed some material which I am doing at the moment.

Skull and Shackles Player's GuideI think the time to consider ending a campaign is actually at the start of the campaign. Perhaps at the first session you should discuss with the players what it is you want to see happen with the campaign. I have told each of the Reign of Winter players that the end of the game is the end of the final module. The Skull and Shackles actually only goes to about 14th level so there is plenty of scope for the players to continue on their pirating ways after. Of course they will have some serious clout by that time in the Shackles and they may be happy to call it a day.

Being up front with the players allows them to be ready for the end of the campaign as well. They may be ready to turn it all in and retire or have something for their characters to move in that is a satisfactory finish for them. Of course players can get sentimental about their characters (and rightfully so) as they spend game after game inhabiting the one role and you have to take this factor into consideration when you think about when to end the campaign.

Remind the players of the decision often as well. Make them aware that when the big Demon boss has been defeated and the holy grenade of Antioch is back in the vault of the Thanes (or whatever the end point may be) that the campaign will end and it will be time to try something new, or perhaps someone new in the GM chair. Perhaps even a new game system!

Campaigns do die out naturally and the ability to end a campaign can be a weird time for the GM. From the details above it would seem that you have to have a good plan set up from the outset to do this, or use pre printed materials. This is not the case of course. If it is a homebrew campaign you of course will not have everything planned out to their 19th level final battle! Having a game at a time prepared can be a challenge so you don’t want that kind of pressure hanging over you. What you do want to do is a have a think of where you want to complete it. If it is not a sandbox then you probably have a seed of an idea in you that you want to explore and also an idea of where it will go. Talk to the players and say that they will face a big threat in this campaign and that the campaign and adventures for this game will end when the threat is defeated. Negotiate with the players because this is also a good time to get out of them what they are considering for the game and their characters.

It pays to think ahead. RPG’s are often described as open ended games in which no one wins or loses, but it is important to consider what the end point will be. In a sandbox game, there need not be one but when you are investigating a specific topic or campaign then it pays to be prepared for it to end. Of course it can be great to bring the characters out of retirement for a one off bash every now and again, but know the days of playing the same roles time and again are over. This is a disappointing and exciting time. Disappointing because you say goodbye to an old friend but exciting because you say hello to new ones and new stories to fire your imagination with. Have a great week and keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

The Beauty of Earthdawn

earthdawn-logoMost of us are familiar with the most famous fantasy games out there. Dungeons and Dragons, Pathfinder, Warhammer Fantasy perhaps Dungeon World now, even Tunnels and Trolls! When I speak about Earthdawn though I get a lot of blanks. Some people have heard of it but know nothing about it and very rarely someone who has played it. Today I feel a little unusual writing about Earthdawn as officially at this point in time there is no active version of the system although all of the books are available at various sites.

Earthdawn is without a shadow of a doubt my most beloved fantasy game of all time. It is my kind of system. It is rich in story. It’s mechanics are intricate and woven into the pattern of the whole system. On the same scale, Earthdawn is not a game for everyone. It is intricate, involving a lot of different powers and one of the most original spellcasting systems I have ever seen. Also, the way that the magical item system works is phenomenal.

Let me explain a little more clearly. Earthdawn is all about story. It is an age of magic and legend where players forge the stories that will be spoken about as myths in aeons to come. It is also a world of magic where everything that the heroes do is powered by magic. The simple swing of a blade is powered and guided by the players magical abilities making them more than they could ever hope to be otherwise. In Earthdawn everything, including the characters name, is all about the story.

Earthdawn is FASA’s system that was released in the 90’s after the release of Shadowrun. It is linked to Shadowrun in meta-plot although I never really cared much for following those details. Being that it is linked to Shadowrun and Shadowrun occurs on Earth… Earthdawn is set on Earth! The map to the game translates to areas in and around the mediterranean and the middle east. It works on the same presumption as Shadowrun where there is a natural cycle of magic. Earthdawn occurs in the waning point (after the peak) where magic is leaving the world while Shadowrun works in the waxing phase (magic on the increase). Earthdawn is a much more magically orientated world that has been ravaged by beings that were allowed to cross into our world when the magic reached a certain point. They are horrible creatures bent only on destruction and pain and in the game they are known as Horrors.

Earthdawn is dark fantasy, possibly even horror fantasy depending on how you play it (I love horror fantasy games). The setting is made after much of civilisation sealed themselves underground (there are some exceptions to this) in magically protected cities called Kaers. They did this to escape the predicted coming of the Horrors who travelled through Astral Space to ravage and torment the lands. In the 500 years that the societies lived underground many were breached after they sealed their doors, but even more than that, many were infiltrated before they sealed their doors. All that were breached or infiltrated suffered horrors beyond mention and perished while they were locked away.

Each Kaer was given a magic “meter” of sorts that measured the magic levels in the world. They were advised by the magicians of Thera at what point on the meter that the Horrors would no longer be able to exist and to open their doors and emerge then. But unpredicted the magic meter stopped receding for some time and remained level just above the mark. The first Kaer to open sent explorers out into the worlds to see if the Horrors had left. They travelled out in the air ship Earthdawn but failed to return. At the same time, slowly around the world other Kaers began to open and explore their surroundings. Horrors still existed but they were mainly the lesser Horrors and there were fewer reports of encounters with the Named Horrors that were like eternal nightmares on the collective soul of the land.

The lands of Barsaive collected together under the leadership of the Dwarven Kingdom of Throal to reject the teachings and control of the Empire of Thera who believe in slavery for non-Therans. If you are born in one of the provinces you are treated as a barbarian, or a non-Theran and therefore eligible for slavery. Throal and the free cities rejected Thera when they finally arrived in the province to reclaim their lands and there has been a tense standoff ever since.

There are numerous disciplines (same as classes in Pathfinder) that the players can take on and the races are pretty much the same as in other games but also include Windlings (think pixies), Trolls (think large scottish orks!) and T’skrang (Largely lizards that love the river life). Spell wielding magicians fit into the disciplines of elementalist, illusionist, nethermancer and wizard. The more martial disciplines fall under beastmaster, cavalryman, sword master, warrior, sky raider, archer and horror stalker. Finally the more utility like classes fall under air sailor, scout, thief, troubadour and weaponsmith. There are a number of other disciplines that are largely race specific but these are the core of the classes. A discipline is a magical calling in which the individual is taught how to manipulate the patterns of magical energy around them to empower their own Talents. Talents are thematically aligned powers that you use extensively when your character considers their action. As of third edition of the game you get a number of talents per circle (think levels in Pathfinder) that allow you to broaden your abilities from previous circles. You put ranks into those powers to become better at them.

earthdawn_coverThe more traditional magic system i.e. spells from a spellcasting class are handled quite differently from any other system I have come across. To cast a spell safely (their are ways to cast in an unsafe manner that may attract Horror attention) is usually a multiple turn proposition. To cast the spell the magician must first weave threads into magical patterns in astral space called matrixes and then after all threads are woven and the spell is ready to be cast the magician channels magic through the matrix to cast the spell. The magician can attune as many spells as they have matrixes at one time but to change a matrix to another spell either takes time or great skill. The threads that are woven into the spell prior to its casting are used up in the casting so that if they want to cast the spell again they must re-weave the threads. It sounds complicated, and in comparison to other systems it is, but it fits beautifully with the theme in game that all magic is made up of patterns.

Magical items are a thing of beauty in this game. They are at the heart and soul of the mechanic supports the story driven nature of this system. You may find big piles of loot with magical equipment amongst it BUT you will never be able to pick up an item of power and immediately use it like you can in other games. magic items in Earthdawn have a history and have information about them that must be learnt before they can be empowered. Also, magic items generally have different levels of power that you can upgrade the item to. You may need to research another key knowledge of the item or perform a deed with the item before the power can be woven to. Essentially every class gets access to the ability to weave threads. For magicians this happens at first circle and for other classes it generally happens around fourth circle. This ability allows the character to power a magical item by attaching a thread from their own pattern to the magical item and thus being able to gain the benefit from it. This again probably sounds complicated but believe me, it is a beautiful story telling option. To power an item the character must pursue the knowledge to do so.

For example, amongst a Horror’s stash a Warrior picks up a rusty broadsword (every Earthdawn player is suddenly salivating for good reason) and throws it aside. The Weaponsmith picks up the blade and attunes his sight to astral seeing that it contains a more complex pattern than a normal rusting blade. He spends some time with the blade over the next couple of days examining its pattern as they travel and then hands it back to the Warrior. “Friend, this blade has a history and hidden power. I do not know the answers to these questions but you must find the name of the forger of this blade to unlock its secrets.” See how fantastic that idea is to a game and how story driven this mechanic is. It truly inspires legends.

The other thing about Earthdawn stems from the sourcebooks themselves. Sourcebooks normally are filled with pages and pages of information about new rules with a little bit of game information. That concept is truly turned on its head with most sourcebooks. Each sourcebook is filled with world and story information. New rules are largely stored in a chapter at the end of the books linking back to the information contained in the stories. They are mostly beautifully laid out books and all of the sourcebooks back to first edition can still be used. Some of the second and third edition material largely reprint some of the first edition stuff and add to it as it is a game that supports an overarching meta-plot that is played out through this information. If you want to look at what is on offer, here is a link to DriveThruRPG that lists most of what has been printed in the setting so far.

Well, you may well be wondering why I am banging on about a system that is currently not in print. Let me tell you that I have an inkling that now FASA have reformed and that the licence of Earthdawn has lapsed from the companies that were working on it we may just see a new resurgence in Earthdawn material. I am very excited about this possibility and so I want to open some new players eyes to the beauty of Earthdawn. It is not a traditional hack and slash game. It is an intricate system that is carefully measured for the effect it provides but can be a bit daunting at the start.

I have spoken to some that have played the Savage Worlds variant that made it to the table but none that did the Pathfinder version. I still think that the original system (plus the 3rd edition variations) are the best to play the game in. A lot of people level criticisms at this system saying it was made just to appeal to the polyhedron crowd (the game utilises all seven dice in the original version, five in the third edition) but I believe this to be untrue. Looking at the system with my years of experience of reading and playing it I have a respect for how they use the system to support the tenets of the game. What I would love you to do is take a look at the system and find someone to give it a go. It is an incredibly rewarding experience. If you want, I would recommend the Shattered Pattern module as a game. Grab the system, build up some characters to that level then play that adventure. It has a bit of everything it is to play Earthdawn all in one place. Let me know what your thoughts are in the comments and until next time, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

My Worst Convention Game

convention_crowdThe Gaming Convention season is almost over.  There are going to be some smaller and regional conventions that happen throughout the year but the big season is the summer with Origins and Gen Con.  I wanted to talk about the best convention games, but there have been so many great ones that it is hard to think of the best.  But when it comes to the worst gaming experience at a convention for me it is not even close.  At Origins a few years ago I played in a game of Colonial Gothic that failed in so many ways, all because of the GM.

Colonial Gothic was entered in the ENnies and I was a judge that year.  I had played it with some local friends and it did not go well.  The rules as we understood them made success very difficult even if we min-maxed a character.  The concept of the game is supernatural elements in the time of the American Revolution and that was awesome sounding.  I really wanted to like the game but it was not working for us.  When I signed up for Origins I saw there was an official game being run Wednesday, the first game of the convention, in the late afternoon.  I signed up and had my copy of the book, dice, and was ready to play.  Unfortunately the GM was not.

The table had six players and two of us had books.  I did not know anyone at the table, but while we waiting for the GM we chatted and it seemed like a good table.  No one else knew the game; I was the only person who had played before.  I did not mention I had before with the game.  Our GM showed up.  She fell into the chair exhausted and looked and smelled as if she had just run a marathon.  She is a large lady and obviously had health issues.  Since then I’ve seen that she now goes around conventions on a scooter.  She tossed character sheets at us, told us to make characters, and then she left to get food.  We were stunned.  Usually GMs provide characters and if we are to make characters they have some condensed rules for us to use and stay there to help the players.   With the few copies of the book we had I helped guide the other players to create characters.  She came back 15 minutes later with her food.  She helped out some and answered questions.

I had signed up for the game to see how the rules work, and to see if when I had ran it earlier that year we had been doing something wrong.  The GM told us as we were finishing up characters that even though this was an official event by the publishing company she didn’t know the rules and was not going to be using them as written.  Right from the gate the primary reason for my signing up for the game was negated.

The set up for the scenario was that our group has been tasked by colonists in Atlanta, Georgia to find a messenger boy who had gone missing.  We created backgrounds for our character so we all knew each other and two of the players created links between their characters and the missing boy to create a better link for why we were going on the adventure.  It was a good group of players who worked together and understood what was needed to help a GM along to make the scenario better.

The adventure was supposed to last four hours and it painfully did.  We found some clues in Atlanta and made our way on the trail.  On the road we ran into a fellow group of travelers.  Each of them had a different accent the GM made sure to use and they were not well done.  She wanted us to talk to each of the five or six NPCs even though they had no information on the boy or anything useful.  The players kept trying to move on but she would bring up another NPC. So we talked to that one hoping someone had useful information but none did.

We found a small town and stayed at an Inn there.  Again, there were more NPCs that knew nothing of what we were investigating.  By this point the players were getting frustrated.  We were not sure what to do so we just wanted to move on to something in the adventure.  The characters spent the night in the town and the next morning found an NPC who said he had seen the boy and he went north.  That is all we got, but we felt invigorated as we had a clue and a direction!

The group traveled north into some dark woods.  There was the sound of a wolf howling.  And then we reached the climax of the adventure where we shot a wolf.  That was the end of the adventure.  A Wolf howled, came out of the woods on the trail, and one of the PCs said I aim my musket at it and shoot.  He rolled some dice and the GM said the wolf was dead and that was the adventure.  No hint on what happened to the boy.  There were no supernatural elements like the game described and it just failed on many levels.  It was a bad game, a boring game, but what really made it the worst game ever for me was the GM and her habits.

con_tableAs I said earlier the game was on the first day of the convention.  One cliché about gamers at conventions is the smelly gamer.  There are gamers that don’t make any attempt to stay clean and fresh at conventions.  But it is a rare person that shows up to the convention smelling horrible.  Her eating habits were disgusting.  As she ate she made a mess on the table we were gaming at.  Crumbs were everywhere.  She then licked her hand, placed it on the table to gather up the crumbs, and then ate the crumbs.  I had never seen anything like it.  I have no idea why I did not just get up and abandoned the game.   I saw some of the players at Gen Con a couple of months later and we talked about this.  They said the same thing; they did not know why they did not leave.  I have never left a con game early so I might just be too polite.

I e-mailed the company and told them they do not want this woman representing them or their games.  I politely listed many ways she failed to showcase their game.  I got an answer from them but don’t know if they did anything or allowed her to continue to run games for them.  I did the following year play in another one of her games.  I was signing up for a Dresden Files game and did not know she was running it.  I was playing it with a friend so once again I stayed for the whole event.  That game was better.  It was light on action and plot but at least the GM didn’t eat in front of us.   I also did not sit anywhere near her so I don’t know if her stench was active then.

I play a lot of convention games and it is odd how the bad ones stand out in my mind.  I’ve had so few bad experiences.  The other bad one involved Rotted Capes, but I can save that story for another day.  As for the good ones I could talk about many awesome Dread games, Fiasco, Call of Cthulhu, Trail of Cthulhu, Nights Black Agents, Serenity, Spycraft, Mutants and Masterminds, Paranoia, Dresden Files, Dungeons and Dragons, etc.  I know that the list is incomplete and I am leaving out many other awesome games I’ve played at conventions.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.

D&D Next is DEAD to me…

D&D NextI am now hanging my head in shame. A shame that I would never have thought to be possible. For two weeks I have lead a public charge to find players to test the final play test release of D&D and in each of these weeks I have found no one. I even tried to appeal to my American compatriots (where I have the largest readership) and run it in an American friendly time which would have meant me getting up early. But alas, my inbox was a place for tumbleweeds to breed and blow across the empty folders of my D&D Next playtest folder.

Melodramatic? Maybe. Over the top? Perhaps. Serious? Definitely. I am but one person who is trying out this game but I can honestly say that this is the first time ever I have tried to get a game up and running and failed. The sadder thing is it does not seem to be an isolated incident when it comes to play testing this game. I have had comments on my blog asking for me to keep people in the loop of what the game runs like because they can’t find anyone willing to play it. I have had other comments where they played a game or two but it all fell apart due to lack of interest.

Is D&D dead?

It looks as though it is to me. I find this very disappointing as the game that I have read offers a lot of potential. It looks like a game that packages together a really workable system of the game. I mentioned last week that it feels like a retro game, and it does. But I have now worked out why. It is because it does not bring anything new to the table but what it brings is a really solid combination of rules and playability that comes packaged in a familiar way. D&D is the security blanket to a lot of people, or at least used to be. I have seen all of the mechanics that are included in these rules elsewhere. There is no smoking gun. No mechanic that illustrates a system of brilliance I can’t live without but it has an excellent balance of good, proven mechanics that do not get in the way of playing it.

It is disappointing to me in another way too. I got excited about D&D again. I have not been excited by D&D since I got the first 3.0 players handbook in my hand (and that wiped the excitement away very quickly). This system makes me think I would enjoy it just as much as I did the Basic set of D&D. But I just don’t know and that irritates me. Do I go out on a limb and buy the books anyway? Possibly running the risk of purchasing dead weight that will never see a game?

I am now calling it, good people of the Iron Tavern Blog. My D&D Next reviewing days are over. My conclusion on the whole scenario can be surmised by the following statement. “D&D Next is perhaps amongst the sleekest designed systems I never played and may go down in history as the best version of D&D that killed the franchise due to lack of interest” RIP D&D, you created many hours of fun in my life and I will be sad to see you go. Keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

Failure to Launch

D&D NextI promised a play review of D&D Next this week and I am afraid that I am going to fail to deliver. But this was not through lack of trying. This makes me now wonder have the D&D crew lost too many people now for the Next generation to be a roaring success.

It is hard for me to pass judgement on this. I walked away from D&D 4th Edition after a year of playing and never even looked like going back. I sold books that I had never even opened the cover of to read when I found Pathfinder and decided to make the shift. Now I am in an amusing position of running Pathfinder mainly as my system of choice, a classic system for my sci-fi games and a very successful Indie game called FATE for everything else. I also live in a rural community in Tasmania, Australia which is far from the bustling areas where gamers gather. Honestly, where I live I am lucky to have an in person group.

The thing I do have though is a modicum of charisma and generally if I really want to get a game I can persuade people into it. This week I really wanted to give this game a try. Next looks good but I need to run it to see if it plays as well as it reads. I think this game is a worthwhile addition to the genre and honestly should have been 4th Edition. So there are two things that I can put me failing to get a game running over the past week to.

The first is that my good old charisma is failing me and the ravages of my overwhelming ego are obscuring reality. Some people that know me would certainly have a giggle at that whilst privately believing it. But I seriously think that it is case two. Case two is that the D&D brand is so badly thought of now that few people actually want to give it a run.

The reasoning of why this may be the case is tied up in conversations that I have had this week with individuals online and in person, as well as comments that came on one of the posts on my own blog (www.thepathfinderchronicles.com) when I posted a little bit more on the detail of the system. Much of the commentary I read was that people who had read the rules of the game are struggling to get groups together that have a desire to play the game! One commenter stated they began to play it but the group fell apart because of apathy and real life!

I do find this hard to reconcile. Most gamers have fond memories of this system and while it has suffered (arguably, I am not trying to troll) in the past few years I would still think there is interest as Hasbro’s bottom line says their role playing division is still profiting away. I announced out my regular Tuesday night game that if the players were keen I would run a game at my work for them on the Saturday and it appeared to interest a couple.

On the Saturday (I work in a service station Saturdays) one of them came in. But just to buy a coke. Apparently he had too much going on in an online MMORPG to come and play. The other that I thought may have come popped in for five minutes to say hello, get some of his pay and go again. It was then that these comments I had been reading began to hit home. The two players are the ones who were super hot on the idea of Next when they heard about it and got me interested enough to do the download the material.

I can honestly say I am a little bit disappointed at the moment with my “failure to launch” a game. I have to say though that this week I fully intend to run a game of Next. I had wanted it to be an in person game but it seems that I may not be able to achieve that so I am willing to run this game virtually via hangout. So I am putting the call out here first. If you are keen to give D&D Next a run for its money this Saturday evening (for our American compatriots) which will be Sunday morning Australian time send me an email direct at mark DOT knights AT gmail DOT com! I make this offer initially to the Iron Tavern readers. I want a crew of four to six players for the game which will run between two to three hours. I will put the request out on Google+ after this post has been on the Iron Tavern for a day.

So, what say you fine sturdy adventurers? Are you ready to find out what happens Next? Until next week, keep rolling!

Mark Knights is  39 year old guy living in a small rural town called Elliott in Tasmania, Australia.  I have been role playing since I was 11 years old playing the original versions of Dungeons and Dragons, MERP, Elric, Dragon Warriors and the like amongst other genre games.  I played D&D 2nd Edition through the 90′s but I ran Earthdawn for my fantasy setting and loved it as a GM.  When 3rd Edition came out for D&D I tried it but found it too heavy on rules.  I ignored the 3.5 edition of DnD in favour of Earthdawn (big mistake) as I thought it was just a money spinner.  When 4th Edition DnD came on my players and I gave it a red hot go but hated what it had dumbed the game down to be.  On a trip to Melbourne to buy some 4E stuff from a hobby store an old mate of mine pointed me at Pathfinder and in a Fantasy setting I have never looked back.

New Classics: The Bonegarden

The Bonegarden CoverNecromancer games hit the ground running back in the early days of third edition D&D.  Not many companies had a clear direction with their products.  Very simply they had the slogan “Third Edition Rules, First Edition Feel” and they lived up to that.  Their adventures were usually longer and more in-depth than others being produced at the time.  Their adventures also were a bit more out there and had  unusual and creative backdrops.  For my fifth New Classic line of blog posts I look at the Bonegarden, a sandbox style module written for third edition D&D but easily converted into other systems.

The great thing about Bonegarden is the multiple ways it can be used.  There is not a plot or assumed path for the module.  There is no one hook that bring the PCs into the place.  The module is designed for characters of about twelfth to fourteenth level, but with different encounter areas it could be used as a difficult place for lower level characters that just need to get in and out with no need for dealing with the whole place.  The Bonegarden is a very large cemetery.  It is surrounded by a magical field that keeps the undead contained but also makes it difficult for characters to get out.  Undead in the Bonegarden are more powerful than those elsewhere and the module covers the reasons for this.  The part that makes the Bonegarden especially deadly is that every night all the undead that were destroyed in the previous twenty four hours come back to unlife, so to speak.

The one hundred and twenty eight page module is filled with undead.  There is a wide variety of them here including many new ones that were in the Tome of Horrors.  There are fifteen new creatures and templates in the book. My favorite is the undead mimic.  Mimics are always fun and having an undead version is clever, as when players are thinking undead they usually are not thinking about mimics.  There are some new feat options and spells in here, but the new magical items are more interesting.  The Pieces of Her Heart is a sad artifact with a unique history and it offers interesting abilities as one collects the different pieces of this broken heart.

Inside the Bonegarden there are many different encounter areas.  The module has wandering monster tables and is one of the few modules that I think makes really good use of them.  There are all types of generic undead one can encounter in here and the undead always come back.  Many of the different encounter areas have their own hooks.  This can make them easy to use sections without the need to use the whole module.  There are also plenty of empty areas a DM can insert in their own encounters and buildings with their own undead creations.

Not everything in the Bonegarden is dead though.  There is a group of survivors that use one of the buildings as a place of protection.  They are dying off slowly but the group is using smart tactics to stay alive.  They are not the oddest thing in there either.  There is a large spaceship of fantastic design that has crashed there.  One could easily make it an ancient spelljammer or something more like the tech of Numeria from the Pathfinder setting.

Like most of the books I look at, this one never seemed to get its due when published.  Now one can easily find a copy for less than ten dollars.  It was a fun module when I ran it for my group many years ago.  There is a lot of things going on but nothing so complex or so huge that is overshadows everything else.  It is a great undead sandbox adventure.

Chris Gath.  I’ve been gaming since 1980 playing all kinds of games since then.  In the past year I’ve run Pathfinder, Dungeon Crawl Classic, Paranoia, and Mini d6.  My current campaign is mini d6 and we are using that for a modern supernatural conspiracy investigative game.  On some forums I’m known as Crothian and I’ve written a few hundred reviews though I took a sabbatical from reviewing for a few years as it burnt me out.  I was also an judge for the Gen Con awards (ENnies) six times.  Jeff, the owner of this blog, is one of my players and a good friend.