Iron Tavern Reconstruction

Posting at The Iron Tavern will be a little slow this week. After seeing how the inaugural year went for the blog and being happy with the result I wanted a little more flexibility in my hosting option. With that in mind I am in the process of moving the blog from its current hosting provider to a new one.

Of course I have chosen an extremely busy time of year for me to tackle this! Between a series family medical issues, a death in the family, a writing project entering the playtest phase, and a few more pitches to hammer out in the coming week I could have chosen a period of better downtime to coordinate this move. But, the pricing deal I was waiting for on hosting came up over Black Friday and sales wait for no one!

Please bear with us over the next couple of days as I get the domain name transfer sorted out. I expect minimal downtime, though there might be a couple of hiccups in the early days of re-opening the tavern on the new host. I hope the new host gives The Iron Tavern a slightly more flexible platform as we move forward!

Happy Thanksgiving!

Today is Thanksgiving in the US as I sit here writing this. Lazy morning for the family as we have some excellent friends bringing us turkey and all the fixings this evening. I had several ideas for a Thanksgiving Day post, but the recent week has not cooperated due to family medical issues. Today’s impromptu post will have to suffice.

So let me thank the faithful readers of the blog for taking the time for continuing to read The Iron Tavern and sharing with your friends. All the comments, retweets, circle shares, and such are welcomed as the blog continues to grow.

I am thankful for the RPG hobby as a means to use my mind in creative ways and provide hours and hours of entertainment. It is often both a tool to “escape” some of the realities of the day-to-day while it is also a creative outlet for me. From writing posts on this blog, to writing RPG content, to planning and running games, these are all things that exercise areas of my mind and provide enjoyment.

A thanks also goes to the folks I game with – both my online group and my local group. Thanks for taking the time out of your nights to set aside a few hours to play the RPG games we enjoy. Thanks for being awesome players and GMs providing a great group of people to play with. And thanks for the friendly banter between games.

And finally, thanks to my family for understanding my desire to play these games, write RPG content and supporting my hobby. Though they might not always understand my fascination with RPGs, they do understand that it is a mental release for me.

Happy Thanksgiving from The Iron Tavern!

Mythic Adventures Playtest

Last Wednesday Paizo released the much anticipated Mythic Adventures playtest. The book is not due out until a Gen Con release in August 2013, but true to Paizo fashion they allow plenty of time for playtesting new rules.

I must preface the comments in this post as being based on a read through of the playtest document and not actual play. My comments are more an overview and overall impression of the new rules and less a dissection of what does and does not work at a finely detailed level. For people seeking to playtest the rules in their game, please read the announcement post and follow the directions there for a proper playtest.

Mythic Adventures will add significant power to your Pathfinder game through the additions of a mythic tier. Many D&D gamers are familiar with epic level rules that kick in beyond typical levels in D&D play. The mythic rules are a little different in that you could start a campaign with mythic powered at level 1 or your could apply them partially through a campaign or you could even apply them temporarily during your campaign.

I readily admit I have rarely had any interest in epic level play. I typically feel a D&D or Pathfinder character starts to become a little too superhero-ish in the mid-teens levels of play. It is fun for awhile, but mainly as a pinnacle of a character’s adventuring career. Playing extended campaigns at “epic” levels is not an area I have historically had a lot of interest in.

This is one of things about the Mythic Adventures rules that is really unique. They offer a way to apply these power boosts right at level 1. No need to play through 20 levels of play and then become “epic” or “mythic”. No need to build pre-gens at levels 20+ just to start there with “epic” or “mythic” level characters. I think the way Paizo has figured out a way to layer these mythic rules into play is quite significant.

I also like that for people like me, that don’t necessarily want to play a whole campaign at “mythic” levels can craft ways to add these rules in on a temporary basis. There are some examples of this in the playtest. A perfect way for players or GMs like me to make use of these rules without committing to an entire campaign at “mythic” levels.

Another tool for the GM is the option of only applying mythic rules to particularly noteworthy opponents or creatures. They could be applied to a human adversary or even an animal-like adversary if the GM saw fit.

There are a multitude of ways to use the mythic adventure rules in your game even if you do not want to commit to an entire campaign at that power level. Very flexible, much more flexible than I thought the rules would be.

The playtest is freely downloadable from Paizo for those that wish to see the details of the rules. So I am only going to hit some of the highlights without going into significant detail.

The mythic rules use ten tiers to scale the power level of the mythic character upwards. These tiers do not necessarily correlate to character (i.e. you could have a 10th level fighter that is only at the 2nd level mythic tier). Tiers are gained by lesser and greater trials.

Each mythic tier grants base mythic powers that are independent of the mythic path you choose. Base powers include things that make you more difficult to kill, flaws, mythic power itself, initiative bonuses, and more as you advance.

There are six main mythic paths a character can choose to apply to their character. Each is geared towards a specific genre of class. The mythic path is what more specializes your mythic power to your class abilities. The paths can include access to mythic flavored spells, feats, and such. Paths also include mythic abilities a player can choose as they advance tiers.

The playtest document also includes many examples of lesser trials mythic characters can choose from to gauge their advancement. The GM is welcome to create their own as well.

Tips on running a mythic game gets a chapter in the playtest document. These tips help show how versatile the system is. From running a game where only creatures can be mythic to temporary use of the rules to running a whole campaign with mythic characters and creatures.

Some example mythic magic items and monsters also get a couple of chapters in the playtest. Mythic magic items and monsters open up whole new realms of play to design in and craft clever challenges for your players.

The playtest document wraps up with a short adventure allowing a GM to tryout the playtest rules with their group. It also is another example of the flexibility of the rules for those GMs that only want to dabble in the mythic realms of power instead of running entire mythic campaigns.

The playtest document weighs in at 52 pages. The layout is excellent, even Paizo’s playtest documents ooze quality. There is some artwork peppered about in the document in the form of sketch art.

When I first heard about Mythic Adventures I was a little skeptical. But after reading through the playtest document I certainly admire the framework. It appears to be extremely flexible for GMs and players and has made itself readily usable by new campaigns and old campaigns already well under way. I am anxious to see how it evolves over time. It looks quite promising even at this early point in the playtest process.

Tales from the Sunken City

I have been running a Dungeon Crawl Classics RPG campaign online via Google+ Hangouts and Roll20. The game has been going since the first of August and we typically play for 2 to 2.5 hours on Tuesday nights. We have had a couple of canceled sessions due to crazy lives, but have had a pretty stable campaign overall.

I started the campaign with The Perils of the Sunken City from Purple Sorcerer Games, a 3rd party publisher for the DCC RPG system. Several of my players were familiar with the Goodman Games modules already out which was a factor in choosing to start with the Purple Sorcerer Games products.

I liked the initial setting because it included a decent sized, but financially poor city and a large area of swamps to the South of the city. The swamps were vast portions of the city reclaimed over the centuries as the city was forcefully migrated northward by nature. The setting also includes a “sending stone” which acts like a randomly teleporting stone. Prospective adventurers place their hands on the stone and they are transported to some location. I thought this would allow me to use a myriad of modules that might not otherwise link together well.

Essentially, the modules offered a starting point with enough detail to hit the ground running, but enough white space for me to shape it into anything the players or I wanted.

The first module went quite well with some overland exploration in the swamp followed by a rather lethal dungeon for the ending of the adventure. The Perils of the Sunken City served quite well for a 0-level funnel and really helped shaped the character development of those that survived.

With the group surviving their first foray into the Sunken City they returned as heroes to the little settlement just outside the city walls proper. The group took about three months of in-game time to determine their path forward (i.e. class) and spend their hard fought gold. Two of the players also selected their patron from an entity featured at the end of the module. I ended up doing a complete patron write-up for that patron which both players have been using.

From here I wanted to run The Ooze Pits of Jonas Gralk for the group. It made use of the same sending stone for a start and further reinforced my base of the Great City and the Sunken City in the swamps to the south. I blended the storylines a bit and offered a possible option for controlling the sending stones instead of submitting to its randomness via an item that would be found at the end of The Ooze Pits of Jonas Gralk.

It took us six session (2 hours each) to play through The Ooze Pits of Jonas Gralk. I am sure other groups have played through this faster. I tend not to steer players too much, so I let their investigations go and handle things on they fly when they take actions outside what might be outlined in a module. If they want to chat with someone they encounter, I am always happy to carry on that conversation instead of brushing it aside. I think that is a good thing as long as it helps get them information they desire. But it does add time to play through the module. In fact, though we are pretty much done with the module as written, they have a few things they still want to wrap up.

Choosing to start with the Purple Sorcerer Games Sunken City line has proven to be a good start for us. I feel like we have a solid set of characters now, some backgrounds and themes starting to show through and the start of a campaign world to play in. With the use of sending stones it will also be relatively easy to work in other adventures from other publishers as well. There is a whole area of exploration behind how the sending stones came to be and are they really limited to just taking you to portions of the swamp?

For those interested I do keep an Adventure Log at the Obsidian Portal site I use for this campaign. While I don’t post detailed session reports here, I do try to keep the adventure log updated. Feel free to check it out. I caution you that you will run into spoilers for The Perils of the Sunken City and The Ooze Pits of Jonas Gralk over there as you read about our group’s adventures.

Review: Elminster’s Forgotten Realms

WotC and Me

I have not purchased a Wizards of the Coast product for several years. Recently they have found a way to get me to pry the dollars from my wallet to fork over to them. First it was the 1st Edition reprints. I actually wasn’t going to buy them, but while at Gen Con I found the trio of books at a price that bettered even Amazon’s price. I couldn’t resist.

Then Ed Greenwood’s Elminster’s Forgotten Realms book caught my attention. This book is an edition neutral book full of fluff written by Ed Greenwood about the Forgotten Realms. This book made my pre-order list at Amazon. I am not sure if I have ever actually pre-ordered a D&D book, even in my 3.x days.

The Book

Elminster’s Forgotten Realms is a hardcover book coming in at 192 pages. The book retails for $39.95. The book is described as providing an insight into the Forgotten Realms world from the creator of the setting, Ed Greenwood. The book is system-less in nature, so whether you play any number of D&D editions or have converted the Realms to another fantasy RPG system there should be something in this book for you.

Ed Greenwood wrote the book with cover art by Jesper Ejsing. Interior art comes from a variety of artists including Ed Greenwood, Wayne England, Tyler Jacobsoon, Beth Trott, and more.

The book has six major sections covering all matters of Realmslore. These sections do not include the foreword, introduction, or afterword.

First up we have Life in the Realms which covers an array of topics. A brief portion covers viewpoints on the Realms from a racial perspective. Along the way we learn common Realms terms for common expressions. This chapter continues with information on events and festivals, theater in the realms, medicine, illness and medicines, drugs, poisons, and current news and rumors.

The next chapter discusses Laws and Orders. This chapter is a discussion of class and nobility, justice, property law, trade laws, handling the guilty, who enforces the laws, pacts and alliances, and more information on the infamous Zhentarim.

The book takes a closer look at where people in the Realms live. Not as in region, but what are their actual homes like, the local Inns and Taverns, food, drinks, and even fashion.

Money drives any society and this is where the next chapter takes us. This chapter covers work, day jobs for adventurers, guilds, trade and merchant princes, coinage by region, trade goods, and information about the slave trade within the Realms.

The next chapter is the longest in the book, with a look at Gods and Followers. The early parts of the chapter address how people in the Realms worship, why evil is allowed to exist when good deities have a known presence, charity, temple income, and priesthoods of the Realms. The priesthoods section is the longest and covers many of the major deities within the Realms.

The final chapter is in regards to The Art, or magic within the Realms. The prevalence of magic is covered, information on bloodlines, alchemy, bardic magic, elven music, spellsong, and more.

Amidst all of the chapters are images of notes written by Ed Greenwood regarding the Realms and submitted to editors over the years. These are a very interesting look into how the Realms grew over time.

My Thoughts

I really enjoyed my read through of this book. The book’s style is probably the closest I will ever get to sitting down at a table with Ed Greenwood in a tavern and listening to him spin his tales about the Realms. The tone of the book seemed very conversational to me.

The book is edition-less, so fans of 1e, 2e, 3.x, or 4e D&D who are fans of the Forgotten Realms are sure to find this a fun read. However, if you prefer books heavy on crunch, this may not be the book for you. There is not a single stat block, spell block, feat, or anything at all resembling a game statistic in the book. I find that a good thing, but if you buy books for crunch only, you will likely want to pass on this one.

The artwork in the book was decent and had its up and downs. Only a few pieces felt particular evocative to me. Art is such a subjective area of critique though, that I am sure there are others that feel differently from me. It wasn’t that the art was bad, just the majority of it did not strike a chord with me.

The primary highlight in this book for me were the pages that showed Ed Greenwood’s old notes. I could just imagine him with stacks of notes in his house that he typed up into some presentable format and sending them off. Over and over and over. The depth of the Realms and the campaigns Ed ran for his group just astound me.

One has to wonder why the Realms is steeped in such lore. The typed page from Ed on page 85 of the book provides insight for this I believe. The note for the page from Ed notes that for players that have read every book, module and more for D&D tend to turn the game into a wealth of metagame knowledge. He notes that drowning them in so much Realmslore that one cannot possible track it all the DM has brought things back into real roleplaying. I found that an interesting way to combat the metagame knowledge of players.

While I enjoyed the entire book, a couple of sections did stand out to me.  From the Laws and Orders chapter there is a section on becoming a noble in Waterdeep. It was an interesting section. The detailing of how the Phull and Zulpair rose to power in Waterdeep was particular insightful.

In the same chapter I also found The Secret History of the Zhentarim a good read. I have tended to use Zhentarim in several of my Forgotten Realms campaigns in the past making this section stand out to me. The included typed diagram from Ed in this section was wonderful!

The book is full of nuggets of information to help a DM run a Forgotten Realms campaign. Even if you do not run the Realms for your campaign, there are many ideas that can be stolen for your own world.

Summary

I had been looking forward to the release of this book. It did not let me down and I thoroughly enjoyed reading it and getting an even better feel for the Realms as Ed Greenwood wrote it. If you are a Realms fan I highly recommend adding this book to your collection. From the conversational style, to the intricacies of the Realm the reader can learn about, it is a very strong offering from WotC for Realms fans!

DCC RPG – Ice Golem

Winter is Coming II

Last fall @twwombat ran the inaugural Winter is Coming blog festival. The Iron Tavern participated in the festival with The Linnorm Ice Throne, a powerful artifact for the Pathfinder system, and A Winter Chase, a winter time chase using the Pathfinder chase rules.

This year @MarkMeridith has continued the festival with Winter is Coming II over at dicemonkey.net. The Iron Tavern is once again participating with today’s post!

In the spirit of winter and the cold weather I post some example Ice Golems for the Dungeon Crawl Classics RPG system. Golems are highly customizable in DCC RPG, but these two examples should provide some basis for judges wanting to add some winter themed fun to their DCC RPG campaign.

Ice Golems

Golems are a popular guardian for powerful mages. Not needing sleep or food, golems offer several attractive options for a mage seeking to guard his workshop. In the winter wastes of the north, ice golems are a popular choice for the enterprising wizard. The cold environments easily sustain the golem’s ice flesh.

Crafting an ice golem is still a somewhat difficult task, requiring a mold to be made to freeze the water into the desired size and shape the mage desires. Once a mold has been made though, multiple ice golems can be crafted from the same mold and water for freezing is typically plentiful.

A mage can create varying sizes of ice golems. Depending on the mage’s talent an ice golem can be imbued with various special qualities. Rituals are used to create ice golems with special qualities. Mages of the north keep these rituals as guarded secrets.

Sample Golems

Ice Golem, Large: Init -2; Atk fist +8 melee (dmg 2d6+6) or icy breath; AC 13; HD 10d8+10; MV 20′; Act 1d20; SP icy breath, double damage from fire-based attacks; SV Fort +5, Ref +2, Will +4, AL N

Icy Breath: (cone, width 15’, length 15’, 6d6 dmg, DC 15 Fortitude for half damage)   An ice golem can use its icy breath attack every 1d5 rounds. Using the icy breath weapon consumes the ice golem’s action for that round. Targets caught in the breath weapon’s cone-like shape can attempt a Fortitude save for half damage.

An icy breath attack also has a chance to extinguish any open flames (torches, candles, etc). If an open flame is in the area of the attack there is a 60% chance the open flame will be extinguished.

Double Damage, Fire-based Attacks: An ice golem is especially susceptible to fire-based damage. Fire-based attacks do double their normal damage on a successful hit.

Ice Golem, Medium: Init -2; Atk fist +5 melee (dmg 1d10+4) or icy breath; AC 12; HD 5d8+5; MV 20′; Act 1d20; SP icy breath, double damage from fire-based attacks; SV Fort +4, Ref +1, Will +3, AL N

Icy Breath: (cone, width 5’, length 10’, 4d6 dmg, DC 13 Fortitude for half damage)   An ice golem can use its icy breath attack every 1d6 rounds. Using the icy breath weapon consumes the ice golem’s action for that round. Targets caught in the breath weapon’s cone-like shape can attempt a Fortitude save for half damage.

An icy breath attack also has a chance to extinguish any open flames (torches, candles, etc). If an open flame is in the area of the attack there is a 60% chance the open flame will be extinguished.

Double Damage, Fire-based Attacks: An ice golem is especially susceptible to fire-based damage. Fire-based attacks do double their normal damage on a successful hit.

Aethercon Update

The Iron Tavern is proud to support Aethercon as part of their Bell and Scroll. Below is the most recent update from this online convention.

A lot has happened over the last two weeks:

We heartily thank those who have contributed prize support.  The prize bundles for each of the tournaments are currently valued at 265 dollars for first; 170 dollars for second; and 100 dollars for third.  You can see the growing list of companies adding to our prize list by visiting ‘To The Victors’.

You can see the games in our lineup by checking the Game Glance page.

If you want to play in one just fill out our Player Registration Tool.

Everything you’ll need to register in the Events menu bar on our main site. So get your spot today!

The following games and GMs have recently been confirmed:

  • Joseph Flanery – Shadowrun
  • Marcus Flores – Monster of the Week

The following games have been added to our schedule:

  • Dave Michael – Cyberpunk 2000 – Vanilla Extract – Saturday and Sunday
  • Joseph Flanery – Shadowrun – Things that go Bump – Saturday and Sunday
  • Dave Michael – Steampunk Crescendo – Fire in Cairo – Friday
  • Anthony Preece – Savage Worlds Deadlands Reloaded – Red River Blues – Friday and Saturday
  • Erik Evjen – Basic Fantasy RPG – The Battle of Mount Ravinfell – Friday and Saturday
  • Stephen Smith – Castles and Crusades – A Scratching on the Glass – Saturday
  • John Dorman – Dungeon Crawl Classics – Lake’s End Portal – Saturday

Here’s a quick view list of all the games we have in our schedule at this time:

System Total Sessions Friday Saturday Sunday Tourney  
All Flesh Must Be Eaten 2   X X    
A Thousand and One Nights 1   X      
Atomic Highway 2   X X    
Basic Fantasy Roleplaying Game 2 X   X    
Burning Wheel 2 X   X    
Call of Cthulhu 13 X X X X  
Castles & Crusades 2   X      
Cyberpunk 2020 2   X X    
Dark Heresy 4 X   X    
Deluxe Revised RECON 1 X        
Dresden Files 4 X X X    
Dungeon Crawl Classics 2   X      
Eclipse Phase     X X    
Labyrinth Lord 2   X      
Legend of the Five Rings 2 X X      
Leverage 2 X X      
Macho Women with Guns 2   X      
Marvel Heroic Roleplaying 3   X X    
Mouse Guard 2 X   X    
Mutants and Masterminds 1 X        
Paranoia 2 X   X    
Pathfinder 20 X X X X  
RIFTS 2   X X    
Savage Worlds 19 X X X X  
Serenity 4 X X X    
Shadowrun 10 X X X X  
Star Frontiers 2   X X    
Star Wars (D6) 2 X X      
Steampunk Crescendo 1 X        
Time Lord 2   X X    

Current games confirmed for AetherCon currently include:

  • All Flesh Must Be Eaten
  • A Thousand and One Nights
  • Atomic Highway
  • Burning Wheel
  • Call of Cthulhu
  • Castles & Crusades
  • Dark Heresy
  • Dragon Age
  • Dresden Files
  • Dungeon Crawl Classics
  • Eclipse Phase
  • Fantasy Craft
  • Labyrinth Lord
  • Legends of the Five Rings
  • Leverage
  • Marvel Heroic Roleplaying
  • Macho Women with Guns
  • Mouse Guard
  • Mutants and Masterminds
  • Palladium RIFTs
  • Paranoia
  • Pathfinder
  • Pathfinder Society
  • RIFTS
  • Runequest 6th Ed
  • Savage Worlds
  • Shadowrun
  • Star Wars (D6 WEG)
  • Swords and Wizardry
  • Time Lord

We are currently looking for GMs to help run the following tourneys:

  • Pathfinder
  • Savage Worlds
  • Shadowrun
  • Call of Cthuhlu

The Artist’s Enclave welcomes Jordy Lakiere, the hand behind Gartlegarn Coalcrusher,  and Kai Ortmann, the hand behind Brindlebee Burrbonnet, our latest free downloadable wallpaper release.  Eric Lofgren has been nabbed by Privateer Press for a project.  Watch for his upcoming wallpaper, Kruultok Azgraatugaan.

You can find all of our wallpapers here.

Watch for Carver ‘Crash’ Doering by Jon Gibbons (U.K) (AEG, PEG), Keburil Kotsboddle by Stanley Morrison (USA) (AEG) and Eduourd ‘The Gallic Rooster’ Henrique by Cristian Montes (Chile) coming soon.

The Fest Hall welcomes Charles White of Fabled Environments and Robert W. Thomson of 4 Winds Fantasy Gaming.

The Vendor’s Hall welcomes Clockwork Gnome Publishing to booth #7. Polyhedron Games adds demos for their D6 based Keep It Simple System (KISS). Imperfekt Games adds demos for Invulnerable RPG and playtests for Broken Symmetry. Ophelia’s Shop of Roleplay Specialties adds a raft of Fiasco demos to the schedule all weekend long.

Check out the rest of our Vendor’s Hall here.

Silver Gryphon Games released Part 3 of Camp Wicakina:  “Wanagi Mato Lives!” for Aether and Savage Worlds.

Skirmisher Publishing released Insults & Injuries:  A Role-Playing Game Sourcebook for Medical Maladies

The following releases at Aethercon are confirmed:

Troll Lord Games confirms the release of The Giants Wrath.

X-Split for facilitating the live streaming of games.

We welcome Nerd Trek, Bring You’re A-Game,  and The 23rd Stage to the Bell and Scroll.

Dorklands joins our Talking Drums initiative.

Top five cities in North America for unique visitors to our main site to date:

  • Chicago, Illinois;
  • New York, New York (tied);
  • Portland, Oregon;
  • San Francisco, California;
  • Houston, Texas (tied)

Top five cities in Europe for unique visitors to our main site to date:

  • London, UK;
  • Hamburg, Germany;
  • Nuremberg, Germany;
  • Helsinki, Finland;
  • Moscow, Russia.

Top five cities in points abroad for unique visitors to our main site to date:

  • Wellington, New Zealand;
  • Sydney, Australia,
  • Toronto, Canada (tied);
  • Melbourne, Australia;
  • Vancouver, Canada

House Rules

Early last week I posted a poll here at The Iron Tavern about reader’s usage of house rules. There were four options in the poll:

  • No house rules at all, rules are rules
  • Minimal house rules, more like table clarifications
  • Some house rules, change things that need changing
  • Lots of house rules, my house rule doc is more than 2 pages

Based on this poll, everyone house rules at least a little. No one chose the no house rules option. 31% chose the minimal house rules or the more like table clarifications. Table clarifications could be tweaks to starting gold, hit points gained during leveling and items like that. 54% went with some house rules stating that if something needs changing, then they would change it to work for their game. And the final 15% confessed to house rules breaking into multiple pages.

The poll question was sparked by my reading of the Castles and Crusades Castle Keepers Guide the weekend before. Right up front there is section that plainly states that if the rules are impeding your fun, amend it or change it, but do not let it impede your fun. This got me thinking about the amount of house rules I use and whether I bend to the rules or if I bend them to my game.

I have frequently run Pathfinder games in the recent years. Some of the games I have run are for my local group where I have lots of flexibility and other times I run Pathfinder Society games under the organized play umbrella. There really isn’t room for house rules under organized play, as one needs to provide the same experience from one GM to another. But my home game has no such restriction.

Even for my home game I fall into the minimal house rules category. The things I rule on are much more like table clarifications. Things like rolling hit points being if you don’t break half on the die roll, take half. Or possibly just a clarification of a frequently debated rule with how we interpret it for my campaigns. I really don’t dig inand house rule things very much. I could fit it on a half a page I bet.

I was the same way with D&D 3.x as well. I did not make a lot of changes to the rules. I pretty much played by the rules as written save for the minor table modifications.

After reading the Castles and Crusades rules I am feeling more of an urge to tinker, to really play with the rules and mold them for my group. That isn’t a slight towards the game, it is more like a feeling of liberation, like I’ve been given the blessing of modifying the rules.

Why is it I feel more able to modify with Castles and Crusades versus something like D&D 3.5 or Pathfinder?  Even the Pathfinder Core rulebook mentions some flexibility with the rules, though more in the vein of making quick rulings when the interpretation of the rule is unclear. Castles and Crusades comes straight out and says change the rule if you don’t like it.

I think it is more than that as to why I feel more willing to modify or house rule something like Castles and Crusades. I think systems with more rules, while trying to help the GM judge decisions actually end up restricting the player’s freedoms. Everything they want to do is regulated by a feat, skill or some other mechanic instead of common sense. In the end while it can make things more black and white, I think it can be restricting.

With a more rules-light system there is a lot more room to tinker while still staying within the system. This tinkering can include adding in some house rules to keep things consistent between game sessions.

I think as I spend more time with Castles and Crusades and other rules light systems I will move from the ‘table clarifications’ response to my poll to the ‘change things that need changing’ portion of the poll.

So what do you think? Does the system you play have an affect on how much you house rule?

Review: Kobold Quarterly #23

Kobold Quarterly

An issue of Kobold Quarterly #23 arrived at The Iron Tavern this week, the print and PDF magazine from the Open Design/Kobold Press group. I have been a steady reader of the magazine, but it has been several issues since I have done a review on an issue here. The last review I did was for issue #19.

With Wolfgang Baur at the helm as the Kobold-in-Chief and a complement of staff providing editing and graphic design services the magazine remains a premier periodical for the RPG market. Kobold Quarterly comes with the feel of the Dragon magazine of old with its production quality and articles covering many game systems, including Pathfinder, D&D, AGE, and recently 13th Age. This issue is no different.

Issue #23 is the Autumn 2012 issue and includes an impressive array of contributing authors. Monte Cooke, Ed Greenwood, Wes Schneider, and Wolfgang himself all contributed articles to this Autumn issue along with a host of additional authors. This issue of the magazine is appropriately themed Demons and Devils. A stunning cover by Emile Denis titled “Master of Demon Mountain” further reinforces the theme for this issue.

This issue contains 20 articles ranging from articles geared towards characters, design and DMing, Game Theory along with four feature articles. I will take a brief look at each of the feature articles and then highlight some of the other articles that stood out in my opinion.

Feature Articles

First up is Dispater by Wes Schneider. This article is a continued examination of the lords of Hell in the Golarion campaign setting from Paizo. Dispater is an archdevil who holds a reputation of Hell’s reasonable, rational and honorable overlord. The article goes into great depth about all things concerning this archdevil. Corruptions, Allies and Enemies, Souls and Servants, the Cult of Dispater and more are all covered. The article provides a wealth of information for the GM looking to bring Dispater to life in their campaign.

Next we have Slithering in Moonlight by Marc Radle. This brings the lamia to Pathfinder RPG as a player race. Details of physical description, society, relations, alignment and religion are all covered. Mechanics of playing a lamia including racial traits, a new oracle mystery, and new racial feats are also detailed. If you have players who prefer to play races out of the ordinary or as a GM you want more information for recurring NPCs, the lamia article will provide you with the information you need.

Of the four feature articles, Pages from Asmodeus by Ed Greenwood was my favorite. An article that covers the Vile Black Book we learn of an oversized spellbook with traps within its pages, spells that move about on the pages from one reader to the next and a wealth of new spells. Spellbooks is an area I consider an interesting area to play in. This article hits the mark quite well. Introducing this book into your campaign or using it for a model for other particularly notorious spellbooks in your game will cause players to use caution with new spellbooks they find.

The final feature article is Mechuiti by Adam Roy. Detailing the demon lord Mechuiti in the Midgard Campaign Setting. Lord of apes and cannibals this CR25 creature is not to be trifled with. History, allies and enemies, cults and followers are all described in this article. A full mechanical write-up of this massive beast is also detailed as well as some lowlier minions.  Whether you play in the recently released Midgard Campaign Setting or simply “borrow” this write-up for your own, there is something to keep your players on their toes.

Article Highlights

Continuing on into the magazine there are several other gems for GMs and players alike. The article Selling your Soul by Rodrigo Garcia Carmona was an interesting read. It outlines the process of striking a deal with the devil, covering research, summoning and negotiating for the deal. I found it an interesting look at this process that we often write off as “making a deal with the devil”. This article gives the GM some tools to add a little more to that transaction.

Sundering does not come up too often in my games, but the rules in Simplifying Sunder by R.C. Higgins brings an item condition scale that you move up as you attempt to sunder weapons. Also included are some additional modifiers for CMB and CMD stats for the weapons themselves. A good read and if I were to build a character with sundering in mind I would likely ask the GM if we could incorporate the ideas in this article.

Fruits of Friula by Christina Stiles provides more background of the city of Friula in the Midgard Campaign Setting and 14 inks and poisons. I sometimes think I am in the minority when it comes to enjoying reading about mundane or items just a touch above mundane items.  This article details poisons adding new descriptions and effects that Friula is infamous for. Rare inks and magical inks are also detailed. This is a strong article that can only add depth to your game as you incorporate these new poisons and inks.

Those are only a few of the articles in the magazine this quarter. Some will be interested in the Living Gods for 13th Age, or Ask the Kobold column or Monte Cook’s Different Kinds of World Building, and more.

The Art

Not to be overlooked is the art and graphic design of the magazine. A long list of artists’ work grace the pages of this magazine. All enhance the magazine really rounding it out and bringing things the articles talk about to life.

Wrap Up

The Autumn issue of Kobold Quarterly is again a stellar offering from the folks over at Open Design/Kobold Press. With articles to inspire, add depth to your game, and more it is well worth picking up. Even the system specific articles are easily ported over to your system of choice.

Kobold Quarterly is available from the Kobold Store in Print+PDF or PDF-only.

Tankard Rating
5 Tankards out of 5 Tankards

Note: The Iron Tavern was provided a review copy of this magazine, though that did not influence the review.

ICv2 Summer 2012 – DCC RPG

ICv2 released their summer 2012 numbers today for the top 5 RPGs. ICv2 has been releasing these charts quarterly and the information is based on interviews with retailers, distributors, and manufacturers.

The accuracy of these charts is often called into question, especially when particular companies are knocked out of the number 1 spot on the chart. I tend to consider it a reasonable source of RPG game popularity in the market as ICv2 does release this every quarter and has been doing so for many years. If nothing else it is at least a conversation point, there are likely many other factors at play as to true popularity.

With that out of the way – look who showed up in position five on the chart for summer 2012! Goodman Games with Dungeon Crawl Classics RPG!

  • Pathfinder                                                                       Paizo Publishing
  • Dungeons and Dragons                                                Wizards of the Coast
  • Dark Heresy/Rogue Trader/Deathwatch                       Fantasy Flight Games
  • Dragon Age                                                                    Green Ronin Publishing
  • Dungeon Crawl Classics                                               Goodman Games

It has seemed that Dungeon Crawl Classics RPG is having its share of popularity with the 1st printing having sold out and a near constant buzz about the game on social networks and message forums. But one has to wonder if that is just due to some of the circles I hang out in. It seems the popularity is more than just amongst my hangouts on the Internet.

Congrats Goodman Games!