Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Wednesday, January 12, 2022

Adventure Review - 'No Tears Over Spilled Coffee!'

I have to be honest, I don't play e5 much. People cry over it. There should be no crying in D&D. I wouldn't have noticed this adventure except for the hue and cry people put up over it. 

The free adventure is called 'No Tears Over Spilled Coffee!' and is available at D&D Beyond

Allow me to throw up the standard stat block before I get into the review. 

Title: No Tears Over Spilled Coffee
Author: Michael Galvis
Year: 2022
Pages: 6 pages
Rating: 2 of 5 stars

The hue and cry over this adventure revolve around the premise of a band of characters working in the Firejolt Cafe, a coffee shop. Let me tell you, every person who offered this criticism is wrong. Flat wrong. 

There is a long history of landing adventures in the wrong role for the rule of funny. Robert Asprin's Myth Adventures come to mind rather easily. If Asprin can have Skeve walking into an Expy McDonalds in search of a trollop and finding trolls waiting tables, then so can you. 



I have to put an ad in here to honor the late author Robert Asprin. His characters, much like the characters in Coming to America, know their version of Mcdonald's is treading dangerously close to some sort of infringement. It is the rule of funny. 

The setting is not where this adventure falls apart. 

The Crew

The character's mission starts with a call from Ellina, the owner of the Firejolt Café. She has lost all of her staff and the party of new hires is her last chance to stay open. Unfortunately for all, Ellina is starting to get sick, so this first day will include some training, then Ellina will absent herself from the rest of the adventure. 

Literally. Like her employees, she never comes back for the rest of the adventure. 

There are a couple of problems with this scenario, beyond being snatched from the headlines, possibly right from your player's typical workday. 

Some of the problems could be reworked to be funny as opposed to problems. For example, it seems the author thinks there are cell phones in this world. "Called..." Yeah, if you accept some sort of anachronistic coffee shop, then you get cell phones. 

But imagine the contrary. Metron the Mercilous is lost, at sea between campaigns. He hires a band of criers to advertise his willingness to cut on people and burn villages.  In response, a crier approaches him with an excellent, turn-key opportunity with Ellian. Metron orders his henchmen to assemble as he reaches out to his assassin and thieving friends, plus a cleric of dubious intentions to seal the deal. He and his warband march off to the Firejolt Café to claim the prize appointments, prepared for the obvious campaign of bloodletting. 

To his surprise, he finds a gang of union members around the Café trying to get him to join. They promise Metron and his boys a minimum of 15 coppers an hour. Metron reaches for his battle-ax as Ellian quickly runs out to separate the gangs before anyone is separated from their heads. 

Yes, the whole premise could be seriously funny. 

Anyway, back to the actual adventure. 

Ellian (and the DM) walk the players through the game mechanics for play. Some characters can gain an advantage by being observant and utilizing the offered materials in the Café. Eventually, the party breaks common tasks down and gets to work. 

The day progresses without offering the players and their characters any option using strategy or tactics or any bit of creativity to succeed. 

Yawn. 

The Challenge

Finally! A challenge presents itself. The party has to work together to deal with a particularly difficult task. Ok. This is fine. 

The party has to come up with a perfect drink for a difficult customer. This is where the whole thing unravels. 

Up to this point, the characters have had an easy time of it. In order to complete this challenge, they must pass 5 successive DC 11 skill rolls. And here in lies the problem. 

Do you know the chances of rolling an 11 or higher on a 1d20? It's 50-50. A coin toss. Players generally know how to measure their chances and this one will ring out as carney style game. 50-50 sounds pretty great. That's easy. 

But 5 in a row... ah... That works out to be a 3% chance. That's exactly like flipping a fair coin 5 times in a row and getting tails each time. 

Worse than 3%

But it's worse than the numbers hint at. As each player attempts to roll an 11 or higher, there will be a crystal clear point where someone's failure will screw the party. 

Essentially, as the party rolls, someone has a 50-50 chance of blowing it and that failure will land on a single player and their poor die rolls. Even if the characters have a skill that pushes up their chances to say 12 in twenty, the chances rise to a mere 7%. The check would have to push to 18 in 20 to give a better than 50% chance of success. 

It is one thing where a party snatches victory from the jaws of defeat by careful application of skills and talents. It's something different when you have some to roll less than an 18 which sounds like a challenge until you flip it around and ask them to roll over a 2 on a twenty-sided die. 

Presentation

As you can see, under 18 and over 2 sounds like two different things because of the presentation. This adventure's saving grace is the slick presentation where it sounds like the party can do something together. But the math shows otherwise. 

While the premise could be interesting, the given purpose and tasks offer little or no reward to the players and are actually crocked to ensure the party fails. 

I gave this adventure one star for being free and a second for being creative. It is an excellent learning experience for DM to learn how not to create an adventure. 

Sunday, December 26, 2021

Trip Hop By The Light of the Silver Cords

I have some idea of what I'll be doing in 2022. It all starts with a theme and some tunes. This is a playlist for my next campaign, "Trip Hop By The Light of the Silver Cords". 


  1. Nuits Sonores - Floating Points
  2. Wandering Star - Portishead
  3. Feel Life - POLIÇA
  4. Trip & Glide - Love And Rockets
  5. 6 Underground - Sneaker Pimps
  6. Rocking Horse (Acoustic Version) - Kelli Ali
  7. The Gaudy Side of Town - Gayngs
  8. Zero 7 - Destiny ft Sia and Sophie Barker (2002) - Sia Argentina
  9. Back To Front (Circular Logic) - DJ Shadow
  10. Diet Mountain Dew - Lana Del Rey
  11. Blue - MARINA
  12. Limerence (Orchestral Mix) - Dmitriy Kuznetsov
  13. Stay The Course - DJ Shadow
  14. Roads - Portishead
  15. Blood Moon - POLIÇA
  16. Sonic Boom - Venus Hum
I haven't even started writing a premise yet, but judging by the soundtrack, "Gonzo" should cover it. Normally, I start with an idea but this time I have a sensation. My players need to grab their guns and gasoline to save the world. This promises to be no holds barred insanity.  

Monday, November 8, 2021

Chaotic Good Fun - A True Lie

Ever have one of those players that creates a character that just doesn't make sense? You know the kind. The person who shows up with a Chaotic Good Assassin. 

Actually, this story is not about me. Well, sort of. 

I did create a Chaotic Good Assassin as a part of a party tasked with killing off the evil overlord of the land. I can't remember the lord's name but let's call him Lord Farquaad. 

Now for the setup. I was late for the session that night and missed the bit about killing the lord "someday". Since I was late, the DM handed me a set of pre-generated stats. I was only allowed to shift scores around or swap points for prime requisites so I didn't have the stats to be anything interesting. 

The DM looked mulled over my sheet while describing the villain and prompted me to fill out a character description. You know, the boring eye color, hair color, skin color, etc. Since he just described the lord, I simply wrote down what DM said. Since I just pulled a fast one with the alignment, I didn't wait to draw attention to myself by flat out stating that my assassin character looked just like his quarry, Lord Farquaad.  

Right off the bat, I had a humorous way of wrecking this campaign and went for it. My character infiltrated the castle and promptly failed to kill the lord. The only person to see my assassin was Lord Farquaad and the would-be assassin managed to escape by a dangerous and inexplicably lucky leap into the moat. 

Rather than getting upset by my shenanigans, the DM ran with it. Since Lord Farquaad was hunting just one obvious assassin, it gave the party all kinds of opportunities to bushwhack him. Ultimately, the lord survived all of these attacks and went on a crazy, bloodthirsty hunt for the party. He used my foolishness to really make this lord despicable. 

That's where my rouse kicked into high gear. The party fled to the silver mines. We infiltrated the lord's own most secure outpost posing as guards. At this point, my character's secondary gambit was discovered by the DM. A Magic-User was detecting alignments on new guards and the DM was non-plussed to discover my assassin wasn't evil. 

Where it became laughable was when my character got his hands on some forged paperwork that said his name imperfectly matched Lord Farquaad's. His cover story was his mother had a tryst with Lord Farquaad and she had high hopes for becoming the legitimate Lady of the Kingdom, to the point of naming her son "Lord Farquaad". His first name was actually "Lord". This got snickers all the way around the table. 

Suddenly, the whole theme of the game shifted to a ridiculous, fantasy version of the film, "Catch Me If You Can". 

Now here is the really funny part. I didn't come up with this on my own. 

There was a family friend that had a name that matched a landed person in England from the 1700s. In the early 80's, the UK did something that I can only equate with an "estate last call". They wanted people to claim abandoned estates so that they could get back to collecting taxes or clearing their records for sale or perseveration as needed. 

This family friend was big into genealogy and laid a claim to an estate back in England. It was kind of a big deal. He managed to provide all of the documents necessary to back up his claim as his family had the same name and this particular Englishmen did visit Western New York. 

It turns out that this landed gentry from England came to New York in search of a criminal. The criminal escaped all attempts at capture by taking the name of the Lord pursuing him. Annoyed, Lord went back to his estate empty-handed. 

Here is where the story goes south and where the U. S. Government got involved. It turns out that this family friend was not related to the Lord, but the criminal quarry. Which he was fully aware of, it's is kind of illegal in rather surprising ways when you seem to have documentation that says one thing, but the reality is another. Forgery isn't always required to produce "correct" documentation, sometimes hiding contradicting documentation is better than an outright fictional document. 

I'm not sure where the B.S. starts and ends with this story as this story is about the 1700s criminal leading to a land claim in England in the early 80s. I would have been about 8-11 years old myself. While I was aware of what was happening, I didn't really understand. While it's funny enough for people to retell, it's the sort of story that gets changed with every telling. 

Tuesday, October 5, 2021

Review - Dyson's Delves (Part 1)

Today I am taking a look at an older book called Dyson's Delves by Dyson Logos. From the moment I hit buy on DrivethruRPG, I had remorse about not ordering this title in print. It's a good thing I didn't because not many things made their saving throw. C'est la feu. 

DriveThruRPG's excellent library app saved my bacon as I wouldn't be able to keep doing these reviews with quick access to the hundreds of titles I've purchased there. 

Title: Dyson's Delves I 
Rule Set: Any OSR 
Year: 2012
Author: Dyson Logos
Pages: 153 pages
Rating: 5 gold stars of 5 stars

This is one of those titles that shatters my rating scale. I love art and this book has 60+ pages of Dyson's excellent maps, arranged into 5 delve adventures plus 44 blank maps for you to key. Each unkeyed map has a key page for you to fill out and the keys themselves are stylish and match the maps.  

The delves are prekeyed and all of the monsters are thematically grouped like the beasts in Keep on the Borderlands. Dyson doesn't spell it out in the text, but even a cursory look at the critters provides connections that the DM can weave together to fit their own campaign. If you wanted to repeat a particular delve, I suggest rekeying the dungeon using Shane Ward's 10 Monsters idea from the blog, The 3 Toadstools. These delves are cool and repeatable. 

I'm not sure what I like more, the stylish maps or the way this title was put together so that the reader can adapt the work to be their own table. Dyson gives permission to photocopy pages so you can write on them, but if I had this title in print, I would take the other path and write in the book. Yes, it destroys the ability to "start over" but with 5 complete delve adventures plus 44 single-page maps, exactly when will I have the time to just "start over"? 

I'm in full-on heretical mode. The author is wrong, go ahead 'n write in this book. This is basically more than a year of content if you run 1 or 2 maps a week. Date each map as you run through it. When you're all done, either print a new copy from DriveThruRPG or order another book from Lulu. I get nothing for pitching a $20.00 book from Lulu, except the reward of knowing you will have a keepsake worth far more than the multiple purchases or reams of paper you burn to reprint the pdf. It's a kind of a keepsake journal.  

As I mentioned before, I have a copy from DriveThruRPG which is all fine and dandy, but as soon as my house is in order again, I will be ordering a print copy. 

Monday, September 27, 2021

Bilingual Bonus Review - Cruce de Río

I only have a few more reviews to hit my goal of 52 for 2021. A few weeks ago a reader gave me a whole set of e5 books. So, e5 it is. One of the best ways to learn a ruleset is actual gameplay. 

Cruce de Río by Sebastián Pérez is a great introductory scenario for D&D e5. 

Title: Cruce de Río 
Rule Set: D&D e5
Year: 2018
Author: Sebastián Pérez
Pages: 10 pages
Rating: 5 of 5 stars

Ok, right out of the gate, it's a little much to call this a "module". It's 10 pages. However, Cruce de Río is a gem of a product. The format of this booklet is scaleable, it works for characters between 1st and 6th levels. It verges on being ruleset agnostic because the scenarios spelled out in this book have crystal clear mechanics for several common events that take place in a fantasy setting. 

The gist of it is, the party needs to cross a river. Three possibilities exist: find a ford, find a bridge or make a dangerous attempt at crossing someplace else. Cruce de Río spells out each of these possibilities with great detail and excellent mechanics. These events can be sequential or run as individual events. There is a challenge for each choice and that challenge scales to suit the DM's need. Any one of them could be deadly, but Sr. Pérez spelled out the possible dangers and their outcomes so that each event need not be lethal. That purposeful planning allows a DM to pick which challenge to present meaning you could get several uses out of each. 

Sr. Pérez gives a couple of reasons for a river crossing, all of which are great. But river crossings should be commonplace for your band of plucky adventures. This is straight-up plug-and-play worldbuilding. This could happen in almost any campaign which makes this title so useful. 

There are bits of details and lore buried in the book that can enrich your campaign. For example, the ogre is motivated to take gems over gold because the government doesn't tax them. He is also not terribly inclined to kill the party as he is just doing his job of collecting a toll. 

I love details like this because these are far-reaching for a campaign setting. It says so much with so little. The kingdom has toll roads, the kingdom has the infrastructure, the kingdom employs non-humans, the tax system is a bit exploitable, etc. If you wanted to jump your 6th level party to hexcrawling, this is your entry point. 

Sr. Pérez has also kindly bolded keywords for quick rule lookup. There is also a reference sheet of Monster Manual pages for easy access. When events call for advantage or disadvantage, those are clearly spelled out with good reasons for each. Based on this, I suspect Sr. Pérez is a hiker with actual experience fording rivers. 

All and all, I enjoyed this book greatly, even though I struggle with Spanish. This book is a part of the Before 2020 Bundle over on DriveThruRPG. 

Tuesday, September 21, 2021

Party of 6 for the Castle - Experience

In my last post, I ran a series of characters through the Ghost of Lion Castle using the Basic and Expert D&D and Rules Cyclopedia sets. This was a solo run so I totally determined the outcome of adventure. The party crossed a half dozen challenges in the form of traps. Ultimately, they found the main entrance and two dead bodies loaded with loot. 

Thematically, this fits in with the character's backgrounds. The young characters want adventure while the two older characters want to safeguard them, but Nicholas and the Dwarf are also treasure and relic hunters. The younger characters did find some relics in the form of two magic journals and two maps. 

This is a case of character backgrounds and details meshing with the shared campaign world. 

What did not come to pass was the distribution of treasure and experience. I skipped the first due to lack of time, that will be the first thing I do in the next session. Experience is a tougher judgement call. Under B/X and Rules Cyclopedia, experience is awarded in a 1:1 ratio to gold plus whatever experience a monster would provide. 

In the last session, the characters encountered only traps and treasure, some of it magical. I can easily map out found items to coin value excepting magic items and weapons. They don't have clear price in these rules. It seems the intent was to have the object be the reward. I'm of two minds on that as it makes perfect sense. But there is the kid of the 70's who used to make wish lists from the Brand Names Catalog that wants everything to have a value.  

What I came up with was a value of about 250 experience points divided among four characters. (Two characters are sitting at a base camp.) 

This has happened because I should read the rules of this module strictly for solo play. The party has no thief and even if they did. the traps they encountered are not the sort a thief can disarm. No experience for them.  

If I had a "live" party, I could see many opportunities for the party to gain experience off of the traps. The traps in this section of the module was the very reason I selected the front door as the party's destination. In solo play with a single character, any of these traps could be deadly. The traps the party encountered would be unpassable to a single magic user with max hit points. However, 4 characters can eat up that damage. I did it because I've always wanted to do it in solo play but couldn't with an individual character. 

The traps are a series of obstacles, two magic missile attacks, a molten metal trap, two sets of murder holes and several slamming doors and dropping portcullis's (portculli?) to force the characters forward. 

As described, the magic missile attacks and slamming doors are unavoidable, the molten metal trap plus the dropping portcullis's both requires a save, and the murder hole attack requires judgement. 

Were I DM'ing this with real characters, the potential to judge situations allows for experience awards for these traps. For the doors, murder holes and portcullis traps, the simply decision to act as one and move forward or back allows for roleplay. Tricky PC's could fill sacks with dirt to prop the doors or prevent the portcullis from closing. The magic missile and murder holes are interesting traps for the PC's because there is that small chance of evading them through trickery but then wandering back into them by poor choices. 

Ah, let me tell you about parties and poor choices... 

But all of that implies thinking through an immediate problem and receiving experience for it. 

This Friday, I am looking forward to reading some materials I received plus another session in Lion Castle. 

Saturday, September 18, 2021

Party of 6 for the Castle

Over a week ago, I described a series of characters in less than two pages. They have histories and places in the sandbox. Well, it's not really a sandbox because I intend to shove these characters through a classic module before I let them run in the sandbox. 

I gotta a couple of reasons for this. First, I want to make sure I have the right rulesets. Second, characters with no adventures are no fun. Third, I plan on reading through Into the Wild and using the survivors from this module run to learn how to hexcrawl. 

Here is the recap: a young mage named Charles should be on his way to the big city to learn magic. He has his two friends Alice and Avfin (Elf and Cleric) in tow and watching over them are 3 higher-level characters, Wralin the Dwarf, Nicholas the Cleric plus their bodyguard Gaelin. 


They are hopping from town to town as they make their way to the big unnamed city, which is a good reason not to use Into the Wild. It's known territory. But here comes the hook to the classic module. At an inn, young Charles hears the story of Sargon and his haunted Lion Castle. 

Nicholas and Wralin, like responsible adults they are, put the kibosh on this irrational side quest. Charles objects by truthful stating that Nicholas promised to keep an eye on Charles and his friends on this adventure. No one said which adventure this was. This charms Wralin, who loves this sort of thing. Nicholas soon realizes that Lion Castle could present an opportunity for not only youthful adventures but uncover rare relics and artifacts. 

The deal is, Nicholas and Wralin will stay at a base camp near the outer wall, while Avfin, Charles, Alice, and Gaelin the bodyguard enter the castle. Should the party get into trouble, the Dwarf and Cleric will hear their screams and come running. 

Right...

So there is your hook. I've used Ghost of Lion Castle as a regular module for group play with a couple of adaptions. 

The adaptions come from actual solo gameplay. The monsters are all well designed for what they are supposed to do, push the player around without killing the conservative and well-fed. Aggressive characters will be eaten. The limits are food and torches. The killers are the traps. 

Knowing those facts, you can provision a whole party of actual player characters appropriately. 

The first thing to handle is how to deal with the traps. They do more than enough damage to wipe out a single character, on average. In solo play, each one comes down to luck or cheating. A party has a great chance of getting through simply because they have more hit points. 

If a trap is labeled as "one x", one arrow, one stone, etc. then use a table. Write down each character's name and label them one to whatever. If you have 4 characters like I do, then you roll a 1d4 to see which one is subject to the trap. If you have 3 characters, then use the same 1d4. There is a 1 in four chance that it misses all of them. The same goes for 5, 7, 9, etc. Merely adjust what type of die is used to be equal to or larger than the number of characters in the party. 

Some traps are clearly meant to be area of effect traps. This is going to hit the whole party, no die roll needed. Simply play through as written in the BSolo. 

The most unpleasing type of trap in BSolo is the portcullis traps that drop on people. They have a saving throw roll to avoid them, which for solo play makes perfect sense. With a party, this saving throw is an awkward mechanic. What exactly is happening? Is the gate chomping up and down until the whole party passes through? No. 

The way to play this type of trap is to have the party move through in a specific order. As the save is made as each player passes under the trap. As soon as one player fails his or her save, the party as a whole must declare "forward" or "back". Once this declaration is made, you know what rolls to make. 

If the party goes forward, the player that failed their roll is hit. Everyone behind him is forced to make a save or also take damage. Everyone ends up on the same side of the portcullis. If the party retreats, the person who failed the save takes damage and everyone who has already passed the portcullis is forced to make a second save to leap backward before the gate slams closed, possibly taking damage. 

With an actual DM, you can have a lot more creativity in addressing this one trap. But in cases where there is no judge, this simplistic scenario works best. 

I have one other modification. In places where traps occur, there is a 1 in 20 chance of finding a body, the body of one of the pre-generated characters. The weakest traps do 1d4 while stronger traps do more. Basically, they do 2.5, 3.5 hp, or worse. Even though the pre-generated characters have more hit points than average, it's tough to survive some of those traps. 

Just like the dropping portcullis trap, make a list. Roll a die equal to higher than the number of characters available. This mod is done for expedience's sake. The party can acquire the gear they need, torches and food, as they go. The other gear is good, but not really necessary to progress as food and torches are. 

So where is the party now? Nicholas and Wralin are camped out about 100 feet from the outer gatehouse with the horses. The horses don't really have a part in this adventure, except to express utter defeat. If the Dwarf and Cleric have to run into save the youngins, then the animals will wander off except for Wralin's mule. 

Having given the outer gatehouse the once over, no expects for it to be trapped. Alice is hit by an arrow. The kiddos do nothing to alert their backup of the trouble and proceed to the front gate. Things go wrong here. They are rough 300 feet away from their backup, who does hear something but doesn't hear screams for help or sounds of combat. They ignore the crashes and bangs, figuring the younglings are looting. 

In reality, the party has explored 8 areas and encountered 1 arrow trap before having a lot of trouble. They make it to the paws of the castle before the traps come on fast and furious. Arrows, molten metal, and several crashing gates doors beat them to with an inch of their lives. They decide to stop and rest in the stables, the first room inside the castle proper.  

At the moment, Alice and Charles are down to 2 and 1 hp respectively and Gaelin is down to 4. Somehow, Avfin escaped all damage. As a first-level cleric, he is pretty useless for healing. But during this horrible beating, they manage to find two bodies. 

They found the final resting places of Cortayo and Leesmith, which provides them with some much-needed supplies. They now have a +1 sword, +1 dagger, two potions of gaseous form, two points of healing potions, a +1 ring of protection, and a ring of invisibility. They also have a lot of mundane stuff. 

I decided to call a break here as they rest up. They will not encounter a wandering monster this evening. 

As a nod to how deadly this journey is, I decided to modify the healing potion rules. They contain two doses that restore 1d4 hp, instead of the module's 1d6+1. The issue is with normal first-level characters, they need less healing more often. One to 4 hp is more than enough. 

If I were DM'ing this rather than soloing the module, I would have replaced some traps with combat. Real players would not find this session amusing. It would probably piss them off. Even if they had a thief in the group, there are no real mechanics to avoid a magic missile to the face.

Thursday, September 9, 2021

Ode-No! to the 10 Page Character Background

A picture shares 1000 words. 

Everyone has had that 10-page character background story show up at the table. I don’t mind, but there are limits. When I go into a campaign, I have less than a 10-page setting outline and there is an excellent chance that I can tag off of a player’s writings and interject some of those things into the game. 

So, I am looking at this whole process of ideation for a completely different reason. At the moment, I have limited access to rule sets and want to make sure I have everything I need to play a campaign. This is a solo venture, I have no players because I don’t know if I have items I need. 


Funny that I don’t know what items I need. 


One of my anonymous readers, whom I shall call “Blackrazor” because his mom did not name him that, gave me a boatload of stuff to get started. The Basic and Expert rule set and dice. Technically, that’s all I need. The links will take you to DriveThruRPG.


Last year, I backed Todd Leback’s Into the Wild. I really want to use that book, too. 


Just before this adventure began, I ordered a hard copy of Rules Cyclopedia, which strongly mirrors what I was trying to do with e1 back in 1980. Between the stuff from Blackrazor, my luck, and ordering habits, I think I have all I need. But I will test that by engaging in some solo play. 


I want 6 adventurers. That gives me an Elf, a Dwarf, a Magic User, a Fighter, and two Clerics. I feel pretty good with this creeping capitalization. Today is a new start, and I am not sure how I was blogging class titles before. So, caps for classes. 


Now, who is the “hero” of this story? The party, all 6 of them. So they need a reason to be together or character background. How many pages does that take? I don't know. Let us see. 


When I rolled these characters, I threw an additional 1d6 for level:


1-3 is first level, 

4-5 is second, and

6 is 3rd level. 


So I have a first-level Elf, Magic-User and Cleric. I have a 2nd level elf and fighter and a 3rd level cleric. I’ve decided that no one has magical equipment at this point, but they do have transportation, which is sometimes better than magical items. 


Why are they together and where?


Let’s start with the young Magic-User. He is really smart and very young, say 16 years old. He is the 9th child of a well-to-do stationer. 


What’s a stationer? It used to be that people came to town on market day and threw their wares out and had people buy off a blanket, wagon, cart, etc. A stationer was a person who sold goods that were not easily transportable or too fragile to handle the weather, therefore they needed an actual shop. Back in the day, the first of these were scribes, they provided goods and were “stationary” by definition. Think of them as the mall’s anchor stores. That definition solidified into the definition of their trade goods, “stationary”. 


As the 9th child of this stationer, I need to tell you a bit about this family. The Magic-User is named Charles, whom everyone calls “Chuckie”. Charles Sr. hates this and wants his son to leave home and name “Chuckie” behind to get a proper education. 


So, we have a bit of the story. Young Chuck is going places. Let’s circle back to Charles Sr. for a moment. He didn’t start out as a bookseller, he was conscripted into the army. After a single campaign, he lucked out and was granted a small but rich plot of land. He got married and had 2 boys with his first wife. His first wife died of the plague. 


When he remarried, he granted his oldest boys the farm while Dad started milling. One of the boys enjoyed farming, while the other was interested in seed stock and seedlings. They tagged off of each other’s skills to become successful. Dad was still doing good work of the land as a miller, which allows his boys to capitalize off of super cheap milling prices. 


Charles Senior’s second wife produced a trio of girls, plus one more son. The son got into cattle ranching, while 2 of the two of the girls married well and the third daughter became a priestess. 


Unfortunately, the second wife died giving birth and poor Charles senior had to remarry again. This time it worked out fine. Chuckie is the youngest of the children, he has two older sisters plus the brood of much older siblings.  


Charles Sr.'s current wife is an illuminator, an artist specializing in books. This was Charles Sr.'s final career change, to stationer. He buys skins and papyrus from his children’s farms or ranches and provides these materials to his daughter’s convent. It's a good deal for all.

Chuckie has a best friend in similar shoes. His name is Avfin, and he aspires to be a Bishop. His dad works for Charles Sr. The two young men will be traveling to a larger town for schooling. 


I am nowhere near 10 pages at this point, so let’s throw Alice into the mix. Alice is an elf who lives at the edge of town. She is friends with Avfin and Chuckie despite being wildly older than them. As if being an elf in a human town isn’t odd enough, she is a free spirit who runs wild all over the surrounding countryside, much to the consternation of her family. Think hippy-chick. 


Her parents have done backflips to make sure she gets in with Avfin and/or Chuckie in the hopes that she will learn to read and wear shoes. When they heard that Avfin and Chuckie were leaving, they encouraged Alice to tag along, as the boys will need someone with animal and wilderness knowledge with them. Hopefully, she’ll grow up on this adventure. Surprisingly, she threw herself into the adventure with gusto despite her parent’s blessing. Alice also stole her mother’s boots and sword, plus her dad’s chainmail suit. 


This is just one page, and I still have 3 more characters to describe: 

Nicholas, a 3rd level cleric,
his second-level fighter bodyguard, Gaelin, 

and a second-level dwarf named Wralin. 


Nicholas is one of Charles Sr.’s war buddies. Army life wasn’t for either of them, but Nick has made his way as a chaplain and researcher for the army. He is currently transporting religious relics and magical writings to a large monastery. Since he was passing through anyway, he agreed to keep an eye on Chuck and his friends on their journey. 


Gaelin, Nick’s bodyguard, doesn't like his job. It takes him away from the glorious, but also a non-existent battlefield. He is thankful to have Chuck, Alice, and Avfin along as the kiddos are happy to gather firewood, start fires and take care of the animals. 


Wralin the Dwarf is unusual. Like all dwarves, he has an eye for construction and mining. But he has a greater passion, horses. He can assess an equine just as well as other dwarves can spot a good diamond. Oddly, he rides a mule named Sneer instead of a horse. Sneer thinks she is a warhorse. She is very comfortable on the battlefield and when dealing with monsters.  


At this point, I have roughly covered more than a dozen different characters. Their backgrounds are pretty cool, and if I went 1 by 1, each character could have one handwritten index card of biographical information. 


So in getting these 6 characters ready, I have a lot of campaign information at my fingertips. 


The kingdom is at peace, but there was a war in the recent past. There are many villages and cities to see, some of which have schools and monasteries. A network of roads and probably caravans exists. The army is forced to do non-combat tasks because the Lord or Lady of the land is doing some sort of recon and resource exploitation. In peacetime, the leadership is getting ready to engage in warfare or negotiate a peace. Humans and demi-humans work together. We’ve mentioned that monsters roam and some characters have encountered them. 


Rather than a 10-page character background, I have a 2-page campaign primer, which includes much of the character backgrounds that I would need as a DM. The players could refine these starting points to make the characters their own. 


So much for the 10-page background. Two is more than sufficient. 

Saturday, September 4, 2021

The Hobos Have Them...

There is that classic image of hobo walking with a bag on a stick over the shoulder. 
Believe it or not, that stick has a name: a bindle. It might derive from the German word for packet. While I hate hobos as in murder hobos, we can actually steal a good idea from them, their baggage.  

The Sarcina
The Sarcina

The Romans had a version of the bundle on a stick. It was called sarcina. Because they used a forked stick or stick with an arm, it was called a furca or a fork. Its function was largely the same as the hobo's bindle, to redistribute a load to the shoulder and to allow one hand free. 

The legionary's sarcina was wildly better than an adventure's backpack. The furca carried a loculus (satchel), a cloak bag, a cooking pot, a patera (mess kit), spikes (also called wolves), and a net bag for food. On the top, there was a rolled object, perhaps a bedroll which also contained several tools, an axe, a turf cutter, hammer or mattock, saw, and sickle. It's unclear if each soldier carried each and every tool or if they were carrying just one of many. 

In any event, the items were tied to the furca in such a way that allowed them to swing front to back but not side to side. This aids marching and prevents a staggering gate. Additionally, the swinging allows for an important secondary function a bindle doesn't have. If you dropped the sarcina, the weight forced the furca's end to point upwards. This helped with recovery, but also put a vaguely pointy stick between the carrier and an opponent. 

While one person doing this seems like a very haphazard barrier, a legion's worth of men doing it as a group made an instant wall. 

In camp, the unloaded furca would be used to mark a soldier's spot and to hold his armor and helmet off the ground. In an effort to avoid a baggage train, the Roman soldiers marched in full armor and didn't remove it until they were making camp. Their shields were carried across the back in a bag with straps, like a backpack. This probably explains why they didn't use backpacks. 

Removing the armor at the end of the march felt good and let the soldier get to work digging a trench and creating a berm to keep people and creatures out. 

The netted bag carried 3 days of food. Romans avoided carrying more because they generally moved by road, so from one home base to another destination where food was available. It also seems they carried hardtack which didn't count as food until everything else was gone. The Romans would use their sickle to harvest foods in the field before resorting to the hardtack. It was really disliked. 

You'll also notice they didn't carry shovels. Instead, they would use their pickaxe or turf cutter to remove earth and put it in a basket. When you work as a team, this is better for moving large amounts of earth. You can form a chain to quickly make berms or create ditches. 

As a DM, if a character with a backpack told me they had a pickaxe, a turf cutter, a sledgehammer, a cloak bag, iron rations, in addition to rope, armor, weapons, and rations, I would call B.S. immediately. Because that is how backpacks don't work. If you ask a modern soldier how overloaded he or she is, you'd be shocked and not a bit surprised at how fast they take chances and dump that crap to get other things done. Soldiers, time immemorial, are savvy and sneaky.  

However, a sacrina does actually allow troops to move and fight. 

The Romans made this work because they managed expectations. No shovels because they don't make sense. No ropes because they have 800+ guys who could turn net bags into rope overnight. No torches because they almost never fought at night and didn't want to expose guards and scouts with flaming objects. They carried 3 days of food because they journeyed by road from one destination with supplies to another. 

Players will like it because the loculus or satchel is backpack sized container that is full of a person's belongings and treasures. Everything is simply organized so as to stop the carrier from fumbling through a whole backpack-deep pile of stuff to get one thing. Everything is a one container reach. It's super handy. 

DM should like it because it removes hard tracking of a crazy number of things like axes and food. Eating a meal in town reduces food consumption on the road. Assuming a party is marching as soldiers mean no one asks the slow guy to run him or herself to exhaustion. Knowing that there are only 3 days of rations means the party must have a destination within 5 days to make it. 

The D&D Rules Cyclopedia equipment list gives a price of less than 40 gps for everything needed to create a sacrina. It reminds me of a cheaper version of the Standard Equipment pack from Star Frontiers Basic. It's a good option, why not let your players give it a try?

Wednesday, August 11, 2021

My D&D vs. Your D&D

I've mentioned several times that I came to gaming at a young age. My parents dragged me to conventions and encouraged my interest for as long as I remember. I came into D&D so young that I can hardly remember a time where it wasn't there.  My first set was the Chainmail rules followed by the 1981 set.  I always loved the art in this pair of books and it was always my goto version. 

D&D Basic Set Rulebook (B/X ed.) (Basic)

D&D Basic Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)

As I dragged my friends on the adventure they picked up sets, too. But theirs were different. They got the 1983 version.

That started an arms race. I had to pick that edition also.  

D&D Basic Set - Player's Manual (BECMI ed.) (Basic)

D&D Basic Set - Player's Manual (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)
Dungeons & Dragons Expert Set Rulebook (BECMI ed.) (Basic)
Dungeons & Dragons Expert Set Rulebook (BECMI ed.) (Basic)
D&D Basic Set - DM's Rulebook (BECMI ed.) (Basic)

The big improvement in my mind was the two book set. That way the players had a reference and the DM had a reference. I was never a fan of the three column layout and the artwork was softer, grey scale instead of black and white line art. That style really didn't grow on me until Dragonlance came out. 

I wasn't the only one looking at an arms race. I recall stopping with the BECMI Expert Set. It seems like the series had no end in sight. In 1984, the Companion boxed set came out followed a year later by the Master set and by 1986, we had Immortals

Although I never purchased the last three sets in the series, I did receive them as re-gifts from friends who accidentally purchased them. In each case, it seems they believed they were getting a further refinement of the basic rules or expert rules, not a different expansion on play. I was not terribly impressed by them and never actually attempted to play them. The first two, Basic and Expert were completely sufficient for my tastes. At least my taste for b/x, I played AD&D more often than not. 

It wasn't until 1991 when the Rules Cyclopedia came out that I went back to b/x. While limited, RC was ahead of it's time. More than a decade before 3.x, it had many of the features of D&D 3.x as it introduced skills. This was something I built into my AD&D e1 campaign with my codification of skill bases for NPCs and PCs alike. In fact, what became Zero to Hero: Uncommon Commoners was just a series of notes and rules of thumb for nearly 3 decades. 

This is a lot longer than I meant it to be. Let's wrap it up. All of my computers have been roasted, so I've lost everything. But not really. What I intend to do is rewrite 4 of five of my offerings. I had been planning an update prior to all the changes I have experienced. Now I have good reason to get moving. There is no other path than forward. 

Tuesday, August 10, 2021

Stuff to Start Again

Today I realized I didn't lose everything in fire. Up in the cloud are all the PDF I ordered from DriveThruRPG. Of course, I didn't have copies of the core books so now I am making a list of what I need to rebuild. 

First up is "my Dungeons and Dragons". The Blue Box, but not Blue Holmes set. I had a Holmes book, but it was acquired later in my gaming career. Of course, I do have a digital copy of BlueHolme which is excellent but doesn't match the memory of 11 year old me. 


D&D Basic Set Rulebook (B/X ed.) (Basic)

D&D Basic Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
D&D Expert Set Rulebook (B/X ed.) (Basic)
With these two books, a lot of gaming can be done. They run $4.99 each. Unfortunately, they do not have a print option. I'm not sure why. That would be great if they did.

Sunday, July 18, 2021

Pitching Ideas - Return to the Inside Out

I just got a call from my friend Doug. He wanted some help with a project for his classroom and I did what I could do help. Then went for the important business, getting players for a new campaign. 

I did my elevator pitch, "A Druid, a Unicorn, and a Space Marine are going to save the world from technology so high, it's indistinguishable from magic, Rule set, AD&D." 

He's in. 

If that sounds a bit familiar, it was a one shot I did last year for the wife and kids. It went over like a lead fart because the setting was post-apocalyptic in the middle of a pandemic. Yeah, yeah, yeah. At least I didn't pour tons of money in the TV show based on The Stand by Stephen King. 

Every DM has ideas kicking around their brains to build a world. Most DM's I've played with will tinker with a variety of setting. I am not built like that. Every D&D campaign I run is in a post-apocalyptic. The one thing I am good at is dropping in anachronistic ideas in ways that don't disturb the players. 

My campaign settings diverge from reality in the mid-eighties with the development of fusion power. There was the Outreach, where every country in the world dumped resources into a multi-nation space program. This idea was based on "The Great Awakening(s)" that happened between the 18th and 20th centuries. Except instead of being based on spiritualism, it was based on exploration. 

There was a period of upheavals as fusion tech was deployed. This was followed by the Outreach, a world wide space program using Space Fountains to deploy probes, then ships and colonists around the solar system. This went on for a couple hundred years. It pretty much distorted all nations so they no longer existed as we know them. The goal as DM in this step was to completely divorce the setting reality by making the question "What happened in/to country x" invalid or at least unimportant.  

The next goal in the Outreach was to get to other stars. Back in the 80's, we didn't know and didn't assume most stars would have planets, so the effort to find them in this setting to centuries by sending out probes. This created a situation where the Space Fountains used to reach the solar system needed a massive upgrade. And this is where everything went wrong. 

Obviously, such a system needed to massive infrastructure built. And this was done. However, the second step was a computer based solution. They wrote a massively complex program to handle the upgrade from the first generation of Space Fountains to the truly titanic interstellar Space Fountains. It was a very rough AI. 

That AI had a glitch. It did things too efficiently. It reprogramed the Space Fountains to launch a few tentative research ships. Then instead of creating many, many waves of ships to the stars, it sacrificed everything for just one giant wave. The effort destroyed or impacted every high tech item on Earth, leaving the planet's technological systems to collapse. 

Centuries of high technological items didn't disappear in an instant, they slowly brokedown. As people tried to hold on, they used the technology to change themselves and the world around them. They were morphed into different species, elves, dwarves, goblins and so on. Some people unlocked technology so high it replicated magic. Others messed with probabilities, opening up gates to different universes where our rules didn't apply. 

The Inside Out is a defense against the AI which has collapsed to a single underground location. The locals have banded together to construct a veritable castle around the entrance. 

The creatures coming out of the facility are interpreted as undead, demons and devils who's vast technology appears as magic.  

Tuesday, July 13, 2021

Draft Review - Dungeons and Dragons Essentials Boxed Set

I ordered this Dungeons and Dragons Essentials Boxed Set to do a review.

Title: Dungeons and Dragons Essentials Boxed Set
Rule Set: D&D e5
Year: 2019
Pages: 2 64 page booklets
Rating: 4 of 5 stars

One of my reasons for purchasing boxed sets of any kind is to get a condensed ruleset which allows me to sample the goods before making a larger investment. This box set comes with the rulebook and an adventure, Dragon of Icespire Peak. Additionally, it contains: 

  • 11 dice, 
  • 6 character sheets,
  • DM screen,
  • poster sized map, 
  • 81 cards, 
  • a organizer box for the cards 
  • and codes for digital content.  

These rules are neat and well organized. The adventure is good, a rock solid entry into the world of Fifth Edition. I will probably do a review of that on it's own. The DM screen is perfect, with the DM facing size containing all of the tables and information needed to run the game easily accessible.  

I'm not used to having cards included with a D&D set. This is not some weird Magic The Gather fusion set. Most are cheat sheets for the players, including combat review, magic items, spells effects, and NPC info. 

The game works with the idea that this boxed set will be opened right away and used. While labeled for 2-6 player, the sidekick and NPC rules will make playing with just two people a joy. These additions are well thought out. If you actually had 6 players, the sidekicks can be put away or added in to pump up the action. Meatshields, GO! 

The digital content is coupon for 50% of a digital version of the PHB, a digital version for Dragon of Icespire Peak adventure and supplementary content for the adventure. 

At $20 bucks, I felt it was a steal before I realized all of the digital content available.


Sunday, July 11, 2021

With a One-Two Punch

I'm working on revamping my offerings on DriverhruRPG. What I noticed is I don't list my house rules which change a fair bit of how these products work. I also discovered I don't consistently apply my own house rules. 

One house rule I have is for unarmed attacks. A punch does 1-2 hp of damage. I hate the AD&D e1 unarmed combat system for grappling and simply don't' allow it. 

So here are my general rules for non-lethal combat for punching and kicking. Every character can throw a combo of punches, the classic one-two punch. Roll two d20 and each hit does a point of damage. If you roll at 20, your opponent makes a save vs. petrification to avoid going down for 1d4 rounds. 

If a punch downs a character by hit point damage, they get back up in 1d10 rounds. 

If a punch puts someone on the ground either by loss of hit points or a failure to save, that damage is not recorded. It's a nod to not tracking too much stuff. When they get up, they simply have whatever hit points they had before being knocked down. 

Simple. 

When using B/X rules fighters, dwarves and elves can add strength bonuses to damage. No one else can. 

Thieves who meet the backstab requirements can throw a single sucker punch for 4 points of damage. There are no to-hit bonuses or damage bonuses. It is also a single attack roll making this all or nothing. 

When using AD&D e1 rules, not much changes. Rangers, Cavaliers, Barbarians, and Paladins add their strength bonuses like fighters. Assassins can sucker punch. Monks and Mystics can retroactively decide to use these rules AFTER the attack roll. This can change a lethal hit to a non-lethal blow. 

Kicks use the exact same rules but do 2 points of damage in a single roll and no one can perform more than once per round. 

Fighters, monks, mystics, and assassins can make a coup de grace strike barehanded. No one else can. If someone attempts to finish off a downed creature or character barehanded, it will take 5 rounds. Generally, these types of finishers are chaotic, evil, or both which the characters are aware of before they make the attempt. 

This will help me clean up some stuff for the character classes I am writing for sale on DriveThruRPG. 

Friday, June 18, 2021

D&D Starter Set Review

Title: 
D&D Starter Set
Design: Wizards of the Coast
Year: July 14th, 2014
Pages: 64-page adventure booklet, 32-page rule book, and character sheets.
Rating: 5 of 5 Stars

You have to hand it to Wizards of the Coast; they know how to make a boxed set. As of yesterday, this set is 6 years old. And it's perfect to get started playing D&D. It contains a 64-page adventure booklet, a 32 rule book, pregenerated characters, a blank character sheet, and dice. 

As a condensed game, it has some lacks. However, with introductory sets presentation is everything. It's very nice for the retail price of $20.00. The rules are streamlined for quick play, the pregenerated sheets are good models for new characters if you wish and the 64-page adventure book is extremely nice. 

At 64 pages, The Lost Mine of Phandelver is someplace between a guidebook and double size module. It is faced towards the DM with multiple maps and sidebars to keep the game moving. 

The maps are on par with Dyson Maps, which is to say, they are very good. Unfortunately, they are printed on the pages of the book which means you need a scan and print out stuff that didn't come in the set. The artist, Mike Schley has them available for purchase on his website. It wasn't that hard to find and it is only ten bucks for perfect, ready-to-go "custom" maps. This is a far cry from the borrow and Xerox format of AD&D. 

I very much like Mike Schley's maps and the fact that Wizards of the Coast is deliberately asking you to make a purchase from a content creator rather than themselves. Mr. Schley's maps are wonderful. Besides the set of maps for this game set, new maps retail for $2-3. That's a great price for having stylish maps that all have the same design principles.  

The Lost Mines book is not only a module but a campaign setting. When combined with the driver sidebars and the second hints and suggestion on the back of the character sheets, it really is everything you need to become engrossed with this game. 

Unfortunately, it's an expansive one-shot. The DM will have to get to work making this campaign come alive from their own work or "reset" to enter the main world of D&D with new characters and settings. At 64 pages, the Adventure booklet is a little overwhelming for a 13-year-old to emulate, but for older players, it really does provide a model for creating a campaign. Those sidebars and hints are pure gold when it comes to asking probing questions and how they fit into this set of rules. 

After a while, I am sure that the players and DM will want more which is exactly the reason for this set. To sell other products. As a primer and gateway to the game system, it is remarkably well done and suitable for all kinds of players. 

Tuesday, June 15, 2021

Fifth Edition Dungeons and Dragons

Boxed sets are my gateway drug


I generally don't do 5th Edition reviews because I don't play 5th Edition much. There is a lot to like or dislike about 5th Edition. 

If you are just starting out, there are a ton of good reasons to jump into 5e. The main reason is rather simple. It's approachable and readily available to the new player. The artwork and mechanics are great and they are nice set of rules for this day and age. My son loves it and has started his gaming collection with new set of rules, which I purchased for him. 

One of my reasons for not using it is, I have collection of books going back to the Red Box set and beyond. My interest started with the Chainmail rules and expanded from there. I've filled bookshelves with games I will never play. I have an intuitive understanding of what all the major rules are in these sets. Yet another edition of games really doesn't add to what I have. 

E5, Labyrinth Lord and BECMI?
Your not kidding, eh.
The fact is, if you started at point x, you probably already an inkling of what rules x+1 would do to your gameplay. Way back in AD&D, I already had the concept of Feats and Skills as a house rule. I am not some sort of illuminary predicting the changes of the rules. Nearly everyone who played an older edition of D&D foresaw the power of the mechanics and started making changes to their gameplay as house rules. Many of these changes became standard features of the new editions. And many house rules didn't pass muster and were left behind. Here is a list of my house rules, most of which are dubious. 

As of this post, I am at 1030 post on fun and games. Lately, I've been exploring 5th Edition wondering which of any of these things will become the next generation's Red Box, Keep on the Borderlands or Isle of Dread. 

I have no idea, but I'd like to explore. And I hope you will join me. In the next series of posts, I'll be reviewing some of the 5th Edition rules. I figure this will run its course in less than 10 posts or less than 1% of everything else I've written. Because, I am that numbers guy.  

Friday, June 4, 2021

Review of Into the Wild (Kickstarter Complete!)

Updated 4/29/2021. I got my digital copy and ordered my print on demand. This update changes very little, except to add the excellent artists names, page count and to provide links to DriveThruRPG. This one has also been added to my 5 of 5 star listings. Once I get my POD, it might shift to five gold stars.  

June Update - I need to re-review this based on the hardcopy I have. 

As happenstance would have it, I have been granted a couple of great opportunities this week. I have yet to back to a kickstarter and at no time in my decade or so on the web have I been able to review a product that is still in production. On Thursday morning, I got the chance to do both. God, I hope I don't screw this up. 

Let's have some transparency. Every since I was a kid, I have collected books. Not just any books, but galleys. These are preproduct books sent out to authors and editors so they may do their final proof before printing. Sometimes, they have to do this several times. This is essentially What Todd Leback has sent to me. I feel really comfortable with this format even though it is never something that you would see on a store shelf. 

Second, I have tested, playtested and been a part of study groups on a lot of consumer products. A ridiculously amount of products, everything from flossers to cameras to wargames. There is a reason why I am the way I am. :) 

And item C: I dropped a $20 on the Kickstarter. During this review, I am receiving updates from Kickstarter. I am ignoring those and focusing entirely on the presented copy for information. This will cause this review to age poorly in the next 28 days or so. Please check out Kickstarter for updates. (This project is done, you can view the Kickstarter, but I doubt further updates will be forthcoming.) 

Title: Into the Wild
Publisher: Old-School Essentials
Author: Todd Leback
Editor: Brian Johnson
Layout: BJ Hensley
Cartography: Todd Leback, Aaron Schmidt, Adrian Barber
Cover Art: Jen Drummond (jendart.com
Interior Art Adrian Barber, Dan Smith, Carlos Castilho
Artists: Is currently a stretch goal. TBA.
Year: 2021
Pages: 216
Rating: 5 of 5 stars. 

So, what am I reviewing: a Kickstarter or a book? Definitely, the book and only the book. Reviews, especially of unfinished products are best done by the numbers. Or the main questions: 

  • Who is the author of the book?
  • What is the idea of the book?
  • Was the idea delivered effectively?
  • What are the strengths?
  • What are weaknesses of the book?

You'll notice that none of those things have to do with stars or ratings, and unlike my other reviews I have not offered a star rating at the outset. And I might not do so by the end. I have only had 48-72 hours to review the material so I have spent most of my time digesting rather than playing or planning. 

Todd Leback is the author of a series of books on Hexcrawling. He has also written on topics such as domain building and authored a one page dungeon. He started playing with the Red Box D&D set and enjoys the OSR style of play with family. This is his second Kickstarter and he runs a great Patreon page which provides 5-8 pages of Hex based content to his patrons every 3-4 weeks. 

Previously, I reviewed Mr. Leback's Hexcrawl Basics

The premise of Into the Wild is to bring several other publications together in one book and link those concepts to kick an OSR style campaign up to the level of domain play. Into the Wild is a 200+ page book which marries hexcrawling to domain building. These ideas came from many of his previous works, but this is not simply a compilation of text. These separate works are merged together seamlessly and are amplified. While some parts of the text are recognisable as being from prior works, they have been edited in away that allows the reader to flow from one idea that was a single book to another, which is different from a compiled collection or an omnibus. 

The book is based on Old School Essentials, but that merely means a tiny bit of tweaking is needed to adapt it to other OSR rulesets. 

The intent is use hexcrawling to engage players into a more complex style of play by bringing domain building into the fold and expanding on it with additional features that would interest high level characters. Mr. Leback does this in 200+ pages with  maps created in Worldographer. While this document was offered to me "with no art", it contains over a dozen maps which are illustrative in nature. Additionally, he also includes many tables and charts to simply and clarify the ideas in each section. 

Like Mr. Leback's previous works, copious examples highlight the various details of hexcrawling, weather, domain management, wealth and character options. This is one of it's strengths. Another good point is the fact that it required a great amount of table time to develop these ideas. Into the Wild shows it's table time very well. It is the product of many years of work and playtime by both the author and his audience. He has merged player feedback with his writing style to produce tight product based on the idea of play. 

One weakness of this work is that it introduces new ways of using DM provided data, which is an inherent flaw of all hexcrawling activities. It's not something you can simply drop into a campaign mid-stream without some sort of introduction. That is not a terribly big deal because hexcrawling and domain building are now "things" that players will understand. 

You could use Into the Wild for low level characters to engage in all the guts and glory type things adventurers do while also running a domain level campaign where a handful of high level characters interact the lesser characters on a larger, more regal scope. This style of play puts the players very close to the DM when it comes to planning, while still maintaining the general mechanics of D&D. 

All and all, this is an excellent book that will only be improved by the stretching nature of a Kickstarter. I look forward to seeing the completed work.