Saturday, January 4, 2020

What is Dungeons and Dragons? Book Review

Title: What is Dungeons and Dragons?
Author: John Butterfield, Philip Parker and David Honigmann
Year: 1982
Pages: 231
Rating: ★★★★★

Way back when, my dad took me to The Tek Pharmacy and told me flat out, "I don't have any extra money to get you anything." As he shopped I made my way to the book section and was perusing the Choose Your Own Adventure Books. I didn't want another, I felt like I had "graduated" from those, even though they were always enjoyable.

Back then, things were not like they are today. Being a small pharmacy, the books on the shelves would be by today's standard very old. The books were perhaps as old as 5 year since their publication date being sold as new. This is why I can't nail down the exact year of this visit. But in all likelihood, I probably look like either one of the kids on the right.

After Dad picked up his script or whatever he was buying, he found me looking at a book called: What is Dungeons and Dragons? by John Butterfield, Philip Parker and David Honigmann.

As I put it back on the shelf to leave, my dad said, "Oh, a book. I have money for a book. As long as you read it." I was probably 10 or 11. Now I am almost 48. And I'll tell you, I read the hell out that book. The pages were falling out, the spine was shattered and the cover had gone missing a long time ago. Finally, the book met it's end when the basement flooded. It was a sad day because this book has been out of print probably for decades.

As you will note, this is my second 5 gold star review. My first was Nate Treme's The Moldy Unicorn. If I had it do over again, I would make What is Dungeons and Dragons? the first and The Moldy Unicorn second. My Mom is a publisher, my Dad writes game books and I write, too. I don't go forking out 5 gold stars for shits and giggles. (Normally, I don't cuss either, but it is what it is.) The content has to be not just superior, it has to be memorable.

I've read both over and over again and they both evoke the same feeling of nostalgia. Each was something wildly different than what I had encountered in the past.

Within Butterfield, Parker and Honigmann's book, you get a ground up approach to game play. The first 8 chapters cover a massive amount of ground. Back in 1982, this was the closest one could get to "The Internet". Chapter 1 is an introduction to D&D. Chapters 2-5 walk the reader through character generation, dungeon design, an adventure with examples, and the role of the Dungeon Master in the game. Each of these topics are presented in a solid and memorable framework, with the section on The Adventure standing out. The sample adventure is not a classic in the sense of many great modules, but is a model of what one could realistically expected to produce on one's own. And that is great!

The next several chapters cover more advance details, such as figures, accessories, computers and even AD&D with the same solid reporting of the first 5 chapters.

The final chapter addresses other game systems, in a rather cursory fashion when compared to the information now available to us now. At 231 pages, some of which are maps, diagrams, and indices, there is no way for this book to rival information available on even a couple of web pages, but this is all I had back then.

This book is a treasure. At this point I am going to throw an ad at you. If you love the history of the game, go purchase this book.

Strictly (Duke) Springer - Day 004

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke".

Dear Diary,

Day four was boring. We found a Utility bot and a damaged skimmer. The end.

Bots are boring in this game. They have a Tech level but can't fight, they can also breakdown when being used and have a weekly secs cost to operate. They are a money suck most of the time. Since they can't fight, the Tech level is only increasing the chance of a breakdown. They have very specific uses, so don't get excited about them. 

For the record, all U-bots do is carry stuff. They can carry 3 CUs of items for you, which comes in handy because a human can only carry 2. 

At the end of the 10 hour day, I'm thinking of money. Here is today's stats:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Hopper, no fuel,
1 Stasis pod 2 CU,
26 Repair units,
1 Skimmer,
1 Damaged Skimmer,
1 Damaged U-bot.
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I still have 350 secs in my pocket, but the gear will sell will help, a lot.

Now throwing it back to Phil... I haven't tried to sell you anything in a while. This website is supported through ads on DriveThruRPG. You can also purchase my books posted on the upper right of every page. However, today I would like to suggest a title on DriveThru RPG called Cyberpunk Red Jumpstart. Like Star Smuggler before it, it is very much a child of the 80s. It also has two booklets, maps, pre-generated characters and is reasonably priced at $10.00.

Friday, January 3, 2020

Strictly (Duke) Springer - Day 003

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke".

This is getting old, fast. We are still in the ruins looking for "good junk". Today was much better than yesterday. We scored big. First, Emily found a working sidearm and the we found a damaged ship's boat or Hopper. The ship's boat from the ruins is the best item you can find. You roll 1d6 to determine how beat up it is. This one has one point of damage, which can be fixed in a day by an engineer. 

Found equipment gets a roll for Tech level, just like anything else. The problem is, the Tech level of Regari is low so nothing found can have a Tech level higher than 1. 

At the end of the 10 hour day, we're sore, but have some loot. Here is today's scorecard:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Hopper, 1 point of damage.
1 Stasis pod 2 CU,
26 Repair units,
1 Skimmer
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. She has a sidearm and 35 secs.
Ratchet, weekly pay 15 secs. He has 30 secs.
Doc, weekly pay 10. He has the 10 secs that I paid him on day one.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship.  I have 350 secs. in my pocket.

Emily now has a gun, for reals.
The rules state that a Hopper class ship's boat takes up 40 CU in a bay. The drawing of the ship makes it look like it will fit in the ship's hold, meaning the Antelope can carry two. I don't know if that is an accurate reading of the rules, but that's how I roll. If that was not true, I would assume Emily could fly it behind the ship to another area using fuel units from the other boat. I am uncertain if the rules assume you don't bring the Antelope or they expect you to. 

Now taking back my captains chair, this is Phil. If you look on the right hand column, there to two features I hope stand out. First is the blogroll and the second is podcasts. If you are a creator and want to get your podcast or blog mentioned here, I am happy to oblige. Mention it in the comments or catch me on Facebook or Mewe and I would be glad to add you to the ever increasing list of titles I read or listen to.

Thursday, January 2, 2020

Exciting 2020 Blogs - THAC0 and Red Dice Diaries

I was going to make this post about a lot of blogs, but I only have time for the one I am really excited for: Red Dice Diaries. John is working on a campaign for Colonial Time Period B/X game.

Over on THAC0's facebook page, someone was just asking about guns in D&D, which sort of fits John's idea. However, my question is, how does magic slide into a Colonial Setting?

Go check out the Red Dice Diaries here. And friend THAC0 on Facebook here at this link. THAC0 also has an associate blog page which is a wonderful read if you like anything about D&D.

If I were to suggest a resource or two for John's campaign, I would pick the book "Everyday Life In Early America". I've always meant to do a review of this book as it paints a highly detailed picture of common things the colonist would have done or encountered in a day. I totally use this for my D&D campaigns to get the brain juices flowing.

Red Dice Diaries also has a link to an excellent resource called "30 Days of Worldbuilding: An Author's Step-by-Step Guide to Building Fictional Worlds" by A Trevena. He will be using this book to build his campaign, so now is a great time to either follow his blog or add the podcast to your podcatching software.

Star Wars: Roleplaying Game Core Rulebook

Title: Star Wars: Roleplaying Game Core Rulebook
Author: Andy Collins, Bill Slavicsek, JD Wiker
Rule Set: d20
Year: 2000
Pages: 319
Number of players: 2 or more
Rating: ★★★★


For many years, Star Wars was in the stable of West End Games. Over the years, I accumulated many of their books, but never had a chance to play. In 2000, with The Phantom Menace coming to screens, Wizards of the Coast produced a gamebook for the series, which included everything you needed to play, including a set of rules to convert from WEG Star Wars to d20.

The system is a pretty close skin of D&D 3.0 or 3.5, with some great differences.

The system is a standardized d20 system. Standardization from the ground up is very good. One of the great advantages is it breaks every character down into a couple of stat blocks, which makes building a quality, unique character easy. Each character is made of 7 different categories of descriptions, all of which is uniform between classes. You start with ability scores, then everything changes. You select a species which is an approximation of race in D&D terms, a class, skills, feats, character descriptors like reputation, equipment and finally spells, if any. All characters have the same 6 items, unlike D&D where some characters get spells in addition to their other "stats".

So, what about The Force? Those aren't spells, they are tied into one Feat and several Skills for Force Sensitive people. Hit points are replaced with vitality and wound points. This changes the dynamics of how characters work. Vitality is how much energy and stamina you have, while wounds are actual chunks of flesh. Hike through a hellish landscape will reduce your vitality, but a blaster to the head is a wound. Wounds stick around or are fatal, while vitality tracks how much "give" you've got. Nice system, considering how dangerous a lightsabre is. Vitality returns with rest and wounds require healing. The reputation system is a replacement for alignment, which actually has some mechanical advantages or disadvantages, unlike the alignment system.

While this is a d20 system, there are several advantages to this rule set over a typical d20 RPG. First, your players will have a general idea of what they want to be if they have seen Star Wars. To this end, there are 25 character templates so you can play right away. The rules allow you to flavor these characters, so you are a cutout character, but perhaps not made of cardboard. Additionally, if you played WEG Star Wars, there is a set of conversion rules in the back. There is a section on Starships, Droids, and a Game Master Section, with a module included. Everything you need to play is right there.

4 of 5 stars.

Strictly (Duke) Springer - Day 002

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke".

Dear Diary,

I don't really have a U-suit,
but I do have a sidearm.
It's day two of my criminal career and I am just as bad as being a criminal as I was as a trader. In the last hour daylight yesterday, we took off from the spaceport to the ruins. The ship can move without expending fuel, but is way easier to detect entering an area.  

So what are we doing?

The ruins have all kinds of junk scattered around. Emily and I are scouting around looking for stuff to salvage. I get just two chances a day to find something of use, it takes 5 hours to investigate a section of the ruins.

In the top half of the day, we found an intact but fuel-less skimmer and the bottom half of the day a single repair unit. A skimmer can hold six cubic units (CU) of stuff and takes up 10 CU worth of space in the

At the end of the 10 hour day, we're sore, but have some loot. Here are financials, crew status and assets at the end of day one:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Stasis pod 2 CU,
26 Repair units,
1 Skimmer
and the ship is fully fueled with 6 hypercharges.

Crew:
Emily, weekly pay 15 secs. Sign-on bonus of 20. Death pay to the family is 200. Let's not die, ok?
Ratchet, weekly pay 15 secs. Sign-on bonus of 15. Death pay is 120.
Doc, weekly pay 10. No bonus which feels weird and death payment to family is 80.

Designated Heir: Emily.

I still owe 120,000 secs. in principal on the ship. I have 350 secs. in my pocket.

Spacesuits are called Utility Suits
or U-Suits in this game. 
If anything on the ship was more than Tech level one, we'd be doing maintenance to keep it in operation. Tech level adds a bonus to most things, but the higher the tech, the more likely it will breakdown. Rolling under the Tech level indicates a breakdown, which means T-1 level items never breakdown, but have no bonuses. 

Wednesday, January 1, 2020

The TEK - December 2019 Stats

December 2019 Downloads via DriveThruRPG:
AD&D Character Sheet For Use with Unearthed Arcana - 5
Compass Rose Inn Minisetting - 6
Kobold Folly Minisetting - 7
Zero to Hero: Uncommon Commoners - 4
Swashbucklers Character Class - 4

Webstats:
Google Analytics Pageviews - 1,345
Google Analytics Sessions - 884
Pageviews per Session - 1.52


Pageviews were up by 11.34% over last month. That is cool.

What did I do last month? I did an update to the Kobold Folly Minisetting. Oddly, downloads were way down. I checked with DriveThruRPG and found out there is no mechanism to see how many people downloaded an updated file. It sort of makes sense, so I hope you got your update if you previously downloaded. Just go to your library tab and the new files will be there.

I also caught up and completed my series called 52 Weeks of Magic, with 17 posts in a month. Behind the scenes, I started preloading posts for January. I had 13 schedule and the first 3 went off without a hitch. I like posting in advance, but I don't have a tool to post across social media, automatically. I need to look into a tool for that. 

This year, you can expect to see many, many more reviews. January already has 2 set to go. Other new changes are I've become a Rakuten affiliate which possibly means better ads. My DriveThruRPG ads are the only ones generating any revenue at the moment. 

Best wishes in 2020.

UPDATE Jan. 12, 2020. I've decided to add some images of my Google Analytics to this post.

November 2019

December 2019

File Under Creep Factor 11 - A Quiet Place 2

For the past few years, film makers have been filming for A Quiet Place around New York. The first film was film closer to NYC, in Ulster and Dutchess county, but they stopped in to Akron and Olean for minor things like background shots, lunch and research.

This year, they filmed a lot of footage in Olean, Akron, Buffalo State College and a few other places around Buffalo. The funny thing is, I work at a school where we sometimes communicate in sign language and take 2 outings a week to places around Western New York.

It's one thing to see a place you've been to in a film, it's entirely different to see characters in a film in places you know, doing things that you do...

Check out the new trailer down below.



It's already creepy enough to have several horror films shoot in the same camp site my kids use.

Can you recognize these totem poles? There are actually 3 of them and they are totally overgrown. They show up very briefly in a couple of horror films at night, mostly for a jump scare. They have nothing to do with the films themselves.



Strictly (Duke) Springer - Day 001

"Duke" Springer is a child of the future...
 of the children of the 80s. Nice shirt, "Duke" 
Happy New Year!

Having reviewed the game Star Smuggler, I wanted relive my past and play it. If you aren't familiar with the game, you can read the review here or download the whole game there.

Anyway, what I am doing for my 2020 series? Last year was 52 Weeks of Magic. 2020 brings Strictly (Duke) Springer. This series will be a day-by-day play through of the classic game Star Smuggler from the point of view of the fictional hero, "Duke". I'm not sure what his first name is, but it has to be better than the one in the quotation marks.

Here are the general rules for this series. "Strictly", means I won't flub rolls one way or another. Second, all commentary on the game itself will be in bold. Third, if Duke dies before all 52 weeks are up, I will simply carry on with a henchman designated as Duke's Heir. If there are no henchmen, I will start over.

Here we go.

Dear Diary,

It's day one of my criminal career. I'm not really good at this. I have an Antelope class starship, starship's guns, a 2 cubic unit status pod, a side arm, a ship's boat called a hopper, 15 fuel units and passion for trouble. I also have 750 secs, which is good because I owe 120,000 secs. for the ship. The interest only payment is 300 secs. A week. It was a better deal than college.

Obviously, I'm at the Spaceport, so I'm going to spend a few hours looking for hirelings... er, employees. My first four hours are wasted, but after that, I manage to hire a few people.

First, I hired on an Pilot/Navigator. I'm a pilot/navigator like her, but unlike her, I can fire the ship's guns. The two of us together can defend the ship. Her weekly pay is 25 secs., but she'll cut me a deal at 15 secs. because the cockpit is equipped with a status unit. She also needed a sign-on bonus of 20 secs., which wasn't too unreasonable. She... she... she...

"Are you looking at a book of baby names?" she asked.
"No, that would be totally demeaning... Emily?" I said.
"My name isn't Em... Ugh. Whatever, 'Duke'. "

With that all settled, I also hired an Engineer I named Ratchet and medic I'll be calling "Doc".

Doc looked sheepish. "I'm really not a doctor, I just have some battlefield experience..."
"Do you want the sign on bonus or what?" I asked. According to the rules, Medics don't get signing bonuses. Oops. 
"You're the boss," he said.

Ok. Having invested some good time with my new associates, I managed to waste most the rest of the day. I did purchase 25 repair units, which are instrumental to my plans. In the 9th hour, I made a 300 secs. interest payment on the ship early, so I don't have much to worry about for a while. The rules don't specify a specific payday except by the last day of week, so I accept early payment within the same week as acceptable. 

We take off and set course for the Ruins of Regari, just an hour away.

At the end of the 10 hour day, we're beat. Here are financials, crew status and assets at the end of day one:

1 Antelope starship,
1 Hopper with 15 units of fuel,
1 Stasis pod 2 CU in size,
25 Repair units,
and the ship is fully fueled with 6 hypercharges.

Emily, weekly pay 15 secs. Sign-on bonus of 20. Death pay to the family is 200. Let's not die, ok?
Ratchet, weekly pay 15 secs. Sign-on bonus of 15. Death pay is 120.
Doc, weekly pay 10. No bonus which feels weird and death payment to family is 80.

Designated Heir: None, but I know it'll be Emily.

Death payments are meant to be a money drain, but there are light consequences for not paying it. 

I still owe 120,000 secs. in principal on the ship, but paid 300 in interest early, which gives me almost 2 ten day weeks until the next payment. I have 350 secs in my pocket, which is only enough to cover basic expenses for another 29 days. At that point, the crew will walk unless I can use some cunning plus the ship will be up for repo. Cunning is a stat that only Duke has, it allows him to roll a die to trick people into doing things. I have a rating of 4 out of six, so I could theoretically keep the crew without pay so long as my luck holds out. 

Saturday, December 28, 2019

3.5 Review - Dungeons and Dragons Player's Handbook

Title: Player's Handbook (3.5)
Code: N/A PHB 3.5, unofficially
Design Team: Monte Cook, Jonathan Tweet, Skip Williams
Rule Set: Dungeons and Dragons 3.5
Year: 2003
Pages: 320
Levels: Any
Rating: ★★★★

D&D 3.5 came out in June of 2003. It wasn't until 2007 that I even looked at it. I wasn't mentally prepared to make the huge jump from AD&D and Basic D&D to 3.5, but it turns out I was. This is "These Old Games", I'm not going to review a new game...

The difference between AD&D and 3.5 is huge. Where AD&D hosted all of your character's powers and abilities under the class description, D&D 3.5 gives a cursory example of powers under class then allows you to pick from a menu of abilities.

The system is a standardized d20 system. Standardization from the ground up is very good. One of the great advantages of 3.5 is it breaks every character down into a couple of stat blocks, which makes building a quality, unique character ease. Each character is made of 8 different categories of descriptions, all of which is uniform between classes. As per any type of D&D, you start with ability scores, then everything changes. You select a race, a class, skills, feats, character descriptors like alignment and religion, equipment and finally spells, if any. All characters have the first 7 items, while only spell casters have spells, obviously.

Races stayed basically the name, but the variety of non-human sub-races were put away, presumably so DM could style their own. Gone were most racial limitations, welcoming in an age of official Elven Paladins. Races have a preferred class rather than classes they cannot perform in.

The number of classes and their relationships have changed greatly. AD&D has 11, 12, or 15 character classes, 3.5 streamlined that down to 11. Magic user and thief were renamed to Wizard and Rogue. Bard are a real class which is welcome change. Assassin, Illusionist, Cavalier and Thief-acrobat were all gone, but not really. Also, multi-classing is normal and with few restrictions, while duo-classing is utterly gone. Few very class abilities appear in under character class, they are regulated to feats.

Every character has a set of skills based on their intelligence and class. Each skill is linked to an ability, so no more nerfed Charisma.

Feats are an incredible departure from AD&D. They are special abilities that are so varied that each class can be used to create a completely unique feel. They are wholly based on class and level, so you continue to grow after creation. You can use feats to bring back those lost classes: Assassin, Illusionist, Cavalier and Thief-acrobat.

One downside to the feats system is that it is unbalanced. Magic using players are going to want the ability to make magic items, so they will lose combative feats. Rogues will want observational powers, which in no way equates to magical or combat abilities. While some of the feats are chained together with prerequisite feats, sometimes you can get two things that pair in a very unbalanced way. Usually this comes into play when you get a bonus to initiative plus some other combat effective ability, so that character always goes first with a big hit.

Your character descriptors are pretty self-explanatory, what is your outlook, demeanor, etc. But 3.5 cranks up the effect of religion on your character. You are no longer a psuedo-Catholic priest, but a follower of something out of our world. Spontaneous casting should also falls under this category, but it is described with the classes. Basically, your character can cast whatever they feel like if they have this ability. Additionally, clerics can always cast healing spells if the need arises.

Equipment has been regulated to an abstract system, almost like a tool kit for the class. It reminds of Star Frontiers' Standard Equipment Pack. I find it odd and basically ignore it. Equipment lives in the half-world of wonderfully standardized rules vs. massively extensible character variety. The designers probably realized this and went with it to allow players to access equipment that is otherwise too expensive by the charts at first level. It's not that much of a problem, really because back in the days of AD&D, I, the DM, was forking out cool equipment on character generation day.

Spells have been completely revamped and tied back to the mechanical systems of the game. Additionally, they have been realigned with the various schools and those schools are often dedicated to specific classes. A 3rd level Wizard spell might be a 7th level Sorcerer spell. Also, being in tune with the mechanics of play, there are no oddball spells that work like nothing else in the game.

Back to the standardized rules. ALL information combat information appears in the Player's Handbook. Back in the 70s and 80s, you'd make a character then wonder what you were getting into. With this book, you know. There are a few things relegated to the DM Guide, but they aren't enough to slow you down. THAC0 and decending AC are gone. Your opponent's AC is your attack roll target number, which is reduced by your attack bonus. Combat is speedier, attacks come more often than AD&D. The rounds seem to take longer, but a heck of a lot can happen in a given round without reducing combat to "high roll wins all".

Saves have also been revamped to fortitude, reflex and willpower. It's a nice, easy system. I think it's far better than charts, even though I lament the loss of the marketing statement: "Includes 31 illustrations, maps and charts".

While I still prefer to play my mashup of Basic, Expert and Advance D&D, the benefits of 3.5 outweigh any negatives. If I were doing a one shot or something and didn't have anything in specific in mind, this would be my rule set.

4 of 5 stars.

You can grab a digital copy from DriveThruRPG for less than 10 bucks.

Friday, December 27, 2019

"You're the scum of the Sector!" Star Smuggler Review

Title: Star Smuggler
Credits:
   Designer: Dennis Sustare
   Graphics Design: David Helber
   Map Art: Tom Maxwell
   Cover Painting: Bob Depew
   Edited by Arnold Hendrick
   File prep for online publication: Eric Hanuise
   Digital Character Record Sheets: Ron Shirtz
Rule Set: Unique to set
Year: 1982
Pages: 24 Page Rules Booklet, 20 Page Events Booklet
Number of characters: Solo adventure, many characters.
Rating: ★★★★

This game has a story to start the story. I came by my physical set back in the late 80s and loved it ever since.

But for the publishers, designer, and author, the story was a bit more rocky. I don't know all of the details, but the Publishers, Heritage, and the imprint Dwarfstar had a run of popular and cool games such as Barbarian Prince, Demonlord, Outpost Gamma, and Star Viking starting in 1981. These were all in house games created by Heritage/Dwarfstar. Two games were designed and created by outside designers, Dragon Rage and Star Smuggler. Hard times hit and the company and their imprint went down but not entirely out.

In 2003, Reaper Miniatures obtained the rights to many of these games and allowed them to be reproduced online. (Click the link for all the games) In 2006, Dennis Sustare granted permission for limited online distribution by Dwarfstar.brainiac.com of Star Smuggler.

I snagged a photo of the game for this review. You can check out all of the art and the full game on Dwarfstar's website. I only mention this due to the Distribution Agreement at the end of this post, while the photo is probably fair use, I agree with the agreement below. Although I have a physical copy, I would like to thank Eric Hanuise for all the work in digitizing this game for online distribution.

So how does this game play? Very well for something probably designed, typeset, and edited entirely by hand. You are playing "Duke" Springer, a businessman turned criminal... maybe. Depends on how you roll, literally sometimes. After a quick read through the rules, you are ready to go. The rules spell out what you can do, but often not what you cannot do. That is to be expected in such a lightweight game. Your character has 4 stats, hand to hand, ranged combat rating, endurance, and cunning. All characters have the first 3, while only Duke has cunning. Cunning allows Duke to outsmart other characters and enemies.

To play, you write out your character stats, money, and inventory on a sheet of paper. Recently, I don't know when, Ron Shirtz published a character record sheet and time tracker to make this task easier. You flip to e001 in the events book and you are off to adventure.
The future of the 80s was pink and green.
In the course of play, you can hire a crew, get in combat, buy and sell, or run down many of the special events, some of which are relatively simple side quests. The goal is to pay off your debt on your starship, a total of 120,000 secs. or Sector Exchange Units. Every week you have 300 secs. interest payment and paying on principle doesn't reduce this amount. Back in the 80s, front-ending loans was a thing, I guess.

The game has many locations where events occur and these locations are divided up in the System by planet and then planetary regions, like cities, starports, space stations, ruins, etc. It is a rather ingenious system that precludes oddities such as a car dealer on a space station or military presence in ruins, except for when those things would make sense in context. Traveling from one area or planet to another eats a lot of game time, which is important for making those interest payments. You are totally on the clock, all the time, in this game.

Have you heard the phrase, "You need to spend money to make money"? That is totally true in this game. While it is a solo game, you need to hire a crew to be effective. And the crew gets paid, so you need to be sharp with your money.

How do you win? Pay off the ship. How do you lose? Die or lose the ship. Simple.

However, within the events booklet, there are seemingly dozens of different endings. I've never troubled to count the actual number but there are more than a few. The first time through, these auto-win, auto-lose events add flavor and spice, but on replay, they are an annoyance. Depending on your mood, you probably don't want to win or lose by a single die roll in a game that requires so many die rolls.

One of things that stands out in this game is the ever-changeable scenery, the planets, tend to not so much scale as warp so you can have a very different experience on each one with the exact same mechanics. There are very few things in the game that change the mechanics, which is nice. The rules are dense, but once you have them down, they're easy to remember.

Some of the downsides to this game are many, but none of them are a deal breaker. The system has a simple but effective combat system, which is obviously lethal to participants. You can die in a shootout that leaves your crew alive, but purposeless. Game over. There are several cheap shot endings, which are annoying if you play frequently enough.

This game is actually complex enough to have several things in the middle ground as far as gameplay goes. First and foremost, there are some rather obvious things left out. You can pilot a ship, fight well, and use a variety of weapons from ship guns to hand weapons. But you can't drive a skimmer, the 1980s' future version of a car. Skills can't increase, except Cunning. Combat is deadly in a vacuum, but can you depressurize your ship? Not covered, at least not as a purposeful action. Can you have two ships?

One of the stranger bits is the concept of "losing". There are a few events that specifically cause a loss condition, like death or imprisonment, but there are a number of ways to lose everything except your character. Is that a loss? Don't know. Without a ship, you can't do much, but you also have less of a chance of dying. So you can have a series of lingering "not winning" scenarios.

There is a difference between the physical books and the digital files. Eric Hanuise remastered many of the confusing typos right out of the books and incorporated all of the errata into the text. Thank you, Mr. Hanuise. The physical boxed set also had counters printed on the box cover edge. That did nothing for the box, which was sturdy before I cut it. Again, the counters have been reproduced and even improved. The ability to print as many counters as you like is wonderful, but I find myself using random counters.

The main upside of a programmed solo adventure is that it is always there for you. The big downside is, if you are a creature of habit, you can get yourself stuck in the game, repeating the same routes and sequences again and again. This isn't a limitation inherent to only Star Smuggler, it is inherent to all solo adventures.

All and all, I'd give this 4 of 5 stars even though it is one of my most prized games. It has a lot of bugs and flaws, but still worth a play or 100. Download it today.

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Thursday, December 26, 2019

OSRIC Module Review - M06 The Warren

Title: SM06 The Warren
Code: SM-06
Author: Simon Miles
Rule Set: OSRIC
Year: 2019
Pages: 79
Number of characters: 6-10 characters
Levels: 5-8
Rating: ★★★★★

Today, I downloaded Simon Miles' SM06 The Warren. He publishes under the name Dunromin University Press, which has it's own website. I found it to be an excellent read even though I play a fused version of Basic D&D and AD&D, the OSRIC information seemed completely transparent in purpose. I don't think this particular module fits with my current campaign, it is clearly an homage to Keep on the Borderlands. I could totally use this as a high level one shot.

Oh, and the artwork is amazing.

The production values are just as high in this book as SM00, this module is loaded with artwork and maps. The maps seem to be a fusion of old school and modern styles, where I actually can't tell if they are wholly digital or a mixed media. One addition that this module has is little vignettes of the dungeon map by the text descriptions. These are obvious digital, but a very nice feature. Again, I really like his maps.

This module takes the party through the Burning Woods to the goblin heaven or haven of The Warren. The adventures start off with mere rumors and weapons to start their adventures. The maps cover miles and miles of terrain and the multi-leveled Warren. The module is 79 pages with zero filler.

Mr Miles describes this module as "challenging". After a read through it, that is an accurate assessment, but we're talking normal challenging, not Tomb of Horrors total party kill-fest. Additionally, Mr. Miles adds in tactics and weapons for the Goblin pack, which is a great bonus.

I am not sure what to make of the World of Barnaynia as yet, I feel that these modules under that banner are easily modified to plug and play anywhere, which is why a ranked these modules as high as I did. I would like to see and understand more of the World of Barnaynia, so I await more materials.