I've been sidelined by real-life lately, but I had an alarm set for this Kickstarter project. This one is the Old-School Essentials Fantasy RPG Box Set. I missed it the first time around a few years back but managed to score just one book from one of my favorite local gaming stores, Iron Buffalo Games.
A website dedicate to games of all favors and varieties, from video games to good old D&D.
Thursday, February 24, 2022
Old-School Essentials Fantasy RPG Box Sets - Kickstarter
Saturday, February 19, 2022
Copy, Paste, Flip, Cut... The Countdown is On
If you look over to the right, you'll see the countdown is on. We are set to return home by mid-April. 54 days. That means a lot of things.
Due to the time of year, everyone here is hauling ass. Nate and Cat have the school play the first week of March. Weddings are in full swing, so they are doing double duty with practice and work at the banquet hall. My older son is off with the Air Force Reserves, in and out of the house as duty dictates. My wife and I are starting new jobs.
Things are getting real.
The biggest change is that we won't have time to game much at all. Rather than go on hiatus, I will still have time to do some reviews. I also want to show off some cool stuff I have received from people who reached out after the fire. I should have time to post every week or two.
Before I check out for a bit, I wanted to show off something I put together today. I love the game Star Smuggler, a solo game created in the 80s. It's like Traveller Super Lite. You can download and print it from Dwarfstar Games.
One thing that always bothered me about the set is that the tiles used for the planets forced the player to invert one tile or another to create the necessary planets. Last night, I decided to correct that by flipping every tile with Gimp. This afternoon, I printed them out and pasted them on cardboard.It took forever. You see, the problem was each tile has text and numbers which are backward if you merely flip them. I went in flipped the words the right way around.
It wasn't until I had the whole set printed and mounted on cardboard that I realized the high production value of the artwork included with this game. Everything lines up correctly.
When you look at two A tiles side by side, the available paths line up because they are mirrored. And the continents look like a Rorschach test. But that is not how they are supposed to be used.
Friday, February 18, 2022
The Dread 'n Mechanics
In my post about our hexcrawl sessions, I was trying to show my son the difference between visceral and existential threats by using ghouls as the monster.
Ghouls are ghoulish. They are the wolves of the undead world. On either of two attacks, they can paralyze a target. And then they eat you. There is also the concept of being turned into a ghoul, which is out of scope mechanically but may hang out in your player's head. Dang, that's all so scary. It's also existential as it begs the question, do you want to engage this threat or flee?
Unless you are an elf who is immune. Or if you don't know what a ghoul is or does, then it's less scary. The existential threat changes from fear of being eaten alive (existential) to the likelihood of loss of life or limb (visceral).
In these events, a paladin slammed into a pack of 5 ghouls not realizing what they were. No one did. Once the paladin was paralyzed, everyone realized what these things could do. The party had a choice: try to regroup and come up with a plan or press the attack.They decided to press the attack for a couple of reasons. First, I was trying to explain to my son that a pack of ghouls against 4th level characters isn't much of a threat.
Ghouls have 9 hp, which makes them 2 or 3 hit monsters. I come from a wargaming background where hits count. With a d6, the average roll is 3.5. That's your damage against the 9 they have. Chances are you will kill them in 2 to 3 rounds and in that last round, they won't have time to do anything important.
Second, in pressing the attack, the party was preventing the downed Paladin from being eaten. The party had the ghouls outnumbered. The rank closing in on the ghouls was made up of a Fighter, an Elf, a Cleric, and a Ranger. On the wings, a Bard and Theif had bows ready. I used green to display characters that were not threatened by the ghoul's special attack: the Elf by her nature, and the Bard and thief were at a safe distance.
My son objected to this as the ghouls swing twice. But they are facing armored opponents and have much less of a chance of hitting than the player characters do. Additionally, they strike with much less power, 1d3 hp. If they hit, then the paralysis comes into play. That is a whole other die roll where the player characters stand a good chance to resist.
I explained to him that the threat is the most important part of the fight. With the odds loaded in the players' favor, the ghouls don't have much of a chance of winning. The players should know that, but maybe they don't.
That's great. The Cleric is in the front rank and has a chance of pulling a Big Damn Hero moment by attempting to turn. Potentially, the Cleric could take out some or all of them. If a ghoul paralyzed someone, the Bard and the Theif have a moment to save the day with a timely arrow. Even an unaware party has some great counter moves for a paralyzed character.
Thanks to some really awesome die rolls (from the DM's perspective), the last round of combat occurred simultaneously. In the exchange Rolf, the Fighter was hit and paralyzed as he took out his ghoul. I could not have planned that outcome, thanks to random dice.
"So, what happens next? How long are the paralyzed?" my son asked.
My answer was simple. The rules don't say, so I guess I, the DM can keep this sense of dread up as long as I want to. In a hexcrawl, that really doesn't come up as much as it does in a dungeon. A hexcrawl is ruled by long-term mechanics, usually days over minutes. Hurrying in a hexcrawl is done in hourly increments. By any reasonable measure, the paralyzed characters will be up before the DM has to call another event.
A party in a dungeon doesn't have the luxury of waiting it out. They will if they have to, but that cranks up the threat level. Stuff happens fast. When in a dungeon setting I will tell every player that they feel the effects of paralyzation kicking in regardless of their saving throw:
"Your arm feels like putty and lead..."
"Pins and needles race up your leg..."
"You are so cold..."
Unless I feel it's too much stress, that is. Sometimes, the players don't need more stress. It's a judgment call that needs to be made in the moment.
So what happens next? In this case, the party took action that resolves everything. They dropped the tent and walked the Paladin and the Fighter to the hex with trees and shrubs. Then some return to pick up the tent and settle in for the night. Presumably, the Fighter and Paladin will stand up on their own before morning.
The great thing about ghouls against a well-trained and armed party is you can adjust the feeling of threat without tinkering with mechanics or dice rolls.
Since I mention dice rolls so much, The Red Dice Diaries has a nice pair of episodes on fudging die rolls.
Tuesday, February 15, 2022
Antiquity Tuesday - Coinage and Brilliant Minds - February 13th
But from what I have, I can lead with the chart from the e1 PHB:
aureus 1,200 denarii
argenteus 100 denarii
bronze radiate 4 or 5 denarii
copper laureate 2 denarii
| I bought my first PBH for $9. Used. This replacement was priced $15 and I actually paid $50ish. Uhh. Inflation. |
Friday, February 11, 2022
Five Point Friday - February 11th, 2022
Welcome to this week's Five Point Friday. This one will be a quick stroll through to current events to memory lane.
Point 1 - This week, the kids and I have really dug into Todd Leback's Hexcrawl books. We've got a couple of purposes in this. I personally want to run a hexcrawl. My son wants to run a campaign as a DM. My daughter wants to play with tokens and slay creatures. And if you are using Into the Wild or The Basilisk Hills Ultimate, you can do all of these things.
I'll circle back to this at the end.
Point 2: I am reminded of all of the wonderful coffee table books of the 70s, 80s, and 90s. To see unicorns through Robert Vavra's eye. Or take a flight with F-Stop Fitzgerald, in airplanes, or on the back a gargoyle. These books sparked so many creative flights of fancy in my youth, I love them. I spent hours looking at them. And I couldn't help it, I had one. My parents-aunts-uncle-grandma and neighbor had one. These photo books offered something for everyone.
They often show up at thrift stores and garage sales because tons of people had them for decades. You can also take a look for them over on AbeBooks.
Robert Vavra on AbeBooks.com.F-stop Fitzgerald on AbeBooks.com.
And back then, I would struggle to find just 6 or 8 items to select, month after month. Sometimes, I would team up with friends and family to make these never-to-be redeemed selections.
Wednesday, February 9, 2022
Audio Book Review - History of the Alphabet by Kevin Stroud
Author: Kevin Stroud
Presentor: Kevin Stroud
Year: 2013
Duration: 4 hours, 49 minutes
Rating: 5 of 5 stars
Kevin Stroud is the host of The History of English Podcast. In this audio-only title, he presents the fascinating History of the Alphabet.
The Alphabet has only been created once. And with this remarkable innovation, we have connected the English language to ancient languages. In this audiobook, Mr. Stroud traces the Alphabet from Egyptian hieroglyphs to Phenicia through Greece and Rome to us.
Ever wonder why C can be pronounced as S or K? Why not K and S and no C? And what about Q? What's up with that? Well, Mr. Stroud answers those questions in a fascinating study of how the alphabet came to English. I wish I could sum it up so succinctly but his explanation is excellent and informative. While this journey began in his History of English podcast, he takes on a journey through the history of all the letters of the Alphabet and even explains the ampersand. (Hint, it's badly rendered French.)
You can download each letter for $0.99 but you are far better off ordering the whole Album. For some reason, this is considered a musical offering. I don't know why, but give it a try.
Give it a try. It's a great exploration of our language through the letters we use.
Hexcrawling Tiny Hacks and Secret Rolls
Now that I have two sessions of a hexcrawl down, I thought I would share some tiny hacks and secret rolls happening.
The first is using The White Box by Atlas Games for tracking purposes. In my last post, I used meeples for character tokens, reserving the red ones for opponents.
Meeples are little figure tokens. The White Box is loaded with all kinds of cool stuff for gaming. If $30 is too rich for you, try a search for used on Abebooks. The White Box by Jeremy Holcomb on Abebooks.com.
Session 2 - Bounty on the Beach and a Ghoulish Discovery
Session two covered two days, which brings us to the 3rd day on the island. We break off from the action at midday of day 3.
The party rested up uneventfully the first night and is trying to figure out what to do next. Not having horses has them hamstrung. They have too much equipment to carry and some of it like the saddles is pointless to take along with them. Bartholomew, Masha, Alex, and the two sailors are charged with determining what will go and what will stay.
While they are busy with that, the rest of the party splits up into two teams, red and blue. Red Team is the Cleric Garven and William the Ranger. Alice the Elf, Rolf the Fighter, and Gerwinder the Paladin make up Blue Team. They decide to ditch most of their gear and set out exploring to the south by two different routes.
And much to my embarrassment, I realized that I accidentally set up the party on the map of Sardinia, not Corsica. I scrolled too far south. Oh... I'll just roll with it.
Each small hex is 1.2 miles and the weather is good. It's been cloudy and warm for winter, in the 60s (or 16° C). Since this map is based on a real place, I have simply been looking at the real weather in Palau, Sardinia. Why reinvent the wheel?
Red Team moves to the grasslands at a slow pace. On the way south, they encounter nothing. Blue Team moves down the beach and onto the grasslands. The blue team has an animal encounter right away. They notice two strange-looking donkeys or mules following them. They are unable to approach them too closely but determine they must be some sort of feral ponies.
On the way home, Red Team encounters Ezekiel the warhorse. The animal can speak to humans but is rather closed-lipped about how he got there. As the two teams return to camp, an odd thing happens. The feral ponies start to follow Ezekiel. The warhorse advises the Paladin that there is a herd of ponies and he has been trying to avoid the beasts since he got here.
That of course begs the question of how he got here.
Ezekiel tells the party that the horse sling fell overboard as the sailors tried to take it down. Two sailors went in the water with it. The horse jumped in to rescue them. Having done his duty honorably, he was annoyed when the men walked off northwest.
Back at camp, everyone greets their newest adventurer. Bartholomew and the sailors are super excited to see the extra pack animals and tried to lasso one of the ponies. The thief took a kick to the chest for his trouble.
While Garvin quickly ministers Barth's chest injury, Alex, Alice and William assess the ponies. They are too small to ride and too skittish to capture. It's an odd standoff as the ponies seem to be attracted to Ezekiel but too scared to approach the adventurers.
The party settles in for night two on the island, no further along than when they landed. But they discover quite a few things about each other. It turns out that both sailors were rowers elevated to seamen. Sammy likes to fish and the George likes to whittle. They were leading the mules because neither is very adept at seamanship, yet.
Ezekiel shares that the other two sailors took off towards the northwest. Gerwinder explains that the horse is being literally accurate. The last time the horse saw them, they probably walked exactly direction up the beach.
Alex discovers that Sammy and Alice can sing and the music brings the ponies closer. Alice was able to toss some fruit at them and they tolerated it. Once to food was gone and the music stopped, they retreated. They hope the routine will tame the ponies, but they have their doubts.
The day three plan has the party moving westward and then south. It wasn't the plan, but the two missing sailors are without food and water. Also, the party has more food than they can easily carry. The Ranger and Theif want to hang it in a tree. They can see the foliage of shrubs and small trees to the southwest. They'll be moving pretty slowly due to the load, but if they can find the other sailors, they can share their supplies and load. If not, they'll cache the extra food.
I am using the item-based encumbrance tracker for OSE. The party is trying to tote their personal gear, two tents, and 24 saddlebags full of extra food and supplies. I've decided that each individual saddlebag is a little smaller than a backpack so two together are about the size of 1 and 1/2 backpacks. Each mule can carry 4 or one of the tents. Ezekiel can carry two saddlebags and a rider.
Before setting out, they fill the rowboat with the saddles, extra baggage cover it with the tent, and rope it down. The sailors were great at this.
They have 24 saddlebags. The equines are carrying 10, the two sailors are carrying 4. That leaves 10 extra bags. They leave the remainder at the campsite with the intention of reaching the stand of trees and shrubs by midday. This should leave time for them to cache some food in a tree and return for the rest. However, the party is of the opinion they may not want to or have to.
They make it 3.5 of the 5 miles to the shrublands before trouble occurs. William spots footprints leading south. He gleans that two men passed through the area at a run. The terrain is undulating, so they don't see anyone in the distance even though it's grasslands.
In a low spot, Ezekiel freezes and Misha lets out a shout of warning before unleashing a magic missile. Five men are approaching from behind the party, the magic missile strikes the first to little effect. Alice, Barth, and Alex pull their bows and step in front of Misha. The sailors form a second barrier between Misha and the attackers. The 4 fighter types have to turn around and rush back to defend the rear of the party, with Gerwinder and Ezekiel looping wide to avoid missile fire.In the first round, a flurry of arrows and missiles hits three of the men, but none drop. They are approaching fast. Misha and Barth with the two sailors start backpedaling. Alice advances with Rolf, Alex, Garvin and, William. The Paladin is just out of striking range.
In the second round, the Paladin surges forward and slashes one of the men. As one, they turn on her. As the party rushes to her aid she yells out, "Ghouls!" Since all of the ghouls have attacked, the party runs straight into them. They down 3 ghouls as the horse stands over Gerwinder.
Round three starts in a tie for the initiative. Alice barks, "Get back!" but no one listens. Alex and Barth have moved to each side hoping to angle an arrow into the ghouls next round. Everyone gets hit. All of the ghouls are down, but Rolf flops to the ground paralyzed moments after the last ghoul falls.
Bartholomew makes an executive decision and unloads the tent mule so that Rolf and Gerwinder can be carried to the shrublands. He will stand guard over it with Alice. Once the party makes camp, they can come back for them. Garvin the Cleric makes only one change to this declaration, he will also stay with the Theif and Elf.
This brings us to midday of day 3. We'll pick back up next session.

