Tuesday, May 4, 2021

The Tek - April 2021

In April, my DriveThruRPG downloads were up. Probably because they couldn't go down. 

AD&D Character Sheet For Use with Unearthed Arcana: 8
Compass Rose Inn Minisetting: 2
Kobold's Folly: 3
Swashbuckler Character Class for D&D and AD&D: 2
These Old Games Presents: The Hex Pack: 3
Zero to Hero: Uncommon Commoners: 2


Webstats were also up. 

Google Analytics Pageviews - 1,032
Google Analytics Sessions - 591
Pageviews per Session - 1.75 

All and all I am pleased. I need to work on updating both my products on DriveThruRPG and rethinking my next couple of series. I am afraid I won't be able to hit all of them this year. 

Review - The Winds of Mars by H. M. Hoover

Title: The Winds of Mars
Author: H. M. Hoover
Year: 1995
Pages: 192* pages
Rating: 3 of 5 stars

Mary Helen Hoover was born in 1935, in Ohio. Her family home's basement that was dug back when Thomas Jefferson was president. From that humble beginning, she hopped from Los Angeles to New York City to finally land in Virginia. From 1973 to 1995, she wrote 16 published books. 

Mary Helen Hoover moves closer to home in this novel. As the name says, it takes place on Mars. Additionally, the story seems to set itself in a reasonable close time period to now. Say 200-400 years in the future. 

Annalyn Court is the daughter of the President of Mars, a man she has never met. She has been raised to take her appointed place in the elite upper class of Martian citizens. The question is, does she want that? 

The answer is not very clear. Starting with Court's earliest memories and progressing into young womanhood, she carves a path against her planned fate. Adventure and horror await and she clashes those who would make the average Martian subservient to the immortal upper class. 

This is one of my least favorite of Hoover books. First, it delves into YA horror and shock. Second, it has slightly dated itself through no fault of Hoover's. The fact is, Mars is now well known territory and her outdated information is rather glaring. There are fights, gunfire and bombings which is atypical for Hoover but handled very well when compared to most YA books about war. People die. Important people die. It's rough for a Young Adult title but nothing compared to the crap that is put out today. 

All of this running against some very child-like scenarios and characters. One of the standout characters in the book has a punny name: Hector Protector. He is the droid bodyguard of Annalyn Court. Almost three decades ago, such things were probably innovative; but now "Hector Protect Her" doesn't stand the test of time. It seems like a very fairytale addition to a book about a young woman coming of age and into her own on her own. It doesn't make sense. 

I happen to love the character Hector, but my daughter declares that he sucked. If only he had his own book because he is conceptually interesting but misplaced in a story about a woman growing up. It cuts the ending off at the knees. 

It is a quick and enjoyable read. Books by H. M. Hoover on AbeBooks.

Review - Invasion of Theed Boxed Set

Happy Star Wars Day! 

Title: Invasion of Theed Boxed Set
Design: Bill Slavicsek
Year: 2000
Pages: 2 32 page booklets, and 16 page character sheets folio.
Rating: 4 of 5 stars

Theed is the capital of Naboo and this adventure runs contemporaneously with the end of the film, The Phantom Menace. The party of up to 8 players fights to help the Queen free Naboo from the threat of the Sith Lord.

This set is a modification of the rules that appear in Wizards of the Coast's Star Wars: Roleplaying Game Core Rulebook. These "simplifed" rules cut out everything not necessary to run the adventure. It is heavily combat orientated, but other non-combat situations are addressed in a limited fashion. Characters star at level one and have the potential to level up several times during play. 

This set features 2 game booklets, one for the rules and second is the module. Players are given gloriously detailed 2 page character sheets which also include activity prompts and a rule guide focused on their particular character. There are 2 maps plus 2 sheets of tokens. 0

The adaption of the 200+ page d20 ruleset from the core book to simplified adventure game is more than adequate. As a fighting system, it is rock solid. Many items are pre calculated, such as experience. This takes a load off the Gamemaster and places it on the characters. Everything runs extremely smoothly. 

Being an introductory set, there will be situations the players could ask about that is not included. A season GM would have immediate answers but a newbie would invoke "That not possible" for these few situations. 

Being run alongside the events of The Phantom Menace, the players will notice that they don't really meet too many of the characters in the film and definitely don't interact with them in any meaningful way. It seems their insertion into the game was driven by IP consultants trying to sandwich in all of the content from the movie. 

If you look at the cover of the boxed set, you can see that the artists were free of this concept. Not a single major character is featured there. But the created characters fit wonderfully with the theme of the film, like a second batch of heroes in this titanic battle. The premade characters sheets include a very minimal backstory, usually only to account for their abilities such as being a soldier or Jedi. They can be made into whatever the player has in mind for their character. 

Lost on the back page of one of the booklets is a one page character sheet. This is a nice addition as it allows someone to roll a completely new character for the set. 

There are only two flaws to this set. First, major film characters are shoehorned into the end of the adventure in a way that can never be canon breaking, which will give the players a sense of being rooked in victory. 

The other flaw is only apparent if you have the Core rules. Scale is reduced to "squares" in this boxed which convert to a standard 2 meters in the core rules. So, when switching from this set to the main rules and back, invariably new players will screw up ranges by a factor of two. This isn't too bad, in my opinion. The Core set lists unrealistically low ranges for virtually every weapon. The idea that an energy rifle only covers "40 meters" or "20 squares" is somewhat ludicus. Forget the scale and just have fun. No one will notice. 
 
All and all this is a great introduction to Star Wars and d20. 

Sadly this set is out of print and not available in pdf.

Monday, May 3, 2021

Review - The Rains of Eridan by H. M. Hoover

Title: The Rains of Eridan
Author: H. M. Hoover
Year: 1977
Pages: 292 pages
Rating: 5 of 5 stars

Eridan is an old world. Dry and slow under the heat of the little sun. Humanity reached out to it via their corporate sector explorers, founding three bases on the planet. As the story begins, a sort of madness takes them. The teams become obsessed with collecting strange crystals found out in the wilderness. 

Theodora (Theo) Leslie was equally obsessed, but with life not rock. As a biologist, she secreted herself away in the mountain wilds to explore and document all these new forms of life. 

Until death arrived. A mutiny broke out and the conspirators decided that Theo's forward base was a perfect place to dump the bodies. Theo rescues a young woman from the targeted kills and being a run for safety and sanity while searching for the cause of this plague of violence. 

The Rains of Eridan is a shift in focus for H. M. Hoover. These characters are heavily weaponized and Theo as an adult in charge of a young survivor introduces the maturity of love and compassion that does not come out in her other works. Hardly a romance novel, Hoover explores the different ways that people interact and come to care for one another on many different levels. The love story in this novel is multifaceted and pleasantly surprising. 

Of course, being who she is, Hoover only allows one love story to end within the pages of the book, allowing the others to persist in the reader's memories and questions. Many of her works seem to end before the end comes allowing the reader's imagination to take flight after the work is over. It's actually a wonderful thing to have open questions at the end of the reading.

The weaponization of the characters plays out in grim violence, which is delicately handled in this young adult book. The devices and scenarios are creatively but never come down to the insanity of technobabble. 

An artist like Hoover opens doors as the reader progresses through her works, but never opens the pandora's box of over the top creations.   



Books by H. M. Hoover on AbeBooks.

Sunday, May 2, 2021

Review - Old-School Essentials: Basic Rules

Title: Old-School Essentials: Basic Rules
Publisher: Necrotic Gnome
Author: Gavin Norman
Artists: Mustafa Bekir, Michael Clarke, Mark Lyons, Thomas Novosel, Juan Ochoa, Stefan Poag, Matt Ray, Luka Rejec, Peter Saga, Del Teigeler, Andrew Walter
Year: 2017? 
Pages: 54 pages
Rating: ★★★★★

I'm not sure how to handle this. There is nothing better than those old rule D&D boxed sets. Nothing really compares to them. Until now. There are a lot of renaissance books out there but only handful really improve on the original. 

Old-School Essentials does that, even in the basic (and free) form. This 54 page book covers all of the basics so that you can play D&D with a single book. 

By now, I am sure you are aware that I love great artwork. In some places, I see this book as being offer as "no art". In other places I see it described as "player facing rules only". "Basic" doesn't refer to the original Basic/Expert dichotomy, but the traditional meaning of "basic" as "simple". 

Those are lies. This "artless" book has no less than 11 artists with great stuff appearing on dozens and dozens of pages. Also, the "player facing rules" include attack tables a combat section, which means this is fully playable from the get-go. I am going to take off two stars for those misrepresentations. Conveniently, this allows me to write a review that does not break my 5 star scale and award it a mere five gold star ranking. 

Nice how that worked out. 

What is missing is the ideation process for new Dungeon Masters. Ok, "basic" it is. What it adds are dozens of revisions to those old boxed sets rules which streamlines and clarifies those rules. 

Also missing are the non-human classes of Elf, Dwarf, and Halfling, however the rule book does not specifically say you can't have an Elven Fighter or a Dwarven cleric. Since the term used is "adventurer" and not "human", this could simply be ignored allowing the group to simply add a descriptor of choice. The players can role or roll as they wish. This doesn't change the game. It's not a terrible way to simplify a ruleset. 

Initiative and surprise are simple and complete. Armor class is reduced to just 5 rankings for none, leather, chain and plate with or without a shield. The attack matrix is set up as per the original rules but then as an option T.H.A.C.0 is introduced. They even touch on how his changes the probability which is very nice. 

Ability checks are clearly defined and branch from thieves abilities. For a simple or basic set of rules, this is a great improvement. Looking at Holmes and AD&D, the addition of professional skills into the game has always branched from thieves abilities and touched ability scores, but was never codified until later additions. In fact, it seemed to disappear from the B/X and other basic offerings. While this set does not go whole hog on these concepts, the tool is there for the creatively minded. 

This is a rock solid offering for anyone interested in the old school type game and a great reason to purchase the complete, "non-basic" set on DriveThruRPG