Welcome to the Jungle

Hey folks, sorry I’m a little late with this post – I managed to finish writing a game yesterday and I’m about 80% through with another one, so I assure you I wasn’t goldbricking.

Tonight, I have a review for you of an adventure called Jungle Tomb of the Mummy Bride. It’s a cute little descent into a green hell crawling with the walking dead, written for 5th edition rules but nasty enough to work for all of us old schoolers out there.

The adventure is written by Levi Combs, with art by Adrian Landeros, Karl Stjemberg and John Russell. It is published by Planet X Games – you can find a copy HERE.

The adventure is designed for a party of 5th to 7th level characters, and includes the main adventure book, a book of treasure maps and a player pack. The art and presentation are great, the layout clean and readable and the book is well organized.

While I can’t comment on the adventure from the perspective of the 5th edition rules – as in the encounters being balanced, etc. – I can say that I think the adventure would work well with old school games. You have a nice set of rumors, a wandering monster list, and plenty of monsters and treasure. With a little conversion work, a few clerics and lots of holy water and flaming oil, the adventure should work just fine.

For $11.00, you get three levels of dungeon and a jungle village to explore and pillage. Monsters include bad ass devil frogs, big ole’ snakes, cannibals, giant vampire bats, gouge-eyes, idols of ill-omen, insidious jungle creepers, mushroom men, purple worm hatchlings, pygmy juju zombies, shambling parasitic SOB’s and, of course, Mazaliztli, the Mummy Bride! In the Player’s Pack you get “Twenty Forgotten Demi-Gods, Queer Quasi-Gods and Utterly Terrible Demons”, “7 Eternally Evil Chants and Diabolical Incantations Overheard at a Summoning” and a few other equally wonderful random charts. The character sheet that is included is absolutely wonderful – I wish I had one for OD&D!

Check it out folks … if you dare!

Space Cowboy Diplomacy

Retief and the Aga Kagan by Jack Gaughan

When you’re a pop culture archaeologist – ignoring the new to dig through the old – you often have that moment when you discover something that’s been around for decades, and which many others probably already know about. Still, it’s new to you, and thus a fun revelation you want to share. And so I present my latest old discovery – Jame Retief.

I was thumbing through some old issues of Worlds of IF on Project Gutenberg, and came across a story titled “The Madman from Earth” by Keith Laumer and decided to give it a read. Boy, was it fun. Then I looked at Wikipedia, and thought, “Well, I guess I’m late to this party.”

Mr. Laumer was a former officer in the U.S. Air Force and a diplomat in the American foreign service. Both of these jobs contributed to his satirical take on the exploits of Jame Retief, a rebellious diplomat in the Corps Diplomatique Terrestrienne (CDT), an organizations of bureaucrats and lick-spittles doing everything in their power to sponge off the galactic taxpayer while doing as little work as possible. Puffed up, arrogant and duplicitous, one gets the idea that Laumer wasn’t a huge fan of the diplomats he worked with, and thus invented “regular fella” Jame Retief to settle the score in dozens of short stories and novellas written in the 1960s and 1970s.

Jame Retief is cut from the same cloth as many heroes from the period and from pulp literature. He’s got a powerful punch, an appreciation for the finer things in life (a stiff drink, cigar and beautiful woman topping his list) and a sense of right and wrong that often puts him at odds with the CDT, his bosses therein never quite understanding why he threatens his chances for promotion by constantly going off the diplomatic script.

I’ve had tremendous fun reading about the “new life and new civilizations” that Retief and the CDT interact with, from the insect-ish Groaci who serve as the CDT’s most common competitors in the galaxy (as the Russians were to the Americans in the Cold War) to the expansionist and lobster-like Soetti, the fabulous Yillians and the ray-like Jaq. All of them come combine elements of human culture and something wonderfully alien. Aliens and humans in these stories are not just carbon-copies of a mono-cultural ideal, but given some individuality. An individual alien might be a good Joe or a scum bag in a Retief story, and the hero takes them as he finds them.

His sketches of alien planets are full of inspiration for sci-fi game masters as well. From “Cultural Exchange” (1962), here’s a sketch of the farming planet Lovenbroy, which holds a Terrie (human) colony:

“We’ve got long seasons back home. Five of ’em. Our year’s about eighteen Terry months. Cold as hell in winter; eccentric orbit, you know. Blue-black sky, stars visible all day. We do mostly painting and sculpture in the winter. Then Spring; still plenty cold. Lots of skiing, bob-sledding, ice skating; and it’s the season for woodworkers. Our furniture—All local timbers too. Lots of metals in our soil and those sulphates give the woods some color, I’ll tell you. Then comes the Monsoon. Rain—it comes down in sheets. But the sun’s getting closer. Shines all the time. Ever seen it pouring rain in the sunshine? That’s the music-writing season. Then summer. Summer’s hot. We stay inside in the daytime and have beach parties all night. Lots of beach on Lovenbroy; we’re mostly islands. That’s the drama and symphony time. The theatres are set up on the sand, or anchored off-shore. You have the music and the surf and the bonfires and stars—we’re close to the center of a globular cluster, you know Autumn’s our harvest season. Most years we have just the ordinary crops. Fruit, grain, that kind of thing; getting it in doesn’t take long. We spend most of the time on architecture, getting new places ready for the winter or remodeling the older ones. We spend a lot of time in our houses. We like to have them comfortable. But this year’s different. This is Wine Year.”

 

Retief and a quornt by Gaughan

I like the way Laumer uses hints and glimmers to build his make-believe world. Things hang together just fine, but without much detail. Rather than spelling out the rules of his creation, you get glimpses. You’re never sure when it is set, but it follows a couple hundred years after a human government called the Concordiat that also featured in a series of stories he wrote about artificially intelligent war machines called Bolos. There is space travel, and it’s faster-than-light, but spaceships still have to follow real physical laws in terms of entering planetary orbit. There’s nothing like the Star Trek transporter, computers presumably exist, but humans and aliens take center stage, people still smoke (cigars, dope-sticks), drink and eat (lots of great descriptions of alien booze and food) and kill each other with power pistols and 2mm needlers.

Now, I like to put something gameable in these posts, and my first inclination was to do some Grit & Vigor stats for Retief and some of these gear in these stories, but then I changed my mind. Making up stats for somebody who is strong, tough, quick, smart, etc. is no big deal, after all. Instead, I got an idea for addressing a common problem in translating fantasy, sci-fi and adventure literature into gaming, namely – a lack of team work.

Some of the best loved characters in fiction are loners – James Bond and Conan come immediately to mind. They sometimes have assistants, and even team-ups, but these characters are often little more than NPC’s. The stories written for them work best with a single protagonist, so translating their adventures into RPG’s meant for a party of three to six characters can be difficult. Thus my latest notion, Group Solo Play.

Group Solo Play

“Well, now what do I do?”

In GSP, a party of players control the actions of one larger-than-life hero. Every player is given the same number of chips – say 10 to start. When the character is presented with a big decision – a plot point, one might say – those players who have an idea of what they want him to do put any number of chips down on the table. For each chip played, the player rolls one dice, totaling them, with the player with the highest total taking over the control of the character. Once a chip is put on the table, win or lose, it is lost. The player in control stays in control until a new “big decision” comes up, when a new bidding war begins. This leaves many players on the sidelines, watching the story unfold as an audience, but with the chance to take the reins when the current controlling player is messing everything up.

The use of the chips means that no one player gets to dominate forever. One person might win a few bidding wars early, but eventually they run low on chips and the other players are going to win control. Ultimately, everyone has to work together to get the character through the adventure successfully, and in doing so competitively maybe gets a chance to appreciate the different methods of their fellow players. When everyone has run out of chips, and if the adventure is still ongoing, just hand out another 10 chips to everyone and keep going until you achieve ultimate success or failure.

The key role here is played by the Game Master, who needs to decide when a bidding war is to take place – you don’t want too many, or too few – and who needs to create a story telling atmosphere to keep the non-controlling players interested in the game while they’re waiting for a chance to take control.

Dragon by Dragon – March 1982 (59)

Well, a day late and a dollar short, but late is better than not at all.

It was in March of 1982 that thousands of people all over the world were unwrapping Dragon #59, with that groovy cover by James Holloway.

So, here’s ten cool things about this issue:

1. The More Things Change …

In “Out on a Limb” we get two arguments/laments/complaints that will feature heavily in RPG discussions for … well, forever probably. First, on over powered PC’s

Ugh! And as if that weren’t enough, when I related this to a friend of mine, he merely sneered derisively and began telling me about what his 50th-level ranger (D:30, S:35) would do to such a wimp. I began to feel dizzy.

And

… I have found that evil characters not only have the most fun, but they add spice and intrigue to the campaign, which helps the other players enjoy it more.

Overpowered characters and evil characters. If you’re dealing with them in your own game, know that you’re not the first, won’t be the last and no, there’s no answer to your problem. Just roll with and try to have a good time.

2. Cantrips

Ah, the introduction of cantrips, or 0-level spells, to AD&D. Now, in 1982 they were something different than they would be later. The 0-level spells were really very simple and not powerful at all, unless somebody knew how to be creative with them. They let you add salt to food or shine up a shield. The bee cantrip was probably the closest you were going to get to an offensive spell, and it’s not detailed in this issue. Still, I remember as a wide-eyed kid thinking that cantrips, like everything else the brain trust at TSR did, were awesome.

3. Giants in the Earth

I always love this feature – stats for literary characters, which also served as a way of introducing little squirts like myself to fantasy literature. This issue has Poul Anderson’s Sir Roger De Tourneville (NG 10th level fighter), a 14th century English warrior who took over an alien spaceship that planned on conquering the Earth. I’ve never read The High Crusade, but I must say I’m intrigued.

It also has stats for L. Sprague de Camp and Fletcher Pratt’s Harold Shea (CG 7th level fighter with special spell abilities). Depending on when you discovered fantasy literature, you might have heard that de Camp and Pratt were tantamount to devils for some of their pastiches of other authors’ works. Again, being an innocent at the time, I took such crimes for granted. Fortunately, I grew up, picked up some paper backs, and found I rather enjoyed some of their original works. Remember kids – don’t take anyone’s word for it when it comes to art – positive or negative – check it out and see what you think.

The article is rounded out with Alexei Panshin’s Anthony Villiers (NG 10th level ranger, 7th level thief) and Clifford D. Simak’s Mark Cornwall (LG 4th level fighter with full sage abilities) and Snively (LG 3rd level gnome fighter with special spell abilities).

Dig also the way things were defined back in the day. “X level something with special sauce”. I think they would have been better off statting up these characters as monsters – use class levels when you need a handy thumbnail sketch. If you have to color too far outside the lines, use freeform monster stats.

4. Gypsies

Even though by 1982 the game had been around for a while, there were still some archetypes left to explore. Gypsies have their place in fantasy stories for sure, but also in old school horror. What would Larry Talbot have done without them?

This article is pretty in-depth, and includes a gypsy fortune-telling chart, and a couple cool new spells. For the chart – read the magic. For one of the spells, look below:

The first is Summon Equine Beings, a “‘druid” spell which may be cast by nobles of third level (bard) or better, or by any of the magic viols. The spell is similar to call woodland beings but brings to the aid of the gypsies one type of the following equine or quasi-equine beings:

4-16 ponies, burros, or donkeys
4-16 horses or mules
4-8 centaurs
1-4 hippogriffs/pegasi/hippocampi
1-2 unicorns

The likelihood of attracting hippocampi is extremely rare, but if the spell is cast on the seashore or in a boat, they have as good a chance of being affected as any other equine being. The number of beings summoned is doubled when the spell is cast by the Great Viol of Pharaoh. All wild equine beings save at -5; domestic horses, mules, ponies, etc., at -4; warhorses and other trained steeds (pegasi, etc.) at -1. A paladin’s warhorse saves normally. Gypsies are always on good terms with any creatures summoned, so no loyalty check applies.

5. Monsters

This issue has Ed Greenwood’s bleeder, which looks like a beholder but has blood-sucking tentacles instead of eye stalks, Michael Parkinson’s Stymphalian birds and Roger Moore’s spriggan. I love spriggans, and have used Stymphalian birds in NOD, though not the version presented here.

6. Traveller

Full admission – never played it, but was always aware of it. I did mess around with character creation once, but that’s it. God knows that TRAVELLER has a big fan base out there, and this issue has two items for the game. The first are stats for a group of characters that appear in a short story in the magazine, “Skitterbuggers”. The second is a full fleshed out spaceport/adventure – “Exonidas Spaceport”. Now, not being a TRAVELLER aficionado, I can’t really review these items – but check them out if you love the system or just need some brain fuel for a sci-fi game. Heck, with all the Star Trek stuff I’ve been playing with lately, I’m sure I could make use of the space port plans if nothing else. The art is quite groovy as well.

 

7. Halflings

Dragon had a neat series of “Point of View” articles, which examined the different races (and I think maybe some monsters) in depth. Roger Moore writes here about the halflings. Now, of course, none of this has to be taken as gospel, but it’s surely one take on the subject, and useful for folks who were knew to fantasy gaming. It also includes a bunch of halfling deities which found their way into Legends & Lore. I can definitely remember when, as a kid, I did take this stuff for gospel … and loved it!

8. Poisons

Well, if you’ve decided to spice up a game with an evil PC, you’ll surely want some poison to play with. This issue has more poisons than you’ll know what to do with, and it’s a neat reminder of how the old game worked – everything hand-made, nothing standardized and simplified. Personally, I miss it … and don’t miss it. Depends. Here’s a sample poison:

GHOUL SWEAT: A scummy green gel, used like Chayapa. Smells like rotten meat. Its effect is to paralyze for 5-10 (d6 + 4) rounds. It acts immediately. Save for no effect, made at +1.

9. What’s New with Phil & Dixie

I mentioned Phil Foglio’s contribution to Star Trek fanzines a post or two ago, and now here he is as I was introduced to him, in Dragon. I always like the strip, and appreciated the humor … and yeah, had a total crush on Dixie.

Unfortunately, I can’t leave you with Wormy this time, because it didn’t appear. Drat the luck. All in all, a groovy issue with lots of good ideas.

Have fun boys and girls, and be kind to one another!

 

An English Vampire in Africa

Hey folks – it’s a three day weekend in these parts, so I’m still on schedule with a post every weekend.

I was going to do a Dragon-by-Dragon today, but instead decided to write about a little B-movie I finished watching last night, the 1945 “classic” The Vampire’s Ghost. While the movie does not involve a vampire’s ghost, it is a better movie than it has a right to be, possibly because it was written by Leigh Brackett. If you don’t know who Leigh Brackett is, well go find out. She was a classic sci-fi author, and did some fine screenwriting on The Big Sleep, Rio Bravo and The Long Goodbye. The film we’re talking about today was her first such effort, and in it she brings more talent to the picture than one would expect of a low-budget Republic film.

She’s joined in this by the the villain in the piece, John Abbott. Just to maintain the Star Trek theme I’ve been on for a while, he played the lead Organian in the episode “Errand of Mercy”. In this picture, he plays the vampire, and I think he’s one of my favorites. In classic Hollywood, the Vampire didn’t usually have much depth, and was often played for shock value. Bela Lugosi’s turn as Dracula is an exception, of course.

It also helps that the movie is based loosely on “The Vampyre” written by John William Polidori in 1816. Between Polidori, Brackett and Abbott, you get a hidden nugget from the studio days of Hollywood.

In The Vampire’s Ghost, Abbott plays Webb Fallon, an English vampire who has “lived” at least since the days of the Spanish Armada. He brings a really rate matter-of-factness to his vampire portrayal – he’s not happy about his condition, but he shows no remorse for his victims, and he mostly uses his ability to hypnotize and control people to get away with it. In the film, he is now running a drinking establishment in the African town of Bakunda. As in Dracula, the movie wastes little time in revealing that the mysterious killer around Bakunda is a vampire, and that Fallon is that vampire. The natives discover it first, and the “hero” of the picture, Roy Hendrick (Charles Gordon) is soon clued in, but is hypnotized by Fallon before he can do anything about it. Strange for many such movies, the supposed hero spends most of the movie unable to do anything against the villain. The vampire really is the protagonist in the film, making all the moves and committing his villainy unrestrained until … well, I won’t give everything away.

The main point here is that, in this largely forgotten B-movie, there’s a really cool vampire depiction thanks largely to two talented people, Leigh Brackett and John Abbott, and despite the low budget and relative apathy of Republic Pictures. To tie this in to roleplaying games, the Webb Fallon vampire should give a good game master some ideas about playing a vampire in a game in a way that might surprise the players.

Check it out, if you have a mind to …

Family Game Night Reviews

Because setting yourself up for failure is fun, I’m going to take a shot at getting a post up each weekend in 2020. They might not all be strictly gaming related … but what the heck – it’s my blog and I suppose I can do what I want with it!

To kick 2020 off, I’ll do some “timely” game reviews. I had some time off this Christmas season, so the family had time for a couple family game nights. We had a few games recently purchased and un-played, so we gave them a twirl.

First up is Charlie’s Angels, published in 1977 by Milton Bradley. I’m a total sucker for any board game involving a 1970’s or 1980’s TV property (well, almost all of them), so when we saw this baby priced $20 in an antique shop, it was a shoo-in.

I instantly called Sabrina when we got the game home, but we soon discovered that each player takes control of their own team of Angels for the game, so no fighting over the individual Angels is required. The game concept is kinda cool. You have a board that is a sort of a modified grid. Onto this grid you place the Villain. The Villain moves one space on each player’s turn, the direction of the move chosen by the player in question. The player then rolls two dice and can move one of his or her angels each with each dice. If you can’t move the entire number on the dice with an Angel, you give up your move.

The goal is to trap the Villain – sort of a Charlie’s Angels checkmate. Each Angel that is in on the trapping is worth one point for their player. You play three games, total the points, and determine the winner. There are some cards that can be helpful … or harmful … so you take a risk pulling one. You also have to think a bit about how you want to move the Villain – you don’t want to be left out of the capture, so sometimes you’re really on the Villain’s side in the game. We had a good time with Charlie’s Angels, with the game ending in a three-way tie – not a bad ending for a family game.

One issue – I noted that the rules did not specifically disallow moving back on your path on your turn. They probably should have, because this seemed to make the game too easy, and it just didn’t feel right.

Next up was a funny little dice game – really a packaged version of old dice rules – called Skunk. Simple concept – you have two dice to roll. The dice replace the “1” with a skunk. On their turn, a player takes the dice and can roll them as often as they like, totaling the points rolled. If they roll a skunk, they get no points for this turn and have to pay a penalty (1 chip, or 2 if you rolled a skunk and a “2”). If you roll two skunks, you lose all the points you’ve acquired and pay a 4 chip penalty. To win, a player must get his total above 100 – she can go as high above 100 as she dares. Once a player goes over 100, the other players have to try to beat them on their next turn. The chips in the pot do to the winner of each round.

The game is really all about risk – how daring are you, and how lucky?

In our first game, I managed to zero-out midway through. When my daughter went over 100, I needed something like 60 points to beat her. I started rolling, got hot, and actually won the game. On our third game, I decided to do exactly that each turn, figuring I might eventually get hot again … and wound up rolling a skunk every time on my first or second roll.

We had a fun time with Skunk, and since up to 8 people can play it would probably make a fun party game. To make it more “grown up” you could turn it into a drinking game, with a drink taken on every skunk or double skunk. I suppose you could also play Strip Skunk … but then again, maybe not.

Finally, we have Buffy the Vampire Slayer: The Game, published in 2000, also by Milton Bradley. We bought this one for my daughter for Christmas, and she was raring to play it. It took a while to read the rules, but they weren’t too complicated and we had a good time playing it.

I took control of the bad guys, while my wife had to play Oz and Xander and my daughter got Buffy and Willow. The game is fun, pretty fast paced, and pretty easy to figure out. Evil sure looked like it was going to win this one – in short order, two of the goodies were out of the game and Evil had all the magic items. In the end, though, Buffy and Willow knocked off the evil minions and then teamed up on the Evil vampire and snuffed him out. Fortunately for them, the main villain doesn’t automatically get to move every turn. My guy spent three turns in a row not moving while they beat the crap out of him. C’est la vie.

So there you have it – three fun games for the family. All were purchased in antique stores for low prices and all were well worth it.

Star Trek at Rules Lite Speed

Playing around on the Internet Archive recently, I came upon some old issues of Different Worlds magazine. This was a magazine I was unaware of in my youth, and I’ve enjoyed looking at another take on the RPG world in its infancy. One article in particular, “Kirk on Karit 2” by Emmet F. Milestone in issue No. 4 (1979) brought to my attention the first licensed Star Trek RPG, Star Trek – Adventure Gaming in the Final Frontier. I did a little hunting, and found a copy for sale, and I’m glad I did.

Written by Michael Scott in 1978 for Heritage Models to support their range of Star Trek miniatures, Star Trek (which is what I’ll call it from now on in this review to save time and space) is a dandy little game – very old school, very rules lite. In fact, some folks seem to think it a little too rules lite, but not me. I love discovering these little games from the hobby’s origins, because they remind you just how much you can do with a very light rules set.

Here are a few highlights –

The game is very focused on its mission, which is to simulate Star Trek landing parties – I think it does this pretty well. In fact, you could spin this thing into doing Star Trek dungeon crawls with very little trouble.

Being written in 1978, it is all original Trek, including the animated series, which I really dig. This means you get stats for creatures like the K’zin and Skorr.

The rules are really simple – in the basic and advanced versions – and meld pretty well with old school D&D. The six ability scores are Strength, Dexterity, Constitution, Charisma, Luck and Mentality. Not too difficult to track those to D&D. Ability scores range from 3 to 18 (3d6). Characters get a modifier that is positive for every point a score is above 12 and a negative for every point a score is below 9. They also have a hand-to-hand combat value and equipment. In th basic game, you play one of the characters from actual Star Trek – Kirk, Spock, McCoy, etc. In the advanced game you can roll up a character yourself.

Sometimes hand-to-hand means butt-to-face

Combat is simple – roll 1d6 to attack, adding strength, dexterity and hand-to-hand bonus to determine total potential damage while the defender subtracts 1d6 plus luck and hand-to-hand modifiers. The resulting damage, if there is any left, is deducted from the defender’s constitution score. If damage equals more than half of the character’s remaining constitution, they are knocked out. Ranged combat is a little different, but just as simple – you have to roll below a number based on your dexterity score, with modifiers for a few common situations. Damage is based on the ranged weapon used.

The advanced game has more hand-to-hand weapons, which involve rolling more d6’s for the attack, and armor to reduce damage suffered.

Skill checks are a roll of 3d6 which must be less than or equal to whatever ability score makes the most sense. If Spock is trying to use his tri-corder to pick up signs of life, he makes a roll against his Mentality. Easy … but I would personally change it to a d20 roll rather than 3d6.

Psionic powers work basically the same way – roll under Mentality.

There is no experience point or leveling system in the game, but the author mentions that as characters succeed in adventures their hand-to-hand rating can improve or they can get bonuses to certain tasks. I like the idea of advancement being kind of arbitrary, though you would need a good Mission Master to keep things from getting out of hand.

The game has stats for all sorts of Star Trek monsters – again, a Trek dungeon would probably be lots of fun. Given that Kirk and Spock had to deal with ancient Rome, the Roaring ’20s and the Old West, a dungeon crawl would not be too outrageous … and nicknaming the hirelings “red shirts” would be entirely appropriate.

Spock: “I use my tricorder to scan for life forms on the other side of the door.”

MM: Rolling … “You detect no life forms.”

Kirk: “I bust open the door and somersault into the room.”

MM: The room contains four Klingon warriors – roll for initiative!

I really grok how simple this game is – you can pick it up and get going within minutes if you have players who understand the basics of role playing games and Star Trek. I especially love that it instantly lit a fire in me to play it and play with it – why not work up quick stats for Doctor Who characters and creatures, or Star Wars or Next Generation or whatever – it would be so easy!

If you get a chance, check it out. Expect simplicity, “rulings not rules” and lots of thinking on your feet, but also a game that you can get up and running quickly.

Also – check out that article I mentioned above – Emmet F. Milestone came up with a dandy little scheme for characters falling in love with one another – a must if Kirk is in your boarding party, though as Emmet often remarks, “Kirk has no luck in love, so his Luck modifier is never added in a Romance Roll”. I instantly want to use this in my next D&D dungeon crawl.

Heritage Star Trek miniatures – image found at Noble Knight Games

Slumming Once Again

After having reviewed David Lewis Johnson‘s fine Gathox Vertical Slum recently, I was delighted to be given the chance of reviewing a recently released adventure for the setting called Quake Alley Mayhem.

From the introduction:

“GVS2: Quake Alley Mayhem is a tournament-style module set in the world of Gathox Vertical Slum, for use with Swords & Wizardry White Box or a similar old school system, focusing on a team of fresh gang members and their attempt to retrieve an artifact for their boss.”

The adventure is nicely done, with a tidy set-up that meshes well with its setting, plus the bonus of being a tournament module – you don’t see many of those lately – and with an emphasis not on fighting, but on dealing with traps. In other words, like the Gathox setting as a whole, it’s not the same old thing.

Quake Alley Mayhem centers around a machine that one gang, the Kermen, stole from another gang, the Purple Rockets. They have this item hidden in – appropriately enough – their hideout. The adventurer’s task is to get it back, and it will not be easy. The chambers through which they must pass are trapped – not all of them, but most of them – and are sometimes guarded by monsters. In addition, the hideout is in a quake-prone area; every 20 minutes there is a quake, and every quake has the chance of altering the hideout’s layout or even dealing damage to the adventurers.

The room descriptions in the 40 page module take up 8 pages, and are well laid out for easy reading and use. The module has a brief introduction, rules on running the quakes, a guide to tournament scoring and random tables for rumors, random encounters, reactions and death and dismemberment. There is a list of three contracts the adventurers can take on to earn additional points in the tournament scoring and to spice up the mission a bit with extra goals. There are also seven pre-generated characters with character sheets so that players can get right down to business. The module also provides a Module Tracking Sheet for the GM and a blank character sheet. And, of course, the module has lots of nice art by David.

Quake Alley Mayhem is a nice introductory adventure for the Gathox setting, and at only $6.99 I heartily recommend it.

Gathox Vertical Slum – A Review

I have recently been given the priveledge of perusing Gathox Vertical Slum by its author and artist, David Lewis Johnson. For readers of this blog who also read my NOD magazine, Johnson should be well known, as his art has graced many issues of NOD (and will grace many more, God willin’ and the crik don’t rise).

I approach game materials in two ways – as stand-alone, run-as-written products (i.e. can I grab it off the shelf and run with it) and as tool boxes. David’s book, I am happy to say, works well in both in capacities.

As a “module”, it is fantastic. A well-developed city, incredibly imaginative with new things around every corner, that can play host to all sorts of adventures. Explorers will not be bored in Gathox, and players who like mysteries, puzzles, interaction and, of course, fisticuffs, will find plenty to do in Gathox provided their referee knows what he or she is doing. While Gathox is fully fleshed out and ready to go, I think one could also make modifications as needed for their group.

I also appreciate the fact that Gathox, as designed, can be dropped (almost literally) into any campaign and a wide variety of games, from pure fantasy to sword & planet to post-apocalyptic to sci-fi. The city is a wandering entity, you see, and it could show up in the World of Greyhawk just as easily as my Nod campaign world or wherever you happen to play.

As a toolbox, Gathox has all sorts of goodies between its covers. There are new and very imaginative monsters, a pretty boss little mutant class and clever rules for running competing gangs in a city setting. The rules as written are compatible with old school games of the D&D variety, so it should be as easily converted to other systems as other old school games.

Gathox Vertical Slum is published by DIY RPG Productions (just look for the sign of the flipping bird), with chapter fiction written by Josh Wagner and editing and layout design by Mike Evans. It is a well designed book – easy on the eyes, easy to read and well organized. Johnson’s art is great (but hey, obviously I’m biased there) and the fiction does a great job of conveying the intended feel of the setting.

Folks, I give David Lewis Johnson’s Gathox Vertical Slum my highest recommendation. It’s a great book – so great that I’m going to shell out some hard currency for a physical copy. I have some 5E D&D-ers that might get a fun surprise if they walk through a shimmering portal one day in the depths of Stonehell.

You can grab a copy (and I recommend you do) HERE.

Dragon by Dragon – January 1982 (57)

Wow – 1982. I was ten years old (well, nine in January) and still a couple years away from learning about Dungeons & Dragons. Thirty-six years ago – much as changed, and much has not. I guess all these years later, we can be happy that people are still playing D&D and AD&D and other “old school” games. Let’s start the new year by looking at the new year in 1982 in gaming …

Let’s start with the cover, because it’s pretty different from the traditional fantasy fare. We have a woman, maybe modern, knitting dragons (or something like them) onto a blanket  and the dragons are becoming real and flying into the fireplace, all while a strange painting of a man or woman looks on. The tragedy is that I can’t quite make out the signature, and I didn’t see the artist’s name in the magazine.

Update: Nathan Irving writes me to let me know the artist is Dean Morrissey, who provided covers for 16, 18, 28, 60, 84 and 91.

The first big article is “Modern Monsters” by Ed Greenwood. It’s a great article, giving modern (in 1982) vehicles and firearms stats for D&D. The article also goes into some of the pitfalls of pitting “medieval” characters against modern characters. It really all goes to the point that jumping from one reality into another was assumed to be a regular feature by our elders in the hobby. Here’s one insight you might enjoy:

Magic will ultimately determine the fate of an AD&D party in a modern setting. It is the party’s “heavy artillery,” and must be expended with caution, for it is not wholly renewable. Magic users without spell books will be unable to regain their spells.

Lenard Lakofka presents some useful ideas and tables in “Shield and Weapon Skills”, including this insight about shields after he watched some folks from the SCA put on a demonstration of medieval fighting:

Fully 60% of the blows are caught by the shield. Second, a trained fighter who normally uses a broadsword is a much poorer fighter when using a battle axe for the first time. To place these facts in terms of AD&D™ rules, some minor rule changes are proposed. A shield will now give +2 to armor class instead of just +1.

He also presents some rules for determining how long shields last in combat. My favorite scheme is for shields to have to make an item save whenever an attack roll is a natural ’20’.

The tables I mentioned are for determining an NPC’s weapon proficiencies, but they could also be used to determine an NPC’s armaments.

In the “Sorcerer’s Scroll”, one E. Gary Gygax presents some more details about the Greyhawk setting – a good read for those who use that campaign setting.

In “In Search of a James Bond”, Mark Mulkins covers how in a TOP SECRET game one could work for three different operational bureaus at the same time without sacrificing experience points. What Mark covers in three pages I would just hand wave.

Up next is an article I kinda dig called “Random Magic Items” by Pete Mohney. It’s a collection of some groovy little random tables for generating magic items. I’ll generate three of them now:

1) A magic girdle, not cursed, that gives a +1 bonus to all saving throws.

2) An amulet shaped like a double-headed axe that allows the wearer to control animals once per week.

3) A hat that provides a +1 bonus to intelligence – we’ll call it a thinking cap.

If you’re a player of DragonQuest, this issue has an article about magicians by Jon Mattson. Since I’ve never played the game, I can’t comment on the merits of the article.

This issue’s Giants in the Earth covers a couple characters I don’t know – C. J. Cherryh’s Morgaine and Vanye (with art by Jim Holloway) from the books Gate of Ivrel, Well of Shiuan and Fires of Azeroth, Lynn Abbey’s Rifkind from Daughter of the Bright Moon and The Black Flame, and two characters created by Robert E. Howard – Belit and Dark Agnes. Howard. Belit is a Chaotic Evil 10th level fighter in this write-up, though I would probably go Neutral Evil given her devotion to Conan since I conceive of Chaotic Evil as being utterly self-interested.

The special feature of this issue is an AD&D adventure called “The Wandering Trees” by Michael Malone. It is intended for characters level 6th to 9th. The adventure begins thus:

Long ago, so far back that even the elves are not sure when, Termlane Forest was the home of a tribe of tree-worshipping men. These men built a great temple at the heart of The Forest, where they worshipped their mysterious tree-gods.

The adventure concerns a forest of moving trees with only two safe ways through, and a lost temple somewhere in between. It’s a hell of a dangerous forest, so beware. The adventure also includes stakes for the Phooka.

In “Up on a Soapbox”, there are two essays – one by Brian Blume on the problems with playing evil characters in games, and another by Roger E. Moore on the benefits of playing rpg’s with women.

Michael Kluever has an interesting look at “The History of the Shield”. It’s a good primer for those who like to get crunchy. It’s not a short article, and it is well researched with a useful bibliography.

There’s a great insight into 1982 geekdom in “The Electric Eye”, namely the results of a survey regarding to what high tech goodies readers of the magazine had to play with. The results:

  • 46% have an Apple II or Apple II+
  • 38% have a TRS-80
  • 20% have an Atari 400 or 800
  • 9% have a CBM
  • 6% have no computer
  • 6% have a S-100
  • 3% have a North Star
  • 3% have a VIC
  • and 20% have some other computer

The bottom line, apparently was:

Who is the average Electric Eye reader? He’s a 17-year-old male high school student. He has owned a 48K Apple-l I+ with a disk drive, a printer, and a joystick or a paddle set for about a year. He has spent a little over $100 on software, but he mainly either copies out of magazines or does it himself. He reads The Electric Eye for the program listings and reviews, but he is also interested in other facets of computer gaming.

As always, I leave you with Wormy

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Flower Liches of the Dragonboat Festival

I’ve finally found the time, between impromptu trips to Iowa and too dang much work (the real work, not the silly game writing work), to peruse Kabuki Kaiser’s Flower Liches of the Dragonboat Festival, with fantastic art by Evelyn M. Kabuki was kind enough to send me a review copy (PDF), and I’m sure glad he did.

I well remember when Evelyn first showed off some of the artwork on Google+ – my first thought was “dammit – flower liches – I wish I’d thought of that!” Such an enticing notion – a nice twist on an old idea.

Now I can happily report that Flower Liches is a very groovy book. You get a nice adventure with lots of action and mystery, plus a sourcebook for an interesting Asian setting that can also fit nicely into people’s existing settings (it would slip into my Mu-Pan setting in NOD like a treat), plus a dragonboat race minigame with different levels of complexity.

The book is 95 pages long, with a creative, attractive layout and the aforementioned beautiful art by Evelyn M. The text is dense – there is plenty to digest, and all of it is useful. When the text is evocative and descriptive, and it often is, it has a Clark Ashton Smith feel – weird fantasy. You get the practical and the aesthetic all in one package.

In a nutshell, the game describes itself as:

“Flower Liches of the Dragonboat Festival is a Chinese ghost story, a Kung-Fu action movie adventure, and a detective story. It features both location- and event-based
sequences built upon sets of tables which encourage the action to derail and to switch between martial arts displays, thoughtful inquiries, and high octane dungeon action with spirits, monsters with giant bloated tongues, and porcelain faces. They’re meant to be grotesque, picaresque, and gross; they’re spirits and liches, after all. Like in all classic Kung-Fu and Chinese ghost stories, magic and philosophical whatnot alternate
seamlessly with flurries of fists and things that croak and go bump in the dark.”

In my opinion, the game really delivers the goods. You get a colorful romp, very “D&D” and thus easy to include in existing campaigns, that challenges the players in multiple ways, including a mystery to solve (I won’t say much, to keep from spoiling it), monsters to slay and numerous strange and wonderful locales to explore.

If you dig wuxia, mysteries and weird fantasy, get yourself a copy of Flower Liches of the Dragonboat Festival folks – a truly original addition to the OSR.

And I’m still pissed I didn’t think of it first.