Saturday, June 16, 2018

Mail Room: Class Compendium

Another box from the mail room is opened today, and look at what we have!

This is a cool one from over at Barrel Rider Games, the Class Compendium which was designed for Labyrinth Lord but can be used for any B/X game really. I got mine over at RPG Now, and opted for the PDF and hardcover printed book combo. I like hardcover books, but I  like PDFs for my phone when I am somewhere outside and want something more intelligent to absorb than a mobile game.

Want to turn Labyrinth Lord or any B/X game into something more like Pathfinder, but still keep the tried-and-true B/X sensibilities? This is your book. It adds 52 new classes, some profession-based and others are the traditional race-based, and I love reading through these and seeing a B/X take on some of the traditional expansion classes (Bard, Barbarian, Acrobat) and getting some really fun new classes (Pirate, Friar, Explorer).

We also get some fun race-classes, such as dragons, angels, treants, and goblins. We also get race-specific classes for dwarves, elves, and halflings like the elven greensinger or the halfling burglar. You can even play as a familiar and I find that enchanting and sounding like a blast for some of the players we had the joy to play with over the years.

Balance

I feel a lot of work was put in balancing the classes against a lower-powered B/X framework, and I get a good feeling on my first look on a lot of these. My first impression is "these are a bit sparse and low powered" but remember, each one of these has to compete and be balanced against a B/X fighter, cleric, thief, or magic user. Going overboard means the expansion classes will be great power-creep choices, so I like the limited feel and lower power level of a lot of these designs.

The Bard is Cool

I really like the non-magical bard here, and this class fits my vision of a singing and on-the-side thief who has a good basic singing power and can stand alongside a party of other B/X heroes and not outshine them. I have had other games where the bard class clearly outshined the party's thief, and we got this feeling the bard did everything better as a superior thief+ class. More on the bard later, because I would love to do a comparison of different B/X bards in different books and how they were designed. This one, while basic, feels the best to me and I am still collecting data for that bards in B/X article.

Expanded in Many Directions

A feeling I get from this book is that the classes aren't really expanded in any one direction, they go all over the place. This is essentially a collection of classes that were once individually published, and that is a great value in itself. But if you are looking for something that has a singular focus on presenting something where the classes all augment and fit together each other you may feel a little confused about this book and adding it to your game. The book starts with a Lovecraftian alienist class that seems something out of an insane version of Cthulhu in Wonderland than it does traditional B/X, and then the book goes in so many directions it gets confusing and a bit wanderlust at times.

In my mind, I was trying to think of a game world where all of these classes can exist together, and it came off in my mind as a fantasy version of the Mos Eisley cantina where anything goes and random bar patrons can step up and meet their doom in places like Barrowmaze, including the wanderer in the back corner, the town's watchman by the door, the mad scientist alienist who gets them all killed, the fortune teller, and the lost boy who follows the group around like Short Round out of The Temple of Doom.

This is a good thing and a bad thing. Good if you like fruitcake mixed parties where anyone and anything can join in and participate, but bad if you are more the serious type who likes things to make sense and have an overarching and meaningful theme to the group of heroes sitting around your table. Pathfinder got this way by the end of its first-edition run, you could make an anything class being an anybody and sit at the table and join in the fun. I get that vibe here as well with Class Compendium, and this is the first book I can say I would add to my Labyrinth Lord expanded collection to make the whole game feel more like Pathfinder without the problem of dragging the system down into endless complexity and back-breaking amounts of reference.

You can add a lot of options without a lot of complexity, although this feels a bit random I can deal with it. Plus, I am one of those rare people who love fruitcake and those off-the-wall adventuring parties where someone literally plays a house cat. And you can do that here.

Choice vs. Focus

I get this feeling you can have too much choice in a game and things are ruined by being a mile wide and an inch deep. In a normal B/X game when you encounter an NPC they can really only be one of the few chess pieces available. Solving problems doesn't mean choosing the right class for the problem, but using what you have in intelligent ways. If you have a mystery-style adventure, you don't need an 'investigator' style class to solve it - everyone can play Sherlock Holmes and figure things out. You get a purpose-built class for one type of problem and all of a sudden the rest of the party feels minimized.

You also run the risk of watering down a party's core competencies in the standards, like fighting, thieving, spell-casting, and healing with classes like these. If everyone is playing a specialist, you can get parties that are more like a Las Vegas buffet of random tastes than you have a focused and complete meal or team that works together. By the end of Pathfinder's first edition run that's the feeling I got from the parties we encountered, they were more ensembles of strange 'I wanna be a' classes than they were traditional fighter-mage-thief parties.

Ultimately it comes down to taste, but if every player is picking a specialist then I suspect that the referee will need to make adjustments to the adventure for balance, play-ability, and also supporting the classes and making things interesting. If one player picks an investigator class and the dungeon is a straight up combat grind, you are going to have that player feeling their special abilities won't be used. Yes, this is ultimately the player's fault for picking an oddball class which may run against the theme of the adventure and/or campaign, but good referees can adjust and throw in some mysteries every now and then to compensate.

Then again, without these classes you don't have these problems of specialists. Again, it really is about choice versus focus, what your group prefers, and how the referee likes to run things. I like a lot of choice by default since it creates a richer world, but I know the problems this can cause so I am better prepared for the times when the entire table picks strange classes and expects the game to be able to hanlde that.

Of course, this is OSR we are talking about so if everyone picks a housecat and wanders into the Tomb of Death it is going to be a housecat slaughter, so it is ultimately easier to deal with players that want to be strange classes. But then again, who am I to take away that chance of the housecats actually pulling it off and becoming feline legends? To each their own and it is good to have options I say.

More Soon

More on this book soon as I crack it open and start reading it from cover to cover, but this is one I feel is a keeper and a worthwhile addition to my now expanding collection of Labyrinth Lord OSR goodness.

Saturday, June 9, 2018

B/X Essentials: Core Rules


Let's do a deeper dive on each of the B/X Essentials books, starting the the B/X Essentials Core Rules book. This is a 34-page saddle-stitched 6" x 9" book, so it isn't all that big but it is dense and packed full of the core rules needed to play most any B/X game. This is halfway between a published game and a scholarly reference, and if you are comparing differences between B/X games this is a handy book to have since it gives you a starting point to work from.

As time goes on I feel that 'API reference' is important because there really aren't any rules on what is the final ruling on a rule or aspect of a B/X rules set - nor really, should there be. This is helpful since it attempts to lay out a rule and its implementation in a published source, and then attempts to work through discrepancies and differences. I feel it would be kind of silly to say 'this is the official source' when it would be better to say 'this is a well-researched source and other games differ by X and Y' on a rule or aspect of B/X games.

It is all a little soft on rulings and definitions since B/X itself is an emulation of a style of rules and era of play and really, there can't be an official source at all - but there can be well researched and useful ones.

I say most any because there is always going to be special rules needed to cover rules specific to situations that will come up in certain games, for example there aren't rules for shotguns, grenade-like weapons, or automatic fire in this book. This is just the basics for fantasy-style games, and I feel, that is as it should be - because this is where it all begins.

Ability Scores

We start with a short forward, and then two pages of rules for ability scores. We do not get how to create a character, just how the ability scores work and a page of tables describing what the ability scores at different ranges and what those do. The mentions of things like hit points or other concepts are kept to a minimum, as this just focuses on ability scores and their uses.

Why put in character classes when they could be different in every game you play? I like this approach since you don't have to ignore anything or rip out parts of the game you aren't using, if I am playing a Roman gladiator type game, my classes will be gladiator, soldier, politician, bandit, or whatever else I want my game to be focused on.

This eliminates waste and repetition, and it also sets a good base down for any game you want to create with these rules. I hate building a game on top of another, and then having the base game sitting there offering options to players that I don't want them even thinking about, using, or aware of - please stay focused on the game as it was crafted. Here? Just ability scores and no classes, and just how these scores interact with the rest of the rules.

Basic. Simple. Clean. I like it.

Sequence of Play

After that, we get a page laying out the three sequences of play in a B/X game: dungeon turns, encounters, and wilderness days. I like this emphasis on structure from the first pages, since I feel it helps codify the game as a structured play experience instead of something more narrative and soft. There should be this Dungeon the Board Game vibe to older-school games in my feelings, and at least that is how I like playing them. When you play soft, you invite a lot of fudge and player disagreements...
"It hasn't been that long, my light spell should still be up." 
"Another torch, oh come on!" 
"We aren't making that much noise." 
"We brought enough food didn't we, who wouldn't?"
I hate assuming and I hate gimmes. If the party is doomed because someone forgot to buy a flint and tinderbox, so be it. Laugh off your lack of shopping skills and let this stand as a hilarious moment of party ineptitude. The dungeon and wilderness sections remind the referee to pay close attention to these things, such as rest, light sources, rations, and spell durations which are critical concepts to track in B/X style games - especially when resource usage is combined with a tight control of time.

B/X games often have a tight focus on resources, and that is for a good reason. Preparedness keeps you alive, and you try and go camping without food, shelter, warmth, or water - it sucks. Also, your gear is what allows you to pull off all sorts of cool stunts and tricks when it comes time for the referee to determine is a silly plan works.

I like this slightly more strict tracking of time and resources, and to me, that is a part of the 'play' of an old-school game - thinking ahead, planning, and preparing. It also trains players to be careful and write everything down - but that sort of stuff matters in old school games and is a part of the fun. If someone bought a mirror (and it isn't broken), then they get to use it for all sorts of cool more-than-a-medusa tricks, such as peering around a corner, signaling others from a distance, grooming, looking behind a chest or shelf without getting too close, reflecting a shaft of light to somewhere dark, or all sorts of other cool uses creative players would have for such an item.

I feel if you "let them have a mirror because they would have one" because you want to reduce bookkeeping and you are throwing away an important part of the game. Gear (and carrying capacity) matters, so make it your life.

Adventuring Rules

Next up is a long section of adventuring rules, and while I know they are all technically 'adventure rules' I would have liked to see these split up into subsections such as travel, survival, and other topics. That is the game designer in me speaking though, not the reference-minded referee. The section is actually an A to Z sorted on every adventuring rule from air travel to water travel, and I can see why in a more reference-minded work it was done this way. This is a reference book, and it you are looking for healing rules you can find it quickly in the H section - which now that I think about it feels right for a book feeling more like a reference work.

I think that is one of the more important points to consider when using B/X Essentials as a set of for-play rules, the books are more designed as reference works, so things may not be organized in the way you expect, but once you know you are playing out of a A to Z fantasy RPG reference encyclopedia, things makes sense and I can actually find things faster. For new players (or players expecting a traditional 1234... teaching style game) though this may trip them up, so it is worth noting.

That said, I like the gritty and survival-minded adventuring rules presented here. Way back in the days when I used to read Dragon magazine as a kid I always thought the letters saying 'wilderness encounters ruin the adventure' were sort of silly, as I thought wilderness encounters getting to the dungeon were just as much as a part of the game as wandering monsters. Yes, you could die or get completely lost on the way to the adventure, but that was a part of the danger of living in the world.

You need to worry about supplies, mounts and making camp. You need to decide on a schedule of keeping watch. You need to worry about maps and navigation. You need to have a plan should things go wrong. You need to know how to be able to deal with all of the things you may encounter out there on the way to a dark and dangerous place.

You may need to hire retainers, a ship or two, a team of pack animals, buy a month's worth of supplies for 50 people, and a group of workers for this treasure-hunting expedition to the middle of nowhere. Never assume this is one of those '5 person party in a fantasy novel' sort of experiences, as you may need to put together a large expedition for money up front if you are hunting that 50,000 gold-piece haul you heard rumors and legends about on the Isle of Nowhere, especially if that treasure hoard is protected by a dragon.

But as a referee, you need to be fair. You don't need to treat every wandering monster encounter as an instant video-game ambush combat encounter. So you encounter a griffin, does it need to be instantly in your face, ready to fight? Could it be you see it flying by, heading back to its nest, hunting, or just sitting in a river cooling off? Is that group of orcs off in the distance marching towards a hamlet, camped on a hill that you spot nearby, engaged in a battle with a troll, or is the entire group of orcs dead after being blasted by dragon fire?

As a referee, did you use the reaction chart to determine what the reaction is if the encounter meets the party? Perhaps the orcs are just passing through and a bit wary, but willing to trade for supplies. You never know and you should never assume, there are evil and possibly orc-aligned humans in these fantasy worlds so there could be chances to interact with wilderness encounters a more narrow-minded referee would see as 'just monsters.'

Never assume an encounter means combat, and always have that high CHR character out front for parlay (look at the monster reaction chart and realize that even a +1 reaction modifier and a little care can disarm a lot of situations). And never get stuck in the rut of thinking like you are in a limited video-game or simplistic party-based fantasy adventure novel, there are a lot more ways to approach problems in classic B/X style games when you hire specialists, retainers, and use the resources and factions of the game world in creative ways.

Basic Combat Procedure

Two pages of combat rules. Nice. I have this rule that if a role-playing game's combat rules are longer than the rest of the other rules sections of the book the game is unnecessarily over-complicated and some sort of war-game pretending to be a pen-and-paper RPG. You know the feeling, these games with endlessly complicated combat rules, forty or fifty special conditions, page after page of rules covering special situations, and typically full of combat character build options (with 1 out of 10 options actually being worth taking).

Not here. Two pages and we are done and can move on.

I get this feeling pen-and-paper games always have this magnetic pull back towards their complicated war-gaming roots and we can never escape that. There are many, many times I don't really care about build options and combat complexity and I want it all aggregated away. Like, in story-based games. Or old-school games where the decisions of the player in the dungeon (in the moment) outweigh the decisions made during character design (before play). There are some games I feel where once you make a great set of character design choices you don't really need to play because the results are almost predetermined by your build, or the same abilities are used over and over (aka D&D 4) and what promised a lot of flexibility ends up being a script played over and over again.

There's an interesting two-handed weapon rule that states all characters using two-handed weapons go last during a turn, as if they had lost initiative. When you get to the Classes and Equipment book and realize that all missile weapons are listed as two-handed weapons this rule takes on a new realization - most traditional missile fire cannot win initiative and always goes last (except for one-handed missile weapons like slings or thrown weapons).

Though I miss the rules for grenade-like weapons and those oft-reprinted miss charts that used squares and a d8 for direction and some other roll for distance. Those rules may have came later but their omission is noted since I am so used to seeing them changed and over-explained down to war-gaming detail in almost every pen-and-paper game from the era.

If you use the "all weapons do a d6 damage" option it makes two-handed melee weapons pretty pointless as well, but since we like our funny dice shapes and huge damage rolls this strange side-effect isn't probably seen that much. But a part of me likes the "all weapons do a d6" option because, you know, a sword, an arrow, and a dagger do the same "movie damage" anyways in more cinematic settings and we don't need to go in that much detail. I like the option but I feel in practice would rarely use it.

What happens when all participants are using two handed weapons? Is that simultaneous initiative (as if everyone had lost) or does it go on the rolled order (but after all the one-handies)? My preference is the latter.

Other Combat Issues

More combat rules! I know, I was hoping for too much, but this is only two more extra pages for really special cases such as cover, attacking from behind, or unarmed attacks. Morale is also handled here, and I feel this is another part of old-school games that gets hand-waved away in more modern games. Old school fights typically end in a rout by the survivors, and this becomes the most dangerous part of the fight.

If the rout is on the players' side, it is running for their lives.

If the rout is on the monster's side, they need to be stopped before they trigger a second encounter - either by the monsters fleeing to another keyed room or attracting the attention of wandering monsters. Chances are, you are already owed a wandering monster roll just from the noise of the fight, so chances are something may be coming to investigate, add to that a group of screaming goblins running for their lives and you have just upped the odds for trouble.

I feel some pen-and-paper games fall into this video-game mentality, where each room must be handled as a separate battle-chess like encounter or the game's CR or balancing system breaks and the whole game falls into "not fun stop being unfair land" or something. Old-school dungeons are more organic than that. There is a chance if you allow one of the front cave's goblin sentries to get away he runs screaming into the common room full of 20 goblins and you have a real mess on your hands.

That is what fireballs are for.

Then again, noise like that is alerting the whole darn lair. The goblin chief's guards will probably block off the passage, hide the treasure, and ready shortbows. Spells will be prepared by the tribe's shaman. The dire wolves will be set loose in the lower halls. All hell breaks loose.

Good times.

Again, this is when you start pulling out cheats and using up your game-breaking, but one-use, spells. Sleep. Lightning bolt. Fireball. Start burning those expensive scrolls. Your spells aren't balanced for a single-room encounter because you are going to find yourself at times needing something with a bit more power than that. Some things are meant to be unbalanced because life isn't fair, and henceforth, neither should you.

Standard Combat Charts

The base game's fighter-mage-thief and racial classes sneak into the book in the next section in the combat and saving throw charts. I suppose there is no good way to aggregate this, though I could just rename and re-purpose the charts into "combat classes," "semi-combatants," and "non-combatants" if I wanted to re-use them for a new set of classes - and same thing for the saving throw charts.

Ont thing I have always been a fan of is re-purposing saving throws to include more types of hazards. In my games, paralysis saves make good fear saves. Breath weapon saves can serve as dodge rolls. Spell saves make good mental attack saves. Death saves? Of course, instant death, system shock, or any other sort of save or die mechanic. Wands? Wands are odd since you would expect those to fall under spells, but wands are easier to save against than spells and they fall between death and fear saves - so I typically make these a health (ward versus disease) save since dwarves, elves, clerics and fighters all excel at these. At 10th level a dwarf isn't going to get sick, save versus wands at a 3+ please.

Magic

Finally, magic. Not lists of magic items, but rules for memorizing spells, casting spells, spell effects, spell books, and magic items come into play here. We also get rules for magic item types, such as potions and rings, and how many of each can be worn or used during a turn. We also get magical research and then the book closes with the OGL and an index of tables.

There aren't any lists of magic items, which I like because again, the basic rule book isn't tying me to one setting and its list of magic items. Just the types that may or may not be in the world and how they are used is covered, and that is it.

It Is Easy to Get Excited About This...

That is my feeling about B/X Essentials, especially after reading the Core Rules. I haven't felt this way about a game since Traveller's little black books. I love multi-genre B/X style games that use the rules for an entirely new experience, such as Labyrinth Lord and all of its spin-off games such as Mutant Future and other games in that multi-verse.

But with B/X Essentials, I see the holy grail of a generic universal B/X based system right here in front of my eyes. A B/X style Traveller, where you start out a level 1 pilot with 1d6 pitiful hit points and explore the vast hex-grid galaxy star by star? Maybe your starting 10 meter long scout ship is a piece of junk with only 10 vehicle hit points, AC 9, and is armed with a single 1d4 damage light laser? That is possible here.

A spy game in the genre of Top Secret, or a gangster game like the classic Gangbusters? Those are possible too, like as if TSR never used a d100 system for those games and stuck to what everybody knew, loved, and worked. A Gamma World style game that didn't drastically change the starting hit point scale and instead had that familiar B/X style progression? All possible here.

The possibilities are endless because the starting point is so clean and well-presented. Like a painting that leaves a lot of white space to let your imagination fill in the details, this book leaves out the genre-specific content and invites you to fill in the blanks with your own creations.

A Flash Gordon or Buck Rogers style campy space romp? A horror-style Cthulhu game? A cavemen and dinosaurs game? A Wild West style gunslinger game? Post-apocalyptic survival? Pirates? Zombies? Ninjas? Commandos? Space opera? 1970's detectives?

A vast new world of B/X gaming starts here and that has me excited about all the cool and wonderful things people can build from a basic and expandable basic set of rules like this.

Saturday, June 2, 2018

B/X Essentials: Ability Score Checks

From the B/X Essentials Core Rulebook:
The player rolls 1d20 and, if the result is less than or equal to the ability, the check succeeds. If the roll is greater than the ability, the check fails. 
Bonuses or penalties to the roll may be applied, with a modifier of -4 being a relatively easy ability check and +4 being very difficult.
Done. Simple. No hundreds of pages of skills, arbitrary Challenge Rating charts listing actions and skill-specific difficulties, open-ended target numbers that go up to 40 and more, and general "you need a skill for that" actions in many D&D 3.x style and newer games.

Complication. It isn't depth it is cruft. I like the old-style "make an ability score check" sort of ruling when a situation comes up at the gaming table that needs a pass or fail atomic result determination based on a character's ability scores.

You rolled a 16 for Strength? That is good. Expect to be doing all of the "strength stuff" for the part during adventures. What number do you need to roll? Don't open the book, don't look for a skill list, and don't search the Internet for an action to CR table.

You roll a 16 or under, modified for difficulty.

Done.

And please don't say 'I get confused because I roll X or higher in combat and saves and now I have to roll low?' If you can figure out how a d4 works this shouldn't be a problem. I swear that whole unify the directionality of dicing school of game design sometimes just makes things more complicated and you end up with something even more complex and unwieldy.

A Legacy of Huge Skill Lists

I get this feeling long lists of skills have always been with the hobby and they are some game design addiction we can't get away from. What really bugs me are skills in a class-based system that a class should know as part of being their class - yet you still have to buy them. A rogue in D&D 3.x style rules needs to manually buy - with skill points earned every level based off INT - the stealth, climb, lockpick, disguise, balance, and other thief-like skills with skill points every level.

Low INT? Out of luck, you will suck as a rogue. As a bard. As a fighter. As anything because there are combat and adventure related skills that you need to keep up on with those skill points. B/X is a world different than that. You can play a low INT fighter in B/X and still have all the skills you need to do well.

Skills (not based on INT, but by effort) work for a classless Skyrim style game for sure. Level up what you use and create a character from what you choose to know. But for systems with classes? I feel giant skill lists are a bit redundant and weaken the overall class system in the game by laying on a lot of complexity and error-prone choices.

When is a thief not a thief? When the player forgets to buy a class skill their thief needs every level.

In a B/X style game? Use the thief percentage chart for thief skills. Or, if your class should be able to do something, such as knowing mage lore for a wizard class? Intelligence ability check, maybe with a bonus to the roll. Maybe you know it? Apply a difficulty modifier. You don't or shouldn't know it? Disallow the check.

Mages with magic, fighters with weapons, rogues with value, clerics with holy relics - your skill is your class. Make a sensible ruling and keep playing.

Done.

But...Customization!

But what if I want to play a thief who can't climb? Well, at what cost total customization? How much do you need to complicate the game to support every single character build and customization, especially in a class-based game where the whole point of playing it is to have meaningful classes that gather together a set of abilities in a package that most members of this class in the game world would know? We say "X is a rogue" and then take away the utility and usefulness of a class system by forcing players to buy the abilities every level in some manual and "oops I made a bad choice but I love the customization" system of skill purchases.

If you want a thief who can't climb, give that character a disadvantage saying "cannot climb" and balance that with some sort of advantage, like "smooth talker" and give them a -4 bonus on social interaction rolls.

Done.

Now every other player in the game doesn't need to deal with a record-keeping heavy and mistake prone skill system every level. You can achieve meaningful character customization without over-complicating the game for everybody, just through an optional advantage and disadvantage system. Want more customization? Take a second advantage/disadvantage pair.

You can ignore it if you want your character to be an average rogue or don't want that complexity, and you aren't forcing a heavy skill system on every player in the game. One thing I love about the B/X Essentials design model is I can add a rule like this into the game easily and the modular design encourages creating new stuff. I am not playing a house-ruled version of Labyrinth Lord with an advantage and disadvantage system, this is a new game based off the core system with some new rules for this flavor of game.

It's cool. Call this a new dungeon game with some crazy name, like Creeping Catacombs and let's play dude! Oh, it is just B/X Essentials with some special rules, it all works the same and you don't need to know much more than what you already do to play.

Done and I am not out $90 for three 3.5-era D&D style game books and hours of reading and study for a new game. Again, B/X as a Linux style base for roleplaying comes up and the comparison is a strong one. A specific game is a distribution, there are a couple things different (for good reasons), but most of what you need to know remains the same.

Modding is Cool

Part of why we have system wars I feel is that too often the games we play do not encourage the game designer in all of us, and they force us to be slaves to 'official rulings' and looking up rules in books. We want all of our questions answered for us, when really, the best answers are the ones you and your group come up with. The best game to play is one you design yourself, because you can pour your enthusiasm and creativity into the design and experience the hobby as it was when it started out, with homebrew systems, people coming up with new ways of doing things, and that spirit of 'let's play this our way.'

Everything is right because we are all game designers at heart.

Thursday, May 31, 2018

Sale: GM Forge

Check this out:

https://store.steampowered.com/app/842250/

This is one I spotted on Steam today, the Roll20 and Fantasy Grounds alternative GM Forge is on sale today - and it has a couple pretty good reviews. This is a good link as well in the discussion forum on the differences between this and other software:

https://steamcommunity.com/app/842250/discussions/0/1697174779847584384/

https://steamcommunity.com/app/842250/discussions/0/1697174779847825799/

What I like about this one is if the GM owns the software players can join your game for free, without owning the software. No subscriptions either, and your content is stored on your machine. The software also supports Steam Workshop content, so there is the possibility of new games and adventures being modded in and packaged up for download. There is also talk of a stand-alone server coming soon, so you will be able to run this on another machine and log in to manage the game.

Cons?

There are a couple complaints about the UI and also a learning curve, and I have got in and messed around and I can confirm that. It does feel (at the moment) just a little bit on the beta/early side of polish but I am sure that will get better as time goes on. The app also maximized on my large monitor and it was a huge space to manage, so I am hoping for a windowed mode (or a way to resize the app). It doesn't feel slick, but it does the job.

There are also some users making note of having to port-forward and expose IPs, but I am sure someone will write a FAQ on how to sort all that out and use a VPN service if you don't want your IP out there. Then again if you are running Internet/open games like that those are issues you should probably be thinking about all this before you start a game. Maybe someone (or the developer) will create a matchmaking service and we won't need to worry about this, so you never know.

This is also Windows only software at the moment on the GM side, but players can join anywhere they have a browser.

Promising...

That said I like this one and it offers me a good alternative to other systems, especially for game designers who don't want to require potential new players to have to buy a virtual tabletop client (or sign up for a service) to try out a new game with the designers, or OSR referees looking for a group without too much commitment. To be fair, I believe Fantasy Grounds also has that join for free option, but it is in one of the more costly packages. This is cheap, functional, people with just a browser can join a game for free (like on a tablet), and it works well enough for me to dive in and support the project and keep tracking it.

Friday, May 25, 2018

Mail Room: B/X Essentials

Whoa, look what came in the mail this week - the first three books in the B/X Essentials series. They are the smaller 6x9 format and I love them in this size, and I am seriously more impressed with the printed copies than the PDFs for some reason. I just get a thrill from a printed copy and seeing that OSR font and art, that unique presentation that you are opening something inspired by another time and place, it is almost Tolkien-esque down to earth in a way and a feeling hard to describe.

Today's slick Adobe Indesign presentations are works of art in their own right, and it was a reason I collected as may Pathfinder books as I do (and the D&D 5 ones are pretty too). But they are almost unnaturally slick and polished in a way that I can only describe as 'Christmas coffee table books looked at once' and then left on the table as a prestige item.

I have owned games with such high presentation values I read them once and never played them. Video games too, so slick and full of themselves that I feel I just can't get into them and give them the time they 'deserve' just based on their slick style and flashy looks.

Familiar and Accessible

There is a level of familiar here that inspires me to play. Instead of pushing us away with production values our own creations could never attain, the simpler B/X style books with an occasional in-joke or strange piece of art is a more populist and accessible presentation and it appeals to me on a practical and game-creator level. The typography and layout isn't pretentious, it is familiar and welcoming. The books aren't coffee-table art pieces, they are working guides and feel like they are meant to be used. They are beautiful to me in an entirely different way than fancy art and slick layouts - they are beautiful in their utility and beer and pretzels 'pick up and play me' style.

I think another thought on this 'beautiful in a different way' feeling I am having with these books is everything is right where I expect it to be. I can find a rule quick. When I am looking for a rule, I always pick up the right book. The book on character creation is all you need to create characters. Spells are over there. The referee lives out of the core rule book, and these rules are so familiar that book is almost never needed outside of the rare special situation that comes up.

I can't wait for the upcoming B/X Monsters book, and I hope we get lists of magic items and treasures somewhere down the road. Another reason I can't wait is that I am a completest in collecting things, which means I will buy every book in this series no matter what. Druid, Bard, and Illusionist book? I know they are not B/X, but I am in. Planes book with demons and strange extra-worldly places? I am buying. I know at a certain point the original B/X source material will run out, but elaborations and 'how would B/X do this' done on the vast ocean of new B/X content would certainly be welcome to see, at least by me. And I also get this feeling of there are games in development based on these books that I will want to check out as well. Patience!

But yeah, there is a transcendent beauty here beyond presentation. Simplicity. Modularity. This feels like a well put together programming API for a computer programming language, but in this case for B/X gaming and as a base for all sorts of cool creations. Include what you want, and put aside what you do not want.

A Limited Focus Game Feels Good

Also, there isn't everything one would expect in these books, since they aren't everything and the kitchen-sink creations. Cleric spells go up to 5th level, and magic users go up to 6th. But...my 7th and 9th level spells! I can't play this! Well, that scholarly presentation style and 'sticking to the source material' thing comes up and if those weren't in the original inspired by source material they don't have a place in a digest-style summary of what the original books were all about.

So the spells go up to 6th? That was 98% of the spells used in my games over the years so I don't really feel anything is left out, and I actually like that limited focus, and I have had several players who would welcome the high-level bad guys not being able to pop a wish spell. If I ever needed the higher level spells, Labyrinth Lord or any other B/X game is right there with them handy. Played as-is, this feels like a more gritty, medium-magic, and balanced version where spell-casting (and magic items) don't dominate the game as much as later editions.

Spells are still the 'magic I win button' in many situations, but I like them limited in uses, and I like their casters to be fragile. I also like a more limited spell list and forcing players to 'deal with what this world gives you' instead of having every favorite D&D 3.5 and Pathfinder choice at their hands in Hero Lab.

This B/X world has 34 cleric spells and 72 magic user spells, which would be quite a lot in a video-game. They are all the classics. Be creative and make due. Less is more and I get this feeling with less choices spellcasters will actually be more effective because there are less distractions and more impetus to be creative with the spells you do have. With my Pathfinder collection I feel 80% of the game dozens of books in are options I never use nor want (or will ever use).

It is a strange feeling when I think about it, I could play and run campaigns in B/X Essentials and not feel I am losing anything with a more-focused game. Plus, the game is built to expand, so if you want more just pull exactly what you want in.

Want Choices? Stay in B/X

Besides, if I want choices I will play Labyrinth Lord and have it all, relatively speaking, and still have a more focused and limited-choice game than a D&D 3.5 style game by far. Even when I want choice and complexity I can stay in a B/X framework with another game, and I do not lose anything at all. I am not switching rules systems and having to relearn everything, or deal with games that require a level of (time investment) system mastery that I feel are designed to keep you locked in because of money, time, and effort spent.

If I switch between B/X Essentials or Labyrinth Lord (or any other B/X system) I am not losing much, and they are all really mostly compatible with each other. I could play Barrowmaze Complete (designed for Labyrinth Lord) with B/X Essentials and it all just works. Spells work. Monsters can be pulled out of Labyrinth Lord and work. Traps work. Saves work. The hit points and AC scale is the same. Damages are mostly the same. Special magic items in LL and not in B/X work. The amount of times you really need to tweak or fix something I feel will be very, very low. Maybe there is a difference in a spell as written, but if you are playing B/X, use the B/X version.

The real difference? Labyrinth Lord goes up higher in levels compared to B/X Complete. Most classes go to 20 in LL versus 14 in B/X. If you play the higher-level areas of Barrowmaze this may come into play. You could always allow progression past 14 in B/X and crib from LL if that ever came up, no problem and that is what I would do.

The Focus is Creating

Whenever I buy something I always ask myself, "Can I picture myself running this?" I feel this one is a yes. But the real focus here is as a base for other games, and I feel that is where this series excels. If we were presented infinite options like a Labyrinth Lord, this would be less-useful as a base for creating new things. Again we go back to that simple computer programming API. Well-designed computer programming languages have this elegance to them, this simplicity, and this modular nature - and I see this here. Want to write a B/X sci-fi game? Really, 90% of your non sci-fi base rules specific work is done for you here, and all you need to do is extend and expand on options.

I would love my computer language to do everything for me and give me every option, but in doing that the language gets heavy and tied to specific file formats and functions. Here? This is a great, generic, basic system that covers adventuring, combat, and creating characters. It is presented in a modular format where you can totally cut out the fantasy elements. That is what you need to get started creating anything else, and the beauty is excess and extraneous options and fluff are not included. You add those, or you build a new game and do something new without being weighted down.

That's why I love this game and how it is presented and designed.

More soon as I open the books and read further.

Saturday, May 19, 2018

Mail Room: Apes Victorious


My exploration of the Goblinoid-verse continues today with Apes Victorious, sort of an "inspired by" Planet of the Apes style game that meshes a bunch of 1970's pop-culture sci-fi elements together is a zany, crazy mix of genres and post-apocalyptic fun. This isn't just an Apes RPG style retro-clone, it brings in a cool race of under-dweller humans that seem like something pulled out of Sleeper, the Paranoia RPG, Logan's Run, or THX 1138. There are androids (I wish you could play one but it would not be hard to do that) like something out of the Six Million Dollar Man.

More 1970's Fun!

If I were to play this I would make some key expansions and pull in a couple more influences from the 1970's. I would definitely do an android race that either survived on their own or broke off from the under-dwellers, similar to the old Westworld movie's robots (one and two). Perhaps they were the survivors of an old robotic theme park and they are always seeking 'the creator' in some strange 'what it means to be alive' life mission nobody really understands.

I would add a human "utopia domed city space base" like something out of out of Buck Rogers or Battlestar Galactica or Buck Rogers for the astronauts. I would probably make this somewhere far away in an artificial environment that lives in a utopia and contact between old Earth and them is infrequent and forbidden. I would love to have an evil Mongol-inspired evil space empire out there (of limited size, like a rogue moon with several city domes) with an evil queen and her mute but muscle-bound body guards. Make them the mysterious source of expedition ships to Earth every few months and you can have all sorts of fun interplanetary action. Just not too frequent and not too large, the distance traveled is just too great for regular trips.

I would add a race of intelligent alien "plant spores" that create pod people, or perhaps have shambling plant people wander around worshiping the elder alien plant god known as 'Seed'. Their goal is to create more plant-controlled slaves with their alien seed pods, feed their evolved shambling mound forms, and bring their elder plant god from across the cosmos. Anything that creeps the players out and keeps them from wanting to sleep next to these alien pods (check your pillow and under the bed) is such fun I could not resist myself. Plant controlled apes and under-dwellers? Perfect, let them all fight it out, and the players won't really know who they are encountering until the other group all opens their mouths at once and lets out that blood-curdling scream.

Call it Apes Expanded. Anything that fit into a destroyed 1970's world would do. Starships and Spacemen I feel would be a tough fit because I wouldn't want them replacing the astronaut faction with "better astronauts." I would keep Alien, Star Trek, and Star Wars out of it, just because those three cultural juggernauts would also take over the game. This I feel works better with small, campy, out-there 70's sci-fi small box-office only.

None of this would be terribly hard using sources pulled from various Labyrinth Lord books and I feel it would create this fun sort of D&D style 'many inspiration' sort of mini-universe where a lot of ideas could fit in and players could find a niche and a conflict they could hang a character idea onto. It is more a big-tent approach that I feel made D&D so attractive, you could do everything from Conan to Lord of the Rings and everyone would be cool with those character origins and influences.

More soon on this quirky and fun-looking game, and I definately see it as an includive and big-box of campy fun.

Saturday, May 12, 2018

B/X Essentials


B/X Essentials! These are fun little books I found over on DriveThruRPG, and they are essentially a core rules set for B/X games split up into modular books. There are three of them out, and a fourth one is in the works covering monsters. Right now, there is a book for the base rules, a book for classes, and a book for spells (covering cleric 1-5 and MU 1-6). These are kind of what I wanted from the old D&D Essentials guides but never got.


Why another set of B/X rules? Why not? At this point, B/X is the closest thing the pen-and-paper gaming world has to UNIX/LINUX, with many different distributions and flavors available and they will be in print and be around forever due to the OGL.

What is cool about B/X is that it all works really similar to each other, adventures mostly are compatible, classes play alike, and even the math is more or less similar no matter what you play. You factor in things like the special features of a game, support, class books, and other flavor related items and you pick a favorite version and play. You could play in another game with a different B/X system and still know most of what you need to know.


The goal (as I read it) here is to publish a setting-neutral base game where you could use the framework to create any B/X flavored game from (or use to play the original), and more importantly kind of be a version-neutral reference guide and clean up the original B/X rules. These are noble goals, and let's say I wanted to make a sci-fi B/X style game. My options? Recreate the wheel and craft a new variant B/X system, or extend an already-published B/X clone like Labyrinth Lord. This is a third option, start with this and have just the basics, and then extend as much as you want in any direction.

I could also play a simple dungeon game just using these rules and be fine. It is all cool.

There is a text-only version of these for free, and you can pick up some printed books and the full-art PDF for cheap, which I did because I want to support this effort (and they are cool books). The art is very flavorful and cool in these books, I love the varied styles and humor here, and it does feel true to the old-school feeling of B/X and OSR.

I like this, sort of a setting-neutral and modular approach to B/X. I still like my Labyrinth Lord collection and that game is one I love and have an investment in, but I share the feeling sometimes all I want is just something simple, something basic, and something which doesn't start with the fantasy assumption and sits there like a blank canvas for my creations.

Make a B/X style gangster Noir game? Why not? This gives me a great basic rules set without all the fantasy baggage and my plate is clear to create a classes, equipment, and setting book covering the parts that are different in my creation. The base rulebook doesn't need to be touched, and all you need to play is Core plus the setting-specific book. You don't need to worry about ignoring clerics, magic wands, and orcs when you are out clinging to the running board of your Packard sedan with a tommygun in hand - you have the base rules and your setting specific book and you are all set.

There is nothing to ignore here and you can focus your playing and designing just on the world you create, and I love that modular design goal here. This is a cool effort, I am happily awaiting the monster book (which is in proofreading now and should be out soon), and I will continue to support this effort because I love B/X and the more the OSR the merrier.