Sunday, December 28, 2025

Live By Pop Culture...

It feels early to throw in the towel on the hopes that Stranger Things would spark a renewed interest in D&D 2024 (and all the tie-in products), but with the reviews of the final season so far, I don't think that is likely to happen. Some are saying this is going out as badly as the final season of Game of Thrones, and it is still too early to say it is over.

We have until the final episode this week to see if this can be turned around. I still hope it can be salvaged, but I have my doubts.

Make a solid, unassailable, stainless-steel product first, and don't rely on tie-ins, Pop-Tarts, movies, or streaming shows to sell yourself. While the bump from Hollywood is good, it is not long-lived, and pop culture is very fickle and likely to move on. One bad season or failed movie, and you are firing everyone at Christmas again.

It feels like a lesson: focus on what you do best first and deliver a game the fans love.

And to not alienate your core audience of people who give you free hype.

The road to turn the Forgotten Realms into the next Lord of the Rings has sailed on, and those hopes are gone. The time to do that was 10 years ago, and we will be lucky to get what we can from a group of aging writers and creators, most of whom we are still fortunate to have. This should have started with novels and hype, creator control, and a plan. Not gaming. This should have stayed in literature. Instead, we got a success in D&D 5 that will never be re-created, and a hobby that is fading.

The surrounding IP, worlds, and settings have been squandered, left to push topical messages rather than tell stories that help us escape a world we desperately want to be away from. An escape from the madness, just for a while, is all we ask.

We will never get that again.

Enjoy the previous editions while we can.

Friday, December 26, 2025

Zine' Gaming

I like the Zine culture in games like DCC, OSE, the Borg games, and a few other communities. This is a freer publishing model where ideas matter more than presentation, artwork, or quantity. Another part of me dislikes the Zine culture, since my shelves end up a collection of dozens of randomly sized, digest-after-digest piles of small books mixed in with the corebooks.

While Zines are great, they bloat my game and clutter my shelves. The compilation works sometimes put out later help a great deal, but I have not found a solution for the clutter. I use magazine organizers to pack them all together, but they are rarely usable when in those holders.

Still, Zines are better than the alternative: the overdone, 500-page hardcover, AI-text-filled, AI-art-packed, all-encompassing, rarely playtested giant volumes of game expansions put out on crowdfunding sites. I would rather have 16 pages of playtested, solid material in a stapled-together journal than a 500-page, barely-playtested sewn-bound hardcover any day. A little clutter is far better than a shelf packed with hardcovers of high-volume and low-quality content.

A beautiful hardcover does not always mean what is inside is functional or well-designed.

In a Zine, there is so little there, and the presentation can't distract you, that what is inside better be well-thought-out and solid. In most cases, they are. There are times when all I want is a one-book game, with no zines and no expansions, and I have those, too.

But in general, the Zine culture is good for the hobby, lowers the barrier to entry, and emphasizes ideas and well-tested concepts over flashy presentation.

Monday, December 22, 2025

Cleaning Up My DCC Library

I have too much junk!

The zine culture, small publishing, endless modules, crowd-funded mega modules, and all this other "stuff" for DCC have my game bloated and unplayable. The DCC bloat feels as bad as the Shadowdark bloat at this time, and I find myself having to pare down my collection to the absolute best of the best and put all the junk in storage.

I am there with 5E, and I found focusing my collection just on Tales of the Valiant, and using the Shard VTT to support it with character creation, is my best answer for the mire of junk I find myself stuck in.

All of a sudden, 5E feels playable again.

The mess of options and fluff is gone.

And I am left with a smaller, more focused, compelling game. It is so easy to get overwhelmed when a game reaches a specific size; you just quit playing it.

I am there with DCC right now, and I can't play the game and shy away from it since my shelf is a mess, crowded, filled with junk, and unplayable. I would play you more if I had less of you. I want a smaller, cleaner, more focused "fun center" and not one stocked and jammed with so many books it looks like a disaster zone.

Right now, I don't even have any room for my dice on that shelf, and it is a huge shelf. When a game gets larger than one shelf, it is too much game.

I get why some flock to one-book games, like the excellent Dragonslayer. One book is all you need. Not a library. I could play this and one of the megadungeons, and be set.

Sunday, December 21, 2025

Off the Shelf: Hyperborea

Let's pull Hyperborea out of our storage crates and put the game back on the shelves.

Hyperborea is very similar to the classic first edition, and it's compatible with both Swords & Wizardry and OSRIC. It is a strange game meant for swords and sorcery and not high fantasy. Hyperborea is a better choice (for some) than Dungeon Crawl Classics, offering a more traditional experience that lacks much of that game's table-based play and randomness, while retaining an intense, gonzo, Conan-style feel.

I have not really gotten into Hyperborea, as I am more of a fan of first and second editions than I am heavily modified derivatives. Still, I see the strengths of a game like this, where the experience is more like savage sorcery than your traditional Arthurian knights. Modern Dungeons & Dragons tends to slip into a pseudo-Renaissance setting mixed with the Knights of the Round Table. These days, D&D is more an allegory for modern street adventures than anything in the fantasy genre. I like a heavily themed game that gives me a barbaric feeling, as this one does.

The game is contained in two books, one for players and the other for referees, and it is a tight implementation of the rules. It is 100% compatible with any first edition or even Swords and Wizardry, so you will not go without adventures or monsters.

The magic is more traditional and does not have spell failure or spell mishaps like Dungeon Crawl Classics does. The original game never had wacky spell failure, so I understand where they’re coming from. The gonzo and crazy nature of the world is where the focus is, instead of an internal focus where magic mutates you. Here, the focus isn’t on mutation and randomness. Referees and players, not the rules, enforce the gonzo, insane nature of the world.

This is the key difference between Hyperborea and Dungeon Crawl Classics. Hyperborea does not rely on randomness to convey its theme and feeling. The game will be as gonzo and insane as you make it. If you want something to happen, make it happen, and it does. There are times when Dungeon Crawl Classics feels like “gonzo with training wheels” when it is far easier to be less reliant on charts and tables and random results, and do it yourself, given what you know and like. You will always get the result and craziness that is closer to your heart if you do not use a table and let it tell you what happens next.

That is why some prefer Dungeon Crawl Classics as a game that you migrate from the fifth edition. The charts and tables tell you what can happen, and you need that level of training to understand what savage swords and sorcery all are about. For experienced groups and gamemasters, it is far easier to say something crazy happens and then enforce the genre through direct rulings instead of chart results. I still like the tables in Dungeon Crawl Classics, but having played these games for decades, I don’t really need them. There are times when I find the results on the charts limiting and less imaginative than what's in my head. I suppose I would have more fun with the game like Hyperborea, where I can “say what happens just happens.”

This is going alongside my first edition collection and my second edition books, along with the grandmaster game of OSRIC, and joining my games on my living room shelf. A solid tabletop game, fewer books than my bloated DCC collection, and I look forward to reading this and having some fun.

Saturday, December 20, 2025

Off the Shelf: Tales of the Valiant

One of the things that I love about Tales of the Valiant is that it is a drama-free version of the fifth edition. I can play with all my fifth edition books and never need a physical copy of either the 2014 or 2024 Dungeons & Dragons. I own my PDFs, and I do not need to sign up for a website to have an electronic copy at hand or on my phone. It makes it easy to support the 10-year legacy of great products for the 2014 D&D.

Everything works. People complained that the game offered nothing new, but there are plenty of balance improvements and other tweaks to the system that significantly improve the quality of life. The game is designed to be easy to teach and learn. All the exploits are fixed. I don't need to patch the game with a later book, as all the fixes are in the player's guide and ready to use.

Inspiration or luck? Whatever you want to use, plenty of people prefer the luck system to the inspiration system. You could use both if you wished, but luck is enough. I like the luck system in Tales of the Valiant because it does not require a game master to grant inspiration. A player can manage the system on their own, occasionally receiving bonus luck points from the game master if they want. This speeds up play by giving players a trackable resource without gaming the inspiration system or exploiting role-playing for mechanical gain. One of the most annoying things about 5E is when players constantly try to take advantage of the inspiration system to gain an unfair advantage.

I have a library of my best-of-the-best fifth edition books on my shelves, and Tales of the Valiant runs everything without me needing a single book from Wizards of the Coast. It's zero drama, and I don't get constantly sucked into D&D YouTube, watching the latest drama videos posted by that clickbait crowd over there. I understand that clicks pay the bills, but at one point, I just get so tired of it all, watching the outrage of what the company did this time, and I stop caring altogether. I don't have any time, energy, or emotion left to spend on the stupid things a Wall Street company does.

I want to play a game that works without drama.

Tales of the Valiant also does not insult old-school players. Orcs, goblins, hobgoblins, gnolls, and all the other classic humanoid monster creatures are in the Monster Vault. They were removed from D&D due to fake Twitter outrage by people who likely don't play the game. I want the real world removed from my games as much as possible, and I enter my fantasy world to enjoy the adventures there.

Being reminded of current-day social strife is the last thing I want when I'm playing my fantasy game.

We left a silly few years of history, and we are living with the damage. I want a game that is made for the fans. Tales of the Valiant does not go out of its way to anger people. There are some admittedly progressive nods in ToV, and I understand and support them. But the designers realize that people love how the game was, and that experience should be preserved and supported.

Tales of the Valiant feels like playing Windows games on Linux while sidestepping Microsoft and our AI overlords. I can support the game companies I like, protect my privacy and freedom, not hand money to Microsoft as they sell my personal data, and own my hardware all at once. With Wizards and D&D Beyond, the AI is coming, and I want to own my PDFs, characters, campaigns, and ideas without having them fed to the digital beast.

I can create ToV characters on the Shard Tabletop and even print character sheets. Everything D&D does, I can do here, and I can own my digital copies. Not changing the game too much from 2014 D&D is a feature, not a problem. If you want a completely different game, play Shadowdark, Draw Steel, Dragonbane, or Daggerheart. If you wish to play something slightly different, play Level Up A5E.

Now, I have a choice when playing 5E.

I am making an informed and ethical one.

This is not just about anger, either. I enjoy the design of Tales the Valiant far more than I do either 2014 or 2024 Dungeons & Dragons. Everything that I like about the fifth edition is here, cleaned up, ready to go, and fun. Everything on my shelves works without change. All of the dumb exploits are fixed, which I understand makes some people angry, but I don't like having to sit there and ban exploits. All the money I spent on books for the fifth edition can be used and enjoyed, and I can get my money back without having them sit in my garage and storage crates. 

There isn't too much wrong with the fifth edition; my biggest complaint is that characters are too invincible and heal too quickly. This is easily fixed with a few mods. I can tune this game to run exactly like an OSR game with just a few minor changes. The game can be just as deadly as I would like it to be with just a handful of tweaks and adjustments. I can enjoy the in-depth character builds and the progression without having to abandon the game and feel I wasted my money on my entire fifth edition library.

I like Tales the Valiant and keep it on my shelves. The money I have spent on the fifth edition will not be wasted, and I will get the gameplay I bought.


Friday, December 19, 2025

DCC vs. Second Edition

If I had to keep one game for fantasy, would it be Second Edition or Dungeon Crawl Classics? While my love of a combined Second and First Edition is strong, the fun factor of DCC can't be discounted.

DCC has far, far, far better support than Second Edition, and even ongoing and regular crowdfunding projects, and if there is only one reason to put Second Edition away, this would be it. DCC's support is better than 5E's at the moment, with giant adventure modules released regularly and a steady stream of smaller adventures with varied and imaginative settings.

With the 5E market, I see a lot of overwritten, expensive, and too-flashy pretentious junk. Everything feels like it is "please like me" overwritten, Chat GPT fluff text trying to sound intelligent, but delivering walls of text that make my eyes glaze over. Even the D&D corebooks are like this, with massive amounts of text to describe ideas that should just be left to the player's imagination.

DCC tends to keep the writing tight, using tables to deliver information, and being economical with their word count. What DCC does in a single chart and paragraph, 5E takes two pages of text to provide the same idea. 5E is one of the worst bloated games ever written, with reams of paper used to fluff the books for a higher MSRP and deliver little actual content.

When in doubt, add 100 pages of ChatGPT text and raise the book price by another $20, and we will make back most of that in profit. Paper is cheap. Concise and efficient designs aren't.

How did we get to the point where brevity is a money-losing strategy?

With Second Edition? I am either playing BX adventures, which are not bad, or recycling AD&D adventures. The support is "sort of what you can find or convert in." It is not bad, but it is not dedicated support. There are a few adventures written for For Gold & Glory, and they are nice, but they are still nowhere near the support DCC regularly receives.

On the other hand, every adventure written for BX, OSE, Labyrinth Lord, Swords & Wizardry, and any other retro-clone is compatible, and it gets easier if they support descending AC. So, really, you do have pretty good support if you expand your thinking and pull in adventures from BX. These work well for FG&G, and really, this is the OSR; your choice of rules is how you express yourself today, and that is cool.

It comes down to a few things. Can I get the full rules to a new player for free in PDF form? Is the publishing license open and free for anyone to create under? Is the book attractive and invites new players to join in and have fun?

FG&G hits all three points perfectly.

And there are some amazing ones. I like a lot of the mega-dungeons written for these games, and each one is easily a 10-year campaign. There is an open question of "Are mega-dungeons too much?" I love how huge and expansive they are, but there are times I prefer a larger campaign area with a few dozen medium-sized dungeons rather than one huge, multi-level monstrosity.

Second Edition has the nostalgia factor, while DCC gives me a tribute band experience, not bad, but not the real thing. There are some tribute bands of classic acts that are better than the real thing. As age takes its toll on these bands, the tribute bands can play with an energy and technical level that shocks me. I don't know the hard-working tribute bands; they pour a lot of heart into what they do, struggling and endlessly compared to the real thing, but putting in the time and effort just out of pure love.

DCC hits that same level of respect from me. This is a group of hard-working people who love the hobby as it was and are trying their best to bring back those days with fun, imaginative ideas. As a tribute band to old-school play, DCC hits all the right notes and brings me back to those days. With the Second Edition, I am playing a game that has seen better days, still the beloved original, but there is a danger here of my memories clashing with the reality of a game that has seen better days and fallen out of active support.

With DCC, every class is designed for maximum fun at the table. They are great class designs, and they have that "instant fun" designed into them, so if you sat down at a random table in a convention to play DCC, you are guaranteed to have a good time. With the Second Edition, it is the slow grind, and while I appreciate that, in today's world, where lots of things ask for our time, I will gravitate towards an instant-gratification game more than a slow grind.

I still like Second Edition; it is the best version of the game for me, across every edition Wizards or TSR put out. For the classic feeling and play, little matches it, and they loosened up the racial level limits to a point where they don't matter as much (or could be ignored), and the story XP is a solid system that is like a lot of the modern XP systems we have today. Taking away "gold for XP" and boosting moster XP makes a huge difference in motivation and why we play. The second edition is 100% compatible with anything made for the first edition or AD&D, so it is a solid choice.

For instant gratification and fast play, DCC wins.

For campaigns and classic play, the second edition, using For Gold & Glory as my rules, wins.

Wednesday, December 17, 2025

Palladium Systems: DIY Gaming

Many role-playing games fall into the trap of deciding what you will do with them. D&D is one of these games, where the entire experience should be played one way. The equipment list is engineered for dungeon crawling; all abilities are focused on dungeon crawling; all classes are rigged to dungeon crawl; all spells are crafted for dungeon crawling; the experience system is built to reward dungeon crawling; and the monsters are even perfectly designed for the dungeon crawl.

As a result, the game feels perfect for dungeon crawling.

But little else.

There was a time when game designers considered the world first, designing systems that encompassed the entirety of a realistic, dynamic world, with no thought of it being a game, and began the design from there. Palladium is one of those games, and its default ability to simulate an entire world in its lingua franca is why we love it. While it can be dungeon crawling, and Palladium can simulate that activity inside this world, the game as a whole does so much more.

Can D&D be used to simulate a medieval jousting tournament? It needs some help, and a set of rules must be written to cover the activity, along with supporting subclasses, feats, and action types to use during the game. D&D needs to design the experience to be fun, to create a minigame around it to feel compelling, to turn the jousting tournament into a rules-supported activity, adding a few hundred more pages to the rules, and creating a fake framework around the microcosm as if it were somehow equal in importance and rules support to dungeon crawling.

D&D is designed around gamification, much like a mobile phone game would include a fishing minigame. You see this gamification in many third-party products, too, where they dive into an autistic level of depth on a sub-activity, trying to elevate it to the level of gamification as dungeoning, and further putting a heavy load on what gamemasters and players are supposed to be able to synthesize as rules and comprehend at the table.

The company will inevitably design an entire book around jousting, the tournament, create a whole series of adventures, and provide rules support for everything from jousting, archery, axe throwing, log rolling, apple pie eating, jesters, and every other festival and carnival activity. All of these will find their way into the character designers and become digital purchases that everyone has to have, but no one needs.

D&D and modern designs always die under their own weight. Thousands of pages of rules, shelves full of books to buy, and the edition just gets so obese and heavy that no one in their right mind can play the system anymore.

Palladium Fantasy handles jousting with just the core book. You don't really need much more than that, and any related carnival activities are simply skill rolls or the referee issuing a ruling on how it should be handled. If this sounds very OSR to you, that is precisely how Palladium games handle everything, and the designs are set up to support rulings over rules. The game gives you plenty of tools to make it happen, and the skill system is the heart of the game.

Want to excel at jousting? Be a knight. Want to be the life of the party? Be a bard or troubador. Want to rub noses with the local movers and shakers? Play a noble. Want to excel at the archery contest? Play a longbowman. Want to be rich? Play a thief and pick the pockets of unsuspecting people, as that wealthy lord holding the turkey leg does not need all of those gold coins in that pouch, now does he?

Some of these classes will be liabilities inside a dungeon, for sure, like the noble, bard, or even the troubador. There are more social classes, designed to better simulate the profession and how it interacts with the world, not a dungeon. The bard in D&D is not a bard anymore; it is this strange abomination useful in dungeon halls, but strangely inadequate everywhere else as the role it professes to be. When is a bard not a bard? The same thing happened to the ranger in the 2024 edition: all their wilderness skills disappeared, and were replaced by more dungeon-focused abilities.

D&D's classes are victims of dungeonification.

Before I go on, I will admit that Rifts is a huge game, but not all of it is needed to play, either. At most, you are using the core book plus a small handful of expansions focused on your interests. While this is possible in D&D, too, many of the books start to bleed in subclass options, and those are included in the character designers, so even if you don't want that subclass from Ravenloft, it will find a way in through D&D Beyond or a character designer somewhere.

Palladium games and their campaigns always model themselves around this core book plus a subset of expansions, and you only pull in what you need for your game. Most of it can be ignored and has nothing to do with the type of game you are running, and could be helpful in a future campaign, so not all of the books you pull in will be used, and most of what is in them can be ignored, for the most part.

But, with Palladium games, the default experience centers on the character, who they are and what they do, and that gamification revolves around the occupation of the character. The occupation comes first, not the dungeon. This is why the magic systems in the game are so wildly divergent, and how some of them are utterly unsuited for dungeon crawling, and even some of the combat and other classes are more of a liability in a dungeon than they are an asset.

But playing a witch or summoner in domain play, as an asset to a local lord or other ruler? Your occupation will outshine the dungeon-crawling professions and provide a unique and never-before-seen experience inside a role-playing game. Even the bard and troubador will outshine the knight and longbowman in social settings. In more intrigue-focused campaigns, these characters will be indispensable and pull far more of their weight than a combat-focused class or caster.

They were designed with a complete worldview first, not the confines of dungeon halls.

As a result, it feels more difficult in Palladium systems to "know what you are supposed to be doing." This is why those who understand the game seemingly love it far more than anyone can really understand or comprehend. Why love a game that seems disjointed, poorly organized, and written in a seemingly random manner? The answer lies in the game being more of a world simulation than a dungeon simulation. We know the secret. We understand how this game simulates an entire world, not just the minuscule fraction of a percent that is a place we call a dungeon or adventure location.

If you come into Palladium expecting a world-class dungeon-crawling game, you will likely be disappointed. However, there is a perfect subset of classes to play that will provide you with a complete and rich experience in that area. Palladium does dungeon crawling as well as any OSR game, but then again, it does so much more.

You need to play and understand the system to find the secrets of the classes that do well in dungeons, as not every choice will be the best one, and the game does not hold your hand.

People who complain about there being "trap classes" in Palladium are approaching the game with the blinders of seeing the game as a dungeon-first experience. Those "trap classes" excel in areas outside of the dungeon, and all of them have been playtested and enjoyed for years by the designers of the game and their groups.

As a result, when running the game, you need a better idea of "what the focus of the game will be" before you even begin. There is no "default style of play" that involves a dungeon and crawling through it, and in fact, the Shadowdark game does a far better job at providing the best dungeon crawl than D&D does, since it understands the play of the game and drills down on the experience.

If all I want is dungeon crawling, I will pick up Shadowdark and never look at D&D. Too much of what is in D&D currently will waste my time and distract players from what we all came here to play. If dungeon-crawling is what we all love, let's play the game that gives us the purest form of the experience.

This is also why Shadowdark gets weaker when you add too many options; the core book is tightly focused, and the classes in there are the best at what the game tries to do. If you begin watering the game down, the experience gets muddled and doesn't deliver as well as it did when you first played. Trying to turn Shadowdark into D&D is probably why most Shadowdark games fail.

But if I want a game that can handle a complete world? I will choose Palladium games over D&D or 5E-based ones, since the artificial design assumptions turn every challenge and situation into a dungeon, forcing you into that way of thinking, and designing every spell and ability for balanced dungeon play in small corridors and rooms that rarely are larger than 40-feet square.

D&D is still that dungeon-focused game that Shadowdark focuses on like a laser, but it pretends it is everything else, too. The bards and troubadors in Palladium are far more skilled and capable at handling social situations than the bard in D&D, since the D&D bard is designed for a dungeon, with lip service paid to anything existing outside the corridors. The spells, abilities, and focus of the D&D bard are dungeon-first, social later.

To have a successful Palladium game, you will need to figure out what the game will be about first. Will it be dungeon crawling and combat? Will it be more intriguing and social? Will the game focus on a specific activity, like supporting a merchant building trading routes and markets? Will the game focus on nobles, politics, and matters of land and fealty? Will the game focus on magic? Will it be more warfighting between kingdoms or slaying monsters in the borderlands? What will the characters be doing during the game?

You need to know before you begin play in Palladium.

But once you do, the game will deliver a better experience than most other fantasy games, since the classes and choices will far better support what you are trying to do with the game.

Tuesday, December 16, 2025

Helping Out, Times are Tough All Over

A few posts today on some end-of-year troubles from some of the publishers I follow. Roll for Combat is a fantastic company with incredible products, and they go through their problems with Diamond Publishing's bankruptcy in the above video. Now is the time to place orders, support their crowdfunding, and show them some appreciation for being one of the best cross-platform publishers for 5E and Pathfinder 2E.

I am on their latest crowdfunding projects, and I will do my part to help. They are amazing creators who put out top-quality, full-color books that are crowd-pleasers suitable for the whole family.

Every time they share an update on this situation, my heart goes out to them. They are too good to have this happen to them.

And the complete opposite!

James Raggi is facing some steep tax bills and put out a call for help on his store's website. Lamentations is still one of the most original horror games on the market, an OG OSR game, and I support it. If we can support movies like Terrifier, then Raggi's books are nowhere near that level and are actually quite reserved and held back. They are well-written, high-quality, imaginative books, and I would hate to see Lamentations go away.

If you see his works as horror movies punishing Age of Sail colonizers, carrying out unholy retribution for the sins of defiling and exploiting the New World, you will understand them on a deeper level. Yes, there are undertones, but many horror movies go much farther.

The hobby is full of eccentric personalities, and they help make this a crazy, wonderful, and enjoyable place. I would love to review some of these new books, but I can't get through Raggi's spam filter, and there is no way to reach out.

I can't think of two more polar opposites than this, and times are tough for many companies. Everyone is hurting, and this cross-section covers everything on the fringes and in between. If you can help pick up a few things, now is a good time.

Monday, December 15, 2025

Second Edition Deserves to Live

It is sad how the Second Edition died. With TSR bankrupt, the game took on a tarnish from the mismanagement of the 1990s, as AD&D itself was blamed for the downfall. The game did not deserve to die and end like this. Wizards' buying TSR and releasing 3E as a complete rewrite reenergized players, but it left a stain on 2E's legacy, as if it were a failure.

And we have not had a stable edition from Wizards since. They replaced the 3rd Edition like they replaced the 4th, and now the 5th Edition is in its endgame phase. D&D 4 Essentials came out to "clarify the rules" and "not replace the original," and we see the same thing with 5.5E.

I wish we lived in an alternate timeline where TSR never went away, and we were back on the original set of rules that started this all. Constantly changing the underlying system of how D&D works is getting tiring, and I just want the game to play how it felt back in the good days. While a lot of the concepts are the same, characters and the damage scales have been constantly tinkered with over the last 25 years of Wizards' ownership, and nothing from 3E to 5E uses the exact scaling anymore.

The First and Second editions are the original game, and essentially the same set of rules, and are compatible. 1E and 2E are classic games, like Monopoly, and they should be seen the same way. There are times when I wish Wizards would stop releasing new editions of the game and support and preserve the ones they already have.

And not rewrite, but preserve and honor.

These days, it feels too much to ask, so I am over here in the OSR enjoying the games as they were.

Second Edition is like the 5.5E of today, if 2014 5E was the First Edition. Both games were "changed due to outside societal pressure" to be more "mainstream product." Both may bankrupt the company. The Second Edition introduced significant numerical changes that improved the game, and we still had some great game designers working on the rules.

While a lot was removed due to outside pressure in 2E, it all found its way back into the game, even demons and devils. With 2024 D&D, half-elves and many other choices were removed from the game, and all humanoids were removed from the monster lists. None of the removed content from 2024 D&D is likely to ever return to the game due to the zeitgeist of social media pressure.

The ideological crusade that forced the removal of content from 2E was an outside force, and the designers found a way to bring it all back. The ideological crusade that created 5.5E came from within the company, and we are never going to get these things back.

I fault 2E for its failings, for being too commercial and mainstream, such as dumping assassins, half-orcs, and demons. Demons return in the Outer Planes Appendix, and the Assassin returned in the Complete Thief book. Half-orcs return in the Complete Book of Humanoids. So, all the cut content was eventually restored; it was just well hidden and took a few years to be published and released.

The main books of AD&D 2E remained a mass-market game to avoid controversy.

They kept the game essentially the same as AD&D 1E, and just cleaned up the rules and organization. The more I study D&D 3.0 and 3.5E, the more I see them as inferior to the two originals. I wish Wizards kept its games in eternal print, not changing them, but just keeping every edition of the game available to buy, even in print form. POD is halfway there, but many titles are still not available, and the 1E books have scanning errors.

Still, this was the version of the game that got us back into D&D. We loved the removal of XP for gold pieces, and the story XP system with the higher encounter XP made us fall in love again. The game wasn't about greed anymore; this was about stories and epic tales of heroism. The game wasn't any less deadly either, although progression seemed faster due to the higher rate of XP for encounters.

The tone of the game shifted from gritty swords & sorcery to heroic high fantasy.

Removing demons and devils improved our game. As a DM, I needed to come up with evil factions, use other monsters, highlight evil dragons and their cults, put the yaun-ti front and center, focus on the drow, and use the monster book in creative ways. We never had them as a part of our Forgotten Realms campaign, and the game was better for it.

That is not to say I did not miss them, as ultimate bad guys, they were missed. They more thematically belonged in Greyhawk and other settings, back when 1E featured them prominently, and they did make appearances by the time the Outer Planes Appendix came around. Still, having the first run of the Realms as a "no demons place" made it feel special, like the gods actually worked for a living and kept them out, and other evils had to step up and take on the roles of corrupters and wicked masterminds.

This is why I love For Gold & Glory. It is a clean-room Second Edition game that works as the engine for any Second Edition book or adventure. People can write for this game, and it works with any First Edition book. It is nice to see a version of the game that does not get much love receive attention and support. This is also setting agnostic, and it feels more thematically medieval and grounded than much of the Forgotten Realms books and 2E source material.

It is a fantastic game, authentically medieval, storytelling, and compatible with anything in 2E and 1E. This feels like home to me. The classes are not overpowered and bloated, and you need to rely on gear, teamwork, and smarts to make it by. While the product identity monsters and spells are stripped out, they are easily added back in, or left out if you want to play in original worlds.

Where other games feel too simplified, like Old School Essentials, and other games feel unnecessarily flashy and wild, such as Dungeon Crawl Classics, FG&G hits the Second Edition notes and feels perfect. This is still 1E, but with many quality-of-life improvements. The non-human level limit caps were significantly raised, too, bringing about a better parity and fairness to the other character races.

FG&G is also an open game, and people can write material and adventures for this version. We can't do that for AD&D 2E. I always support the community-supported game that allows for the most freedom.

I get why First Edition takes most of the attention. This is the original game. People look at the Second Edition and see something that Gary Gygax did not work on; it had censorship issues, and it was the edition of the game that bankrupted TSR. When it comes down to it, there are only very minor differences between them, and both editions are cross-compatible.

I love the tone of Second Edition shifting to heroic high fantasy, and the feeling that this was the "game of the novels." The 1990s novels were very popular escapist entertainment. They perfectly captured the freewheeling adventure of those novels, where heroes went from place to place, swinging swords and casting spells, saving the day, and making daring escapes. While the First Edition could do that, the Second Edition was built to provide that experience, primarily through changes to XP, which shaped the nature of play and the flow of the game.

Saturday, December 13, 2025

Heros Unlimited as Superheroic Fantasy

"Fantasy Heroes 
This is an option similar to the Medieval Heroes setting mentioned previously, but instead of being set within a historical Earth time frame, it is set in a world of fantasy, magic, and legend, such as the one presented in The Palladium Fantasy Role-Playing Game®, 2nd Edition . In this setting, dragons and magic are very real and the characters mesh easily into it with their super powers, psionics, and other strange abilities. The G.M. can make super abilities available to all inhabitants of this world, or have the player characters belong to one particular race or class of people that demonstrates these powers." 
- Heroes Unlimited GM Guide, page 70.

So, I want to be a dragon-man paladin in a fantasy world, have natural body armor, fire breath, a light blast power, extraordinary strength, fire and heat resistance, and karmic power to lead a "blessed by the gods" life where my natural resistances (and those around me) are heightened. He goes around, saves villages from skeleton armies, defeats demons, and battles the dark necromancer and other nefarious villains.

That paragraph in the Heroes Unlimited GM's Guide gets me thinking...

It would take me 10 minutes to create that exact character in Heros Unlimited, swapping out skill packages for the ones in Palladium Fantasy. Still, I can get there using a template for a mutant-animal superhero. My dragon-man will be unlike any other, and I could do another using an ice-dragon template and another character class inspiration, and get exactly what I want right from the start.

There is no buying $80 crowdfunded books for expanding the game.

There is no waiting for a book to see if the game designers will give this to me.

There is no praying; a class gives me the powers I want, and I am waiting for the power to unlock, forced to go on weeks of pretentious adventures to finally unlock something weak, and I can only use it once or twice per adventure.

There is no begrudgingly accepting weak powers because "they have to be balanced," and there is no being forced to agree to lame things like your flame breath only working once a day. Sorry, Sir Scalelord the Holy can blast holy light and breathe fire all day, blessing everyone around him at will without a short rest, thank you for nothing, Seattle game designers.

And my warlock black dragon-man can breathe pure darkness, summon demons, teleport, have a shadow form, and control minds. My elf can be a trained swordfighting expert. My gnome can be a tinker gnome with a set of steampunk fantasy armor. My dark elf can be a magic-infused rogue who can disappear at will, phase shift through solid walls, and throw huge fans of blades as an area attack. My bard has a sonic attack blast, mental charms, and can strum their lute to bring up a temporary force shield.

Whatever I want, I can have. It is such a simple concept. Why don't more people play fantasy as a superhero game? This is where it all ends up anyway, and you get what you want right from the start.

Why?

Why, why, why?

This is what D&D 4E promised us, fantasy superheroes, and what 5E pulled way back on, bringing back old-school class roles and making the game boring again. I want the superheroes! I want the instant gratification! I like having it all when I start, and being the uber-character who kicks down the dungeon door and snarls, asking, "Who wants some?"

That is why we loved D&D 4E, not for the rules, which were horribly broken, but for the design theory that says, "You start as a fantasy superhero, and it only gets better."

In D&D 5E, you start off as a mid-level OSR character, you get superpowers around 7th-10th level, and then the rules break, you can't die, and you get bored with the campaign. Anticipating having extraordinary powers is more fun than actually having them.

With a superhero game as the base, I get my fantasy world, and since every superhero is different, all the characters are unique, and your dragon-man won't be replaced by a paladin with the same exact powers. Guess what? My paladin dragon-man is the only one like him in the world. And I didn't need to spend thousands of dollars buying subclass options to expand the choice pool so I could have a semi-unique character.

No, he starts off unique, the only one of his kind, and that is fine by me.

In fact, this is what D&D promises, but it keeps delivering the same cookie-cutter characters, copies of each other. Heroes Unlimited has random super-hero character generation, and if I translate that into a fantasy setting, who knows what I will end up being? I just need a few drops of imagination to translate the powers and origin into a fantastic setting, and there I go.

Heroes Unlimited gives me what D&D 4E promised me.

Tuesday, December 9, 2025

I Was This Close to Buying Starfinder 2E

I like Starfinder 1e, and I played some of that and its throwback 3.5E science fiction. The combats were fun, and the adventures were memorable and enjoyable. I also liked the concept of "space fantasy," with classic fantasy races in a futuristic world. I liked the space drow, the star elves, the space orcs, the goblins, and all the other classic Pathfinder races "in space," and it felt cool.

Seeing Traveller 5E announced got me thinking about getting the new version of Starfinder, but I hesitated. For one, I bounced off of Pathfinder 2E pretty hard, and that game is in storage. Going back to one would mean I pull out the other. Also, the classic ancestries are no longer central to Starfinder, and I know the games are cross-compatible, but the universe feels different.

The core Starfinder races are what the settings and adventures will be about. I am free to put everything from Pathfinder 2E in there, and even the OGL version, but again, that is a lot of work for a game I am not really into. Pathfinder 2E is a good game, just not for me. Things are not the same.

It looked cool, but I didn't think I would play it much. I had the store pages open, but did not add the books to my cart. I read a few mixed reviews about it, saying the writing wasn't up to the standard of the original. So I backed off, and I will likely read up more on this. If the writing isn't there, I will skip this edition. Excellent writing is something I look for in a game, especially its adventures.

Some have expressed disappointment that the game wasn't taken further from Pathfinder 2E, like it was in the playtest versions. Compatibility with Pathfinder 2E ultimately won out, which is a smart business move, but the game lost some of its identity and feels more like an expansion. Others say the "ranged meta" won, and DEX is your most important stat, and melee feels secondary. I liked melee being important in Starfinder 1E, which made the game hit differently for me. The best way to do considerable damage was up close and personal.

What I want is gonzo, anything goes, science fiction plus fantasy. I want melee strikers to be on par with ranged attackers. I want the rules to have depth and substance. I want an anything-goes science fiction world.

That game is Rifts.

Rifts backs me up, too, letting magic inflict MDC damage, so my elven arcane caster can throw up an MDC shield and blast away at power armor with MDC fire bolts. This is good stuff, and puts them on par with the armored powerhouses of the setting, and elevates magic as an equivalent force in this world. Get a rune weapon, some magic armor, and you are close to becoming a minor god at this point.

You can stand toe-to-toe with MDC armored foes in Rifts with magic.

You can also adopt a melee style and absolutely slay up close with MDC melee weapons, and beat the heck out of power armor with a rune weapon or your fists. That's cool.

The next best option is to keep everything on the hit point scale and use White Star, with fantasy races pulled from BX. This is also a viable option that works well, and I have White Star on my most-played shelves. However, this is not as flat-out cool as Rifts. My proposed game will be a mod, magic is relatively low-powered, and it feels derivative.

Another option is a science fiction campaign using Stars Without Number, incorporating the magical classes from Worlds Without Number and importing fantasy races from BX. The magic in this system is better than BX, and allows for magical casting that recharges after a scene, so magic-using classes are not "one spell and the day is done." Still, this is another mod, and it does not feel right.

But if I am going to DIY fantasy science fiction in those games, I can DIY it just as easily in Rifts, and have tons of cool monsters and enemies to battle. Plus, since Palladium games are by their nature "make your own game with this," I can drop in a group of elves, an elven faction, a kingdom of elves, or a whole planet of them anywhere I want, for any reason I want.

Dark elves? They can be in the setting. I will just mod the Palladium Fantasy Elf and port them in from somewhere in the multiverse. Anything I want is here, and it fits in. If I want a planet of them and a few gods for them, fine, go ahead.

In Rifts, anything goes.

In Starfinder, I will usually need to wait for the book. Why am I buying into this again?

DIY games are superior to those that ship with default assumptions. Rifts are so open that anything I can imagine can be here. It may sound silly, but all Palladium games are supposed to be wide open, and it supports many power levels and campaign types. There is no "this game is made for dungeons, and everything is balanced against each other" feeling. Every class is overpowered in what it does.

I don't mind MDC armor either. Nobody in D&D complains about having to wear armor. Mostly, they just ignore it and take the AC value. The MDC system simplifies Palladium combat greatly, eliminating AR, and you are either hit or not. Don't subject the players to cheap shots, and you will be fine.

Not wearing armor is not advised, and primitive weapons are useless. But this is science fiction, like Heavy Metal, where the energies and forces you are dealing with are so powerful you need special forms of protection, either tech or magic. Some miss the lower-powered science fantasy. I don't mind it since you are slugging it out with mech suits as a caster, and that is awesome.

With most other games, I feel guilty for breaking the game or playing it not as it is supposed to be played. I get this with Starfinder 2E and Pathfinder 2E, now that the OGL content has been removed. I don't see the classic Pathfinder Dark Elves anymore, and I know they will never appear in adventures, so a piece of the world feels missing.

But a part of me misses the old Starfinder, as flawed and broken as it was, with the massive weapon lists that turned into run-on sentences and felt like something out of a video game. There was a ton of 3.5E cheese in this game, too, and some classes felt utterly powerless. But the mixed science fantasy world was fun, which was the best part of the game. This is a game where most of what you put up with is for the sake of the setting. Even 3.5E was okay, I didn't mind it, but I knew how to break the system.

Removing alignment in 2E, I did mind, and the entire aspect of playing chaotic or evil characters is now an afterthought and gone from the game. Rifts and Palladium? It has the best alignment system in the industry, and playing anything is on the table.

A lot of people love Starfinder 2E, so there is something here.

But I almost bought Starfinder 2E today. It is a game I miss. But I need to learn more before I make a purchase, especially these days. It is on my radar, but I have other games taking up my time currently.

I don't find much enjoyment in sifting through rules. Let a computer game do that for me. I want story and easier character builds and powers. I don't play a tabletop game to slowly work my way through a few hundred pages of rules to simulate a combat. If I do want that, GURPS gives me a better end result, and there are far fewer rules to follow if you follow them all.

Most of GURPS' rules are optional. Few of Starfinder 2E's are.

People like the "-Finder" systems, and I bounced off hard after trying them. Pathfinder 2E was not for me, despite how hard I tried. I may give it another chance. I may grab the PDFs and skip the books.

We shall see.

Sunday, December 7, 2025

Why the Netflix and Warner Brothers Merger is Bad for D&D

The above headline should tell you everything that is wrong with OSR and D&D YouTube right now.

Whatever is trending plus D&D equals views.

Stop it. Get some help.

Mail Room: Rifts Ultimate Edition

Rifts is one of the best games and settings of all time.

You will either think I am crazy or agree. There is really no middle ground here. I know about Savage Rifts, and while that is a fun, game-balanced version of the game, it does not do it for me. You know that scene in Avengers: Endgame where Captain Marvel is flying through the ships of the enemy battlefleet and destroying them by treating them like she is flying through paper?

That is Rifts.

That is what it lets you do.

I have a softcover in the mail, and the hardcover is still out of print. It is nice to see Palladium selling out of books, and they deserve all the praise and success they can get. This is one of the OG pen-and-paper role-playing game companies, and they make excellent games that are still very affordable.

You can be that powerful, and there are enemies out there that can out-power-level you and crush you like an ant under a shoe. Forget D&D 5E and its "managed power levels" that only let you go so far. Rifts is roleplaying with the rails removed. Does your 50 SDC/30 hp super-character get caught without their MDC armor, and someone vaporizes you with a low-power 1d4 MD laser pistol? Tough luck.

It is like one of those Heavy Metal scenes where the main character gets vaporized, and the audience sits in shock. That's life. Deal with it. You should have done that to the other guy before they pulled on you. Live and learn. Oh, and even if your character has 600 MD of hit points like Captain Marvel, a battlesuit could roll up on her doing 1d6x1000 MD, and it is basically the same thing. That's life. Deal with it.

Take your fake assumptions of fantasy superheroes and throw them in the trash, this game ain't that. Even a level 20 D&D character rigged for maximum damage still is not doing that 1d4 MD per attack, so those power levels are laughable and small. Sorry to burst your ego bubble, but that "D&D balance bubble" is a tiny, small, almost insignificant thing to beings that can harness the power of suns and atomic fusion blasts.

Just like your level 20 D&D fighter could not stand in front of an M1 battle tank and block the 120mm APFSDS shell flying at them, Rifts teaches you "you ain't all that." One cloud of red mist later, you realize that was probably a dumb idea as 20 levels of XP get torn up with the character sheet, and tiny bits of magic armor go flying.

In Rifts? Well, magic gets naturally amped, so your fighter could bounce that 120mm round off their shield and redirect it into another tank or battle robot. You are just that awesome.

D&D is a fantasy superhero game that operates in a limited power envelope.

Rifts is a superhero anything game that operates in an infinite power envelope.

In D&D, you are being given a tiny power envelope to play in by the gods and the game designers, and you are expected to play nice. Some people cannot exist outside of that cave, and they need that illusion of balance to construct a mathematical framework of how the world works with its numbers. They need to know, well, an Orc can only do this much damage, and anything outside that is a reason to start a fight with the dungeon master. Suppose that Orc just did 1d6x20 hit points of damage with a longsword. In that case, the DM is a terrible person, not worth playing with, breaking the game for everyone, hurting the community, attacking online play, and needs to be called out online as a blight on the hobby.

In Rifts, none of that matters. That Orc could have been bathed in massive amounts of arcane power. He could be a very strange OCC, an arcane summoning swordsmith. In Rifts, not much is a "stock something out of a monster book," and roleplay comes first. You need to gauge your opponent's strength before the MDC goes flying. If your tails are getting kicked, you need an escape plan.

Rifts is extremely "roleplaying meta." Your characters from the Forgotten Realms? They could all be in here, converted to Palladium classes and MDC power levels. Here they are. Comic-book characters? Right over there, anyone you want, created in Heroes Unlimited or TNMT and converted up to MDC. Characters from movies and fiction? Right over there, anyone you want, created in Ninjas & Superspies or any other Palladium system that fits, and pulled into the Rifts world. Anime? Rifts has Robotcech in its design DNA, so it is one of the first anime-inspired roleplaying games.

Harry Potter meets Happy Gilmore? It works in Rifts!

Rifts is the ultimate roleplaying sponge. It will soak up every idea, character, movie, role-playing game, comic, anime, monster, music band, or idea it can and find a place for it.

Drow? You don't get these game designers telling you, "they aren't in our world anymore." They are in the SRD now, even the name, so get outta here. You want them? They are in Rifts, one of them or billions. Rifts doesn't care about game designers with control issues. The game was designed to give you control and put your ideas first. Even down to rules customization and how the game is played, your ideas come first.

Tiny little sandboxes, designers who have too much control over your world, games that feel more like tabletop MMOs, games that tell you that there is no room for your ideas, and surrendering your ideas of the world to a set of rules is what Rifts is designed to destroy.

The Rifts game is freedom.

And once tasted, it is hard to go back to anything less.

Saturday, December 6, 2025

AD&D is Coming Back?

Really?

It never left. I have been playing OSRIC for a while now, and the news would surprise me. I would rather support a game that anyone could publish for than a nostalgia re-release. Unless the first edition license is opened up, any news right now is clickbait. Otherwise, if I can't write adventures and expansion content for it and sell it on DriveThru or any other store, I am not interested.

With OSRIC? I can. Now we are talking. Community-supported games are superior to the reprints.

I don't want a new first edition with modern art and any of the adventures designed by the current teams. They don't understand the product, the times, and they would end up making more people angry than happy. Will a new first edition come with a warning message? If it doesn't, it isn't the first edition.

Besides, we have plenty of first editions, and some of them are free.

Oh, do you mean For Gold & Glory? This is the second edition, but just as good. A free PDF, and compatible with first and second-edition adventures.

Oh, do you mean Hyperborea? No?

Oh, one of my favorites...?

Oh, it is Swords & Wizardry! Right?

Umm...

Castles & Crusades? Wait. I have something else that is like the first edition around here somewhere.

Dungeon Crawl Classics? Wait...I think I have another...

What is going on with OSR and D&D YouTube? I see them passing the same topic around, and it feels desperate over there. Last week, it was "What would I do if I were in charge of D&D?"

First and Second Edition never left us.