Thursday, October 31, 2024

Lost Games: Adventures Dark & Deep

https://www.brwgames.com/news/

This is a game I am rooting for.

I covered Adventures Dark & Deep, and I was lucky enough to have the hardcovers and PDFs before it was pulled due to the OGL mess. According to the last news, the games are being updated to remove the OGL, though it appears to be slow going. BRW Games does have a PDF and Drive-Thru store where several non-ADAD OSR books and adventures are sold, and they are all excellent works, researched and written in a first-edition style.

https://www.drivethrurpg.com/en/publisher/3728/BRW-Games

Please support this publisher and show some love for this alternate first-edition game. Nobody should have to pull their dream off the market because of Wizards and the OGL.

The game is an "OSRIC plus" version of a first-edition game system, with many innovations and exciting additions. You get many base races, including dark elves, bards, jesters as character classes, and many other "what if" innovations in a first-edition set of rules. There is a system for "purchasing" skills by spending earned XP, which is just a fascinating and exciting take on the subject.

The game revels in its charts more than OSRIC, giving me a throwback feeling. This game loves its reference and complexity, and it reminds me a little of Rolemaster with all that game's charts. It is the ultimate "first edition goes overboard on everything" game style. What other game can you have a half-human/half-drow bard-assassin?

The game is a first-edition game with "too many mods," and I love it.

My books are in the garage, and I must go on an "adventure" to find them and dig them out. I have the PDFs, which I will cherish forever since this game is no longer in print or sold. Besides OSRIC, this is one of the other massive first-edition retro-clones, and I want to see it unchained from the OGL and finally free.

Wednesday, October 30, 2024

Mail Room: Amazing Adventures (3rd Printing)

I have always been a fan of the Amazing Adventures system. This SIEGE Engine, Castles & Crusades style game covers genres from black powder to science fiction. Like C&C, it is level-based and a d20 system and uses the same "roll over AC" combat system and the SIEGE Engine for skills and saves.

The newest edition has been cleaned and revised, and the OGL has been removed. Thank you! No one can threaten the games we love, and creators get to do "new stuff" other than what is expected under the OGL and SRD. The death of the OGL is a fantastic birth of new games, indie projects, and fresh ideas - and it is long overdue.

The game is written in a pulp style and defaults to a Call of Cthulhu meets Indiana Jones setting, with a bit of the classic Gangbusters game thrown in for good measure. The classes are more "action movie archetypes," while they have pulp-style names, they can be anything you want them to be. The investigator class can be anything from a federal agent, police detective, hardboiled PI, space cop, and intelligence analyst to a newspaper reporter.

The class describes a role in a story, not a job title.

This game is in the same genre as Savage Worlds, Call of Cthulhu/Basic Roleplaying (BRP), and other pulp-action games. For C&C players, you are not changing rules systems, and you can stay in a d20 system that works well for modern adventures. Combat is deadly at low levels, and at higher levels, you get that "the last blow is fatal" thing going on when hit points drop below zero.

Why play this over Savage Worlds? This is simple, meshes well with B/X fantasy and C&C, and is a fast system. You do not need to learn as many rules concepts as you do with Savage Worlds, and it uses the familiar d20 game structure. I taught Savage Worlds to someone, and the first session was always to stop and start, explain something new, and get playing again. Savage World also uses a lot of "toys," like poker chips, cards, and other items during play, and Amazing Adventures is a more familiar d20 system. AA is much more straightforward and uncomplicated to "sell" to players who have only played D&D or B/X-style games.

Why play this over Call of Cthulhu? Well, for one, CoC has the mystique, lore, and monsters. I recommend Adventures Dark and Deep's "Swords of Cthulhu" book, which gives you a bestiary and information on magic and cults. This is an excellent book that is easily convertible to both C&C and AA. It even has d20 rules for Cthulhu cultists (and for playing them, if your players are suitably insane). Seeing how the cultists and magic of "the other side" makes for some fascinating reading and opens your mind to how the different cults would use these dark magics on characters. This take on the Cthulhu mythos is well-written and researched and would make for a fantastic combination with AA. It also gives you an entirely different view of the mythos and evil contained within.

I would play a game like this in a heartbeat.

What I love about the Amazing Adventures system is how simple the rules are. Of the 306-page book, the game's rules are about 26 pages at the end of the book, with everything being the familiar d20-style rules, roll AC or higher to-hit; ability scores control all other saves, ability checks, and skill rolls; and damage comes off hit points. Anyone who played 5E or B/X knows this game already. Characters are roll ability scores, pick a class, write down 3-4 abilities, set hit points, and describe your gear, armor, and weapons.

Unlike most games, you just say what your characters start with, usually within reason. Armor is a "pulp style" based on your outfit and accessories, and while the system could be gamed for maximum AC, use your judgment and only allow what is reasonable given the situation. You can also use a more realistic armor system, and your DEX bonus works with either (up to the AC cap). Don't worry about it; make costumes fit the social situation, and don't abuse the system.

The game also has a 144-page referee's book, the Chronicle Keeper's Guide, which offers suggestions on how to run the game, modding information, new rules, and rules the referee will use often. A new OGL-free "monsters" book will be available for the game, and the older OGL monsters book is currently a free PDF download and works just fine with the game.

https://trolllord.com/product/amazing-adventures-manual-of-monsters-oop-free-pdf/

The CK Guide also has corruption rules, and the Player's Handbook has sanity rules, so you are all set if you want to play eldritch horror-style games. Sanity loss in this game is fierce, especially when reaching zero, almost like dying in B/X. Luckily, recovering is fast, and you typically begin adventures with your total sanity score. Also, you gain more sanity points as you level, so the buffer between you and complete madness improves. Corruption is based on total lifetime sanity loss, which accumulates and is irreversible (but honestly, it takes a lot of sanity damage to accumulate).

Amazing Adventures is, pardon the pun, an "amazing" game. I have not seen a game like this, and it feels like a simple, B/X-style, fresh take on the d20 Modern genre. I was surprised to get this in the mail. I have given up on this one a little and never thought I would have that much interest. I was wrong.

If you play B/X, OSR games, or C&C and want modern adventures or a fresh take on a d20 Cthulhu game (with the book mentioned), this is the game to get. Highly recommended.

Tuesday, October 29, 2024

Off the Shelf: Castles & Crusades

Castles & Crusades killed 5E for me.

Again.

I am keeping the pocket Tales of the Valiant books out for now, but the extra 5E books I have are going into storage for a while. 5E is a super-heavy game, like an old version of Windows, that runs slow, takes up gigabytes of hard drive space, and has thousands of complicated parts that nobody uses. You can play with the base three books, but why? Why would you? The world's most popular roleplaying game isn't D&D anymore; it is D&D Beyond.

Level Up A5E is solid. Tales of the Valiant is good. The alternatives are solid.

But they don't hold my interest. The "subclass choices" of 5E are not meaningful customization, not by a long shot. If I want "meaningful customization," I will play GURPS and have it all. Valuable, meaningful subclass choices are spread out; you need a shelf-full of heavy books to get any "range of choice" with the system and the sunk cost of thousands of dollars.

5E's design is bloated, and it nickels and dimes you with upgrade options. You need software to sort it all out. The game was designed to force you to use a character creation site, often for a subscription and added sales. Even ToV is like that, and Level Up is getting a site, too.

If you are not using software, you should play something else.

My problem is that I have to get better. Games that are just as fun deliver the same dungeon-crawling experience for far less work. I also have games with emergent gameplay, such as Dungeon Crawl Classics or Forgotten Lands. I have OSRIC, the best version of the original 1980s game; if I want complexity, I just go straight to the source and the original. I have "straight out of 1974" Swords & Wizardry, more like a rules-light zero-edition, which is massively fun. I have the new ACKS II, which is just eye-popping amazing and delivers on realm-level play.

Finally, there is C&C, the game Gary Gygax loved and played, and the one he finished his gaming career with. This game is the be-all and end-all of my hobby. All the silly charts are gone, and it plays and feels like rules-light AD&D. The multiclassing is better than 5E by far and gives you more flexibility and options for character types. Illusionist archer? Sure, we can do that. Wizard paladin? Bard barbarian? Dual class, class and a half, or mix however you want. It is all so easy.

C&C puts 5E's character builds to shame, and no software is needed.

Castles & Crusades is a simple, relatively small game. The core rules are a single universal task resolution mechanic and roll-high AC combat. All the rules are on a few pages. All the needless tables and charts are gone. You don't need saving throw tables, attack matrixes, thief skill charts, etc. You can play off a 3x5" index card and have more than enough room. It is compatible with all the classic adventures. It does everything; knock yourself out.

I put this game in storage to give 5E another chance, but I still came back to C&C. 5E, no matter what version I played, was way too much work. If I spend 45 minutes designing one character, I am going to play GURPS instead and get much more fun out of my time investment. Playing 5E is like being on an old, slow, 3G cellular connection at one bar and trying to browse the web.

C&C sits here with a 5G unlimited plan and laughs at everyone still loading a page.

Yes, with software, 5E flies. But since I don't play with a tablet or phone, that means printing out 4-8 page character sheets, per character, per level. It is a waste. Again, 5E is designed to "play better on a VTT," so that is how you are stuck playing. It is not that 5E is a bad game; it is a lot of work doing it the way they don't want you to, and you are stuck paying for things to make it easy.

Even Shadowdark gets it. I would play that version of 5E in a heartbeat since they don't waste your time. Get in and play. Characters are easy. Roll the dice and let's play a few rooms. Shadowdark is the mobile game compared to mainstream 5E's 100 GB day-one console game patch.

C&C is the same way, but characters go to higher levels and are more customizable. You get the high and epic-level play that works. You get that Pathfinder 1e feeling, the AD&D 2nd Edition feeling, the AD&D feeling, and the B/X feeling all in one game. You get all the classic classes, magic, monsters, and powers.

They are also developing an OGL-free version. The new Amazing Adventures (3rd Edition) is the first step on this path. It is a fantastic pulp game that uses the same rules. More on this later, but if this is what the de-OGL'ed version of C&C will be like, count me in.

Fewer books, faster, easier to play, fast-to-create characters, amazing multiclassing, better combos than 5E, classic feeling, and compatibility?

Eight shelves of 5E books have gotten too fat and heavy to play with, and I still need help getting the options I want. It is also still broken at the high levels. Even a ToV-focused collection has three shelves.

C&C does it all in a handful of books.

Welcome back.


Monday, October 28, 2024

Mail Room: ACKS 2 (PDFs)


It was nice knowing you, OSE, Shadowdark, 5E, Pathfinder, and many others...

All kidding aside, I got my ACKS II PDFs today. What a fantastic set of books. To cap off the size of this thing:

  • Revised Rulebook: 550 pages
  • Judge's Journal: 486 pages
  • Monstrous Manual: 438 pages
  • Judge's Screen Inserts: 24 pages
  • Compatibility Guide: 12 pages
  • Character Sheet: 5 pages

There are 1,515 pages in total. If you missed out on the Kickstarter (which pulled in a respectable 300K+), you will want this game if you are into old-school gaming. The layout, art, design, and organization are all incredible.

The art looks like it was ripped out of a 1990s comic book or Conan graphic novel; there is page after page of outstanding works, and the book is not ashamed to show the beauty in the physical form, both male and female. If the 2024 D&D art turns your stomach, forget that edition ever happened and pick up this game. There is no Wall Street corporate shame or social media pandering here.

And frankly, that is a freaking breath of fresh air. Thank you. I will always support you if this is your vision of your world and game. I am an adult; I can watch an R-rated Conan movie, and if your game shows no fear, I shall be there. I spent too long in this world to have someone else tell me what I can see and say or to be forced to buy fantasy games with garbage art.

We don't have forever in this world. Why are you letting people tell you what to enjoy? Every day you let someone else define your life is one more day lost in your existence.

Oh, they are coming out with a treasure book, too? Backed. It is in the sidebar. There is a deal to get the full game plus the new book. If you want in, now is the time.

There is no more OGL in this book; it has been stabbed through the heart and tossed into the bottomless ocean where it belongs. The game is better for it, too. The OGL and the SRD have been a fake yardstick that all games have been held up against for years, and it only served to say, "Your game is inferior to D&D." Without the OGL shackles, game creators are free to express their world and their games how they want to. Creators are now free to shape their own games and worlds.

There is a new standard-bearer in the OSR, unafraid and broken free.

The Collapse of Indie 5E?

YouTube drives what is popular, and since "channel survival" is the influencer's bread and butter, you are seeing one after the other praise D&D 2024 and tell people to buy the books.

Those walking away are heading to other games, not Indie 5E systems.

Level Up Advanced 5E and Tales of the Valiant feel like they are getting left in the dust as influencers either praise D&D 2024 or create rage-bait scandal videos about Wizards of the Coast. Those get the clicks and drive the views.

Shadowdark is not in the Indie 5E space; that is more of an OSR game. This is sort of "the first game people walk away from," and then they stay there or move on to other systems and hobbies.

I like Indie 5E. But is it worth the time to play? I enjoy it, but there is a point when it is "whizzing in the wind" against a crowd of influencers who won't stop praising Wall Street IP. I have stopped watching them, their build-theory videos, their scandal of the weeks, and their endless grift. Even if you like watching them, how can you praise the art direction of 2024 D&D? Most of it is atrocious, just strange, AI-looking, rubber-expressions, and too happy tripe. The art in 2024 D&D just takes me out of the experience.

There are other super-progressive games with art I love, and they know better than to rip you out of the experience. Cypher System is one. The art in that game is the same inclusive and progressive style, but they know how to make it fit the game and theme, making me want to play. Their Numenera game also does a lot of things right, art-wise.

This is not a question of politics and culture; it is a question of "stop making my eyes bleed."

D&D 2024 is poisoning the well for all of 5E. The game leans so hard into identity marketing tropes that an entire generation is walking away from 5E entirely - and the 5E clones. Those who hang out on D&D Beyond and just want "the system data" and never open a book are fine. The art isn't even progressive;  I am okay with that; this is cringy Wall Street suits trying to create a subculture.

D&D 2024 isn't punk rock or underground music but radio-friendly, formulaic, soulless corporate rock.

You can tell by the over-reliance on nostalgia.

If you like the 5E clones, great! You shouldn't let others tell you what you should like. But I have better games than 5E. You need to step back and ask yourself why you like this? What about the 5E framework do I want for dungeon crawling? Fantasy simulation? Immersion? Random systems? Character sheet simplicity? Character creation speed? The waste paper used for printing character sheets? Treasure? Monsters? Classic fantasy feeling?

The only category that 5E wins at are character builds due to a combination of subclasses and multiclassing. But that is just for d20 games. If I put GURPS into the competition, all of them are blown out of the water. Once you master GURPS character builds, there is no going back.

5E is game designers telling you what fantasy is.

GURPS is you being the author.

When I play 5E, I am "waiting for the next level and the next option." With GURPS, I am saving character points for that next cool thing. There are classes in 5E that "die for a few levels" and get very boring to play, and you have enough "look ahead" to know "nothing fun is coming soon."

It hurts. I like my Indie 5E games. I have fun with them. But there are OSR games that do the same thing: they are easier, better, and have far more options and fun moments. Dungeon Crawl Classics is amazing; with so many tables, even if you play solo, you have yet to learn what will happen next. If I put ToV, A5E, GURPS, and DCC on my shelves - the latter two will win my playtime every time.

GURPS is my ultimate character builder. If I am going to spend time using a computer to create a character, GURPS will win that battle every time.

DCC is pure "fun in a box."

Even though DCC does not have the character-building flex of GURPS, enough random stuff happens that it becomes emergent gameplay. GURPS lacks that random factor where "stuff happens," and your character changes (or dies).

Now, I play solo. If I were to factor in "playing with others," - that is when 5E-like systems become essential. So many know that it is easier to find people. But for that, I have Shadowdark. If I had to do the "5E thing," I would enjoy playing Shadowdark more than I do Indie 5E, and so many others do, too, so I am confident I could put together a group and play a more old-school game.

I enjoy the old-school more than the 5E brand of superhero fantasy.

Shadowdark does everything from Dark Sun to Sci-Fi. There are plenty of rules options, and the game is far easier to "mod" into the 5E experience you are looking for; even high-fantasy, power fantasy and pulp options are available. Modding ToV, D&D, or A5E is far more complicated. Shadowdark wins in modding and simplicity.

Shadowdark is another game with fantastic, top-notch art that keeps you immersed. The art fits the genre and doesn't try to "put you in the game."

If you are swearing off D&D and still want to find 5E groups easily, Shadowdark is the place to go. With Indie 5E, it is much harder to get 5E players to buy in since D&D Beyond is the mainstream 5E market, with YouTube and that crowd of influencers supporting them.

I love my ToV books.

My A5E books are great.

But it is a struggle, especially with Shadowdark, GURPS, and DCC being so compelling.

Friday, October 25, 2024

Dungeon Crawl Classics: Still Holding Strong

It plays well with others.

I keep Dungeon Crawl Classics around, and it still, to me, feels like the true "gonzo OSR game." One of the best things about DCC is any OSR game, from Old School Essentials to Swords & Wizardry plays well with it, and can serve as "expansion books" for treasures, monsters, encounters, wilderness rules, magic items, or anything else in the book.

If I want to play any of the OSR games, there they are, on the shelf beside DCC. And OSR games don't typically take five shelves to store, like 5E or Pathfinder. The bloat and fat in 5E and Pathfinder books is legendary, they just keep pumping those out and there is no stop to the madness.

Typically, one OSR book does the job of an entire shelf of 5E books, and the page counts of 5E books just keep getting longer and longer. With AI art and text generation, some of the 5E books I own are endless machine-generated drivel with no sense of editorial discretion, content control, or game design. I can't keep up, nor is trying to do so worth it anymore.

DCC is special. It is a strange mix of the same 1980s attitude the Paranoia game had, where the game was more about the fun than the pretensive identity marketing and "me-isms" that pollute today's games. In DCC, you are a zero to a hero and often, your character dies and the next hero steps up to answer the call. In a way, it celebrates the over-the-top-hero, and in others, it tears them down and laughs with you as you start again.

It is not a game for "pet characters" and I am beginning to see why the entire "the character I play in every game" mentality is toxic and destructive to the hobby. Pet characters suck, and they keep you from discovering new characters to love. Always playing them, again and again, damages us mentally, and it is not healthy. When I spin up 16-20 level-zero characters for a funnel, I know one of them in that group "will be the one" but I don't know who it is. I need to discover them, find them, learn to love them, and sculpt them from the few numbers and rolls I have to describe them.

But every one of those characters is new, cool, and iconic.

The moments they save the world and find glory will be glorious.

And I hope they meet a fitting end, tragic or heroic, and I accept that as their story reaching a close. Nothing is worse than characters who never die, who become institutions and protected, and they end up rotting our concept of fantasy to be the "me" instead of the "us" as it should be. And with each character that meets an end, I will start a new group and find the next.

Finding "the one" is a Neo moment in the Matrix. This is special, and amazing to see happen.

No game gives you that.

I heard DCC described as a game where "your wizard could one-shot kill a giant sea hydra and then randomly die to a mugger in an alley the next day" - and it fits. The mixture of amazingly heroic met with sudden, random, and tragic potential death fits my idea of fantasy. This new corporate fantasy where characters become icons and never die is boring, overdone, overplayed, and toxic. We never get any satisfaction from a character arc anymore.

Our imaginations, brains, and dreams stagnate and die if "Filby the Bard" is our the only bard we can play or imagine. We keep playing him in game after game, trying to relive that first moment we found him. Nothing ever lives up to it, and that nostalgia becomes a form of depression.

Like great writers say, "kill your darlings."

Great role-players let their characters die.

And they pick up a new group of zero-levels and begin again to find a new one.

It is healthy and helps your mental health and psyche to turn over the new and begin again. To toss out the old and find new characters and new stories. To be able to finally let go, and help someone new discover their story. This is a natural thing.

Otherwise our minds become stale as the next Hollywood remake or sequel. Look at yourself in a mirror, and ask yourself, "Can't we do something different?"

5E and many of these other "identity games" exist to lock in your "pet character" into a forever rules system. They blend the "you and your character" - which is dangerous - and sell the game as the idealized version of you, instead of the story of someone entirely apart from your experience and biases.

DCC breaks the matrix. It breaks your mind free of that cage.

The dice in DCC are some of the best in gaming, and the round-ended d4s are always a pleasure to pick up. They can be used with OSR games, too, so the dice become the collection and the means to play every game on the shelf. They are great dice, and these are my go-to sets.

DCC is comfortable, tragic, and epic. It supports other games, borrows from them, and is great by itself. It is a game that doesn't try to take over your gaming shelf, but co-exist alongside all the OSR classics.

5E is Too Soft

The short rests, the healing it all on a long rest, the 5.5E happy art, the utter lack of death, the prevalence of overpowered characters, the embracing of a non-violent cartoon for kids, and the general sense of frivolity and lightheartedness of 5E, these days... it's like the game has lost its edge.

What is this game anymore?

5E has become too soft for its own good. Even the 2014 books look like hardcore OSR games in comparison, and even those already had the pliancy of foam rubber. 

I love the game but get bored with every version I play. I fall into this "safe mode" when I play, knowing exactly what to do next. Even the exploration is overly safe, with the resting mechanics restoring my depleted resources, the only ones I use. I am beginning to miss 4E, with at-will, encounter, and daily powers taking the constant resting out of resource recovery.

Still, I love 5E enough to buy into the Kobold Press version and support the indie creators. But I know how easy it can be and how overpowered the character becomes. And the things coming down the road for the game make it worse.

People play Shadowdark and the OSR for a reason.

Stopping to rest every encounter robs the game of urgency, threat, and momentum. I miss pulp games like Savage Worlds, where you go all-out on an adventure without stopping to rest, like some action movie thrill ride that does not stop. The situation is dire; you keep pushing, your resources are depleted, and you keep going no matter what.

By contrast, if you took a group of 5E characters to a theme park, it feels like they would stop at every bench for a break. Are we really resting again? Why can't the casters spend a hit die for spell recovery of resources instead of stopping the adventure again?

Why, in these games, is "when do we get to rest," the number one source of tension?

Resting and recovery mechanics in 5E are garbage-tier rules. I don't care if they speed up play and eliminate going back to town every encounter. For a game demanding immersion, action-oriented play, and the looming, constant threat, they overemphasize "rest" and pausing constantly.

The first thing I do when playing 5E is turn up the difficulty. I grab a rules mod and use that to start making the game more like...

An OSR game.

All of my OSR games do the "dungeon thing" better than 5E, giving damage, rest, and healing real consequences. It is like the trope of the 15-minute adventuring day in 3.5E, where the party would go into an encounter, use all their best attacks, blow all their resources, and then walk out of the dungeon to return to town to rest and reset for the next room.

As a DM in those days, the person you were trying to rescue is dead, the monsters cleared out, and the treasure is gone. Or, I would organize an ambush of the party on the way to the dungeon with an overwhelming force and repeat that (slightly differently) each time they went back to town for a videogame reset - if they survived.

Sorry, you surprised the bad guys the first time you found the place.

Every time you go out, they get more and more ready for you or clear out.

The monsters aren't as stupid as you think they are.

However, 5E has entirely too generous rest mechanics and healing, which makes every danger inconsequential. In the old days, a fighter who took 4 points of damage from an arrow trap needed to suck it up and live with it for the rest of the day, and the party was required to conserve healing spells for critical moments. You went forward with damage and conditions since the clock was ticking and resources were depleted quickly and scarce.

A lack of care and attention to the environment burns resources faster, possibly leading to the loss of party members. Proceed too carefully; you take more time and encounter more wandering monsters. Developing the balance of momentum and caution defines great players, just like it does soldiers.

And if you do not have to deal with the possibility of loss, it isn't a game. Too much of 5E is a safe, all-ages amusement park ride, which is how the game and adventures are designed nowadays.

I love Tales of the Valiant and support indie and open 5E. But why am I playing a game I have to mod to get it the way I like when other games do the same thing but are easier? Is it the character's power and options? If that is why I play, those high-level overpower options will work against what I want in the long run. Why play a game as deadly as the OSR at a low level but then turn into an overpowered 5e at the high levels?

I remember the original Skyrim, where I had to heavily mod that game to turn it into a survival simulator. Then, better, more focused, and more feature-complete fantasy survival games came out that did the same and better with crafting, settlement building, and so many other things that supported the genre. The modded "Survival Skyrim" was still broken and cheatable in so many ways that I gave up trying to fix it to play the way I wanted.

Hardcore 5E feels like the same thing. I can get it to work at low levels. Still, eventually, the characters overpower the difficulty, and we are back to the same old 5E where the party hides in a small room in the Tomb of Horrors and takes a long rest, cooking over a campfire and posing for happy selfies as they bake cookies and pursue romance options.

In my game, the clown from Terrifier shows up and kills them all for being so stupid.

But that isn't in the module!

Obviously, you have never played an OSR game.

It is not AI art; it is my hand-made MS Paint art!

While it doesn't have to be a recognizable horror movie clown, it could be anything else in the monster book. When the players complain that it should have never happened to their characters because the rules protected them, you know where the 5E game falls flat.

Do the rules exist to protect characters or challenge them?

Some players prefer 5E because they are too afraid of the alternatives. The core design, 5E clones, and future versions of 5E become a safe-fulfilling prophecy. Players choose the game to be protected, so the designers add more protection with every book and expansion.

The concept that a GM is unfair because they are breaking a rule needs to go away.

Part of the definition of being a GM is being granted the power to break all the rules of the game. And don't get me started on the rules sections stating that "the GM wants to see the players succeed." That is another stealth player protection concept working its way in. A GM is a neutral arbiter of events and actions. As the original SBRPG game stated long ago, "A GM isn't a god; you just play one."

Otherwise, play with AI and turn on safe mode.

The OSR exists, and it is a unique, open, accepting, and vibrant place. There are plenty of challenging games here; even Shadowdark is an excellent example that goes halfway yet retains the fear and challenge. I embrace this game as a gateway to the fun of old-school gaming.

Also, I hear stories about players responding to the difficulty of Shadowdark by over-relying on negotiation as a tactic. In the old days, if the party made a deal with the goblins, the kobolds across the dungeon would hear about this and attack them on sight. There is a price to pay when dealing with the dungeon monsters, and what you get from one side will often take away a lot of other options and negotiations with others.

And if the townsfolk ever get wind of you making side deals with the goblins that burned down several farms, you will hear about it back home. There is always a price to pay somewhere. While non-combat solutions are great, constantly wheeling and dealing with the forces of evil will have a huge price later.

Corruption systems, reputation mechanics, and shifts in alignment help a great deal here. If your game doesn't have them, make a GM ruling that puts some hurt on the characters for being too chummy with the Devil and his pals.

But that isn't in the rules! You can't do that!

Obviously, you have never played an OSR game.

Wednesday, October 23, 2024

Off the Shelf: OSRIC

OSRIC is best for playing "AD&D" or a first-edition game. This game flies under so many people's radars. Yet, it is available, supports indie communities and adventure writers, and is a legal way to expand upon and sell your own works within that framework.

Yet, year after year, we get new OSR games that claim to offer "authentic 1e" gaming. This is 1e gaming, a masterwork reference work that is the OSE of AD&D. It was the reference guide before the AD&D books were print-on-demand (and the DTRPG books are full of errors, such as transposed 7s and 1s).

OSRIC offers a unique gaming experience, distinct from the original AD&D. It is a carefully crafted reference work that has been altered just enough to be its own game. This distinctiveness, coupled with its depth in areas the original AD&D does not cover, is what makes OSRIC so appealing to players seeking a fresh and thrilling gaming experience.

My AD&D books are cherished collector's items, a testament to the game's legacy. However, a game thrives with a vibrant community and platforms for creators to share and profit from their ideas. OSRIC embodies the spirit of first-edition gaming, a game that has withstood the test of time, with enthusiasts still developing modules for it. This strong sense of community transforms OSRIC from a tabletop game into a shared experience among players.

As a reference guide, it is the best-in-class, easily equaling Old School Essentials in organization, clarity, and presentation. It is not the "facing pages" layout of OSE, but for a first-edition game, this does a better job of the original and is only missing the Gygaxian prose.

OSRIC is not just a playable game but also a comprehensive reference guide. I currently use it as an expansion for Dungeon Crawl Classics, filling in the gaps in that game as the Appendix R section in DCC explicitly allows. Using OSRIC as a rule expansion and a reference for DCC aligns with the spirit of both games and the OSR. It's about creating unique gaming experiences at our tables, distinct from anyone else's.

Most 5E players don't get this; every group was a "game designer," and every table was different. There was no "one way to play," and the "latest official version" of the rules meant nothing. The people "playing by the book" were wargamers and Magic: The Gathering players, and role-players were a special breed of "hacker, storyteller, and game crafter."

And I find it hilarious that all these people on social media are trying to play AD&D "exactly by the rules" to have the "full 1980s experience." They are missing the point. It was never like that.

We hacked. We mixed. We put it all in a blender and pressed 10.

Nobody told us what to do.

We did not feel obliged to "buy the latest books the company puts out" just to have "street cred." This was the 1980s, and nobody in my neighborhood had the money to buy all the books. It is like today.

If you want to capture the era and spirit of the game, the authentic way of playing DCC (or OSRIC, S&W, or any other OSR game) is to hack it into an unrecognizable mess and make it your own.

OSRIC offers the missing treasure and magic items tables that DCC needs. The monsters can primarily be used as-is with DCC, doing the AC conversion (20 - AC), setting a base saving throw formula (HD / 2, modified up or down for Fort/Ref/Will), and adjusting the hit die based on monster size (d6 to d12). OSRIC offers retainers, wilderness travel rules, equipment lists, encumbrance rules, and many other parts that DCC leaves up to you.

What I love about the DCC-OSRIC combination is the feeling. The world feels like classic, down-to-earth AD&D, that gritty medieval feeling I crave. The DCC parts add the fantastic and unexpected. Not everyone is a potential DCC "god among men," so it feels special when the weird and strange happen. NPCs? They can use OSRIC classes, like monsters, and avoid the special rules in DCC. The players are the superheroes here, and not every fighter is a DCC fighter.

In this combination, DCC serves as the "superhero rule system." In contrast, OSRIC serves as the "normal world simulation" that runs in the background but can be just as deadly and dangerous as the characters can be. The game takes on a Grand Theft Auto feel, with an ordinary world using the OSRIC rules in the background and the characters one step larger than life as they cause chaos through the setting.

OSRIC is also playable by itself and is a great stand-alone game! In this case, everyone is grounded, realistic, and doing their best to survive. OSRIC is not just a reference guide but can be a game enjoyed for decades. Don't sleep on OSRIC; this is first-edition fun at its best, all while supporting an amazing community of first-edition creators. I love my DCC dice too much to ignore DCC, though these sets see S&W and OSRIC occasionally, so they don't feel left out.

AD&D is a tremendous dead game, but due to time and communities, it will never be supported and will never be a dynamic place for creators again. OSRIC is a living game, and I support that since people are out here pouring their hearts into this version.

New games come and go. There will always be another Kickstarter for the next colossal throwback game. Looking around, everything you need is already here without all the consumerist noise.

OSRIC is here to stay.

Monday, October 21, 2024

Swords & Wizardry: Designer Notes

I love this game.

Swords & Wizardry Revised stands out with its unique 'designer notes' boxes scattered throughout the book. These notes delve into various house rules, options, unclear parts of the original game rules, and other hacking information, providing a deeper understanding of the game's mechanics.

One notable aspect of Swords & Wizardry Revised is the absence of 'thieves' tools' in the equipment list, a feature also present in the original game. This absence significantly empowers thieves, making them more dangerous and tricky. They can now pick a lock with whatever they have at hand, like a chicken bone found on the floor of a cell. A thief always has a lockpick hidden somewhere or can quickly fabricate one, and they don't need to haul around a toolbox filled with picks, hammers, spikes, and a pry bar.

Part of the game introduced later institutionalized tropes we live with today, and those were not always part of the original design, ever considered, or seen as a "must-have" for play. Are you telling me to use a class feature, and I need to buy and possess gear? Can it be taken away from me?

Again, just like giving only fighters a STR damage bonus to attacks, removing thieves' tools from the equipment list improved the thief class. Sometimes, what you remove from a game makes it superior, and these sacred cows must be done away with.

Also, the game talks about crits and how automatically assuming "double damage" is far too powerful and suggests a +1 damage instead. The game's hit point scale is far lower than modern games, and doubling damage on crits would make fights into "spamming attacks for crits." The only class that has a doubling damage mechanic is the thief on a backstab, and that is it. Do you want to double your damage rolls? Play a thief.

Even Shadowdark removes the CON bonus to hit points after level one because hit-point inflation is real. That game realizes "what you take away" makes the game better.

At some point in D&D's history, they became too generous and started handing out the same bonuses and class features to everybody. This was likely when the D&D game was being marketed for children, so they started standardizing every bonus, and similar house rules made it into the game, where "everybody got everything." Suddenly, mages were rolling a 20 and doing double damage with a quarter-staff hit. They got a STR bonus for that damage, too.

Nobody asked why.

Nobody thought this pushed up hit points and made the dice less meaningful.

After a while, a goblin in D&D 4E had 30 hit points, whereas in B/X, they had about 3, and in 5E, they had 7. A dragon in the game's first version averaged 30-50 hit points; in 5E, they have 200-600; in 4E, dragon hit points went into the thousands.

Daggers in all these games still do 1d4 damage.

Newer versions of D&D use multi-attacks, huge modifiers, and doubling and tripling mechanics to mitigate the scaling through class features. All they do is write more and more rules to solve the problem they introduced into the game when they put this artificial scaling in the first place, all the way back in D&D 3.0. The game takes longer to play, requires more reference, classes are orders of magnitude more complicated, and the game is this artificial slog to play when it does not have to be.

Factor out damage scaling, and all those rules will go away. But they won't have anything to sell you.

I would prefer to use that dagger in Swords & Wizardry than in any modern implementation of D&D made by Wizards.

Saturday, October 19, 2024

My 5E Collection is Indie

I am happy my 5E books are Wizards-free. All of them are small-press and indie books. My primary go-to system is Tales of the Valiant, though Level Up Advanced 5E is still a solid choice; why ToV? For precisely the same reason people dumped on this system when they announced it, it is a near-perfect 5E core system clone. Since they could not clone the D&D classes note-for-note, they reimagined and rewrote them to be fun to play. All my expansion books with subclasses and 3rd party stuff work with this system seamlessly (which is only sometimes true of Level Up).

The core collections are Kobold Press books, such as the Deep Magic guides and all the Tome of Beasts books. There is enough here to play for 20+ years of gaming. The books are high quality, the art is fantastic, and the rules are solid. I really don't have much more to ask for. All I want now are subclasses and character options, and, of course, more in the Hero Lab online character builder for ToV, which I feel is being neglected since we have had nothing new to buy or that many updates in months.

Many people buy D & D to complain about it. My YouTube channels are about 70% complaints and clickbait on 5E, and it feels like the conversations are mostly complainers these days, with any "love of the game" gone out the window.

The indie 5E game coverage is mostly positive and happy, and that is what I choose to watch instead of people moaning that someone's favorite 2024 class was nerfed and now sucks. Who cares? Play another game if you are that unhappy. But, no, clicks are money, and money is clicks, so the D&D outrage train keeps rolling and spewing the black, coal-fired smoke of discontent and negativity.

At least the indie 5E games, like ToV and A5E, were created with significant community input, so there is less to complain about in these spaces. This is probably why the games get less coverage: There is less to be angry about, and there are no changes coming down from "up high" from the gilded West Coast game designer royalty. I am not being pushed into subscription services to play a game, and all that does is creates more anger and negativity.

Like many popular franchises, D&D is turning out to be a complete loss for me. I have no interest in it, and the community is overwhelmingly negative. Even after I un-subbed to many of the clickbait channels, the D&D angst and bitching still pop up in my YouTube feed constantly.

In the few free hours I have in a day, I would rather be imagining and adventuring than watching some idiot on YouTube complaining the rogue sucks worse now, and the ranger always sucked and will suck forever. My gods, people. Play another game. Or is it just the clicks you are farming? Forget AI killing D&D, YouTube will do it years before that ever comes around.

Tales of the Valiant is my current "happy place" with 5E, and I have zero plans to give any money to the VTT scheme of Wall Street. If I want a VTT, I have Roll20, and that supports the games I play well enough. If I want a 3d VTT, I will just play World of Warcraft and have so much more to collect and work towards, plus the "solo and small group questing without a DM" that is a golden idol for these companies. AI content is coming far sooner to World of Warcraft (or other MMOs) than many people know, if that is your thing, and it will be far better than a VTT chat-bot DM.

This is really a Pathfinder 1e moment for me. D&D 4E failed, and the standard bearer of the hobby isn't D&D anymore, it is a cloned system supported by a better company that listens to the fans.

Thursday, October 17, 2024

Swords & Wizardry: Great Design

The more I read Swords & Wizardry Revised, the more I like it. There is this fascinating use of "negative space" in some ways modifiers are applied, in that not everyone gets every modifier. D&D and B/X have been too generous with ability score modifiers for too long, and the inflation of hit points, character stats, and the overall numeric range of the game has suffered.

It is like someone making a mod for Monopoly and giving the car a +2 movement to all dice rolls. Okay, fine, as long as the other pieces have equal benefits. Well, in the game's next version, that bonus is the car rolling 3d6 for movement instead of 2d6, and, well, since dogs can be fast, the dog gets the +2 movement modifier. After a few game versions, all the pieces roll 6d6 for movement, different properties have different "movement point" costs for various pieces, and people still wonder why the game takes so long to play and why movement phases are terrible.

This didn't improve the game at all. This was a "shell game" with the math, which worsened the game.

In Swords & Wizardry, the to-hit and damage bonuses from a high STR score are exclusive to the fighter class, maintaining a balance in the game. All classes get a missile-fire to-hit bonus from a high DEX, which further stacks with the STR bonus for fighters. This means the only positive to-hit modifier for every other class comes from leveling, ensuring a fair playing field. You mostly roll an unmodified d20 versus AC for all to-hits, except for magic weapons and attacks from behind (or elevation, which can give up to another +/-2 for to-hits, p41).

The modifiers in Swords & Wizardry are straightforward and not universal, split into different categories. The highest to-hit modifier for STR is a +2 (17-18), and for DEX, it is a +1 (13+). An 18 STR gives a +3 damage modifier. CON modifiers to hit points are capped at a +1 per HD for a 13+.

The modifiers are far less than B/X, AD&D, 3.5E, and 5E.

AD&D started the "ability score stat inflation" by making ability score bonuses too good, and the 4d6 and drop the lowest ability score generation method. B/X and BECMI simplified modifiers to appeal to a younger market and simplify math. They gave bonuses to everyone since that was "fair," and that was a mistake.

In other words, zero-edition had "bounded accuracy" long before 5E did, and using the term "bounded accuracy" is just a polite way of saying, "We got the math wrong since 3rd Edition, and we still can't get it right." The original math was perfect. There was no reason to change it in AD&D other than to break compatibility for royalties, and it has been downhill ever since.

If you keep overall to-hit modifiers low, there is little reason for AC values to surpass 20. Suddenly, all armors work better now! Also, the to-hit bonuses from leveling and magic items mean much more. Letting fighters have this massive buff makes them the "lords of battle," which is how it should be.

If damage modifiers are kept low, a d4 damage dagger still means something. When 5E characters do d4+4 damage, there is little point in keeping that die around. A die roll modifier equal to or larger than the die means your design is broken, and the point where it reaches half the die is a warning sign.

Will players complain about rolling flat d20 versus AC to hit? This is how it will be for most classes until level three, when the first +1 kicks in. Yes. This is a more demanding game. Just because you are getting a +5 to-hit in 5E versus that AC 15 goblin does not mean you are getting that modifier in S&W, which is a +0 versus AC 13.

Notice the goblin's AC bump in 5E? Remember the Monopoly example?

The ancient red dragon in 5E has an AC of 22. In S&W, it is 17.

There is a curve in S&W where a 20th-level fighter gets a +13 to-hit, so assuming an STR bonus of +2 and a +2 magic weapon, this is a total +17 to-hit versus that dragon. You are not doing multi-attacks, and your highest damage modifier possible with that +2 weapon is a +5, so your damage will not be in the hundreds of hit points per turn, it will average ten points of damage per hit. 5E, we will probably have a +12 to +14 to hit modifier, so they are on par with each other, but the AC values in S&W are lower.

This is how it was in the older editions. The low levels are tricky. But the higher levels start getting better and better. Damage output in 5E is artificially scaled, with high hit points and a flat to-hit curve, combined with a logarithmic damage curve. In S&W, damage output stays flat, but your ability to hit increases, thus increasing damage output.

The difference is that a d4 dagger versus an adult red dragon with 44 hit points in S&W is still a threat. In 5E, there are 256 hit points for that adult red dragon. Who cares about a dagger? You need a +8 damage modifier and multi-attacks to even be noticed. More die rolls, rules references, attacks, long turns, and certain classes limited to smaller weapons become worthless. Lower hit points mean the weapons and attacks you make stay powerful and mean something, and the original die shapes hold value longer. Higher hit points only mean more time spent in the rules (and during your turn) figuring out how to nullify Wizard's hit point scaling.

Remember the Monopoly example?

I would rather be a thief in S&W backstabbing that dragon than a thief in 5E doing the same thing. Even if I am "doing more damage in 5E," the amount of character building, rules references, stacking bonuses, and special subclass powers needed to get there means I spent "more time in the rules" than the S&W thief.

The S&W character, by comparison, is more powerful.

And players spend far less time in the rules.

Tuesday, October 15, 2024

Off the Shelf: Basic Fantasy

The Basic Fantasy RPG, a standout open-source RPG project, offers free PDFs and books printed at cost, making it accessible to players worldwide. Its simplicity, far from being underwhelming, is a comforting feature that makes it a hacker's game, the Linux of pen-and-paper gaming. This democratization of roleplaying, with no profit motive and a spirit of sharing, sets it apart.

For a mere eight dollars, you can access the core rulebook of the Basic Fantasy RPG on Amazon, a stark contrast to the typical eighty-dollar price tag of other games' core rulebooks.

But don't be misled by the low cost; the Basic Fantasy RPG is anything but ordinary. The community's unwavering dedication is palpable in the 4th Edition, a testament to their unity and the power of a shared passion for roleplaying.

Basic Fantasy RPG offers a wealth of adventures published, surpassing many other games. With rules, class, race, equipment, and other expansions available, the game is a canvas for your imagination. Want special conditions, rules, abilities, or anything else to apply to a PC? Just say it happens and make a ruling. This level of customization is what makes this game truly unique.

Did a PC touch a magic statue and gain a 2-in-6 chance to speak to animals? Just say it happened, add it to the character sheet, and keep playing. It is a one-off, a magic effect that will never happen again, unique to your game, and only affects balance in your game (but so what?). I can hear 5E players screaming; make it use a feat slot! Replace a subclass ability! This must be balanced, or it will break all of 5E for the community! One of the huge problems in 5E is people feel like the game needs to be constantly balanced, like developing a computer program.

In the old days, we didn't care. If a unique character had a special ability, they had it.

What I love about this game is the community, that spirit of sharing for the love of the game, and keeping the game accessible for everybody. You can play this by the rules or hack it to do anything.

The adventures keep me coming back. Other campaign settings and adventure series feel too big, ambitious, and unusable due to the size and amount of information presented, while these keep things simple. They are that ideal "town plus dungeon" in many cases, the perfect starting point for any campaign, and they let you take things in any direction you can dream of. I love these "micro settings" very much, and you often don't need a campaign world to start in.

In fact, starting with a campaign world book can be very intimidating and cause you to never begin playing since every choice on where to start is wrong. Each one of these adventures is a perfect start to an entire world.

Why not Old School Essentials? OSE has a lot in it, many more options and choices, but the game is more expensive and more challenging to get your hands on. BFRPG works on the lowest level; it is the most accessible, has the least cost to entry, and has free PDFs for everyone. OSE is still on OGL (last I checked), while the BFRPG community pulled together and eliminated that license dependency.

BFRPG has more, all PDFs are free, there are low-cost physical copies, and everyone can play and create to their heart's delight.

Sunday, October 13, 2024

Great Exploration Rules

One problem with complaining that a game doesn't have "great exploration rules" is the blind men and an elephant problem. Nobody can define exploration rules, and opinions on what makes them "great" change constantly.

The hex-crawl system, a versatile approach that covers survival, random encounters, weather, terrain, movement, mapping, points of interest, supplies, fatigue, and the thrill of getting lost, is a comprehensive system that draws inspiration from the Avalon Hill Outdoor Survival game, as seen in the Kobold Press Book of Hexcrawl. Its character-threatening nature adds an element of excitement. I'm eagerly anticipating the completion and compilation of this series into a hardcover, and this book is also great for games other than 5E.

I have watched others on YouTube say exploration is a system for creating "random memorable moments" in a story context. This is 100% the opposite of the above system and feels more like a narrative game interpretation of exploration - but in that creator's mind, this is what exploration brings to their games.

Others don't want space wasted in the book for exploration rules since they DIY or use an external book to run the exploration game. This is the Tales of the Valiant game's modular development model, where the base game is just that, and you add systems onto the game as you need them.

And the options are plentiful! With a wide array of books available, you can always find a system that suits your preferences, even if it's different from what one might consider as having 'great exploration rules.' You can make up the rest of the game, which has basic survival rules for supply, survival, and resting.

Some versions of 5E are woefully inadequate in survival rules, so you may need to expand your game to fit your needs. The 5.1 SRD (under Adventuring, The Environment) and ToV (p220, Players Guide) have basic food and water requirements. Also, note that the description of what the survival skill does in the SRD and in ToV is very brief. If I were playing, I would require a survival skill roll (and supplies, disadvantage without) to prepare a camp for long rests. Otherwise, you will need an inn or other safe place.

Think about it if it were you. Could you "long rest" by walking in the middle of the woods and sitting in one place for eight hours? Would you want a tent and a sleeping bag? A fire? Food and water? Snacks? A lantern? Something to keep the bugs off you? A chair? A book to read or a game to play? Medical supplies for bug bites and minor cuts? Clothes for sleeping? A pillow or blanket? A tarp to keep the rain off you and the fire, or for sitting on?

Now, imagine this being a dangerous world filled with monsters and magic.

These "real-world rulings" are critical to bringing "exploration" to your game. Rules as written, 5E leaves a lot up to the referee, and most groups ignore these common-sense rulings and assume "if it is not written in the game, it doesn't apply to us" - which is wrong.

Too many people equate the 5E rules with rules for games like "Magic: The Gathering" and say, "If it is not mentioned in the book, I don't need it, and it doesn't apply to me!" They "go stupid" and ignore reality.

And remember, the 5E character heals like the comic book character Wolverine. In eight hours, they can recover all hit points from an ax blow to the head, massive burns all over the body, broken legs and arms, and a deep sword thrust to the gut! As a referee, getting this "long rest heroic benefit" should come with a heavy price, and disallowing it because the ranger blew their survival skill roll making a camp because nobody remembered to buy camping gear is a good enough reason for me.

Hexcrawl generators are not automatically survival rules.

Tracking supplies, especially food and water, is critical.

And common-sense and real-world rulings can fill in many of the gaps.

If you want a plug-in book covering 5E survival, the Cinematic Environs: Survival book is one of the best-in-class books on the subject, covering the topic in fantastic detail. This one is highly recommended if you want gritty, realistic survival in your game. Since ToV is modular and keeps the core rules simple, this makes an excellent set of rules options for a "hardcore survival game" for 5E, with a few different "realism levels" for survival and healing.

D&D tends to "print books" and then "require you to have them all," so the game and design are not modular. While you can plug in a book like the above, it gets harder and harder the more books you are required to have. Eventually, it becomes impossible to sort everything out (and they ship a new edition).

If ToV had rules like this, it would be an incredibly detailed, gritty, and realistic game. But it doesn't need to since the base, core rules are modular and do not make assumptions like this - letting you pick survival-focused rules add-ons or just making rulings as you see fit for your group's preferences.

You will always be able to find hex-crawl generators, and they even come in hardcovers. Some are short and generic, but this is all you need and want sometimes. The Sandbox Generator is a small book, but the tables are handy, allowing you to make the most of it, with the charts providing guidance.

They range from the simple to the complex. Some are hundreds of pages long, which some groups will enjoy immensely; this is simply too much detail for others. The Hexcrawl Toolkit will tell you everything about a hex, down to the smallest detail. Combining this with a solo-questing book creates a procedural world with random quests and dungeons appearing anywhere.

What is overkill for one group is suitable for another, which is why the modular approach works best.

To play to the strengths of 5E, you need to begin with a core, modular rule system. Many OSR games tend to overdo it and provide every system in one book. With 5E, with the core rules, you can find the books that fit the needs of your group and choose add-on books to craft your campaign.

Some in the community feel that 5E is "too easy" and "you can't die," but this is more a problem of monolithic D&D, a less modular system, than Tales of the Valiant, a modular game where you can pull in any extra systems you want.

The trick is that you don't need them for every game.

Friday, October 11, 2024

Tales of the Valiant: More Backgrounds!

Tales of the Valiant is a hungry game, and I need more lineages and heritages. It comes with a great "basic set" of standards, but I always need more. In the base book, we get:

  • Beastkin (Animal-kin)
  • Dwarf
  • Elf
  • Human
  • Kobold
  • Orc
  • Syderean (Tiefling & Aasimaar)
  • Smallfolk (Halfling & Gnome)

What a great list we have, but you know what? I'm hungry for more! Let's expand the world of Tales of the Valiant with even more lineages and heritages!

We got one "official" supplement with many more, which is good to see. We got the following in this book:

  • Dhampir
  • Dryad
  • Eonic
  • Gnoll
  • Goblin
  • Lizardfolk

I am surprised the Gearforged are nowhere in ToV or the first lineage supplement. These are Midgard-specific, so many of them are coming in a Midgard-focused ToV book soon.

Also note, no dragonkin or eladrin.

But we need more! We need to start raiding Kobold Press' older race guides for other lineages and heritages. When we convert these in, remember to drop all ability score modifiers! Tales of the Valiant does not use racial stat mods, just the special abilities since stat mods are factored into ability score creation.

The next stop is the Midgard Heroes Handbook, and we must be careful to avoid repeating some of the topics already covered or ones covered by options in the ToV lineages. This book includes bearfolk, ratfolk, ravenfolk (all are covered by beastkin). We see repeats here like gnomes, dwarves, and elves - so we can ignore those. The ones worth using here are:

  • Centaurs
  • Gearforged
  • Minotaurs
  • Trollkin

The Unlikely Heroes book has a few more and a few more repeats. Some of these are more suited for the Southlands part of Midgard. Worth keeping from this book are the following:

  • Derro
  • Jinnborn
  • Kijani
  • Lamia
  • Sahuagin

The Kobold Press Southlands Players Guide has more, again, focused on the Southlands area.

  • Catfolk
  • Tosculi
  • Subek

The Tales of the Margreve Players guide has three suited for this area:

  • Alseid (deerfolk centaurs)
  • Erina (hedgehog folk)
  • Piney (trenatfolk)

We can go underground and find the Underworld Players Guide for some classics (plus another dhampir, which is in almost every book):

  • Darakul (ghoulfolk)
  • Dark Trollkin
  • Drow
  • Mushroomfolk
  • Satarre
  • Shade

That is a lot of lineages! And we have not even left Kobold Press books. Converting anything else is as easy as dropping the racial stat modifiers and only using the special powers.

Tome of Heroes is up next, and this is an excellent book since you also get class options. There are a lot of practical backgrounds, many of which are repeated in other books, but this is a one-stop shop of the best, plus it comes in a hardcover. This book is the best source of "extra subclasses" you can buy for ToV now, and you get a lot. Highly recommended if you feel ToV needs more character options.

The Tales of Arcana 5E Race Guide is also an excellent inspirational source of lineages. Be forewarned; there are many goofy ones here, but there are also some real gems. Some of the races include a +4 ability score modifier here, and I would knock that down to a +2 if you use it at all. If it is a +2 or lower, ignore it. Also, some of the races here are very OP, so adjust them if you feel they will blow out your game. Some of these are professions or classes. All that said, this is an excellent book for inspiration and unique NPCs. Some good ones (among many) found here are:

  • Android, Cyborg
  • Angel, Demon, Devil, Devilkin, Icari, Imp, Painbringer
  • Behemoth
  • Cthuul
  • Djinn, Efreet
  • Draconic, Demidragon
  • Elementals
  • Fairy, Leprechaun, Satyr, Seelie
  • Flora
  • Gargoyle
  • Ghost, Skeleton, Vampire, Zombie
  • Giant, Ogre. Porg, Troll
  • Golems
  • Griffin, Manticore
  • Hoyhnhnm
  • Pandnaros
  • Tortan
  • Vashnai
  • Walrusk

And it is easy enough to pull in any other 5E lineage from any book you own.

Also, don't forget the Roll for Combat books! Many of these have progression paths in your lineage, and give you far more in terms of improvement and development, and customization than any of the other books here.