Showing posts with label B/X Essentials. Show all posts
Showing posts with label B/X Essentials. Show all posts

Tuesday, September 15, 2020

Old School Essentials


If you remember my reviews of B/X Essentials, Old School Essentials (OSE) is the same game, only they have taken things to another level with some very high quality books with stitched bindings. It is fun to see the move towards quality bindings and books that last in the indie RPG scene, this and Zweihander have me literally drooling over the lay flat, high quality bindings, and bookmark ribbons.

POD print quality is good and I will take what I can get for out-of-print titles, but to see some real love of the book-making process with these games means we will have books that can be passed down and used heavily without fear of losing them. Shout out to the companies doing this and I will support you.

I have a near complete collection of the original paperback B/X Essentials books (missing treasure), and these are some of the best laid out books in the indie genre, and many people have made this game their go-to system. These are so easy to reference with a lot of effort put into:

  • Bullet pointing lists.
  • Creating numbered lists to follow
  • Keeping concepts to one or two facing pages.
  • Consistent use of styles and bold section titles for clarity.
  • A logical progression of game concepts.
If you want a master class in how to lay out a RPG so it is clear and easy you really can't do much better than this. Not that every game has to copy this format, since being unique is cool, but a couple nods towards organization and clarity go a long way. I am reminded of the monster descriptions in the HARP monsters book where they would start halfway down a page and end halfway down the next page in the book, on the back side of the paper. Why? Why did you do that? Page breaks are your friends! Put some art in there to fill!

This game is the complete opposite. Information placed on pages or facing pages, and everything is clear and easy to find. I love this attention to detail and clarity.

...vs. Labyrinth Lord?

One thing I love about the OSR world is you can switch back and forth between games and you are not really participating in system wars. Everything is similar, and system preference is just to taste and what you like. Both of these games are very cool (and I will give a nod to Dungeon Crawl Classics and Basic Fantasy too for being some of the beloved fan favs), and there is no real versus here with any of them.

There are differences. This is more original B/X inspired with optional add-ons for advanced features, where Labyrinth Lord is like a B/X and AD&D mashup. Now, Labyrinth Lord is how my original D&D game went, with all sorts of silly stuff getting pulled into my original campaign, so I have a huge love and soft spot for that game since it mimics "how we played" back in the day.

I do like Labyrinth Lord's inclusion of monsters inspired by the AD&D Monster Manual. That for me is a key point to have the classic demons and devils present, because those are invaluable bad guys, boss monsters, and a sign that when they show up - something is seriously wrong and the high level characters are needed desperately because the end of the world is at stake here.

Like a Lego Set

OSE is very cool as a bin full of building blocks that you can play as-is, add onto, or generally do what you want with it. I love it too, and there is room for every type of game at the table. This is a more focused rules set with a tighter core of rules, and I appreciate an experience like that since the game gets to be like a classic Heroquest or Monopoly type experience. I love games where everything works together well, is clear, and you can play it from your head.

This? This I can play from my head. If I need to reference something it is a one or two page glance and I am back playing. This is very much like an iPhone experience in RPG form, while it is nice to have tons of features and extra functions - what is the core of what I need to have fun? But unlike the iPhone analogy, this is very much like Android in its ultimate expand-ability. But the design theory is there, keep it simple, clear, and on one or two pages.

This game is also easily expandable, though the community support versus Labyrinth Lord feels somewhat less due to this game being newer. That said, with a little work almost everything B/X is easily usable with a few tweaks here and there. You could base an entirely new game, science fantasy, modern, whatever, off the core rules and everything just works.

Building Tomorrow

It is great to see this game flourishing. The B/X Community is building a tomorrow based on the past that will always be around, work together, and support the creation of ideas and games that were only dreams from the players and game master of the world. I can't wait for my printed copy, and I have the PDF to pour over until that comes. an excellent set of rules and my highest recommendation.

When my printed copy comes we will do a full flip through and review. Until then, this is one I eagerly await.

Thursday, August 23, 2018

Mail Room: B/X Essentials Monsters


Look what came in the mail yesterday! My hardcover copy of B/X Essentials: Monsters. This is currently a cool project I am following, a digest-ifi-cation of the B/X rules and a project that feels like a solid basis for creating B/X style games on, where you can add and remove books at will to simulate a variety of settings without introducing cruft or out-of-genre parts to the game. The basic rules book is really all you need to get started, and you choose what to add with other books.

I love the idea, and having another piece to my collection puzzle is complete. Now, I await the Adventures and Treasures book...

Thursday, August 9, 2018

In Stores: B/X Essentials Monsters (Hard Copy)


I put in my order for the B/X Essentials: Monsters book over on DriveThru RPG today and now I start the waiting. I have the PDF, I just love the feel and size of these digest style books, and having a hard copy takes me back to days gone by.

Plus the system is like no other, compact, concise, expandable, well organized, and just what you need to play any B/X style game. I cannot wait for the adventures book to be done, and then, another, and another...

A new collection starts and it feels good again.

Friday, July 13, 2018

Saturday, July 7, 2018

Retainers and Hirelings Through the Ages

The original B/X rules had rules for hirelings, specialists, mercenaries, and retainers; and also the books contained rules for buying ships and building castles. One could surmise that putting together a large expedition is a part of the game.
We go to the seaport and spend a thousand gold hiring a small force of laborers and mercenaries to excavate the ruined temple while guarding our work site from the tribal lizard-men who surround the site. Make sure to find a good captain to commend the men and an experienced crew boss to manage the workers. Oh, and we will need boats too to haul everything out - let's plan on a large haul.
You spend money to get money. You spend a thousand gold because you know there are tens of thousands of coins down there in that ancient temple to haul out with pack animals (you had to buy) down narrow mountain tracks while protecting your haul from the lizard-men who see that temple as a shrine to their ancient lizard god and will do everything to keep your almost-colonial ambitions for loot and wealth in check with a poisoned spear and ritualistic shaman magic.

The hirelings? In it for the money too - probably more than they will ever see in their lifetime, so they accept the risk of being eaten by a basilisk in exchange for making what would take years with sustenance agriculture, taxes, levies, droughts, family costs, and unplanned economies that eats a hole in the bottom of the money pouch for the average peasant.

People forget medieval economics these days.

The AD&D Era

By AD&D we started to see the shift towards the more traditional "adventuring party" style of adventure, and don't worry, enough bags of holding will keep your labor costs down to a minimum. You could teleport in and out with a small team and clean out almost any location with just five people.

There were some notable mentions of large groups of hirelings being needed for adventures such as The Tomb of Horrors and others, but I don't really remember any module requiring you to manage a large group of hirelings during the time we played AD&D.

To be fair, the rules for all types of hirelings are here, but the ramp up in character and magic item power moved our games from more of an expedition-based adventure model into a super-heroic one where a small party of adventurers could do anything. Given enough gates, teleports, bags of holding, floating discs, and other cash-hauling magics there was this work multiplier with convenience magic that allowed a small group of mid-to-high level adventurers to haul huge loads. This was one of those forms of power creep that entered the game at this time, "Here's a common problem, let's solve it with magic!"

You get these types of popular wishes of players and the magic naturally rushes in to fill the void, and I wonder at times if some decisions are better left as they are, and some core concepts left alone.

AD&D 2nd Edition I felt moved farther along the "party of heroes" model and retainers moved to the back in importance. Your characters adventured alongside the heroes from the Forgotten Realms and Dragonlance - just like those characters - and who needs an army of unskilled labor weighing them down when adventure awaits! We kept the super-hero model of the iconic D&D party, based our adventures off the Tolkien-like book heroics, and never really fussed with hirelings in most cases.

D&D 3.x and Pathfinder

The concept of "character build as deck build" came into play with the 3rd edition of the rules and all of its subsequent variants, and I feel retainers and hirelings moved farther back in the entire scheme of things. This is my character build, and it can take on all comers! Who needs hirelings when my character sheet is the length of a moderately complicated tax form and I am ready for any special case rule thrown my way?

Pathfinder's adventure paths are also a great example of adventures built for characters of this generation of the rules, typically focused on the party of four or five heroes and built around a mathematical challenge rating system that ensures a slow-but-steady drip-drip of resources that will be used every encounter.

And the 15-minute adventure day was born because players tended to alpha-attack the first encounter with everything they had and then headed back to the inn to rest a day before they tackled the next challenge. This was also a way to mitigate resource management and bad luck, as a bad encounter ensured you needed to bug out and rest to recover your bad situation.

But retainers and hirelings? Really pushed to the back further I feel, and the concept of putting together an expedition of NPCs and random swords for hire seemed as alien to this generation of gaming.

World of D&D 4-Craft

By D&D 4 a character was essentially an MMO character, and I don't even remember hirelings being mentioned all that much in any D&D 4 book. I am pretty sure they were mentioned somewhere but we never used them in our "battle chess" type games of tight hallways and chambers, grid based movement, and some really fun encounters during the early days of the game that we enjoyed. We never had room for hirelings on the game board since all our play were those tight, one map, small corridor and room fights the game did so well before the books piled on and the game collapsed under its own weight of revisions and expansions.

We had fun with the game, but we felt hirelings were so far removed from the game - and characters were so powerful and cool - that we never bothered with them. It felt like a cool video-game on the tabletop and that is how we played it.

D&D 5

Hireling NPCs rarely become important during an adventure...
That quote is on page 94 of the 5e DMG, and a 2 gp a day cost for any type of skilled hireling in the PHB and that is mostly all I can find on the subject. Also, D&D 5 does not scale that well (from what I hear) with large numbers of low-level characters assisting in a battle due to the flatter dicing mechanics, so I can understand why you shouldn't really cheese your way through every fight with Robin Hood and his 20-man sheaf of merry archers in formation behind you vaporizing any enemy in the Monster Manual with vollies of longbow fire. We are still in the "party as the base heroic unit" model of adventure and game balance.

B/X Style Play

I like the focus on putting together a Tarzan-like expedition of no-name hirelings and specialists for an adventure. I like having to hire mercenaries to protect our camp and supplies, and buy (or pay) ships and crews to haul back the loot to civilization. I like worrying about our supply of pack animals and food, where we get water from, and being called away from the temple we are exploring to deal with an attack or threat to on the group we hired.

That is cool, literary stuff for me, and it feels good. I like developing interesting NPCs for these groups, mostly no-names but there may be an interesting few people in the mix to interact with and add flavor to the game. Plus this matches some of the old-time movies that I love where a brave expedition heads down to a lost jungle or Antarctica and braves all sorts of hardships and dangers while seeking the lost treasures of the ancients.

And in B/X games those extra tag-alongs are typically weak, unless they are expensive and skilled hirelings (which you can have a limited amount of). The rules are also simple enough where you could battle out most any action scene with hirelings and mercenaries thrown into the mix without spending hours running the combat.

I don't like the "magic-superhero" style of play where we loot a dungeon by opening up a gate between point A and B and shove the piles of gold through the magic portal with farm tractors. I don't like magic replacing the need for hauling tons of loot, like owning twenty bags of holding and shoving everything in them for a quick teleport home. I like difficult and limited magic in these situations, and limiting the number of "ease of use" magic items so large expeditions are still needed and the way to do things.

The heroes can still be heroes, and it does not change the cool story moments where a classic skilled five-person party is needed to get things done.

This is all interesting how things changed over the years towards more 'cinematic' and party-based play and away from the classic 'expedition to nowhere' novel-style party-plus-hirelings model of play. Tastes and styles of play change, but I find it interesting (and informative in choosing a game) to reflect back on the history of hirelings and expeditions in gaming and how everything changed over the years. It is also interesting that many B/X games faithfully keep the hireling, ship, specialist, and mercenary rules around so this era of play can survive.