Tag Archives: AD&D

Quad Ruled Desk Pads

Back in the mid to late 80’s I bought a quad ruled desk pad from an office supply store. That was back when desk pads and pen and paper were still the mainstay of business. I have only one sheet from that desk pad that holds the map to the town for Griswald, the longest running character I have played, who is now, essentially retired from play.

I don’t know what happened to the rest of the pad. I used it for mapping out a Boot Hill area, and such things. I think that pad may have been one of the things I lost in the water leak incident, but I don’t recall.

I have in the last few years tried to find such a pad in stock at an office supply store, but no go. I would have to special order or order online. If you search for quad ruled desk pad you will find them. They run a little under $20 each.

I like using them to map out large cities. I am a visual person and like to be able to see them. In my campaign, there are ten ancient cities of a fallen empire. I have taped together 8.5 x 11 quad ruled graph paper for a rough map of the one closest to the action of the current group of players. Having a bigger single sheet would simplify things and make it easier to fold up and get out of the way.

I also like he idea of using them for a megadungeon. Who doesn’t want to design a megadungeon? I think I started to do so way back in the day, but it is lost material.

This all comes to mind as I ran across Peter Regan’s most recent Kickstarter for a Dungeon Desk Pad, over at Oublette Magazine. It is an interesting idea. I am trying to avoid new Kickstarters for the financial responsibility end of it, but man is this one hard to resist. Personally, I prefer a full-size desk pad of grids, but this idea is interesting. My desk pad pages are 16 inches by 22 inches, slightly smaller than the A2 standard. The Dungeon Desk Pads are 16.53 inches by 11.69 inches, which is the A3 standard. The other issue is that Peter is UK based so overseas shipping adds to costs, etc. So far, I have only backed US-based Kickstarters, mainly because I have not had interest in others that were not based in the US. I know that Peter has a good track record, thus hitting the funding goal, and stretch goals are reasonable and fit with the base project.

I was also intrigued by an article that Peter shared that of Ian Livingstone of Games Workshop [former link: http://unpluggedgames.co.uk/2015/02/13/games-workshop-the-inside-story-part-one/] still has his first dungeon on a desk pad on his desk. You can save this photo and zoom in to be able to read the room descriptions. It would be easy to use this for a quick dungeon for your next session.

Ian Livingstone Deskpad Dungeon
Ian Livingstone Deskpad Dungeon

This motivated me to get the rough map of Helmsdale, Griswald’s town, and share it here. The quick story on this town. My brother, Robert,the DM determined that for Griswald to be a half-elf, it made sense for the human to come from a place near the Elven Kingdom. The hillsmen in his campaign are based on the Scottish clans. They live in a series of hills called Carbaen Moor. Griswald is a Fighter/Cleric/Magic-User and we rolled his age. I believe 45 years old, so the backstory is that the hillsmen had a civil war where the Buchanan Clan Kicked the Stewarts out of their territory and became king. They did not maintain control of the Stewart territory so it became infested with Orcs and worse.

Griswald’s father was a duke, and as far as Griswald knew, he was the true heir to the throne. He later learned that the grandson of the king and the grandsons of the dukes higher in precedence had their own band of outlaws called the Red Arrows. They had red fletchings (feathers) on their arrows. Griswald joined up with them, and through creative use of magic and bluff developed a reputation beyond their actual abilities. Tameus, the true king, decided it was time for war. Through lots of favors owed and other factors and army big enough to challenge the Buchanan’s was raised, and while outnumbered by the Buchanans, magic and Elven cavalry defeated them. After reclaiming the kingdom, there was a massive earthquake that devastated most of the kingdom and the old Stewart lands. Since the orc tribes in the Stewart lands bordering the former Buchanan lands were hurt as bad as the humans, Griswald decided to take back his ancestral lands. With the help of a small force of mercenaries and a PC wizard and his own henchmen – two fighters and three magic users, the orcs where driven out.

The town is in a valley of a ring of hills. It has a ditch 30 feet wide and 20 feet deep. The earthquake reduced the walls. Griswald rebuilt a smaller town with an Elven temple, the price of the Elven troops. This works for Griswald as he is a cleric of the Elven moon diety, Isil-nar. There is also the ducal palace and homes for troops and workers and farmers. Outside the walls is an inn, The Merchant’s Delight. The merchants like Griswald, since he does not tax them as heavily as the orcs. He also built a gatehouse at the only way across the ditch.

The two biggest orc tribes were not hurt by the earthquake, and were consolidating their control over the remnants of the orc tribes Griswald had not yet eliminated. These tribes did not like this upstart half elf moving in, so they moved to invade and take him out. Griswald has a crystal ball so he looked for the leaders of the invaders and took Alim, his highest level magic user henchman to teleport to these troops on the march to take them out. While the two most powerful magic users in town, Griswald 10th fighter/10th cleric/11th magic user and Alim, 10th level magic user were gone, the other orc tribe got past the wall across the valley to the south and surrounded the town. Griswald and Alim mangled the rear guard of the larger force and were gone until morning. This was put on hold for 15 years, until we made it work to finish the scenario. Robert wanted to resolve it so the other players would know what happened, as they are ten or more game years past this point in time.

The orcs surrounding the town set up a catapult and started battering the walls. They also attacked the gatehouse with 50 men that were the troops of Logan, a PC who was killed, but the men stayed with Griswald. The gatehouse was cut off from the rest of town and the 30 or so cavalry on hand tried to get through, but were routed and nearly all of them were killed. The archers on the walls of town made long range shots at the orcs around the gatehouse, and nearly exhausted all the available arrows. The gatehouse fell. The high priest of the temple cast insect plague in the area around the catapult to delay the battering. By the next morning the high priest rested and relearned insect plague and cast it again. Somewhere in here, we had a two year delay of getting together to wrap it up, but we finally finished it.

Finally when the time line in town caught up to them, Griswald and Alim read teleport from their travelling spell books and returned to the palace. Griswald and Alim had hardly any spells or scrolls left, but as a fighter with protection from normal missiles, Griswald could mount the walls and fight off the invaders. Finally enough orcs were killed that their morale broke. I don’t know if I ever got a full count of the number of dead orcs, but the image in my mind is of The Battle of Roake’s Drift from the movie Zulu. Thankfully, it was not The Battle of Islandawana.

On this map each square = 40 feet. I found that the width of the squares is the same as the distance between the lines on a standard 3 x 5 index card. Index cards were handy for measuring ranges in the battle. We used a few miniatures, but was mostly scribbles on the map.

Every time an orc was killed we yelled, “Oh no! They got Grignak!” The inspiration for Grignak comes from Galaxy Quest.

First the map of the “north” of my brother’s campaign. This is one half of a TSR hex mapping paper, with the Willingham cover. The other half is the “south”. Only one player has been off this map. It is 10 mile hexes. This is a photocopy. I did the coloring. Robert used the photocopier to enlarge and zoom in in the following images. These are pictures and not scans. You still get a hint of my brother’s artistic talent here.

The Stewart Lands shows the fiefs of the various Stewart Dukes.

The North
The North
Carbaen Moor
Carbaen Moor
Stewart Lands
Stewart Lands
Griswald's Hex
Griswald’s Hex

Below shows the ring of hills with an opening in the hills to the North West and South. The rectangle in the center is where the town goes.

Detail Griswald's Lands
Detail Griswald’s Lands

The post it note was added to complete the circle for the area of effect of insect plague. That spell is one of the ultimate battlefield spells if you can buy a high priest ten minutes (one turn) to cast it.

This is in pencil on 20+ year old paper with poor lighting.

Helmsdale
Helmsdale
Inner Town
Inner Town
Insect Plague
Insect Plague

I am curious if there are any other desk pad sized maps of towns, dungeons, space ships, etc. That would be an interesting gallery.

Riffs On The Acronym D&D

Here’s another alliteration post with a specific bent.

Dingoes & Didgeridoos

Ducks & Duckponds (That’s a daffy idea….)

Djinnis & Deserts (I wish there wasn’t so much sand!)

Debutantes & Desserts (Sweet topic, perhaps a bit salacious.)

Dithering & Digressing (This describes most parties trying to make a decision….)

Detectives & Deductions (As opposed to Investigators & Investigations.)

Dynamos & Dynamite (That’s a powerful combination. That’s a bad pun if you know the Greek root word….)

Dead & [Un]Dead (Yes, I cheated, it’s an exercise in creativity. How well can you do without a Thesaurus?)

Death & Damnation (Adventure in the afterlife? Sounds too hot for my taste.)

I got interrupted several times on one more that I thought would be cool, and the interruptions came just as I had the idea and before I could make a note of it. If I can remember what it was, I’ll add it. Since the string of interruptions won’t stop, I’ll call this enough….

 

My Wednesday Game

I have been part of a weekly Wednesday night AD&D First Edition game via Roll20 and Google Hangouts since March, 2014. With the exception of the DM taking a two week vacation in the summer and two weeks off over Christmas and New Year’s we have met every week. I was late to one session because I was travelling for work and another session because I had to take something to my son at the hospital the day after my granddaughter was born. There are two other players that have been with the campaign since it started. Weather was a factor a few times with thunderstorms causing delays. A few times either Roll20 or Google Hangouts had technical issues, but we have kept at it.

Our session last week was the first time that one original player missed and only two of the current six players showed up. Several important decisions for group action were needed, so we decided not to play. That is an impressive track record for a weekly session to only have one session flop, and it was session 44.

The DM, John, just started a blog, Dwarven Automata, about his design process. He also wrote up one of the hexes in Tenkar’s Landing, featuring dwarven automata.

It is a true sandbox where the players can go and do whatever they want. There will be consequences and repercussions of actions that we can’t know. We just make what seems to be the best decision we can based on the limited information we have. A few times we have surprised John with some of our decisions, but he rolled with it. The party set off to go explore some ancient dwarven ruins, and keep getting ourselves sidetracked with other things. We keep getting involved in politics and being heroes, so we are our own worst enemies to getting to our main goal. We can’t do it all, but we sure try to do most of it. Actions taken in the first few sessions have had an impact on sessions numbered into the 30’s and 40’s. It is interesting to see it play out as the players get the information they need to tie it all together.

For example, my character, Thorfus Ironhand, a dwarven fighter, thought one NPC was behind some men hired to kill the party. It turned out to be a different NPC that the party did some work for, and was involved in a major plot in the city. Because of that misunderstanding, I had the party focused on the wrong person, when we should have been focused on something else. This is much like things are in real life. We see something and make assumptions based on what is before us. This has made the campaign that much more believable and immersive.

John uses theater of the mind, so the only maps are quick sketches using the Roll20 drawing tools. As with most AD&D DMs, John makes certain rolls like moving silently or checking for traps and secret doors. These rolls occur with the sound of dice rolling on his desk with our fate unknown. This is an ominous sound. The results are only revealed when a trap springs or surprise was not gained.

We also disable video so that we have the maximum bandwidth possible.

The ages of players range from a high school senior to me, and old grognard of 50, with various ages in between. We have been mostly male, with one female player for a few sessions who played a male character, making all the characters, so far, male. One player lives in England, so our 8:00 PM to Midnight EST sessions make it in the very wee hours for him. He is one of the three original players still going strong.

John gives us XP for session write-ups. These help him to know what happened, and gets the players more involved. We also get XP for writing up descriptions of NPCs and places. This helps expand our known universe and makes it easier for new players to come in and get up to speed.

We started off using weapon speeds and individual initiative rolls, but over time we dropped weapon speed and went to one roll for each side in initiative. John does it differently in that each “side” rolls for the other. That is, players roll for the monsters, and the DM rolls for the players. This is an interesting way to do it.

Other rules have changed or been clarified as we go involving a decision by John as the DM, or by discussion and mutual consensus. These changes tend towards streamlining of play.

Our two dwarven fighters are both fourth level and at the halfway point to reaching fifth level. We had one big treasure haul, but as per AD&D, we can’t go past the halfway point of the next level. We have managed to not find the big treasures that will give us more experience quickly, but are always just around the corner from a big haul, when we do something or miss something that will give us the prize and watch is fall through our fingers. The hook has been set and we are thoroughly enjoying our adventures and learning about this world. I look forward to many more sessions of play.

Here are the main points from a comment I posted to his blog:

I enjoy seeing a bit behind the curtain to explain how you reached your design decisions. I have enjoyed playing in this weekly campaign since it started.
We have narrowly avoided several TPKs and only had one character die. Your level of preparation shows as you make it all seem very seamless and manage to have things planned out for us when we take the bait for something that wasn’t bait.
I can’t wait to see more of your ideas.
Your random generators intrigue me. You explained a bit about the level of detail you have allowed yourself in one of our recent sessions. I had the impression you had these cities mapped out and NPCs detailed down to the last beggar, but you fooled us all. Well done!

Marmalade Dog 20 – 2015 Post Con Write Up

Welcome To Marmalade Dog
Welcome To Marmalade Dog

The first slot started Friday at 3:00 PM. I was too late to join in a game, so I visited with Roy Snyder and Adam Muszkiewicz  and Pete Schwab  and others until the 7:30 PM slot when I was set to run T1 – The Village of Hommlet.

When Adam and I were talking the topic of random tables and drop tables and all the dice tables came up. I mentioned that I am slowly crafting an all the dice type table to help me generate area of an ancient “abandoned” city for houses, building, and other features. Adam pointed me to a display at Roy’s booth for Metal Gods of Ur-Hadad, Winter 2014, Issue #1. Pages 10 and 11 have a neighborhood generator, and pages 12 and 13 have a gang generator. The neighborhood generator has a lot of ideas that I am looking for so I bought it.

No one signed up for my slot, so I played in Adam Muszkiewicz’s Kickassistan session. Roy, Pete, Andrew Moss [G+ deleted before 2/11/2019], Jared Randall, and Laura Williams all joined in. I had never played DCC and it was great! Adam had an interesting concept. Our character sheets where blank 3×5 index cards. We rolled for random professions, and birth portents. We did not roll any stat until we needed it. Each character was first level, so we got to pick a class. Adam had different players make up why we were their based on our known information. If we were rolling for our main ability for our class we got two re-rolls, but had to put the rolls on another stat. This was with 3d6.

This was the first cooperative role playing session I had ever played. Normal roll playing is cooperative, but this was a few notches up. It gets all the players involved in making an interesting story. After the game, I talked to Adam and we were on the same wavelength and agreed that it either had to be a rules system that the GM had total mastery, or something so simple to make mastery trivial. We both agreed that Delving Deeper would be a good one. Adam had a rough idea of what he wanted to do and greatly encouraged us to come up with something creative, even if it was off the wall. The most hilarious thing was that Roy Snyder invented the Minotaur Class. It would take too long to recount all the hi-jinks the Minotaur got up to. I can’t wait to see the write up for that.

The way this worked is if one was a fighter, they rolled their strength and other associated scores when there was combat or some other reason to know that score. For wizards, we got to pick two spells and toll for two. My character rolled a secondary profession of a sage with a dagger, quill pen, and piece of parchment. Based on this, I though a wizard made sense. I rolled intelligence and it was a 13 so it gets a +1. There is a table in DCC for Mercurial Magic effects. Also there is the concept of point burns, where one can use a point of a physical ability to boost the chance of success. This point burn is temporary. So the first time I cast a spell, charm person, I elected to burn two points of strength, then I had to roll my strength, and I rolled a 4. Thankfully, I did not say I used 4 points of strength, because when an ability hits 0, you are dead. The mercurial magic effect for that spell was then rolled, and it requires spells to be cast with point burn or suffer corruption. There were two other spells that I used and found out their effect. For Flaming Hands, the effect is gender bender that lasts an hour. Finally, Color Spray had the effect of memories of a dying god. I had to roll a d20 to determine the effect. If I rolled low, the dying god would take over my body, if I rolled moderately well, I would avoid the worst, but still have to roll every time. I rolled a natural 20! Adam was amazed. By rolling a 20 this meant that I had mastered the dying god’s memories and a new one would be revealed each time I cast the spell. Plus, it supercharged my casting and I always roll a d24 instead of a d20! Each time I cast Color Spray, Adam asked different players what the specific memories were of the dying god, and it was quite entertaining. I don’t yet know what happens if I use Magic Missile or Spider Climb. I also never took a hit, so I don’t know how many hit points I have.

I like the magic system. It is simple, but requires tables to determine effects. Each spell has its own table. If one does not like fire and forget Vancian Magic, the DCC system or similar is easy to mimic. The wizard can cast their spells at will and just roll a d20 for effect. The point burn mentioned above can give a boost to help insure success. The bonuses to the roll without point burn is +1 per level and  and pluses for abilities over 12. One can add another plus for each point burned from physical abilities, Strength, Stamina, and Agility. If the roll is bad, but close to success, one can burn luck points, but those don’t regenerate, but GMs can award luck points.

The only complication to playing DCC, besides needing a new set of rules, is the need for non-standard dice and in the all the dice tables in the issue of Metal Gods of Ur-Hadad, i.e. d3, d5, d7, d14, d16, and d24. I finally got a d30 this past summer at GenCon, but need the others. By the time I decided I needed to buy more dice, the vendor selling dice had already packed up and left before the end of the night Saturday. It is easy to simulate the d3, d5, d16, and d24 using other dice. I am tired and not thinking how I would simulate the d7 and d14. If you had either a d7 or a d14 you can easily simulate the other. So, an online search for more dice may be in order.

After the game on Friday, we went to a bar and closed it. I only had one beer, since I had to drive 15 miles back home. I had not closed a bar in a long time, but we sat around talking about various RPG related topics, from systems to genres, to play, to Kickstarters, and more. It was a lot of fun!

In the first slot on Saturday I played in the DCC funnel ran by Mike Carlson. All four of my characters leveled to 1st level and survived until the last roll of the adventure. We had to make a luck roll, below our luck. One of my characters started with a 16 luck and had burned one, so I had to roll a 15 or lower and rolled a 20. Two of the remaining three characters also failed. One player had non of her four survive. The other three players had two of their characters survive. Mike made a stamp for dead characters. It had a skull and crossbones on the handle and he used red ink to stamp the dead characters as dead. We had a blast.

Dead Characters
Dead Characters

In Saturdays’ second slot, two other GMs did not have full tables, so I had 8 players for Hommlett. So as my first time running a convention game, this was the first time for only two of the players at a convention game, but they were experienced role players. It was fun to see how Adam and friends, and Pete and Roy made this their own thing. They made it to the dungeon under the keep when we ran out of time. Everyone had fun, and I asked for any advice for me. Adam and others agreed that I should have gotten them to the keep sooner for a convention game. They all agreed that I ran it well for normal play.

First Session Player's View
First Session Player’s View
First Session DM's View
First Session DM’s View

In the third slot of Saturday, I played again in Adam’s Kickassistan session, and brought my character from yesterday. It was great! I still don’t know my HP…. We had most of the players from the day before and some new ones and had a blast! Shane Harsch didn’t have anyone for his 5th edition session, so he joined in. His wizard character, mine, and another were planning great things!

Adam demonstrating how he flosses. ;)
Adam demonstrating how he flosses. 😉

Sunday, there is one slot and I ran Hommlet again. I did not have anyone signed up for my session and Pete did not have anyone for his session. Eric Piper got called into work, so his full Castles & Crusades session was cancelled and I ended up with 7 players for Hommlet. I felt that I ran it much smoother and even though Pete knew what was there from the day before, he did not meta game. This group avoided some of the trouble of yesterday’s group, but the cleric of this group went down the secret passage while the others were doing other things, and they found him dead. They rested until morning and went back to town, and I let them equip with the other cleric I had rolled. They only had one character in their group get knocked down. They got a lot farther in the lower level. It was fun and I see how I would run it differently still in a convention setting. Most of the players in this group turned out to be from the town where I lived, and we did not know each other, although two of them know my oldest son.

Second Session Hommlet
Second Session Hommlet

My analysis of running a module at a convention is that initially, I thought it would be easier, since it was all planned out. However, I did not know it as well as if I had put something together on my own. I was way over prepared. I wish I had put that much time into my own campaign, and I would have had a whole new area planned out. I am now able to run Hommlet any time with a quick review of the rules. There was talk from my first session crew of trying to finish it. I would like that, or if the second session crew wanted to keep going. Perhaps next year or at another con.

All of us who signed up to run a session are interested in meeting up for Marmalade Dog 21. If that group is there every year, I will be glad to go and run sessions and play.

Several of us also plan to go to UCon in November. I can’t wait!

My DM Badge
My DM Badge
Con Shirt Front
Con Shirt Front
Con Shirt Back
Con Shirt Back

Marmalade Dog 20 OSR Track Handout

I had the idea and volunteered to put it together. It is a one page, front & back listing of the GM’s for the OSR track and what games and rules systems they used, plus a listing of the websites for those rule systems and other OSR related information.

This page will be the home of that handout with a QR Code to send you here for the PDF with the clickable links.

I will also have a few handouts available at the con, with enough for each of the 6 slots in the 3 sessions I am running, plus two for each GM. The QR code should minimize the need for most to need a physical copy.

Marmalade Dog OSR Track Handout

Marmalade Dog 20 – Final Prep

I am doing my final prep to run my first convention game, Village of Hommlet, at Marmalade Dog 20, as part of the OSR track [link to OSR track broken: http://www.marmaladedog.org/osr.php].

I think I am more nervous than I would be if I were to run a game in my home with a bunch of new players. At least in the case of in my home, I could have had some interaction with them before hand. At a con game you never know what you’re going to get. I guess it’s a box of chocolates.

I have read the module, made notes of what information I need to gather, generated a selection of player characters, and have pencils, note paper, and graph paper for the players.

I have had the original module since the 80’s, but have never ran it or played it. I bought the PDF and copied all of the text and printed it out in bigger print so that I can mark it up and highlight, and make notes without marring my original.

My notes are of all the monsters, spells, and magic items so that I have all the stats that will be needed to avoid picking up a manual. I will still take my manuals and have player’s handbooks available to the players. I’m also reviewing rules on things that could come up, such as grenade like missiles, grappling, etc. It’s a four hour session, so I’ll set a timer on my cell for two hours so we can have a break.

I’m not a fan of football, so I will spend my day on these final preparations.

My plan is to get as much sleep as possible in the days leading up to the con so that I have the energy and clarity of thought to deal with the unexpected in the most constructive way.

I also volunteered to put together an OSR handout, and just sent my first draft to the other OSR track GM’s. I will share that list here and with OSR related G+ communities. Perhaps it will develop into a generic OSR handout that can be used at other conventions, FLGS’s, etc.

 

OSRIC Print Order Arrived & Unboxing

My OSRIC Print order was waiting for me when I got home from work tonight.

As I posted earlier, I ordered the hard cover Player’s Guide and the softcover A5 lay flat full rules. My plan was to have them in time for Marmalade Dog, when I will be running Village of Hommlet as part of the OSR track.

As usual, from my prior order of Delving Deeper from Lulu, it was packed firmly to avoid damage from movement. There was a ding on one corner of the box, but no damage to either volume.

The hard cover is the 1st edition of OSRIC, and the lay flat is the 2nd edition. I am not aware of what the differences are, but a quick glance shows the Player’s Guide to be very thorough.

The Player’s Guide is a bit over 1/4 inch narrower, and maybe 1/8 inch shorter than the original AD&D Player’s Handbook. The AD&D Player’s Handbook clocks in at 126 pages, not counting the ad for GenCon and other TSR games. The OSRIC Player’s Guide has 170 numbered pages, plus the OSRIC Open License, Open Game License, spell index, index, and closing full page illustration.

Many of the illustrations pay homage to the original artwork. I like the one with the fighter and magic user in chains with a rat walking away, and the fighter says, “It didn’t work.”

The index has its own bit of humor. Under I it has “Is Anyone Reading This” on page “No”.

I like that all the bits and pieces for each attribute, race, and class are kept together. The organisation of OSRIC is one thing that is a big selling point. I did find it a little different trying to find spells by level, since they are in their alphabetically. I’ve gotten so used to go to spells of a certain level and then searching alphabetically, that it is a challenge. The benefit of having all the spells of the same level together is that it facilitates moving characters up through the levels to new spells.

For a new hardcover book, it lays open without effort or having to use the old school exercise for new books. The print is clear and legible and the paper seems heavy enough to take a lot of use.

The only quality issues with the Player’s guide is that some of the last few pages of the book were not separated at one small area at the top of the page. They all separated easily when using gentle effort. Also the fold on the top upper left and right corners of the front and back cover does not look like the illustration got folder over quite as neatly as it should have.  None of this is anything I am worried about. There is no obvious issue with the text or the printing, other than what would be found with a full read through. This will be a game table resource, so minor flaws I can live with.

The lay flat of the full rules clocks in at 396 numbered pages which includes all the way through the index. The last two pages are the OSRIC Open License and the Open Game License. The AD&D Player’s Handbook (126 numbered pages), Monster Manual (112 numbered pages including the GenCon ad and other TSR games) , and Dungeon Master’s Guide (232 numbered pages), clock in at 470 pages. I am sure someone has done a comparison of what is different. I know in part that the differences is partly not using the same text as the original, since it is re-worded. Also a cleaner organization can eliminate a lot.

The lay flat is smaller in width and height. Each page is slightly wider and slightly shorter than a standard letter size (8.5″ x 11″) folded in half. With the spiral binding, it is about two inches wider than a letter sized page in landscape.

I find that the print is clean and easy to read, but small, which is a necessity to get so much on a small page. This is probably not an issue for younger eyes, but older eyes requiring bifocals need to be aware of the angles one tries to read it while lying flat. The amount of light on the page will also affect how easily one can read it. I have had thick glasses for nearsightedness since I was 13, but bifocals only the last 6 or 7 years. I find that for me, the angle and the lighting on the page are the biggest factor. I suppose if I keep gaming for a few more decades, I may need the large print version of the lay flat. Do they make one of those?

As with the Player’s Guide, the information is grouped more logically. Also the age generation method is in the player’s section. It optionally lists the height and weight tables.  Secondary Skills are missing as are psionics. We rarely used psionics back in the day, but the secondary skill table gave an added bit of flavor. But it’s OK to make up your own rules. I take ideas from other games and other DM’s & campaigns all the time. Make it work the way you and your players like. If you’re not having fun, you’re doing it wrong.

Here are the pictures of the unboxing.

The Box
The Box

Well-Packed
Well-Packed

Tightly Wrapped In Plastic
Tightly Wrapped In Plastic

Covers
Covers

Next Generation

My youngest asked me to teach him how to run a game of AD&D. He lives out of state with his mother, so this isn’t too easy.

Step one I completed today at one of my FLGS, Fanfare, or on Facebook. I was looking for a Player’s Handbook to have extras at the table when I run Village of Hommlet at Marmalade Dog, Feb 6, 7, 8, as part of the OSR track. They had a Dungeon Master’s Guide, and Monster Manual 2, so I picked them up as well. I was pleased to see that Fanfare has a Marmalade Dog poster, and the poster indicates there is an OSR track. Cool!

They also had the Greyhawk Adventures that straddles the 1e and 2e rules, so I picked it up. Since Hommlet is set in Greyhawk, I figured clerics will use Greyhawk dieties. I have stats on them somewhere on a PDF, I think, but this will make it simple to get any information I need at the table. The main thing is the names of the dieties and anything specific about them for flavor. I doubt a low level adventure will see any D.I.

I then emailed my FLGS on the ether, New Era Enterprises at neweraenterprises at rocketmail.com, AKA Roy Snyder, who helped get the OSR track at Marmalade Dog, to track down a Monster Manual.

I’ll use the Player’s Handbook at the con, but when he comes out with his mother and grandmother to meet his niece, I’ll give him his manuals, PHB, DMG, MM & MM2, and some dice and graph paper. He just turned 18, wow, time flies. He wants to get together and play when he is here, but I don’t think there will be time to squeeze that in, but I hope I’m wrong about that and we can play.

My first grandchild was born two days after my youngest turned 18. He was hoping that he would be an uncle on his birthday.

She is gorgeous! It will be a while before she is ready to roll up a character and play with grandpa. I am sure that we will be playing make believe of one sort or another before she’s ready for even a kid’s version of an RPG. It will be a while yet until she’s even at the peek a boo stage.

Life is good!

Order for OSRIC Books

I am running the AD&D module, Village of Hommlet at Marmalade Dog 20 the first weekend in February, as part of the OSR Track.

I ordered the A5 Layflat spiral bound complete rules, and the hardcover OSRIC Player’s Guide. In addition to use at the table, I want to present that new players can get the basics they need to run AD&D without tracking down manuals, and without paying anything, if they just want the PDFs. I just ordered them today, so at the latest they should be here the week before I need them. I also want more manuals in case I happen to attract players to get my campaign going again. My son and his girlfriend have not been able to play since the summer.

I do have three copies of the Player’s Handbook, plus I have a tablet with the PDF I purchased before WotC yanked all their PDFs.  This should allow most players and myself to have a copy should they need it at the table.

I do have another copy of the original Player’s Handbook, that I snagged on eBay, but it is in near pristine condition. I also have one of the reprints, along with the Monster Manual and Dungeon Master’s Guide, but they are still in the shrink wrap. I get overprotective of my stuff, so the copies I have in play, I don’t mind letting others use, I just don’t want any stains or writing on them, or the covers to be gouged by players using them as writing tables.

My original Player’s Handbook, that I got for Christmas the year it was released, is well stained from many fingers turning the pages. There are small tears and nicks on the edges of some pages, and the cover is somehow wrinkled, like it needs to be ironed, and faded.

I also purchased a PDF copy of the Village of Hommlet, so I can print it up and write on it, and cut out pictures to show the players, without having to write on my copy.

I need to finish reviewing and making notes and create some pre-generated characters. (Does anyone have pre-generated characters that would work well, or have worked well with this module?)

Once I get all that accomplished, I will try to find some others online so I can do a play test, since I have never played this module. It will be for six players. I also need to practice running a game that does not include my children, since they and I can communicate on a different level than someone I have never met or played with.