Tag Archives: AD&D

Review – Swords & Wizardry Complete and GM Screen

In the spirit of Swords and Wizardry Appreciation Day, I ordered the hard back Swords & Wizardry Complete Rulebook, and the Swords & Wizardry GM Screen. They arrived on April 29th, but I have not had time to do more than unpack them and make sure they arrived in good shape, until now.

The Book Itself:

This volume is well put together and the black ink on white paper is easily legible for older eyes. It is 134 pages including three intitial blank pages, cover page, table of contents, Swords & Wizardry license, OGL, and index. There are an additional six pages of supporters, I am guessing from a Kickstarter, These are followed by a full page illustration advertizing a game I have not heard of, a page mentioning the S&W SRD, two pages with a heading of “Notes”, and two final blank pages.

What It Is/Isn’t:

Inside you will find almost AD&D/OSRIC. It has all of the classes from AD&D, except for the illusionist and the bard. There is no mention of psionics. The hit dice are different than OD&D, but not quite AD&D. Magic users and monks have d4, clerics, druids, assassins, and thieves have d6, and the fighter types have d8. As in AD&D, the ranger starts with 2d8. Monsters are d8 as in AD&D.

Armor Class:

Armor class has the two options of ascending, AAC, or descending AC, with descending starting at 9. There is a single saving throw, with a mechanic for the saving throws for each type of peril. I am drawn to the simplicity of AAC and knowing what you need to hit based on the AAC number.

Spells:

The spells described go up to 7th level for clerics and druids, and 9th level for magic users. There is, as with other sections, a house rules section, where Matt Finch describes how he handles spells above 6th level. The spells are presented in alphabetical order for all spells. For old grognards, like me, who like the spells arranged by level within each class, as in AD&D, this takes getting used to. Page 73 marks that last page of spells and the end of the player’s section.

GM Section:

The “Referee” section has an introduction emphasizing the need for Rule 0 [Is there a better link for this?]. It then moves on to how to design an adventure with a basic dungeon map with key and a wilderness map with a key. The discussion then moved on to discussing monsters in the dungeon and challenge levels/ratings. There is just over one page listing all the following monsters by challenge level up to 13.

Monsters:

Before it gets to the monsters, it discusses wilderness encounters and has encounter tables. It then discusses mass combat, siege combat, aerial combat, and ship combat. The monsters presented are most of what I consider the most common/favorite of the genre. The monsters are followed with a page and a half listing of challenge levels up to 17. Finally, there is a concluding page to this section on creating your own monsters.

Treasure:

The treasure section has ten pages of the various types of magic items. It begins with one page on generating a random treasure hoard. Other than the index, the last game worthy page is the sample character sheet. It is only one side of the page, the other side holds the S&W license and the OGL statement. Since this is not the pre-internet age, and the PDF is free, you can print this from the PDF. As always, you can just write your information on a piece of paper, making your own as you go, or find one of the many available online. If not for the internet and the availability of the PDF, this page should be perforated for easy removal, and the licenses would need to be on a different page.

Packaging:

Unlike other resources I have ordered online, the packing job did not cover the entire back of the book with bubble wrap. There was a small area about two or three inches square that was not covered in the center of the book. The cardboard did cover the entire book. I did not have any damage to my order, but this was the only weakness in the packing job. I only noticed this based on the packing jobs of all the other OSR products I have received. This is minor enough that it may just be one of those things that happens when there is a flood of orders. I didn’t get a good picture to illustrate it, like I thought I did. In the grand scheme of things, since the order arrived in perfect condition, not a problem.

Content Of The Book:

In addition to being easy to read and having a solid layout, there are many illustrations of various sizes, including full pages. There are a few corners, or nearly half the side of a couple of pages that were empty. Because the majority of all of the other pages filled the page to all the corners, the white space stood out. Some seemed to call for an illustration, or an illustration to fill the entire space available. There were only 5 or 6 pages in the whole book like this, again a minor issue.

There are suggested house rules and rules variants. As with S&W Core and White Box, there is lots of room to house rule to make it your own. I especially like the forward by Tim Kask, that the rules are only a framework and are not meant to bog the flow of play down into paper shuffling and arguments, and the GM has the final word. The main thing is to have fun! See Rule [-1].

Since the PDF is freely available, one can modify the PDF to include only the player information for use at the table or in online games. Be sure to include the S&W and OGL if you do so in a product you plan to market.

The GM Screen:

The GM screen has the usual charts for attack matrices for characters and monsters, turning undead, indoor and outdoor movement, saving throws, and information on melee and missile weapons. This is on four pages on the GM side of the screen. The player side of the screen are covers of the various iterations of the printed rules. This accordion folder screen is one piece. It is laminated to protect it from wear and tear and spills. It is a light card stock, so not as thick as my AD&D DM screens.

If you use AAC, then nearly two pages of the screen are not needed. You could easily use a binder clip to place information over that portion that you need such as the map or note on the current adventure, or other rules needed frequently during play.

The accordion fold is determined to make the screen look like an ‘M’ when viewed from the GM side. I supposed with use, or a strategically placed small binder clip, one could get a shape that is more suited to use at the table.

Takeaway:

Since we are encouraged to make the game our own, we can hack it to make it closer to AD&D if we choose, to make the character class hit dice the same, and if one has the AD&D manuals or OSRIC, one can easily have all the creatures, spells, and items that are there.

Whether you are old, like me, or just like to have a physical book, it is well worth your while. You could just get the free PDF and print your own, but the issue of binding a hardback is a challenge few wish to face.

I like the simplicity and brevity of Swords & Wizardry Complete. It has enough to do more than get you started. A creative GM can make the creatures in this single volume cover years of play. I have played for over 35 years and have not encountered all the creatures in the AD&D Monster Manual either as a player or a DM.

I am also very into the AAC and how easy it is to calculate without needing a chart. The single saving throw may be tough for some, but it does bring simplicity.

I like the simplicity and don’t like when play bogs down to look up a rule. I mind it more as a player than as a referee, but as a DM it does not take long to feel all eyes upon me, and get frustrated. That long pause of a grinding halt interrupts the momentum. Either mark every page you need for rapid access, make detailed notes, or memorize it, if you don’t want to make it up on the fly. Keep the game flowing. Play should only stop when there is a natural break in the action for a bathroom break or it is the end of the agreed upon ending time, after the last extension runs out.

The GM screen is not a must have for play. One can easily make their own by printing the necessary information from the free PDF, if you even use a screen. I tend to use a screen when I run AD&D for two reasons, tradition and the need to look up combat and other tables. The AD&D screens would be better served to have other information on them than the psionics table, unless there is a lot of psionic activity in a game. I find that distance and a book or clipboard or sheet of paper is enough to cover maps and notes from prying eyes.  Unless your game space puts players right next to the DM, I don’t see much use in a screen. I do still like them for the mystery it conveys by hiding something “secret” and “mysterious” from the players. I think the decision to use a GM screen is up to the individual GM. If you are comfortable with the rules, and don’t need it to add to the aura of mystery to game play, then you probably don’t use one.

New Goodies!
New Goodies!
Barely shows gap in bubble wrap.
Barely shows gap in bubble wrap.
Book and Screen
Book and Screen
Inside of GM Screen
Inside of GM Screen
Back of GM Screen - Shiny!
Back of GM Screen – Shiny!

Arbalest vs. Heavy Crossbow

I did not make note of the article I read this on, but I wanted to get this scrawled note from an index card recorded so I can ditch the index card. I believe this is the article, but there’s no date on it, so I’m not sure.

It discussed the arbalest, a heavy crossbow, that used spring steel arms for the bow and had a range of about 300 meters, longer than 3 American football fields! It also had a fire rate of 2/minute.

They could shoot bolts or stones or shot. I’ll have to dig up the article, but it would be a heavy+ crossbow in D&D terms. Since a longbow is often credited as 12 aimed shots a minute and that is translated to 2 shots per round in AD&D, it makes sense that one shot per round for an arbalest. The heavy crossbow has a more complex cocking procedure, so one shot every other round.

Or is an arbalest just one expression of what the heavy crossbow in AD&D represents?

I mentioned in two past articles (one, two) about my brother, Robert, allowing a Chinese style self loading crossbow that could fire 10 shots a round, and our foolish characters ended up as orc food because we elected to fight with swords instead of our cool crossbows.

Finding the proper scale so that one isn’t dropping a combat changer into the midst of the game is the only part of balance I am concerned with.

Kingdom of the Dwarfs

I bought the book, Kingdom of the Dwarfs [Amazon Affiliate link], by Robb Walsh [Now a food writer and critic in Texas. Made me hungry for some good BBQ….] and illustrated by David Wenzel, back in the 1980’s. The copyright date is 1980, so I’m not sure what year I bought it. I know it was before I graduated high school, so sometime between 1980 and 1983.

I keep it with my RPG materials. I was trying to think of something to post about, and I remembered this book. I have not read it probably since I first read it after I got it home three plus decades ago.

I have looked at the art since then, and marveled at the skill of the artist, and wished I could do the same. Perhaps with intentional practice and some art classes I might do better than my present attempts.

I strongly identify with dwarves for some reason. I really liked the dwarf character from The Sword of Shannara  [Amazon Affiliate link].

Oddly enough, my favorite character is a half-elf. Although I play a dwarf in my Wednesday night online AD&D game.

The Wikipedia article about David Wenzel calls this a children’s book. As I recall, it was in the fantasy/science fiction section of the bookstore, so it was not marketed or sold in that store like a children’s book. I don’t think the theme is of a children’s book.

I remembered the basic story, but of course, the details eluded me. So I read it again.

It is a fast read. The text is mostly a set up of the book and then brief blurbs to set the scene for the art. The art tells a very detailed story.

Now I’m in the mood to detail the dwarven realms in my campaign. There’s never enough time to do it all!

If you want to build a dwarven kingdom or lost kingdom, this is a great source book!

Day 26 Z is for Z Axis

Z – Z Axis

As Kirk and Spock discussed in Wrath of Khan, don’t have two dimensional thinking.

Think of below the street level and above the tops of the towers.

Is there an issue with burrowing creatures or flying creatures?

Would a dragon or someone riding a dragon attack the city?

Is the ruined city so isolated by geography that the only way to arrive is by magic or by flight?

Is it a living but hidden city?

Is there a magical effect above the city, like the area of a rope trick, or other pocket dimension type space that is hidden from view? A place for observation of the surroundings and a great spot to ambush invaders, or trouble makers.

2015 One Page Dungeon Contest – My Revised Submission

I re-did the map for my OPDC submission, The Dire Druids of Delver’s Deep. I did the new map by hand and scanned it. The only thing I put on the image with a program, are the numbers for the rooms/areas.

Doing my map old school, i.e. like I did when I was a teenager and before we had our first computer, microwave, or cable TV.

I’m not that good at getting the result I want out of a graphic’s program, so hand drawn it is. Being out of practice with the details on hand drawn maps doesn’t seem to be a problem for this small one. If I had time before the deadline to fiddle with it and get a cutaway effect of The Deep and the cavern, I would.

 

2015 One Page Dungeon Contest – My Submission

I said that I was going to submit something to the One Page Dungeon Contest (OPDC) this year, and I was beginning to wonder if I would make it happen.

Last weekend, the title I had for the dungeon finally gelled and the idea for it came together much more smoothly than I had hoped.

I wanted it to be about Druids, since I got on a kick and had a few articles about druids a few weeks ago.

Druids and Alignment

Druids and Their Environment

Druids and Undead

I also ordered Roberts Kunt’s module Dark Druids and when it came a week ago, I realized that I didn’t want to read it until I put together my idea for the OPDC.

I had determined that I would consolidate my notes and make this one page dungeon this weekend no matter what. I had to further get it nearly 100% today, since +Roy Snyder’s DCC game picks up after a hiatus of a few weeks, and I made a commitment to be there.

So without further ado, I present my submission to the OPDC – The Dark Druids of Delver’s Deep. I went “old school” on the OPDC and used the one page dungeon template by +Michael Shorten, AKS Chgowiz. He has links to his dungeon and wilderness templates on his old blog.

There are 36 listed submitted dungeons/adventures so far – at the time of this writing, minus my submission.

My “LARP” Experience

The closest I have come to LARPing was make believe as a kid, usually cops & robbers, army, or cowboys & indians. I am old and that’s what we called it. This is a recollection, not a politically correct retcon of my childhood memories. But PC names for RPGs come to mind: LEO’s & Law Breakers, Wranglers & Aborigines, Military Confrontation.

Back in high school, our group spent several nights at a friend’s house who lived in “the country” outside of town, on various weekends. They had several acres with a creek, trees, hills, and more.

We played D&D around the campfire. We also split into teams, or did a free for all, so that the last one standing won. The contest was fought with “swords” and “spears” etc. Padding, what’s that? (I’m surprised fingers weren’t broken.)
We used weeds, called horsetails, for throwing spears. I had several and my brother was on the opposite team. He was on top of a hill. I threw this epic throw that would have nailed him in the back. It had to be 20 or more yards.
However, the sun was behind him and he saw the shadow of the spear, and he turned just in time to bat the thing aside with his sword.
Several of both teams saw this, so at least I got some kudos for my skillful throw.
We still mention my epic throw and his epic block.

After college, I met with a group involved in SCA, but I didn’t attend more than a few meetings. Some of that sounds interesting, but I have filled my time with things I like to do and don’t see myself making a new commitment without figuring out what to drop from my current activities. I did get to borrow a book with an explanation of how to do the marginal decorations in ink. We had a unit on calligraphy in my high school art class, and I was pretty good at it, and still have dip pens and some ink. I also have some felt tip calligraphy pens so I can “cheat” and do it the easy way. I haven’t really done anything game related with it, but I have a few ideas I may try out and share later.

The book also had a recipe for mead, which I made. It was quite tasty. I keep thinking that I’ll make more mead, but in over 20 years I haven’t done it. It was actually quite easy for anyone who can follow a recipe. As I recall, I liked my effort better than the mead I got at Bell’s Brewery in Kalamazoo last summer when a co-worker retired. My kitchen now is a lot smaller and less room for special projects than the kitchen where I lived 20 years ago. I can put on a feast for Thanksgiving, so the size of the kitchen won’t stop me. Like most things, I just have to make up my mind to do it and make it happen.

The Passing of DAT – One Year Later

I saw mention of it on a post on the FB page, David A. Trampier Fan Club.

I jumped over to Wikipedia and confirmed it.

Wow. One year.

So many enjoyed his art. For me, his images are iconic and when I see them I am instantly transported to thinking of all his various RPG art and all the books and modules, and of course, Wormy, and The Dragon.

I wish I could make it to GaryCon. Such remembrances make me nostalgic. I thought it would work out this year. Now, my goal is for next year. I met several from back in the original TSR days at GenCon last year, but I always wanted to go to GenCon when it was in Lake Geneva. I hope GaryCon doesn’t get too big by then. There are a lot of the original creators and movers and shakers still around that I want to meet. Perhaps even get a chance to play.

 

Laminating My Hommlet Map

In February, I ran Village of Hommlet at Marmalade Dog 20. I was very much over prepared. The map in my original module is very faint, and the blue of the ink is the kind that does not copy well. I purchased the PDF from DriveThruRPG, but the map did not print very clearly. So I got a couple sheets of tracing paper and traced it. I then ran by Kinko’s and made copies to regular paper and taped them together. The map did not feature very much in play, but since I put so much time into it, I wanted to preserve it, in case I ever need it. I am sure I will run Hommlet again someday.

Note on this process. Make sure the ink side of the tracing paper is facing down when you go to make copies. I didn’t realize the error of my ways until I got to the con and the map didn’t line up right. One page was correct and the other was not. I had to find a back lit window by the doors to trace the other side of the paper so that it was legible. I then ran by Kinko’s and made a correct copy of that part of the map for the last two days of the con. I later grabbed my colored pencils and colored my map.

01Hommlet
Colored and ready to be preserved.

02HommletBack
My map face down on the Contact Paper. Center it and apply pressure from the center out.

 

So I made a trip to the craft store and bought some clear contact paper. I cut some off a bit longer than the map.

Contact Paper
Contact Paper

After getting the backing off, I spread the contact paper on my table sticky side up.

I then laid the map ink side down. I cut out the corners of the contact paper and folded it over to wrap around the back of map. I used the scraps to cover the seam where I stitched the paper map together into one.

Map Face Down On Contact Paper
Map Face Down On Contact Paper with the edges folded over.

Rather than try to cut a piece of contact paper to fit, I used packing tape to cover the bare paper on the back of the map. (I know some might cringe at this. However, this is copy paper. It is NOT acid free paper, so using packing tape plus keeping it out of the light, will make it last longer. Unless I get a light table and acid free paper to trace a new map, I can’t make it last any longer. This is just a tool, even faded it will still work, and that might add a bit of character to it.)

Packing Tape Dispenser
Packing Tape Dispenser

06BackOfMapWhenDone
Clear Packing tape on the back so all the paper is covered.

04EdgesFoldedOver

Now, other than sitting in a spill, someone being deliberately destructive, or a disaster, I have a map that I can write on with dry erase markers and use for years to come.

08Finished
Finished

09RolledUp
Rolls up nicely.

10UnrollsWell
A couple of angled views.

07Finished

Druids and Undead

Druids in First Edition AD&D do not have the ability to turn undead. Other than physical combat or druid spells, druids are just like anyone else when it comes to undead.

I have always ran druids as written in AD&D to not have any turning ability, or anything else that makes them stand out from other classes, when it comes to undead.

However, my recent articles on Druids and Alignment and Druids and Their Environment, have me thinking about all aspects of druids.

Since druids are nature priests who rely on their connection with nature and the right kinds of leaves for their magic, and undead, which for skeletons and zombies at least, are unnatural magical creations, it seems to me that druids should have some ability or spell to deal with such unnatural creatures.

More powerful undead are creatures created by their own force of will, being attacked and killed by similar creatures, or creatures of or connected to the negative material plane.

The only druid spell dealing with the dead is reincarnate, the one spell no player wants to try, or end up a badger, or other non preferred animal or demi-human race. Reincarnation only affects humans and demi-humans that have been dead less than a week, and it requires touching the body. So only very freshly killed and animated corpses would be affected. Once an undead is dispatched, one would rarely, if at all, decide to reincarnate the corpse.

I even reviewed Unearthed Arcana to make sure there are no other first edition druid spells dealing with the undead. There is the first level cleric spell, invisibility to undead. I can see that being used by a druid, but only being effective in a natural environment, i.e. not a dungeon, tomb, temple, or city.

One idea I had is a druid power, perhaps for 3rd or 4th level druids, to “banish abomination”, which would include magically created creatures that are not born that way. So skeletons, zombies, homonculi, golems, clones (as per the Magic User spell), and similar magically created creatures.

The effects of this power could be to stop the unnatural creatures from approaching them or their designated area of protection. The limitation is that it would require the druid to be in a natural environment with some form of natural life. Thus an underground cave system or cavern with cave life forms, would suffice, but a mine, dungeon, tomb, city, or graveyard would not be a natural setting, unless it is an old abandoned area and the plant and animal life is taking over, like many “lost” jungle cities. This could affect all unnatural creatures within so many feet or yards per level.

My thought was for it to be 100 feet or yards per level of the druid. So it could be a moving point centered on the druid, so that a druid could pass through a swarm of such creatures, or it could be centered on a location, like a dryad’s tree, or a holy grove of oaks, or the druid’s home.

Higher order undead that seek to destroy life, would be a challenge for a druid. Life hating, level draining undead may not have a reason to cross a forest or swamp. An ancient barrow in the midst of a forest might have wights, but they are limited to the barrows and the druid wouldn’t go there without good reason.

Druids with an evil bent and keyed into the dark, corrupting powers of nature, might be into creating skeletons and zombies and have ways of controlling them. Unless skeletons and zombies are controlled by an evil cleric, the creating druid would have control of them. If they lost control of their creations, how would they get control back? There is a plot hook for a band of evil druids who have a device that lets them control created undead. Perhaps they have a cleric among them. Maybe a dual-class cleric/druid?

This makes me curious how other editions of D&D dealt with this, as well as other clones and rules. I have OSRIC, and of course, it sticks to AD&D. I have PDFs of many other rule sets, but as of yet, have not checked them for how they handle druids and undead.

I don’t recall any articles in Dragon magazine on this topic, but I haven’t read it since I got rid of my collection nearly 25 years ago.

I am also curious how other DMs/GMs have home-ruled on this.

I have never played a druid, but have one player in my campaign with a druid, but I have ruled that it is by the book on matters of undead where druids are concerned. I am not by the book on alignment for druids, so now I am wondering why I am this way with undead. It won’t affect game play, if the ability to affect undead by druids is for higher level druids, other than one NPC druid the party helped with a few skeletons. I can just retcon that it was a test from the druid for her further assistance, and payment for training the party druid (which it was). The players don’t even have to know.

These three posts on druids have me wanting to do more in the outdoors/wilderness in my campaign. At least I have ideas for where to go with things if they never make it to the ruined city.