I just got the email that the Monster Manual PDF was updated. Based on last week’s email about the Player’s Handbook, I assume that means that the Monster Manual PDF with the Gygax Memorial cover will be available for sale tomorrow. It is not currently available for sale at the moment, just like last week.
So my guess is that next week will be the DMG.
I read a post last week on OSR Today thatsuggested WOTC might release one PDF to market each week in the build up to GenCon. I’m hoping this is a sign that is right.
Can the PDF’s for OD&D and Chainmail be far behind? I would also like other manuals that I have a hard copy, but not a PDF, like Unearthed Arcana. I like some of the spells and weapons.
Well, my download finished, and just like the Player’s Handbook last week, it is the one with the Gygax Memorial cover. The artwork and text is crisp. The multi-creature stat blocks copy and stay in columns, for example, Beetles. There is only a single space between each column, but this is good. The table of contents and index do not have clickable links, but it is searchable. A welcome textual replacement at about 1/3 the size of the original Monster Manual PDF,
Here are what should be the valid [affiliate] links when they release the PDF for sale.
I Had a crazy buzy day following a day where I had to drive three hours, train a client all day, then drive three hours home. It was a beautiful, if a bit chilly day with sunshine. I set up my hammock and read for an hour or so after work. It was very relaxing.
I only made it to page 18, where the first race, dwarf, is discussed. I did not keep going. I was reading every word and soaking it in. there is no rush.
I was pleased that in natural light, the pages are not shiny like they are indoors in artificial light. This made the pages easier to read than anticipated. I found that I could read at most angles and distances that it was comfortable to hold.
So far, I like what I read. That was on Tuesday, and as I write this after my Wednesday night AD&D game, in the after midnight hours of Thursday morning, I have not read any more than the first 18 pages. There’s about 300 pages to go. This week is very busy with work, and the weekend will be busy with yard work and weeding my garden, if it isn’t raining. If it rains, I’ll definitely make time to read more. If I was not so tired I could read more. My plan is to read each page, not just blow through it. I want to read it with understanding, as I have a feeling I will play it.
WotC has gone back and forth with the availability of the core manuals, and others, for AD&D since they re-released the PDFs after all the hullabaloo a few years ago when some people put the PDFs online for all to take without the copyright holders getting their cut. Many agree that WotC overreacted, but a year or two later, they relented.
When they re-released them, they made them available on a new site affiliated with OBS, D&D Classics. All the materials you buy at Drive Thru RPG, RPG Now, and D&D Classics all share a common library, and once you buy them, you can download them whenever you want, even if those titles are no longer for sale.
I like AD&D, it is my preferred, go-to RPG. I want to be able to get others interested in AD&D, or parts of it. Those involved in the OSR know about how great a resource the Dungeon Master’s Guide is. There are only so many hard bound copies available, so without a means to get a legal PDF, people do without, or break the law. While the DMG and the Monster Manual are not needed for players, it is difficult to have players that don’t have access to the Player’s Handbook.
OSRIC and other clones are close enough to AD&D that you can get by without the original rules, but there are differences to be aware of.
For in-person play, it is not an issue, as I have multiple copies of the Player’s Handbook. I also add to my collection by buying all the 1e PH’s I see when I visit my FLGS. With online play, one needs players with their own copy of the PH or OSRIC or pick another clone for the rules.
I understand that 5e is the current latest and greatest, but I would like to be able to run things in an online game and have legal access for my players. I’m not going to make available my copy of the Player’s Handbook, because it has my name and account number on it. Right now, 3e is available as PDFs, and the AD&D 1st Edition books other than the big three are available. Until the Player’s Handbook is available, I will make do with OSRIC.
I also would like to get Chainmail and the OD&D PDF’s. I’d buy the OD&D wood box reprints, if I could find one priced at the level that it came out. WotC’s website is not a commerce site, you can’t buy direct from them, at least not that. I’ll just have to make do with clones, like Delving Deeper.
EDIT – As Requested, here are the links to the OBS sites for obtaining manuals and modules. Just search for the one you want.
There was a half off sale on the new D&D 5e manuals on Amazon, so I went ahead and ordered all three of them, plus a DM screen. I already have the starter set and the free PDF’s, that I still have yet to read.
Serendipitously, these manuals and my DCC dice arrived on the same day.
I was surprised that the manuals were not wrapped in anything to protect them from rubbing against each other in shipment, or packed together so they did not slide. There was only one “airbag” on the bottom edge of the books to limit how much they moved, but there was still nearly two inches of empty space along the top edge and about two inches of space along the edge of the spine/edge of the pages. Not a lot of space, but enough room for them to rattle around in the box.
The front and back covers, the spine, pages, and most of the edges look fine, but there is a small area that is roughed up on the pointy corner. It is minor, and if these books get read and used at the table, worse will befall them. I just prefer that a book be in good shape when I buy it new, and that I am the one who drops it or scuffs it up through use and abuse.
I also noticed that the edge of the pages were wavy. I don’t know if that is a manufacturing thing, or that the weather was extra humid the day the package arrived. After sitting stacked in the box on the floor in my office, the Player’s Handbook[Amazon Affiliate link] does not appear to have wavy pages on the long edge, but the DMG [Amazon Affiliate link], and Monster Manual[Amazon Affiliate link] do. The tops and bottoms of the edges of the pages of all three manuals had obvious “waves” in them. The Player’s Handbook was on top, with the DMG next, and the Monster Manual on the bottom, and that did not seem to press them out. I don’t know if that is a manufacturing issue or a weather issue. Again, this is minor enough that I won’t ship them back.
The manuals have slick and shiny covers, except for the half of the back cover where one’s right hand fingers would grip it while reading. Each manual has this. I assume it is to give you a better grip on the book. I was surprised by this, and at first thought there was something amiss with the cover, until I realized it was intentional. The slick, shiny part of the covers is mirror-like.
The interior pages are black ink on a colored background with shiny paper. As long as you avoid bright light shining on the page at an angle that makes the text unreadable, the text appears to be easy to read. One should definitely avoid trying to read this in low light to avoid eye strain, and most likely a headache.
The illustrations are a mix of line art and full color pictures. A quick flip through reveals some very cool images.
I will review the contents of the manuals in subsequent articles.
DM Screen
As I was taking pictures for the unboxing, I noticed that the three books were all made in the USA, but that the DM Screen[Amazon Affiliate link] was made in China. The shrink wrap on the DM Screen was very tight, protecting it in shipping, but also requiring care in its removal to avoid gouging the screen. Once unwrapped, I discovered that it had a cover that has the same dragon as is on the screen and the inside is what I assume is a lich “poster” advertising the D&D Adventurers League.
Unlike the AD&D DM Screen I am used to from AD&D that is two pieces with a portrait orientation and each section is approximately the size of a sheet of paper, the 5e DM Screen is one piece with four sections in landscape orientation.
One page has five tables for generating NPC’s: characteristics, ideals, bonds, flaws, and a name generator. These handy tables would work in any setting or set of rules.
A page and a half is dedicated to conditions. There are bullet points that summarize each condition. Some of the points indicate if the condition results in disadvantage or how saving throws are affected. I have not read the manuals to see any details in the manuals on the conditions, but the bullet points seem fairly straightforward. I am not sure that the conditions need spelled out here. I suppose for players that argue the rules and try to rules lawyer the DM? This section ends with a chart showing the effects of the six levels of exhaustion. Level six is death! From what I have read online about a short rest and healing, just take five and you won’t die. I’m curious about how all that works, so time will tell.
The other half of the page shared with conditions are five tables showing the DC for various difficulties, cover, obscured areas (AKA concealment), light sources, and skills and associated abilities.
The final page has five tables for travel pace, encounter distance based on terrain and how far visibility is both audibly and visibly, and damage by level and severity. Finishing the charts are two tables for something happens and quick finds. These last two tables are again something that can be used in any other game/genre.
The interior and exterior artwork of the screen is very cool.
The finish on the screen is shiny. If a light is shining directly on it, the DM side with the charts and information is unreadable. The shininess of the finish makes it mirror-like, and makes it hard to read. At normal distance from the table with it positioned like I would have it to run a game, I find that the print is small and difficult to line up my bifocals to read it without having to lean over or pick it up. Since most of the information on the screen is fairly common sense, and you won’t be generating a lot of NPC’s and events on the fly all the time, it should not be an issue for most DM’s. As a screen, it serves its purpose. The folds/creases of the screen are “tight” to begin with, so it wanted to fold up until I had it open a while. It seems too low to me, but that is because I am used to the AD&D DM screen. If one is worried about players seeing something, I think you will be worried no matter how tall your screen is.
Once I read all the rules, shame on me for not reading the quick start and the PDF’s sooner, and know more about it, I can give a better assessment of whether or not the charts and tables on the screen are the ones most needed in play.
No one at WoTC must wear bifocals or have vision that needs correction. While the manuals and screen look cool, their shininess makes them hard to use in the wrong angle and brightness of light. The target demographic is obviously one with younger eyes. This is similar to the issues with the original free PDF’s that were nearly unreadable with the full color backgrounds. Thankfully, they released the plain black text on a white background for printing, but it was also more legible. Thankfully, the actual manuals are much easier on the eyes, and easy to ready, provided you don’t have adverse lighting.
I was hoping to start reading these manuals over Memorial Day weekend, but two “quick” projects for Saturday ended up taking all day. Sunday, I played in +Roy Snyder’s DCC game. Monday, I rested up. I couldn’t keep my eyes open to read.
Pages 194 and 195 of the AD&D Dungeon Master’s Guide present a few tables for generating random creatures from the lower planes, i.e. demons & devils.
There is a grouping of 21 tables for the appearance of such creatures that define the appearance of the head, ears, eyes, nose, mouth, overall visage, head adornment, body attributes, skin, color, and more.
Head adornment includes such things as antlers and crests. The head has options of bat-like, snake-like, etc. Ears can be dog-like. Eyes deal with color, and size/type of eyes and their number. Various similar suggestions are given for the nose and mouth tables.
The body attributes determines the type of torso, either bipedal, or quadrupedal/other.
The type of tail, if any, such as prehensile, and various body odors, such as blood, mold, vomit, etc.
One table for the texture of the skin and another for the predominant color of the skin/fur/whatever.
Is the back normal, hunched, spiked, etc. Are there wings?
How many arms/tentacles and what kind, and what are the hands like? Similarly, the treatment of legs and feet.
After all these tables define the appearance, then any attacks, and defenses, including special one and and spell-like abilities and immunities.
All these things give lots of ideas for mixing things up. These tables need not be limited to fantasy creatures, but can be used for any genre of creature, including horror and science fiction.
Reading the last page with 5 tables on Random Humanoid Species Appearance Charts in the Outer Space Raiders, Vol. I reminded me of Appendix D as a supplement for White Star. One can easily make collections of nouns for various aspects of body types and associated body parts to come up with unique creatures. Take the stats from goblins or other well-known creatures to “re-skin” them for an appropriate challenge, as others have indicated they do so that players don’t know what every creature is or does by memorizing their descriptions.
I am not finding via a quick Google search the OSR blog(s) that discussed this a few years ago. I keep coming up with links about re-skinning creatures in MMO’s, or locating or painting miniatures.
In the case of White Star, one can have all intelligent aliens be humanoid, if you want to follow the tropes of most illustrations, TV shows and movies. Or you can mix it up, and have something that deviates from bilateral symmetry, and have something besides carbon and silicon based life. The movie Evolution has an interesting take on silicon based life.
Does the life form have DNA, or something that serves the function of DNA? If they have DNA, is it composed of a right or left turning structure. This is something I recall from a book I read in the 80’s, The Right Hand of Dextra[Amazon Affiliate link], with a cool cover illustration. The idea is the DNA on Earth has a left spiral and the planet in the book, the DNA has a right spiral, so the wild animals native to the planet leave humans alone, since they can’t eat them.
One thing left out of Appendix D and from Outer Space Raiders, is communication method.
Communication Method – d10
Vocalizations
Pheromones
Scents/Odors
Color Changes (Chameleon feature, color and or pattern changes to the “face” or other body part.)
Volume (Ability to expand like a puffer fish, but controls and varies the size in pattern or rhythm.)
Empathy
Telepathy
Temperature
Motion
Combination
NOTE: Sound can be above or below the range of human hearing, and color changes can be above or below the range of human sight, etc.
Diet
Herbivore
Carnivore
Omnivore
Carnivores and Omnivores could include cannibals that eat their own species, or scavengers that eat dead things they find.
Young d10
Eggs – left to fend for themselves/guarded/warmed and nurtured by parent(s)
Marsupials – Eggs/pouches
Born – rapid walking/locomotion or months/years to moving on their own
DayTrippers Planet Generator, is a section pulled from the DayTrippers GM Guide. DayTrippers is an RPG game by Tod Foley of As If Productions. I had not heard of this game, but this is one piece that many complain is not in the White Star framework. It is a nice piece to have if you don’t have another ruleset to borrow from, or don’t wish to create your own tables. It is a system agnostic method for generating star systems from the size and type of star, to the number and size of planets.
This six page document is 4 pages of tables for system generation and half a page of converting character abilities, skills, and difficulty levels to other systems. The first page being the cover and last half page being split between more information on Day Trippers and blank space.
It is reminiscent of what I recall from other science fiction games back in the day, most likely Traveller, but perhaps also Star Frontiers. At 50 cents, it is hard to say no to this.
If you need something to get your juices flowing with ideas so that every system is not the same, this can do the trick. If you don’t want to invest in a complete rules system just for these tables, it is a great value.
In 20 pages are packed 16 pages of information. Unlike many small PDF’s, this one includes clickable links in the table of contents. While not necessarily needed in so few pages, it is much appreciated!
The classes presented are alien, astromancer, engineer, lost worlder, scoundrel, and warp ninja.
Aliens are a generic class to cover any kind of alien you can imaging. 8 abilities are suggested, from which the player picks one. There is also an option to convince the GM to let you make up an ability. These would also make good generic NPC aliens.
Astromancers remind me a bit of illusionists, but have some very interesting “Quantum Formulae” that they can use. Many of the names of these re-worked spells give a science fiction flair to otherwise standard and well known spells. There are a few new “spells” here, along with some interesting abilities.
Engineers read like a cross between MacGiver and Mr. Scott. With abilities that allow them to do various kinds of “save the day” things. I really love the techno-babble chart for generating random terms, such as “quantum radiation capacitor”.
The lost worlder is a “barbarian in spaaaace!” The don’t use high tech gear, but have a chance to randomly push buttons to make something work, with an equal chance of catastrophic failure. One of the abilities is extra resistance to disease and poison, with a bonus on such saving throws. I am reminded of Leela from Dr. Who, and similar such characters.
Warp Ninjas are an interesting idea. It takes ninjas and crosses them with a dash of science fiction, and uses a black hole to power their abilities. Two of their abilities are dangerous and actually cause damage if used. They are powerful, but a bad roll could mean it’s time to roll up a new character.
Scoundrels are an obvious homage to Han Solo, and other stereotypical characters in all manner of fiction. One of their skills is “know a guy”, giving them a chance to know someone, not necessarily friendly. This single page sums up what most of us envisage a scoundrel to be.
Finally, the last page of game material is a set of charts for Random Humanoid Species Appearance Charts, for skin color, hair, ears, eyes, and miscellaneous features. These charts use a d6, three of them use a d8, and a d20, so 5 dice, if the d8’s are specified, can roll a random creature quickly.
The simplicity of each class fits right in with the overall theme of White Star.
White Star is a basic framework. I agree that its presentation with a strong homage to Star Wars helps to understand how it works.
I also see that as a basic framework, it supports any variation on anything that can be considered Science Fiction. From the hardest of science fiction, to the softest and vaguest hint of SF.
I think it is the simplicity of White Star that opens up so many possibilities. With such a simple tool box, different GM’s can go in different directions and each come up with something cool, that others can also use. There is no limit.
If you are comfortable with that simplicity and like to fill in the “gaps” that you see, it is perfect.
One could easily add in comic book heroes, it would take some tweaks to abilities and more tech, but it could be done. Any book, short story, old radio serial, TV show, or movie setting can be done using White Star. Some may take more work by the GM to make it happen, barring a supplement, but it can be done. However, it won’t be long and you will have lots of material, based on the rate at which new classes and ships have hit the community.
RPG’s that try to define “everything” end up being more about the rules and having the right book or supplement, than about doing what you came to do – play.
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.
Things have kept me busy since then. After White Star came out and I reviewed it, I figured I better hurry up and read through the Omnibus and do my promised review.
James’ own introduction to the text explains it well:
White Box Omnibus is a compilation of six previously published products: White Box Companion, White Box Bestiary, White Box Treasures, White Box Adventures: The Wererat’s Well, White Box Adventures: The Wizard’s Tower and White Box Adventures: The Dragon’s Hoard. But a few extras have been added. In addition to cleaning things up a bit, there are a few new things you’ll find.
The Monk has been added as a player character class. It is written in the spirit of Arneson’s Supplement II, but streamlined to fit WhiteBox. You’ll find simple, easy to implement rules for introducing powerful magical artifacts into your campaign along with new monsters in the bestiary.
The three adventures featured in White Box Omnibus have now been augmented by an appendix – The Willow Valley Gazetteer. It’s a mini-campaign setting which can be used to tie the three adventures together, or even continue having adventures in that region.
Section 1 – Class options– Contains variations on standard classes that give bonuses in one area, but limitations in another. Such as the “sub-class” of cleric, the healer, who can use a healing touch once per day but has a -1 on to hit rolls.
Bard Class – This is a simple class designed to work within Swords & Wizardry and other D&D clones, instead of the kludge of AD&D.
Druid Class – A version of a cleric with a Forestry ability that allows tracking, passing without trace, or dealing with wild animals.
Monk Class – Similar to the class in AD&D, with house rules suggestions to make it more like the AD&D monk.
Paladin Class – With the exception of leaving out the warhorse, this is the paladin we recognize.
Ranger Class – With the Forestry ability, like the Druid.
Thief Class – Single skill called Thievery using a 1d6 mechanic based on level. This covers all the thief skills in a big separate table in AD&D. There is a house rule for climbing that add a bonus to the roll.
Section 2 Magic Items – A list of very interesting armor and shields. potions, scrolls, rings, staves, wands, weapons, and three pages dedicated to miscellaneous magic items. The miscellaneous items has a house rule about “purposed magic items”, i.e. Artifacts.
Section 3 – Bestiary – This includes many creatures that are well-known from other versions of OD&D & AD&D.
For example, Brain Lord – Squid headed humanoids p. 39-40.
Section 4 – Adventure – Wererat’s Well 15 pages including the introductory illustration and map by Matt Jackson [G+ account deleted before archived.].
Section 5 – Adventure – The Wizard’s Tower – 20 pages including the introductory illustration and map by Dyson Logos.
Section 6 – Adventure – The Dragon’s Hoard – 18 pages including the introductory illustration and map by Matt Jackson [G+ account deleted before archived.] .
Appendix – The Willow Valley Gazetteer – 22 pages including the village map by Matt Jackson [G+ account deleted before archived.] , and an area map done in Hexographer. There is a d20 rumor table for the village and a couple of pages on communities of halflings, dwarves, and elves. This mini-campaign setting has a detailed village, and the area map ties it all together into the three adventures and several of the new creatures and items.
I am a big fan of AD&D. Mostly because it is what I knew and played for so long. I am growing to be a major fan of simple. Less rules and less “fiddly bits” that get in the way.
This large collection of material that supplements Swords & Wizardry White Box to give it many of the things I like about AD&D, or supplemental material from the later LBB’s. It also streamlines them and makes them easy to use, like the bard. In AD&D, the bard class is a mess. I don’t know anyone who started as a fighter, changed to a thief prior to getting the benefits of a 9th level fighter, etc.
The simple bard class presented here, plus the simplified single skill abilities for druids, rangers, and thieves make it easy to avoid paper shuffling and digging through the manual.
The magic items are new and interesting. They have given me many ideas.
I also like how James separates out ideas for house rules in grey highlighted text.
The simplicity of what is presented here is also modular, so that one can pick and choose what you want to use, and easily house rule things that you feel are missing or “not your way of doing things.”
I only skimmed the three adventures. They are clearly presented and to the point. There is enough detail to help out the DM and enough openness to easily supplement the material or drop it in to an existing campaign.
The gazetteer is a village with a map of the village and an area map that ties the three adventures together with the setting. This could easily be the start of one’s own sandbox campaign, or be dropped in as a new area to explore. It is a good model of one way to build a sandbox.
The layout is well done and the whole thing is easy on the eyes and easy to read on a screen.