From the crypts of DOOMMMM!!!!

Update from the Old School arm of D101.

OpenQuest 2 is about to go into IndieGoGo preorder mode by the end of this month. You the gaming public will decide if I release OpenQuest 2 proper, and what form it takes, or if I simply do OpenQuest Deluxe( tidy up of the last mistooks, replace the clip art with new pieces by Simon Bray, available in Soft and HARD COVER). If we surpass the goal there’s a hole load of stretch goals to see how content filled OQ 2, along with promises of an OQ 2 online SRD, a low art compact version of the rules called OQ Basic which will be available free as a pdf. Either way a new version of OQ will be with us by my birthday on October 26th of this year πŸ™‚

Here Be Dragons – Simon Bray’s & Paul Mitchener’s OpenQuest adventure/setting. Think Ray Harryhausen meets Clark Ashton Smith on an island where the main city is ruled by a great Golden Dragon. Going for Nov/Dec 2012.

Moar OQ. I seriously want to ramp up the amount of OQ out there, so as well as upping my own output, I’ll be opening the hallowed doors of d101 submissions. Watch this space (or email me at newt@d101games.com if you can’t contain yourself ).

Crypts and Things
Starting tomorrow every Friday is “Fiendish Friday”. New magic items, new spells, creatures and other mini-articles for Crypts and Things. Submissions welcome (newt@d101games.com).

Blood of the Dragon goes into layout tonight and should be available in a couple of weeks πŸ™‚

The next module “Fort Boneguard” goes into play test next week at Continuum as part of Our line up of games,more about that soon. All in all I reckon I’ve got three or so modules on the go, which should be out before the end of the year πŸ™‚

Like OQ I’ll be throwing open the doors for sumissions soon ( again contact me at newt@d101games.com if you can’t contain yourself πŸ˜‰ )

Finally the I’ve got a new C&T book in mind that should blow minds in the pipeline. I’m going to keep it under wraps for the time being but just I’d tease you with that πŸ™‚

RuneQuest 6 preview: First impressions

Ok admissions first. I’m a huge huge RuneQuest fantatic, so much so that when I played the game solidly in the 90s I dropped everything else except Cyberpunk 2020 and casually forgot that I had ever played any D&D. In fact I was disdainful about it, in the big playground punch up that was D&D vs RQ, I would have argued that RuneQuest was superior in every way conceivable. It wasn’t an argument born out of logic, but one of pure passion. I simply love RQ and leafing through my old editions of the game still brings a shiver down my spine. I’ve got an aching summer cold and merely typing this and thinking about RQ is making me feel vastly better.

Secondly I know both authors Lawrence “Loz” Whitaker and Pete Nash from the Tavern bulletin board and the Continuum series of conventions, and I’ve a very healthy respect for both of them. Pete’s the author of the Ennie Winning Rome supplement for BRP and both of them worked on the Mongoose Runequest 2 line,as well as a number of other books for their other lines before striking out on their own as Design Mechanism to do RuneQuest 6.

So don’t expect a eye wincing critical review of RQ 6 from me πŸ˜‰

I’ve got hold of the final pre-publication internals pdf from Loz and Pete, who’ve been very gracious to give me a copy.

The book is a generic implementation of RuneQuest over 456 pages. There’s an implied setting, an Ancient style Fantasy world alluded to by pictures of Greek Hopilites and ladies in long flowing linen dresses, but otherwise the book apart from the appearance of Gloranthan Runes as presentation elements and in the Rune Magic chapter is Gloranthan free. Don’t worry though armed with the requisite background material, such as the 2nd Age Glorantha books, you can run Glorantha out of the box. If you are not interested in Glorantha or find it off putting, its not there to get in the way.

Art is black and white through out, and by a small stable of artists. The impact on me personally is from Good to a bit meh (some landscape pieces). There’s an obvious play on nostalgia with all the Ancient world images, which after doing a similar thing with OpenQuest I can understand πŸ˜‰ What does impress me however is the layout, which is clean and readable,scaling nicely on my IPAD. This is very important when I’m working from the pdf, and will probably pay off in spades for me when I use it in this format at the gaming table.

The core book is the complete rules, so no crafty hiving off of magic item rules in a follow up supplement for example. Three chapters detail character generation, there’s a fairly meaty chapter on combat (more on that later in a separate blog post when I look at in detail), chapters for the five magic systems(Common, Animism,Theist, Sorcery and the new Mysticism rules), monsters, equipment and a chapter on running the game. I’m sure I’ve left something out, but I’ll pick this up as I go through the book in detail in later posts. Notable exceptions are there is no dedicated setting chapter (but there’s an implied setting throughout the examples and flavour text ) or starter adventure. So you’d be expecting a dry rulesy book? Nothing could be further from the truth. The book reads smoothly,with lots of entertaining examples and rules advice throughout. Each page builds on my understanding and desire to bring these rules to the gaming table.

RQ 6 lives up to Loz’s and Pete’s promise of building on and streamlining what they wrote for Mongoose RuneQuest 2. If you are a MRQ2/Legend ref,you’ll find a much better implementation of what they actually wanted to produce. There’s lots of additional bits, Passions and Mysticism (for all those Kung Fu hero settings) for example, that makes it worth getting. It’s the Pathfinder RPG of the D100 family. The big crunch heavy sibling who carries it off with grace and style. While I still in my heart of hearts prefer my own lighter OpenQuest, I’m excited enough by RQ 6 to play it as written and have fun exploring its depths.

Next up: a detailed look at character generation.

Related Links

UPDATE!

RQ 6 now available in PDF format & Print Pre-order (with free pdf now) over at the Moon Design Publications site.

12 Days of UK OSR: Day 5 Woodland Warriors

Hootin’ Heck is it June already? Then I better press on with the 12 Days of the UK OSR, with day 5.

Based off Swords and Wizardry, WoodLand Warriors is a nice little book by Simon Washbourne published by his Beyond Belief Games. It’s introductory D&D for Kids and big Kids of all ages. Substituting Orcs n Elves for Stoats and Mice and dungeons for wild woods and meadows.Β  Six is the magic number in Woodland Warriors, as in 6 being the max level and D6 replacing D20s and the other standard polyhedrals.

ItΒ  packs alot into its 96 pages*.Β  A complete system, GM guidance, Bestiary a small setting “The Alder Vale” and an introductory adventure.Β  If you are familiar with the Swords and Wizardry rules alot of the text will be immediately familiar, seeing as the game like Crypts and Things is built on those rules, but copious modifications to model the genre its emulating and be much more accessible version of D&D.Β  In my view it achieves both these goals admirably.

Why this book is important to the UK OSR?

It carries on the fine UK traditions of innovation and approachability.Β  Coming after the grandmasters of the Hobby, Gygax et al, early UK writers built on what had gone before taking the Fantasy milieu in new directions away from a pure dungeon bashing.Β  Also there was a strong introductory stream of rpgs, mainly based of Fighting Fantasy, but even inΒ  Warhammer 1st Ed and other Games Workshop RPGs there was a strong ethos of keeping systems and straightforward, taking time to explain fully at every stage of the book what was going on to the newcomers.

Its an OSR product we can point people to who don’t want a pure Dungeon Bashing game based off typical fantasy troupes.Β  This the game I can play with my missus (a non gamer who likes animal stories ) and my children when they grow up in four-three years (currently they are nearly 3 and 5 respectively).

Overall can’t recommend this one highly enough:)

Also worth noting Simon is highly prolific and the following games from his ever growing portfolio are of direct interest to the Old School Gamer:

 

*I’m reviewing the standard edition here. There is a Complete version which includes all theΒ  supplements that Simon has put out since the game’s initial release.

Playin’ Pathfinder

Ok so instead of carrying on manically playing Crypts and Things or even driving OpenQuest into the ground earlier in the year me and my group invested in Pathfinder and since late year as time allows have been running a mini-campaign.

1. The adventure style is very AD&D 1st ed Dungeon crawl with a setting that is a love letter to a certain “grim and perilous” setting πŸ˜‰Β  If I do get round to writing it up I’m highly likely to be doing a Labyrinth Lord write up as well as a PFRG version.

2. The players, all jaded 3.5ers, are loving it as I’m I. Every rules tweak seems to have been made in the name of FUN and COOL πŸ™‚

3. Even though I’m a very low crunch GM I’m not feeling too out of my depth. The books are very clearly written reference books, and during play I’ve been using my Netbook to access the Pathfinder PRD.Β  Overall it feels like I’ve got a big friendly beardy DM called Bob on hand at all times, who patiently explains without being judgemental how to do stuff.

4. Even though I’m not using miniatures the game is running just fine.

5. I ran the first couple of sessions completely feat-less for the monsters, which you can get away with at low levels, but I’m now into the swing of it.Β  In away this makes the game a little bit predictable, or push button gaming as my players call it, as both sides of a combat run through their feats to get an advantage.

Overall its a fun departure from our usual style of gaming, short focused story driven, where we’ve been kicking back and just Dungeon Crawling the heck out of the adventures.

OpenQuest 2 Mega Gaming Fun edition :)

Its spring bank holiday this weekend here in the UK, and the long weekend affords me time to sit in my Ivory Tower of Doom and finally nail what I’m including in OpenQuest 2.

Over the last week or so I’ve been working on Battle Magic. I’ve already got 50 or so new spells + another batch from Nathan Baron ( author of the upcoming Empires Rising ) + spells from the Legend SRD which aren’t already in OQ.Β  That’s before I even start looking at ‘classic’ RQ sources for inspiration. My overall objective with the magic system is to make it less ‘whiffy’ and more fun. My players have picked up on the fact that there’s spells in there like Fanaticism that don’t do a great deal, and are in fact superseded by their Divine/Sorcery counterparts (Berserk in this example).Β  This isn’t new to OQ, in the previous example the players said “magic has always been a bit crap in RQ”.Β  In OQ1 I did a partial job of ‘fixing’ the magic system, but I was sensitive that I wanted backwards compatibility. This time round I’m less concerned.Β Β  Sorcery and Divine are getting similar overhauls and extra spells.

As well as finally making my mind up on the contents/scope of OQ2, which I’ll post here when I’m done, I’ll also be considering whether or not I do a IndieGoGo preorder. Would that be something folks would be into?

Finally….The Blood of the Dragon, 1st Draft complete

Finally its all come together and the first draft is done πŸ™‚
Girls, Boys and wild things of all ages I proudly present….

The Blood of the Dragon

β€œUnder a land shrouded in volcanic ash punctuated by rocky spires that tear at the sky they say the Great Dragon sleeps.Β  Tyanos the Black, Trickster god of the long dead Hu-Pi people stole their blood and bottled it for his insane delight. As drink of the gods it confers immortality to mortal man, but at what terrible price?

The very quest for this elixir is insane. A trip into a harsh and unforgiving land of the Spires, a poor and bandit ridden weird land, inhabited by the likes of Black Joop, Nigus the Headless and the Mother of Hydra. Names that should send a shiver down your spine. So pick up your sword, down the last of your ale to steady any nerves and stride off towards a great adventure amongst the rocks that defy the sky.”

What this Module contains

Blood of the Dragon is a short introductory adventure set in the ancient and ruined lands of The Spires.

  • A Rough Guide to the Spires
  • Adventure: The Lair of the Battle Apes
  • New Monsters – The fearsome Battle Apes.
  • Drunken Debauchery! – Optional rules for getting the characters into trouble and losing their hard gotten gains in-between adventures, from the poison pen of Colin Chapman (author of Atomic Highway)

Off to proof and a small amount of art commission, tentacles xed for a May/June release πŸ™‚

Finally here’s the cover

Harken ye to Witchport!!

Brian Isikoff has announced his OpenQuest supplement “Whispers from Witchport, Vol I: The Bleak Coast” coming this December.

From his website Witchport Whispers

What is the Bleak Coast setting?

The Bleak Coast is my setting for vaguely West Coast Lovecraftian, swords & sorcery toned fantasy adventures. I’ve been using it, roughly, for the past few years as background for various games, including Labyrinth Lord with Realms of Crawling Chaos, Swords & Wizardry, Crypts & Things, and OpenQuest. I enjoy using it, wanted to develop it and thought others might enjoy it as well. Mythos’ inspired, S&S noir-ish fantasy … what’s not to like (unless, I guess, you’re not a fan of any of those ;) )

It’s meant to be a flavorful region that can host a GM’s campaign as the main sandbox, drop into a larger campaign, or simply be kit bashed for use as a GM needs. I envision the setting as half-baked – it has more flavor and suggestion, and every GM and playgroup should develop and finish it as they like and need.

What is Witchport?

Witchport is one of the three major cities – or townships – in the Bleak Coast region. It’s a particular favorite of this author and GM. Witchport is the dirty fingered city of the three – it’s my Sanctuary, Lankhmar, Kingsport and Vornheim, all rolled into one.

What Bleak Coast products are on the Release Schedule?

The first planned release – currently in development – is β€œWhispers from Witchport, Vol I: The Bleak Coastβ€œ. This book will provide the setting basics and resources including gazetteer, factions, original cults, bestiary, npcs and more. Whispers from Witchport is being developed to support the OpenQuest system. The current release date is December 2012.

Stay tuned for future updates, and thanks for reading!

~ Brian