Showing posts with label Games Workshop. Show all posts
Showing posts with label Games Workshop. Show all posts

Wednesday, March 25, 2026

Impressions & Overview of Games Workshop's Stormbringer rpg

 The Stormbringer RPG is one of the most celebrated titles from the "Golden Age" of tabletop gaming. First released by Chaosium in 1981, it brought Michael Moorcock’s Elric of Melniboné stories to life using a streamlined version of the Basic Role-Playing (BRP) system—the same engine behind Call of Cthulhu. This blog entry picks right up from 

Cracking The Spine - Quick Impressions of Games Workshop's Stormbringer rpg & The OSR


It is famous for being "gloriously unfair," dark, and dripping with atmosphere. Here is a breakdown of what makes the classic game (specifically the 1st through 4th editions) unique.


1. The Setting: The Young Kingdoms

The game is set in the Young Kingdoms, a world caught in a cosmic tug-of-war between Law (order, stagnation, and eventually sterility) and Chaos (change, entropy, and madness).

  • The Melniboneans: You can play as the ancient, decadent, and cruel "Bright Empire" of Melniboné, though they are a fading race.

  • No "Standard" Fantasy: There are no Hobbits or Dwarves here. The world is human-centric but filled with ancient ruins, bizarre cults, and alien entities.

2. The Mechanics: Gritty and Lethal

The system uses d100 (percentile) dice for almost everything. If your Broadsword skill is 65%, you need to roll a 65 or lower to hit.

  • The Luck of the Roll: Character creation is notoriously random. One player might roll up a beggar from Nadsokor with no skills and a missing foot, while another rolls a Melnibonéan Noble with world-shattering stats and a demon-bound suit of armor.

  • Combat: It is fast and deadly. Armor doesn't make you harder to hit; it reduces the damage you take. A single lucky strike can (and will) end a legendary hero.

3. Magic: Summoning, Not Spellcasting

In the classic editions, there are no "fireballs" or "magic missiles." Magic is about pacts and summoning.

  • Demon Binding: Sorcerers summon demons and elementals, then bargain with or command them to inhabit items. A "magic sword" in Stormbringer is usually just a regular sword with a demon bound inside it to provide extra damage or accuracy.

  • High Risk: Summoning is dangerous. If you fail your rolls, the demon might decide to eat you instead of following orders.

4. The Editions



EditionYearKey Note
1st - 3rd1981–87The "Classic" era. 3rd Edition (published with Games Workshop) is often considered the peak of the original ruleset.
4th1990Updated the magic system and consolidated the rules into a single book.
Elric! / 5th1993+A major mechanical overhaul. It became more balanced and added more traditional "spells," though some purists felt it lost the "chaotic" flavor of the originals.

Why People Still Play It

  • The "Anti-D&D": It rejects the idea of "zero to hero." You start as who you are, and you deal with the consequences of a world that is fundamentally doomed.

  • The Aesthetic: The art (especially by Frank Brunner and Michael Whelan) and the nihilistic tone give it a "Heavy Metal" magazine vibe that few modern games replicate.

  • The Narrative Stakes: You aren't just fighting for gold; you are navigating the end of the world.

Fun Fact: The game’s influence was massive; the creators of Warhammer Fantasy have openly stated that their "Chaos" system was heavily inspired by the mechanics and lore found in Stormbringer.

Buckle up, because character creation in classic Stormbringer is a wild ride where "balance" is a concept the dice gods find hilarious. In this system, your social standing and birthplace are often more important than your actual attributes.

Here is how you would roll up a character in the classic 1st–3rd editions:


1. The Attributes (The Standard Six)

You roll 3d6 for your primary characteristics. There are no "point buys" here; you get what the universe gives you.

  • STR (Strength)

  • CON (Constitution)

  • SIZ (Size)

  • INT (Intelligence)

  • POW (Power) — Crucial for sorcery/luck.

  • DEX (Dexterity)

  • CHA (Charisma)

2. National Origin (The "Great Filter")

This is where the game gets "gloriously unfair." You roll a d100 to determine where you were born. This table is weighted by the population of the Young Kingdoms, but the power discrepancy is massive.

  • The "Lower" Tier (Common): You’ll likely roll a Puarite or a Vilmirian. You get basic skills and maybe a rusty spear.

  • The "Middle" Tier: You might get Dharijor or Jharkor—sturdy warriors with decent starting gear.

  • The "God" Tier (Rare): If you roll a 99 or 100, you are a Melnibonéan. You get massive bonuses to INT and POW, access to world-class sorcery, and probably start the game with a demon-bound item that could level a village.

3. Social Class

Once your nation is set, you roll for your profession. Again, this is a d100 roll.

  • You might roll "Beggar" (Start with 1 copper piece and a bowl).

  • You might roll "Noble" (Start with fine plate armor, a horse, and a small fortune).

  • The Catch: Your profession determines your starting skills. A Hunter will be great with a bow, but a Priest might start with the ability to summon a minor Chaos god.

4. The "Sorcery" Check

Not everyone can use magic. In fact, unless you are from a specific high-magic culture (like Melniboné or Pan Tang), you usually need a POW of 16 or higher just to have a chance at being a sorcerer.

If you qualify, you don't just "know" spells—you know how to bargain with extra-planar entities.


A Typical "Balanced" Starting Party

To give you an idea of the chaos, a starting party often looks like this:

PlayerOriginClassNotable Stat/Gear
Player AMelnibonéSorcererPOW 21; owns a ring containing a Fire Elemental.
Player BLlowriPeasantSTR 9; owns a very sturdy goat.
Player CTarkeshSailorDEX 17; high skill in "Climb" and "Dagger."

5. Final Touches: Derived Stats

  • Hit Points: Calculated by $(STR + SIZ) / 2$.

  • Damage Bonus: Based on your STR and SIZ. If you're a big guy, you hit harder.

  • Luck Points: Equal to your POW. These are your "don't die yet" points.


The Philosophy of the Roll

The game explicitly tells the Game Master that if one player rolls a demigod and another rolls a pauper, they shouldn't try to fix it. The pauper's goal is to survive by their wits (and by hiding behind the Melnibonéan), while the Melnibonéan has to deal with the fact that everyone in the world hates and fears them.


Saturday, November 23, 2024

OSR Commentary On The Sorcerers of Pan Tang For The Stormbringer rpg

 

"Pan Tang is a grim island of lurking evil. Wild jungles to the north resound to the roar of a thousand tigers - the animal sacred to Chardhros the Reaper. The Plain of Glass divides the island, a shining wasteland of ancient volcanic catastrophe The farmland to the south is a living hell to the slaves who worl the great plantations."

"The capital of Pan Tang is Hwamgaarl, the City of Screaming Statues. Tigers walk among men and feed when they please Sorcerers study dark knowledge and summon awesome horrors from other planes to do their bidding. The citizens of Hwamgaarl take their pleasure in the Gardens of Pain, gather their knowledge at the University of Lucid Perversity, and propitiate the Lords of Chaos at the Palace-Temple of the Theocrat."
































"Jagreen Lern is the Theocrat of Pan Tang, presiding over this nightmare land. A new age is coming, and his armies are ready. Other nations of the Young Kingdoms already plot against Melnibone, and soon those plots bring war. Pan Tang hovers, vulture-like, awaiting the results of the first violent clash of Young Kingdom armies against the remaining might of Melnibone. Though Melnibone has ruled the world for 10,00( years, in only a small fraction of that time will it be destroyed".
  Sorcerers of Pan Tang for the Stormbringer rpg came out in 1991. Sorcerers of Pan Tang made me a 'fan' of the Pan Tangians and this supplement details the island of Pan Tang. According to the Sorcerers of Pan Tang wiki entry;"Shannon Appelcline noted how after the fourth edition of Stormbringer was published, "the best books to date for the line were produced first by Keith Herber, then by Mark Morrison. They consisted of thick, well-written books of background, such as Sorcerers of Pan Tang (1991) and colourful adventures, such as Rogue Mistress (1991)." This book delivers the Pan Tang island in colourful and dangerous detail. This supplement fits right into the Games Workshop 1991 edition of the  Stormbringer Rpg. Games Workshop also did Eternal Champion line of figures. 

Part of the Eternal Champion line of figures by Games Workshop that appealed to me was Pan Tangian army. They were my go to & still are if I can get my figures out of store 'go to' chaos army. There was something very oddly satisfying about playing & fielding the bad guys. 


  Sorcerers of Pan Tang supplement hits all of the Pan Tangian high points with thier Pan Tangian culture, thier twisted society, adventures & this fits the Stormbringer rpg  so well. I'm not the only one thinks this according to the wiki entry; "Matthew Gabbert reviewed Sorcerers of Pan Tang in White Wolf #31 (May/June, 1992), rating it a 5 out of 5 and stated that "Sorcerers of Pan Tang is well-organized and well-illustrated (thankfully, some of the more graphic descriptions of Pan Tangian recreation are left to the reader's imagination). It successfully presents an atmospheric descrption of Pan Tang and I strongly recommend it for any Stormbringer campaign."" The Pan Tangians could and did appear almost anywhere within the Million Spheres. There were stats for the Pan Tangians within various original Dungeons & Dragons games from Kuntz & Ward's Gods, Demigods, & Heroes. We used the Sorcerers of Pan Tang for original Dungeons & Dragons. 


 Within Stormbringer we crossed  the Theocrat Jagreen Lern having raided a Pan Tangian trade ship. This brought us to the Theocrat's attention and we had to flee the plane just to live to adventure another day. 

Wednesday, June 7, 2023

Balo The Jester of The Chaos Lords & 'The Mad Cap Laughs' For The Stormbringer Rpg By Matt Williams White Dwarf 095 UK

  Let's talk about Stormbringer rpg  or more specfically Games Workshop's third edition of the Stormbringer Rpg. This is & has been my preferred edition of the Stormbringer rpg & everything begins with White Dwarf 095 UK. There are so many reasons why this is such a great issue of White Dwarf, let's see there's the almost but not quite Warhammer role play & Warhammer Fantasy wargame influences. And then there's the Stormbringer Rpg adventure beginning. 



 That's where 'THE MADCAP LAUGHS'  on page 59 By Matt Williams begins. This  adventure of  mad schemes  are  revealed. Here's where the background to a new Stormbringer adventure & mini campaign began for me as a player. My Uncle Jack ran us through this adventure back in '87 & it was a bad ass adventure back then. The whole thing concerns Balo The Jester of The Chaos Lords & who is Balo?! Well according to the Moorcock's Multiverse Wiki;"Balo the Jester is the Court Jester to the Lords of Chaos. He is of demigod status and not a true Chaos Lord, and is the only god able to move between the Realms of Law and Chaos at will. He entertains the Chaos Lords, his masters, with humorous riddles and satires that serve to explain the nature of the Cosmic Balance. Balo juggles enigmas like baubles, laughs at what Chaos holds dear, and takes seriously that which they mock. However, not even the Lords of the Higher Worlds understand his true motives.[1]

Balo made a distasteful joke that offended the Chaos Lords so he fled from them to Elric's World where he attempted to transform the physical world into a Realm of Paradox under his rule. Elric confronted Balo inside the jester's Singing Citadel and summoned Arioch to take Balo back to the Realm of Chaos. There the mischievous godling was punished for his foolish ambition that contradicted the Chaos Lords' own plans for Earth.[1]"




Having played through this adventure series I always thought Balo always looked like demented jester from Werner van den Valckert 'Fool With A Smaller Fool' art piece. The first article in the 'THE MADCAP LAUGHS' series added in the Stormbringer rpg airships of Law. Freaking airships ages before Mystara's Voyage of the Princess Ark. We get a short & sweet background on this adventure, Balo's motives, the poor PC's are going to facedown some horrid odds. Personally the on going theory about the Chaos Jester from my encounters as a player with the demigod is that he's a left over god from the previous universe's gods in the Young Kingdom. We get hints of this in Michael Moorcock's Weird of the White Wolf. 



This wasn't the first time our group faced down Balo though. In Different Worlds issue #31 'The Bastions of Balo' we faced down the machinations of the bastard Chaos Jester in one of his dungeons. My PC was slaughtered quite literally by a chaos succubus & drank dry. He died happy but it was a nasty turn. Since then Balo has been on my hit parade for Chaos. 




Balo doesn't fit the normal mold of a Chaos Lord because he mocks both chaos & humanity in equal turns. His issues with humanity dive deep into the final narrative Elric's Young Kingdom. Balo's mockery is a both a laughter & a plea for the cosmic joke of the Lords of Chaos. 
We would see this play out as more & more of the mythology of the Young Kingdoms & the Eternal Champion come to light in the later books. Not only did my PC's die in 'The Mad Cap Laughs' but the fact that the adventure's name was taken from Syd Barrett's 69 debut album is both ironic & vicious by their very nature. 




Why do I say this? Because you've gotta understand the issues surrounding Pink Floyd & Syd Barrett; "In the second half of 1967 and through to early 1968, when still part of Pink Floyd, Barrett's behaviour became increasingly erratic and unpredictable.[4] Many report having seen him on stage with the group during this period, strumming on one chord through an entire concert or not playing at all.[5] In August 1967, Pink Floyd were forced to cancel their appearance at the prestigious National Jazz and Blues Festival, informing the music press that Barrett was suffering from nervous exhaustion. Band manager Peter Jenner and bassist Roger Waters arranged for Barrett to see a psychiatrist (an appointment he failed to attend), while a stay on the Spanish island of Formentera with Sam Hutt, a doctor well established in the underground music scene, led to no visible improvement in Barrett's behaviour. A few dates in September were followed by the band's first tour of the United States.[6] At this point, Barrett's condition grew steadily worse.[7] At a show at The Fillmore in San Francisco, during a performance of "Interstellar Overdrive", Barrett slowly detuned his guitar; the audience seemed to enjoy such antics, unaware of the rest of the band's consternation. Sometime in October, Jenner transferred tapes of "In the Beechwoods", two takes of "Vegetable Man", and a 5-minute backing track called "No Title", which Jenner hoped Barrett would finish eventually.[8]

Around Christmas 1967, guitarist David Gilmour, an old friend of Barrett's from Cambridge, was asked by the other members of Pink Floyd to join as a second guitarist,[9] initially not to replace Barrett, but cover for him, because his unpredictable behaviour prevented him from performing. For several shows Gilmour sang and played guitar while Barrett wandered around on stage, every now and then deciding to join in playing guitar and singing. Waters and fellow band members keyboardist Richard Wright and drummer Nick Mason soon grew weary of Barrett's on-stage antics and, on 26 January 1968, when Waters was driving his bandmates from London to a show at Southampton University, they all agreed to go without Barrett: according to Gilmour's recollection, one person asked, "Shall we pick Syd up?" and another said, "Let's not bother."[10] Since Barrett had written or co-written 10 of the 11 songs on their debut album, The Piper at the Gates of Dawn, as well as the band's three singles up to this point, the original plan was to keep him in the group as a non-touring member − in a similar arrangement to what The Beach Boys had done with Brian Wilson − but this soon proved to be unworkable.[9][11][12] At his last rehearsal with the band, he presented a new song entitled "Have You Got It Yet?", which proved to be deliberately unplayable as the others attempted to join in, until they realised the joke of the title. On 6 April, the group officially announced that Barrett was no longer a member of Pink Floyd.[9][13] Upon leaving the band, Barrett said to Melody Maker: "I suppose it was really just a matter of being a little offhand about things"" 

Truly I think that Barrett's behavior & antics  during this album are also woven into & inspired quite a bit of Balo in 'The Mad Cap Laughs'. 



One thing that can truly be said about 'The Mad Cap Laughs', never ever take Balo The Jester of the Chaos Lords lightly. He's like an evil version of Superman's Mister Mxyzptlk. And their true forms might be very similar. Never take The Jester of Chaos lightly..ever. 
Coming up we're gonna Stormbringer 3rd Edition By Games Workshop.. And possibly more installments in
'The Mad Cap Laughs' series. Stay Tuned & keep those dice rolling. 

Saturday, December 10, 2022

Pan Tangian Memories - Deeper Reflections into the Stormbringer rpg & OSR Campaign

 


 

The nation of Pan Tang is by far one of the biggest threats within the Young Kingdoms in the Stormbringer rpg. But those glorious Games Workshop Eternal Champions figures were awesome. For someone in America staring at these figures from the works of Michael Moorcock made them more then a bit exotic. 




As some of my comtemporaries have said Games Workshop's Stormbringer rpg was both a Chaos god sent & a royal pain in the behind. The reason why it was a pain in the behind is because of the infamous spine issues with the book & it falling apart, repeatedly. But that glorious content folks is what really makes the game. The chance to play PC's within the Young Kingdoms was part of the lure of the Sword & Sorcery game itself. 



































The part of the Eternal Champion line of figures by Games Workshop that appealed to me was Pan Tangian army. They were my go to & still are if I can get my figures out of store 'go to' chaos army. There was something very oddly satisfying about playing & fielding the bad guys. 

The figures had many of the aspects of the Pan Tangians that I'd come to expect from their portrait in both the Stormbringer rpg & the 'Sorcerers of Pan Tang' book. The Theocrat Jagreen Lern having sent his military forces to the ends of the Young Kingdom & beyond. 



The Pan Tangian military were my go to bad guys across a huge number of planes of the Million Spheres even appearing in various original Dungeons & Dragons games as well. The Pan Tangian tigers claimed many a PC.  The Pan Tangians were far more dangerous in my mind as a DM then any demon. 

The Pan Tangians could appear anywhere in the Million Spheres looking to further their unholy master's twisted Chaotic agenda. And there's been more then few times that the Pan Tangians have appeared in various original Dungeons & Dragons games from Kuntz & Ward's Gods, Demigods, & Heroes. 


For 
 White Dwarf 095 UK's Stormbringer adventure 'The Madcap Laughs' the Pan Tangian military were a constant threat. A random factor that could show up to take down the adventurers at every turn. Thi is part of their very nature a nature of corruption, insanity, & Chaos itself. 

In fact in part three of   'The Madcap Laughs' were introduced to a hunch backed Pan Tangian sorcerer Ylastraraa Taar who has an agenda all of his own for the PC's. This NPC managed to survive the events of 'The Madcap Laughs' & then plague the PC's for more then a year of play.