Tuesday, December 31, 2024

Impressions Of Sword & Caravan By The RPG Pundit From Mad Scribe Games As OSR Campaign

  "Sword & Caravan is an OSR setting book for playing a historically accurate fantasy campaign set in the East along the region known as "the Silk Road" at the turn of the 12th/13th Centuries. This historic campaign's timeline is set amid the turbulent era between the Third Crusade and the Mongol Invasions. This marked Europe's earliest period of post-classical interaction with the East."




 

"As Players, you may decide to take on the roles of crusaders, merchants, or explorers traveling to ancient and mysterious lands. Alternatively, you may choose from any number of unique character concepts native to those lands."

 With a detailed gazetteer of every region along the Silk Road from the Crusader States and the Muslim world to China, Sword & Caravan gives you everything you need to explore the history and varied cultures of a region filled with war, intrigue, commerce, and conquests."

The hardback of Sword & Caravan By The RPG Pundit 
From Mad Scribe Games just arrived today from Drivethrurpg. With my birthday coming up in a couple of days my wife grabbed a copy off of Drivethrurpg & it just arrived today. What a beautiful book & perfect for any historical or OSR gamer out there.  Sword & Caravan takes place on the ancient Silk Road. And Sword & Caravan is completely OSR but could act as sourcebook for either Dark Albion the OSR setting book  or the  Lion & Dragon the Rpg 

Everything within Sword & Caravan is geared around the 'Silk Road' from the Silk Road of China & the middle East as campaign setting, to adventure hooks set around the whole affair. Sword & Caravan isn't pulling punches with lots & lots of detail about the Silk Road itself from most of the major & minor towns, cities, and setting all detailed. Sword & Caravan follows the major conceit of Lion & Dragon & Dark Albion notably that the major race detailed for PC's is human. The whole of Sword & Caravan is humancentic & so it should be. What is the 'Silk Road' that we're talking about here?! Well, according to the Silk Road wiki entry; "The Silk Road (Chinese絲綢之路)[1] was a network of Eurasian trade routes active from the second century BCE until the mid-15th century.[2] Spanning over 6,400 kilometers (4,000 miles), it played a central role in facilitating economic, cultural, political, and religious interactions between the East and West.[3][4][5] First coined in the late 19th century, the name "Silk Road" has fallen into disuse among some modern historians in favor of Silk Routes, which more accurately describes the intricate web of land and sea routes connecting East and Southeast Asia, the Indian subcontinentCentral Asia, the Middle EastEast Africa and Europe.[2]



We get most of the major cities, towns, oasises, deserts, ruins, & tons of details in one hundred ninety five pages with an index built in. And plenty of adventure hooks thrown in. Do youself a favor & get the hardback its well worth the money. This makes up for the terrible version of Drivethrurpg's Invisible College. We get Greece, China, and many places inbetween in Sword & Caravan. Plus we get most of the major PC classes from these and other places. Sword & Caravan creates its atmosphere by being straight up & really well presented.  Sword & Caravan By The RPG Pundit presents its world, campaign setting, etc. in a straight forward no nonsense manner. There's no side hustles here, the history in Sword & Caravan is right on the money, the writing crisp and too the point. The history is accurate & on point. 
Sword & Caravan is easily one of the better OSR sourcebook on the market. The book is beautifully done, the layout clear, the writing is hard core on the history coming alive under the author's pen. 
Sword & Caravan is a labor of love and it's on point offering its readers a glimpse into a word of it's witnessing. 
Sword & Caravan offer a nicce alternative campaign setting to the usual OSR campaign books on the market. 


Sword & Caravan By The RPG Pundit From Mad Scribe Games Is Availabe Here 

Monday, December 30, 2024

B1 In Search of the UnKnown By Mike Carr, The King in Yellow, & The Thirteen Parsecs rpg by Jason Vey.

 "Many years ago, rumor has it, two noted interstellar personages in the area, Rogahn the Fearless (a fighter of renown) and Zelligar the Unknown (a magic-user of mystery and power) pooled their resources and expertise to construct a home and stronghold for the two of them to use as a spaced base of operations."

 What if the TSR classic era module B1 In Search of The Unknown by Mike Carr was used with Jason Vey's 13 Parsecs rpg?! 
Rogahn the Fearless (a fighter of renown) and Zelligar the Unknown (a magic-user of mystery and power) were a part of the interstellar scene where they were fighing the rising tide of the Yellow Mythos.
These two powerful influences constructed a hidden complex known as the Caverns of Quasqueton. And they disappeared. 
Thier legends drifted into oblivion until the first humanoid raiders and servants of the King in Yellow appeared. Orcs foul things mutated by the King's influence & insane begin to lay waste to the intersteller frontier. Perhaps the answers to thier spreading insanity can be found in 
the Caverns of Quasqueton?! Even as the King in Yellow's influence spreads perhaps all hope is not lost?! Now the question become have  the Caverns of Quasqueton come under the corrupting influence of the King in Yellow?! 

Now I didn't make any of the King in Yellow influence up. That would be Jason Vey whose used the Chambers mythos as a jump of point for the Thirteen Parsecs rpg as one of the possible campaign settings. Within this setting there are multiple tendrils of the King in Yellow infiltratrating intersetllar society on a number of levels. 
There's more goingg on here though. The King's influence is having a corrupting influence on interstellar affairs. This has put everything on edge and it seems to be getting worse according to the campaign setting. 
Thirteen Parsecs is easily understandable as a role playing game if the players and DM's are familiar with the world's most popular role playing game. The Science Fictional Rpg elements add something a bit different to the Robert W.Chambers King in Yellow mythology. Couple this with the background of Thirteen Parsecs and things should get very insane and interesting.


Sunday, December 29, 2024

Shadows of Saltmarsh Amazing Adventures! Rpg Session Report #2

 Our party was called in because people have been going missing in the Saltmarsh village & neighborhood. All of our investigations centered around the old Alchemist's mansion. This mansion has been abandoned since his operations were busted up ages ago. 

This session report plugs right into our Amazing Adventures meeting right here on the blog.  We rolled in and were told that there had been activity within the mansion. Strange lights and weird creatures have been seen around the mansion. 
Our own Silver Spider has been keeping an eye on the mansion. He's detected cut throats and pirates around the mansion. His own team has been accosted by these ruffians several times. 
Own on Waverider the underwater wonder came face to face with Deep Ones. The waters off of New York City in 1952 was the terrority of the New England mermen. There has been a truce between these two underwater tribal powers. Something has stirred up these two powerhouses in the area.

Saltmarsh back in the 1700's were the abode of pirates and sea terrors. These forces never left according to the locals. And the 'Alchemist' & his brood has controlled the area since the 1700's. 

Now there's talk of strange lizardlike monsters out in the fens and salt swamps around the Saltmarsh neighborhood/village area. We found out that there have been a small series of explosions near the beach. The locals subscribe that it might be explosives left over from the War. 

Some of the locals aren't sure though. There have been lots of ships and other strange sail craft that have been seen around the beaches. 
After investigating the beach area we came across several rowboats and launches from several sail craft. Our party engaged in a small skirmish with a bunch of sea dogs on the beach. No shots were exchanged and fists flew. The sea dogs fled into the rowboats. Next we're going to begin investigating the mansion! 
Amazing Adventures! does a good job of blending the usual Castles & Crusades system to a more modern twist! 

Saturday, December 28, 2024

OSR Commentary On The Night Life (MLA3) Adventure By Anthony Herring For The Marvel Super Heroes Advanced & Session Report

 


"You've been through more in the last few weeks than most normal folks go through in a lifetime. From stolen artifacts to synthetic chemicals, from the Metropolitan Museum of Art to Chinatown, from firelights to fireworks: you've seen it all.
"Well... you thought you had."


"A boy-genius has been reported missing, and clues are few. On top of this, the gang wars are still blazing, and the Imperial Dawn is about to break. Bi|t, there are those UFO's in Central Park... and that problem in Coney Island to deal with.., and naturally, you're the only ones for the job!
NIGHT LIFE is playable as a stand-alone adventure, or as the final part of the GANG WARS trilogy. Alternate starting points are provided for characters who have not gone through the first two sections of this storyline."

Fu Manchu lives! With information obtained from Cloak & Dagger, our party intercepted communications from the Maggia and weapons deliveries. Along with equipment and weapon drops to the Si Fan.  This session picks up from here & here on the blog. 
All of this came down as we dealt with the Faces of Fear gang members. Things were almost over then and there. However we did come out on top after a rough and tumble encounter with several gang bangers. This was to delay us from preventing the kidnapping of a 15-year-old genius.A 15-year-old genius named Cameron Seaver was kidnapped by Fu Fanchu, who forced the boy to help him build five of these powerful devices called the Spirit bombs. 
We had help in the form of Shang Chi aka The Deadly Hands of Kung Fu. Who was working with S.H.I.E.L.D. at the time. 
All of this came off at the same time as a break in at the Manhatten Museum of Antiquities! Gangers also broke into the Metropolian Museum of Art at the same time. 
This our party felt was a distraction from something bigger going on. 
All of these events seem to come to head when we got to the museum.
Our investigation turned up several clues about the thieves including the fact that the Fixer's technologies were involved. We decided to dig in deeper on the museum heist. 
We turned up a body belonging to a security guard at the scene. There were Si Fan methods used on the body. And then the lights went out!
A couple of things about  The Night Life (MLA3) Adventure  By Anthony Herring. The fact is that the resurrection of Fu Manchu has thrown crime in New York City well out of wack. The resurrection has sent shock waves through the underworld. Our own DM has placed several criminal elements and encounters in the game to keep us players on our toes! 

Friday, December 27, 2024

OSR Review & Commentary On The Flesh Weavers By William McAusland For The Mutant Epoch Rpg

 "A sandstorm batters the enclosed fort, forcing the characters to lay low. Unable to loot the nearby Great Ruins their money is running out fast, and they're getting thirsty as the last two food and water convoys from the city never made it. "     



"Worse, the storm is tearing gaps in the scrap-built fortress. These openings have not gone unnoticed. Something unspeakable approaches in the biting sandstorm, gathering in numbers and taking advantage of the blinded defenders... an insidious peril that hungers for more than the flesh and fluids of Pitford's citizens. This horror themed module takes place in and around the Quest Path Apartments where the characters rent a humble bunk room. Here, the characters are thrown into the middle of a nightmarish ordeal, where their survival is in question, where their failure could lead to a regionwide catastrophe."

The Flesh Weavers By  William McAusland For The Mutant Epoch Rpg puts the PC's right into the middle of a monster mystery wrapped in a dungeon crawl. This is a solid adventure. The Flesh Weavers is one hundred and four pages of an adventure that centers around the Pitford campaign setting. The Flesh Weavers breaks it down around the writing of William McAusland and the author puts the PC's right in the middle of the action. This adventure links right into   The Mutant Epoch Expansion Rules 

Flesh Weavers centers right around the Pitford Gateway to the Ruins. And it does a great job of foreshadowing the events of The Crossroads Region Gazetteer
That means the factions that are seen in the Flesh Weaver go onto the Gazetteer. The party is going to be doing some adventuring and dungeon crawling within this adventure. 
The writing is tight, the artwork is well done, the layout is solidly done. This means that there's some room for the DM too do a good job of customization for thier ME campaigns. 
Flesh Weavers is a solid mid level adventure for a ME party of adventurers. Don't spring this adventure on a beginning party unless they have experience with other ME adventures. 
The Flesh Weavers is an excellent stepstone adventure for a party using the Pitford campaign setting. And Flesh Weavers tells a story of desparation, evil, and survival. Grab The Flesh Weavers today! 

Wednesday, December 25, 2024

OSR Commentary On Agents of W.R.E.T.C.H. – Second Edition Rpg & The Tainted Conception Adventure

 Agents of W.R.E.T.C.H. – Second Edition Rpg goes deep into the setting the city-state of Eisenstadt, a fictional locale poised on the delicate border between Western and Eastern Germany and Czechoslovakia.

The city-state of Eisenstadt is the stage of the Western & Eastern agents. Some of these agents are poised with special abilities and powers that can change the tables for a party of agents. And this gets into something that I've been looking to do is to run a party of Agents of W.R.E.T.C.H. through the Red Room's Tainted Conception adventure. 

Tainted Conception can easily be slotted into the back end of an  Agents of W.R.E.T.C.H. campaign easily. The player's PC agents are at the holiday party at  the Nakatomi Towers complex.
This holiday party is a breeding ground for many of the movers and shakers of Avilidad. And there's plenty of opportunity for the PC's to get into the thick of this adventure. Could it be that t
he city-state of Eisenstadt has ties to this holiday event. Does this mean that there's a third Cold War causing friction between the East & the West? The short answer is yes in our campaign. We're building the background of our campaign setting within the Wretchedverse. 

This goes into the fact that Avilidad has been on the rise in the West & East as the megacorporations have been applying pressure in global politics. 

These pressures are causing the governments of the world to put out thier own agents that are looking out for the agendas of thier country's governments. Cold War agent suddenly become relevant again as a new Cold War breaks out. What is sparking this new Cold War?! Could it be the biological and genetic technologies that are actually pushing the escalation within the East and the West? The short answer is that it could be. 
The Nakatomi corporation might be feeling the pressure to advance thier cutting edge genetics and biological weapons division. This leads to the complications found within the Red Room's Tainted Conception adventure.  This is the perfect excuse for a party of agents to get involved within the events of the adventure. There's plenty of room to situate Tainted Conception within a brand new Cold War especially as things begin to heat up. 


Tuesday, December 24, 2024

OSR Review & Commentary Faster Than Light: Nomad Companion For The Faster Than Light Rpg

 "One of the goals we had when releasing Faster Than Light: Nomad in 2024 was to present a complete, ready-to-play roleplaying game intended for quick pick-up play and low-effort preparation. This necessitated several design choices, and even more content choices. We had many ideas developing in our Stellagama lizard-brains, and keeping only the most useful and most directly applicable rules and ideas for Faster Than Light: Nomad became something of a challenge."



"As the game has been out for nearly a year, we have also received a great deal of feedback and suggestions from players and Referees alike. There were many requests for material that was missing from the FTL: Nomad rulebook that had been cut. There were also requests for things that we hadn’t even thought of. All good Referees know that the players will surprise you sometime. The same applies to our generous customers."  

Faster Than Light: Nomad Companion For The Faster Than Light Rpg just hit the stands and it's in my hard drive. This is going for my Faster Than Light rpg collection. Because at eighty eight pages this supplement doesn't spare the gas! We have used Faster Than Light for one shots more then any other 2d6 rpg per say. You as a DM get right into a whole lot of alternative lists of skill for NPC's & PC's.  FTL: Nomad to Cepheus Deluxe conversion guidelines are right there for you too incorporate Cepheus Deluxe resources into your FTL campaigns. These guidelines are well done. The editing, formating, fonts, etc within the Faster Than Light:Nomad Companion. 

 The Companion has aternative character advancement guidelines. These guidelines are excellent for giving the PC's a leg up into adventuring. 
For a cinematic game the Faster Than Light: Companion has you covered with a heroic healing and damage. These give the game a whole other movie feel. And this dovetails right into the archtypes and talents from other genres. 
Factions are another set of rules that can put a different spin on a FTL Nomad campaign. 

Keeping the cinematic vibe there are some exceptional horror rules that can be used with a FTL Nomad setting. 

There's also vehicle racing rules that give a whole different spin on a 2d6 game. Nine additional pharmaceuticals are there to help or hinder PC's! 

And we get a whole five new alien races that can be dropped right into your FTL Nomad rpg campaign. Faster Than Light: Nomad Companion is a great supplement that covers everything you as a DM didn't know you needed! This is a great supplement for players who want to add that extra element to your games! 

Monday, December 23, 2024

OSR Review & Commentary On Cepheus Universal: Fast-Play Rules For The Cepheus Universal rpg

 "A 3-page summary of the Cepheus Universal rules (distilled from the 456-page main book). All you need to play a fast, simple game using just the core rules of Cepheus Universal. Use for a pick-up game, or even solo. "

 

Cepheus Universal: Fast-Play Rules  these rules are soild Science Fiction rules. The Cepheus Universal: Fast-Play Rules are  a toolkit of possibilities, and provides numerous quick-play ‘build-it’ sections. These include vehicles, alien creatures, planets, star systems, robots, space suits, conventional firearms, new alien races and capital ships. Why? Because these rules covers all the simple rolls and 2d6 dice throws.  

Cepheus Universal rpg is great for fans of the Hostile rpg system. The Cepheus Universal rules take full advantage of the Cepheus Engine to deliver a 2d6 Science Fiction old school system. The Cepheus Universal rpg system is solid & is actually the same system as Hostile rpg. 

By adding in the Sword of Cepheus 2nd edition  this become a solid Science Fantasy rpg. This means the PC's can be inserted into a whole gambit of campaign settings. The fantasy campaign setting is an option. This means that there's both a Science Fiction & Fantasy aspects that can be inserted into  your 2d6 campaigns. 
What 
Cepheus Universal: Fast-Play Rules cover are the basic rolls. This means you as both player and dungeon master, you can become familar with the main rolls. 





















What the Cepheus Universal rpg has an extra lay by adding the new term-by-term creation rules. These rules are solid for PC creation and adds that extra layer to the PC's. And I think that Cepheus Universal rpg is a solid 2d6 game! 

Saturday, December 21, 2024

Corridors of Terror - Red Room's Darker Rpg Session Report!

  Tonight's Darker Rpg adventure session picks right up from last week here on the blog. Our party of Darker rpg adventurers lost three members in tonight's game as the events of In Wretched Depravity.

  We held our own protecting the Vandervance family from the forces of the supernatural from the horrors of the Beyond. Last week we survived the battle with the imps. This time we were surrounded by pig like humanoids armed with spears, mancatchers, hammers, and short swords. These horrors came through some sorta of gate. Well our sorcerers held the line with a protective circle that they put down on the fly. We opened fire when the pig things tried to open the circle. 

Then all Hell broke loose as they fired cross bows into our party. We opened fire and managed too kill four of these horrors with blessed ammo! The pig things retreated and we followed them into the gate! 
Our party made it into a whirlwind of weirdness of the Beyond! We lost our way and now things are getting very sketchy! 

The Darker rpg is well suited to this sorta of a horror action rpg campaign. The fact is that the Red Room did a killer job with the Darker Rpg geared for a group of players to jump right into the deep end of a campaign. 
Tonight's monsters are from the Beyond right out of the Red Room's Wretched Darkness Bundle.  

Which easily translates over to the Darkness rpg. The monsters were the glue that bonded the players into the game campaign. 
The fact that the Darker rpg is easy to bring other OSR sources makes it a great game to play. Because it serves as a bridge between the Red Room's Red and other old school rpg gaming sources. 

Friday, December 20, 2024

Review & Commentary On Famous Characters of the Old West By John Watts From Independence Games For The Rider & Other 2d6 Old West Rpg's

  "Make new friends (or enemies)!

This book features 19 famous historical characters from the Old West. Each has a full character sheet and a short biography and each is ready to be added to your Rider campaign. Meet such figures as Billy the Kid, Butch Cassidy and the Sundance Kid, Jesse James, Wyatt Earp, Doc Holliday, and Johnny Ringo!"



"Use them as NPCs for your next Rider campaign or even as player characters in an all-star Rider campaign!
Become part of the legend! "

If there's a favorite genre that the 2d6 Cepheus Engine crowd loves it's the American Old West! And why not with the amazing Rider rpg series by John Watts and Micheal Brown's Under Western Skies: 2D6 Adventure on America's Frontier. This is truly a golden age for the 2d6 American West fan like myself. Now the differences between both Rider rpg and Under Western Skies is pretty obvious to the casual Old Western rpg gamer. The Rider rpg series is built on detail and 2d6 campaign driven play. While Under Western Skies is pure 'pick up and play 2d6' action. Now while these games can be combined it might be at cross purposes depending upon the players & dungeon master's purposes. That being the case this brings me to a product that can be used with both systems and that's 
'Famous Characters of the Old West' By John Watts From Independence Games. John Watts is a huge fan of the Old West and you can tell from the author's range of characters that he packs into this fifty six page book. 
We get a solid layout & easy on the eyes text that dives deeply into the cabilities, background, history, & skills of each of these NPC's from real world history. 


Take for example the famous lawman Pat Gerrett; 
"Pat Garrett Strength: 9 (+1) Dexterity: 8 (+0) Endurance: 10 (+1) Intelligence: 7 (+0) Education: 5 (-1) Charisma: 8 (+0) Reputation: 9 Primary Language: English Birthdate: June 5, 1850 Draw 2 Gambler 2 Gun Combat (Revolver) 2 Investigate 2 Recon 2 Streetwise 2 Tactics (Military) 2 Advocate (Politics) 1 Animals (Riding) 1 Carouse 1 Leadership 1 Melee (Unarmed Combat) 1 Navigation 1 Persuade 1 Stealth 1 Survival (Plains) 1 Art 0 Broker 0 Patrick Floyd Garrett was born on June 5, 1850, near what is now Cusseta, Alabama. After his father, John, purchased a cotton plantation in northern Louisiana, Garrett would spend his childhood there. The Civil War would destroy the Garret family’s finances, and this would force Garrett to take work as a cowboy at the LS Ranch in west Texas in 1869. In 1875, he became a buffalo hunter. In 1878, he got into a quarrel with a fellow buffalo hunter, W. Skelton Glenn. During this disagreement, Garret killed Glenn. Garrett confessed to the killing when he returned, but he suffered no reprisals. He moved to Fort Sumner, New Mexico later in the same year and became a cowboy for Pedro Maxwell. The following year, in 1879, he would quit his cowboy work and open a saloon called “Beaver Smith’s”. It is said that it was at this point that he started gambling with and befriended Henry McCarty (aka “Billy the Kid”, see p.45). He would get married to Juanita Martiniez during this same period, but she would die only 15 days later. On January 14, 1880, he would marry Apolonia Gutierrez with whom he would have eight children." 
We get all of the details on Pat Garrett, & the real world history as well as it can be known at this time. And this is one of the places that both Rider & Famous Characters of the Old West excels. We get all of the good & the bad in one entry. The writing is straight forward, matter of fact, and too the point. The DM get's Garrett's history, carreer, and life's journey. Any one of these points in Garrett's life the player's PC's could encounter him for better or worse. 
And this is where Famous Characters of the Old West By John Watts shines because in fifty six pages it gives a fasinating grand tour of the Old West. And Famous Characters does it in a solid, easy to use, and digest way that actually works at the table top level for your 2d6 Old West needs for Cepheus Engine rpg. 

Wednesday, December 18, 2024

OSR Review & Commentary Clash! Rules-Lite RPG By Paul Elliot

"Clash is a fast play, rules-lite roleplaying game, the bare bones of its bigger Zozer Games brothers: 43AD, and Clash of Steel. Characters are simply defined, and play moves quickly and without needing to look up rules. This makes it great for pickup play, solo play or a game for kids or newbies. Being rules-lite, the referee gets more leeway and plays a key part in setting difficulty levels for tasks and spell-casting. This involves a measure of trust between players and referee."

 The Clash Rpg is a rules lite Sword & Sorcery set of rules from Zozer Games. This little game has everything you need to pop a campaign right onto your players in five to ten minutes. Rules for sorcery & tasks right out the gate all in eight pages. Magic weapons, combats, modern settings, and more. This all is designed in only eight points.

 Clash has solo rpg rules and it's perfectly suited for the player looking to get on the ground floor of the Sword & Sorcery rpg scene with a different set of rules from the 'World's Most Popular Rpg'. Clash hits the Conan without hitting your wallet hard. And it does it with style. There are literally seven pages of rules and then a character sheet. Now go play! But is Clash actually good?! Are you kidding me this game plays faster then snot. Within less then ten minutes, I knew the rules set up a PC and then it's off to the races. Look Zozer Games knows thier gaming and design and Clash is a no brainer to get you the player into the ground floor of a Sword & Sorcery campaign! 

OSR Review & Commentary On The Creature Feature Compendium By Jeremy Hart For OSR games

 "160 new monsters for your OLD SCHOOL ESSENTIALS game."

"+ Extensive Fluff including Descriptions, Lore, Ecology, Adventure Seeds and some ideas for memorable Loot.

+ Paper Mini designs for EVERY monster! Designed for easy print and play so you can easily get them on your table quick!

+ VTT tokens for EVERY monster if you prefer to play your oldskool on Roll20, etc."

Jeremy Hart has done a huge monster book with his Creature Feature Compendium. The Creature Feature Compendium is a massive six hundred and forty page monster and creature book. This is fantastic supplement through which your favorite OSR games can get an upshot of massive monster infusion. And what OSR rules systems does this monster book book use? Well it's useable with Basic/BECMI or OD&D, Labyrinth Lord, &  Old-School Essentials. 

Jeremy Hart's monsters are excellent for both modern and fantasy adventure games. This includes OSR horror rpg's especially OSR horror rpgs. Each of these monsters could really ruin the day of any party even with firearms. The writer includes adventure hooks and hints for each monster. 

 The monsters here are geared to old school play at the table top level especially against PC's. And if your into the diabolic and other dimensional monsters as well as creatures these are for you. These monsters are featured in ways that allow them to be easily inserted into adventures. 

Dungeons & ruins are solidly in need of compelling monsters Creature Feature Compendium has those monsters. These are creatures that will have your players returning again and again for slaying and plundering. 
There are a few minion monster races that would be excellent for a horror campaign or as a part of a dungeon or ruin adventure location. These could be especially good as minion races within a Red Room game campaign such as the Darker Rpg.  

This is the flexibility of the Creature Feature Compendium  it allows the DM to bring home the horrors for the holidays and beyond. This is a solid monster book and all around OSR horror creature feature book for your adventures! 


Tuesday, December 17, 2024

OSR Review & Commentary The Pundit Files Issue 25 – The Wild West Timeline By The Rpg Pundit

 "New Pundit File: Wilde West Timeline. a real chronological guide to the peak period of the American "Wild West", focusing on the major icons of the West and the major locations, like Deadwood, Dodge City, Las Vegas, and Tombstone. It's particularly crafted for providing adventuring opportunities in a Western setting, such as Wretched Country. "

 The Pundit Files The Wild West Timeline is a solid Old Western timeline that covers all of the major and minor pieces of the events of the Old West. 
This makes it easier for the dungeon master to create and design old school Wild West adventures. 
For old school sphegetti Western adventure this means The Pundit Files The Wild West Timeline. 
The adventure locations such as Deadwood, Dodge City, Las Vegas, and Tombstone are highlighted on this timeline. 
For an Old West campaign that's using Wretched Country rpg second edition the Pundit Files The Wild West Timeline is invaluable.  
To know where the gun fights, criminials, gangs, and more helps too bring the Wild West to life. 
Wretched Country Second Edition has the movie anti heroes PC's. For awhile the PC's could become the outlaw adventurers that terrorize the West. That is until the Pinkertons come after them. 
The PC's as outlaws & The Pundit Files The Wild West Timeline fits right into a campaign with little issue. And this enables the DM to inject real world history into thier campaign. 
And there's plenty of room for the crimes of the PC's as they make thier marks on history. Time is going to catch up to the PC's but what a ride. 
As far as Rpg Pundit presents titles this one is a super addition to the DM's tool box. This is a solid title that will be great for the Old West Rpg  hobbyist. 


Monday, December 16, 2024

OSR Commentary - OD&D volume 3: The Underworld & Wilderness Adventures (Jan 1974) By Gygax & Arneson

 

  So I was looking through the OSR Grimoire blog's entry on OD&D volume 3: The Underworld & Wilderness Adventures (Jan 1974). Original Dungeons & Dragons hits me square within the guts of my love for this hobby. And OD&D volume 3: The Underworld & Wilderness Adventures (Jan 1974) By Gygax & Arneson hits the wilderness & dungeon crawling bug right between the eyes. 
Back in 1974 I'd have been four years old but three years later I'm imagining my PC crawling through some slime covered moster infested  dungeon. Volume three covers;"The third volume of the original D&D rules is divided into three main sections.  The Underworld (covering dungeons), the Wilderness (including rules for establishing a domain), and rules for mass combat (land, aerial, and naval)."
This volume was especially important because it's literal DNA was in later editions; "Much of "The Underworld" section was incorporated into the Basic Rulebook edited by J. Eric Holmes (1977), and again in revisions edited by Tom Moldvay (1981), and Frank Mentzer (1983), creating an association between "Basic" D&D and the dungeon adventure."

In order to know where your going in this hobby, you have to know where we've been as players.  This is something I've observed about rpg's & wargaming as a matter of course. OD&D volume 3: The Underworld & Wilderness Adventures (Jan 1974) By Gygax & Arneson has the roots of expansion for the  DM to take thier original Dungeons & Dragons game to the next phase of campaign expansion. This of course is the Wilderness section;"

"The Wilderness" section involves overland exploration, castles/jousting, wandering monster tables, construction of castles/strongholds, specialists, men-at-arms, player/character support and upkeep, and baronies/domain management." OD&D volume 3: The Underworld & Wilderness Adventures gets into the heart of the wargaming/campaign aspects of OD&D; "
The final section of The Underworld & Wilderness Adventures provides rules for mass combat (Chainmail), aerial combat ("Battle in the Skies" or BITS, based on Mike Carr's "Fight in the Skies"), and naval combat (including special suggestions for monsters in naval adventures" Sure these rules were revisited and revised in 
"Swords & Spells" (1976). But the basics were there already and this  gets into my point there is a clear and defined linage of original Dungeons & Dragons running through Dungeons & Dragons right down into Mentzer Dungeons & Dragons.  This also includes the arerial combat rules;"
Rules for aerial combat were derived from Arneson's "Battle in the Skies", demonstrated at Gary Con XI, this past March. " And having reread these rules they are nuanced. 
Basically,I'm still learning about and from the games that I love. And this is at least to me part of it's own reward. 

Saturday, December 14, 2024

Review & Commentary On Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis For Your OSR campaigns

 "Unformed, omnipotent, oscillating, undulating, chromatic, prismatic, and ultra-telluric.  Primordial Chaos is the throbbing gristle of our hobby, the pale underbelly of a sandworm coughing up a hairball akin to the dark messiah who shall change the unchangeable.  Neon fuchsia reflected on the chartreuse palm of an all-seeing eye.  It is the prophecy!"



"Gonzo is awesome in and of itself, but gonzo can also be used to enhance the roleplaying experience in a variety of ways.  The problem is that, for many gamers, gonzo is inaccessible, hard to understand, and difficult to implement successfully."

Venger Satanis and I go wayback in time & he sent me a ton of titles to review as well as play. And that brings me to his magnus opus on gaming advice on bringing on the gonzo Primordial Chaos: Gonzo Like A Fucking Boss! So what is in this hundred and ten suppliment?! Well,this is a whole ton of articles that you can actually use to bring in the gonzo into your old school campaign such as bringing in the guest spot, the expect the unexpected table, nuturing your inner 14 old (to make the campaign more gonzo, Gonzo but not stupid, and much, much, more. Because this is a book end to his series of books such as 'How To Game Master Like a Fucking Boss'.   Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis has all of the editing, solid artwork, and good layout with a nice selection of cartography thrown in. 

Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis brings the gonzo chaos because it's Venger's advice & ethos on OSR gaming from the bottom up. He adds in his ubiquitous random tables. These really bring this book into the realm of  usable and as a tool for the DM this is something we see time and again with Venger's gaming books. Primordial Chaos hits that vibe with a wet tenticled gusto and keeps going. This is a hundred and ten page book that hits the OSR rpg tool box approach right out of the gate. This is something we see time and again here. Is there a ton of sleazy and sexual material here?! Naw, not really instead there's tables like 'Find your PC's Doppleganger' and more. But is Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis actually useful?! In a word, oh yes! This supplement distills down a good deal of Venger's experiences and advice to both experienced dungeon masters and newbie players for a gonzo experience.  Venger's written more then three Cha'alt mega dungeons that have sold & continue to have solid sales. 
So he knows a thing or two about gonzo dungeons, ruins, and adventures. This book distills that down and brings home the gonzo. And it shows with his latest adventure included in this supplement, 'Sent by The Gods'. 
'Sent by The Gods' is a solid old fashioned dungeon crawl with Venger's usual flare thrown in.. The adventure does a good job of adding in and demonstrating Venger's ethos without overstaying it's welcome. And 'Sent By The Gods' can easily be added into the Cha'alt trilogy without creating a ripple at all in your campaign!  And that can also be said for Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis which I think is a fine addition to the Kortthalis Publishing family of books. Grab  Primordial Chaos: Gonzo Like A Fucking Boss! By Venger Satanis when it hits the shelves on Drivethrurpg.