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Old School Tabletop Roleplaying Gaming

Gates & Glamours

New Map of The City-State of the Invincible Overlord

To be honest, there’s rarely anything new released that is of immediate use to me in my RPG campaigns. Today was one of those rare — and very happy — exceptions. Bat in the Attic Games has released (with permission of Judges Guild) a new map of the City State of the Invincible Overlord. This isn’t a just a better scan of the original map from 1976, but a new map created from scratch based on the original map.

To quote the description: “Now forty years later that map has been redrawn in full color. It preserves all the original detail while adding new ones like rocks, foot paths, trees, and shrubbery. This has been checked against the no-name city blueprint that was the first draft of the map. This helped to clarify details obscured by the offset printing process used in the 1970s. This map is not a scanned image of the original but has been redrawn from scratch.”

For a mere $8 you get several versions:

* A vector based PDF with layers at 22″ by 34″
* A bitmap based PDF at 22″ by 34″
* A jpeg of the map with building labels and legends removed suitable for virtual tabletop software.
* A 17″ by 14″ map with the city arranged in its correct location on the original 5 mile hex map published on the back of the Wilderlands of High Fantasy.
* A PDF with overlapping sections of the full map suitable for printing on letter size paper.
* A PDF with a letter sized black and white only map suitable for taking notes on during a campaign.

It’s wonderful — especially that large PDF with layers. It is much cleaner than my original from the 1970s and better in just about all ways than the scanned versions Judges Guild is currently selling in RPGNet. If you are a City State of the Invincible Overland fan, click the link below and get your copy. Thanks and a tip of the hat to Rob Conley and Bat in the Attic games for starting my holiday season off with a bang. I’ll be using this map for my next Sunday game in two days.

New Color City State of the Invincible Overlord Map via RPGNet (Affiliate link — buy it via this link and I get a small percentage of the price).

My Five Favorite Microlite20-Based Games

With the publication of the third edition of The Microlite20 RPG Collection, I’ve been asked what some of my favorite Microlite20-based games are as there are a large number of variants in the collection. I’m always reluctant to answer such questions as my tastes in games don’t always match up well with the tastes of others. However, for what its worth, here are my five favorite Microlite20-based games — and I’m picking any the of games I’ve written.

5th Place: Scions of a Primordial Planet — Some humans (Vikings!) end up on a Barsoom-like version of Mars. Of course, you could ignore the vikings and just use these rules to play on ERB’s Barsoom. Either way, this is a good little game that is fun to play.

4th Place: M20 Hyborian Age — What can I say, I’m a fan of Robert E. Howard’s Conan stoies and this two page (plus one page for the OGL) set of rules provides a fast and simple way to run games set in Hyboria. You have to know the world of Conan to make it work, but if you are a Conan fan like me, this isn’t a problem.

3rd Place: SpyLite — I’ve been a fan of espionage RPGs since TSR’s original Top Secret and Victory Games’ James Bond games. I really wanted to like Spycraft, but found it far too complex and time-consuming for my tastes. SpyLite‘s goal was “to take Greywulf’s excellent Microlite system, beat it senseless, and create a game that will do one-tenth of what Spycraft does, but with only one-half the work.” in just 16 pages of rules, SpyLite manages to do much better than that. A couple of short SpyLite supplements are also included in the collection.

2nd Place: Tumbleweed — I grew up on Westerns, and while I can see their many flaws today (heck, I saw many of them as a kid but ignored them), I still like the fictional Old West as a setting. Tumbleweed provides a nifty set of Microlite20-based rules for Old West campaigns that work and do not include some type of fantasy aspect. Note that there are other two Old West variants in the collection that do include fantasy aspects if you want goblins or magic in your setting.

1st Place: Stargate 1895 — “In November of 1893 the renowned Egyptologist Lord Conway made an amazing discovery in the Qattara Depression. It was in a previously unsurveyed temple complex, buried beneath the floor of what appeared to be a great tomb. In his journal he described the artefact as ‘a giant quoit of an unknown metal, some 8 yards across.” Yes, a stargate is discovered by English explorers in the late Victorian era and eagle-headed men come through when it is opened a couple of years later. The British government turns the problem and the stargate over to Mycroft Holmes. The PC are explorers travelling through the stargate. What’s not to like when you combine Stargate with the Victorian era British Empire?

There are many more good variants, including variants designed around Star Wars, Star Trek, superheroes, zombie invasions, Star Frontiers, etc. Download the free/Pay-What-You-Want copy of the Third Edition of The Microlite20 RPG Collection and you can decide the best ones for yourself.

You can download the current (2017) edition of The Microlite20 RPG Collection in the above listed games and many more on RPGNow (click here to download) where it is a “Pay-What-You-Want” game with a Suggested Price of $0.00. Just enter a “0” in the price box and you are good to go. The current edition is about 2000 pages and is a 63 megabyte download. If you don’t have an RPGNow/DriveThruRPG account, you can get 2017 edition of The Microlite20 RPG Collection via this Mediafire link (but you have to put up with Mediafire’s ads). You can also get the individual games from the download area of the unofficial Microlite20 website if you do not want the entire collection.

I’d love to hear about your favorites in the comments!

More Drama in the OSR (And How I Avoid It)

I pulled my head up from working on the next edition of The Microlite20 RPG Collection (which looks to be about 2000 pages this time, that about 500 more than the 2012 edition) last night and hit Tenkar’s Tavern to see what was going on in the rest of the OSR world. I discovered that there apparently has been another big blowup on social media (G+ this time) — see “Guest Post by Greg C re: The Current Drama on G Plus in the OSR – A Must Read IMHO” if you are as in the dark as I was.

I’ll be honest, all the drama is one of the reasons I’m not as active posting as I used to be, except about my various gaming projects. I have never had much interest in mixing discussions of real world politics, real world religion, real world current affairs, or the like in my gaming discussions. In fact, I banned such discussions from my gaming tables and game group mailing lists and game group get-togethers many years ago (in the 1980s). When I get together to game or to discuss gaming, that’s what I want to do. I don’t want to discuss divisive issues like politics or religion. That way, I can game with you even if our positions on such issues are 180 degrees apart. People don’t have to agree to work or play together, but sometimes it helps to just not discuss off-topic things that are likely to cause discord and strife. The world will not end because you played in the same game or were quietly discussing gaming over coffee with someone whose political, religious, and/or philosophical opinions are opposed to yours. So I avoid the drama by just refusing to allow off-topic discussions that are most likely to lead to drama when I’m in charge and by refusing to participate in them (by leaving if necessary) if I’m not in charge. Some people say this makes me just another asshole. Perhaps it does, but I haven’t had fights over real world religion, politics or philosophy tear any of my gaming groups apart or turn game sessions sour. That’s a big win in my book.

Now, I’m going to start my real-world-drama free Sunday game. Actually, I expect lots of drama today, but all of it will be the exciting and fun in-game adventure type of drama. I wish the same to all of my readers.

Many Interesting New Old School Games at RPGNow

Forbidden Caverns CoverWhen I go out to RPGNow there’s generally only one or two new games that get my attention, so I was surprised to discover a five such games this morning. Unfortunately, most are well above my PDF price limit of $10. However, I thought I would point them out on my blog as the Christmas season is approaching and my wife has been known to check my blogs for gift ideas.

The Forbidden Caverns of Archaia: This is a megadungeon by the author of Barrowmaze, Greg Gillespie. While I really would like to have this, at $35 for a PDF, I am unlikely to ever buy it as it is over 3 times the maximum I’m willing to pay for a PDF — especially one I am unlikely to ever use more than pieces of. However, it sounds very interesting: “The lost city of Archaia – an ancient ruin sunken into the earth – lies deep in the badlands. In recent years, caravans from Eastdale have come under attack from orcs, goblins, and worse. Some say these blood-thirsty warbands have made lairs in the deep caves and ruins. Sill others say the ancient halls are filled with magnificent treasures left by the Archaians.” Cover art is by Erol Otus and the interior art includes “special surprizes by former TSR artists”. If you are willing to spend more money on PDFs than I am and would like what will (judging by Barrowmaze) probably be an excellent old school megadungeon, you may want to pick this up.

Astonishing Swordsmen & Sorcerers of Hyperborea — Second Edition: This caught me by surprise as I didn’t know a second edition was in the works. I found the first edition full of interesting ideas, if a bit rough around the edges. However, I liked it enough that I’m looking forward to eventually getting the second edition. According to the blurb, “AS&SH™ has been expanded to include new classes, news spells, new monsters, new magic items, and more! It also includes a new, full colour map, an introductory town and adventure, as well as hundreds of new illustrations!” All the stuff in the first sentence really makes me want a copy. The second sentence, not so much. I really don’t need hundreds of illustrations, but I imagine I’m not really the target audience for that part.

Mighty Protectors: Mighty Protectors is the third edition of Villains and Vigilantes. And V&V is the only superhero game aside from TSR’s excellent Marvel Superheros (aka FASERIP) that I would be willing to run these days. The first two editions of V&V were great old school superhero games and all I’ve heard about the third edition is good, so I’m looking forward to eventually getting a copy of this game. I might even be willing to pay a bit over my $10 PDF limit for it because it is something I stand a good chance of actually playing. I’m really happy to see V&V back and wish Jeff Dee and Jack Herman the best of luck with it.

Raiders of R’lyeh: I was really surprised to see this game as it is one of the very late kickstarters that a lot of backers apparently never expected to see. At just under $40 in PDF form, it’s way outside my budget. It looks as interesting today as it did when I first heard the idea several years ago: pulpish style mythos adventures in the Edwardian age (1900-1913). Of course, as Pulp Cthuthlu has been out a while (and is an excellent game and one I already own), this game will probably not have the impact it might have had if it had come out when it was originally supposed to.

Fringeworthy d20 edition: I own the first two editions of Richard Tucholka’s Fringeworthy. It was a fantastic interdimensional exploration setting saddled with a overly-complex game system. While D20 system versions of games are often square pegs driven into round holes, in this case the D20 system almost has to be an improvement over the original system — at least for me. If you are unfamiliar with Fingeworthy, this post, “Obsolete Simulations Roundup: Fringeworthy” at Hereticwerks is a good review.

I also noticed that ZWEIHÄNDER Grim & Perilous RPG seems to have a new and much lower price than when it first came out. I was lucky enough to pick up a copy of this game at a very good sale price shortly after it came out. If you like either of the first two editions of the Warhammer RPG, you need this game.

As usual, all the links to RPGNow products in this post are affiliate links. If you purchase a copy through one of these links, I get a small percentage (5% or so, I believe) of the price. Like donations to the RetroRoleplaying Cancer Fund, money earned from these affiliate links helps pay medical expenses.

BX Advanced: A Draft Barbarian Class

BX Advanced Playtest 0.1 CoverOne of the most requested classes so far for BX Advanced is the Barbarian. It’s not found in either Labyrinth Lord or its Advanced Edition Companion — probably because the original class from Unearth Arcana was a bit over-powered and hard to play in a normal party with spell-casters. I’ve tried to piece together a Barbarian class suitable for BX Advanced from open game content sources and my own ideas. Here is what I have so far. Please note that it has not been really proofread, let alone playtested. However, as one of my players really wants to play a barbarian, I needed something to work from to use in tomorrow’s session.

You will note that I’ve toned down the barbarian’s issues with magic to make the character easier to use in a typical campaign. A Barbarian will adventure with arcane spellcasters types, if reluctantly, but he will not tolerate spells cast upon him. This should reduce the — frankly ridiculous — contortions often needed to play a 1e barbarian in a “normal” adventuring party while keeping the “distrusts magic” flavor.

I’ve also modified the Barbarian’s Battle Rage so that the Barbarian can end it at will (thus preventing the barbarian attacking his own party if a battle ends before his rage does). However, I’ve made the Barbarian’s rage exhausting, leaving the barbarian fatigued and weakened for 10 minutes per combat round the Battle Rage lasted.

Comments, complaints and ideas are welcome.


The character class (offset by a blue blockquote line) below is open game content under the OGL statement for this blog. Here is the addition Section 15 copyright references for this class:

First Edition Fantasy: Supplement #2, OSRIC Unearthed, Copyright 2007, Charles Rice; published by Ronin Arts
Barbarian: A Player Character Class for Labyrinth Lord, Copyright 2012, James M. Spahn

Barbarians
Requirements: Str 12, Con 12
Prime Requisite: STR and CON
Hit Dice: 1d10
Maximum Level: None
Born in the wild and raised among savage nomads, Barbarians are warriors hardened by nature and able to survive in the wild with little more than a weapon and their own willpower. Their skill in battle comes not from training or discipline, but from sheer brutality and tenacity. The sheer unwillingness to fall in combat and drive a foe into the ground makes them fearsome opponents to even the hardiest of foes.
Though they are not often found in civilized lands, some find their way onto the path of adventure. Whether they are the last remnant of a dying tribe, cast out for an act of dishonor, or secretly scouting the civilized worlds for invasion, the occasional barbarian can be found adventuring in more civilized lands.
Barbarians are proficient in all melee weapons and may wear padded armor, leather armor, studded leather as well as use shields. Because of their savage nature Barbarians may only be Neutral or Chaotic alignment. Barbarians use the Attack Value and Saving Throws of a fighter.
Sense Danger: Barbarians have an almost supernatural ability to detect danger. This gives them a chance to avoid surprise and to avoid traps after they are triggered. If a Barbarian is with a party that is surprised and they successfully Sense Danger, they are not surprised. That is they may take their actions as normal during the surprise round even though the rest of their party may not act. If a trap which would affect the is activated and they successfully Sense Danger, they may avoid the trap effects completely (leaping out of the way, etc.) so long as there is any physical way to avoid the trap. A successful Sense Danger roll will also negate any bonuses for attacking a Barbarian from behind (or from ambush, from invisibility, etc.)
Battle Rage: Barbarians can fly into a rage at the beginning their action in a combat round. This grants the Barbarian a bonus to attack and damage rolls equal to the Barbarian’s level divided by 4, rounded up (e.g. +1 at levels 1 to 4, +2 at levels 5-8, etc.). The Barbarian gains temporary hit points equal to his level that go away at the end of Battle Rage – damage suffered during battle rage is taken first from these temporary hit points. Damage dice explode — that is, if the natural die roll is the maximum possible for the die type (e.g. a 6 of a D6, an 8 on a D8), the die is rolled again and the damage added together. If the second natural die roll is also the maximum possible for the die type, a third roll is made (etc.). Damage bonuses, if any, are added to the final. Barbarians using a ranged weapon when they go into Battle Rage will toss it aside and draw a melee weapon as a free action.
Battle Rage lasts for 1d6 plus 1 per level combat rounds. A Barbarian may voluntarily end Battle Rage before the duration is up. When Battle Rage ends, the Barbarian immediately loses all Battle Rage modifiers and becomes fatigued for 10 minutes for every combat round the Battle Rage lasted. While fatigued, the Barbarian loses the benefits of Sense Danger, suffers a -2 penalty to hit and damage, and moves at 50% of their normal rate.
Superstitious: Barbarians are notoriously suspicious of magic from outside their experience (Barbarian clans will tolerate Clerics and Druids but Magic-Users and Illusionists will be driven out). If any Magic User or Illusionist casts a spell on a Barbarian and he successfully saves, he will fly into a frenzy and attack the spell-caster.
While superstitious, the Barbarian is still a pragmatist; his primitive nature just sometimes gets the better of him. With regard to magic items, this means that a Barbarian can use most magic weapons and armor, since they are just better versions of standard items. The Barbarian would not use a weapon if he knew it could throw a spell though.
The Barbarian is also pragmatic enough to suffer the use of such items or the presence of a Magic-User among his allies, unless a spell is cast upon him. In such a case the Barbarian will fly into a frenzy as discussed above and attack the source of the spell.
Horde Leadership: As a Barbarian advances in levels he may attempt to raise a barbarian horde for revenge against a traditional enemy or if substantial loot is promised as described below:
·          Clan Leader: A Barbarian of 8th level and above has the respect of his clan, usually his family and some traditionally allied families who hail from the same area. The Barbarian can gather a small force of 1d6 1st level Barbarians times the Barbarian’s level (so 8d6 at 8th level, 9d6 at 9th level and so on), along with a war leader (a 3rd level Barbarian) and a clan Shaman (a 3rd level Druid). This force will stay together for the Barbarian as long as the goal he promised them remains within their reach (this is at the discretion of the game master).

·          War Chief: At 13th level the Barbarian has an even greater reputation among his people and can gather a larger force, equal to 1d8 1st level Barbarians per level. This force is accompanied by two war leaders (3rd level Barbarians), two clan shamans (3rd level Druids) and one clan leader (8th level Barbarian).

 

·          Warlord: At 18th level and above the Barbarian can summon a great number (often the majority) of his people to aid him in revenge or for the prospect of gaining treasure. This force numbers 2d10 1st level Barbarians per level, along with one war leader and clan shaman per 10 Barbarians and one clan leader for every 30 Barbarians.
BARBARIAN LEVEL PROGRESSION
Experience
Level
Hit Dice (1d10)
Sense Danger
0
1
1
14%
2,501
2
2
20%
5,001
3
3
26%
10,001
4
4
32%
20,001
5
5
38%
40,001
6
6
44%
80,001
7
7
50%
160,001
8
8
55%
310,001
9
9
60%
460,001
10
+3 hp only*
64%
610,001
11
+6 hp only*
68%
760,001
12
+9 hp only*
72%
910,001
13
+12 hp only*
76%
1,060,001
14
+15 hp only*
80%
1,210,001
15
+18 hp only*
84%
1,360,001
16
+21 hp only*
88%
1,510,001
17
+24 hp only*
92%
1,660,001
18
+27 hp only*
94%
1,810,001
19
+30 hp only*
96%
1,960,001
20
+33 hp only*
97%
*Hit point modifiers from constitution are ignored.


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