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Smoldering Wizard

~ Old-School Role Playing

Smoldering Wizard

Monthly Archives: July 2014

A Quick Look at Basic Fantasy Role-Playing Game

31 Thursday Jul 2014

Posted by Doug in Review

≈ 10 Comments

Tags

b/x, basic fantasy rpg, bfrpg, open source, retro-clone

Basic Fantasy Role-Playing Game, or BFRPG for short, is one of the oldest retro-clones around (the core rules are copyright 2006). It doesn’t get as much attention as some of the other big-name clones, but I think this is due to it being a non-commercial effort, and is certainly not due to any failings as a game.  The rules and all supplements and many adventures are open source and available free of charge in PDF and open document format on the BFRPG downloads page. At-cost print copies of the rules and some selected adventures are available from Amazon or Lulu (edit to add, BFRPG is now available through RPGNow). They are continually improved and released by Chris Gonnerman, the creator, and the greater BFRPG community, with pains taken to preserve backwards compatibility. This generally means errata but no major changes to rules or organization. The effort shows – the rules are clean and easy to understand, with little ambiguity, yet the complete core rules weigh in at only about 150 pages.

BFRPG

From the introduction to the core rules:

The Basic Fantasy Role-Playing Game is a rules-light game system based on the d20 SRD v3.5, but heavily rewritten with inspiration from early role-playing game systems. It is intended for those who are fans of “old- school” game mechanics.

I’d say it approximates Basic (B/X) D&D most closely. There are some differences as compared to B/X – here are the major ones:

  • Ascending armor class is used.
  • Race-as-class is gone, and multi-class PCs (called combination classes) are handled simply by requiring the combined XP of both classes for level gains, and allowing the PC to choose the better of either classes’ attack bonuses and saving throws.
  • There are no non-human level limits, there is instead a flat 10% XP bonus that is only available to humans (this is a unique difference from old school systems that don’t use race-as-class, like OD&D and AD&D).
  • Bonuses or penalties for ability scores are standardized into one table.
  • Gold is not directly transferable to XP, although there is an optional rule suggesting that the players spend gold to earn XP.
  • Initiative is individual, not group, and modified by a PCs DEX bonus/penalty.
  • There are comprehensive subdual and wrestling rules.
  • There is no standard alignment system (although one is available as a supplement).

I think almost all of these are improvements, particularly getting rid of both level limits and race-as-class, although opinions will of course vary, and most of these are easily house-ruled, as in any old-school system. The big four classes (Fighter, Magic-User, Cleric, Thief) and standard races (Human, Elf, Dwarf, Halfling) are covered in the core rules, while many more are available from the supplements section of the downloads page, along with character sheets, GM aids, and additional rules. If you wanted a more AD&D 1e-style game, for example, the Assassin, Ranger, Paladin, Druid and Illusionist are available as supplements, along with the races Half-Elf, Gnome and Half-Orc. There are also more uncommon classes like Pyromancers, Bards, Barbarians and lots of others. One could spend days going through all of the freely available material.

Dungeon

The artwork has a great, old-school feel to it, and the fonts are a very close match to the ones in the Moldvay Basic rules. If you are a new gamer or need to introduce neophytes to tabletop role playing, the rules are simple and well presented, there are a few introductory adventures available, and there is a nine page beginner’s essentials supplement that can be printed or referenced from a tablet. It will also appeal to experienced gamers and DMs, given the large community around BFRPG and the huge amount of supplementary material one could easily run any style of campaign they liked. I’m looking forward to running a BFRPG game myself.

Original D&D House Rules

29 Tuesday Jul 2014

Posted by Doug in DM Resources

≈ 5 Comments

Tags

as&sh, bfrpg, BLUEHOLME, delving deeper, dwarven mine, Holmes Basic, house rules, original d&d, philotomy, seven voyages of zylarthen, swords & wizardry, whitebox

My own OD&D campaign is based on just the 3LBBs, plus some house rules. These were informed by lots of different sources, including Holmes Basic, BLUEHOLME, Philotomy’s Musings, the Delving Deeper rules, the OD&D FAQ from Strategic Review magazine, and various bits and pieces mentioned in games, forums or blogs that stuck in my memory. Most recently, I’ve read through the Seven Voyages of Zylarthen (SVoZ) and pulled in spending gold for experience from that. Here are some highlights (last updated 2015-06-02):

  • I don’t like the stat/hit dice/bonus inflation that was ushered in with the Greyhawk supplement, so I keep d6 for all hit dice and d6 for all weapon/monster damage. I only add minimal bonuses/penalties for strength, and keep the other ability bonuses as-is.
  • Magical healing is downplayed, with binding wounds available to all PCs along with the Warden class’ healing poultices. I prefer not to use Clerics, but I keep the option available as some players really like them, and at least this way the Cleric can be something other than ‘the party healer’.
  • I really liked the idea of gold being used for experience, but only if it is spent (from SVoZ). This avoids the problem of “where do I keep my mountain of gold?” that is so often hand-waved away as PCs get to higher levels, and gives PCs a choice if they want to buy pricier items like scrolls or potions – gain experience, or spend it on cool stuff?
  • I love the scroll/spellbook rules from Holmes and BLUEHOLME, so I incorporated those as-is.
  • I don’t like race-as-class (as much as OD&D did not ostensibly have this, giving a Hobbit or Dwarf one ‘choice’  for a class, and the odd Elf multi-class are all pretty much the same thing). So I allow other class choices for non-humans, including Dwarven Clerics and my own Rogue and Warden (a Ranger minus the spells) classes for Hobbits and Elves, respectively. Elves can also choose to be just FM or M-Us if they wish.
  • I like the encumbrance rules from Men & Magic, particularly that ‘Miscellaneous Equipment’  is a set weight. No need to count every torch and iron spike. I just don’t like that the max encumbrance is 300lbs worth of gold coins. So I just changed the weight of a coin from 10 coins per pound to 20. This effectively halves that weight allowance while still allowing lots of coins to be carried.
  • I use the Delving Deeper interpretation of the FMs multiple attacks being based on normal-types of less than 3HD.

You can download the OD&D house rules document in PDF or Libre Office format.

~

New Gaming Loot!

26 Saturday Jul 2014

Posted by Doug in OSR

≈ Leave a comment

Tags

delving deeper, delving deeper v3, neoclone, od&d, red tide, retroclone, scarlet heroes, seven voyages of zylarthen

Mail call! I’ve run a few fun sessions of Scarlet Heroes recently, and decided to pick up the Red Tide campaign supplement from which I can pull campaign ideas. I also had Lulu print a digest copy of the Delving Deeper v3  Reference Rules (I’ve been in a PbP Delving Deeper game since last fall and have enjoyed it a great deal), and finally the Seven Voyages of Zylarthen, which at first glance (the PDFs are free) is another nicely done OD&D retroclone  with some unique differences (edit to add: the author calls this a neoclone, which does seem more apt). I’ll dig into the latter a bit more and post a review when I can.

Gaming Loot

AS&SH Character Sheet

11 Friday Jul 2014

Posted by Doug in Player Resources

≈ 2 Comments

Tags

as&sh, character sheet, digest, one-sided, pdf

I’ve always been a fan of one-page character sheets, the multi-page one in the Astonishing Swordsmen & Sorcerers of Hyperborea (AS&SH) box set is comprehensive but not something I want to hand to a new gamer or want to manage while I’m at the table myself. So I’ve tweaked the B/X-style charsheet I’ve been using and made a single-page character sheet for AS&SH. It has just the minimum amount information needed for play (hopefully I didn’t miss anything). What is neat about this format is that if you print it on two sides of a page, you can cut it down the middle to get two digest-size, double-sided sheets. What I like to do for pregens is add text to the PDF sheet using flpsed, then print it out (for those of you on Linux systems). Click on the link or image below to download it.

AS&SH Character Sheet

Updates to the Character Generator List and Some OSR Links

08 Tuesday Jul 2014

Posted by Doug in OSR

≈ Leave a comment

Tags

& magazine, character generator, megadungeon, mutant future, mutant settlement, osr, wizardawn

Just a quick note that I’ve updated my list of Old School RPG Character Generators, removing stale links and adding Wizardawn, AS&SH and BFRPG pregen-style generators.

Speaking of Wizardawn, if you haven’t checked out his site, please do. It’s a hugely cool old-school RPG resource with all sorts of random setting and adventure generators, for tons of different games (including some of his own making). I used it recently to prepare for a Mutant Future game on short notice, using his Mutant Settlement generator (I’ll have a recap of those MF sessions soon).

Finally, I forgot to mention when it came out, but the latest issue of & Magazine (#9) ‘Spells and Spellcasters’ came out in May, along with the first level of a megadungeon ‘Castle Triskelion’. All free, of course (I reviewed issue #7 in January).

~

OD&D Play Report – The Quest for the Dwarven Mine “Harpy this, Shadow that”

04 Friday Jul 2014

Posted by Doug in Play Reports

≈ 2 Comments

Tags

dwarven hall, dwarven mine, geas, od&d, original d&d, warden

Here is the play report from our last OD&D session. There are five PCs:

  • Ruby the Hobbit Footpad (2nd level thief)
  • Arsenios the Adept (2nd level Cleric)
  • Dunther the Veteran (1st level FM)
  • Drizzle the Medium (1st level MU)
  • Adrog the Dwarven Warrior (2nd level FM)

~

The group set about exploring the Dwarven Hall. Small rooms concealed by  tapestries on the east and west walls appeared to be guard’s quarters, replete with small beds, mostly empty chests and a suit of fine Dwarven chain armor. They were both unoccupied, however a secret door in the eastern room opened to a narrow, spiral staircase that descended into darkness. Ruby led the way down, taking the party through a narrow tunnel and up an identical staircase at the other end which ended in a trap door above.  It was difficult to lift – apparently being under a heavy rug, but after some effort, Adrog managed to cut his way through the rug and open the door fully.  The room the party found themselves in was large, square and circled by a staircase that hugged the wall on two sides, up to a stone landing some 15 feet above. There were large double doors to the east. All was quiet, and exploring above the party found a bed and desk, on the latter was a dried inkwell, and a leather-bound book detailing prayers and rituals for Dunaits, the Dwarven God of the Mountains. Ruby found a chest under the bed that held  some vestments, six vials of holy water, and a leather pouch with some platinum coins and a diamond in the shape of an eye.

Harpy

Pocketing the loot, the party continued east, through the double doors. Faint singing could be heard now as the party proceeded down a wide corridor which turned south to an opening, beyond which was a walkway over a dark and open space. Ruby caught some movement in the darkness above – perhaps something in flight? As the party approached, the singing became louder and Dunther, Arsenios and Adrog fell into a trance, walking towards the opening. It was at this point that a large, flying creature with the upper body of a woman, eagle wings and large talons flew into view. A Harpy! Ruby hurled a dagger which only grazed it, and melee was engaged. The Harpy went after Dunther first – charmed and putting up only a meek defense, he was wounded even as Ruby and Drizzle fought to protect their charmed companions [DM note – The Harpies’ charm in OD&D is not described very well – there is some confusion as to when the actual charm takes effect and just what it does. I assumed it was similar to a charm person spell, that a charmed PC would not do anything to obviously harm themselves, and would defend but not attack]. The lone Harpy did eventually succumb to Ruby’s and Drizzle’s attacks, but Dunther was not so lucky, falling prey to the Harpy’s razor-sharp claws.

The party, minus Dunther, took stock of their surroundings. The six-foot wide walkway spanned 50 feet across an open chamber some 30 feet below. Crumbled staircases were in either end of the walkway – neither were usable as a means of descent. Ruby descended on a rope, her torch illuminating a gruesome scene. The chamber below was filled with armored Dwarven skeletons, clearly the aftermath of a great battle.Curiously there were only Dwarven-sized skeletons,  no other creatures. Ruby dropped to the ground and explored the room. In a corner was a nest of sticks and refuse, buried beneath she found a leather scrool case and a brown, stoppered  bottle with liquid in it. She could find no exits, and so pocketed the scroll case and phial and rejoined her companions.

~

The party continued through a maze of corridors, passing by several doors, in the end opening one that revealed a long-deserted jail.  Two of three cells were empty, but in one was a Dwarf-sized skeleton draped in tattered clothing, a jeweled ring still on its skeletal hand.  After recovering the ring without incident, the party moved on and found themselves at an intersection – to the west, an open chamber showing a dim glow from within a low, circular stone wall. To the south, a closed door.  Ruby moved to the door and listened, hearing a low, distant moaning. She moved aside to let Adrog open the door, then proceeded in with all possible stealth while the rest of the group stayed back. A short corridor led south to a small hexagonal chamber with no exits, at the center of which was a well. The well was of dark stone and about four feet in height. As Ruby approached, the moaning became louder and with a whoosh, a dark, shadowed, vaguely human shape rose from the well and moved straight at the Hobbit! She turned an ran as fast as her Hobbit legs would carry her, diving through the door as Arsenios slammed it behind her. The door shook and a terrifying screech could be heard from behind the door, but it did not open.

Shadow in the Well

Glad for their caution, the party continued west and into a large chamber lit from a pale glow. Giant marble doors were atop a set of wide stairs to the north (the party surmised these were the doors leading to the entry hall, if so they would be barred from within). An open exit was to the west. They could now see the blue glow emanated from a large, circular pool of water perhaps a foot deep. Circumscribed around and on the top of the stone wall containing the water were glowing runes. No one could understand the runes’ meaning, but Ruby decided to take  a chance and sample it. She gulped a mouthful the water and immediately felt full, as if she had eaten a meal.  No ill effects were apparent after a few minutes.

To be continued…

~

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