Wednesday, September 14, 2011

Knockspell #6 Now Released!

KNOCKSPELL #6 cooks breakfast with Balrog fire!

If, like Led Zeppelin, you're going down to the Misty Mountains, you're going to need something to read on the way -- and not just that, but at this very moment, lulu is offering a 15% off sale. All's right with the world.

This issue rocks the house with two .. count 'em ... TWO full-sized adventures, one from Gabor Lux, and another from John Stater. Isles on an Emerald Sea IV and The Catacombs of Ophir await you. These are good adventures, people. Don't miss them. There is a ton more, of course -- here's the Table of Contents:

1 Editor’s Note Matt Finch
2 From Kuroth’s Quill #4 Allan T. Grohe, Jr.*
11 Random Orc Generator by Robert Lionheart
14 Isles on an Emerald Sea IV by Gabor Lux
18 Random Perks and Flaws by Stefan Poag
21 Fire and Other Eldritch Energies by Matt Finch
26 The Body in the Street: Fiction by Al Krombach
28 OUCH, My Brain Hurts! by Robert Lionheart
35 Catacombs of Ophir by John Stater
39 A Duet of Bards by Doyle Tavener and Tenkar
45 Locks and Traps as a “Mini-Game” by James Pacek
47 City Source: Byzantium by Matt Finch
56 New Magic Items (various authors)
57 Deadly Distillations and Fantastic Fermentations:
Alchemical Ideas by Matt Finch
59 New Monsters (various authors)

*Allan's article for this issue is the Shadow Master subclass of magic-users for AD&D, and it's a thing of beauty.

Put in the coupon code AWESOME305 in the checkout at lulu for the 15% discount.

Scry the pdf at lulu
Gate in a printed copy from lulu
Commune with the pdf at RPGNow

Saturday, September 10, 2011

Throne of the Toad-King

The vaporware solidifies! After playtesting, editing, and painting cover art, this long-awaited module is almost ready for release. It's the first of a two-part series in which the players discover some dark secrets in a really open-ended adventure deep in the subterranean realms. It has a bit of an underdark feel to it, although it is for lower level characters that shouldn't be wandering around in the real underdark.

Like Pod-Caverns of the Sinister Shroom, the adventure area can be entered from multiple possible approaches, depending on whatever adventure was just completed in the campaign. It's highly modular, and in fact could be dropped right into an existing megadungeon of any kind, if that's what you need.

I'm still waiting for some art, and then will do the layout. There might also be some more comments coming in from playtesters, who are now reading through the module with the changes that were made after the playtesting session.

This is a Mythmere Games module, and I'm the author -- it's been a long time since I wrote Spire of Iron and Crystal, so it's great to finally have another module completed and ready (almost) to rock and roll.

Tuesday, September 6, 2011

Toad-King Playtest Pictures



On Sunday, we did the first playtest on the module I'm pulling to completion, Throne of the Toad-King. One thing that was definitely demonstrated ... an area where tactical combat was designed to create an interesting situation.

The title of the above picture is "Russell fireballs the party."

Russell's explanation: "Most of them were mostly dead anyway."

Russell's return from the dungeon, rowed in a boat by 5 rescued prisoners:


Any adventure in which only the magic-user returns alive from playtesting is a good adventure!

Note: Where it says "Frog God" on the map, that should be "Halls of the Toad King." Russ heard me wrong when I told them the title of the adventure. I don't have a postable picture of the entire crew at playtest, because everyone is flipping off the camera.

Saturday, September 3, 2011

New S&W Blogger

Just a very quick note to introduce a new S&W blogger, who also covers quite a bit of ground with other games as well. His latest post is a giant vampire slug, which, as he points out, you really can't go without.

Thursday, September 1, 2011

OSR the second wave

The OSR has undergone what I think is a radical transformation, stepping into a "second wave" that has been building gradually over the last 2-3 years. Here comes the necessary blah blah disclaimer about what I mean by OSR. I am one of the guys who means the entire community, not just the publishers. 'Nuff said, this isn't about defining the OSR -- if "OSR" hurts your head, just substitute "the old school gaming community that takes advantage of electronic communication." That's the group I'm talking about.

Okay, what is this second wave? People have been talking about second-generation retro-clones, which is a misnomer because the whole point of what they mean by "second-generation" is that these games are not clones ... in any case, this is not where I think the actual second wave is taking place. It's a good thing, for people to be producing innovative rules that draw upon the structural design goals of older gaming (as opposed to actually restating the out-of-print rules for preservation, cost reduction, publication support, or organization as the retro-clones do).

If they're the same thing, then the second generation of retro-clones happened before the first: Castles & Crusades broke the finish-line tape for using new game mechanisms in an old school game long, long ago. Whether they did a good job, which some people debate, is a completely different question -- they absolutely were the first to undertake the project of using different rules to target old school design objectives. The SIEGE Engine was a very new approach to target numbers, used in the context of a game with few rules and lots of roots in AD&D.

The two undertakings are quite different: one project is to build a better mousetrap, the other (retro-clones) are just trying to take the original mousetrap back off the shelf and get it working again.

Anyway, I'm not trying to start a terminology war, because goodness knows I think "old school" is too vague and lots of people argue with "Renaissance," and I think that whole sort of academia-of-last-week's-developments tends to miss the point. I bring it up only to emphasize that what I'm talking about as a "next step of the OSR" is completely different from the second-generation "retro-clones."

I'm talking about actual gaming.

Castles & Crusades, as the first simulacrum game, and OSRIC as the first clone (yes, I'm ignoring Hackmaster, I know) were both primarily about publishing. C&C was a vehicle for playing Castle Zagyg and allowing Troll Lords to publish AD&D resources under their proprietary brand name. OSRIC, although it morphed in a major way, was primarily about creating a shared brand name that would allow anyone to publish AD&D resources. C&C used purely the OGL, OSRIC added the use of some copyright law outside the OGL, but they were both oriented NOT toward increasing the number of gamers or building communications among gamers. C&C was to create a product line, OSRIC was to create multiple product lines.

Products. Resources is probably a better term, but the bottom line is that we aren't talking about gaming, we're talking about resources. As it happened, OSRIC accidentally turned out to be something that was used as a tool for introducing AD&D online to new players, but it wasn't planned that way and didn't affect the existing community of gamers. Actually, come to think of it, C&C also brought a lot of 3e gamers back to old school gaming too, although by a different process. These games expanded the community, but the way they enriched it was by increasing the number of resources.

Then come the conventions. GaryCon was the first self-described "old school" convention. (actually, this might have been TrollCon -- not familiar enough with the way TrollCon works to have an opinion on that, so I'll stick with GaryCon for the purpose of this discussion, but I could be wrong). There's no question that the critical mass for GaryCon came from the internet, and the ability of the internet to spread the word to a pre-existing community. Which is why I call it a product of the OSR as I define it. The primary driving engine of the OSR is the internet and the communication that it permits.

And then came North Texas RPG Con. Another old school con. A powerful one, with lots of attendance given that there was already another (and possibly 2 others) con out there with the same target audience.

What you see with the conventions is GAMING. Not resources, but actual gaming.

And now ... ConstantCon. using the internet to gather people together for online gaming. Yes, that has been a constant feature of the net for a long time, but this is the first umbrella organization for it.

So I submit this: I think there is indeed a new wave in the OSR. But it's not something that has to do with product-creation like the retroclones or the more recent "new-rules, old design prnciples" games. It is a larger sea change, because it is a new set of steps that are being taken toward gaming rather than toward gaming resources. Gaming resources are awesome, but actual gaming is obviously the real thing that the OSR has been striving towards.

Rebuilding a convention scene for older games, whether the convention is face to face or online, that's the real new wave that's going on here.

Next step after this one is to increase the number of people who can find face-to-face players nearby for regular games at home. But I think we'll need teleportation technology for that one.

Wednesday, August 31, 2011

Stupid graphic software :(

I wish I still had a workable version of Photoshop. I'm all done with drawing the map of my new module, on a letter-sized piece of paper. I can't add the numbers to it using GIMP, because adding text in GIMP is the weirdest and most unusable functionality I have perhaps ever seen. So I try adding numbers using Paint. Paint, for some reason, decides that my letter-sized map is really huge (probably because of the 300 dpi) so it will put in the numbers ... at a size based on its concept that the map must be three feet by four feet in dimension or something. 12 point font is miniscule when it's added.

Sometimes the whole process of trying to put a module together is an exercise in bashing one's head against a wall.

EDIT ps, if anyone knows how to do this, please let me know.

Tuesday, August 30, 2011

Re-Release of Spire of Iron and Crystal with review links

Periodically I try to catch up on reporting the various Swords & Wizardry releases (compatible with all old school games, blah blah) that are coming out as regularly as clockwork from Frog God Games. Since I wrote this, links to much more objective reviews are at the end of this post:

SPIRE OF IRON AND CRYSTAL
I wrote this module myself, and first ran it (other than playtesting) at North Texas RPGCon 2009. As it happens, I think this is the best module I've ever written. The Frog God version of it is basically unchanged except for a better map and the addition of illustrations -- the original version, I think, might only have had two pictures in it. If you already have a copy of the module, there's no need to buy the new one, although I think it has been much improved by the additions of great Robert Altbauer maps and some eerie illustrations by MKultra Studios. If you don't have a copy, all I can say is that I personally like this one best out of everything I have written over the years. I'm trying to top it with the ones I'm writing now, and although I'm really liking what I've got in the works, I'm getting less and less sanguine about actually being able to beat this one. We shall see. In the meantime, this one still stands as the best module I've done to date.

The blurb:
Deep in the wilderness stands the legendary Spire of Iron and Crystal, a bizarre structure of twisting iron and four enormous crystals that seem to grow from the very ground itself. The fabled riches of the Spire have never been plundered, for no entrances have ever been found.... until now. Your party of adventurers has discovered the long-hidden secret of entering the Spire.

An adventure for 4-6 characters level 5-6. Tournament scoring and characters are included (note: playtesting indicates it runs best without the time pressures of a tournament format).

Grognardia gave the original an excellent review with 9 out of 10 for creativity:
"this is an excellent mid-level adventure module for referees looking for a slightly more outré locale into which to throw the characters in their campaign. I suspect it will prove a very difficult challenge for many players. Finch pulled out all the stops in writing this one, creating both a truly memorable environment and filling it with obstacles to test even experienced players."

Philotomy Jurament's review is also awesome:
The Spire offers a unique and challenging adventuring environment that feels very alien in nature. Some elements of the dungeon are reassuringly familiar (there are cooridors, rooms, et cetera), but even those familiar elements have bizarre differences from the norm. Other elements are far from the norm, and often quite unexpected. When running my PC through the Spire, I had the feeling that anything could happen, and that I had crossed over into an uncertain world, almost like another dimension. The Spire possesses genre-bending weird-tech elements, but the presentation and the play feels natural (i.e. not jarring) and very suspenseful (fear of the unknown). I think the best way to describe the feeling I got, adventuring in the Spire, was that it reminded me of the anxiousness and uncertainty I remember from my earliest D&D experiences, going "in search of the unknown" and not having any idea what I might find. For a jaded gamer who has played since the 70s, that's quite a thrill.

Jeff Rients said (again, this is about the original publication, but the text is unchanged):
"So yesterday I read The Spire of Iron and Crystal, a Swords & Wizardry adventure from S&W guru Matthew Finch. Man, this is great stuff. The Spire compares very favorably in tone and content to module B4 The Lost City, by the late great Tom Moldvay. "

Dreams in the Lich House (that's Beedo) says:
"Let me just say up front, I found this to be one of the strongest adventures that's been published by the OSR. "

The printed module is $11.99 (includes the pdf as well), and the pdf alone is $4.99.