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Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

Modular: Rethinking the OSR through Modiphius’s Conan – Adventures in an Age Undreamed Of

ConanRPGWell, many of you don’t need to be told that Mophidius’s Conan: Adventures in an Age Undreamed Of is out. Well, maybe it’s not quite out: for those of us who require a hard copy, word is it won’t be shipping until sometime in June. But backers and shoppers now have access to PDF copies of the Conan Core Book and a collection of adventures entitled Jeweled Thrones of the Earth.

I became a backer quite late in the game. Indeed, it couldn’t have been much more than a month ago. I’m not sure why I was late. I’m almost certain I looked at the Kickstarter when it was announced but probably initially passed it over because I assumed that so much of the Conan material probably was done “better” (as in open to additional literary inspirations) in the “conventional” rpgs (D&D and its clones) with which most of us already are familiar.

Curiosity is what made me change my mind. Modiphius was offering free “Quick Start” rules in PDF form. I downloaded them and read them all, including the introductory adventure. Contrary to what some others on this site have reported, I was absorbed and excited by the rules set. I didn’t run the adventure because, well, I write my own adventures. And, outside of egotism, the main reason I don’t run other people’s adventures is because I can’t see how most of them can work. At one point in the introductory “To Race the Thunder” adventure, it reads,

With no hope of joining or rescuing the forces inside the fort, the player characters’ only hope is to strike out to the settlements, to warn the settlers, gathering them and helping them across the Thunder River to safety. The banks of the Thunder River are their only hope at this point, else they will all end up as corpses, cooling as their life-blood sinks into the black and hungry earth.

Are you kidding me? If my players are told they can’t possibly get into the fort, you can be certain that that is the one and only thing they obsessively will try. And with me as GM, they very likely will succeed.

And with that observation, I have come to the thesis of this article: rethinking the OSR in light of what I have learned from reading the new Conan RPG. The OSR, as many of us need not be told, stands for Old-School Renaissance (or Revival, or Roleplaying). And I am fascinated and excited by it. For the few of us who don’t know already, broadly speaking the OSR names a movement in the tabletop rpg industry that is regressive, perhaps nostalgic, a return to iterations of D&D that were popular before the third edition (or d20 system) of the rules. This return was facilitated by “retroclones” made legal under the Open Game License. Examples of retroclones are Swords & Wizardry, Castles & Crusades, Dungeon Crawl Classics and a host of others that might be impossible to enumerate. And to add to this OSR, players no longer need “return” to revised versions of the old rules but can purchase the actual old rules outright from Wizards of the Coast, because the latest owner of the D&D property now has released virtually its entire back stock in PDF and print form.

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Adventures in Earth’s Prehistory: Jane Gaskell’s Atlan Saga, Part IV

Adventures in Earth’s Prehistory: Jane Gaskell’s Atlan Saga, Part IV

The City Jane Gaskell-Orbit-smallThe previous installments in this series are:

Jane Gaskell’s Atlan Saga, Part I
Jane Gaskell’s Atlan Saga, Part II
Jane Gaskell’s Atlan Saga, Part III

Ostensibly the final book in Jane Gaskell’s Atlan Saga is The City. It is a slim volume, especially when compared to its predecessors, coming in at 190 pages.

Picking up where Atlan left off, we find our hapless heroine Cija, half-starved and sick with scurvy from a long sea voyage, deposited in the docks of a foreign land. The master of the vessel has found a loophole in his verbal contract with the bandit chief Ael – he who paid for Cija’s safe voyage away from Atlan. Unbound by any promise regarding Cija’s treatment once ashore, the master has determined to sell her into slavery.

The docks are a squalid affair, gripped by winter. Icy rime covers mounds of garbage — and worse. Even so some punters are about, and after a bit of bidding Cija is sold and led away, still dazed and begging one of the ships boys to rescue her baby, Seka.

The City is a fast paced book. One gets the feeling Ms Gaskell was in the final sprint in the series, and this book reflects it. While she does not scrimp on descriptions, there is no wastage in the narrative. In almost a different style, Cija heads off from adventure to adventure. Even portions where time passes by are quickly dealt with until the next adventure starts.

Shortly after Cjia is led away from the slave block, the ship’s boy, Eel, and some of his cronies assail her new owner and whisk her away to promised safety. Soon she is reunited with Seka at Eel’s mothers house, which Cija soon twigs is a brothel where she is due to become a new attraction. Sickened by the prospect but still weak and lost in the foreign city, all she can do is try to capitulate.

One thing about Cija, she is a survivor. Although she has seen many streaks of bad luck, she also has the occasional run of good. This is the beginning of such a run. Her first customer turns out to be a youngster with a romantic view of the world. He believes her sob story, and sets to rescuing her. Cija escapes and, along with the youngster, finds her way to the city’s suburban greens and into his home, as a servant.

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Modular: Dungeon Delving Tips – Part I

Modular: Dungeon Delving Tips – Part I

Delving_partyI’m a big fan of Creighton Broadhurst and his Raging Swan Press. Along with Frog God Games, they make my favorite Pathfinder stuff. And Creighton’s blog is full of great ponderings for players, GMs and even game designers.

He often comes up with some neat lists on wide-ranging topics. One that I liked was his ‘25 Dungeon Delving Tips.’ We’re going to look at the first dozen this week, with the remainder coming in a follow-up post.

Each tip, along with some of Creighton’s commentary, is italicized (as is his brief intro below). My own comments follow underneath in plain text. So, have at it!

25 Dungeon Delving Tips (Part One)

Dungeon delving is a jolly dangerous business. Some adventurers are lucky. Others are stupid while many are unprepared. Thus, the bones of countless adventurers lie mouldering far from the warmth of the sun. 

With that in mind, and in no particular order, here are… tips to make your dungeon delving just a little bit safer.

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Modular: How to Defeat an Ancient Red Dragon in D&D with a Low-Level Party

Modular: How to Defeat an Ancient Red Dragon in D&D with a Low-Level Party

Red_DragonYou’ve got a huge ancient red dragon that has flipped out. It’s on the rampage. You must stop it or the devastation will be severe and widespread. You have a couple dozen volunteers willing to make the ultimate sacrifice to save hundreds or even thousands, but to what avail? What the hell can you do to defeat an ancient red dragon?

Actually, there is a way, even with low-level warriors. But it’ll take some coordination and three necessary components:

  1. You need quite a few volunteers, both the ones who will be in front-line battle and others willing to distract and pre-occupy the dragon (probably by being slaughtered indiscriminately).

  1. You need a new or modified spell. I don’t know if there is already a spell that specifically does something like what I’m about to describe floating around out there in one of the dozens of supplements, but it doesn’t seem like a big leap to make it work in the D&D schools of magic (probably wouldn’t rate more powerful than a fourth or fifth level spell tops). This spell is cast on an item and creates a delayed teleportation effect. Should the owner of that item ever die, the item will immediately pass into the hands of another person (determined at the time of the spell casting).

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A Storm of Wings by M. John Harrison

A Storm of Wings by M. John Harrison

oie_701145jxuo14zKNine years, another novel, and ten short stories after the publication of The Pastel City (read last week’s piece on that here), M. John Harrison returned to the world of the city of Viriconium in A Storm of Wings (1980). Its title taken from a line in the previous book, A Storm of Wings largely recycles the plot of the that novel as well. Once again, alien forces are threatening the city of Virconium and only a ragtag band of heroes has a chance of staving off destruction. Other than setting and basic similarity of narratives, this second novel in the series exists on a whole different plane of storytelling, both in style and intent.

A new religion has risen up in and around the city of Viriconium, the Brotherhood of the Locust. Its origins are a mystery and its teachings appear to have arrived from beyond mortal thoughts.

Who knows exactly where it began, or how? For as much as a century (or as little as a decade: estimates vary) before it made its appearance on the streets, a small group or cabal somehwere in the city had propagated its fundamental tenet — that the appearance of “reality” is quite false, a counterfeit or artefact of the human senses.

This creed stands at the nucleus of A Storm of Wings, both the story on the page, and at what Harrison has to say about fiction. As the “world” of Viriconium comes under attack from a force that twists and alters its “reality,” we are, page by page, reminded any stability the “land” has comes from its creator and can be wiped away with a tap of the backspace key.

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The Public Life of Sherlock Holmes: Thoughts on The Sussex Vampire

The Public Life of Sherlock Holmes: Thoughts on The Sussex Vampire

Sumatra

Sussex_PagetIt seems somewhat curious that we find three references to Sumatra in the Canon. Two of those are to unrecorded cases, which makes matters even more intriguing. Sumatra is the sixth largest island in the world and a part of Indonesia.  Indonesia was ruled by the Dutch for over three hundred years, including the entirety of Sherlock Holmes’ career (Japan occupied Indonesia during World War II and the country gained autonomy after that). I have visited Indonesia twice, as my wife was born and raised there.

In “The Sussex Vampire,” Holmes mentions the Matilda Briggs, “a ship associated with the giant rat of Sumatra, a story for which the world is not yet prepared.” In “The Dying Detective,” Culverton Smith was a planter who lived in Sumatra. We are also told at the beginning of “The Reigate Squires” that Holmes was on the verge of collapse after foiling the colossal schemes of Baron Maupertuis, which involved the Netherland-Sumatra company.

Three references to people or things with Sumatran ties. Could tea somehow be related? Indonesia was one of the world’s leading tea producers until World War II. The region of Sumatra was the second-largest tea producing region in Indonesia. Was the death of Culverton Smith’s nephew somehow associated with the activities of Baron Maupertius, for whom Culverton Smith worked or was otherwise associated?

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I’m Ready For My Close-Up, Mr. DeMille: A Look at Image’s Glitterbomb

I’m Ready For My Close-Up, Mr. DeMille: A Look at Image’s Glitterbomb

Glitterbomb Vol1-COVER-FRONT-small Glitterbomb 1-small

Last fall, Image released a new comic book series by Jim Zub (Wayward and Thunderbolts) and Djibril Morissette-Phan (The Ultimates, All-New Wolverine) called Glitterbomb, a horror story about fame and failure.

The first four issues are out, and a collected trade paperback of those 4 issues is hitting comic book shops and book stores in March. I read Glitterbomb, really enjoyed it, and got a chance to talk with the creators.

Here’s the synopsis:

Farrah Durante is a middle-aged actress hunting for her next gig in an industry where youth trumps experience. Her frustrations become an emotional lure for something horrifying out beyond the water…something ready to exact revenge on the shallow, celebrity-obsessed culture that’s led her astray. The entertainment industry feeds on our insecurities, desires, and fears. You can’t toy with those kinds of primal emotions without them biting back…

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My Top Five Sword-Fight Movies

My Top Five Sword-Fight Movies

You don’t have to read many of my posts to know that The Princess Bride is pretty well my favorite movie. And though I love the sword fighting scene between Wesley and Iñigo, and the later one between Iñigo and Count Rugen, they are not actually my favorite sword fighting scenes. In both cases, it’s really the dialogue that makes the scenes memorable. So what movies would I rank above The Princess Bride in sword fighting wonderfulness?

Here they are, in the order in which I thought of them.

AramisThe Three Musketeers (1973, directed by Richard Lester)

One of the great things about this movie, along with its sequels The Four Musketeers, and The Return of the Musketeers, is that they all feature the same cast. There are good fight scenes in all the films (Oliver Reed is more impressive in the sequels), but it’s the first one I know the best. I particularly like the fantastic opening sequence, where D’Artagnan’s father teaches him the “secret thrust.” Anything between D’Artagnan (Michael York) and Rochefort (Christopher Lee) is well worth watching. There’s also some terrific ensemble fighting, notably the scene between the four leads and the Cardinals’ Guard in the convent courtyard. It should be noted that Christopher Lee was a fencer IRL as well.

The fencing instructor and fight choreographer was Bob Anderson.

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Modular: Who Would Win? John McClane and James Bond versus a Tribe of D&D Goblins

Modular: Who Would Win? John McClane and James Bond versus a Tribe of D&D Goblins

Knights of the Dinner Table 142-smallI came across a fascinating piece by Noah J.D. Chinn in Knights of the Dinner Table issue 142 (August 2008). Chinn’s guest editorial for the “Gamer’s Pulpit” column is an intriguing analysis of how the realism bar for heroes has shifted radically from the days of our youth (us Gen Xers) until now.

The single most interesting fact he presents is a piece of data generated by Mike Hensley charting how many goblins a first level fighter could kill before dying across all iterations of Dungeons & Dragons (at that point there were 6 versions, 5th Edition not yet having debuted). He ran the combats at least 1,000 times for each fighter in a Javascript simulation program, with the fighter facing the goblins one at a time, producing an average for each version. This is what the data reveals:

  • OD&D: 2.7 goblins killed
  • BD&D: 4.1
  • AD&D1: 4.3
  • AD&D2: 7.3
  • D&D 3e: 10.1
  • D&D 4e: 23.4 Holy Crap!

(It would be interesting to further extrapolate from this data: Does it suggest that a 4e first-level fighter could, one-on-one, take out 4 or 5 OD&D fighters before succumbing? Or that a first-level 4e fighter is roughly equivalent to a third-level fighter in Basic?)

Chinn argues that this hero power inflation cuts across popular culture. He uses the Die Hard movies as an apt illustration:

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A Shaper of Myths: The Best of Cordwainer Smith

A Shaper of Myths: The Best of Cordwainer Smith

The Best of Cordwainer Smith-small The Best of Cordwainer Smith-back-small

He and I stared at each other. Was this what culture was? Were we now men? Did freedom always include the freedom to mistrust, to fear, to hate?
— Cordwainer Smith, “Alpha Ralpha Boulevard,” p. 300

Such are the questions set in the context of Cordwainer Smith’s utopian, futuristic society where people are seeking to go back to being “human” again. But this is only one small time slice and representation of Smith’s massive mythos in The Best of Cordwainer Smith (1975). This volume was the fifth installment in Del Rey’s Classic Science Fiction Series, and the first to be edited by someone other than Lester Del Rey (1915–1993). John J. Pierce (1941–) edits this volume and provides a very fine introduction. Pierce is a science fiction critic and was once a very outspoken pundit against the 1960s New Wave in science fiction.

Whereas the cover art of the first four volumes was done by the late Dean Ellis (1920–2009), the cover for this book was by the late Darrell Sweet (1934–2011). Sweet’s artwork here is very reminiscent of Ellis’ work on the Classic Science Fiction Series. This is interesting, seeing how Sweet’s later artwork is very different from Ellis. (See this Black Gate memorial post to Sweet for later examples of his work.) It seems Sweet was attempting to keep with the aesthetic feel that Ellis had already established.

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