2014-02-04
Vying for Vision
It seems to me that this might be the single most important element of who wins the fight. Perhaps both armies would send out groups of scouts (light horse/ goblin cavalry), trying to locate the enemy for an advantageous battle, but making sure that the enemy is not in striking distance during one's own encampment...
Question: How do you decide if a battle like this takes place during day or night? Which side has the advantage?
2014-02-01
SciFi Saturday – Frontier Explorer #7
You can download it for free (Jim!) at either the Frontier Explorer home site, or DriveThru RPG below. Very nice, so check it out!
2014-01-30
Greyhawk Magic Tidbits
(1) Permanent Spell (p. 27): "Dispell Magic which are are least twice the level of the caster of the Permanent Spell will negate it, so three Warlocks could negate the spell of a 12th level Wizard...". Notice that the three Warlocks (level 8) are taking the sum of their levels for this consideration (3×8 = 24). Have you ever allowed multiple spell-casters to cooperate in this way to meet level requirements?
(2) Meteor Swarm (p. 28): "A blast of four Fire Balls (Jim!). thrown in whatever pattern the caster desires, each of 10-60 points of damage -- or eight Fire Balls (Jim!) of one-half normal diameter...". So what's the (Jim!) reference here? Is that a Star Trek gag in my original D&D book, or something else?
(3) Gate (p. 28): "Employment of this spell opens a cosmic portal and allows an ultra-powerful being (such as Odin, Crom, Set, Cthulhu, the Shining One, a demi-god, or whatever) to come to this plane." Okay, I know who Odin, Crom, Set, and Cthulhu are; but does anyone know who the "Shining One" is in this context?
2014-01-28
Road of Kings
Fast-forward about 30 years. My very good friend Paul of Paul's Blog (who I've worked with, played games with, discuss game philosophy with, and am hosted by every year for an intimate game convention) did in fact get a copy of this very old-school game and started playing it rather heavily on his own. Paul's younger than me by a bit, and I flatter myself by thinking that some of the things I've said have pulled him in a more old-school direction. (But frankly it's really more due to him having a refined level of taste.) I played it at his house at least once or twice, and really got beaten up both times.
One issue with the game, like a lot of older stuff, is that lots of mechanics were added in kind of willy-nilly so that in combination, they made it fairly burdensome for the player to keep track of everything that was supposed to be happening (in terms of the strategic quest, supplies, combat, arbitrarily large numbers of companions, etc.). So like a lot of us will do, Paul started writing a small computer program to at least adjudicate the combat part of the game. And then added some more and changed some stuff. And then more. And then decided to make his own game from that inspiration, and put together a small team of experienced and passionate developers to make it happen.
So I think after about 2 years of serious development in their spare time and weekends, Paul, Michael, James, and Max have just released their own, old-school inspired game for mobile devices: Road of Kings. Yes: a tough, one-player, Conan-like quest for gold and/or glory. The game is all theirs, with an expansive new world and mechanics, which you can try your hand out while navigating your way through modern public transit and the like. It has loads of different individually-crafted encounters, and I know they're still waiting for some players to discover as-yet unearthed clues and treasures.
I've been beta-testing it in the last few months, and I can tell that it's really a blast, and a great way to scratch an itch for some carousing D&D-like adventure on a lunch break or some down time during the day. Currently available on the iTunes App Store, as well as Google Play. The one thing I'm shocked at is that it's only $3, so you should try it out before I convince Paul to raise the price, granted how much work I know he and the guys put into it. Check it out at their website below!
2014-01-23
Happy 40th Birthday, D&D
Did you know that this weekend, Sunday January 26th counts as the 40th birthday of D&D being on sale to the general public? (If the date is good enough for Jon Peterson, then it's good enough for me.) Oh, D&D, you're like a goofy younger brother to me.
So make some time this weekend to hoist a tankard of ale, or prestidigitation up a cake, or bend some iron bars or whatever seems most appropriate. Fight on!
2014-01-21
AD&D Wizard's Spell Compendium
I think it's a very nice collection in 4 volumes, and it easily passes my usual threshold of "did anyone give a shit?". Credits run like this (with lots and lots of acknowledgements and thanks to prior creators and such):
Compilation: Mark Middleton. Development and Editing: Jon Pickens. Additional Development: Richard Baker. Creative Director/Project Coordination: Steve Winter, Thomas Reid. Interior Black and White Art: Glen Michael Angus, Arnie Swekel, Ken Frank, Toren Atkinson, John Snyder.
Notice that while 2nd Edition AD&D came out in the prior decade, these volumes are not listed as 2nd Edition -- just "Advanced Dungeons & Dragons". The project here was to compile all the spells from the entire publication history of AD&D up to that point: as the introduction establishes, "This book is the first in a series that will cover the spells of the AD&D game system from 1975 to 1995" (Vol-1, p. 4), that is: 20 years of publications. The creators here attempted to trawl through every book, module, supplement, Dragon, Dungeon, Polyhedron, and Imagine magazine for wizard spells, updating and polishing as necessary, and put them all in this one reference work. Older spells were formatted in the 2nd Ed. style of the time (somewhat stripped-down headers, range in yards not scale inches, etc.). Forward-and-back references to alternate spell names, reversible spell names, etc., are included throughout. Sidebar notes on historical information and optional usage are given. At the end, an over 100-page set of Appendices is included with lists of different spell categories, specialty lists, errata, and so forth.
This is the kind of work which is not tremendously sexy or "wahoo" but obviously took lots and lots of time and attention -- it took over 3 years from start to finish for the four volumes to be published. I feel like it's the kind of work that I'm attracted to in my own blog writings and elsewhere. Even the 17-page Introduction is a delight to read: well-written and clear-headed about what the project is and what the history of the work has been and why. It gives specific references to works by Jack Vance that one should read to understand the flavor of the AD&D spell system -- scoring extra points for being one of the few places that think to observe that the Vancian creation was a "mathematically-based magic system" (p. 3; emphasis mine). The work clearly follows in the footsteps of the earlier Encyclopedia Magica by Dale "slade" Henson, which compiled the entire history of AD&D magic items in a similar 4-volume set (1994-1995), and established the tradition of various "Compendiums" late in the publishing cycle of editions that came afterward.
Copious new artwork was produced here (about one piece every 3rd page or so) -- while many artists are credited throughout the volumes, it's mostly by Glen Michael Angus and Arnie Swekel (the others above are pretty much just credited in Vol-2). The art has an edgy, lively, active style with a lot of clever situations, reactions, and perspectives -- very old-school, and almost always directly related to one of the unique spells on that page (not just generic "wizard stuff"). The 1st volume cover has a different design than the rest, similar to the prior Encyclopedia Magica (no highlighted logo, no ad copy on the back; top left in the image above) -- in fact, I just this second realized that the white "crease markings" on Vol-1 are part of the art design; for years I thought they were real creases on my copy, until the image googled above showed the exact same markings! The cover is so well done it might be too well done, and it evolved back to a more marketable standard in later volumes.
As noted above, the work tries to incorporate pretty much everything from every source in the first 20 years of the game. Spells from all of the different world settings are included (and annotated symbolically, and indexed at the end), even though some or many of those would be of limited usage in a standard D&D campaign. Original D&D spells were technically left out, although to the extent that they migrated to AD&D, they have versions included. Variant magic systems were not included, such as Forgotten Realms spellfire, Birthright realm-spells, Viking rune-magic etc. Some spells were considered unworkable or obsolete, but even these get short descriptions and references as to "lost magic".
Do I use this compilation in my own games? Well, no, I don't. Partly this is due to my use of the earlier and simpler Original D&D system, and liking a limited number of very short spells that I can have more-or-less memorized and not need to look up during play (see also: my open-gaming product Book of Spells). The other issue is that I've only had the chance to run convention-style one-off games for a number years. But if I had a wide-open campaign I'd like to think that this product would give a fairly deep encyclopedia of spell resources for specialist wizard cabals, NPC magic-users, lost treasure troves, and the like. It's a very nice set.
Okay, so here's where I went through and tried to count up all the spells as best I could. I counted only full spell descriptions in the main body of the books (not the references, reversed spell names, lost magic, or anything like that). Each of the volumes has a note as to its "First Printing" date on the inside cover, and the page numbering runs sequentially through all the volumes (kind of like an academic journal) for a full 1,152 pages.
- Volume 1: A to D, October 1996 -- 576 spells.
- Volume 2: E to Mn, September 1997 -- 597 spells.
- Volume 3: Mo to Sp, February 1998 -- 607 spells.
- Volume 4: Sq to Z, September 1998 -- 393 spells.
The last volume has a smaller number of general spells, because it ends halfway through to make room for the 100+ pages of Appendices. This includes things like the 1st Edition Cantrips (83 cantrip spells), "Dragon King" 10th-level psionic enchantments (28 of those spells), notes on Chronomancy, achieving Lichdom, Paths of Power, and spell lists by frequency, schools of philosophy, effect, thaumaturgy, world setting, specialty, and race. (Cantrips and Dragon King spells are not included in the total count below.) The last page includes errata notes of minor glitches in Vol 1-3 (generally world-specific icons that could be added), and one spell that was accidentally left out of Vol-2 ("Emirikol's Question").
If you're interested in using it, you can use the following affiliate link to get all volumes 1-4 volumes of the AD&D Wizard's Spell Compendium (and help support the Wandering DMs channel at the same time):
2014-01-16
Arrow of Time
New Magic Item: Arrow of Time (Revised)
This very rare arrow acts as +1 to hit and damage. If the archer scores a hit with it, then all action in the prior round is retracted, and that round is played out over again from the start. (The archer's shot with the arrow of time is not changed, and he or she only gets one loopback.) Afterward, probabilities for critical hits or fumbles are increased by one pip (i.e., if normally 1 or 20, then become 1-2 or 19-20) for all parties in the rest of the encounter.This arrow is usually kept to reverse some calamity to the archer's friends (such as a sudden death; although the person rescued never has any perception of the fact or that the arrow does anything at all). Rumors exist of more powerful arrows of time +2 or +3, which can loopback a number of rounds equal to the bonus, and increase criticals by a like amount.
I think that's a little "weirder", as befitting the name of the item, and it also better matches the perception of "less random in the past, more random in the future" which the phenomenon originally describes. Thanks to Confanity & Thiles Targon for challenging me on that!











