Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Friday, June 22, 2012

ICONS Through It's Paces

Our group has just finished it's seventh session of an Icons campaign.  I think we've put the game through it's paces and pushed it's boundaries.  Over the weeks I have expressed some of my opinions of the game.  I wanted to get the group's opinion of the game having been introduced to it.  What are their thoughts on the mechanics, the rules themselves, gameplay etc.

RULES

It seemed overall the general rules-lite supers game had high marks and was enjoyed by all.  With a sense of everyone at the table participating in the game storytelling gave the game an inclusive exciting and fun quality.
"Flexible storytelling, everyone can chime in, or spend determination to retcon stuff. Trust in the story is built between players and 'dm' and we all take ownership of it because we all had a hand in building it." -Clay
This comes off every clear in the rules and in practice it's a blast.  It keeps the GM on his toes and all the players involved.  Even with a linear plot-line it still comes off as very loose with an anything can go feeling.
"...it's a good framework...it needs a lot of role-playing rather than relying on the numbers, (maybe sort of like higher-level D&D?) because the powers get a little silly." -Brian
Also describing things in terms of panels and pages is a stoke of genius in a heroes game.

CHARACTERS
"Character creation is fun. Rolling through the powers to see what comes up is a blast. Also, as a GM, building villains to counter the heroes powers are a lot of fun." - Corey
"Overall the rule set is pretty good and fun to make characters. The only limitations are your imagination." -Mike
 I agree with this 100%.  Coming from Champions back in the day, I wasn't sure how random superhero generation was going to give you an interesting and fun character to play.  Boy, was I wrong!  The character gen is fun, fast and exciting and, IMO, you end up with a lot of unique combinations of powers to flesh out your 'character'.  Like Mike said above;   "The only limitations are your imagination." You do have to go into chargen with an open mind.  Any pre-concieved character ideas will get thrown to the wayside pretty quickly - which can be frustrating for some.  Clay's opinion on this is as follows:
"...character creation is random. I don't like this too much. I really like to nudge around character creation and tweak things a lot. ICONs default creation is random power generation. this create some lopsided teams and goofy powers, making it nearly impossible to start with a theme in mind." -Clay
 POWERS

Overall, the powers provided in ICONS cover just about anything a super can want or need.  The creators captured the color of comic books pretty well with that.  However, some of the powers end up coming off as over-powered or not well defined.  It is a rules lite game but that did cause some rule discussion at the table and research afterwards.  Game flexibility, of course, can help with that summed up by Corey:
"Some are a little hard to handle (Power Leech (power theft) I'm look at you) but balance isn't so important in a game like this." - Corey
That's true.  There is no such thing as balance in this game which is a good thing.  I don't like game balance.  Feeling a sense of looming defeat or death is important in any RPG.  Without it, you're just acting in a play with pre-determined endings.
"Some powers aren't defined well and can easily break a game. They can be house ruled easily enough but if you aren't prepared for it, it can get awkward quickly." - Clay
 GAME MECHANICS

The general game mechanics run on the FATE system.  I had no idea what that was when I started playing the game and I pretty much still don't.  We all felt that the dice rolling was a bit cumbersome and slowed down what otherwise would be an incredibly fast paced game.  Corey seemed to have the biggest issue with it:
"I really don't like the dice mechanics. It almost breaks the game for me. As written in the rules, you have to do four different operations on the dice (subtract one die from the other, add ability score to the result, subtract that result from the opposing value, then see where that result falls on the success chart)....Slam/Stun and the Major/Minor success chart are confusing. Between these and the clunky dice it can really slow down combat." - -Corey
"....though the dicing itself feels a little fiddly sometimes." -Brian  
The rules as written has the heroes rolling all the dice using the method described by Corey to determine outcome.  We switched that to just a single d6 for hero added to ability vs GM rolled d6 added to villain or challenge ability.  That seemed to help the flow quite a bit and received positive reaction from the group:
"Having GM roll one and Player roll one die helps, but it still feels rather clunky." - Corey
"I like the newer dice rules as it makes the game flow better." - Mike
"VS. die rolling, easier and funner in my opinion." - Clay
 That improved the game quite a bit but Major/Minor Slam/Stun rolls, charts and results are still slowing the game down and needs to be streamlined, house-ruled or whatever.  Doing that, however, had us look at changing rolls vs just challenges and other things.  Once the GM started rolling the concept of the heroes rolling everything just flew out the window which didn't necessarily change the feel of the game but other things had to be tweaked slightly.
"I like how everything runs off of the ability scores. If you want to search for something you do an awareness check or hit something you do a prowess check. It's pretty elegant." -Corey
Again that adds to the simplicity of the game and kept things moving forward quickly.  During this game I've come to greatly appreciate a simple d6 gaming system.  I use to love all the different funny looking dice but lately I've been feeling that it's slightly cumbersome.  D6, roll, result, and your done, move on with the story.  I've grown to like that and it brought back memories of my early days with the Holmes Basic D&D set and Traveller.

GAME PLAY

Game-play tended to be fast and loose with everybody having a hand in constructing the story and events in a natural, organic way.  There is plenty of room for characters to think outside the box and for the GM to wing it, in fact, it's almost a must.
"Getting into a situation where you can't hurt your opponent seems like it would be fairly common, since all it needs is someone with a higher defensive skill than anyone's offense...but that comes up in comics a lot, so it's true to the theme. How many villains can really hurt Superman? Not many...so they have to threaten Lois Lane, or turn him into a super-ape, or something." -Brian
Brian brings up a good point.  In comics you cannot always beat a more powerful opponent with fists alone (think the Fantastic Four and Galactus and the Ultimate Nullifier).  This pushes the players to think outside the realms of the character's ability points and the rules and to just make things happen in the game.  Maybe not something many modern gamers are use to but may come more naturally to old-schoolers.

As a campaign, there didn't seem to be a problem with keeping an ongoing story going over a number of sessions. We discussed character 'advancement' a bit and the optional rule that is included in the rule book, slightly modified.  I don't really have a problem with characters not having experience levels to 'advance'.  I'm more interested in the stories that get created around the table.  Not all gamers like this, however. These days players tend to want their character to advance and gain more powers and abilities.  I don't necessarily fall into this camp.  I prefer character growth and change based on their choices and what they experience in game.  Icons does give you the options of character advancement but it's not the focus.  Besides, your heroes are pretty strong to begin with.  How many super-heroes actually gain new powers or abilities in the course of a few adventures?  None.  Maybe over the course of decades of a character's mythology are new powers added, but it is a very slow process. 


FINAL THOUGHTS

Personally I really enjoy the game. With it's quick random character generation, fast combat and loose rules, it reminds me a lot of OD&D or maybe the Holmes or Moldvay rules.  It's a great framework for a heroes game but needs a little additional thought at times and house-rule tweaking to bring it around.  But like OD&D, other Icon gamers have contributed their tweaks to the game and posted them online for others to use.  It may not be for gamers that enjoy fiddling with their character's numbers and having rules for everything or having character level advancement a big part of playing but for me, less is more and simple is better.

As Mike said above:

The only limitations are your imagination.

Tuesday, January 24, 2012

Gameplay Thoughts: ICONS

So last night we had our first session playing ICONS the rules lite super hero rpg.

Every first session of a new rpg is always a little bumpy but we got through it mostly unscathed. Here's my initial thoughts on how the game played through.

The story portion of it went well as did most of the mechanics. We seemed to get a bit stuck on the slams and stuns but it did appear we did it correctly for the most part. The tests against slams and stuns, though simple, slowed us down and took us out of the combat. Though combat was easy it took a bit to get things flowing.

Having the GM not rolling any dice is a bit odd and took a while to get use to. The thing that I like about it is that the GM can just sit back and enjoy manipulating the game and not have to mess with any dice. As GM I did roll for NPC stuns and slams but I think I may bounce that back towards the players. Dunno yet.

The great thing about the game is it's open-ended rules. There's a lot of space for interpretation which is both a good and a bad thing. Taking the rules as is, some powers are extremely powerful - at the moment it seems too powerful while some weren't powerful enough. That caused some conversation at the table that took us out of the game. I guess if you're using ICONS as a one-shot that might not be such a big deal you just kind of play though it and have a good time, but for something more substantial like a campaign, those issues become much more important.

One power that caused us all kind of trouble was Power Theft which turned out to be quite powerful; stealing opponents powers almost at will. The player took the bonus of being able to siphon powers from a distance without having to touch them. Powers stolen are retained for 10 times the level of power in pages (rounds). So Power Theft with a power level of 6 can hold a power for 60 pages (round). Since combat lasts only about 3 to 10 pages, an opponent can be rendered helpless for the combat or even game session. There's no limit, that I can find, on the number of powers that one can steal. Also no mention on which power is siphoned if the opponent has multiple powers. When running a villain, you don't really want to advertise what powers he might have, that should be left up for the players to discover. That can be fixed with a random dice roll.

Also, my issue as a GM was I felt that Power Theft would only work against natural powers and not gadgets or mechanical powers as these were machines mimicking a power and no real power energy would be available. That was a point of debate especially since a good portion of the villains were machines. And any debate at the table takes away from game play.

Other powers that have come up that the rules leave vague or seem to be too weak or too strong are Invisibility and Regeneration. I'll touch on those a bit later.

Also, during gameplay, powers had to be looked up frequently. The way the book is laid-out makes reference a bit of a hassle. I made a number of cheat sheets and downloaded others but the looking up powers were a bit of an issue. It would be nice if they had a simplified version of the powers with quick reference stat blocks that you can reference at a glance, like monster manual stat blocks. I'll have to look at the powers and see what can be worked up.

Beyond those issues, the action and story moved forward and the mechanics did become easier to work with. It is rules lite and fast paced and I think it's perfect for our rotational GM campaign as a game session can be pretty easy to run. I ran my session last night and Corey is up next. We'll see how the game irons out as we progress through the circle. Overall the feelings were pretty positive.

I'll be posting a session summary soon as well as stat blocks of the villains.

Wednesday, November 30, 2011

ICONS' Appeal To Me, An Old Schooler

What is it about ICONS, a modern rules-lite heroes game, that has such strong appeal to me, a self-proclaimed old-school gamer?

Good question, I'm glad you asked me!

I'm not a big fan of modern table-top RPGs. With but a few exceptions, I think most of the rules are way over complicated, character generation is absurdly drawn out, and the marketing aspect of having to purchase more 'optional' books and crap is, well, just a shitty marketing ploy. I'm a cheap-ass gamer, if I can't get something for a few dollars or less I'll just make it myself. Plus I always felt that the odds of killing some monster are really the same no matter if you're a 5th level Fighting-man battling a room full of Ogres or if your a 5th level Gnome Barbarian who's half Lycanthrope with a +8 quarterstaff of dread and rolling 20d6+3 for dammage battling a room full of Ogres (well, you know what I mean). The game mechanics just scale but the odds are the same just over complicated. Feel free to check my math, but that's my theory anyway.

The same story is told, the same battles take place so why not keep it simple? Who really has the time for all that nit-picking? I just want to have a good time with friends where we all tell a story.

So back to ICONS....

First off, ICONS is a rules/mechanic lite game. 2d6 and the players make all the rolls testing one ability against another. Modifiers are kept to a minimum. Anything goes in combat between heroes and villains but the rules are simple and open enough that with just half a thought rolls can be made. The action and the game is colored by all the players involved. Actions are fully open to the depth of the players imagination, which I think is THE key element to any rules-lite game. The same rolls of the dice my be used to determine similar actions but what the player adds to that action determines the drama. Again, the creativity of play falls back onto the players and not the rules.


Though the layout and production of the rules and supplements may have a Bruce Timm cartoon quality to it don't let that fool you, the game can be played with any mood in mind, from a grim, dark and dirty avenging knight to a Kirby-esque cosmic level world eating threat and anything in-between. The rules give you just what is needed to take it anywhere you want to go. It's a complete game in under 130 pages.

Steve Kenson, the creator of ICONS (and of Mutants and Masterminds) hit the nail on the head with what I feel is a modern old-school style game. There are plenty of references in the rules to 'using common sense' and 'just make it up' which might be alien to some strictly modern gamers but is pure gold for someone coming from an Old School background. In the section that is called Game Rules vs. Common Sense Kenson wryly states:
'...ignore the rules and go with what makes the most sense to you and what
you think will be the most fair and fun for your players; and if one of them should object and say, “That’s not in the rules!” point them to this paragraph and say, “Yes, it is.” '
Beautiful loophole to put rule sticklers in their place.

Character generation is quick and exciting and sparks plenty of imaginative characters. Everything is laid out for a player to flesh out his rolled character with his own creativity. That's a beautiful reference to the early versions of RPGs where the player developed the character based on a few stat rolls and not the other way around. And that's the point, there is plenty of room for developing a well rounded, three-dimensional character based on the players imagination and not dice rolls.

Kenson gives us random charts to create adventure hooks on the fly, a handful (13) of fully fleshed out colorful villains each with origins and three adventure ideas, and even a sample adventure. Did I mention a provided single page character sheet with a full quarter of it left open for you to draw your character?

As I mentioned above, it's a complete game in 130 pages. Adamant Entertainment have the pdf rules on sale right now over at RPG Now for $1.99. So for that price it's worth checking out. I'm not a big fan of using rules in pdf format. I usually need to reference and flip back quickly to clarify and compare elements so I actually purchased the print version of the rules. Now, the cost is a bit steep for what I would pay for a 130 page rule book but I made the exception for ICONS and was very happy with the purchase. A very well produced and printed book, the size and shape of a graphic novel.

So in short, why ICONS appeals to me, an old-school gamer:
  1. Complete game in 130 pages.
  2. Quick and creative character generation
  3. Rules-lite with simple mechanics
  4. An anything goes and anything can happen attitude
  5. Creative game play is left up the the players around the table and not the dice
  6. Adventures and villains included.

One common criticism of the game is that it is limited towards long term campaign play. This I disagree with. It can work fine in long-term play as is or with a couple of simple house rules to allow for character 'advancement' or a point based character creation process. Like many of the games I started out with, Holmes Basic D&D, Traveller, and Top Secret the game doesn't have to 'define' specific rules for 'level' advancement, character development and situations define that. Levels are just a guide.

So there you have it. The mystery of the allure of ICONS revealed.

Tuesday, November 8, 2011

Warlock's Book Review: Men of Tomorrow

Though I love reading I'm not much for writing up book recommendations. Movies? Sure. But books, there are plenty of other folks out there that can give you a better explanation of why one should read a book. Me, I either like it or don't like it and I have my reasons.

Today I make an exception.

"Men Of Tomorrow: Geeks, Gangsters and the Birth of Geek Culture" (2005) by Gerard Jones was a fascinating read - a book I couldn't put down and one of the best books I've read this year.

It follows the history of Jewish immigrants and 1st generation Americans as they claw their way into the American dream and into the American consciousness creating our modern geek culture and media empires.

This incredibly researched book revolves around Harry Donenfeld, Jack Liebowitz, Jerry Siegel and Joe Shuster (the creators of Superman) and all the other Golden Age creators that gave birth to the superhero and the comic book.

It follows the history of Donenfeld as he works with gangsters and bootleggers during prohibition setting up a network that would later evolve into distributing his Spicy Tales nudie mags and eventually comics. It follows Siegel & Shuster's evolution of geek culture through fanzines of the early pulps and the beginnings of the Science Fiction genre and their creation of and eventual 'sale' to Donenfeld of Superman, the hero that started an industry. It follows Jack Liebowitz, Donenfeld's accountant who cultivated and controlled the comic book industry with National Periodicals (DC comics) all the way to becoming the senior board member of Warner Communications.

Filled in with the other creators of the industry, Bill Gains and EC comics, Will Eisner, Bob Kane and Bill Finger, Jack Kirby, Stan Lee and the 'birth' of modern Marvel comics and even Fredrick Wertheim (Seduction of the Innocent) all amidst the backdrop of the 50 year battle over the ownership of Superman, it's the best history of the industry I've ever read.

I highly recommend it for anyone interested in Pulps, Comics and Geek culture in general.

On a side note, years ago I (mostly) read Michael Chabon's fictional "The Adventures of Caviler and Clay". I found that novel extremely frustrating in it's portrayal of the early history of the industry and the (based-on-real-life) characters. As I read his book I didn't want some fictional story I wanted the real story with the real people involved. Men of Tomorrow is that book and I cannot praise it enough.

Tuesday, August 16, 2011

Warlock Movie Review: The People vs George Lucas

"If only you knew the power of the Dark Side."
-Darth Vader from The Empire Strikes Back


As our gaming session fell apart last night due to birthing a baby, my wife and I went out to the local movie house in Tucson, The Loft, and caught The People vs George Lucas - an entertaining and often hilarious documentary about a bunch of 40 something geeks loving and hating on the famed director's revisionist obsession of their childhood space fantasy sandbox; the Star Wars epic.

The People vs George Lucas touches on all the famed subjects of this infamous debate over the original Star Wars, the prequels and the revised editions of the original movies. It leaves no stone unturned as director Alexandre O. Philippe hits everything from Amadala to Jar Jar and all the midichlorians in-between. Filled with interviews, clips from the movies and fan made films it's a clever 'Hell-ride' (yes, there's even an appearance by Wesley Willis

Philippe's camera is not only focused on George Lucas but also the sub-culture that was spawned back in 1977 and the obsessed fans who we can probably identify with all too well. In fact, as the folks interviewed recount their experiences of the original films and then the long awaited prequels you can't help but feel a part of the same emotional roller-coaster ride that well all experienced.

The film is limited release right now but it is well worth trying to get previewed into your town.

It's a brilliant and entertaining little movie about a man who expanded our dream of a galaxy far far away and then demolished it.....from a certain point of view.


Saturday, August 13, 2011

Supers Inspiration: The Avengers Cartoon

I grew up a Marvels guy. Sure I had my handfuls of Superman, Bat-man, JLA, GL and the Flash, but it was always Marvel's high-octane drama that did it for me. Spidey, Cap and of course The Avengers.

Lots of folk liked the Bruce Timm DC series'; Batman, Superman and the JLA. I agreed, they were beautifully drawn animated stories that took the characters seriously. A big departure, IMO, from the Japanese Anime influenced hero cartoons from the late 80's and 90's. But I was never 'hooked' so to speak.

But now we have The Avengers: Earth's Mightiest Heroes animated cartoon and on this I am hooked. It's a Bruce Timm influenced cartoon of the Marvel Universe. They capture the evolution of the bickering team quite well and pack it with all aspects of their prized universe. Though a modern take on the heroes, it pays great homage to the Avengers of the 1960's & 70's through the development of the marvel expected depth of characters, the interwoven extended plots and villains galore.

From Ant-man / Giant-man (which is awesome in and of itself), to the discovery of Captain America, the crabby Hulk as a member, to the Masters of Evil and the Kree Skrull war it's a cartoon that touches on every almost every aspect of classic Marvel Comics greatness.

Though kids will love it, adults and fans of the characters will enjoy the character dynamics and plotlines even more.

I do have to say that the theme-song is the most irritating, ear-bleeding piece of crap I've ever heard that anymore than just a brief first listen will explode your brains.

So, for some great Supers action (and inspiration) check out The Avengers: Earth's Mightiest Heroes, streaming from NetFlix! You will not be disappointed.

Wednesday, June 15, 2011

Warlock Movie Review: Black Death

What do you get when you cross a couple of veteran knights, a thief and a novice cleric with the Wicker-man? You get one heck of a great D&D flavored flick called Black Death (2010)!

Directed by Christopher Smith and staring Sean Bean (Game of Thrones & Boromir from LOTR) it's a story set in 14th century England during the era of the Plague (Black Death). It's a gritty, dirty, and brutally violent film about a party of veteran knights sent by the bishop to investigate a village that appeared to be unaffected by the plague. The Church believes that the village is run by a necromancer and that they are raising the dead. Bean as Ulric, the leader of the group, enlists a novice Christian monk to accompany them.

Now if that doesn't sound like a D&D hook, I don't know what does.

Great atmosphere and enjoyable characters carry the story through some unexpected turns. And when the swords (along with maces and axes) start to swing, body parts go flying! I don't want to give anything away but it is a grim tale indeed, though at times, you may think back to Monty Python and the Holy Grail with the plague and the dead and all that (but really, it's not funny at all).



You can pick it up via NetFlix instant so add it to you cue right now! A great movie to get you in the mood for some inspired dice throwing!


Update: Read Stefan Poag's review of this movie also over at Aldeboran if you really need a second opinion ; )

Saturday, April 2, 2011

Warlock Movie Review: Centurion (for real)

I watched Centurion (2010) this week on Netflix instant download. I have to say I was pleasantly entertained. It's not a perfect movie by any means, I would've rewritten the script one more time to add some depth to the characters so that the audience can gain a bit more connection, but I enjoyed the scenic vistas, the action and the bloody battles.

The basic story is of a group of Empire spreading Roman soldiers in 70 AD as they fight for their lives trying to make it back from behind the lines of the savage Picts. Kind of your typical war film plot but taking place almost 2000 years ago.

It's a brutal movie with quite a bit of axe to the head, arrows through the face bloody sword wielding melees but done well. Rated R for a reason. Not for the young ones but us older fantasy RPGing grognards will enjoy the wilderness adventure as the soldiers cross rugged winter forests while being tailed by one wicked she-bitch of a Pict tracker. It's no reason why the Romans want to expand their empire into this land as the Pict women are hot!
There were plenty of unexpected twists which kept me interested, though again I would have been more-so if the characters and relationships were developed a bit more. Written and directed by Neil Marshal (who directed the thrilling The Descent and the upcoming Pride and Prejudice with Zombies) does a great job with the actors and the mood of the film and again, the battles were quite enjoyable.

Without a true 'fantasy' element this film, for me anyway, was a great tale of swords and survival that can inspire any FRPG campaign.

One other thing I might mention is that I couldn't help but think that some movies capture the savagery of what a Conan film should be more than an actual Conan film. With armored Roman soldiers (Aquilonian troops) in a battle on the frontier with savage Picts, one can't help but think of Howard's 'Beyond the Black River'. We can only hope that the upcoming 'barbarian' flick will be half as well done as Centurion.

So if you're looking for a enjoyable way to pass some time this weekend I'd check out Centurion.

Saturday, March 12, 2011

Wednesday, December 22, 2010

Projecting D&D

Sometimes movies that have nothing to do with fantasy interpret the old school style of D&D much better than many fantasy movies do.

For example, my wife and I have been watching the mini-series Lonesome Dove (1988) this week. It stars Robert Duvall (with pretty great performance, I must say!), Tommy Lee Jones, Robert Urich, Danny Glover, a young Steve Buscemi and Chris Cooper and a very attractive Diane Lane who all put in great performances supported by an outstanding script.

It is a western about two former Texas rangers (Duvall and Jones) who decide to move cattle from southern Texas to Montana.

Pretty standard fare, right?

Well, first off, morality is quite blurred as these 'good guys' rob, gamble, and have quite an affinity for chasing down the whores. And I don't mean some stereotypical broad stroke of a character. It's the underlying theme of the story. In fact, most of their conversations revolve around whores and killing Indians. Their whole venture is based on stolen cattle and horses from a rancher in Mexico.

Lonesome Dove is a godforsaken town in the middle of southern Texas along the Rio Grande river. It's not much of any type of settlement but these two rangers have cleared at least a couple of hexes worth of indians and bandits.

As they break out on their journey, they are accompanied by a number of great NPCs and are followed around by a number of interesting sub-plots.

It's a great slow-paced wilderness adventure filled with danger at every turn, small towns and gritty violent death. It doesn't hold back on any of the true darkness that is missing from most westerns. In fact, the violence can be quite pulpy if you take my meaning. Oh and being a woman in this movie is not something that anyone would find enjoyable no matter how tough a character they may be.

True, westerns are not a far cry from the worlds of rough D&D adventures but this has more of a classic pulp D&D vibe with it's camaraderie, blurred morality, tough characters, wild lands and savage violence than most other fantasy movies.

Am I just projecting D&D onto a show I'm watching? Well when my wife, who has only been playing D&D for about 6 or 7 sessions now, blurts out, "this is one old school adventure!", there must be something there to take notice.

So over this holiday season, if you can't roll dice and you have a taste for a great wilderness adventure I would suggest checking out the mini-series Lonesome Dove (I think they made a tv series after it but I can't vouch for that). You can watch it instantly on NetFlix.

Tuesday, August 3, 2010

Save Or Die! Classic D&D Podcast

Check out this new weekly podcast called Save Or Die! Our hosts, Liz, Mike and Vince chat about the early days of D&D with a great focus on the rules-lite classic style of the game.

1st Cast: Adventure 1 (with a review about B1 In Search of the Unknown)

2nd Cast: Interview with Tim Kask

Monday, April 12, 2010

Savage Swords of Athanor


On Friday I received my latest Lulu purchase in the mail-box (always a great way to end the week), Doug Easterly's Savage Swords of Athanor available through Lulu.

Now the thing I really love about this Old School Revival are all the booklets, downloads and publications that other gamers are putting out for both free and pay. Some of my favorites would be peoples house-rules and campaign worlds.

As you may know, I tend to cherry pick the best of peoples house rules out there and fit them to my own campaign. So I love gathering these books up and getting fresh ideas.

Savage Swords is a great little booklet. Easterly put together a very creative, pulpy, planetary romance world in the vein of Burroughs' Mars stories using the Swords & Wizardry White Box as it's foundation. In just 63 pages Easterly gives a perfect broad-stroke of this hex based planetary setting and the city state of Zamora. He doesn't weigh the book down with needless detail but gives you just the right amount of information for the GM to jump in and color this savage world.

Savage Swords of Athanor is broken up into 3 familiar sections, Men and Magic, Monsters and Treasures, and Underworld & Wilderness Adventures which bring to mind the original Little Brown Books. These sections cover everything from new alien races, mutations, Treasures of the Ancients, The City State of Zamora, Planetary Encounters, a mild skill system, details of the planet Athanor, adventure hooks and much, much more all packed into 63 pages. The book also suggests what to remove from the standard Swords & Wizardry rules (races, classes and monsters) to bring it in line with the world of Athanor.

As with any campaign world that takes the fantasy concept outside of the 'comfortable' classic setting of elves, dwarves, and wizards, there is always that curve of getting GM and player up to speed with the extra fantastic world setting, culture and races. Easterly realizes that and provides the familiar character type of Earthman to help players jump into the Savage World of Athanor.

If you love deep pulpy campaign worlds settings I would highly recommend Doug Easterly's Savage Swords of Arthanor. At a concise 63 pages it's a perfect length to get into a fantastic fantasy world. I plan on transporting my current players there sometime in the near future. What better way to keep them on their toes!

Monday, March 15, 2010

The Outpost On The Edge Of The Far Reaches Reviewed

James over at the Underdark Gazette has a nice review of The Outpost On The Edge Of The Far Reaches adventure module. So a big thanks to James for taking the time to give the module a write-up.

I'm currently offering the module as a free pdf download so now is your chance to pick it up. If you like it, you can purchase the print version through Lulu or directly through me via my IndieOnly Comics website.