Reviews from R'lyeh: 1984: Railway Rivals

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Showing posts with label d20 System. Show all posts
Showing posts with label d20 System. Show all posts

Wednesday, 31 December 2014

1974: Original Dungeons & Dragons

Posted on 12:23 by Anthony Carold
1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

-oOo-

The truth is that this is one review that I never expected to write. After all, in the fifteen years of my being a published reviewer I have never had the reason to write this review. Yet surely its existence and that 2014 marks the fortieth anniversary of its publication—the very reason why the Reviews from R’lyeh anniversary series is being written—means that it should be written. The other reason I never expected to write this review was I did not own a copy of the game in question, but that became a possibility in 2013 with the publication by Wizards of the Coast of the Original Dungeons & Dragons Premium Reprint. So this then is a review of both—not just the aforementioned Original Dungeons & Dragons Premium Reprint, but also Original Dungeons & Dragons.


In publishing the Original Dungeons & Dragons Premium Reprint, Wizards of the Coast has taken the contents of the 1974 Dungeons & Dragons White Box—‘ Volume 1: Men & Magic’, ‘Volume 2: Monsters & Treasure’, and ‘Volume 3: Underworld & Wilderness Adventures’ and added to it the supplements that came after it—‘Supplement I: Greyhawk’, ‘Supplement II: Blackmoor’, ‘Supplement III: Eldritch Wizardry’, and ‘Supplement IV: Gods, Demi-Gods & Heroes’, plus a complete set of very lovely polyhedral dice. All placed in a deep wooden presentation box etched with the famous fire-breathing dragon ampersand. The individual books themselves are beautifully presented, with just a little tidying up internally, and the use of the marbled texture for their covers, exactly as the original books in 1974.

As a complete package, the Original Dungeons & Dragons Premium Reprint is beautifully presented, but make no mistake, this is a piece of gaming history, a piece of gaming ephemera. There can be no doubt that the contents of this lovely wooden box can be played—after all, the original roleplayers did so for many years with the copies of the Original Dungeons & Dragons they bought in the 1970s—but why would you? Putting aside the fact that there are better versions of Dungeons & Dragons and the like available to play, the Original Dungeons & Dragons Premium Reprint is a collector’s item—and very nice it is too.

In reviewing the Original Dungeons & Dragons, we are concerned only with the three books that appeared in the White Box, for only they appeared in 1974. Thus this review is limited to—‘Volume 1: Men & Magic’, ‘Volume 2: Monsters & Treasure’, and ‘Volume 3: Underworld & Wilderness Adventures’. The starting point of course, is Chainmail, the miniatures campaign rules published by TSR out of which grew Dungeons & Dragons. Its influence upon Dungeons & Dragons is profound and cannot be underestimated—indeed this influence would arguably hinder the development of the game for over a quarter of a century, until the advent of Dungeons & Dragons Third Edition in 2000. Despite owning a copy of Original Dungeons & Dragons, it was not complete as Chainmail was required to handle combat, though an alternative combat system better allowed for man-to-man or man-to-monster fights, using a set of tables that will look familiar to anyone who played Basic Dungeons & Dragons or Advanced Dungeons & Dragons. What this means is that Original Dungeons & Dragons lived up its subtitle, ‘Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures’.

Characters options are limited to three Classes—Fighting-Man, Magic-User, and Cleric—and four races—Human, Dwarf, Elf, and Halflings (note, the 1974 version of Original Dungeons & Dragons had the Hobbit instead of Halfling, but that was before the Tolkien estate got litigious). The possibility of playing other character types is suggested, but left for the referee to develop. Much like the later Advanced Dungeons & Dragons and Basic Dungeons & Dragons, Halflings and Dwarfs are essentially Fighting-Men (Fighters) with Level caps on how far they can progress, whereas the Elf was allowed to switch between the Fighting-Man and the Magic-User whilst still under the limits of a Level cap. Other differences include there just being the three simple Alignments—Law, Neutral, and Chaos; and attributes primarily providing an Experience Point bonus depending upon a character’s class—Strength for Fighting-Men, Wisdom for Clerics, and so on, though Constitution provides a Hit Point bonus and Dexterity a missile fire to hit bonus. Nevertheless, a character still looks very similar to those that would come in later versions of the game—the same six attributes—Strength, Intelligence, Wisdom, Constitution, Dexterity, and Charisma; and Armour Class runs from ‘none’ (AC 9) down to ‘plate & shield’ (AC 2).

Another oddity is the under use of Alignment. It is only important for the Cleric Class, limiting the type of structure that the Cleric can build when he gets to high enough level and access to some spells. At this nascent stage of the hobby, Clerics do not worship a specific deity—such information would not be available until the release of ‘Supplement IV: Gods, Demi-Gods & Heroes’ and then later, Deities & Demi-Gods for Advanced Dungeons & Dragons. Of course, the one way in which Alignment affected every character, regardless of their Class, was what magic items they could use. The inclusion of Alignment seems superfluous here, but much like the rest of Original Dungeons & Dragons, it lays the foundation for one of the elements that have underpinned Dungeons & Dragons ever since.

The spells listed in ‘Volume 1: Men & Magic’ are all generic in nature. So what is included is Charm Person, Wizard Lock, Locate Object, Turn Sticks to Snakes, and so on, but not named spells like Bigby's Grasping Hand or Leomund's Tiny Hut. These of course would make an appearance in later versions of Dungeons & Dragons. Still, the spells are limited in Original Dungeons & Dragons so that Magic-User needs to be able to cast Third Level spells before he can cast any that do physical damage and the Cleric’s spells are very much focused on healing and support.

Perhaps the strangest thing in ‘Volume 1: Men & Magic’ is its given ‘Scope’. It is suggested that a campaign can handle between four and fifty players, but that the recommended referee to player ratio is one to twenty! Now I have played in a campaign—D1-2 Descent Into the Depths of the Earth, D3 Vault of the Drow, and Q1 Queen of the Demonweb Pits—with eleven or twelve players, but not twenty! By modern standards, no Dungeon Master could be expected to give attention to fifty players, let alone twenty and give them the time to tell their stories.

Nicely though, the Foreword to ‘Volume 1: Men & Magic’ prefigures the famous ‘Appendix N’ in the Dungeon Master’s Guide for Advanced Dungeons & Dragons. It suggests Edgar Rice Burroughs’ Martian stories, Robert E. Howard’s Conan tales, Fritz Leiber’s Fafhrd and the Gray Mouser adventures as inspiration. These suggestions point to a more pulpy inspiration, but what is curious is an absence from the list—J.R.R. Tolkien. So no The Hobbit and no The Lord of the Rings. Their later inclusion as inspiration would arguably make Dungeons & Dragons a much drier game, but their influence is very, very much in evidence here in terms of the Classes and Races available to play, and then equally, if not more so, in later editions of Dungeons & Dragons.

Physically, ‘Volume 1: Men & Magic’ is ill-organised. Concepts such as Levels are detailed after equipment and encumbrance has been discussed, so by modern standards, there is no progression of subjects in a step-by-step process. Fortunately, this book is short enough to make flipping back and forth anything other than a challenge. 

‘Volume 2: Monsters & Treasure’ lists some sixty or so entries in terms of foes, from Kobold and Goblins to signature creatures such as Green Slime and Purple Worm. Their main stats are listed in one large table with descriptions given later. These rarely amount to more than a paragraph or two, and only Dragons receiving as much comparative attention as they would in later editions of the game. This varying degree of attention feels unwieldy and unfair, so that Goblins and Kobolds are just there to butcher, but Dragons can be treated with, even subdued, which to be honest, feels very Tolkienesque. Sadly what is missing from this reprint is the citing of sources that appeared in the original version of Original Dungeons & Dragons. So no listing Tolkien as the source for Orcs, Wights, Spectres, or Rocs, and so on. This is for copyright reasons of course, but it is disappointing. The list of magical items and treasures reads like a ‘what’s what’ to come in future editions.

Where ‘Volume 1: Men & Magic’ gives you what you played, ‘Volume 2: Monsters & Treasure’ gives you things to fight and things to find, ‘Volume 3: Underworld & Wilderness Adventures’ tells you how to play. It starts out with what might well be the first example of a dungeon before the publication of ‘Temple of the Frog’ in ‘Supplement II: Blackmoor’, and to be blunt, it is a terrible example. The problem is that its focus is upon mapping tricks designed to confuse and exasperate the player characters as they explore it, rather than on monsters and other threats, which feel lumped together. There is advice on stocking these underworlds with monsters and with a different treasure system, but more interesting is what is the very first example of play. It again betrays the origins of Original Dungeons & Dragons as a wargame, for its focus is entirely upon the Referee and Caller—the latter a role that would persist well into Advanced Dungeons & Dragons—with no room for roleplaying or the input for the other players. The result is a rather drab experience, with not even the prospect of combat to enliven things up or give a sense of threat. It is just a little too mechanical.

Where Original Dungeons & Dragons suggested Chainmail as the means to handle combat, for wilderness travel it also suggests something else. This is Outdoor Survival, the 1972 Avalon Hill game. Here also is the first mention of both classic locations for Dungeons & Dragons, Greyhawk and Blackmoor, hinting at their contents, but not detailing them. They feel oddly rife with possibilities, but are here left undeveloped with only the map of the Outdoor Survival game for the Referee to go on. There is little advice as to how to create maps beyond the use of the game, and it feels oddly underdeveloped. Beyond this, ‘Volume 3: Underworld & Wilderness Adventures’ covers naval and aerial combat, hiring specialists, and so on. One notable rule is the ‘Angry Villager Rule’, one that suggests that should the player characters get out of line then the Referee should set the angry villagers/city watchmen/thieves’ guild members upon them. Not only will this happen, then the player characters cannot resist it. How I bet that some Dungeon Masters wish that this rule was still in effect!

Rounding out ‘Volume 3: Underworld & Wilderness Adventures’ is a short section on healing. Vitally important in play, but lost at the very end of the rules. More importantly overall, the Afterword states that much has been glossed over, that Original Dungeons & Dragons contains only the essentials and that where any further trimmings are needed, then they will have to be added by the Referee and his players. There are of course undoubted omissions from Original Dungeons & Dragons—too many to list—evidence of that obviously showing in subsequent editions of Dungeons & Dragons.

Physically, these three booklets are pleasingly presented. The organisation is terrible and the pen and ink illustrations are, to be frank, terrible.

Ultimately, this is not a review that can really be written without the hindsight of forty years of roleplaying development and the race for the development of Dungeons & Dragons to catch up. Understandably, there is a rawness to Original Dungeons & Dragons. It is after all, the blueprint from which all other RPGs would spring. This means that it is not perfect and there are elements, bad habits even, that it would take a quarter of a century for Dungeons & Dragons to overcome as a roleplaying game. Arguably, this is not even the first roleplaying game, since the term would not appear at the time of its publication, but would be coined a year later in a review in White Dwarf. It is still too much of a wargame and an unforgiving one at that. A fascinating piece of history that was perhaps a step towards the first real roleplaying game, but however innovative it was in 1974, it was not quite there yet. As radical as Original Dungeons & Dragons was in 1974, perhaps it is too raw a game to be playable by modern standards.
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Posted in 2004, Advanced Dungeons and Dragons, Anniversary, Basic Dungeons and Dragons, d20 System, Dungeons and Dragons, Inc., TSR, Wizards of the Coast | No comments

Tuesday, 16 December 2014

2004: Castles & Crusades

Posted on 12:48 by Anthony Carold
1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, will releasing the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles to be reviewed. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

-oOo-

Picking titles from one anniversary to the next has proved to be easier for some years than others. 1984 was a particularly fruitful year, offering plenty of choices, but the subsequent anniversaries—1994 and 2004—in terms of RPGs and board games have been more challenging. 1994 is difficult because it was at the height of the Magic the Gathering boom, it was before Settlers of Catan would initiate the popularity in board games that we see today, and it was at a time when RPGs were tending towards generic rules. By 2004, board games were truly on their rise to popularity that we know today, whilst RPGs tended to be dominated by their use of the d20 System, the mechanics derived from Dungeons & Dragons, Third Edition. 

Yet at a time when the hobby thought that the d20 System could do everything, Troll Lord Games went and showed you what it did well, not with something new, but with something old. Something old in a slightly new way. What the designers at Troll Lord Games did was strip back the d20 System so that it did not emulate Dungeons & Dragons, Third Edition, the then current version of the game, but instead emulated older editions of the game. In particular, Dungeons & Dragons and Basic Dungeons & Dragons, the versions of the RPG that essentially predated Advanced Dungeons & Dragons and then paralleled it (if only for a while).

It began with something small, just as the original Dungeons & Dragons had done—a white box. This was the Castles & Crusades Collector’s Edition or Castles & Crusades: A Guide & Rules System for Fantasy Role Playing. Inside, as was traditional, could be found the three digest-sized booklets, the full set of polyhedral dice, and a white crayon. The three booklets, the 'Players Handbook', 'Monsters & Treasures', and 'The Rising Knight'—the latter the boxed set’s adventure, each no more than thirty-six pages long, aped ‘Volume 1: Men & Magic’, ‘Volume 2: Monsters & Treasure’, and ‘Volume 3: Underworld & Wilderness Adventures’, the three books of the original boxed set for Dungeons & Dragons, in being plain, simple affairs. Similarly they presented just four character Classes—Cleric, Fighter, Rogue, and Wizard—who can rise only up to tenth Level; the classic four races—Dwarf, Elf, Halfling, and Human; a goodly selection of monsters, spells, and treasures; and a decent enough adventure in the form of 'The Rising Knight'. Overall the package was pleasingly complete, and at the time in 2004, very well received.

Of course, Castles & Crusades could just been another ‘Retroclone’, a simple emulation of Dungeons & Dragons past. It is not that for one very good reason—which will be explained shortly. What marked it out though as a version of Dungeons & Dragons different to those past—at least until the advent of Dungeons & Dragons Third Edition in 2000. What Troll Lord Games introduced to its version of Advanced Dungeons & Dragons with Castles & Crusades was the SIEGE Engine. This was its core mechanic for every situation bar combat, which worked just like the d20 System. The SIEGE Engine was an attribute check system which divided each character’s and each monster’s attributes into primary and secondary attributes. Primary attributes gave a base target to succeed of 12 and secondary attributes gave a base target to succeed of 18, with primary and secondary attributes determined according to a Class and race. Every situation had a Challenge Level that could be added to the base target, which gave a Challenge Class against which a player would roll and add bonuses for character's Level, attributes, and Class. In play it proved to be a simple means of handling almost any situation in the game.

What this meant was that Castles & Crusades essentially brought coherence to the play of a game like Advanced Dungeons & Dragons without the perceived complexities that had come with Dungeons & Dragons Third Edition. It also did one other thing because as has already been mentioned, Castles & Crusades was not just another ‘Retroclone’, a simple emulation of Dungeons & Dragons past. This was because at time, in 2004, there were no other Retroclones—‘Old School Reference and Index Compilation’ or OSRIC would not appear until 2006. Which means that arguably, Castles & Crusades was the very first Retroclone, the one that other small publishers would be inspired by, if not actually emulate.

In the decade since, Castles & Crusades has continued to be popular. Its publisher, Troll Lord Games would release numerous books and supplements, plus thirty or so scenarios, for the game, the most obvious and useful one being the Players Handbook which contained the core thirteen player character Classes and seven Races as well as the core rules necessary to play the game. In the process, together with Paizo Publishing’s Pathfinder Roleplaying Game, it would support a style of play that would not be supported by mainstream Dungeons & Dragons  between 2007 and 2014. To celebrate the game’s tenth anniversary, Troll Lord Games has published the Castles & Crusades Black Box Set, a limited edition supplement that supports both the Castles & Crusades Collector’s Edition and Castles & Crusades itself.

It should be made clear that the Castles & Crusades Black Box Set is not simply a new presentation of the Castles & Crusades Collector’s Edition. It is instead a supplement, much in the same way that Greyhawk – Supplement I, Blackmoor – Supplement II, Eldritch Wizardry – Supplement III, Gods Demi-gods & Heroes – Supplement IV, and Swords & Spells – Supplement V were all supplements for the original Dungeons & Dragons. Indeed, it could be said that the Castles & Crusades Black Box Set contains similarities to all five of these supplements, so the question is, just what is in the Castles & Crusades Black Box Set? Its content consists of three booklets the ‘Adventurers Backpack’, ‘Of Gods & Monsters of Aihrde’, and ‘The Golden Familiar’, a complete set of Castles & Crusades polyhedral dice—black of course, and for the first three hundred printed, a plate signed by the designers.

The first of these, ‘Adventurers Backpack – Volume 1 of Three Booklets’, is arguably the most interesting of the three. It starts by giving us four new Classes—the Archer, the Avatar, the Thief, and the Magic-User. The first two of these are wholly new Classes, whilst the latter two are interesting interpretations of old Classes. The Archer is a Fighter that specialises in the use of the bow and crossbow, able to grab the initiative if they have an arrow or bow nocked, shoot two arrows per Round, incapacitate with a single shot, dodge incoming arrows, and even fire curved shots. Where the Cleric in Dungeons & Dragons attempts to espouse and live up to the ideals of his deity, in return receiving spells and various god-given abilities, the Avatar is this god given physical, corporeal form. Created to fulfill a particular purpose, an Avatar uses Mana Points to cast both Arcane and Divine spells and can even draw on its Hit Points if tries to cast spells beyond its Level. The Avatar's main power is its deific voice to grant a morale boost, fortitude, enthrall listeners, and even stun them!

The first of the familiar sounding Classes is the Thief. This is not the recreation of the burglar-style Thief that has been with since 1974, but a more social malcontent. The two Classes share abilities, but can now Case a person or location, Distract others, Spin a tale and detect lies, Blend into a crowd, Lay the Path for escape routes, and carry out forgery. It makes the Class much more flexible and yes, perhaps pushes it towards the Rogue of Dungeons & Dragons, Third Edition. Still it is very much its own Class, but likes its fellow similar Classes, the Thief here makes full use of the SIEGE Engine for its abilities. The second of the familiar sounding Classes is the Magic-User and just like the new Thief here, it is a new twist on an old name. Where the Magic-User of Dungeons & Dragons has become the Wizard and the Sorcerer, here the Magic-User is a literal interpretation of the name. That is, he uses magic, and by that, we mean magic items. He can easily detect, read, and locate magic, use all magic items, and even create magical items and transfer effects. What this means is that the new Magic-User becomes the ‘magi-tech’ of the party and like the new Thief Class, there is a flexibility to this Class that players can have a lot of fun with. 

The rest of the ‘Adventurers Backpack’ is devoted to a series of ‘backpacks’ for all situations and an array of new spells. The inclusions of these ‘Backpacks’ point towards a fantasy setting in which there are lots of parties of adventurers going out on missions, quests, and so on, enough that some kind of industry has arisen to cater for their needs with off-the-shelf pre-stocked backpacks. All right, on one level they are convenient to purchase rather than fiddling around with the bits and pieces, but on another, there is an artificiality to them. The new spells present lots of new options and include spells for Clerics, Druids, Illusionists, and Wizards. For example, Behold the Blasphemer enables Clerics and Druids to strike down unbelievers, Breath of Light lets them capture sunlight in a vessel to be unleashed later as a simple light or a sudden blaze that can burn the undead, whilst a Wizard or Illusionist can determine what someone is going to do next with the spell Read Others.

‘Of Gods & Monsters of Aihrde – Volume 2 of Three Booklets’ presents an examination of the bigger forces in Aihrde, Troll Lord Games’ house setting for Castles & Crusades. These are descriptions only—this is no Deities & Demigods—of not just the gods, but also the immortal Giants, of Fiends and Devils, and of Goblins. Whilst this is worthy information for the Castle Keeper, it is a pity that there is no application given for this information. Though the province , alignment, and preferred weapons are all given for each entry, but perhaps something more could have been given. Possibly each entries’ preferred spells, drawing upon both the spells given here in the ‘Adventurers Backpack’ and the Castles & Crusades Players Handbook, and possibly other benefits. Of course, this might push Castles & Crusades away from its Old School ethos and letting the Castle Keeper decide.

The third book is ‘The Golden Familiar – Volume 3 of Three Booklets’, an adventure for characters of First and Second Levels. In this adventure the heroes must assault the Castle Aucherwitch in search an ancient artefact that will kill the similarly ancient creature that holds the fortress. Perched high atop a promontory, Castle Aucherwitch can only be accessed via a narrow track that winds around the hill, the path interspersed by gates and fortifications. This makes it both linear and repetitive in play, although it gets a little more interesting in the climax when the adventurers come to face the current owner of the castle.

What the inclusion of ‘The Golden Familiar – Volume 3 of Three Booklets’ highlights is the fact the three booklets in the Castles & Crusades Black Box Set only have one thing in common with each other—Castles & Crusades. Each of the three books in the Castles & Crusades Black Box Set is a supplement for the game, a separate supplement rather a coherent whole. Perhaps if the scenario had been designed to make use of the new character Classes given in the ‘Adventurers Backpack’, then the Castles & Crusades Black Box Set might not feel as disparate as it does.

So ultimately, Troll Lord Games has decided to celebrate the tenth anniversary of Castles & Crusades by releasing a set of different three supplements and putting them in a box. All right, that is being slightly flippant, but while the Castles & Crusades Black Box Set lacks focus as a whole, each of the individual booklets is generally interesting in and of themselves. Of the three, the ‘Adventurers Backpack’ is definitely the most interesting and will find the most use in a game, though it would be good to see a scenario released that supported their use. As an anniversary celebration, the Castles & Crusades Black Box Set is definitely for devotees of Castles & Crusades. Anyone new to the game should look at the Castles & Crusades Players Handbook.
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Posted in 2004, Advanced Dungeons and Dragons, Anniversary, Basic Dungeons and Dragons, Castles & Crusades, d20 System, Dungeons and Dragons, Troll Lord Games | No comments

Sunday, 1 December 2013

Way Out Weird West

Posted on 14:21 by Anthony Carold
Just when you think that Pelgrane Press has made an awfully big bang with its re-energising of the d20 System and Dungeons & Dragons-style gaming in the form of 13th Age, it slips out another Class and Level d20 System RPG. One that is much smaller and one that is much more oddly named. Owl Hoot Trail promises to be “Rules-Light, Western-Heavy, and Full of Fantasy”. What Owl Hoot Trail is, is a stripped down d20 System RPG that takes as its setting the Wild West and adds many of the traditional elements of Dungeons & Dragons – Dwarves Hill Folk, Elves Shee, Halflings Half’ins, Humans, and Orcs, as well as Vampire Lords, Dragons, Harpies, Owlbears, and more. This is a Wild West in which the Shee live way out West, and in which Gunslingers, Marshals, Ruffians, and Scoundrels ride the range and mosey on up to the bar alongside Gadgeteers with their amazing inventions, Mentalists who command great magics, Preachers who bring both the word and the power of the Almighty, and Shaman entreat the spirits for their aid. The frontier is a wild place, but out on the Owl Hoot Trail, the heroes have a chance to tame it!

To create a character in Owl Hoot Trail, a player selects a Race and an Origin, either a Greenhorn or a Native, and then a Class. Three points are assigned to three Abilities – Grit, how tough the character is, Draw, how fast, and Wits, how sharp. A character’s Race, Origin, and Class will determine any benefit to the game’s five skills – Amity, Learning, Toughness, Wile, and Wilderness, otherwise he has a score equal to his Level in all five skills. Each character also receives $100 ($150 if he is Human) to spend on equipment. Our sample character is a big, butch pistol-wielding Orc gunslinger with an ornery demeanour and an extreme dislike of liars and cheats. When she cannot rely on her gun, she likes to bring a big, heavy hammer to a fight. Both of her lower teeth are heavily cracked, hence her being labelled ‘ugly’.

Ugly Bly Dooley
Race: Orc
Origins: Native
Class: Gunslinger Level: 1
Grit +1 Draw +2 Wits 0
Amity +1, Learning +1, Toughness +4, Wile +1, Wilderness +2
Melee Attack Bonus: +2 Missile Attack Bonus: +3 Power Attack Bonus: +1
Defence: 13 Mental Defence: 11 Initiative: +2
Hit Points: 11
Power: Hardy 1
Equipment: Mustang’s Army Service Pistol .41 cal (2d4), Lump Hammer (1d6+1), $27

Skill tests involve adding a skill rank and an appropriate ability plus the result of a twenty-sided die roll to beat a Difficulty Class with DC 15 being the norm. For example, Amity + Wits would be used to notice lies or be persuasive, Toughness + Draw for dodging, wrestling a steer to the ground, or bull rushing an enemy, and so on. The possible combination of the three Abilities and five skills covers a lot of situations. The competitive rules cover gambling, whilst those for duels combine slightly modified initiative rules with the combat rules. The latter designed to be quick and easy, and potentially deadly. In particular, when a character’s Hit Points drop below zero or he suffers a Critical Hit, a roll must be made on the Injury Table, one of the results is instant death. All rounds fired in a duel count as Critical results!

Magic in Owl Hoot Trail comes in four flavours. A Gageteer uses devices such as the Phosphorus Agitator and the Personal Ornithopter, which each time he uses one of them, they have a chance of burning out. A simple recharging of the batteries will give the Gadgeteer the use of the device once again, but this costs money and the Gadgeteer may want to spend time to recharge the batteries instead. In addition, the Gadgeteer has the Brilliant Improvisation ability which allows him to reconfigure his devices to allow him to use lesser effects. For example, Jackass Justice Blake has a multipurpose device capable of projecting a Pyromatic Seeking-Sphere, but suddenly caught in a mine without light the Gadgeteer reconfigures the device with his Brilliant Improvisation and holds the sphere of fire in place to use it as a Phosphorescence Agitator. The Shaman, capable of calling upon spirits such as the Spirit of the Tangling Thorn and Spears of the Earth, also has a similar chance of burnout for each spirit and must essentially placate the spirits to call upon them again.

The Mentalist can cast Tricks like Hypnotic Pattern and Clairvoyance, whilst the Preacher has Prayers like Inspire and Create Food and Water. Instead of rolling for Burnout, it takes physical strain for both the Mentalist and the Preacher to use their Tricks and their Prayers respectively, that is, in game terms, they lose Hit Points! In addition, the Preacher can Rebuke sinners and his enemies with the Word of the Almighty, which might force them to surrender or to flee. All of these Classes – the Gadgeteer, the Mentalist, the Preacher, and the Shaman can have signature Powers of their players’ choice. Such Powers are more effective and are either easier to use or cause less strain.

The sample Power user is a Gadgeteer, One Horse Randolph LaRue. A member of the Hillfolk from the South, he has come to the Frontier to prove that horses are redundant! Randolph hates horses as he is allergic to them. 

One Horse Randolph LaRue
Race: Hillfolk
Origins: Greenhorn
Class: Gadgeteer Level: 1
Grit +1 Draw +1 Wits +2
Amity +1, Learning +5, Toughness +2, Wile +1, Wilderness +1
Melee Attack Bonus: +2 Missile Attack Bonus: +2 Power Attack Bonus: +3
Defence: 12 Mental Defence: 13
Hit Points: 11
Power: Brilliant Improvisation
Gadgets: Deflector Coil, Horseless Freightwagon (Signature Gadget)
Equipment: Wyvern Breech-Loading Shotgun (3d6/2d4/1d6),  $50

In addition to the cowpokes, cowpunchers, and bandits that the player characters are likely to encounter, the Frontier is home to untold numbers and types of critters. Some come straight out the Wild West genre – the Creek Demon, the Chupacabra, the Hangman Tree, and so on, whilst the Goblin, the Landshark, and the Owlbear come from Dungeons & Dragons. Others, like the Goliath Rat, Sand Dragon, and the Prairie Troll combine the genres. The monsters are nothing more than the bare boned stats, but there is pleasing advice on customising monsters to fit the GM’s Owl Hoot Trail game, including a good example using the Harpy. Elsewhere there is advice for players who have characters with Powers to roleplay their use of Gadgets, Prayers, Spirits, and Tricks as much as roll them. The advice for the GM is short and to the point, it also includes guidelines for setting the tone – ‘Damn Near Realistic’, ‘Horror And Wonder’, and ‘Magic, Like Dust’. The default tone for Owl Hoot Trail is ‘Horror And Wonder’, easily represented by the monsters in the Foes and Monsters chapter. 

Rounding out Owl Hoot Trail is ‘They Rode to Perdition’. Set in and around the town of Perdition, this is a surprisingly lengthy scenario that takes up half of the book! It includes a description of the town and its inhabitants as well as a three act scenario. As written, the town of Perdition is intended to be used after the scenario has been played.

Physically, Owl Hoot Trail is a black and tan affair illustrated with line art, some of it used more than once. The book has a familiar look to it in its choice of typefaces and layout, the effect being to evoke the look of the West, but overall, Owl Hoot Trail is an easy read.

Owl Hoot Trail is a succinct combination of the lovingly familiar – the familiarity of the Wild West, the familiarity of Dungeons & Dragons fantasy, and the familiarity of the d20 System. It brings the flavour and ‘Horror and Wonder’ – and plenty of it – of Dungeons & Dragons-style fantasy to the Wild West and keeps it light, cinematic, and flexible. The result is a laidback game that is easy to pick up and grasp, and quick to play and enjoy. Let us hope that Pelgrane Press will let us ride the Owl Hoot Trail again and out onto the range with further releases.

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Posted in d20 System, Dungeons and Dragons, Fantasy, Old West, Pelgrane Press, Weird West, Wild West | No comments

Saturday, 17 August 2013

What killed Dungeons & Dragons?

Posted on 14:33 by Anthony Carold
It is difficult to approach 13th Age without a sense of hyperbole. In effect, Rob Heinsoo and Jonathon Tweet, respectively the designers of Dungeons & Dragons, Fourth Edition and Dungeons & Dragons, Third Edition have backstabbed their respective editions of Dungeons & Dragons, taken the corpses of both and revivified the choicest cuts with action and drama. Where Dungeons & Dragons – and most variants and retro-clones – are perhaps a little staid in their play style, 13th Age is a d20 System variant is written to be anything but that… It employs streamlined mechanics and choices in play to speed the play of the game and it employs mechanics that actively work to engage the player characters in both the setting and the story. In effect it takes the war game simulation origins of Dungeons & Dragons and sacrifices them on the altar of dramatic action and storytelling. Although it very much has the underlying architecture and many of the elements of the archetypal Dungeons & Dragons game, 13th Age is what would have happened if Dungeons & Dragons got its arse handed to itself by Feng Shui and its corpse was stamped on by Dungeon World. 

Hyperbole aside, 13th Age is a Dungeons & Dragons-style RPG unlike anything that that ‘style’ in gaming has ever seen. What it brings to Dungeons & Dragons are contemporary mechanics that encourage storytelling as part of the game’s play that combine the best features of the last two official versions of Dungeons & Dragons – and it does this before we have the next official version, D&D Next. Published by Pelgrane Press, better known for its GUMSHOE System family of games, including Trail of Cthulhu, Ashen Stars, and Night’s Black Agents, 13th Age just might be everyone’s next fantasy heartbreaker.

At the heart of 13th Age are three core elements that change Dungeons & Dragons as we know it – Icons, “One Unique Thing”, and Backgrounds. The setting does not have gods as such, but thirteen Icons, each a being or personality that shapes part of world. They drive and direct the events of the world, and include the Archmage, the Crusader, the Diabolist, the Dwarf King, the Elf Queen, the Emperor, the Great Gold Wyrm, the High Druid, the Lich King, the Orc Lord, the Priestess, the Prince of Shadows, and the Three – the latter being ancient evil Dragons. In another setting they might be Sauron or Vecna, Elminster or Gandalf, Conan or Drizz’t Do’urden, Orcus or Tiamat, and so on, but either way, each player character has relationship with one, two, or three of the Icons. Each relationship can be Positive, Conflicted, or Negative depending upon how many points are assigned to it and will further vary depending upon if the Icon’s nature is Heroic, Ambiguous, or Villainous. Before each session each player will roll for his Icon relationships to see if one or more will somehow influence the events of the forthcoming session. As a player character progresses from First Level up to the maximum of Tenth Level, the strength of his Icon relationships will also grow, whether becoming an Icon’s champion, enemy, and so on, or indeed as is inferred by 13th Age, eventually supplanting the Icon. The question is, would such a change inaugurate the 14th Age?

One further influence that the Icons have on any setting is that they replace the Dungeons & Dragons sacred cow that is Alignment. Without the presence of Alignment in the game, 13th Age has no need for player characters to select it or to have spells that work with it, such as Detect Evil or Protection from Good. Whether or not an Icon or an NPC is ‘Lawful Good’ or ‘Chaotic Evil’ is down to the story that the GM and his players are gaming. Of course it will be obvious that the Great Gold Wyrm is good, that the Diabolist is evil, and so on, but when it comes to the Ambiguous Icons, such as the Crusader, the Dwarf King, the Elf Queen, the High Druid, and the Prince of Shadows as well as occasionally the Emperor and the Three, there is more flexibility in their attitudes and actions. Thus there is also a greater flexibility to telling stories where they are involved. (Of course, the GM and his players are free to re-adopt Dungeons & Dragons’ Alignment system if they want, and it should be noted that 13th Age actually places all of the Icons on an Alignment diagram for such an eventuality.)

Every player character has One Unique Thing, an aspect of his origins or personality that singles him out in the 13th Age. No other character will possess this aspect, and whilst it cannot confer a mechanical benefit of any kind, including a combat benefit, it serves as one big fat story hook for the GM to play with and give that character his moment in the spotlight. For example, “I hear the Music of the Spheres and sometimes it guides my song” or “My true father was not a blacksmith, but the Prince of Shadows who never stayed to raise me.”

13th Age forgoes traditional skills in favour of Backgrounds. Each Background is essentially a flexible package of skills represented by single catch all phrase or word. How each Background works or can be applied in each situation is determined by the agreement of both player and GM. For example, ‘Lady of the Emperor’s Court +4’ would indicate a person with an understanding of etiquette, a head for court politics and intrigues, and who possesses a certain status. Whereas ‘Bounty Hunter +5’ would be able to investigate where his target is, interrogate suspects, track his target, and so on.

Of course, the Icons, the One Unique Things, and the Backgrounds are not the only changes in 13th Age when compared to Dungeons & Dragons, but these changes escalate aspects of the game and how it is played. They lie at the heart of characters in 13th Age. The game gives nine familiar choices for a character’s Race – Dwarves, Dark Elves, High Elves, Wood Elves, Gnomes, Half-Elves, Half-Orcs, Halflings, and Humans plus some further options if the GM wants to add them to his world. Each Race provides a bonus to one of two characteristics – the player’s choice, though the bonus cannot stack with the one gained from his chosen Class – and a Racial Power that a character can use once per battle. For example, a Dwarf has the choice of +2 Con or Wis and receives the Racial Power of ‘That’s Your Best Shot?’ which lets him heal as a Recovery free once per battle.

Similarly, the choice of Classes available will be familiar, but each is different to the familiarity of Dungeons & Dragons. The differences are given up front in a Play Style section for each Class which describes how easy it is to play, who it would appeal to, and so on. Certain elements of each Class are optimised – Armour Class and choice of armour and weapons and choice of weapons for example. Thus the Rogue can wear any armour, but wearing heavy armour or wielding a shield imposes an attack penalty. His optimal choice of Armour is Light which gives him a base Armour Class of 12. The Rogue can use any weapon, but with Martial or Heavy weapons he again accrues an Attack Penalty, so small, light, or simple are a better option. What is interesting is that weapon damage is determined by how well the Class can use it, so that the Rogue is as deadly with his knives or his shortsword as a Fighter is with his longsword. In effect this is dramatic damage rather than simulationist and this only escalates because a character gets a damage die per Level. So a Third Level Rogue would roll not 1d8 for his knife attack damage, but 3d8! 

Every Class has its selection of Powers and Talents, many of which a player can enhance though his choice of Feats. Both Talents and their accompanying Feats come in three levels – Adventurer, Champion, and Epic – and barring the general Feats, every Feat serves to enhance one of a character’s Powers or Talents. The selection of Powers and Talents available varies in number and complexity from one Class to the next and 13th Age is again quite open about which Classes are more complex than others, from the simple Barbarian and Paladin Classes to the complex Bard and Wizard Classes. At the heart of each Class is a singular feature that only members of that Class can do in 13th Age. For example, the Barbarian can Rage once per day – more if certain Feats are selected – allowing him to roll two twenty-sided dice in combat and if both roll eleven plus and hit, then the attack is a Critical, while the Paladin can ‘Smite Evil’ several times a day to add more damage. In comparison, the Bard sings magical Songs that have initial effects, continuing effects, and a final effect when the song ends. For example, the Song of Spilt Blood levies a penalty against a Bard’s attackers equal to the number of his allies with greater Hit Points than the Bard when first sung and sustained, and then grants the Bard or an ally a heal using a Recovery when it is ended. The Wizard can of course cast arcane spells, whether that is Cantrips, Cyclic spells that can be cast from one battle to the next, and Ritual spells that can take hours to cast, but have a greater effect. The complexity of the Class comes in knowing when to cast what spell and in taking the right Talents and Feats to customise the Wizard according to the player’s design.

Of the other Classes, the Cleric possesses Domains and can modify some of his spells for broad or power effect and the Fighter can use flexible attacks called Manoeuvres that are triggered under certain circumstances, the player selecting which one to be triggered. The Ranger focuses on Talents that might for example make him a better archer, an expert tracker, or give him an Animal Companion, whilst the Rogue has a Sneak Attack and Trap Sense as well as Momentum, which is gained and lost in battle and then spent to fuel the Class’ Powers. Lastly the Sorcerer gets spells, but can also re-use Breath Weapon spells over the course of a battle, chain spells to attack multiple opponents from round to round, and can Gather Power to cast double-strength spells, amongst other Powers. At first it might seem that in creating a character has a lack of choice when it comes to the selection of Talents and Powers, but 13th Age does not so much restrict a player’s choice as focus it, enabling a player to better define the character that he wants and what he wants his character to do.

Our sample player character is a Dwarf and a Barbarian – the simplest of the Classes available in 13th Age. In keeping with that simplicity, his Backgrounds and his One Unique Thing pretty much define Fandor whilst leaving room for further detail to come up in play. Plus whatever the GM comes up with…

Fangor
Dwarf; First Level Barbarian
Str 18  (+4) Dex 15 (+2) Con 17 (+3)
Int 12 (+1) Wis 08 (-1) Chr 13 (+1)

Hit Points: 30 Armour Class: 15 (Ankheg Hide)
Physical Defence: 14 Mental Defence: 12
Recovery Die: d10 Recoveries: 8
Initiative Modifier: +3
Melee Attack: +5 (Orc F’ckin’ Kleaver 1d10+4 damage)
Ranged Attack: +3 (Orc Bone Bow 1d8+2 damage)
Feats: Barbarian Rage (Adventurer), That’s Your Best Shot?
Talents: Building Frenzy, Unstoppable, Whirlwind

Icon Relationships: The Dwarf King (+2), The Orc Lord (-1)
One Unique Thing: “I am Fangor, son of Fandin the last son of lost Second Host of the Forge; and the adopted son of the Orc Lord, Zildak, and I have fought my way out of the Underhome and  beyond – and will fight my way back in!”
Backgrounds: Master of the Forge +2, Orc Pit Fighter +4, Underhome Refugee +2

Although there is flexibility in designing a character within the limits of his Class, what 13th Age does not allow a character to do is Multi-Class. This is not a wholly slaying of a classic Dungeons & Dragons sacred cow, for a future supplement will give the rules for it, plus some Class’ Talents allow the Class to use certain aspects of another Class. For example, the Paladin can select one of the Domains from the Cleric Class, whilst the Sorcerer has access to lower Level Wizard’s spells.

Combat in 13th Age is also streamlined and focused to speed up play. In addition to the simplified choice of weapons and armour per Class and the increased damage a character does as he rises in Level, a character also does damage when he misses – usually half damage, which means that a character is always doing something, just not always effectively! This works well when facing Mooks where their damage is listed as big block for all of them and as damage is done to their Hit Points, a Mook is lost from the pack. Range and position are also simplified; this by abstracting what would be a map in Dungeons & Dragons to three range bands – Engaged, Nearby, and Far Away. Characters are more freely allowed to move around the battlefield, with some Talents and Feats, such as the High Elves’ ‘Highblood Teleport’ Racial Power almost encouraging it. 

As well as simplifying combat, 13th Age also intensifies it with the Escalation Die. This is a six-sided die placed in the midst of the table on the second round of a combat. It is initially set at one and on each subsequent round it is increased by one until it reaches six. What the Escalation Die represents is the momentum of a battle, driving it forward to a climatic outcome. It can be de-escalated if the player characters do not really engage with the enemy, but as long as the Escalation Die keeps rising, the player characters receive a number of benefits from it. First, a player character always receives a bonus to his Attack roll equal to the value on the Escalation Die, but second, the Escalation Die can trigger certain Powers. For example, as a Barbarian, Fandor can Rage once per day, but because he has the Barbarian Rage Feat at Adventurer level, he can Rage for free if the Escalation Die is four or more – and this gets better if he takes the same Feat at Champion and Epic levels!

13th Age takes two approaches to magic. First it divides magic items into two types. One-use items that a character purchase, such as potions, oils, and runes, and ‘true’ magic items that are amazing and rare and therefore special. The latter are not only special, but like the intelligent swords of Dungeons & Dragons, actually have an influence over the wearer or user, particularly if the character wields too many items. For example, the Boots of Ferocious Charge has the quirk of “You like to start fights as much as you like to finish them”. Simply, a character can own and use one ‘true’ magic item per level. Beyond that and the character is in trouble… Second, just as each Class has a limited range of Talents to choose from, so all spell casters have a limited number of spells to choose from, but their spells get better at higher level as they learn to cast the higher Level versions rather than the lower ones. So at First Level, a Wizard can cast five First Level spells, and then six at Second Level, but at Third Level, he can cast three First Level spells and four Third Level spells. This progression continues as he rises from First to Tenth Level, so that at Tenth Level, he can cast three spells of Seventh Level and nine of Ninth Level.

One effect of the limited number of spells available to the Wizard Class is that it loses a lot of the spells from Dungeons & Dragons that do not inflict damage, for example, Feather Fall, Hold Portal, and Levitate. What 13th Age does instead is amalgamate all of these spells into one single Utility Spell. This gives the Wizard access to a number of non-combat spells that grow with the Level of the caster and further, the Wizard chooses the effect that he wants when he casts the spell rather than when he takes the spell. Similarly, the Wizard’s cantrips and rituals are intended to be as versatile in their use, this being limited by the player’s imagination and the GM’s agreement.

Roughly half of 13th Age is devoted to supporting the GM. This includes advice and rules on handling the storytelling elements of the Icons; building battle encounters – at higher levels, they are intentionally unfair, or ‘challenging’; and handling healing. Characters can take a quick rest after a battle to heal using Recoveries and even recharge some Powers, but more dramatically, the GM decides when a Full Heal-Up occurs and everything is restored and if the players demand one, the GM can impose a Campaign Loss, the latter something that will hinder the player characters in some way… 

It should be noted though that the fact that the player characters can heal themselves with the use of Recoveries divorces 13th Age of the need to construct the player character party along traditional lines. No longer is there the need to have a party consist of a Cleric, a Fighter, a Thief (or Rogue), and a Wizard. Thus it also divorces it away from the obvious need to have four players or more in a party, so 13th Age has the capacity to work with smaller as well as larger groups.

Another sacred cow that 13th Age sacrifices is Experience Points. Indeed, the authors’ opinions are that XP are better left to computer games! Instead, the characters should ‘Level Up’ when it is dramatically appropriate, plus they should each receive an Incremental Advance at the end of each successful session, such as a bonus to an attribute, a new Feat, or a new or altered Icon Relationship.

Characters in 13th Age need something to fight and unsurprisingly, they come in the form of monsters. There are no surprises when it comes to the choice of monsters included and to be honest, there is no reason for there to be. The monsters are all very traditional – dragons, goblins, skeletons, what have you, but all are presented with the minimum of fuss and the minimum degree of detail. More detail would just have got in the way… Every monster though is associated with one of the Icons, which enables the GM to tailor his choice of monsters to the Icon Relationships selected by the players and to the Icon Relationships that come up in play. The sparse simplicity of the monster stats in 13th Age make them easy to use and customise as well as prepare for an adventure.

The setting of 13th Age – The Dragon Empire, is given in broad swathes, leaving room aplenty for the GM to add his details. What is given in terms of setting tends towards the dynamic, for example, gladiatorial games regularly take place in the Dragon Empire’s capital, Axis, City of Swords, including a boardgame played with living pieces; there are numerous flying realms in the overworld above The Dragon Empire and demon-infested Hellholes transformed by the Diabolist that beg to be explored; and a ruined coastline of castles, cities, and villages that are regularly assaulted by tsunamis and inhuman aberrations coming in from the Iron Sea. What matters here is not the day-to-day lives of the natives of The Dragon Empire, but where the player characters can adventure. Rounding out 13th Age is an adventure, ‘Blood & Lightning’, which is specifically designed to introduce the players to Icon Relationships and combat 13th Age style.

Physically, 13th Age is a full colour hard back, neatly illustrated and laid out. The writing style is again unlike any Dungeons & Dragons rulebook that you can think of; it is light, conversational, and throughout takes time to step away from the rules to talk directly not only to the GM, but also the players about various elements of the game. Further, where another rulebook would maintain a single voice, 13th Age allows both authors to speak about how each approaches each rule or how they run it in their campaigns. Overall, whilst you might not want this with every RPG, here it is engaging and often it gives a slight alternative to a given rule. One final, very pleasing touch is the combination of the index and the glossary into one and it is very effective, quickly recapping the rule and giving its page number elsewhere in the book.

Given all of the hyperbole so far placed at the 13th Age’s feet, it is really quite difficult to identify issues that count against it, but in the interests of some semblance of balance, here goes… Whilst 13th Age is very much written for anyone who is familiar with Dungeons & Dragons and the d20 System, such that it is very easy for them to pick this game up and play, it does not serve those who are less familiar or even new to roleplaying as well. Primarily this shows in the lack of an example of character generation and in an example of play, though there is an example of combat given somewhat later in the book. Mechanically, it seems rather odd for a classic Dungeons & Dragons-style game not to include the Druid Class, especially given that one of the Icons is the High Druid. Another Class not present is the Monk, but this is less of an issue, and anyway, both Classes will be presented in a future supplement. That said, once the Monk is presented it would be nice to see it accompanied by some cinematic style rules or mechanics, perhaps in the Wuxia style, to reflect the Class’ Oriental origins; and if so accompanied, perhaps such rules could be expanded to cover the other Classes in 13th Age too?

13th Age can be best described as the first post Dungeons & Dragons, Fourth Edition ‘Dungeons & Dragons’-style RPG. It is a Dungeons & Dragons-style RPG that looks to contemporary sensibilities rather than looking back to 1974 and it does so in three primary ways. First, it takes account of the fact that most roleplayers have less time to play, offering optimised character design, easier encounter and monster design, and faster, much faster combat. Second, it takes account that in playing a roleplaying game we are telling stories, with the Icon Relationships that tie the characters to the setting and their use to improvise elements of the on-going story, and the use of the familiar advice to ‘Fail Forward’ and reinterpret a character’s near failure as a success with consequences. Third, the game wants the characters to be ‘great’, not necessarily to be heroic, but to have their moment in the spotlight, and this again is supported by the Icon Relationships as well as the mechanics that escalates both what each character is capable of and the challenges that he will face. The resulting combination of these three ways is a game that is AD&D – ‘Action Dungeons & Dragons’ or perhaps DD&D – ‘Dramatic Dungeons & Dragons’, but whatever you call it, in summing up 13th Age it is difficult to avoid the clichés; so I am not going to… Thus Dungeons & Dragons and its staid playing style is dead, because in taking the familiar architecture and elements of Dungeons & Dragons Pelgrane Press’ 13th Age not only makes them its own, it also energises fantasy roleplaying up to eleven.
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Posted in 13th Age, Advanced Dungeons and Dragons, d20 System, Dungeons and Dragons, Dungeons and Dragons Fourth Edition, Fantasy, High Fantasy, Pelgrane Press, Wizards of the Coast | No comments
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Blog Archive

  • ▼  2015 (7)
    • ▼  January (7)
      • 1984: Railway Rivals
      • A Shared Fate
      • For Cultured Friends
      • Take the Caves Back!
      • The Fourth Doctor
      • Thule Squared
      • The Pen is mightier...
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Anthony Carold
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