Attronarch's Athenaeum

OSR

I'm selling off the following OSR products I backed on Kickstarter and never opened, and let alone played. Everything is in mint condition. Shipping from EU, bank transfer preferred, otherwise PayPal. Scroll to the end for photos.

Ultraviolet Grasslands and the Black City €60

  • Kickstarter edition: UVG hardcover, UVG bookmark, pink & black dice, UVG gatefold GM screen, UVG vertical fold out map.
  • DTRPG page and Kickstarter page.

Jacob Fleming lot €50

  • Three great adventures, perfect for kicking off OSR campaign. All are Kickstarter editions with supplements (cards & maps).
  • In the Shadow of Tower Silveraxe (DTRPG, review)
  • Through the Valley of the Manticore (DTRPG, review)
  • The Scourge of Northland (DTRPG)

Mork Borg lot €40

  • For grimdark one-shots.
  • Mork Borg Kickstarter bundle with hardcover rulebook, poster map, character sheets, and trifold adventure. DTRPG page.
  • Mork Borg Feretory Kickstarter edition, still shrink-wrapped. DTRPG page.

Knock! Issue #3 €30

Seekers Beyond the Shroud €80

  • Solo RPG.
  • Out of print.
  • Limited Hardcover (196/210).
  • DTRPG page and Kickstarter page.

Disciples of Bone and Shadow €20

  • Solo RPG.
  • Out of print.

#Sale #OSR

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The time is here! This year I decided to do a single megapost by category (adventure / bestiary / supplement) instead by publisher. I also decided to limit myself only to things I bought, read, and that isn't TSR (many classics to pick up there!). Each category is sorted alphabetically. I tried to provide brief explanation for each item, but do not hesitate to reach out if you have any questions.

Spend reasonably!

Adventures

Bestiaries

Supplements

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Lamentations of the Flame Princess might be edgy, but it was Raggi and his vision that popularised splendid looking A5-sized rulebooks, adventures, and supplements, in the OSR space. Here are some of the books I've enjoyed very much, that don't feature excessive gore and edgelordiness:

#BlackFriday2023 #Sale #LotFP #OSR

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Frog God Games has a large catalogue, and they often churn out re-releases of their previous work with minor changes. I am not a big fan of their new layout and art direction. It feels cheap and is somehow even worse than previous budget black and white art pieces.

Great majority of the recommendations below are for Swords & Wizardry system, a retroclone of Original D&D. All statblocks have descending and ascending AC, and everybody uses a single save throw (but since HDs and levels are nearly identical, you can use TSR-era saves without any hassle). Do note that FGG begun to move away from Swords & Wizardry as a system label to OSR as system label. It is still S&W though...

Adventures

  • Stoneheart Valley (Swords and Wizardry). A collection of three old Necromancer Games adventures: The Wizard's Amulet, The Crucible of Freya, and The Tomb of Abysthor. First one is shit, second is fine, and third is awesome.
  • The Lost City of Barakus (Swords and Wizardry) (local and regional maps). Perhaps my favourite Necromancer Games mega-dungeon—because it is so much more! You get a starting city (with seven adventures), a wilderness area (with 26 keyed encounters and mini adventures), and a mega-dungeon with interesting factions and cool big-bad. Suitable for low-level parties.
  • The Northlands Saga Complete (Swords and Wizardry). A compilation of ten adventures set in stereotypical cold north. Probably enough for several years of gaming. My favourite activity is stealing from this book and including parts of it in my own game. Tenfootpole has reviewed first four adventures back in the day (NS1, NS2, NS3, NS4). $18 is a steal for this.
  • Cyclopean Deeps (Swords and Wizardry) (volume one and two). Underground hex-crawl for high-level parties. Includes underground settlements as well. Perfect for plugging into lowest levels of large dungeons... Or under sprawling cities...
  • The Slumbering Tsar Saga (PF). 800 page monster. High-level, high-lethality area with brutal challenges.
  • Bard's Gate (Swords and Wizardry) (player's guide). A massive city packed with urban encounters and adventures (8 included, from levels 1 to 10+). Very dense book. Some say this is FGG's finest product. The truths is: this is another Necromancer Games revival. And that's why it's great. :)
  • The Blight (Swords and Wizardry). A rotten, overpopulated, sick mega-city. Whole campaigns can be played in it. Heavy horror vibes.

Supplements

  • Monstrosities (Swords and Wizardry). Nearly 500 monsters. Each monster comes with an example encounter/nano-adventure. Includes tables with monsters by challenge level, guidance on creating new monsters, tables of monsters by terrain, and tables of random encounters (3d6, so bell curve).
  • Tome of Horrors Complete (Swords and Wizardry). More than 700 monsters (no duplicates from Monstrosities). Again, each comes with a small encounter. Includes mundane animals as well.
  • The Blight: Tome of Blighted Horrors (Swords and Wizardry). What, you want more? Well, here are 80 more—body horror aplenty.
  • The Book of Taverns (volumes one, two, and three). Had enough of generic taverns and inns, but short on prep time? Steal one from here. Again, these are revivals of old Necromancer Games books. They are good.

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The time is nigh! Spend wisely!

Here are some Troll Lord Games adventures and supplements I've found useful and enjoyable, although I do not run Castle & Crusaders system. I found most of TLG stuff to have minor errors (e.g. typos, location missing on a map, etc.). Also, most of the modules do require prep. Despite that, I find below worthy of mentioning.

Adventures

Supplements

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Charlie Mason, of White Box: Fantasy Medieval Adventure Game fame, has just released a Player's Guide for OSRIC:

This is intended to be a table copy for players. Use it, write in it, spill soda on it and get cheeto fingers on the pages. Then when it falls apart, get another one.

You can get print version, at-cost, from Amazon.

PDF is available for free from here.

Thank you Charlie!

Old School Reference and Index Compilation (OSRIC) is an OGL retroclone of the AD&D 1E. It restates PHB, DMG and MM in a single book, with minor modifications for legal reasons.

Version 2.2 was released in 2013, and is freely available on Lulu and DTRPG. Knights & Knaves Alehouse hosts a thread for tracking and cataloguing latest known errata.

#News #OSR #OSRIC

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Every month I get emails and messages about Conquering the Barbarian Altanis campaign; usually comments or requests to clarify what actually happened.

A few months ago I received a question that required some marination:

My question is one for you and your players. Modern sensibilities in gaming frown on beginning player death, and support a myriad of ways to increase survival and heroism. ... I believe hearing from you and especially your players about their characters many deaths would be great data to clear the air regarding the notion that character death is unenjoyable, and that character death does not support long term play and is unwanted by players. I hope you and your crew can address this topic in a posted piece discussing your thoughts and feelings through actual play.

Background

As of session 70, 64 player characters met their end:

Fate Count %
Dead 50 78%
Uncertain 6 9%
Retired 8 13%
Sum 64 100%

With the following causes:

Cause Count %
Monster 42 66%
Character 9 14%
Trap 7 11%
Environment 4 6%
Disease 2 3%
Sum 64 100%

Character related reasons are the most common cause for retirement, while monsters and traps were responsible for most deaths. Numbers (in percentages) are quite similar to the character death analysis shared by Lyle Fitzgerald in It's a good day to die (Dragon Magazine #20).

Note 1: detailed causes of characters death can be read here.

Note 2: above numbers do not include retainers. That'd double the numbers of deaths.

We currently have 14 players with 25 active player characters, with three players each controlling three active player characters. Everyone except the most recently joined player lost at least one character.

I run Wilderlands as an open sandbox where players have the ultimate freedom to do as they wish. I never fudge dice. The world is alive—it is shaped and shapes the characters in return.

Players' responses

Moss, 2 dead, 2 retired, 1 uncertain:

Character death being a real possibility (and something that actually happens, and frequently) really instills in me a desire to play smart and pay attention. It makes even the small successes matter and feel rewarding, because I know that it is actually possible for my character to fail.

And the big successes make you feel like you've actually accomplished something as real as if it were in real life. On the other hand, I will say it can be frustrating, and does require some adjustment and patience. But for anyone who does have the patience, and the desire to get good at interacting with the fiction to succeed, it brings a satisfaction that I've never encountered in games where death is either ultra rare, or non-existent.

I'll add this: I believe I might enjoy it more if there was a more frequent risk of various injuries instead of instant death. Though I realize there is such a risk in the Wilderlands, just in my experience it hasn't happened often.

Snoop, 12 dead, 1 retired, 1 uncertain:

Yea, I like dying.

Sleazy_b, 3 dead:

I'm only controlling two characters now, Barad and Derennan. RIP Hist. There have been deaths I've enjoyed and those I haven't. Fairness, and narrative both play a role in my enjoyment of a character's death.

The character's I've played that died are: Hist, Mano Stern, and Ulster. Ulster felt bad. We were surprised and lost initiative and there was a very powerful enemy. Mano Stern died in the same encounter and set himself alight from within a fungal monstrosity which was pretty badass.

Hist was a mix of both. He got poisoned on an attack that dealt 1 HP of damage. He drove off the barbarians with an arrow but had no ability to cure himself. I don't know how I might have played that differently.

Nevertheless, I imagine him leading the band back to Ahyff, sick, dying, but still brave and committed.

Mostly to me it's about expectations. I expect my characters to die quite a bit so it's not the end of the world when they do. To elaborate on this, I think the ease of character creation and the fact that we don't do elaborate backstories helps.

But this is all to say that if Derennan dies I'll cry.

I appreciate that the game is hard. I wish I'd played more BX before getting into it and was a more knowledgeable player but I've learned a lot and enjoyed it a ton.

Idle Doodler, 1 dead, 1 uncertain:

Speaking as presumably the current holder of the Shortest-Lived Character record, I say take the dice. If you ain't going to accept their results, why bother rolling anything? Though nothing wrong with a few phantom rolls to keep players on their toes.

I've enjoyed reading through the session summaries as an account of an adventuring company, rather than as a collection of individuals living their adventuring lives parallel to each other. Old school gameplay is for an ensemble cast, and the best ensemble stories are ones that can survive a rotating cast of characters.

BloodyHand, 10 dead, 3 retired, 2 uncertain:

I thought about the question and this is my answer.

PC death is one of the big allures of OSR gaming. The main reason, I think, is that the threat of death represents a fail-state. Old school games can be lost, and PC death is equal to losing the game. If there is winning and loosing, then D&D becomes far more game-like, with real stakes, rather than the more story focused methods of modern gaming, which essentially cannot be lost, and are mere exercises in amateur dramatics. This gives the player a heightened sense of accomplishment and verisimilitude, which most OSR gamers find enthralling.

There is a fine balance with this though because PC death should always be a risk that is taken relative to some reward, or win-state. This is why procedures are so important because they allow the player to take informed risks. Dying in combat is always a reasonable assumption, so the party of players must take the (hopefully) informed decision whether to engage in combat procedure when it arises. The hydra lair was a perfect example of this, we knew there was a huge pile of gold coins in its lair, so we took the risk of entering, even though we knew from experience it could kill us very easily.

When it comes to fudging die; I think the reasonable time to do this is when there is an arising game state where a PC death is imminent with no-win state, or no way for the PCs to make a choice. In a sense this situation is no more a game than the amateur dramatic kind of D&D I mention earlier. The most common way this emerges in OSR games is via random wilderness encounters. Gygax recommends fudging these in the DMG exactly for the reason, that there is no real victory condition, or a hard won victory is negated for no apparent reason.

Kublaibenzine, 2 dead:

What made me move back to OSR was not only the flexibility and cleanliness of the system but the harshness of character existence. No one likes to see their character bite the dust (unless he had crap stats and shouldn't have been adventuring in the first place) but I object to 5Es mechanism that makes characters almost unkillable. Stupid deaths may be a bit frustrating, but I like the idea of the dice landing as they land. So, when Vincensini got dropped by the Roc from a great height, I was a bit saddened but then looked forwards to the next character and playing experience. As my boardgame buddies like to say, it's about telling a good story in the process!

Snoop later added:

I like character creation cause it’s fast and special roles are fun to roll up.

Never_plays_elves, 3 dead, shared after publication of this article:

I read the article on character death, it was interesting and I agree that PC death is not as closely linked to skill at it seems. I mean that it is not connected so much to personal skill but to party skill.

If the party makes the wrong decisions (by vote or caller decision) or some PC manage to turn powerful factions against the party everybody will suffer and sometimes the ones who die are not the PCs of the player who made the wrong decisions. Sometimes the ones causing the problem are the ones who flee first. It also can encourage passive play. “I stay out of trouble, follow along and get a share while risking less while other PCs die.”

How to stop this: PCs (not players) could try to resolve these issues. You know try to get them beyond the “my character would do that.” Such attitudes are passable for less risky narrative focus games not for OSR or classic play. Also rules that foster comradeship and bravery (not recklessness) instead of individualistic play can help.

BTW these are not reflections based on my experience in this campaign; that is a general problem.

Also PC death and campaign continuity. Yes that can be a problem. If players get stuck at 1–3 level forever you cannot really move on to the good stuff. I don't say take them by hand but that is where AD&D can help. AD&D PCs are less flimsy for exactly this reason. Also AD&D play is less based on strict procedure implementation. It allows the DM to be more flexible with random results.

That is why you need the DMG. It shows you both the procedures and where you need to deviate from these procedures and how to do it, for the good of the campaign, not for the fun of the players (like in newer editions).

On the other hand even BX parties who are united and fight systematically as a military unit can survive a lot (my Dwimmermount experience, I never had a PC die in there although he did lose some beloved henchmen). I have been in deadlier campaigns than yours btw... A unique setting with interesting locations, NPCs and rewards can do much to keep the players coming even if it is deadly.

Reflections

As a Judge I root for my players.

There is a lot of advice in Dragon Magazine to fudge the dice when character death feels unfair. And we had several of those. Even though I felt sad with my players, I did not alter the results anyway. I like seeing them win, but I prefer not to alter “the reality” to make them win. In my mind that would be akin to cheating them out of their victory. My grandpa always crushed me at chess. Each of my victories felt so good, because I knew I earned them.

One would expect number of deaths to correlate with player skill, but I haven't been seeing that. The most reliable predictor has been the number of sessions played. Play long enough and you will die. Makes sense... From what I can see at the moment, player skill becomes a better predictor once character hits levels four and above. That too makes sense, since that is the time they are resilient enough not to day from a single slap from an unfortunate roll.

Finally, I must draw attention to the selection bias. Above data also includes numbers from players who joined for a session or two, lost their character, and then left the game. Since they left they couldn't respond to the question posed by the reader. Did they leave because they hated their character dying? Something else? Who knows. Are current players playing because they are masochists? No, I don't think so.

After 70 sessions I can't say that frequent character death impedes long-term campaign play. As long as someone lives they'll be able to recruit more adventurers and continue their career. Hydra Company survived its many members—it fled Antil and lives on in Hara. At the same time, would we have a better game or more fun if less characters died? Who knows. What I do know though is that those who live to see high levels will damn well have deserved it!

#OSR

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How to Make a Fantasy Sandbox by Robert Conley of Bat in the Attic Games is coming to Kickstarter soon.

This book is a collection of 24 updated and revised articles published by Rob since 2009. It follows a 34-step process for creating a fantasy sandbox that should take around 24 hours to complete.

Rob has four decades of experience playing, running, and designing fantasy sandboxes. His credentials include:

He is currently working on Majestic Fantasy Realms, a spiritual successor to the Wilderlands of High Fantasy.

I hope it will be crowdfunded right after How to Make a Fantasy Sandbox!

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Adventurer Conqueror King System Imperial Imprint (ACKS II) is coming to Kickstarter on October 24th. It will consist of three books: Revised Rulebook, Judges Journal, and Monstrous Manual.

ACKS II Revised Rulebook will be everything BECMI and Rules Cyclopedia wanted to be.

ACKS II Judges Journal will be the contemporary OSR Dungeon Master's Guide.

ACKS II Monstrous Manual will set the standard for OSR bestiaries.

Here are five reasons why I will back ACKS II on day one:

  1. If you ever read early issues of Dragon Magazine, you have surely spotted various letter and articles proposing various tactics to cheese the game and one-up the Dungeon Master. A lot of Gary's rule modifications were his responses to players attempting to break the game. That's how we went from original Dungeons & Dragons booklets to the legendary Advanced Dungeons & Dragons. We wouldn't have had the game we had, hadn't it been for all the players that tried to break the game. ACKS II went through more than a decade of brutal play-testing. It survived players trying to break dungeons, economies, kingdoms, and planets.
  2. Basic D&D was about dungeon delving, Expert D&D was about wilderness exploration, Companion and Master D&D were about domains, warfare, and rulership. BX/BE procedures held up extremely well, as attested by a deluge of retroclones built on them. I attribute that to all the play-testing these rules were subject to. Domain and war machine rules, on the other hand, were mostly penned by a single man (probably a small team to be honest), and briefly tested. D&D was never known for tight economy. Some try to fix it by introducing the silver standard, i.e. switching all costs from gold piece to silver piece. ACKS II is built ground up to have tightly integrated economy which works. It is based on thorough research of historical data, followed by careful modelling and simulation, followed by playtesting above. “Oh no, is this a spreadsheet simulator?” Only if you want it to! ACKS II summarises everything in gameable tables. You know the numbers work—you can roll and play, being confident in the results given.
  3. Common complaint (lament?) in OSR circles is that player characters rarely go over 10th level, hence a lot of cool higher-level BECMI stuff doesn't get played. ACKS II fixed the problem by building everything from level 1 to 14. There is domain stuff you can play with from level 1; there are warfare rules covering small gangs as well as whole armies; there is something to challenge character of every level and every class.
  4. It evolves and builds on decades of gaming experience. Innovations it brings are firmly in the spirit of TSR's D&D, while fixing many, many small issues. Linear fighters, quadratic wizards? Fixed. Monsters of myth and legend that have very little to do with actual monsters of myth and legend? Fixed. Thieves that suck? Fixed. The list goes on (really, campaign description has 40+ bullet points). And the best part? Everything is presented and explained in such a way a Judge can simply lift part of ACKS II they like and use it.
  5. Because Gary Gygax would've been proud.

I'm very much looking forward to Adventurer Conqueror King System Imperial Imprint.

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