Sunday, February 13, 2011

The Serpent Was Subtle

It appears I spoke too soon when I wrote of the untimely demise of the Dragon Warriors role-playing game:

Dragon Warriors, the classic 1980s dark-fantasy RPG recently re-released by Magnum Opus Press, is moving to new British publishing company Serpent King Games.

From 1st April the game will no longer be available from Magnum Opus, which had published Dragon Warriors through Mongoose Publishing’s Flaming Cobra imprint.

Serpent King Games will keep the existing Dragon Warriors books available, and will publish new supplements for the game. The first new release will be the Dragon Warriors Players Book, in July 2011, with another two releases planned for the first year.

It would be bad form to repost the entire announcement, so if you're interested, there's more detail at the Serpent King Games website. Considering the individuals involved, the game appears to be in very good hands, and I'm more than happy to help spread the word.

I won't directly benefit from any of it, but I would be remiss if I didn't mention that Dragon Warriors' previous publisher, Magnum Opus Press, is selling all of the PDFs of the game line at less than half-price, and that Mongoose Publishing (the game's former distributor) has also reduced the price of the hardcopy books significantly - including an "ultimate bundle" that includes all seven books released thus far for $79.99. All indications are that the new Serpent King Games material will be fully compatible, so if you're thinking of checking out one of the UK's finest old-school fantasy RPGs, now is the time.

Sunday, January 30, 2011

Cosmic Caprice

The last six months have been tumultuous for me. I relocated to New York, struggled to find work, and joined an excellent gaming group. Sadly, one needs more from life than fun and games, and as a result my wife and I eventually elected to return to our home state of Florida.

Before I left, I managed to cajole the esteemed Tavis Allison into running a playtest session of Goodman Games' Dungeon Crawl Classics RPG, which has been the subject of much blogosphere discussion of late. I had a blast rolling up and playing Mortigaunt the Necromancer (and his 0-level followers, Lucky Lorinc and Goodwife Cump). If you want to know more, you should check out Tavis' rundown of the session over at The Mule Abides.

I think people who are writing the game off as yet another retroclone are going to be very surprised with the final product. Mechanically, DCC was satisfyingly wild, and felt like a strange (and wonderful) amalgamation of classic Dungeons & Dragons and my beloved Warhammer Fantasy Roleplay. In feel, it's much more like pulp fantasy or sword & sorcery than "vanilla" D&D. Magic (which followers of this blog know is one the areas where I feel D&D could use some extra spice) is refreshingly dangerous and exciting, and many of the concepts around which DCC's magic system is built mirror my preferences strongly. I'm very much looking forward to putting the game through its paces when it goes into open beta testing later this year.

(I signed an NDA which I believe keeps me from blabbing overmuch about the mechanics of the game, but suffice it to say that I was quite impressed with what I saw. Of course, my fellow players and I perceived a few wrinkles here and there, but I think we brainstormed several potentially useful solutions to them... which is the point of playtesting, after all.)

It's too bad my grand NYC experiment didn't work out, but now that I've relocated, I have a lot to be excited about. I'm looking forward to concentrating on my return to grad school, and, of course, finding another group!

Friday, December 31, 2010

An Untimely Demise

Bad news: it looks as though Magnum Opus Press has lost the rights to the Dragon Warriors roleplaying game. This has evidently been known for some time, but since I didn't see it reported on any blogs I follow, I didn't learn about it until recently. The exact details are vague, depending on who you ask, but the end result is that James Wallis is no longer involved - a result I find disappointing.

The final releases for Magnum Opus' Dragon Warriors line are a revised printing of the core rulebook (incorporating the errata to which I contributed after it was first released) and the scenario compilation In From the Cold, which should be of interest to any fans of the early days of White Dwarf magazine.

Perhaps most frustratingly, this development means that the upcoming "player's book" for Dragon Warriors, which was intended to introduce several new character careers (including the much-needed Robin Hood-esque Hunter) is apparently going to be scrapped. This is a major disappointment, especially considering that by all accounts, the book was near completion. (Jon Hodgson even showed off the book's cover artwork - which I've used as the image for this post - several months ago.)

Whatever their reasons for revoking the license, the game's owners have expressed their desire to see Dragon Warriors continue, so there may be some hope yet for what is one of my favorite old-school fantasy games.

Friday, November 19, 2010

This Is Relevant To My Interests

I should probably pick this module up soon, considering... well, you know.

I must apologize for the lack of updates recently. I had been concentrating all of my energies toward finding either gainful employment or admission to grad school.

Okay, job-and-college-hunting and playing in an excellent New York Red Box D&D campaign, which has been so satisfying that I've felt less motivation to post here. Good for me, bad for the blog. I'll work on that.

The good news is that I recently got a job at a local university, so I should be able to do things like purchase RPG books in the relatively near future.

Tuesday, October 19, 2010

Fifteen Games

There's a thingy going around where bloggers list the fifteen games that have meant the most to them, all in fifteen minutes. In my case, "meant the most" means "played a lot, or had a big impact". Since the goal is do this quickly, there are probably tons of games that belong on a "top 15" list that I've overlooked.

Anyway, here are mine, in no particular order:

1. Rifts
2. Advanced Dungeons & Dragons
3. Marvel Super Heroes
4. Earthdawn
5. Cyberpunk 2020
6. Warhammer Fantasy Roleplay
7. Street Fighter: The Storytelling Game
8. Dragon Warriors
9. The Palladium Role-Playing Game
10. Talisman
11. Final Fantasy Tactics
12. Final Fight
13. Wrestlemania 2000
14. Ultima: Exodus
15. Cadash

I play few of these games today. Practically all of them speak to my gaming heyday in the late 80s to mid-90s. A few are scorned, or regarded as guilty pleasures at best. I think that sums my tastes up pretty well.

Monday, October 18, 2010

Gaining Mastery

Is everybody sick of reading about spell mastery yet?


Too bad.


Here's the first draft of my spell mastery house rules. They're a bit clunky, and I'm open to suggestions on how they might be improved. Here goes:


Magic-users can achieve spell mastery. Any spell memorized by a magic-user can be replaced at will by a mastered spell of the same level or lower.


Magic-users who wish to master a spell must first find a mentor. Mentors are hidden mysterious beings - ancient, inhuman, possessed of alien intellects and appetites - that seek to advance their own goals, which most mortals find inscrutable. (None are of lawful or chaotic alignment.) Those that dwell in the material world are invariably found in inhospitable, near-inaccessible locales. Others must be entreatied in the otherworldly realms where they reside, be they nightmarish hells of impossible angles or gauzy opiate dreamlands. Though no two mentors are the same, they are universally temperamental and notoriously difficult to approach, each one first requiring a particular set of cryptic gestures, obscure passwords, outre offerings, etc. before any requests are entertained.


Furthermore, no mentor knows all of the spells in existence. (For example, Three-Headed Oul-Balam grants mastery in spells dealing with visual illusion and invisibility, while Glatth, Eater of Doves gives instruction in spells of travel, movement, and teleportation.) To research the means of finding a mentor capable of teaching mastery in a specific spell requires a significant investment of time and money.


The first time a magic-user attempts to find such a mentor, he must first invest 1500gp per spell level and one week per spell level desired, then roll under or equal to his Intelligence score on 4d6. Subsequent visits to a mentor who the magic-user has previously contacted cost 750gp per spell level, and the Intelligence check is made on 3d6. If the Intelligence check fails, the money and time are lost, and the magic-user must start again. If the Intelligence check is made, the magic-user has successfully contacted the mentor, and the chart below is consulted.


(The money and time represent mystical research of the proper etiquette, the purchase of the required offerings, and either an expedition to whatever inhospitable place the mentor inhabits, or the rituals - magical, drug-induced or otherwise - necessary to visit an otherworldly one. At the Labyrinth Lord's option, the costs in time and money may be waived if the magic-user and his PC companions agree to undertake an adventure in search of a hidden mentor.)


Spell Mastery Attempt Table (2d8) For a particular mentor, each roll below 12 provides a cumulative +1 modifier to future rolls on the table, until the result is 12 or higher. Once a result of 12 or higher is rolled, the modifier is reset.


2-3 What is the meaning of this? PC has offended the mentor somehow. Roll on the Spell Mastery Mishap Table below.

4-5 This should suffice. Mentor teaches PC a new spell of the Labyrinth Lord's choice. New spell is of the level in which mastery was desired, but is not mastered.

6-8 Is this what you seek? Mentor grants mastery in one spell currently known to the PC, but not the one the PC wanted (Labyrinth Lord's choice). If none of the PC's spells are those in which the mentor can teach mastery, see "This should suffice", above.

9-11 What have you done for me lately? Will grant mastery in exchange for a favor from the PC. Roll 1d6: (1-2) valuables (3-4) magic (5-6) mission. (The Labyrinth Lord should make the cost proportionate to the spell's power.) If the PC is unwilling or unable to pay the price, see "Get thee gone" on the Spell Mastery Mishap Table for consequences.

12-14 Very well; I shall show you the way. Mentor grants mastery in one spell of the PC's choosing.

15-16 You have long been a favorite of mine. Mentor grants mastery in two spells of the PC's choosing, and marks the PC physically in some fashion. (The Labyrinth Lord should devise a physical change that relates thematically to the mentor.)


Spell Mastery Mishap Table (2d6)


2 This I command. Mentor places a quest or geas spell on PC (no saving throw). Even if the mission is carried out successfully, mentor will not grant mastery.

3-5 The stars are wrong. Mentor refuses to grant PC audience. PC can try again in 1d8 weeks.

6-8 Get thee gone. Mentor ejects PC from premises and will provide no aid for 2d4 months.

9-11 Darken my door no more. Mentor casts PC out, will never be found by PC again.

12 I must despise you now. Mentor casts bestow curse on PC (no saving throw) and drives the character out, never to be found by PC again.


(These tables are based in part on Jeff Rients' "Suffer Fools Gladly" table in Fight On! #3.)

Thursday, October 7, 2010

Paths To Mastery

(For those who don't feel like reading this entire post: Yes, I'm still brainstorming my house rules on magic and spell mastery. No, I haven't got anything concrete yet.)

In my previous post, I introduced a concept I call "spell mastery", which allows magic-users to spontaneously cast certain spells. The rule, lifted from 3rd edition D&D and modified, seems workable enough, though it hasn't yet been playtested. I'm still trying to figure out exactly what process characters will have to undertake in order to gain spell masteries, but I do have some ideas.

I thought about awarding a set number of masteries based on the character's experience level, but that feels a bit dull, not to mention that it would mean that literally all magic-users would have mastered at least a few spells. I want spell mastery to feel more impressive than that. (Still, I'll probably give starting characters a mastered spell or two, most likely based on their Intelligence score.)

I also dislike the idea of creating schools or domains of related spells from which a character would have to choose. I thought long and hard about it, and in the end I feel that imposing a classification system on D&D's already reliable and mechanistic way of handling magic is just making the whole thing feel even more like a science (or worse, a technology). I've got no problem with players choosing to master spells that are related thematically, but I'm not going to force them to - if somebody wants their character to master ventriloquism, anti-plant shell, and teleport, I'm not going to object.

So, I'm thinking about making characters seek out a mentor in order to master spells. These mentors wouldn't just be old wizards that charge for magic lessons, though. I'm picturing something more like Fafhrd and the Grey Mouser's mentors, Sheelba of the Eyeless Face and Ningauble of the Seven Eyes: mysterious and inhuman figures whose goals are often inscrutable. Or they could be like the "Spirits, Partly Evil and Partly Good" described in the old demonology tract, The Goetia, who impart specific knowlege and abilities to those who call upon them, but are inherently unruly and untrustworthy (and will often seek to harm an unprepared or arrogant student).

Seeking a mentor would not be a quick or easy task. I could handle such a thing as a full-blown adventure - "Quest for the Cave of the Hidden Master" or what have you - but then I risk making the magic-user and his acquisition of spell masteries the subject of the entire campaign, relegating the poor fighters, thieves, and the rest to the role of bodyguards and henchmen. (There's already an RPG for that: Ars Magica.) My current thinking is that the best way to handle it might be something like the carousing table, to be used in the downtime between adventures, in order to keep one character's spell-questing from distracting from the meat of the campaign. Some kind of formula that lets characters convert earned gold and invested time into a chance at spell mastery, with a nice random mishap chart, I think...