Monday, October 4, 2021

Traveller 2300AD: The Dark Between The Stars

     Hey folks, long time no electrons. This is the info page/FAQ for my 2300AD campaign, The Dark Between The Stars. The game is based on the first edition Traveller rules and 2300AD setting from Mongoose Publishing, and is currently in the planning/recruitment stage.

The Premise: Rebco SAR is involved in more than just search and rescue operations in space and on Earth's far-flung colonies. As humankind has spread throughout the stars, it has encountered numerous alien species, mysteries, and threats. Humans being what they are, tend to take risks and meddle in things they're not necessarily well-equipped to deal with.

     That's where you, the heroes, come in. You'll be called upon to help people and organizations deal with the difficulties of off-world life on one of Earth's many colonies. With the shadow of the Kafers spreading throughout human space, will you be able to nurture and protect human civilization on the frontier, or will you simply fade into the dark between the stars?

What You Need: There are only two books you really need for this game: the Mongoose Traveller 1e rulebook and the Mongoose 2300AD 1e setting book; both can be purchased in PDF format from DriveThruRPG.
 
The Platform: Audio will be handled through Discord, while the virtual tabletop (VTT) may be handled either through Roll20 or Owlbear Rodeo. Players are not required to have their cameras active; I know I, the referee, will not.
 
The Rule of Rules (Rule Zero): As a friend of mine wrote on his own long-running campaign site:
Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, grandfathering is not guaranteed). The (GM) will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting.

    That being said, while there are a ton of other Mongoose Traveller (and third party) books which are possibly compatible, the two aforementioned books are the foundation. Those books will be referred to and open for access as needed in the campaign at the referee's discretion. The same goes for material from the original Traveller 2300/2300AD RPG and related periodicals from GDW, Digest Publications, and Stygian Fox. Still, if an element presented in any of the material proves to be an issue, it will be removed or changed as needed.

Campaign Tone: While the Kafer War seems to dominate the setting of 2300AD, this campaign will be focusing on exploration, dealing with problems related to off-world colonies, as well as international (and interstellar) diplomacy, rivalries, and politics. As such, characters in the group will need to have a wide range of abilities and skills - medical, combat, sciences, etc. The Kafers will show up in the campaign, but they won't dominate it completely.

Character Generation: Beginning characters will be created using the rules as presented in Mongoose Traveller 1e, modified by the Mongoose 2300AD rules. I would recommend that characters be no older than 30 or 35, as I'm not aware of the 2300AD setting having anagathics to prevent the effects of aging. As with the original 2300AD, a deck of cards comes in handy for selecting a character's motivations. I'm willing to allow players to choose their character's motivations, so long as they are reasonable. Finally, all player characters are human, as the aliens in the 2300AD setting are NPCs.

Replacement Characters: Should a starting character be killed or otherwise need to be retired from play, the player may be offered the chance to generate a new character with access to one or more MgT1e career books at the referee's discretion. New characters joining the group, whether tied to a new player or to a current player, will have roughly the same amount of experience as the least experienced character in the group.
 
Rebco SAR logo by Ted Lindsay
About Rebco SAR
(from Mongoose 2300AD, p.85)
Headquarters: Lansdowne, Wellon, Tirane, Alpha Centauri, Core
Mission Statement: To provide the best and most appropriate human resource to tackle any problem, anywhere.
Products/Services: Employment services, troubleshooting, security and mercenaries.
Language(s): English, French, Urdu.
Culture: Free-wheeling but at the same time very cautious. All operations must be above-board.
Staff Levels: 125,000 throughout Human space, including contractors.
Scope of Operations: Human space.

     In the year 2244, two financial institutions on Earth, the Rawal Pindi Trading Company of Pakistan and the National Express Bank of America, merged to become Rebco. The majority of Rebco’s business involved financial services on Earth but in 2257, after developing a large internal security force, the corporation created a splinter group dedicated to providing short-term security forces to organisations on colony worlds.

     This began with uniformed guards for corporations and over time ranged up to include mercenary troops for small colonial governments and even rescue operations. Rebco relocated their new organisation’s offices to the colony of Wellon, on Tirane and they called it ‘Rebco Search and Rescue,’ or, more succinctly, ‘Rebco SAR’. Since then, Rebco SAR has expanded from providing security forces to matching persons seeking employment with employers looking for experienced personnel.

     Missions for Rebco SAR can involve anything. If there is money to be made, Rebco SAR will most likely be willing to get involved, although its coordinators pride themselves upon their honest reputation and will avoid overtly criminal activities.


House Rule: Character Improvement
    One of the big questions of Mongoose Traveller was how characters advanced in skill levels during their adventures. I put the following system together to answer that question. In addition, I hacked some of the XP and learning/teaching rules from MegaTraveller (Player's Manual - p. 41-43) and Traveller: The New Era (p. 133-134) to expand upon how characters can teach (or learn from) others.

Basic XP Guidelines
  • 1 XP for surviving the adventure.
  • 2 bonus XP for good roleplaying and/or ingenuity in the game.
  • 1 XP for each skill used repeatedly or in a particularly dangerous situation.

Spending Experience Points
    Players keep track of what skills their character used during the adventure. Only these skills are eligible for improvement with the cost in XP being equal to the new skill level (e.g. Skill-1 costing 1 XP, Skill-3 costing 3 XP, etc). Boosting a skill from Skill-0 to Skill-1 costs 1. Learning a skill from scratch up to Skill-1 costs 2 XP.

Learning via Observation and Training
    Characters may also learn through observation and training. A character observing another character successfully performing a task gains 1 XP for the relevant skill. This works only if the character explaining the task has a skill level twice that of the observing character (e.g. a Skill-2 character teaching a Skill-1 character how to do something; or a Skill-4 character teaching a Skill-2 character to do a task).

    Teaching a character to do something requires a Difficult check of the teacher's relevant skill (i.e. using Repair to teach another how to repair something). The students' INT and EDU modifiers are also taken into consideration when totaling the final DM. For multiple students, average the INT and EDU modifiers if you so choose.

    The teacher must have at least one level in the skill being taught and the student cannot have a skill level equal to or higher than the teacher's. If the teacher succeeds at their roll, they gain 1/2 XP per student (minimum of 1 XP). The teacher's roll is followed by the student's roll to demonstrate understanding. The comprehension DM is the difference between the teacher's roll and the target number. if the student succeeds, they gain a certain number of XP

     If the number of students is less than half the teacher's skill level, each student gains 3 XP. If the number of students is more than half the teacher's skill level, each student gains 1 XP.
    Example: Corey has INT 10 (+1 DM), EDU 7 (+0 DM), and Repair-1. His teacher, Brian, has INT 13 (+2 DM), EDU 9 (+1 DM) and Repair-2. Brian is going to teach Corey how to repair his pistol. The DM for the task is -2 (Difficult). Brian rolls 2D6, adding the task DM of -2 (for Difficult), his own INT and EDU DMs (+2 for INT, +1 for EDU), his repair skill (Repair-2) and Corey's INT and EDU DMs (+1 for INT, +0 for EDU) he gets a total DM of +4. He rolls a 7 adding the +4 to get 11; this gives a +3 (11 - 3 = 8) DM to aid in Corey's understanding. Brian has succeeded in adequately explaining the task; now Corey has to demonstrate his understanding.

    Corey rolls 2D6, adds his INT and EDU DMs (a total of +1), his repair skill (Repair-1), and the +3 comprehension DM. His roll is a 9, giving a total of 14. He shows that he understands. For his success in teaching, Brian receives 1 XP, since he has only one student. Since Corey is the only student and he understands what he has been taught, he receives 3 XP.

    Characters with a skill at Skill-0 may still learn a skill, either through observation, instruction, or trial and error (also called "The Hard Way").

Skill Caps
    Characters are limited in the total number of skill levels they can have. This limit is the sum of their INT and EDU scores. Untrained and level-0 skills do not contribute to this total.

    Additionally, a character is limited in how many high-level skills he can maintain at a time. This limit is typically one level-4 skill and two level-3 skills. If a player raises a skill up to level-3 or level-4, and thus exceeds this limit, he must simultaneously drop a skill down from that level as well.

    If the sum of the character's INT and EDU DMs is greater than zero, they are allowed that many additional skill levels toward their total. A character with an INT and EDU both of 9 (+1 DM for both) could have up to 20 levels in their skills (9 + 9 + 2 = 20). This does not allow them any additional level-3 or level-4 skills.

Skill Caps, Enhancements, and Aging
    Cybernetic enhancements will not allow a character to surpass these limitations.

    Should a character suffer a loss of either INT or EDU due to aging, the character's skill caps are also affected. For example, the same character fails an aging roll and has his INT reduced by 1, dropping it from 9 (+1 DM) to 8 (+0 DM); the character's EDU is 9 (+1 DM). Where once the character had two additional skill levels, he now loses one skill level and must drop one skill by a level to reflect this deterioration if he had previously hit his maximum number of skill levels. If the character had not already hit the maximum, they do not suffer the loss of an active skill level, only the reduction of the maximum number of skill levels they can have.

Improving Characteristics
    Characters may also improve their characteristics through training. The target characteristic score's DM, in addition to any aging modifiers, is the DM for the training roll; characteristics cannot be improved through training beyond +1 per year.

    To quote the MT rules "...a character could regularly lift weights to improve his Strength; he could study fencing to improve his Dexterity; or he could run regularly to improve his Endurance. A memory course could enhance his Intelligence, and he could regularly participate in a reading and discussion group to increase his Education."

    The exceptions to this rule are social stats (Caste, Charisma, Social Standing, and Territory). These cannot be increased through formal training or experience. Instead, "it requires significant cash expenditures and consequent changes in lifestyle to 'become' part of the desired social class."

House Rule: Sanity
     At least two of the original GDW adventures (one being "Bayern", the other remaining nameless to avoid spoilers) had scenarios and rules regarding how encountering alien intelligences affects the human psyche. The purpose of having these rules isn't to make 2300AD into some eldritch dark space where sanity-blasting xenomorphs lurk in every shadow. No, it's just to provide some point of reference in how humans deal with encountering the truly alien with little or no points of reference in common.
 
     Because the original 2300AD system differs from the Mongoose Traveller rules, and because Mongoose Traveller's base rules don't handle anything regarding sanity (Book 4: Psion has rules for psionic trauma), that leaves a bit of a gap. I've crafted some workable (at least to me) rules from the psionic trauma rules in Book 4: Psion, the rules from WildFire's out-of-print Chthonian Stars setting, and Terry McInnes' article "Losing It" from The Travellers' Digest #17. You can find them here.

House Rule: Psionics
     The original 2300AD didn't allow for PC psions. Some GDW adventures had PCs encountering psionic aliens (again, no spoilers), and as above, had rules for such encounters' effects on the human psyche. As it stands, I'm using Patrick M. Murphy's 2300AD psionics house rules as a guide, as well as my own common sense. In other words, if your character has psionic abilities, don't expect them to be crushing starships or flinging jets of fire from their fingertips. As per the Mongoose Traveller rules, characters cannot have psionic talents at generation without permission from the GM. My guidelines for psionics in Mongoose 2300AD can be found here.

House Rules: Armor Ablation and Other Options
     Combat will use both the Knockout Blow and Random First Blood optional rules on p.66 of the MgT1e book. With regard to damage to armor, one (1) point of armor protection is lost for every three (3) points of damage that gets through.

So What's The Difference (Between Games)?: Around 1986, Game Designer's Workshop released Traveller: 2300, which was essentially a follow-up to Twilight: 2000. Unfortunately, the title caused a bit of confusion, and so GDW revised and retitled the game 2300AD.
 
Different and yet...

     In "The 2300 AD Revision" (Challenge Magazine #34), Lester Smith writes (bold emphases are his as they appear in the original article):
Some people originally confused Traveller: 2300 with Traveller or thought that there was some link intended between the two games. By changing the title to 2300 AD, we put an end to that problem, while at the same time maintaining the continuity of the releases in the 2300 line. Let me emphasize here for anyone who might still be wondering: 2300 AD has nothing to do with Traveller. Not only are the rules to the two games much different, the games are set in different "universes," with completely different alien races, different routes of travel between the stars because the FTL drives in each game operate on completely different theoretical bases, different technologies (there are no grav plates in 2300 AD, for instance), and different themes. Traveller spans the Milky Way galaxy and concerns humanity's struggles to maintain a civilization over that broad reach of space. 2300 AD reaches stars just beyond 50 light-years from Sol and concerns humanity's struggles just to survive among those stars.
     Flash forward to 2012, and Mongoose Publishing releases their edition of the 2300AD license - with "Traveller" emblazoned on the cover. Granted, the second edition doesn't have that same point of confusion, but I'm not really thrilled with the second editions of either Mongoose 2300AD or Mongoose Traveller. Overall, I find it rather ironic that Mongoose Publishing has unintentionally reinstated the relationship between Traveller and 2300AD.
 
     "So, what about 2320AD?" you say. Well, that's a different matter. If the campaign timeline runs through the end of the Kafer War, we'll cross that bear when we get to it.

     If anything else should need to be addressed with regard to the game rules, it will be added to this blog post. Now, let's reach for the stars.

Monday, July 27, 2020

Taking the Final Frontier to the Virtual Frontier

Now that the uncertainty regarding Nuke-Con 2020 is out of the way, I can actually start making headway in planning and prepping for my October and November events. After a lot of gamer ADHD and anxiety, I've come to the conclusion that Cyberpunk 2020 hits too close to home with current events the way they are.

As such, I'm going to be running the Icon system edition of the Star Trek RPG. While Modiphius' 2D20 system is the current incarnation of Star Trek roleplaying in the hobby, Last Unicorn's edition is my version of choice. This post will be the central locus for information on my events.

First off, let's get the skinny on the two conventions in question. Nuke-Con is set for October 2-4, 2020. Virtual GameHole Con is scheduled for November 5-8 go here to register for the con. Essentially, I'm going to be running the same events for both conventions, so if you miss a certain event at Nuke-Con's virtual convention, you can always try to catch it at Virtual GameHole Con. All that being said, let's move ahead to the 24th century...

The Series Premise

The year is 2377 - only two years since the Dominion War ended. The Alpha Quadrant's long healing process is far from over. The Cardassian Union and Klingon Empire quietly rebuild from their devastating losses. Meanwhile, the Federation and Romulan Star Empire have resumed their cold war. In the shadows, predators and scavengers lurk, watching for any sign of weakness they can take advantage of.
Capt. Malcom Harrison. Yes, I went there.

Into this uneasy peace comes both a new ship and a new generation of Starfleet cadets. Cadet Training Squadron 42 - Delta Squad - find themselves assigned to the USS Odyssey, NCC-71832-A. One of many ships constructed under Starfleet's Rapid Reconstruction Initiative, the Odyssey is built from a number of refurbished, salvaged, repurposed, and new components. Despite being thrown into the deep end of this chaotic situation, Captain Malcom Harrison and his crew are determined to keep the flame of Starfleet and the Federation's ideals burning.

Canon and Apocrypha

While these are convention games, I feel it's important to remind some players that this game adheres mainly to the canon as presented in the TV series (excluding Discovery) and movies (excluding the J.J. Abrams films and despite my dislike of Generations, First Contact, and Nemesis).  Material presented in the novels, comics, and electronic games is considered apocryphal unless I introduce it into the game. 

The Icon System (Condensed)

 For those of you who don't own a copy of Last Unicorn Games' Star Trek: The Next Generation RPG, I've provided a condensed version minus the Renown rules. Why did I leave out the Renown rules? Mainly because I find them pointless, but also because they serve no purpose in these scenarios.
 

The Adventures of the Odyssey and Delta Squad

The following adventures represent the events of Delta Squad's extended cadet cruise. Event information for each convention will be added as details become available. Discord links will be provided here once they have been assigned by the respective conventions.

The Kobayashi Maru - Members of Delta Squad take part in the Kobayashi Maru simulation, but a cadet's secret agenda risks everyone's future.
 
GM's Note: Players whose cadet characters receive a promotion to Ensign in "The Kobayashi Maru" may bring those characters back to participate in the subsequent adventures below.

Shakedown Cruise - The unexpected arrival of Delta Squad and a mysterious subspace signal complicate the USS Odyssey's maiden voyage.

Bioadversity - A survey mission turns deadly when an ancient bioweapon is released and an old enemy of the Federation returns seeking revenge.

A Hungry Season - A mission of mercy is derailed when raiders hijack a convoy carrying medical aid.

USS Odyssey NCC-71832-A


Please note, the starship record sheet is not form-fillable.

Dramatis Personae

Here are the heroes of our adventures - the cadets of Delta Squad and the crew of the Odyssey. The character sheets are forthcoming.

 
 

Bonus: Wonder what the theme song would be like? I think Nick Phoenix's "Starfleet" fits the bill.

Monday, June 15, 2020

Nuke-Con LIVES!

After weeks of feeling adrift in seas of uncertainty, the sun broke through and I can see clearly now. Nuke-Con 2020 is going ahead, but in an online format. Just an hour ago, the con coordinator posted the following announcement: 

Good morning, Fellow Gamers.

I have to announce today that Nuke-Con has decided not to hold a face-to-face convention in October 2020.

We also decided that we can’t let our 30th Annual Convention disappear with just a whimper, so we’re shifting gears to an online convention. It’ll be the same weekend you’ve been planning for: October 2, 3, and 4, 2020. We’re still working out details, but in the meantime we invite all GMs to talk with us about how to shift your game to one of the many available online platforms.

You can reach Erik Luken, Game Registration, at gmreg@nuke-con.com.

You can reach Josh Stortz for membership questions at reg@nuke-con.com.

You can reach Speedy Coveny to talk about pre-paid booths at vendors@nuke-con.com.

You can reach me for general questions and comments at main@nuke-con.com.

You can also send a message to https://www.facebook.com/nukecon/inbox/.

We’ll post updates as we finalize details.

Like you, we’ve been hoping for the best but planning for the worst. The staff talked about better spacing around tables, limiting the number of people at a given table, masks, and disinfectant. We discussed the financial impact to the organization, how much we’ll miss seeing our friends, and what the Nuke-Con community might think of us whichever decision we made. In the end, we decided that we can’t, in good conscience, open an arena for possible – maybe even likely – transmission of disease.

Thank you all for understanding.

Norajane McIntyre
Aka the GodMom
Nuke-Con 2020 Convention Coordinator

So there it is, and to quote Droopy Dog, "I'm happy."
"You know what, folks? I'm happy."


I know there are some folks who aren't happy with this situation, but it can't be helped. We're already seeing spikes in COVID-19 case numbers now that restrictions are being lifted in various states. While those spikes alone don't constitute a second wave of the virus, we can't let them grow to that stage. I'm so very glad that Nuke-Con isn't going away and that with hope there will be a Nuke-Con and a vaccine in 2021.

All that being said, keep an eye on this spot for more info on my convention events. I may also be running games at Gamehole Con's virtual convention in November if the stars align right.

Tuesday, May 19, 2020

On Adapting

Change is hard. Change is scary. But sometimes change is necessary for survival. That's something everybody is learning in this ongoing pandemic. One would think that gaming would be immune to this, but it's not. Groups normally accustomed to meeting in person are having to meet online in order to prevent the spread of COVID-19. Our favorite gaming conventions and convention-related services have also felt the effects of all the uncertainty.

GenCon, GaryCon, PretzCon, Nuke-Con. All of these are institutions in our hobby, either locally or on a larger scale. While GenCon and GaryCon both canceled their physical events, they adapted quickly and went virtual. PretzCon, a smaller convention here in Omaha, sadly canceled for 2020 and now it looks like Nuke-Con is on equally uncertain footing.

I originally wasn't going to raise a fuss regarding the option of going virtual, but given possibility of Nuke-Con 2020's cancellation, I've decided to come out and say this: I would rather see a online Nuke-Con rather than no Nuke-Con at all this year.

While there are people who tout the efficacy of such things as social distancing, masks, gloves, and plastic shields, these measures aren't entirely foolproof. In a convention scene, they're pretty much counterproductive. Masks and gloves can tear or become otherwise contaminated; plastic shields are expensive. Also, I can't see myself sitting six feet away from my players, shouting over the din of an open convention hall through a mask. Living with multiple risk factors, the only way I'll truly feel safe in physically attending a convention is if a working COVID-19 vaccine is made readily available.

This might appear selfish to some people, but think about it. While we would all love to get together with our friends and love ones at Nuke-Con, we all have to act responsibly to prevent the spread of the virus. Meeting virtually is the only way around this, in my opinion. Yes, I know meeting online is not everyone's thing, but sacrifices have to be made in order to protect ourselves and others from this pandemic. I'd rather run my games online than not run them at all.

As such, I'm going to be registering my events – with the proviso that if Nuke-Con happens physically (with or without a virtual Nuke-Con), and a working vaccine is not available at the time, I will run my games on Roll20. I will be including info in my event descriptions for where players can go on Roll20 and Discord to find the games if I am not physically at the convention. I would only need communication from Nuke-Con as to who signed up for what game. No prize support, no con bucks, no physical support of any kind. Just communications from the event team regarding players.

So the long and short of it is this: if there's no vaccine, I won't be there physically at Nuke-Con; instead, I'll be more than happy to run my games online for anyone interested. If a vaccine is available, I'll take the jab and be there to run my games in person.

We're all in this together, folks, and I hope we're able to see each other for real in October.

Tuesday, May 5, 2020

Appendix B - Part 2 - It's Magic!

One of the neat things about Dragon Magazine has always been to see the creativity of its contributors, especially when it comes to magic and magic items. A lot - if not all - of the spells and items that appeared in Dragon prior to AD&D's second edition were codified into the Encyclopedia Magica books. While this tradition continued long into the latest editions of the game, I'm going to be cherry-picking a number of articles that have caught my eye over the years. Again, I've tried very hard to stay away from mechanic-heavy articles. In this installment, I've also tried to pick out articles that add variety and flavor to the game experience rather than just another way of dealing 1d6 damage or healing 1d4 hit points per casting.

Dragon #18 (August 1978)
"Magic: Governed By Laws of Theory" by Thomas A. McCloud: All good systems of magic in games or fiction are governed by laws. Here, Dungeon Master Thomas McCloud details the roots of magical laws and theories and shows how they can be incorporated into a logical and coherent system for Dungeons & Dragons (or other fantasy RPGs).

Dragon #37 (May 1980)
"From the City of Brass to Dead Orc Pass" by Ed Greenwood: Portals are another well-known ingredient of fantasy fiction, leading either to safety or peril. In this article, the master of the Forgotten Realms himself gives an overview of various gates in fantasy fiction and the tricks (and traps) behind them,

Dragon #69 (January 1983)
"Runes" by Taterczynski & Raupp: Runes are yet another trope of fantasy fiction, providing players and their characters a code to break or riddle to solve in the course of an adventure. This article details the history of runes, including their development and use in various European cultures. It should be noted that some of the historical, archaeological, and anthropological information in this article may be out of date, possibly even contradicted by modern theories and findings. Still, it should provide a foundation for a gamemaster looking to develop a system of arcane or ancient writing for their setting.

Dragon #73 (May 1983)
"Non-Violent Magic Items" by Pulsipher & Gettliffe: When standard magic items like wands, swords, and scrolls just won't do, this article can help. While a number of them seem to be more of an "industrial" type of magic, most of these work well for unique items you might find within a wizard's tower, dragon's hoard, or dwarven delve. Definitely an article worth having on hand.

Dragon #87 (July 1984)
"The Legacy of Hortus" by Jack Crane: Wizards do like to experiment with things - devices, spell creation, the essence of life... This article by Jack Crane details a number of horticultural creations left behind by the late wizard Hortus. A system-agnostic article, it can easily be used in any fantasy system.

Dragon #91 (November 1984)
"Treasure Trove" by various contributors: Another valuable article, this one details various magical items, some of dubious utility that a GM could easily inflict on reckless PCs.

Dragon #98 (June 1985)
"Creative Magic Items" by Ken Hughes: A good gamemaster doesn't rely strictly on the rulebook or supplements for magical treasure. Sometimes the best items are created by the GM. Ken Hughes provides a guide for GMs to make their own creations while maintaining some semblance of balance in their game world.

Dragon #99 (July 1985)
"Treasure Trove II: Seventeen New Treasures" by various contributors: Another handful of magical treasures that can aid or hinder PCs.

Dragon #123 (July 1987)
"The Mystic College" by James A. Yates: While heavily driven by AD&D rules, this article by James A. Yates provides a nice outline of what a fledgling mage could expect at a wizard's school.

Dragon #129 (January 1988)
"Arcane Lore: Magic of the Dwarven Priests" by Len Carpenter: Players who favor the Dwarven Runecaster playbook may want to take a look at this article, which covers dwarven runic magic. It includes a number of recommendations on tailoring various spells to fit the dwarven point of view.

Dragon #139 (November 1988)
"Where Wizards Meet" by John C. Bunnell: Dovetailing a little over a year from James A. Yates' "The Mystic College", this article provides an overview of the inner workings of a mages' guild. My only caveat on this article is that it seems to focus on a world where magic is much more common than what Beyond The Wall and other OSR campaigns might feature.

Dragon #140 (December 1988)
"The Savant" by Vince Garcia: Garcia presents a sage PC class (actually a subclass for the cleric or magic-user class) for first edition AD&D in this article. This is the article I referenced for the savant archetype "Another Exercise in Nostalgia".

"So Many Gods So Little Time" by Andrew C. Gronosky: This is one of a number of articles which have appeared in Dragon Magazine over the years on creating believable pantheons in RPGs. Gronosky discusses reasons for having monotheistic and pantheistic religions in a fantasy campaign as well as handling rival religions, the purposes of the faiths, and other ideas. While not focusing on AD&D mechanics, it is couched in the logic of the game.

"Fantasy Clerics and Clerical Fallacies" by Gregory Detwiler: Detwiler provides a look at making clerical healing a bit more realistic in fantasy campaigns, noting that high-level healing will not always be available to peasants, let alone heroes. Definitely worth a look if you want to run a low-magic campaign.

Dragon #149 (September 1989)
"Magic For Beginners" by  Gregory W. Detwiler: Detwiler strikes gold again in this article on low-level magic items. While most of these are more combat-oriented items, there are some very good ideas in here. My favorite is the silver-iron weapons which provide inherent magic against the fae without the common "+1" enchantment.

Dragon #163 (November 1990)
"Oops! Sorry!" by Donald Hoverson: Magical misfirings are one thing I look for in games. Hoverson provides a compact set of guidelines on how spells can go awry instead of just going "pfft." 

"Magic Gone Haywire" by Rich Stump: Stump dovetails from Hoverson's article here, detailing how magical items can malfunction.

Dragon #181 (May 1992)
"More Magic For Beginners" by Gregory W. Detwiler: Detwiler's sequel to "Magic For Beginners" in Dragon #149 brings us more low-level goodies. In this article there are a few more utilitarian items like low-weight equipment, the continual torch, and miniature or polymorphed gear.

Dragon #200 (December 1993)
"The Color of Magic" by Dan Joyce: "The Color of Magic" provides workable guidelines to making each mage's spells unique and noteworthy in BECMI D&D (as well as B/X, Holmes, and other editions) without incorporating a ton of metamagic feats and the like. An excellent article to consult for Beyond the Wall.

Dragon #229 (May 1996)
"Magic Doesn't Always Go Boom" by Christopher Byler: Byler confronts the issue of level-appropriate magical items in adventuring. While grounded in second edition AD&D rules, the article does have good guidelines on providing non-combat magical items and treasure for low and middle level groups.

Sunday, May 3, 2020

A Necessary Evil

So as I'm contemplating what to write and post here, it comes to me that it might be a good idea to set some ground rules with regard to copyright, the Open Game License, and Open Game Content for my site. I need to practice what I preach and play nicely with others. Why? It's the right thing to do and I really don't want to get hit with a lawsuit, let alone a C&D (cease and desist) order.

What is about to follow is a wall of (mostly tiny) text that will be updated as content is posted. If you decide to read the whole thing in its entirety, you're either a lawyer or you've been in quarantine for so long you'll do anything to break the boredom. May God have mercy on your soul...

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics on this blog are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The names of trademarks or products mentioned belong to their respective copyright holders, any use here does not constitute a challenge to this ownership.

OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
System Reference Document, © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson

Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwwartz, Mark Seifter, Mike SHel, James L. Sutter, and Linda Zayas-Palmer.

Pathfinder Roleplaying Game Bestiary 6. © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Bonus Bestiary. © 2009, Paizo Publishing, LLC; Authors: Jason Bulmahn and F. Wesley Schneider.
Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Pathfinder Roleplaying Game Advanced Class Guide
© 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Pathfinder Roleplaying Game Pathfinder Unchained
. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Campaign
. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Intrigue. © 2016 Paizo Publishing, LLC; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Ultimate Wilderness. © 2017 Paizo Publishing, LLC; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Horror Adventures. © 2016 Paizo Publishing, LLC; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Villain Codex. © 2016 Paizo Publishing, LLC; Authors: Alexander Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon Kunz, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., Stephen Radney-MacFarland, Thomas M. Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer 
Delving Deeper - Gnome, © 2009, Luke Fleeman, Brave Halfling Publishing. 
Dark Elf, © 2012 James M. Spahn, Barrel Rider Games. 
Fairy, © 2012 James M. Spahn, Barrel Rider Games.  
Feast Master, © 2012 James M. Spahn, Barrel Rider Games.  
Half-Elf, © 2012 James M. Spahn, Barrel Rider Games.  
Half-Orc, © 2012 James M. Spahn, Barrel Rider Games. Labyrinth Lord, © 2007-2009 Daniel Proctor, Goblinoid Games.  
Labyrinth Lord Monster Listing, © 2007 Daniel Proctor, Goblinoid Games.
The Hero's Journey: Fantasy Roleplaying, © 2016 James M. Spahn, Barrel Rider Games.
13th Age Archmage Engine, © 2013, Fire Opal Media. Author: Chad Dylan Long, based on material by Jonathan Tweet and Rob Heinsoo. Edited by Cal Moore and Simon Rogers.
13th Age, © 2013, Fire Opal Media. Authors: Rob Heinsoo and Jonathan Tweet. Edited by Cal Moore. Additional editing by Simon Rogers. The 13th Age RPG and supplements are published under exclusive license to Pelgrane Press. 
Shields Shall Be Splintered!, © 2008 Trollsmyth  
Beyond the Wall and Other Adventures, © 2012-2014, Flatland Games, llc.
Beyond the Wall - The Nobility, © 2012-2013, Flatland Games, llc.
Beyond the Wall - Dwarves, Elves, and Halflings, © 2012-2013, Flatland Games, llc.
Beyond the Wall - The Village, © 2013, Flatland Games, llc.
Beyond the Wall - Further Afield, © 2015, Flatland Games, llc.
Beyond the Wall - The Elders, © 2015, Flatland Games, llc.
Beyond the Wall - Heroes Young and Old, © 2012-2016, Flatland Games, llc.
Beyond the Wall - The Wicked Dark, © 2013-2017, Flatland Games, llc.
Beyond the Wall - Beyond the Cave: An Unusual Playbook, © 2014, Flatland Games, llc.
Beyond the Wall - What Lies Beyond: The Chapman Bestiary, © 2014, Flatland Games, llc.
Beyond the Wall - Across The Veil, 2015, © Flatland Games, llc.
Beyond the Wall - Hearths and Homes, © 2017, Flatland Games, llc.
Beyond the Wall - From Distant Lands, © 2019, Flatland Games, llc.  
Beyond the Wall - Tails and Paws: An Unusual Playbook, © 2019, Flatland Games, llc.
Ultimate Options: Story Feats. ©2014, Christina Stiles; Published by Rogue Genius Games. Authors: Rich Howard and Mike Welham. 
The Four Horsemen Present: Young Character Options © 2015, Rogue Genius Games. Author: BJ Hensley.
The Four Horsemen Present: Mature Character Options © 2016, Rogue Genius Games. Author: Steven T. Helt.
The Four Horsemen Present: Venerable Character Options © 2016, Rogue Genius Games. Author: Tim Hitchcock.The Four Horsemen Present: Comedic Character Options. © 2016, Rogue Genius Games. Author: Steven T. Helt.
The Four Horsemen Present: MORE Comedic Character Options. © 2017, Rogue Genius Games. Author: Steven T. Helt. 

Childhood Adventures © 2016 by Everyman Gaming, LLC. Authors: Alexander Augunas, BJ Hensley, Andrew Marlowe, Monica Marlowe, Matthew Morris.
Everyman Minis: Childhood Feats © 2016 by Everyman Gaming, LLC. Author: Margherita Tramontano
Everyman Minis: Family Options, © 2017, Everyman Gaming LLC.; Authors:Alexander Augunas.
The Adequate Commoner. Copyright 2015, Misfit Studios. Author J.M. Perkins.
You’re Gonna Die Screaming: An Optimization Guide to Pathfinder Commoners. Copyright 2014, Misfit Studios. Author J.M. Perkins.




Saturday, April 25, 2020

Seeking Shelter

The COVID-19 pandemic has been taking a toll on everyone, even me. As such, I thought it a good idea to resurrect my blog as a creative outlet to distract myself and others within my hobby from the drudgery of sheltering in place or otherwise having a limited range of activities. I can't take credit for this idea, though. It was originally brought up by Uncle Atom on the Tabletop Minions podcast. You can watch the video in question here:


In the video, Uncle Atom talks about broadening his interest in the hobby by trying new things. And that's what I plan to do here. In the past, I've posted ideas for various RPGs.With the resources I have available, I'm going to post a number of articles, adventures, and other material for the enjoyment of my fellow gamers. The material I post is going to cover a wide range of games, both in and out of print (in the conventional sense) - there may even be some cross-pollenation, but don't hold your breath.

Stay well and stay safe folks. We're in this together - for the long haul.