tl;dr A giant-sized core ruleset that nonetheless offers the best take on an Advanced version of D&D you are likely to find. I never really looked at the Adventurer Conqueror King System, though I had heard good things about it, as an elaboration of classic D&D with a proper domain game. When the new Imperial Imprint (II, aka v2) came out, I decided to spin up my drivethrurpg account and plop for the pdf. Let's start by saying this is not classic D&D. It is evidently based on BX/BE D&D, with its math and level progression advancing only to 14th level. But the scope and detail of this game is far more ambitious than anything Classic and those who enjoy the restrained core of Classic D&D will find the wealth of options and systems overwhelming. It is rather an alternate attempt at making an Advanced D&D, based on Classic D&D. And it is epic/monstrous in scope. Let's look at word counts of core rulebooks (not including monster manuals): ...
I honestly did not imagine myself to be writing a piece like this on this blog. But I feel morally obligated to do so, given that I previously wrote a piece based on the firm assumption of his guilt . Yesterday, Jeff Rients shared a link to an article based on an upcoming research paper by Dr. Clio Weisman. I'd encourage anyone who has, or has had, some interest in the OSR community and/or held some sort of opinion on the case of Zak Smith, to read it after reading this one. tl;dr - The article is about the utterly bizarre lying, harassing and slandering behaviour that has somehow become prevalent in certain sectors of the Rennaisance-Formerly-Known-as-OSR. And Zak Smith sat at the heart of it, as its principal recipient. Dr. Weisman thus chose him as her case study. Long story short, Dr. Weisman lays out a meticulous and researched case that shows Smith to be targeted by OSR trolls for many years with a series of slanderous harassment campaigns, and also to be th...
There will be interludes between the AD&D Appraisal series, to keep my own writing motivation going. I was going to do a 3-mile hex post outlining the virtues of it, but turns out Silverarm did that already and stole all my points (even down to the "Outdoor Survival also uses 3 miles") and added more points I wasn't aware of myself. So go read that excellent piece and come back here. What I instead want to talk about is how the 3 mile hex is a very close fit to our natural sense of distance and visualisation and how the that makes the 3-mile hex the perfect blend between immersion and usable game artifact and how to actually bring that into your game. Minaria hexmap. Scale: 1 hex = 50 miles. Not what we're going for here. A while back, Noisms contemplated the difficulty of creating a sense of wonder in journeys . The difficulty with journeys in RPGs is the scale of it. It becomes too big, and thus too abstract, to visualize, to immerse oneself into. I tried, un...
when it comes to non-Advanced D&D, The internet, and in particular the OSR blogosphere, has deserved praise galore for the B/X sets for D&D. And whilst not quite as enthusiastic, the Mentzer editions for those Basic and Expert sets also get plenty of praise for its art and way of introducing the game. The Holmes set also has its fair of passionate fans. And of course the original brown booklets themselves. Of newer releases, the Rules Cyclopedia also has a large following of fans. One release that hardly ever gets a mention is the 1991 'black box', by Timothy B. Brown and Troy Denning. Actually, the Rules Cyclopedia was published as a sort of companion to this set. Together they represents the fifth and final edition of non-advanced D&D. "The New Easy to Master Dungeons & Dragons Game" also labelled "Classic Dungeons & Dragons" It's short, 64 page booklet, so much the same as its predecessors, comes with a simple dungeon m...
It seemed revolutionary at the time. 3e came out and made a unified mechanic. Roll 1d20 against a target number to see if you succeed. In combat, AC is the target number. For everything else, it's a Difficulty Class [DC]. That's it. Some of those DCs are calculated as a function of level, opposing ability score etc. But what we also got from this system was a way of ad hoc determining the difficulty of something and then simply saying "roll against that target number to succeed". In its core form, this is wonderfully simple and intuitive. All you need to internalise is the size of the numbers on a d20 in relation to overall difficulty and then you can resolve basically anything with it. The part about size of numbers has proven to be a bit of an achilles heel for d20 over the years, but that is a different point I will address further below. No, the real point here is that there's an unintended side effect to DCs as a unified mechanic. There are other downsides ...
There was a time when Old School gamers simply referred to those gamers who played OD&D, B/X and AD&D 1e back in the day and never stopped doing it. Then Grognardia started writing blog posts about it and before long a Renaissance movement was born. The Blogsplosion was supplanted by a flurry of G+ games and discussions and before long, people started making actual game products. Zac became a a self-made billionaire and Matt Finch began pondering if he should simply buy Mattel in order to acquire the D&D brand or if Swords & Wizardry was now so much bigger that it wouldn't even matter. Shit went down over the years. G+ shut down and fragmented the community. Maliszewski went AWOL for 8 years when he couldn't deliver on the Dwimmermount kickstarter. Zacgate. Stuart amended the OSR logo to say dickheads weren't allowed to use it anymore. JB switched from B/X to AD&D. Tumultuous times all-round. Many a blog post was dedicated to the meaning/demise/reforma...
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