Showing posts with label Labyrinth Lord. Show all posts
Showing posts with label Labyrinth Lord. Show all posts

Monday, January 8, 2024

New Year New Game Sale 2024: The OSR Goodness

The New Year New Game Sale is on at DTRPG, and it's got a lot of cool OSR titles I recommend!

The theme of the sale is getting to start a new rpg, so a lot of game systems are on sale, along with low level or introductory scenarios. Here are my favorites!



Old-School Essentials Official:

The Old-School Essentials Classic Rules Tome, by far my favorite OSR game

The Hole in the Oak and The Incandescent Grottoes, adventures for level 1-2, by Gavin Norman

OSE compatible:

Wyvern Songs four-adventure anthology (level 1-6), Hideous Daylight by Brad Kerr

Tomb Robbers of the Crystal Frontier acclaimed level 1 adventure by Gus L

In the Shadow of Tower Silveraxe and The Scourge of Northland, regional modules by Jacob Fleming 

Planar Compass Issue 1 zine by D. M. Wilson and Sarah Brunt

Other OSR game systems:

Errant by Ava Islam

Sharp Swords & Sinister Spells  and also Solar Blades & Cosmic Spells by Diogo Nogueira

Worlds Without Number by Kevin Crawdord

Maze Rats by Ben Milton 

Other OSR modules:

Fever Swamp by Luke Gearing

Slumbering Ursine Dunes by Chris Kutalik

The Waking of Willowby Hall by Ben Milton

The Haunted Hamlet - and other hexes by Lazy Litch

Dyson's Delves and Dyson's Delves 2 by Dyson Logos

The Frozen Temple of Glacier Peak by Robin Fjarem

The Gardens of Ynn and The Stygian Library by Emmy Allen

Aberrant Reflections and The Seers Sanctum, acclaimed puzzle dungeons by by directsun

Wednesday, May 17, 2023

About Ruins of the Undercity

 Ruins of the Undercity is a small book written by Kabuki Kaiser. It was released in 2013, when the OSR was still relatively young: Labyrinth Lord was 5 years old and basically the go-to OSR system. It is a very faithful restatement of BX D&D, and almost 100% compatible with its most popular today's equivalent: Old-School Essentials.

Ruins of the Undercity is, in many ways, similar to more recent hits like The Stygian Library: in a nutshell, a procedurally generated dungeon adventure.

Why am I reviewing this ten years after release? Basically because it fell into my hands while sorting out my bookcase. I must have bought the POD book somewhere around 2013-14 and remember using it both solo and with my group, and I believe it to be one of the lost gems of the early(ish) OSR scene.

So what is it? RotU is, in the author's words, "a huge randomly-generated adventure spanning a full campaign and backdrop setting", that you can play solo and DM-less.

The book. My POD RotU is a digest-sized (A5), softcover, 70 page, black and white book. About six or so art pieces can be found inside, and the text is very clearly formatted and easily readable. I have no idea if my POD book was from dtrpg (the option isn't there anymore) or from Lulu.

What is it about? The adventure inside the book is a virtually endless, randomly generated megadungeon structure, designed to support characters from level 1 to somewhere between 10-14. The dungeon itself is an endless complex of ancient ruins that can be found under Cryptopolis, a thriving desert city ruled by merchants and priests.

It is the type of dungeon everyone in the city knows about, with lots of possible entrance points, and with a constant flux of aspiring adventurers going in, and a few lucky ones coming out alive. A great setup to get to the dungeoning and adventuring in no time.

Breakdown of the Book. After a brief introduction, the books gets you going with a one page background of the city and the dungeon. This is really good. In six paragraphs, it succeeds in painting the big picture and setting the tone and the players' expectations: a trade city the desert; a city of beggars, rascals, and corrupted merchants and priests; the city's main cult, based on an ancient goddess whose colossal statue was found in the underground ruins; the first explorers of the ruins who turned to liches long ago, and now dwell somewhere down deep. Very few elements, but all of them have some sort of connection with the dungeon. Very good!

Next is two pages of instructions to play solo/dmless. Basically a series of customizable exploration routines you set for your specific party, followed a double set of procedures to play in the city and into the ruins. These create a main game cycle of city/ruins/city or, in other words: down-time/dungeon/down-time.

Some reviewers have praised the exploration routines and dual game cycle as a great example of how to actually play OSR games. One such comment can be found on the reviews section on dtrpg.

The In the City section (12 pages) is pure gold. It gives instructions to mark the passing of time as the party tries to find equipment, hire henchmen, and possibly step into random city events and encounters. This three sections are brilliant because they make an excellent job of painting the picture of this desert city. Instead of a generic equipment list, you have 20 different shops, temples, and guilds offering different types of wares and services. So you don't just buy a scimitar: you visit "the curved shop" (which only sells curved blades), and while you're there you may also check if they have a magic weapon for sale. Next, you can visit "Sifforn's Bows", "The House of the Pole" (selling wooden poles, iron poles, pole weapons, and also pole dancer services!), "The Caravan Market", "Zavbira & Lobellia" (who only sell elegant clothes), "The Cloak and Dagger", "House of the Roper". There are also a temple and a magicians' society, and both offer exclusive services to special members. After that, the magic items that might be available for sale are described: four different pairs of magic babuschs, three different magic turbans, four magic weapons (daggers and scimitars). Finally, the henchmen paragraph describes the available types: men-at-arms, veterans, nomads, elves, dervishes, and scoundrels. Again, the desert-city-theme is coherently reinforced.

In short: the shops, services, and henchmen descriptions already help set personal goals for your character before you even start your first delve. And they do that while just being little more than a series of lists.

The Into the Ruins section (23 pages) is the core of the book. It gives instructions to finally get you to into the megadungeon. You get a set of six starting areas, and then a plethora of tables: area types, door types, illumination, corridor types & features, random items found, special corridors, room structure, special areas, room features, room contents, treasure types, containers, and traps, stair landing types, magic effects, gems, jewelry, and a matrix for monster encounters which sends you to 10 different monster tables based on encounter level. That's a lot of tables!

This section has several merits but also flaws. What's good: again, everything is thematic! Nothing in these tables feels out of place. The monsters are a well-considered selection of classic monsters, plus the FORTY monsters described in RotU in the following section. The environmental details, traps, treasure: everything is coherent. Rolling on the tables gets you exactly the dungeon contents that you would expect from the premises of the book. What I dislike: basically two things. First, too much rolling! You'll proceed in 10-minutes turns in real time, because of so much rolling. Second: if you play this as intended (i.e.: rolling the dungeon live as you play) results will often be underwhelming, leaving you with a sense of having wasted your time rolling dice for nothing really, when the results give you details that offer nothing to play with. Knowing about the shape of the columns, is just not worth another roll, as it will probably be a useless detail.

And this leads to the broader issue of how randomly generated content often suffers from a lack of interconnectedness and meaningfulness. RotU has a lot of broad interconnections, but unfortunately fails at its main goal: consistently creating an engaging dungeon delve, if evaluated by today's standards of  theOSR adventure critique. When you roll a new room or corridor, you'll find details that feel like clues, but are not. They are general clues of the global environment, but there will never be any kind of foreshadowing (or telegraphing) of nearby hazards or opportunities. I did play a few sessions of RotU years ago, and this flaw was evident.

Fixing this would have required a completely different design approach of the generation procedures. Again, The Stygian Library comes to mind as an example of "less rolls, more useful results". I tried my hand at this too, with the Gold & Glory dungeon generators.

Another issue I have with this section is that the encounter generation matrix computes the party level into the types of encounters. This means that a level 1 party enters a manhole on the city plaza and finds skeletons, while a level 10 party entering that same manhole will meet terrifying 10+ HD monsters. In other words: dangers and treasure are dictated by the party's average level, not the dungeon level, so the traditional megadungeon structure and philosophy ("go deeper to find bigger treasure") is not here. The generators will produce "a dungeon adventure suitable for your current party level".

The Fiends of the Ruins section (16 pages) introduces 40 "new" monsters. I'm not an expert here, but I feel some of them are new with reference to the Labyrinth Lord bestiary, but are not completely original. Anyway, they are nice, thematic (again...), and those with a variety of powers of spells include a "tactics" paragraph. Nice.

The book ends with some extra tools, tables and an appendix: a table to thematize the treasure maps that can be found as treasure, and make them functional with the Undercity dungeon; there's also four powerful artifacts; and a final appendix with post-delve events and a series of nine possible longterm personal goals for the player characters, including becoming a high priest of the Goddess, a member of the city's council, a city hero, or even a lich. This section, like others before, is great: lots of ideas, interconnectedness, and thematic coherence. And for each goal there are clear instructions on how to achieve it. Perfect for both traditional and solo/gmless play.

Final considerations...  All in all I cherish my PoD RotU book. It's a piece of my personal hobby history, and it was one of the inspirations for my Gold & Glory series. I cannot say I would recommend using it as intended (i.e. to generate the dungeon as you play), with or without a gm. But, if you think you like the general premise of vast ruins under a desert trade city, I definitely recommend giving it a shot as a "thematized dungeon preparation toolkit": i.e. as a set of tools and tables to generate your Undercity dungeon before playing. Used like this, you may decide which tables to skip, which to roll on, and which to choose results from instead of rolling; you may decide to completely skip the map generation tables and simply use Dave's Mapper to instantly generate endless maps, or grab some of those amazing Paratime Design maps; you may decide to use the encounter matrix as is, and thus create dungeon adventures balanced for a given party level, or you may "cheat" and use the encounter matrix to create a 10+ levels megadungeon by simply considering party level 1 for dungeon level 1, party level 2 for dungeon level 2, and so on.

...and hopes? Despite its flaws, I must say I'm fond of RotU. I hope Mr Crespy will someday consider creating an updated, upgraded edition (possibly an Old-School Essentials version?), to bring the mysteries of Cryptopolis and the Undercity back on a thousand gaming tables. 




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Into OSR? Check my other OSR posts!


Thursday, January 5, 2023

New Year New Game Sale 2023: My OSR Recommendations

   The New Year New Game sale is on at DTRPG, and here's the offers I recommend.

Whether you've never played OSR games, or you're a veteran looking for something cool, here we go.

This year, despite the sale name, a lot of OSR adventures and supplements are included in the sale!

OSR GAMES

Old-School Essentials - Classic Fantasy Rules Tome - The best retroclone around, a faithful reproduction of the B/X D&D rules, with an exceptional work done on the text to make it clear and user-friendly, with an egregious layout. Recommended if you're new to the OSR and want the distilled, simple experience of the original B/X rules. Everything you need to play in one book. Also, my favorite OSR game.

Dungeon Crawl Classics RPG Core Book - A glorious OSR game that is not a retroclone but captures the feel of old school games, with unique mechanics that build on a solid d20 system, generally compatible with other OSR stuff. Recommended if you want a more modern cut, while true to the spirit of OSR... and you like crits and fumble tables. And then there's 100+ DCC adventures and supplements that are also on sale.

Worlds Without Number - Kevin Crawford's masterpiece, and one of the most successful games on the whole DrivethruRPG platform. A great game in itself, and a book with tons of tools to generate everything, from world building to adventures, whatever game system you prefer.

Solar Blades & Cosmic Spells, and Sharp Swords & Sinister Spells - Both of Diogo Nogueira's original games are a blend of OSR and modern sensitivity, with streamlined rules and inspired tables.

Maze Rats - a modern classic among non-retroclone OSR games, by Ben Milton.

ZWEIHANDER RPG: Revised Core Rulebook - the Warhammer Fantasy Role Play retroclone... 'nuff said!

AND OSR ADVENTURES & SUPPLEMENTS

Despite the promotion is supposed to be about new games, this year quite a few supplements and adventures made it through the mysterious DrivethruRPG automatic selection and are on offer:

OSE official adventures Hole in the Oak and Incandescent Grottoes. Highly recommended!

And 50+ more third-party OSE-compatible titles are on sale.

The Gardens on Ynn - A point-crawl adventure set in an ever-shifting extradimensional garden, with a system to generate content while you play.

The Stygian Library - Gardens of Ynn's twin, this time a dungeon set in an infinite, extradimensional library.

Luke Gearing's Fever Swamp - a hex-crawl sandbox adventure compatible with BX d&d and its clones.

Pauli Kidd's big huge Wolf's Head Tor, a 233-page mini setting, with a megadungeon included, developed from the author's original 70s campaign! Can you imagine something more old school?

Brad Kerr's latest adventure anthology book, Wyvern Songs. Probably THE OSR BOOK OF THE YEAR 2022. It's so good. I've reviewed it here.

Peril in Olden Wood - An acclaimed, big huge regional adventure for OSE, level 3-5.

Puzzle Dungeon: The Seers Sanctum - A challenging 10 room dungeon for smart players to figure out. Reviewed it here.

Chris Kutalik's Slumbering Ursine Dunes - A widely and wildly acclaimed setting, point-crawl, and sourcebook, compatible with BX d&d and its retroclones.

Ben Milton's The Waking of Willowby Hall - A lovely adventure scenario for Knave.

WHAT ABOUT MY STUFF?!?!?

For reasons I can't fathom, my OSR stuff was not selected for the current sale. No worries though, the Falkrest Abbey adventure for OSE is still up for just $1, and my OSE e-zines are out there as Pay What You Want.

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Into OSR? Check my other OSR posts!

Wednesday, October 19, 2022

Halloween Mega Sale at DTRPG: My OSE Recommendations

 The Halloween sale is on at DriveThruRPG. For the next 14 days, more than 14.000 horror-themed rpg titles are available at reduced price!

The list of OSR titles currently discounted counts a big 588 items, which is a lot.

The sheer amount of titles available makes it hard to create a list of OSR recommendations, so this time I'll focus on some of the titles listed for Old-School Essentials and for Labyrinth Lord, as BXDnD is my current go-to ruleset.

Pumpkin man courtesy of Nightcafe AI art generator

Adventures

Of the Necrotic Gnome's official adventures for OSE, the only one available during this sale is the Ennie award winning Halls of the Blood King by Diogo Nogueira: exploring the interdimensional castle of a vampire lord sounds like a great scenario for a Halloween game indeed.

Ominous Crypt of the Blood Moss - is a very good 10 room dungeon which develops the cliché theme of "crypt with undead" with interesting twists and consequences, and a horror from beyond space and time. I've reviewed it here.

Falkrest Abbey - Ghost, wights, and ravenous zombies in a ruined abbey. Written by Andrea Mollica and me. More about it here.

The Frost Spire - An excellent creepy-fairy-frosty level 3 dungeon adventure with an interesting moral dilemma. Reviewed it here.

The Demon Tower of Valdig Fel - An intriguing scenario for Labyrinth Lord, with a flying citadel shaped like a demon head, for characters level 5-7. Short and sweet.

Witches of Frostwyck - A long, mystery scenario for characters level 1-4, with witches and a cursed village in frozen forest.

The Haunted Hamlet - A best-selling location based scenario by Lazy Litch.

The Stygian Library - A hugely successful and widely acclaimed infinite dungeon-library with lots of random content.

Sourcebooks, Supplements & Zines

Of my very own Lands of Legends zine series, the Grim volume is now on sale, (and the five zines are also currently bundled up in PDF + Print on Demand.

Realms of Crawling Chaos - A classic Labyrinth Lord supplement to introduce the Cthulhu Mythos in your OSE/LL/BX campaign.

Into the Wyrd and Wild - A supplement to make wilderness adventures more interesting, with a strong accent on the weird and terrifying side of things out there.

Don't forget the Trick or Treat specials!

During the Halloween sale, you should check the DTRPG Home page and click on the big orange banner at the top of the page, because you'll find three titles offered for free, on a rotation with new titles every 24 hours!

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Into OSR? Check my other OSR posts and reviews!

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