Showing posts with label ZiMo2022. Show all posts
Showing posts with label ZiMo2022. Show all posts

Saturday, June 11, 2022

About Old School & Cool Vol. 3

Old School & Cool Volume 3 is the third installment of Knight Owl Publishing's zine series dedicated to OSR games.

It was crowdfunded last February during Zine Month. I backed the project and the printed zine has just landed here at my place, all the way from Portland, US to Pisa, Italy!



It came in a simple letter envelope, plus a protective plastic wrap. It came in good condition (except for a corner on the cover).

The zine is one of those US formats I can't fathom, similar to A5 but slightly narrower. It looks beautiful. Color cover, b/w interior, good staple binding and print quality, 40 pages of goodness, with clear layout and nice art. I especially like the full wrap-around cover art.

So what's inside?

The objective of this zine is to give options and content for b/x d&d and its simulacra, Old-School Essentials included, to go beyond the 14th level limit.

This is achieved in the various sections of the zines: new options for classes, high level spells, immortal artifacts, monsters, gods who used to be adventurers, and the adventure "Don't Lose Your Head".

First of all, the zine introduces the concept of "level x": instead of coming up with tables upon tables of new level progression beyond level 14 (or lower, depending on class limits), the zine presents the idea that once a character has reached their class' maximum level, plus another xp threshold listed in the zine, they can reach "level x" if they defeat ("though not necessarily kill") a level x character.

Defeating another character is a very interesting concept (yes I know druids already had that) and one that makes progression more interesting than just an abstract, arbitrary xp goal.

Once both conditions are met (xp and victory over a level x character), the new level x hero must choose one of two paths: Ascended or Descended. These two may sound a bit like "good" and "evil" (which in turn is quite close to how the law/chaos opposition seems to map in b/x d&d), but it's not necessarily so. The two paths available to clerics are pretty much so, with one being the angelic healer, and the other an aspiring demigod of undeath. Things are definitely more nuanced for the two paths available to dwarves: the runesmith and the grudge keeper. I like that, as per the rules presented in the zine, the choice is free and not tied to alignment in any way, and that there is no neutral choice between, say, the path of the vigilante and the path of the crime lord for thieves, forcing players to an interesting ethical choice beyond their alignment. . This section, with two paths for each of the seven bx classes, is 10 pages.

Each level x path offers a packet of new class abilities (in most cases 4 or 5), plus of course access level x spells for spell caster classes.

The zine lists 8 arcane level x spells and 6 divine level x spells, described in 4 pages. These are of course very powerful (the arcane list includes a wish spell, for example).



What I like about both the new class abilities and the new spells is that yes of course they are powerful (often extremely powerful), but also that they are not just and not only numerical bonuses, but often give new capabilities. Examples: an elf who's picked the path of the unseely fey can "command any animal, beast, or monster with 10 or fewer HD, so long as they are within a forest". That's one hell of a special skill, and the type of ability that truly changes the game, which is good, in my opinion. Another example: one of the level x divine spells completely restores an undead creature to life, as if death and undeath never happened to them. This, in a domain level play, can have a lot of consequences which can be interesting to explore and definitely may go beyond mere combat.

I like that these new powers, abilities and spells are clearly not mere conversions of stuff from other editions.

I don't like that here and there some rules are not 100% crystal clear in their meaning, or so they appear to me.

I can't be sure these powers and skills can work or will ruin the game with their immense power, but one thing is sure: before players gain those skills, they must defeat an NPC who possesses them, and it will definitely require some very clever planning and group work. Think for example of a grudge keeper dwarf: one their abilities says once they lose half their hp they "lose track of their dwarfmanity" (LOL) and until all enemies are dead they attack at -2 but roll 1d100 for damage! Go kill that guy, I dare you, this is what the zine says, and I like it.



The "Immortal Artifacts" sections presents 22 (again, very powerful) magic items. These are cool and detailed with backstory, powers, and also a corrupting trait and some way to neutralize them. These are very cool and can definitely be introduced as treasure (and game changers, and of course as part of the arsenal of villainous NPCs,) into a high level campaign wether you choose to use the "level x" rules or not.

The monsters section includes ten creatures, such as Apocalypse Dragons, Devil Wyverns, Kaijus, Shoggots, and Ghost Cataphracts (a Ghost Rider inspired undead, complete with a "hellfire flail" that extends to 15'). They range from 12 to 33 HD and of course have very nasty special abilities. These are solid and interesting and, like the previous section, can surely be introduced as mega enemies for level 10+ parties.



The "Gods who used to be adventurers" section (2 pages) briefly describes four godly NPCs, with brief background, game statistics, holy symbol, unique special abilities, and individual art pieces. These are frankly cool, and are connected with the other contents of the zine such as the artifact, but on the whole I'm not sure what's the deal here. Even though they have the six abilities scores listed, based on their statistics they don't seem to be level x characters, but their own thing, so what are they here for? Possible adversaries or allies, I suppose, but the intended purpose is not perfectly clear as it is not stated.



The final 4 pages feature a scenario for characters who "have enough experience to reach level x but need to defeat a level x champion. Characters of less power but great cunning could perhaps survive, but it would not be an easy task".

This is a short open scenario with a city threatened by an evil level x magic user, but also protected by a good level x fighter. It also features several creatures from the monsters section and a couple of items from the Immortal Artifacts section. It could have benefited from having one or two extra pages to make a few details clearer, but overall it seems to me a good example of high level play scenario, which is quite rare. It is an open scenario where clever thinking, diplomacy and political decisions may have a large impact and, while the default approach is to stop the evil magic user, the scenario will still work if the group decides to challenge the good fighter instead.

Overall

Overall the zine is very good, with lots of things that can be dropped into high level campaigns (10+), all together or in selected bits, and I'm glad I backed it! If it's ok to have ogres and trolls in scenarios for level 1-3 characters, then you can definitely put some of those mega monsters (and magic items, and spells) in a level 10-14 scenario.



Print version?

The print version (I suppose the same as mine), alone or with the PDF, is available at the Knight Owl Publishing store, while the pdf alone is up at DriveThruRPG.

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Into OSR? Check my other OSR posts and reviews!

Saturday, February 5, 2022

My Personal Zine Month OSR/OSE Round-Up

Zine Month has begun, and a lot of cool projects have launched!





As the ZiMo page currently displays more than 100 projects, and might probably hit 200 soon, I've decided to collect here the OSR / Old-School Essentials projects I find most interesting. Let's start!

The Big List


Old School & Cool Vol. 3

This third installment focuses on high level play. Since Old-School Essentials limits characters to level 14, OS&C3 offers options for further character development, including spells, magic items, and monsters, gods, and also an adventure.

Aberrant Reflections

A low-prep, system-neutral, mirror-themed dungeon adventure, inspired by Zelda and Metroidvania games, with art by Jacob Fleming (the Tower Silveraxe guy). 

Brewkessel #2: School of Spellcraft and Sorcery

The second issue of this modular, Hogwarths-gone-crazy megadungeon, with the option to also grab the well-received issue 1. For Old-School Essentials.

The Mirror of Malatesto

An art-heavy, grim dark adventure, introducing a whole setting via a catacomb crawl scenario. For OSR games (and 5e).

Planar Compass Issue 3

Perhaps the most beloved Old-School Essentials zine? Each issue further develops their weird astral setting with more and more gameable stuff. This issue offers 2 new classes, monsters, adventure seeds, and more.

The Toxic Wood

Perhaps the most anticipated OSR zine? Lazy Lich has spoiled us with awesome stuff already, and I guess here's more coming... as soon as it launches.

Barkeep on the Borderlands

The title and art alone are a winner. A system neutral pubcrawl scenario + toolkit. Worth saving for later!

QUKE BORG

While I'm not a big Mork Borg fan, this blends it with the Quake video game. Pure genius.

Delver #4

The fourth issue of a beloved zine series with lots of tables for Old-School Essentials.

Candle: Fantasy Audio Magazine Issue 2

A cool COMBO of printed zine with Old-School Essentials articles and stuff + audio cassette with fantasy music. I'm also a contributor! (For the zine, not the cassette).

Axian Library

zine anthology in hardcover for Old-School Essentials, full of tables, options, and fun. Well this is my zine month project. If you're reading this blog post but have never heard about it, it means I should have spammed harder!

DNGN

A risograph-printed weird fantasy megadungeon adventure by Vasili Kaliman (Singing Flame),  coming soon, for Old-School Essentials.

Downtime in Zyan

A zine presenting a system of downtime activities for OSR games, written by Ben Laurence (Through Ultan's Door), with amazing art by Evlyn Moreau.

Humble Beginnings

Six starting areas, each with a map, a starting town, rumors and encounters, for Old-School Essentials. 

Grok!?

A 24-page with a fantasy gonzo setting, amazing art, and an original system mixing OSR, Savage Worlds, Fate, and more. Yummy. Plus the PDF is $1. Smart move!!

Thalassa

The adventure game set in the mythical age sung by Hesiod and Homer, with its own system, influenced by Into the Odd and Cairn.

Demonsbane

A weird hexcrawl (complete with sites and dungeons) with fungal folk, mineral shambler giants and rat folk. Designed for Cairn, by Perplexing Ruins.

Special Mentions

The following projects are not OSR, or not ZiMo proper, but I find them cool so why not post them here?

Pamphlet Islands

A series of OSR islands on pamphlets, easy to print at home! By Italian designer Danilo Moretti (featured on Knock! magazine issues 2 and 3). Not a ZiMo project but 100% in the zine spirit. Go check it now because it's the very last few hours!

Attack from Space

A combat rpg of Knights vs Aliens, powered by the LUMEN system by Gilarpg (which I've just discovered). With a clever art direction!


The Royal Cartographer

A worldbuilding/mapmaking RPG for 1-4 players about the imprecision of maps. I like map-making games: you make maps you can use in other games!

Knock! 3

Well, not officially ZiMo and, due to sheer size, hardly a fanzine, the Knock! magazine (or rather MEGAZINE) is the elephant in the OSR zine month room, so to speak. If you're reading this blog, I guess you don't need me to explain what it is.

The Stuff I've Missed or Forgotten


I urge you to go to the Zine Month platform and check what's going on. New projects keep coming every day!


Monday, January 17, 2022

d12 Nighttime City Encounters and Events for Old-School Essentials



New week, new random table!

This time, it's d10 nighttime city encounters and events for Old-School Essentials, and easily portable to similar rulesets such as Labyrinth Lord, Sword & Wizardry, or any other clone of OE, B/X, or BECMI Dungeons and Dragons.

Use them to spice up your campaign!

This table also is a preview of the extended version (with d20 results!) that will be featured in Candle, a special zine project I've gladly joined!








Writing these entries was a lot of fun. As usual with my other encounters/events tables, I've tried put enough meat to have a decently fleshed-out encounter, while keeping the text short enough to be read in a minute.

Some are fairly simple and may resolve in a few minutes, while others may spring a few hours of adventures, or even develop into a large plot. Just how I like it!




d10 Nighttime City Encounters and Events for Old-School Essentials

Roll 1d10 for an interesting night-time encounter for when the heroes stay up late in the streets of a large city.




  1. A naked young halfling (level 3) climbs down a rope from a window on the second floor of a rich building. He’s fleeing from the bed of an important local NPC’s wife, but will say he was the victim of a miscast teleportation scroll, or something... and he would gladly use a cloak. He is the son of the leader of the nearby halfling enclave, and their ambassador in the city.
  2. The group hears a 6 years old boy sobbing in a back alley. He got lost chasing his cat Smirk after sundown. He lives “near the temple” (can’t specify which). His father, a well-to-do tailor, is looking for him and might not like the looks of the group with his son (Reaction roll) and might call out for the guards. And the boy hasn’t found the cat yet! The father might as well offer to pay the group 50 gp to find the cat so as to convince his child to come back home.
  3. A group of 1d6+2 wererats have just pilfered from a weaponsmith’s shop a sword and shield for each of them, plus all the silver daggers available (12, now inside their bags). They are running in humanoid rat form to get back to their lair in the sewers, where another 1d6+2 wererats await. If they hear unusual noise, they set up an ambush (surprise on 1-4). In their lair, a large chest holds 9,000cp, 2,000sp a gem (500gp) and a piece of jewellery (1,200gp), but is trapped: six metal pipes can be seen at the bottom. Unless disarmed, opening the chest shoots d6 darts (1d4 damage) in front of it.
  4. A group of 1d6+6 cheerful, drunken young nobles (treat as normal humans, each with a jewel worth 900gp and 1d100gp in a pouch) are having a tavern crawl, accompanied by 4 sober bodyguards (level 3 fighters with chainmail and swords). Roll for Reaction, as they might invite the group to join the party, or find their mere presence and looks “offensive”.
  5. The nearest manhole begins to tremble as a pack of rats crawls out and bolts away in all directions, terrified. Seconds later, a carcass crawler emerges from the manhole! Down in the sewers is its lair, with the skeletal remains of a few humanoid victims and, under the dirt and goo, a necklace worth 700gp and a battleaxe +1.
  6. The group sees a large bat entering an open window. It’s a vampire looking for a midnight snack! If disturbed, it flies away and out of the city to leave the interlopers behind. If undisturbed, he returns to his hideout: a crypt hidden behind a secret passage inside a mausoleum in the city cemetery. The secret passage is protected by 4 gargoyles, and his coffin is guarded by 2 wolf-shaped iron living statues. A secret compartment inside the coffin holds 3,000ep, 2,000pp, 8 gems (200gp each), Potion of Giant Strength, Wand of Illusion.
  7. Two beggars are chatting and drinking wine near a fountain. If befriended, they may reveal interesting rumors about the local criminal underworld, or the not too distant dungeons.
  8. Four groups of 1d6 acolytes of a chaotic cult are sneaking to the hidden entrance of their secret underground temple, where a level 5 cleric is holding a midnight ritual. The temple includes a golden idol worth 10,000gp.
  9. A girl cries “Stay away! help, HELP!” in a back alley. She’s baiting the group to an ambush, as 2d4 bandits (leather, clubs) are waiting to surprise the group (1-4 on d6). They request the group to leave their gold so that no one gets hurt. If they don’t obey, the girl (and bandit leader, a level 3 magic-user) can use her spells: sleep (to knock out uncooperative victims), detect magic (to take any magic items from the victims), and invisibility (in case she needs a quick escape).
  10. A tiger prowls the streets! It has a jewelled collar worth 5,000gp, with the seal of an important local family. It is semi domesticated, so its Reaction roll is at +2. If captured and brought back unharmed to the rich owners, the group might receive a 500gp reward or some other benefit.
  11. The PCs are mistaken for someone else, as a robed man greets them and takes them to a secret meeting in a basement where 2d6 conspirators (treat as nobles) plot to overthrow the local ruler(s).
  12. A level 5 cleric warns the group to stay away from the area, as accounts of a ghost appearing at night around those streets have circulated for three days. What’s going on: the ghost is a wraith, the spirit of a librarian haunting his house and shop and wandering around it at night. He died five days ago after finding and accidentally reading a cursed scroll inside a book, which is still open on his desk, in front of his corpse (but its power is depleted). Inside his shop a chest holds 5,000gp and seven scrolls: spell scroll (knock, hold portal, wizard lock), spell scroll (dispel magic) spell scroll (haste, wizard eye, ventriloquism), spell scroll (ice wall), protection scroll (protection from lycanthropes), treasure map (the chest with “the treasure of the black bandit is buried under the oldest oak” of a not too distant forest, contains dozens of gems and jewels for 20,000gp, but is guarded by a spectre!), treasure map (“an iron coffer with the Djinni’s gold is inside the at the Azure Oasis”, and contains 37,000gp).

If you enjoy this type of content, check out my upcoming kickstarter!



Monday, January 10, 2022

d20 Curses for OSR Games, and Some Zine News!

What with the holidays and my baby girl being sick, I've missed a couple of my usual Saturday tables, so here I am to make amends.

In the meantime, though, a lot has happened! ZineQuest4 has been officially postponed to August, but the creators' community has organized an alternative for this February: ZineMonth, or ZiMo!


And that's not all! I've set up the pre-launch page for Axian Library, my contribution to the ZineMonth! If you've enjoyed my random tables and OSE-licensed electronic/print-at-home zines, the project is definitely for you: more information in Axian Library post.



And that's not all, again! My friend & designer Danilo Moretti has launched his very first Kickstarter with a cool OSR offering: a series of Pamphlet Islands, which just got funded!


I think that's enough for today, whew!

So here's the table: d20 curses for OSE and other OSR games. These are also a preview of my upcoming Pious Prayers & Powerful Prodigies.

  1. Hands tremble (-4 to attack rolls).
  2. Crippled, movement halved.
  3. STR halved (minimum 3).
  4. INT halved (minimum 3).
  5. DEX halved (minimum 3).
  6. CON halved (minimum 3).
  7. Painful sores: 20% of the character’s total hp don’t heal in any way.
  8. Bad luck, -2 to saving throws.
  9. A permanent Blight spell on the character.
  10. The character cannot lie and must always tell the truth.
  11. Vision is obfuscated past 40’.
  12. Daylight imposes -4 to all attack rolls.
  13. Nightmares disturb the character’s sleep: healing from rest only works after a successful WIS check.
  14. The character can no longer read (includes scrolls).
  15. The character’s spoken words become an unintelligible gibberish.
  16. Magic items don't work for the character. Cursed items are not affected.
  17. All retainers, followers, hirelings, specialists, etc, turn their back on the character.
  18. All shields and armor fall off from the character, who can no longer use them.
  19. The character’s words are only understood by creatures of the same alignment.
  20. Roll and combine two results, or devise something based on the character’s story and current situation.
If you enjoy this type of content, check my other random tables posts, and my OSR stuff on DrivethruRPG: the Land of Legends series and my pwyw e-zines for Old-School Essentials: Wondrous Weavings Warped and WeirdMysteriously Missing & Merrily Metand Notable Novices & Notorious Newcomers!


My next pwyw Old-School Essentials e-zine will be released this month! To find out what it'll be about, and grab it as soon as it's out, follow me on FacebookTwitter or Telegram!

Wednesday, January 5, 2022

Kickstarter, Blockchain, ZineQuest 4 and Zine Month - Whaaaa?

UPDATES! See end of post!

February is coming, and February means ZineQuest. Or does it?

It seems there we'll be no ZineQuest this year:


Anya is Anya Combs, director of games at Kickstarter, so we can assume she knows what she's saying. Let's take a closer look:

"Officially", yeah, but all we have for now is Sam saying Anya said... That's not my definition of "official". If anything, this proves that KS doesn't care much about ZQ anyway.

 Note the specifics: it is not happening in February... which leaves the door open for another time frame.

Other sources say ZineQuest 4 might still be a thing, but in August:


And that's Tony Vasinda of Plus One Experience, one of the most important voices in the zine/indie rpg scene. (I interviewed him some time ago). He's been encouraging creators to try different platforms instead of Kickstarter for a while now, such as GameFound, which he's been working with when crowdfunding Down We Go.

So where are all the zines going? Tough question.
The indie/zine rpg community truly is a community: Charlie Fergaves is already setting up Zine Month, a site to showcase all zine projects on any crowdfunding platform. And the RPG Zines Facebook Group is always there. 

And yet, many creators are reluctant to leave Kickstarter. Even now that ZQ4 isn't a thing! 

The acclaimed Old-School Essentials zine Planar Compass is crowdfunding their third issue on KS next month, ZQ or not ZQ. And they are not the only ones. Project pages are being filled and activated as I write.

I have a zine project for next month too. Haven't made up my mind 100%, but I think it will be on KS anyway. If you've enjoyed my electronic/print-at-home OSE zines, and the Lands of Legends series, you might definitely be interested.

I'm the smallest creator. I've only run one crowdfunding last year during ZQ3, and it well very well, because yes, KS and ZQ give you a lot of momentum. Besides that, I only have a bunch of zines on Drivethru. I believe Kickstarter is still my only option for now, ZQ or not.

But all this commotion about Kickstarter is not only because of ZineQuest 4!

At the root of the general disaffection towards KS is their announcement on December the 9th of their intention to move to the blockchain technology, in partnership with Celo.
The news only mentions blockchain, but has been generally received as bad news because 1. blockchain is the technology associated with cryptocurrencies and NFTs, which are generally viewed as scams, and 2. this type of technology seems to have a terrible environmental impact.
It must be noted that the KS announcement doesn't mention cryptos nor NFTs at all, so the association is a bit arbitrary, for now at least. It must also be noted that very little information has come after that, regarding when the new technology will be implemented, and how.
Tech-savvy people have spent hours on social medias to discuss and explain the details of blockchain, and the difference between proof of work and proof of stake blockchains, which have largely different consequences on the environment.
But as of now, there is very little to discuss as facts are scarce.

My friend Alan Bahr of Gallant Knight Games has just launched their own "GallantFunding", after deciding to stay away from KS. Their original plan was to crowdfund both War of the Magi and the awesome Kosmosaurs (both by Diogo Nogueira) in a "double-feature" Kickstarter, but things have changed. War of the Magi is being crowdfunded now on their own web store, and Kosmosaurs is temporarily on hold.


Even before that, Pinnacle Entertainment (a veteran on Kickstarter) has experimented with other platforms (East Texas University on GameFound), and even on their own platform with the Super Powers Companion for Savage Worlds.

So there is that. Creators are skeptical about the blockchain change, and ZQ4 isn't happening. Is this going to be the end of ZQ as we know it?
One thing I'm sure is the community that has grown around will go on and prosper!

I've made this post to collect the info I've found so far, and to help other creators (small, big, aspiring!) to figure out what's going on. If I've missed some important piece of info, drop it in the comments!


UPDATE!

ZINEQUEST 4 IS COMING AUGUST 2022


UPDATE 2!


UPDATE 3!

ZineMonth site is live!




UPDATE 4!

My zine Kickstarter is coming!



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