Another excellent adventure from Gavin Norman. It even can be hooked up Hole in the Oak, an earlier adventure from him. It uses the same design as Hole in the Oak, where bolding and bullet points call attention to important points in the order you generally need them. This adventure improves on Hole in the Wall by including the relevant portion of the map on each two page spread describing the locations. Very well done.
I was happy to see that Keck Publishing released another Mini
Six/OpenD6 game recently (added to DriveThruRPG.com on June 29, 2021):
Fallen Earth: Battle for Freedom!. I've updated my look at Mini
Six and related games.
My copy of the Delvers to Grow Omnibus written by Kevin Smith and
produced by Gaming Ballistic arrived today. It is a book to help
folks quickly make characters for Steve Jackson Games's Dungeon
Fantasy Roleplaying Game, a “Powered by GURPS” dungeon crawling
fantasy game.
Anyway, I've read it and it looks very useful.
I really want to run a Dungeon Fantasy RPG campaign with this and all
the other stuff that Gaming Ballistic's Douglas H. Cole has produced
for his Nordlond campaign setting.
I found this surprising when it first broke some code I was using,
since I'd spent so much of my existence in LANG=C (I'm still surprised
that Unicode has existed for more than half my life), but once I set
LANG=en_US.UTF-8 because I was using UTF-8 characters in my documents
I found I was in a different (sorting) world.
I'm posting this mostly to remind myself if I ever have to fiddle with
this again.
I use a version of groff installed from git because some
of my documents depend on fixes that are coming out in the next
release, 1.23.0. I install it on my macOS machine in
/usr/local/sw/versions/groff/git. (The directory hierarchy
under /usr/local/sw/versions is where I put programs that I
compile from scratch, to keep them separated from the programs that
come from the operating system and/or package managers. I often have
more than one version of a program installed, therefore the
versions component of the name.)
Because the groff that is first in my path is the new one I
installed, and because man on macOS knows to look for man pages
according to what your PATH is, when I say man groff_ms I get
the new man page for groff_ms. Yay! Unfortunately, it gets
rendered with the old groff that macOS supplies, version
1.19.2, which doesn't include the .SY macro that current versions
of groff supply in their man macros, and which they
use in their man pages, so it renders wrong. A typical example is
that when it renders groff_ms(7) the groff -ms and
groff -m ms are missing from the lines in the SYNOPSIS section.
Boo!
Luckily, man takes a -C option that lets you specify an
alternate configuration file (on macOS the default one is in
/private/etc/man.conf), so you can supply one that specifies
the absolute path to the newer groff you are using. So I added
aliasman='man -C ~/local/etc/man.conf'
to the appropriate shell startup file. And I can add
(setqMan-switches"-C ~/local/etc/man.conf")
to my emacs configuration so it uses the right version of
groff too.
But a modern groff produces ANSI escapes for bold and
underline, rather than the older convention of over-striking via the
backspace character with the same character for bold or with the
underscore character for underlining. My pager, less, can deal
with that, but something in emacs doesn't like that, leaving
the buffer with groff_ms(7) with underlining on every line.[1]
Eventually I figured out that the old style over-striking via
backspaces worked just fine with emacs, so I added the -P-c option
to the invocation of groff in the NROFF definition in my
modified man.conf file. That tells groff to pass
the -c option to the grotty output driver, which tells
it to use old-style backspace over-striking.
This seems overly complicated.
I suspect I'll need to do something different on the Linux boxes I
use.
Later
Aannnd I was right. Fedora 33 has a similar problem, which I fixed by
creating a ~/.manpath file with
If you are looking for a way to customize existing classes or create new classes for B/X D&D style games, especially Old-School Essentials, this book is a wonderful resource. It breaks the original classes down into their fundamental parts and provides a simple system for building those parts into new or customized classes. It presents the breakdown for each of the original classes, then provides a list of class variants, customized versions of the original class, as well as sub-classes, heavily redesigned classes. For instance, for the Cleric, the class variants are: Cleric (Dead God), Cleric (God of Death), Cleric (God of Knowledge), Cleric (God of Life), Cleric (God of Nature), and Cleric (God of War); and the sub-classes are Crusader and Shaman. Class variants and sub-classes are presented for Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, and Thief. It also provides a version of Thief skills using the d6, other d6 skills that can be used in creating classes, some additional armour, weapons, and ammunition, an optional table for spell failure in appropriate circumstances (for example, when non-casters read a spell scroll), a table of special abilities gained by classes that have animal companions, differing depending on the animal in question, and options for characters to gain at high levels, beyond the limits of their level progression tables.
I'll definitely be using this in my next B/X-style game!
One simple improvement on B/X D&D and OD&D that wouldn't have been a
change in the rules, just a change in presentation, that I've wished
that the B/X and OD&D retro-clones had made was adding a “Saving
Throw” entry to their spell descriptions, like that of AD&D. As it
is, you have to read the spell description to figure out if a saving
throw is allowed and what it means.
Basic Fantasy; Labyrinth Lord and Advanced Edition Companion;
Old-School Essentials Classic Fantasy and Advanced Fantasy;
Sword & Wizardry Complete, Core, and Whitebox; and Delving
Deeper, all fail to do this.
I'm really surprised that Old-School Essentials didn't do this,
with all its other improvements to the presentation of B/X style
games.
Oh well. Maybe OSE will add it in a later edition.
Another excellent collection of heroic fantasy edited by Karl Edward Wagner. I think I had read all the fiction before, by Robert E. Howard, C. L. Moore, (with Henry Kuttner and Forest J. Ackerman as coauthors on different stories), Leigh Brackett with Ray Bradbury as coauthor, and Manly Wade Wellman, but I was glad to read them again. KEW's introductions are worth reading, as were the nonfiction giving the stories context.
I had not known about C.L. Moore's disappearance from the science
fiction scene and her struggle with Alzheimer's disease and her
eventual coma and finally death on April 4th, 1987. I don't remember
having read C.L. Moore at that time; I came to it much later, when I
was reading swords and sorcery and sword and planet fiction in the
2000s, rereading old favorites and reading stories I'd not read
before. That's also when I read the Leigh Brackett and Ray Bradbury
story in this collection, though I'd read her John Eric Stark stories
and novels sometime before. And the 2000s is also probably when I
first read Manly Wade Wellman's stories of Hok the Mighty.
Excellent collection of what I've read Wagner prefered to call heroic fantasy, but which is often called sword & sorcery. I had already read Howard's "The Black Stranger", first in its rewritten version ad a pirate story, "Swords of the Red Brotherhood", with Conan replaced with Howard's swashbuckling hero Black Vulmea, and later in its original form in the Del Rey trade paperback collection The Conquering Sword of Conan, but it was good to read it again. I was also familiar with Leiber's "Adept's Gambit", and enjoyed rereading it as well. Kuttner's "Wet Magic" was new to me, and I liked it, though not as well as the Howard and Leiber stories.
Lacking Natural Simplicity is one, not particularly flattering,
definition of sophisticated.
This blog chronicles my journey through our at times too complicated
and sophisticated world.
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