Friday, May 10, 2019

A Long Held Pause

It's about a month since G-Plus shutdown and, at least from my perspective, the online tabletop RPG community still hasn't recovered.

Most of the OSR has emigrated to MeWe, which sadly has bolstered the worst elements in that community, and disinclined more moderate voices from participating. At the same time, The OSR blogosphere took a blow with the sudden passing of James A. Smith Jr., whose OSR News on his Dreams of Mythic Fantasy blog had been a valiant service keeping fans informed.

Elsewhere, small gatherings have taken to Pluspora,,, and various other instances on Mastodon and Diaspora. In conglomeration I can find most of the people I followed on Plus by searching through those places, but the fracturing doesn't permit the widely interlinked conversations of old, and unsurprisingly that means people are steadily defaulting to mere blog announcements and vanity posts.

Speaking of blogs, I've finally set up an RSS reader (Feedbro) to keep abreast, but frustratingly it has no mobile counterpart, so catching up on blogs needs to be a deliberate choice of desktop time. I'm definitely looking for a more integrated reader, but until then I've fallen quite behind. Even if I get the perfect reader up and running, blogs still have the same dispersion problem of the multiple independent networks (moreso really).

It's all had a chilling effect on my motivation to participate online, this blog included. Posting in any one place reaches a few dozen eyes at most, trying to get over that by posting the same thing multiple places is a chore and frankly feels like it comes off as obnoxious. And though it may be a vain thing to admit, I crave the satisfaction of knowing what I put time into writing is read by someone.

None of the above is meant to say the situation is hopeless. This community has always been damn good at finding the tools it needs to build itself up, and eventually we'll find what we need to get pat this. But I really hope it happens soon.

Tuesday, February 19, 2019

A Brush with Zak-ness

It'd be a surprise to me if anyone reading this hasn't already seen the damning revelations Mandy Morbid has shared about her ex, self-styled bad boy of the OSR Zak Smith. If you haven't, here's Mandy's statement, and a corroborating one from Vivka Grey. Obviously, I believe Mandy, and firmly accept that it's impossible to deny any longer that Z.S. is utter garbage. Any continued tolerance or support for an abuser like him is unacceptable.

This post is mainly just sorting my emotions on the matter, and unburdening myself of some stuff. I will not try to address issues covered much more deftly by others, because I frankly do not have the depth or words to deal with them properly (go to Cavegirl's Game Stuff and Trilemma Adventures for people who do).

I feel compelled to confess there's one instance where my name sits on a credit page with Z.S.'s, the Expanded Petty Gods Companion. Not to oversell the significance, as there are hundreds of names on that project; just about everyone even tangentially part of the OSR over the span of that book's long development contributed to it, and we weren't collaborators be any stretch. Still, it's added a sour after-taste when I look at it now.

Other than that, outside of a few reddit exchanges, my encounters with Z.S. have almost exclusively been second and third hand. I didn't much care for his art style, his blog was too long-winded to keep my interest, and his books were too eccentric to suit my play style, so overall I didn't have much use for the guy. My own work wasn't nearly prolific enough to garner his comments, get me recruited into his camp or be marked as an enemy of it. Not that I was bothered by that; my casual read was he was best avoided, a typical self-declared iconoclastic artisté, more brand than substance, with an exploitative attitude towards those around him, as typical of those types. If I'd only known how bad it really was.

Over time his infamy grew, mainly due to the people he pushed out of the OSR, people whose work I liked much more than his, and was sad to see go. But I regretfully admit I didn't take it all that seriously. This is a hobby where petty drama is common, where edition wars are bloody affairs and people have formed bitter enmities over different ideas of how Magic Missile works. It's not easily apparent when, this time, "this guy's a monster," isn't just hyperbole. So as the pro-Zak and anti-Zak camps got louder and more entrenched, I just shrugged and let my attention drift elsewhere. All of which, I realize now, came from a position of unquestioned privilege. I didn't feel personally threatened by Z.S., so I had the luxury of ignoring him. And I didn't understand that for vulnerable people that wasn't an option. To everyone for whom my support would have helped even just a little, I sincerely apologize, and promise to do better.

I did have one nearly-direct interaction with Z.S., late last year. One of the consequences of the controversy that erupted when Stuart Robertson declared he'd prefer his popular OSR logo no longer be used by people known for foul moral stances (loud and ugly were the answering protestations of "muh free speech!") was me throwing together the Honourable OSR community on G+. It was a slap-dash and impulsive project, but with the bulk of the loudest voices in the (now defunct) existing G+ OSR community taking positions somewhere between "no politics" and "you ain't no boss of me," I wanted to make a firm statement that the OSR should actively disapprove of petty fascists, and promote those who felt likewise to act on that belief. It's still around and so far it's been a modest success.

Anyway, one of the first precepts of the Hon. OSR was that applicants for membership would be reviewed. And of course one of the first in line was Z.S., who tries to force an ear into any channel that might be talking about him. "I was expecting and dreading his application," I confided with the moderators. As said earlier, I didn't understand how truly vile Z.S. is, to me he was just a loud and needy personality who rubbed lots of folks the wrong way. It was doubtless that if he came in, lots of other members would immediately bale out ... yet he was a name, tempting to let in as a influencer. Ridiculously and shamefully, I almost convinced myself to let him in under the justification that it'd be a way to keep an eye on him. Fortunately, one of the first subjects raised by the members of this new community was how terrible it would be if Z.S. was part of it, so it was obvious he had to be rejected.

 And immediately after that rejection, this showed up:

Meet "Zarzonia."

Odds are that's not actually Z.S. in the picture, but that is definitely a very silly wig. And it's a damn weak attempt at a sock-puppet. "Zarzonia" was a brand new G+ account with no history, whose only activity was applying to the Hon. OSR. Even the name is a disdainful act of cartoonish deception, "hello I'm Za ... uh, I mean ... Za-rzonia, yeah Zarzonia." The mod who received this request didn't even need half-a-moment to reject it.

Ironically, this clumsy attempt at gate-crashing was the experience that really convinced me to start taking the accusations against Z.S. seriously. Seeing him be so openly petty made it a lot easier to pay attention to the testimonies of harassment and vendetta against him.

Regarding the re-asessment (and hopeful reformation) of the OSR in the wake of Mandy's statements, I'm hopeful but reserved. Mandy turning Z.S.'s own narratives against him has been particularly powerful. Further, demolishing Z.S.'s reputation removes a big justification for the complacency that has plagued the OSR community; "you could have done something about Zak, If you believed women" is going to be a cutting rebuke for a long time. But as mentioned above this is still a field that, when pushed not long ago, largely stuck with a deeply flawed idea of what "free speech" means.  it's encouraging that condemnation of Zak has been so swift and universal. There's practically been a stampede of people trying to distance themselves from the shitpile. But on the other hand, that's an easy path to choose when everyone around you is already on it. What matters is who and how many learn to to be more personally discerning, and to listen and believe much sooner when victims start speaking up.   

Tuesday, February 5, 2019

Veterans of the Rusty Blade

Every now and then, I'm compelled to circle back to the early 2000's, to the vast open deposit of D20 material and start poking through it once more for salvage. "There's so much here," I think as I pry apart compacted layers of feats with a geology hammer, "so much meticulously crafted work, all free for the taking. There just has to be something I can make from it." 

As is usually the case, the affair begins with The Core Elements Toolbox, an obscure 2005 work by James D. Hargrove and Butch Curry that tried to distill the d20 SRD down into an intense liquor of fast easy role-playing. It doesn't quite work at that goal, for reasons I can't fully articulate, but that may be why I keep coming back to it, trying to figure where the fix needs to go. Which leads me to searching for material in the standard SRD's (core D20, D20 Modern, D20 Future and the "true romantic" SRD derived from original Blue Rose). And it's usually around True Romantic that the fatigue starts, since even that lightened version of the system is a lumbering mechanical behemoth compared to the systems I generally prefer, and I start to doubt if anything D20 can be redeemed.

So then I bounce out to Mocrolite20 to get some breathing room. Which is refreshing at first, but by laying bare the core bones of D20, Microlite rather starkly forces me to (again) realize the central problems with that whole school of design. Mechanical character optimization and min-maxing as a primary mode of play, lunk-headedly linear resolution and modelling, and constant roadblocks and speed-bumps to player initiative built in to the system by deliberate choice. Somehow, the whole manages to be both burdensome yet insubstantial, a expansive act of running in place to look busy.

Unsurprisingly, I always end my latest D20 tangent frustrated and jumping to some other project to clear my head of the affair. What I'm saying is, this is why I re-wrote Searchers of the Unknown over the weekend. So here's Rusty-Bladed Veterans.

Click the image to download the PDF

There's a lot to like about SotU, but I perceived issues with it. The language was overly casual, and thus at points unclear. And while the stated goal was B/X style play, it introduced several eccentric elements leading to a much more combat-focused experience. Because I'd just been trudging through D20, it was clear that the original writer of SotU had carried over a few D20 assumptions upon creating it. All of which were things I wanted to change. Additionally, I aimed to make the rules thoroughly compatible with B/X resources without conversion; I wanted to be able to send a party generated with the rules through B2 The Lost City using every line of the adventure's text as written. Also, I wanted to be able to run standard B/X classes alongside those characters, if it so happened old-hand players showed up for such a session.

On top of that, I threw in some elements from other SotU hacks I liked, the clever spell-casting system from Microlite20 and a means for characters to learn spells from scrolls (which weirdly I had assumed was already part of the original SotU; wonder where I picked that notion up).

I'm really pleased with how Rusty-Bladed Veterans came out. I dare even say I'd prefer using it over full B/X, since by putting all characters on the same starting foot it eliminates a lot of the disorienting disparities players have traditionally had to deal with (thief skills in particular come to mind, and demi-human abilities), doubly so for new players. Plus I prefer magical abilities earned as a consequence of play rather than as preordained advancements. I'm looking forward to seeing how this plays out at the table.

Wednesday, December 12, 2018

*Poof* Goes the Conversation

Well, that hurt.

Years ago, Google, of which Blogger is a subsidiary, urged me to host the comments for Trollbones on G+. And that seemed like a fine idea at the time. I was very active on G+ so it meant my social networking and blogging would dovetail nicely. Yeah for corporate integration!

Jump ahead to 2018, and G+ is being shutdown on an ever accelerating schedule. The developers behind Blogger and Google are disdainfully non-forthcoming with a way to migrate Plus-posted blog comments to the traditional system, and the longer I hold out for that, the more new comments are made that will just vanish come April.

So, metaphorically ripping off the band-aid, I've just flipped the switch back to the default comments system. I had hoped the old comments would still be preserved in my regular G+ stream, which can be downloaded before the termination date .... but no, they're just gone. Years of insight and suggestions, criticism and insults ... gone. 

To Hell with corporate integration. Particularly, to Hell with Google. I'm seriously considering migrating this blog to Wordpress, or Dreamwidth.

Saturday, October 27, 2018

Planet of Infinite Monkeys

Google+, the preferred social network for discussion of tabletop role-playing games, has not entirely unexpectedly announced it will be shutting down, effective August of 2019. While unfortunate, the situation has stirred active meaningful debate about what sort of online space best serves the needs of tabletop gamers, and a desire to actively create such spaces. Some really interesting and progressive options are being worked on. Take a look at the G+ RPG Escape Rocket group to see much of this discussion.

One of the highlight efforts: Alex Schroeder has put together two "planets," one-stop aggregators of blog posts, one for OSR material and another for Indie writings.  Go check them out and, if you're a blogger yourself, submit your blog to be included.

Old School RPG Planet

Indie RPG Planet

Wednesday, October 10, 2018

Howls of October: the Blue-a-Jeun

It's October, and I've got a bunch of fearsome monsters for Swords & Wizardry: White Box I've been looking forward to sharing. Here's the first!

Sobbing in desperation, the scar-faced man fled over the twists of the dark forest road, a heavy vermilion gem clutched in his trembling hand. He could hear the wolf pack rushing through the brush on both sides now, despair swelling as he realized only moments were left until he was entirely surrounded. But far worse was the lupine beast snapping at his heels, racing just behind with manifestly cruel glee, a living shadow so black it seemed to flash blue with every move. The man’s mind reeled from his manifest doom, wondering what cursed god had led wolves out to this normally placid country where their like hadn’t been heard in a generation. It wasn’t fair, he’d been so careful, planning the theft, choosing the escape route … he’d even shrewdly eliminated Geoff after the job a week ago, his long-time partner who’d grown too familiar, pushing him off the path when it looped around a cliff-face, if not killed by the fall to be helplessly devoured by the beasts of the forest … Suddenly the scar-faced man had a terrible realization and glanced back, only to see the blue wolf return the stare with hate redoubled as it lunged forward.


Armor Class: 6 [13]
Hit Dice: 3, 4, 5, 6
Attacks: Bite (1d6+1)
Special: see below
Move: 18
HDE / XP: 4 / 120, 5 / 240, 6 / 400, 7 / 600

Original image by Nathan Siemers, modified by me,
When a wolf of jet-black pelt chances by fate to devour the flesh of one given over to hate, that spirit of ire takes hold of the wolf and turns it into a instrument of cruel retribution, becoming a Blue-a-Jeun.

This monster hunts at night, singling out one victim per evening, someone who the spirit driving it feels betrayed or wronged them. Possessed of man-like intelligence, the Blue-a-Jeun will stalk shrewdly, easily bypassing traps and obstacles that would confound normal wolves. 

The creature’s deep midnight blue-black pelt renders it nearly invisible at night, in shadowed forests or similar settings, granting it a 5-in-6 chance of attacking with surprise in such dimly-lit locations.

The Blue-a-Jeun gains an additional permanent Hit Die for each intelligent being it slays and feasts upon, up to a maximum total of 6 Hit Dice. Additionally, the Blue-a-Jeun gains the memories of those it devours, which it will exploit in future hunts. 

The Blue-a-Jeun is accompanied by a pack of normal wolves, 2 per Hit Die, who will sense and obey their master’s wishes.

Use in the campaign: The Blue-a-Jeun may be an old foe of the party, impossibly returned to inflict misery upon them. Or perhaps the adventurers will hear tales of a beast terrorizing a small village, picking off peasants as the antipathies of its spirit dictate, in which case the challenge is as much figuring out who to protect next as it is facing the monster itself. It is key for the Referee to express both the Blue-a-Jeun’s intelligence and obsession; it won’t risk its life carelessly, but neither will it  forget it’s chosen prey.

White Box doesn’t have stats for normal wolves in the main text, so here they are translated from the Monster Book

Normal Wolf

Armor Class: 7 [12]
Hit Dice: 2
Attacks: bite
Special: none
Move: 18
HDE / XP: 2 / 30

Wednesday, September 26, 2018

The Journeyman Class

This is a follow-up to my previously posted "Genius" rules for Swords & Wizardry: White Box. In that post, I referred to the Journeyman class, which is built to take particular advantage of Genius, so here are the particulars.

Clearly, this is just a modification of the White Box Thief class (as first presented in James Spahn's White Box Companion and then adopted fully into White Box: Fantasy Medieval Adventure Game), and it's intentionally designed so that players looking to play a traditional thief can easily use this class for such. However, there are some changes that may need explanation:
  • I'm generous with XP bonuses, thus every class in my campaign has two prime attributes rather than just one.
  • Back-stabbing is an option for any character, thus why it's not specified for this class. To backstab, a character must successfully position themselves to attack the target unaware. A backstab grants a +2 bonus to hit and if successful the character rolls damage twice, inflicting the higher result +2.
  • I moved guild establishment to 8th level from 9th. Partially this was so certain demi-human races with level limits would have a chance at establishing domain-level bases. But also my impression is that guilds are a softer, more subtle power base than strongholds and temples, and a town-based redoubt serves as a good stepping stone for other members of the party before hacking a stronghold out of the wilderness. 



While some adventurers rely on their battle prowess, and others their magical might, Journeyman get by on skill and cleverness. Having just completed their apprenticeships in their craft, Journeymen take to the road to hone their skills and find fortune, hoping one day to be recognized as Masters. A Journeyman may be a professional surveyor, architect, troubadour, apothecary, shipwright, scholar or any of a hundred other trades, including such dubious vocations as thief, assassin or spy.

Yes, you can even be a Barber.

Prime Attributes: Dexterity, Intelligence.

Weapons and Armor Restrictions: Journeymen may wield any weapon, but magical weapons are limited to daggers and swords. It is frowned upon by the guilds for Journeymen to engage in martial posturing, so they may only wear leather armor, and may not carry shields.

Enhanced Genius: Journeymen acquire points of Genius faster than other classes, 1 every two levels rather than every four.

Secret Technique: Once per session, a Journeyman may throw twice for a single Genius use, and keep the better result.

Decipher Languages: Journeymen are familiar with a great variety of documentation, so can figure out the gist of most mundane writing. They comprehend the general intent of foreign books, treasure maps or other text on a throw of 3-6 on 1d6. This does not mean they automatically decipher codes or solve riddles, although they understand a riddle's phrasing. A journeyman may attempt to apply this ability to magical writing, to identify what spell is written on a scroll, but only succeeds with 5-6 on 1d6 in such a case. Once identified, they may attempt to cast the spell from the scroll, but again only have a 5-6 on 1d6 chance of success, and the referee is free to apply dire consequences for a mis-read casting.

Saving Throw Bonus: Journeymen gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical mechanisms.

Establish Guild Hall (8th): At eighth level, a Journeyman may be declared a Master by the guild elders, and granted right to build a chapter hall in a city or large town. The hall will attract students of the craft and others seeking the master’s endorsement, and give the Master influence over the town's affairs and politics.

To Hit