Showing posts with label adventure games publishing. Show all posts
Showing posts with label adventure games publishing. Show all posts

Thursday, March 18, 2010

REVIEW: 100 Street Vendors of the City State

This is probably one of my more melancholy reviews, given that James Mishler, writer of 100 Street Vendors of the City State and owner of Adventure Games Publishing has announced that this would be his last product for sale and that AGP would be closing. This is unfortunate news on numerous levels but particularly so because 100 Street Vendors is a very good and, above all, useful product, even if one is not using Castles & Crusades or the Wilderlands settings. Indeed, this is one of the most useful -- and meaty -- offerings Mishler has produced to date. That it is the last of its kind contributes greatly to my sense that one only really appreciates what one has after it is gone.

I called 100 Street Vendors "meaty" and so it is. Consisting of 60 pages of the densely packed text for which Mishler's products are well known, it presents, as its title suggests, 100 different NPCs, each one a vendor on the winding streets of the City State of the Invincible Overlord. Now, that probably sounds a lot less interesting than it is, for the real genius of this product is that it's far more than a mere rogues gallery of non-player character names and statistics (though it is that as well). Each entry is a kind of "mini-sourcebook," providing information about the City State and the Wilderlands in general, along with numerous plot hooks and rumors for the referee to use in creating his own adventures. For example, a fishmonger by the name of Ferka is described as being of the
Great Black Bass Clan, the most prominent fisher-folk of the western Roglaroon (though the Great Blue Bass Clan would deny that at the point of a dagger); he is one of several fishmongers of the clan, as he is more capable of interacting with the "land lubbers" than most of the clansfolk, which tend to be ornery, xenophobic, and inbred (after long ago absorbing a bit of Merfolk blood, to be sure.
Later, the same entry notes:
An ancient temple of the Sea God has been discovered in the fens of the Mermist Swamp; it is said to be overrun by trolls and giant toads that guard a gold-plated statue at the heart of the temple.
Between those two small sections of one entry, there are lots of ideas a clever referee can use in creating his own adventures and in fleshing out the Wilderlands setting -- and there are 99 more entries of similar or even greater detail. I don't use the Wilderlands for my OD&D campaign, but I've already found lots of inspiration in the pages of 100 Street Vendors. If one is running any kind of city-based campaign, it's even more inspiring, as it goes a long way toward making a seemingly ordinary trip to hire a locksmith or employ a sage into something memorable. If one is running a campaign that involves the City State, it's even more valuable, as Mishler has helpfully included several excellent indices of the vendors (by street, by market, and by quarter), along with discussions of local coinage.

If 100 Street Vendors of the City State has a flaw, it's that its bare bones, illustration-free presentation might be overwhelming. The information contained within its 60 pages is vast and the text uses a very small point size, which might by off-putting. These would be unfortunate but understandable reactions and I have to admit that, before I started reading the book, I wasn't all that enthusiastic about doing so. But I am glad I did and this book will now enjoy a place of honor in my collection, along with a very small number of other useful referee tools. I consider that very high praise and a fitting conclusion to the Wilderlands of High Fantasy line. Grab a copy while you still can.

Presentation: 5 out of 10
Creativity: 8 out of 10
Utility: 8 out of 10

Buy This If: You're looking for a vast collection of idea fodder in the form of NPC descriptions, rumors, and setting details.
Don't Buy This If: You never use prepackaged NPC descriptions.

Monday, March 8, 2010

Sad News from AGP

James Mishler has announced on his blog that Adventure Games Publishing is closing its doors for good.
The decision to close AGP was neither easy nor quick; it has been brewing in my mind for a long time. It is the end result of far more mistakes being made than successess being earned. At one point a good friend, who knew of my work on Comics & Games Retailer, asked me point blank why I did not take the very good advice I dished out in that magazine. I still do not know why myself.

The closure is, essentially, the final result of ever fewer sales on each new product, both print and PDF, such that at this point, I'll end up paying people to take my next product. 100 Street Vendors of the City State, barring a handful of sales of Noble Knight Games, sold a grand total of three print copies. Yes, you read that right, three copies. The PDF sales were not much better, a grand total of 13 copies sold as compared to 15 copies being taken free by reviewers (and many, many thanks to the two of you who have actually posted reviews!)

As though the dreadful sales on what I considered to be my best, most tied-in work of the Wilderlands was not enough, this is also tax time, and looking over the results of the prior year was most educational. The end result, even after pinching every penny and keeping all expenses down to the bare minimum, was a grand total net income such that I earned a total of less than $2 per hour for all my work on AGP in 2009. Were this simply a sideline to a full-time job, that would truly be a nice result. As this is supposed to be my "day job," that result is, as we call it, a "reason to quit."

And so we are done.
While I cannot fault James for his decision, it's sad nonetheless. I've consistently enjoyed his work, some of which has been truly excellent, including his recent 100 Street Vendors of the City State, which is, ironically, the next item in the queue for review here. I regret now that I hadn't been able to review it sooner, although it sounds as if a single review, even a glowing one, wouldn't have made much difference in the end. James says that, sometime in the future, he plans to take up writing again, this time likely as a hobby, and I am glad of that at least.

Good luck, James, and thank you for all the hard work and creativity you've shared with us these last few years. I adore the copy of XXXI I bought from you two years ago and hope you'll share more of your marvelous imagination with us in the years to come.

Saturday, September 26, 2009

REVIEW: Tharbrian Horse-Lords

Tharbrian Horse-Lords is the first Player's Guide for Adventure Games Publishing's Castles & Crusades-based "Wilderlands of High Adventure" setting. The product is available in two formats: a 22-page PDF costing $5.00 or a 36-page digest-size booklet costing $7.00. This review is based on the PDF, so I cannot comment on any changes made to the print version, if any. Like most previous AGP Wilderlands products, Tharbrian Horse-Lords is text-dense and without any illustrations. The layout is a simple two-column one that's easy to read and the text is both clear and well edited.

Of course, it's the actual content of the product that matters most and Tharbrian Horse-Lords offers plenty of content, most of free of game mechanics. This makes it very easy to use with game systems other than C&C, although some sections of it are written as expansions to the variant barbarian class presented in Barbarians of the Wilderlands 1. The Horse-Lords of the title are a barbarian culture best described as "Celtic Mongols." That is, their culture reminded me of an amalgam between the continental European Celtic peoples (primarily the Gauls) and central Asian horse nomads. While ethnologists among us might balk at this, I found the mixture easy to grasp, which suggests that players would find it equally easy to portray a Tharbrian as a character.

The bulk of the product describes the history, society, and culture of the Tharbrians, sometimes in more detail than I felt necessary. However, since each section only adds to one's overall sense of what Horse-Lord culture is like, it can be argued that additional detail is never a bad thing. This is clearly a taste issue; for myself, I prefer broader strokes in my gaming products, with less specific information and more general ideas that I can use as a springboard. This is particularly true in the case of settings like the Wilderlands, which has always been a "big tent" setting, whose most detailed areas were still very sketchy compared to those of contemporary settings.

I worry somewhat that, given the amount of information provided in this product about one barbarian nation, the Wilderlands of High Adventure will soon find itself weighted down in canon, no matter how well written and interesting. And it is interesting. James Mishler has described the Tharbrians in sufficient detail that I can easily imagine playing an entire campaign within their roaming lands, making this product almost a mini-campaign setting within the larger Wilderlands. In that respect, it's quite remarkable and the level detail it provides is exactly right. Given that, perhaps I should clarify my worry somewhat: taken in itself, I think Tharbrian Horse-Lords strikes a good balance between too much and too little detail; taken as part of a larger whole, I see a trend toward fleshing out every nook and cranny of the Wilderlands and that remains worrisome to me. But, as I said, it's a matter of taste and many gamers will find eight paragraphs of information about the Tharbrian diet exactly the sort of information they need in their campaigns, while I find it a bit too much.

I can say, without hesitation, that Tharbrian Horse-Lords is an excellent product, well written and interesting and a good companion to the other Wilderlands product AGP has published to date. The key here in gauging one's own interest in it is whether you deem the approach Mishler has adopted in those other products as felicitous or not. I personally find them a little information-heavy at times, but I realize not everyone shares my preferences. For me, the glory of the "classical" Wilderlands is its lack of detail, which makes it easy to remake the setting in any way I choose as the situation demands. Mishler's Wilderlands of High Adventure variant presents a particular interpretation of that setting and then fleshes it out in increasing detail. That's not a bad approach and, as I feel compelled to reiterate, Mishler does so excellently; it's just not my preferred approach. Whether it is yours will determine how you feel about Tharbrian Horse-Lords.

Presentation: 5 out of 10
Creativity: 7 out of 10
Utility: 7 out of 10

Buy This If:
You're looking for a fully-fleshed out barbarian culture to use in your game.
Don't Buy This If: You're not interested in fantasy ethnography

Friday, September 25, 2009

Little Colored Books

James Mishler of Adventure Games Publishing has just produced 11 booklets that reproduce his PDF products in printed form, some of it for the first time ever. I have to admit I'm very fond of the smaller format of these booklets. Having spent the last nine months using the little OD&D books in my Dwimmermount game, I am completely convinced of the the superiority of this size, which is small enough to be able to keep at the table without cluttering it up. Plus, they're very handy for carrying around with me as I travel. I'd love to see more publishers adopt the format, so kudos to AGP for doing so.

Friday, August 21, 2009

REVIEW: Monstrous Menaces #1, #2, and #3

Lots of referees of fantasy roleplaying games hold to the axiom that you can never have too many monsters. James Mishler clearly agrees, as he has offered up three new PDFs of monsters designed for use with Castles & Crusades but easily adapted to most D&D-derived games.

These PDFs vary in length from 8 to 12 pages and each present three new monsters in the expanded format Mishler first used in Monsters & Treasures of the Wilderlands I, which should appeal to those of a Gygaxian naturalist bent. There are, unfortunately, no illustrations included with any of these PDFs; they're pure text. And while the text is well written, several of the monsters described are outré enough that an illustration would have been helpful. I also noticed that this series of PDFs, unlike the aforementioned Monsters & Treasures, is not explicitly associated with the Wilderlands of High Adventure setting, making the products more generic and a little less flavorful in my opinion. Mishler is one of those guys who clearly gets the Wilderlands and its surrealist qualities and the lack of such details makes these PDFs a little less appealing overall, at least for me.

Monstrous Menaces #1 is the shortest of the three at 8 pages. The monsters it describes are:
  • Gharlidh: Subterranean humanoids with an incapacitating keen. I can't say they made a huge impression upon me.
  • Grulnosc: Acidic giant snails. I found them less interesting for themselves than for the uses to which their carcasses can be put.
  • Rocktopus: Who doesn't love evil, intelligent, land-dwelling octopi?
Monstrous Menaces #2 is the longest of the three PDFs, at 12 pages. The monsters it describes are:
  • Blade Dancer: No, not the ridiculously over-powered kit from The Complete Book of Elves, but humanoid constructs made from bladed weapons.
  • Goblin: The bulk of this PDF is taken up with an extensive description of goblin society and culture. If one likes fantasy sociology, it's quite well done.
  • Tharghûl: A form of undead that rules over ghouls and ghasts. I'll admit that I've been a sucker for this concept ever since I read references to the King of Ghouls in the Monster Manual.
Monstrous Menaces #3 weighs in at 9 pages and describes:
  • Akhlat: Chimerical sphinx-like creatures. I could have really used an illustration to get a better sense of what they looked like.
  • Oogloog: Intelligent oozes from outer space. I was reminded -- happily -- of the old Judges Guild adventure "Night of the Walking Wet" by these guys.
  • Woodwose: A "wild man" that borrows from legends of sasquatch, the yeti, and similar creatures.
All of these PDFs sell for $1 and there's no question that, at that price, they're a steal. Certainly there were a few monsters that didn't do much for me, but each product included one truly inspired stand-out that I plan to swipe for my own campaign, which is usually an indication of a good product. I tend to be very picky about monsters -- I use only a small sub-set of those available -- so any products that make me want to add a few more to the repertoire are worthy of mention.

That said, I would have preferred fewer monsters like the gharlidh or woodwose, neither of which filled a clear gap in the existing fantasy menagerie, and more like the rocktopus and oogloog. I know all too well that monster creation is a very hit or miss affair, with more misses being produced than hits, so I can't fault Mishler here. I suppose it's more that, having seen his best work, I wish all of it were of the same quality. As they are now, the Monstrous Menace series is somewhat uneven, a flaw offset to some degree by its bright spots and its price. They're well worth the price if you're looking for ideas to pillage and it's probably in that context that they deserve the most praise.

Presentation: 5 out of 10
Creativity: 6 out of 10
Utility: 6 out of 10

Buy This If: You want to swipe a few ideas for new monsters.
Don't Buy This If: You're expecting new monsters unlike any you've ever seen before.

Saturday, July 11, 2009

REVIEW: 100 More Calamitous Curses

If the late James Brown was the hardest working man in show business, then James Mishler may be the hardest working man in the old school movement. In recent weeks, he's produced a flurry of new PDF products for Castles & Crusades (all of which I'll be reviewing over the next few days), but the one that really solidifies my awe at his industry is 100 More Calamitous Curses, the sequel to his previous 100 Calamitous Curses, which I reviewed earlier this year.

Most of what I'd say about this product I already said in my review of its predecessor. Once again, Mishler has come up with 100 inventive curses for the delectation of the referee and the dismay of players. If anything, the curses in this product are even more clever than those in the earlier release. They're certainly far more complex, which undoubtedly explains why 100 More Calamitous Curses is 15 pages in length -- three pages longer than 100 Calamitous Curses. The increased word count has also led to an increased price. This product sells for $3.00 compared to the $2.50 (discounted to $1.00 for the moment) of the original.

100 More Calamitous Curses is ostensibly a Castles & Crusades product, but the game mechanics are light enough that referees of almost any fantasy roleplaying game will be able to use them without much difficulty. This isn't a "must have" product, particularly if you haven't yet exhausted all the curses in its predecessor. But, as I said of low-level adventures, you can never have too many random tables when running an old school campaign. Likewise, there are so many clever ideas contained within the descriptions of these curses that they could easily be pressed into other uses by referees, such as spells, magic items, or even special attacks by monsters. 100 More Calamitous Curses is a veritable goldmine of inspiration and is heartily recommended.

Presentation: 6 out of 10
Creativity: 9 out of 10
Utility: 8 out of 10

Buy This If: You're looking for even more ideas for unpleasant magical effects to inflict on the player characters.

Don't Buy This If: You don't like curses or already have enough ideas for them in your campaign.

Wednesday, April 8, 2009

AGP Customer Appreciation Sale

James Mishler of Adventure Games Publishing has announced a Customer Appreciation Sale. All sixteen of AGP's products are now reduced in price as a way to say thank you for those who've purchased them in the past.

I've reviewed most of AGP's products here in the past, so here's a handy set of links to the individual reviews:

100 Calamitous Curses
100 Exciting Encounters & 100 Treasure Troves
2008 Wilderlands Jam
Adventure Games Journal, Issue #1
Aendryth's Eldritch Compendium
Barbarians of the Wilderlands I
Forn Sidthr: The Old Custom
Martial Artist Class
Monsters & Treasures of the Wilderlands I (Revised Version)
Wilderlands Maps

James Mishler is one of the hardest working guys in the hobby. His output is amazing both in terms of volume and quality. If you've ever thought about buying one of his many terrific products, now's a good time to do so.

Monday, February 23, 2009

REVIEW: 100 Calamitous Curses

There are lots of things one can focus on when trying to pinpoint specific game mechanics that separate old school games from their modern descendants -- save or die effects and level draining are two of the most popular ones. Strangely, I almost never hear anyone mention curses. Back in the day, cursed magic items were pretty commonplace -- about one out of every ten scrolls or swords, for example, was cursed -- which is why both magic-users and clerics got the remove curse spell in OD&D. Curses were a standard part of the referee's bag of tricks and players understood the need to be wary when picking up that cool new sword you looted from the troll lair or reading that scroll you found on the dead body floating in the subterranean lake.

If there was a problem with curses, it was that, after a while, it became increasingly hard to come up with new and interesting ones. Volume 2 of OD&D, for example, provides exactly five sample curses for use in the game. Now, five is better than none, but, if a campaign lasts long enough, odds are you're going to use up all those options and how many more times do your players want to see their characters transported to Barsoom as a result of a cursed scroll? That's where the relentless James Mishler's 100 Calamitous Curses comes in. For $2.50, Mishler gives you just what the title promises: 100 different curses for use with your favorite fantasy RPG. Though written for Castles & Crusades, like so many of Adventure Games Publishing's products, this 12-page PDF is effectively system-neutral. There's only a small amount of C&C-specific game mechanics in the text, so little that I don't hesitate to recommend it to any referee who's looking for new and unusual curses to add to his campaign.

And what curses! I've commented many times before that James Mishler has a real knack for creating game material with a decidedly swords-and-sorcery vibe. 100 Calamitous Curses is no different. Consider just two curses:
  • Curse of Unquenchable Thirst: The accursed one is always thirsty, and must drink a gallon of water every hour. If in hot dry weather or during exertion (such as extended combat), the accursed one must drink two gallons per hour. Every gallon missed the accursed one suffers one point of subdual damage, which cannot be healed naturally or by magic until she catches up on all the missed water.
  • Curse of the Ghoulish Gourmand: The accursed one develops a taste for the flesh of humans, demihumans, and humanoids, but especially those of his own race. This is first noticed when he is within 10 feet of a corpse, which to the accursed one smells like an irresistible well-seasoned and perfectly-grilled steak. The accursed one must make a Charisma check each time he encounters a new corpse (with a -2 penalty for the flesh of his own race), or he decides to succumb to temptation and tucks in without worry for cooking or seasoning (though he still seeks to do so surreptitiously, if others can see). After failing and consuming such flesh a number of times equal to his Constitution score, he is hooked, and can only subsist on such flesh; all other foods are regurgitated or simply provide no sustenance. Thereafter for every day he goes without the flesh such a being he suffers 1d6 points of subdual damage, which cannot heal naturally or be cured by magic until he once again consumed forbidden flesh.
And there are 98 more curses in this product, many of them even more inventive than these two examples. This really is a remarkably useful product for old school fantasy games. I know I'll get a lot of use out of it and I expect I'll not be alone. Once again, a superb piece of work from James Mishler and AGP.

Final Score: 5 out of 5 polearms

Saturday, February 21, 2009

Monsters &Treasure of the Wilderlands Updated

Back in September, I wrote a review of Adventure Games Publishing's Monsters & Treasure of the Wilderlands I, giving it a perfect score of 5 out of 5 polearms. Well, the indefatigable James Mishler has been hard at work, expanding the product by adding eleven new monsters (27 as opposed to 16), artwork by Peter Bradley (including a full-color cover), and more information on how to integrate these creatures into the Wilderlands of High Adventure campaign setting. The PDF version of the expanded product sells for $8.00, twice the cost of the original version, presumably because of the cost of art and cartography. A print version will retail for $10.95 and should be available soon.

The new monsters are as good as those in the original release and it's nice to see illustrations of these beasties, even if Bradley's art isn't quite my cup of tea. If you didn't pick up a copy of the original release, I have no hesitation about recommending the expanded version, as it's well worth the price. Mishler's products are extremely good at providing a lot of useful flavor in addition to game mechanics. That is, there's no "fluff" here. Instead, what you get are nice little details that in themselves suggest adventures or that make an encounter more memorable. There's no gilding the lily here, just good old-fashioned creativity in the service of great gaming. And Mishler's magical treasures continue to be some of the best written in many a moon. They're weird and mysterious and, best of all, dangerous. They're perfect for swords-and-sorcery style games and I absolutely adore them.

This expanded version is another milestone along Adventure Games Publishing's journey to restore the Wilderlands to its former glory as one of the pre-eminent settings of fantasy gaming. Between the little touches in the monster and treasure descriptions and the maps that provide a wider context to it all, you can see just how much Mishler loves adding gameable details to this setting. That love is infectious and, while I still worry that AGP's Wilderlands offerings could result in too much detail, we're clearly not at that point just yet. Instead, we have another excellent bit of work that testifies to the lasting power of Judges Guild's products and ideas.

Saturday, February 7, 2009

REVIEW: 100 Exciting Encounters & 100 Treasure Troves

I'm not usually a big fan of PDF products. Oh, I'll buy them, mostly because they're cheap and provide almost instant gratification, but it's rare that I find the format sufficiently better to traditional printing that I find myself thinking, "I'm glad this product is a PDF." Adventure Games Publishing's recent offerings are rare examples of products that do get me thinking just that.

Taking a page from D&D's past, James Mishler has produced two excellent products modeled on TSR's Monster & Treasure Assortment. The first, entitled 100 Exciting Encounters -- 1st Level Encounters presents 100 full-statted encounters suitable for use against a party of 1st-level characters. Of course, as Mishler notes, "some encounters are designed to be rather tough; however, at some point early in their careers all characters should learn that discretion is the better part of valor and that it is better to run away to live and fight another day!" If I hadn't already liked the idea behind the product in the first place, this comment certainly would have won me over!

The second product, entitled 100 Treasure Troves -- Treasure Type 1, follows a similar format, being a collection of 100 treasures of the sort one might reasonably encounter on the 1st level of a dungeon. The treasure are a mix of coins, gems, art objects, and miscellanea, as well as the occasional magic item. One of such magic item -- a wand -- is cursed but it's the kind of cursed item that generates a lot of fun, as the players try to come to grips with its peculiar malediction. Mishler has a real flair for creating dangerous but enjoyable magic items, as I noted in an earlier review; I hope to see more of his handiwork on this topic in the future.

Both PDFs use a simple simple, straightforward layout that is effectively a gigantic table numbered 1-100, so the referee can randomly generate encounters and treasures for use in populating his dungeons or wilderness areas. There's no art in either product, but that's not really a drawback, since there's no need for illustrations here. These products are meant to be used -- printed out, stuck in a referee's binder, and written on as the encounters and treasures are introduced in play, just like the old Monster & Treasure Assortment.

Both products are written with Castles & Crusades in mind, like all of AGP's products. That means that 100 Exciting Encounters requires a small bit of conversion if you use it with a different game, because the stat blocks use the ascending armor class system I so dislike. Granted, it's a small matter to convert them into the traditional D&D system, but it is an inconvenience worth mentioning. 100 Treasure Troves has no such problem, being completely usable without any modifications.

The old Monster & Treasure Assortment is still available as a PDF, but it's more expensive than these two products combined, so, if saving a couple of bucks is a concern, you might be better off grabbing AGP's offerings, particularly if you're playing C&C. Myself, I use both in populating Dwimmermount, as I find variety is never a bad thing. Indeed, one of the often-forgotten dangers of designing a megadungeon is falling into ruts, which is all too easy when dealing with dozens of rooms per level. By having not one but two collections of random monster encounters and treasures, I can avoid that more easily. Consequently, I heartily recommend 100 Exciting Encounters and 100 Treasure Troves to anyone running an old school campaign; they'll both save you a lot of time and effort better spent on creating fiendish tricks and traps and what referee wouldn't rather be doing that?

Final Score:

100 Exciting Encounters -- 1st Level Encounters:
4* out of 5 polearms
100 Treasure Troves -- Treasure Type 1: 4½ out of 5 polearms

*Judged solely on its broad old school utility. As a C&C product, it probably rates a 4½ out of 5.

Saturday, January 17, 2009

REVIEW: A Tale of Two Monks

Or a monk and a martial artist anyway.

This review is the first time I've ever directly compared two similar products. As a rule, I don't like the notion of comparing and contrasting RPG products, because I think that even ostensibly similar products can have very different goals and intended audiences. I remember an article in an old issue of Dragon that was ostensibly a review of TSR's SF game, Star Frontiers. While the review was quite thorough, what I remember most about it was that the reviewer frequently compared it unfavorably to GDW's Traveller. Now, as everyone knows, I'm a Traveller geek and make no bones about that. I rank the original 1977 boxed set up there with OD&D in terms of being one of the greatest works of imagination ever produced by this hobby. That said, even at the time, I thought Star Frontiers deserved to be taken on its own merits and reviewed solely on that basis.

Consequently, this review isn't so much a comparison of Adventure Games Publishing's Martial Artist Class and Brave Halfling Publishing's Delving Deeper - Monk as a discussion of how two two different writers writing for two different games can draw on the same source material and spin it in different ways. One of the joys of the old school revival is watching how a wide variety of people take the same inspirations and present them in so many unique ways. What's even better is that, because old school games have such simple mechanics, it's very easy for me to buy a product intended for, say, OSRIC and adapt it to my Swords & Wizardry game. If anything about 2009 reminds me of 1979 it's this glorious smorgasbord of product offerings from which to swipe cool ideas and not have to worry about whether they'll "work" in my home game.

Let's start with AGP's Martial Artist Class. Written for Castles & Crusades and selling for $1.00, this 7-page PDF follows the same basic format of other recent electronic products by James Mishler. Although completely lacking in art, the product more than makes up for it by the density of its two-column text, which presents an alternative to C&C's monk class. Using Strength as its Prime (rather than Constitution, as the standard monk does), the martial artist is focused primarily on combat, both unarmed and armed. That's not to say that it's lacking in other class abilities, but it's clear that, as its name suggests, the martial artist is intended for players who want to play characters who've devoted themselves, bodily and spiritually, to becoming living weapons. In this respect, the martial artist is a broader archetype than the monk, since the class lends itself to a variety of character types that break the "militant ascetic" mold. Rounding out the PDF is a collection of descriptions of exotic and mundane weapons and how they might be used by martial artists.

Brave Halfling's Delving Deeper - Monk is also a 7-page PDF, written by Luke Fleeman and selling for $0.75. Of those seven pages, one is taken up by the cover, another by the Open Game License, and a third by a piece of short fiction. In addition, the product includes a couple of pieces of black and white line art by Brian Thomas. As a result, Delving Deeper - Monk isn't nearly as textually dense of Martial Artist Class, but that's to be expected in a PDF supporting Labyrinth Lord, which is far simpler mechanically than Castles & Crusades. The monk presented here is much closer in concept and presentation to the monk of OD&D/AD&D, being a more "generalist" class with abilities beyond those focused primarily on combat. The monk is thus the class for people who wish to play characters that cleave closely to "inscrutable mystic warrior" archetype -- equally adept at conversing with animals as kicking ass. The product also helpfully includes some advice on integrating monks into a campaign, either as PCs or NPCs.

I like both these products. They're both a terrific value and have the benefit of including lots of simple mechanics that can be lifted for use in almost any old school game. In addition, their differences highlight the fact that there's no "right" way to present anything in an old school game except what works for the referee and his players. Despite having already offered up my own version of the monk some months ago, I still found lots of food for thought in these two PDFs. Of the two, I give Deliving Deeper - Monk a slight edge, because it's closer to the monk of Blackmoor and thus closer to the kind of class I'd use in my own campaign. Mind you, the martial artist isn't intended to be a replacement for the monk class of C&C, nor does it occupy exactly the same mental space. It's closely related, to be sure, but there are subtle differences and, in some campaigns, the monk and the martial artist could reasonably exist side-by-side without any contradiction. I still prefer the monk for its closer connection to tradition, but I can easily imagine that others might feel the martial artist is a broader and thus "better" class.

Chacun à son goût.

Final Score: 4 out of 5 polearms for one, 4½ out of 5 polearms for the other -- You decide.

Thursday, December 18, 2008

REVIEW: Forn Sidthr: The Old Custom

Forn Sidthr: The Old Custom is a 13-page PDF released by James Mishler's Adventure Games Publishing and selling for $3.00. Describing the worship of the Aesir (and Vanir) gods, this product is the first in the "Faiths of the City State" series for use with AGP's Wilderlands of High Adventure setting, but it's generic enough that it'd be useful in any setting that includes the Norse pantheon. Likewise, though Forn Sidthr written with Castles & Crusades in mind, makes no specific references to C&C's game mechanics, thereby making it easy to use with any fantasy RPG, old school or otherwise.

The product begins with a one-page overview of the religious life of the City State of the Invincible Overlord. The overview gives a good sense of the riotous polytheism of the City State and, by implication, the Wilderlands as a whole by introducing five ranks to measure one's devotion to a particular faith: irregular, regular, semi-exclusive, initiate, and priest. What's nice about these ranks is that, in addition to providing context for the setting, they also include practical guidelines about what level of religious devotion qualifies one for each. It's a small thing, admittedly, but I appreciated it, since, as we'll see shortly, there are consequences to whether one is devout or lax in his observances.

Five pages are devoted to Old Custom itself, with information on the religion's history, deities, symbols, hierarchy, and so forth. There's also a section detailing the Forn Sidthr's beliefs and dogma. Again, this information is presented very practically, with eye toward how it can be used in play. This is not an abstract flight of fancy into fantastical theology but rather a brief but specific discussion of how adherents to the Old Custom behave -- or are expected to, at any rate -- and what this means. I also appreciated the way that these five pages gave a sense of the Forn Sidthr as being a unified pantheon with a proper "church." All too often, fantasy games have no notion of ritual, hierarchy, or doctrine, treating religion as individualistic and atomized, with no regard for how its various pieces fit together. Forn Sidthr nicely avoids that error, but without committing the concomitant error of getting bogged down in pointless detail.

The last six pages of the PDF are devoted to a discussion of the afterlife and the disposition of the soul of a follower of the Old Custom. In it, we're introduced to a new system that tracks the virtues and sins of members of the faith, so that the referee can keep a running tallying that determines the fate of a character's soul after death. The section catalogs the major and minor acts that earn one approbation or condemnation in the eyes of the Aesir and gives a table that enables the referee to see what happens to your character should he die at any given point. Depending on his faithfulness, he could be rewarded with a seat at Odin's table in Valhalla or cursed to wander the earth as an undead draugr -- or anything in between. The table also shows how effective raise dead and similar spells will be on a character whose soul is in each category, which I found to be an excellent bit of forethought on Mishler's part.

I can find almost nothing to dislike in Forn Sidthr: The Old Custom, except perhaps its somewhat pedestrian three-column layout, but that's a small quibble, because, boring though it may be, the layout is nevertheless easy on the eyes and free from errors. This is an excellent product and a good example I think of how much Mishler has learned since he began publishing his Wilderlands products. Earlier products tended to be a bit too "heavy" on minutiae for my liking, whereas his more recent endeavors have been eminently "practical" in their approach. They don't skimp on details by any means, but the details are carefully chosen for maximum utility. That is, they're useful in play and not just as bits of trivia that gamers can swap while talking about playing rather than actually doing so. For me, this quality is exactly what old school gaming products should possess and Mishler has shown he understands it well. I continue to be very impressed with AGP's PDFs and look forward to future releases with great anticipation.

Final Score: 5 out of 5 polearms

Tuesday, November 11, 2008

REVIEW: 2008 Wilderlands Jam

2008 Wilderlands Jam is a limited edition 48-page supplement for Adventure Games Publishing's "Wilderlands of High Adventure" setting. Originally released at GenCon this past summer, a number of copies are still available for sale for $12.00. Like all previous AGP releases, Jam is written for use with Troll Lord's Castles & Crusades system, but the vast majority of the material in its pages are easily convertible to most D&D-derived games, regardless of edition. Unlike previous AGP releases, however, this one includes no art beyond three hex maps. The book instead consists primarily of three-column pages of dense text. Truth be told, I didn't particularly miss the art, but I did find the print quality of this book noticeably poorer than in other AGP products. Although it doesn't harm legibility overly much for me, I wouldn't be surprised if it make the book less readable to those whose eyesight is worse than my own.

2008 Wilderlands Jam consists of four parts of varying length. Three of them are not new, having appeared in other forms before this product, while the fourth is an excerpt from an upcoming product. The first part, entitled "Warrior-Mages of the Wilderlands," is the shortest (at 6 pages) and is still available as a free PDF from the AGP website. This part introduces a new C&C character class called, as one might expect, the Warrior-Mage. The Warrior-Mage exists for players who wish to create characters that immediately combine fighting prowess with spellcasting without the need to multiclass. The result is a class that's less puissant at arms than a Fighter (a lower Base to Hit and Hit Dice, for example) but just as magically adept as a Wizard. Of course, the class is very slow to advance, needing nearly 5000 XP to reach level 2, so there is a price to be paid for such versitility.

Where the Warrior-Mage stands out, though, is in the various "traditions" Mishler describes. These traditions are different culturally-based "schools" of Warrior-Mage training, each with its little twists on the core abilities of the class. Each tradition includes a focus weapon used for the casting of spells (and the various bonuses associated with it), a list of weapon and armor restrictions, and some special abilities that enable the Warrior-Mage to use his spells in creative ways. Three sample traditions are described and Mishler provides a list of special abilities from which to construct one's own traditions or to use models when creating new special abilities. Rounding out this part, there are also descriptions of fourteen new spells unique to the Warrior-Mage.

I like the idea of the Warrior-Mage. I've often felt that D&D suffered a bit for never including a baseline class that included both fighting and magical abilities, particularly given the way elves are portrayed in a lot of fantasy literature. I've also been of the opinion that multiclassing has often been much too clunky in its implementation to succeed in combining aspects of multiple class archetypes. That said, I'm not completely happy with the Warrior-Mage, which is a fairly complex class once you take into consideration all its special abilities. Some, particularly those more inclined toward the 3e and later approaches to class design, might not have any problems with this, but I found myself wishing the class could have been presented more simply than it was. I am also baffled by the use of seven-sided dice for Hit Dice, which strikes me as needlessly quirky.

The second part, "Sorcerers of the Wilderlands," is 10 pages long. It too was previously released as a free PDF. I very much enjoyed this section of Jam for several reasons. First, its take on "sorcery" -- dark pacts with Demon Lords -- is a good example of how I prefer the handling of such dubious activities in a RPG. This part includes lists of "petty," "lesser," and "greater" evils which a sorcerer must commit in order to enter into and/or maintain a dark pact. However, beyond noting that this or that act constitutes a "greater evil" as opposed to a "lesser evil," very little detail is given, thereby allowing each referee to expand upon it or not as they wish. Second, there's simply no question that anyone entering into a dark pact with a demon lord has committed an objectively evil act. In addition, entering into a dark pact starts a character down the road to damnation, becoming Chaotic Evil in alignment and a thrall to demonic powers from which escape is well nigh impossible. Had Carcosa shown a similar lack of ambiguity, I would have had far fewer problems with it.

The third thing I really appreciated about this part of 2008 Wilderlands Jam was its mechanical open-endedness. Although guidelines are given for the kinds of things a demon lord might grant as a result of a dark pact -- familiars, spell-like abilities, wealth, etc. -- as well as guidelines for what he asks in return, they remain just that: guidelines. The referee is free to mix and match pact requirements and benefits as he wishes, allowing him to tailor them to suit the demon lord and the character involved. This flexibility also gives wide scope for creating NPC sorcerers whose special pact-granted abilities might be quite unexpected, such as a Fighter who can cast certain spells or a Cleric with a demonic familiar.

This part also includes information on sorcerous summonings, curses, and spells. Sorcerous spells are special evil spells learned either through a dark pact or through scrolls/spell books. These spells have a chance to backfire if cast by individuals who haven't entered into a dark pact in order to learn them, with the result typically being the caster becoming the spell's target. These spells all have a wonderfully swords-and-sorcery feel to them; Mishler clearly has a knack for that style of fantasy and it comes through strongly in the text. I'll reiterate that I think he took the right tack in his presentation of the material, staying firmly on the "vague-but-suggestive" side of things. "Sorcerers of the Wilderlands" also includes two new monsters and a single new treasure.

The third part, "Monsters & Treasures of the Wilderlands I," takes up 17 pages of Jam and is identical (so far as I could tell -- if there are differences, I did not notice them) to the previously released PDF product that I reviewed here.

The fourth and final part, "Valley of the Dead Queens Preview," occupies 10 pages and is an excerpt from AGP's upcoming Southern Reaches Gazetteer. The preview describes three hexes in some detail, noting their geographical features, monster lairs, settlements, and other points of interest, tied together with a brief background detailing a fallen kingdom of priestess-queens who once rules the area. If one loves sandbox style campaigning, this part of Jam is for you. Mishler manages to cram a lot of terrific ideas into a comparatively small amount of space; it's not hard to be inspired after reading his entries. Otherwise banal locations are infused with a healthy dose of possibility, which is key to the success of sandbox play. If I have a complaint about this part of the book, it's that some of the entries are longer and more detailed than I think is necessary. The original Judges Guild products were masters of verbal economy and, while Mishler is good on this score, I think he could still stand to take a page or two more from his illustrious predcessors.

2008 Wilderlands Jam is difficult product to review. Only one-quarter of its text is actually new and that distinction won't last once the Southern Reaches Gazetteer is released. Of course, most of the material in the book is excellent. If you haven't read any of its contents already, I wouldn't hesitate to recommend buying it. Likewise, if you're like me and you prefer print products to PDF ones, it's also a worthwhile purchase. I can't deny that it's somewhat pricey, given its length and the fact that 16 of its 48 pages are available for free online already. However, I've come to accept that the market for old school material is limited and thus prices will inevitably be higher per page than on more "mainstream" RPG material. If you understand this as well, 2008 Wilderlands Jam may be just what you're looking for.

Final Score: 4 out of 5 polearms

Tuesday, October 14, 2008

REVIEW: Aendryth's Eldritch Compendium

Aendryth's Eldritch Compendium is the latest PDF from the prolific James Mishler of Adventure Games Publishing. This 12-page product (10 pages of text, plus a title/table of contents and a full-page ad for an upcoming AGP product) retails for $2.50 normally, but is currently on sale for $2.00. Either price is, quite, frankly a steal, considering the terrific ideas to be found here. It's true that the PDF is very "bare bones," consisting of three-column pages of small type and no illustrations. However, I'd argue that's a point in this product's favor, since Mishler was able to pack quite a lot of great ideas into only 10 pages and it's great ideas that distinguish AGP's products.

In principle, the Eldritch Compendium is designed for use with Castles & Crusades and AGP's variant Wilderlands setting, but its contents should easily translate into almost any D&D-related fantasy roleplaying game. Mechanics aside, there's plenty of ideas here that should be easily usable in any RPG with a swords-and-sorcery feel. One of the many things I most appreciate about about AGP's products is their high degree of utility. Whether I'm playing OD&D, AD&D, or C&C, I'd be able to pick and up and use them without worrying a difficult process of converting their game mechanics. That may seem like a small thing, but it isn't and it's one that old school gamers should particularly appreciate. In this respect, AGP is following in the illustrious footsteps of Judges Guild: creating products that are packed with ideas and light on mechanics.

The Eldritch Compendium's actual contents consists of two separate sections. The first details twelve new wizard spells, ranging in level from 1-9. The spells themselves are diverse and interesting, with just enough flavor and idiosyncrasies to make them memorable yet not so specific that they'd be difficult to import into most fantasy campaign settings. A good example is the spell Blood Childe, which enables the caster to create a semi-independent clone of himself that might (if he's lucky) do his bidding. The spell description is lengthy and filled with plenty of information on the process by which the blood childe is created and grows over time, as well as the likelihood that the clone is defective in some way and thus prone to rebel against its "parent" when the time is right. Most of the spells are similarly interesting and not always without dangers in casting them, which appeals to me greatly. Also to be found amongst the spells are a few sly references that struck me as the kinds of silliness Gary Gygax and others foisted on their players in days of yore, such as the spell Chirurgeon ex Nihilo, which summons an extra-dimensional doctor of a race called "Djeeps." Long-time fans of Popeye will immediately recognize the race's origins.

The second half of the PDF consists of formulae for the creation of different potions made from the eyes of a prysmal eye. For those not in the know, a prysmal eye is C&C's ersatz beholder, since the beholder is IP of Wizards of the Coast and not part of the D20 SRD. There are eleven formulae -- one for each eye -- and their descriptions not only explain their effects and how to make them, but also the possible unintended side effects of imbibing them. I think these side effects, many of them quite unpleasant for the imbiber, are pure gold. They're exactly what I want to see more of, since they remind players that magic is unpredictable and often dangerous. They very nicely exude a swords-and-sorcery vibe that I think is not only great fun but also in keeping with the pulp fantasy roots of the hobby. Rounding out the chapter is a formula for the creation of plate armor made from the hide of the prysmal eye; it too has potentially horrible consequences. I sincerely hope Mishler continues to create new magic items in this same vein.

If I have a complaint about Aendryth's Eldritch Compendium, it's that it's too short, but that's my love of good ideas talking rather than any objective judgment on the PDF's length. At 10 pages of small text, the product is full of great ideas and a real bargain, even at its regular price. Like Mythmere Games' Eldritch Weirdness, Book One, this product does more than provide new "toys" for use in one's campaign; it provides plenty of hooks from which to hang dozens of adventures. Few of these hooks are explicitly spelled out -- doing so is the referee's job -- but they're there aplenty and they really do inspire me. That's probably the highest praise I can give any product and I gladly give it here.

Final Score: 5 out of 5 polearms

Friday, October 3, 2008

REVIEW: Barbarians of the Wilderlands I

Barbarians of the Wilderlands I is a 20-page PDF, retailing for $4.00, written by the prolific James Mishler and intended for use with Adventure Games Publishing's Castles & Crusades-based Wilderlands of High Adventure setting. Of those 20 pages, 17 are devoted the text of the product itself, the other three being a cover, a table of contents/OGL page, and an illustrated dedication to "the Last Celt" (Robert E. Howard, for those curious). As with all of AGP's releases, Barbarians of the Wilderlands I is illustrated by Peter Bradley, who also acted as its graphic designer. The PDF has a clean, three-column layout that's easy on the eyes. The text is likewise clear and free of any egregious typographical or grammatical errors. From a purely technical standpoint, this is a solid product (though I must admit that I'd love to see other artists and art styles used in future products, if only to introduce some of the variety I tend to associate with the old school).

The PDF dedicates six pages to a variant barbarian class intended either to replace or to supplement the standard barbarian from the C&C Players Handbook (now dubbed a "savage warrior"). The variant's basic abilities are similar to those of the standard class, with some tweaks to make it more generalized and a bit less like a berserker. I appreciate this, since one of my biggest beefs with 3e is the way it conflates the berserker archetype with the barbarian archetype. The two are related certainly, but many pulp fantasy barbarians were not berserkers, so it's nice to see an attempt being made to broaden the class a bit. Of course, the variant barbarian still possesses a "primal rage" ability, but it doesn't overshadow its other abilities.

Among the variant barbarian's other abilities are what are called "tribal abilities." A 1st-level barbarian gets three of these abilities, depending on his native culture. The run the gamut from animal handling to horsemanship to sound imitation. The wide variety of tribal abilities should enable the referee to create many distinctive barbarian tribes, each with their own unique cultures and "specialties." Mishler clearly took a cue from the barbarian class in AD&D's Unearthed Arcana, which certainly reveals his long association with the hobby. In my opinion, though, this product's barbarian is much more playable and appealing than its UA predecessor. One way it does this is through a class ability called Versatility, which allows the barbarian to pick up minor class abilities from other classes, simulating the way that barbarian wanderers sometimes become jacks-of-all-trades over the course of their travels. It's a nifty little idea and I'm curious to see how it works in play.

The remainder of the product discusses some of the barbarians of the Wilderlands of High Adventure, providing specific information on their societies, cultures, and how to present them using the new rules. Each barbarian nation is given a single page write-up, which is, in my opinion, just about perfect. This way the referee gets a good overview of what, say, the Altanians are like -- their physical appearance, tribal structure, religion -- without bogging down in unnecessary details that just tie his hands. In each case, the barbarian nations are given one or more real world historical cultures from whom they are descended. At first, I thought Mishler had intended to say that, for example, the Skandiks were similar to Earth's Vikings, but the text clearly uses the words "are descended from." I asked him what he meant by this and he explained that many of the cultures of the Wilderlands of High Fantasy are literally descended from historical Earth cultures, brought to Ghenrek IV by various means throughout the ages. Mishler added that further details about this, as well as alternative explanations/options for those who prefer their Wilderlands to be "pure" fantasy, will be found in an upcoming product.

I was initially somewhat unsure about the utility of this product. I've stated before that I think one of the virtues of the Wilderlands is how skeletal it is as a setting. My great fear is that AGP might spend too much time fleshing out its every nook and cranny and publishing products filled with minutiae of interest only to the hardest of the hardcore fans. That's clearly not the case with Barbarians of the Wilderlands I. Instead it's a terrificly usable product that gives just enough information to save the beleaguered referee time but without burying him in mounds of details that he could just as soon create himself through play. Because of this flexibility, I'd recommend it even to those who don't use the Wilderlands setting or even play C&C. It's full of good ideas and ought to inspire anyone who wants to add pulp fantasy barbarians to their campaigns.

Final Score: 4½ out of 5 polearms

Monday, September 15, 2008

REVIEW: AGP Wilderlands Maps

Under review today are three different products produced by James Mishler's Adventure Games Publishing. They are: Rhadamanthia Continental Map, Southern Reaches Judges Map, and Southern Reaches Players Map. All three are PDF-only products and sell for $5, $4, and $1 respectively. All three maps consist of a single page and were drawn by Peter Bradley. Likewise, they are all intended for use with AGP's Wilderlands of High Adventure setting.

The Rhadamanthia Continental Map is a full-color 17" x 22" map that shows the entirety of the continent on which the Wilderlands is situated. The area described in the various Wilderlands materials over the years constitutes only one-fifteenth of the whole of Rhadamanthia, which should give you a good idea of how large area is depicted on this map. Unfortunately, the map is at a very high scale -- approximately 160 miles to the inch -- which limits its utility as a playing aid. To be fair, the map is jam-packed with suggestive place names, such as the Ironbound City of Shackles, the Forest of Long Ago, the Desert of Lost Dreams, and many more.

None of these locations is described; they're just names on a map. The impression I get is that the map is intended just as an overview of new regions of Ghenrek IV, regions that might one day get detailed in future AGP products. I'm of two minds about this myself. On the one hand, the eighteen regional maps of the Wilderlands are already more than enough to keep referees and players occupied for years. On the other hand, I also understand the desire both to learn more about the world beyond the Wilderlands and to have new areas to explore and within which to adventure. It's a delicate balance, to be sure, and, based solely on this product, it's hard to know precisely what AGP intended in producing it. What we have is an attractive map that's more art than gaming aid, which I think means its primary audience is diehard Wilderlands fans rather than the general gamer looking for a setting for his sandbox campaign.

By contrast, the Southern Reaches Judges Map oozes utility. Not only is extremely well drawn and attractive to the eye, it's also filled with the kinds of details that a referee needs to run his campaign. This map is drawn at a scale of 11 miles per inch and effectively replaces Regional Map 18 of the Wilderlands. The map pinpoints the location of dozens of towns, cities, ruins, and geographical features. Many of these can be found on the original Regional Map 18, while many are unique to this map. In a few cases, locations from the original map have been renamed or replaced with entirely new ones. This is in keeping with the fact that AGP's version of the Wilderlands is a variant one, with its own idiosyncrasies. I personally find this approach a refreshing one, since most of the changes are small enough that most gamers won't notice but significant enough that they add a level of "freshness" to the setting, while purists may disagree.

As with the Rhadamanthia Continental Map, the Souther Reaches Judges Map is a single-page product, with no accompanying text of descriptions. Presumably, the referee will simply use original Wilderlands materials for such things or, in the cases where the locations are new, make up the descriptions himself. Because the scale is so small, I didn't find the lack of descriptions problematic. Instead, they were inspirational, since I felt I had enough information (in the form of names and geographic relationships) to indulge my whims and creative urges with abandon. This is a product that demands to be used and I appreciate that wholeheartedly.

The Southern Reaches Players Map also demands to be used -- quite literally. The map itself is mostly empty, a field of blank hexes with a few large terrain features, such as coastlines, rivers, and major cities noted on it. This map is a tool for engaging in a classic Judges Guild "hexcrawl," as the adventurers traipse across the countryside, exploring the wilderness and noting what they discover on this map. While I absolutely love the idea behind this map, I can't help but think that AGP might have been better off bundling it with the Judges Map or even making it a free download from their website. At $1, it's hardly expensive, but, given that the map is mostly blank, I think it might have been more useful as a promotional product that would help market the Judges Map or even to better explain the concept of the hexcrawl, since I have little doubt it's alien to many younger gamers.

Taken together, these three maps nicely illustrate the glories and pitfalls of selling a fantasy campaign setting. There needs to be a balance struck between providing too much detail and too little. In my own personal opinion, the Rhadamanthia Continental Map is an example too much detail; I'm simply unsure of what purpose it serves beyond scratching a completist itch that I think is the bane of many a setting. The Southern Reaches Judges Map, on the other hand, strikes a perfect balance and is a terrific example of how campaign setting maps should be presented. The Players Map also has its virtues, but primarily as an aid to play rather than as a product in its own right. It's a fine illustration of how to run an old school sandbox campaign and very much in keeping with the best Judges Guild traditions. I wish that it were better used to help promote that style of play than it is, but I am nevertheless glad the product exists.

I look forward to future Adventure Games Publishing Wilderlands materials and am intensely curious to see what lessons they may have learned from their first forays into publishing new maps for use with the Wilderlands of High Adventure.

Final Scores:

Rhadamanthia Continental Map:
3 out of 5 polearms
Southern Reaches Judges Map: 4½ out of 5 polearms
Souther Reaches Players Map: 3½ out of 5 polearms

Tuesday, September 9, 2008

REVIEW: Monsters & Treasures of the Wilderlands I


Monsters & Treasures of the Wilderlands I (M&T henceforth) is a 17-page PDF (one of which is a credits and OGL page) written by James Mishler of Adventure Games Publishing and sells for $4. The product is extremely text-heavy, with three columns of what looked to be 8-point type throughout. The typeface was easy even for my aging eyes to read, but I would not be surprised if others found it less legible, particularly given that there are no illustrations to break up the text. This isn't a criticism so much as a simple acknowledgement that you're getting a lot of words for your $4 -- and very good words at that.

M&T describes 16 new monsters and an equal number of new magical items for use with AGP's "Wilderlands of High Adventure," a variant of the classic Judges Guild campaign setting for use with Troll Lord's Castles & Crusades. Although C&C is derived from the D20 SRD and is, in many ways, a kind of "3e Lite," it's most admirable feature is that enough of the cruft and accretions of 3e have been stripped away so that products written for C&C work well with older editions of D&D and their retro-clones/simulacra without much effort. This ease of conversion works to the advantage of M&T, whose contents would make great additions to many old school games. Despite this, I will note here that I think C&C still retains a little too much of 3e's obsession with mechanical exactitude, which is why many of the otherwise excellent entries in this product are longer than they need to have been. Given the density of the text, this is a small blemish and I can hardly fault Mishler for having stayed true to M&T's native rules set.

The monsters described herein range from low-level foes, such as giant vampire bats, to much mightier ones, such as fallen demigods known as the angrasinamru and everything in between. I appreciated the breadth of the entries, both thematically and mechanically. I also enjoyed the fact that many of them were worthy of the fine Gygaxian tradition of taking the germ of an idea from myth or legend and reworking it into a unique creature for use in one's fantasy campaign. Several monsters contain a "Death" entry indicating the unusual consequences of its being slain, such as the earth and stars mourning the death of the aforementioned angrasinamru or how the gorgosphinx turns into a statue of rock salt capable of petrifying anyone who is so foolish as to consume part of it. It's little touches like these that elevate the monsters in M&T above the usual fare found in monster books. I also note with approval that many of these creatures contain honest-to-goodness save or die effects of the sort that are so out of fashion these days.

The magical treasures described in this product are similarly good, demonstrating a terrific combination of creativity, whimsy, and old school sensibilities. I was particularly taken with the Demon Die of the Mandarin-Lords, an arcane dodecahedron once used by servants of an ancient emperor devoted to Chance and whose rolls determine the justice meted out against those accused of crimes. Naturally, there's a D12 random table that's suitably nasty, since "the Accursed Emperor was fond of chance, but liked to hedge his bets!" Many of the magical treasures exhibit negative qualities in addition to their beneficial ones. There's a price to pay for using them, in keeping with the traditions of pulp fantasy on which D&D was founded. Unsurprisingly, I think very highly of this approach.

If I have a complaint about Monsters & Treasures of the Wilderlands I, it's that there's not yet a volume II. For the price, this is a superb product and I found myself wishing for more monsters and treasures from Mishler's remarkable imagination. I'll admit that I also regret the lack of art, since several of the monsters have bizarre appearances that took me some time to wrap my head around. For some, though, this is a feature, not a bug and I'm sure the lack of art helped keep the price of the product down, so it may be a boon in disguise. I encountered a few small editorial glitches here and there, but nothing worthy of specific note. I wholeheartedly recommend this product and hope to see additional entries in the series before too long.

Final Score: 5 out of 5 polearms

Friday, May 23, 2008

James Mishler Answers More!

In response to some questions and concerns I had in my review of the first issue of AGP's Adventure Games Journal, James Mishler has responded. I have reproduced the following from his email to me with his kind permission:

1) Regarding the throne, that bit is all original. In fact, the original concept was for a pegasus-based crown (the Overlord's Crown of Telepathy), but the artist, Peter Bradley, felt that would be too small in detail to show up well. So we decided to go with a pegasus-based throne which, as the shield device of the Overlord in the Wilderlands of High Adventure is a pegasus rampant, is also most excellent. Pegasi appear in many places in reference to the City State; the Knights of the Inner Circle are pegasus riders. Hygelak still has the crown, too, he actually has several, he just doesn't wear it all the time (he dislikes crowns in general, feeling them to be ostentatious; he's a simple guy in many ways, sort of like Attila the Hun in that respect).

2) Just to make sure that readers of this review who missed the replies to XXXI know, the trade dress and graphic design are developing and improving with each product. The next product will have standard covers and page counts, and beginning with Adventure Games Journal #2, we will have full-color covers. I also plan to have as many maps in full color as is financially feasable; the thought of a Wilderness Book along the lines of Shield Maidens of Sea Rune with 22 hexes in glorious color is just too cool to resist!

3) "The World of the Wilderlands of High Adventure" article was, indeed, overly long. It was needful, however, to establish the setting, geographically and thematically, with fans both old and new. Most articles will not be remotely as long, though some will deal with Wilderlands minutiae.

4) I should note that the Shopping List and Adventure Finder will not be continued; the space can be better used for other articles, plus even were the magazine to hit its bimonthly schedule, the information would always be out of date on publication! I hope to offer both to the AGP website, especially the Adventure Finder.

5) Regarding articles with Wilderlands minutiae, I will always have at least one article along those lines in each issue, though not nearly as long as the original article, as mentioned above; perhaps five or six pages or so. There are fans who enjoy these articles. These articles, as with any articles or even whole products about the Wilderlands, are all optional for use by the judge; we fully ascribe to Bob Bledsaw's "The Wilderlands is what each judge makes of it" philosophy. Nothing we produce is to be taken as canon, in that a player can point to it and say, "See, this is the way it is, you the judge are wrong." There is no Wilderlands canon, only suggestions. Any player who argues this point needs a thorough ass kicking, or at least should have his character eaten alive by ghouls.

6) As to the delays, yes, there have been unforgivable delays. There are many causes, but no excuses. At first the difficulty was getting the first issue done right, especially the establishing article for the Wilderlands. It was literally as we sent that first issue off to the printers that we found out about Bob's cancer. Then followed Gary's passing, and not long after Bob's passing. It's been a bad year so far, personally; Bob and Gary were not merely my heroes, they were also my friends. And of course, Bob was my business partner. This, combined with a horribly underperforming games market has caused no end of stress, which severely impacts my ability to write. That's been the central issue with the delays... writer's block. I'm no Steve Long mind you, but on my good days I can write upward of 4,000 words; but it's been a long time since I've had a good day, or even a poor day.

Things have cleared up of late; Gary and Bob's funerals were cathartic, and we are slowly dealing with issues, personal and business, following Bob's death. There now remain two dual humps, the release of Dungeons & Dragons 4E and the 4E GSL and the effect they will have on third-party publishers. Ideally, both will release the pent-up purchasing decisions that game consumers and retailers have held in abeyance since the announcement of 4E at GenCon. There are further issues to deal with vis a vis the GSL vs. OGL and the Wilderlands "brand," but those cannot be worked out until we actually see the GSL.

As to not subscribing, I can completely understand. Had I to do it over again, I would not have gone with the subscription method; I did it mostly out of fond memories of the Judges Guild as a "guild," a gamer's sodality, rather than any proper business sense. One of the first rules of business is to not let your emotions overwhelm your business plan; in this respect I did, and my subscribers have been the ones to suffer for my failures. Their faith will not be misplaced, though it will take some time to get things back on track. I guarantee that subscribers will get their due, and will not be disappointed. I hope in the future to evolve the subscription base into something more like a true guild of gamers, as Bob originally envisioned for Judges Guild all those years ago.

Sunday, May 11, 2008

REVIEW: Adventure Games Journal, Issue #1


The Adventure Games Journal is a new magazine published by (not surprisingly) Adventure Games Publishing, which is, in the words of its editor and publisher, James Mishler, "dedicated to role-playing games, most specifically, Castles & Crusades and the Wilderlands of High Adventure Campaign Setting. Every issue will be filled with new adventures, monsters, treasures, classes, races, and the campaign setting information that you as a player and/or judge can use to improve your role-playing game experiences." In short, AGJ roughly follows the model of many old school game periodicals, particularly Judges Guild's legendary Pegasus and The Dungeoneer. The Judges Guild connection only makes sense, of course, given that "no less than half of every issue ... will consist of coverage of ... Wilderlands of High Adventure." Likewise, Mr Mishler has repeatedly expressed his admiration for both Judges Guild and its founder, the late Bob Bledsaw, whose importance in the history of the roleplaying hobby cannot be underestimated.

The connection to Pegasus is made even more explicit in Peter Bradley's evocative cover art, depicting the eponymous Invincible Overlord, Hygelak XI, seated upon his throne, surrounded by his two closest advisers. The throne is surmounted by the carving of a pegasus, its wings outstretched. Longtime fan of the Wilderlands setting though I am, I can't honestly recall whether the throne of the City State was ever described in this way or not, but I have no doubt that Mr Mishler knows, as his knowledge of the setting is encyclopedic. If the device is entirely his invention, it's well-chosen and a respectful nod to the hobby's past that I can't help but appreciate. If it's based on Wilderlands lore, the fact remains that it's a terrific reminder of the pioneers of this hobby and all that they contributed to its early success. We stand on the shoulders of giants.

While the physical format of AGJ #1 is similar to that of of the previously-reviewed XXXI, it's clear that AGP has improved upon its initial offering in many subtle but welcome ways. Firstly, the magazine has a proper cover and a clear title, so there should be no confusion as to what you are getting. The back cover is a map of a single hex in the Wilderlands setting and the insides of both the front and back covers have advertisements for current and future AGP products. The remainder of the product's 48 pages -- the cover pages are still numbered, unfortunately, so the actual journal itself doesn't start until page 3 and ends at page 46 -- uses the same densely-packed two-column layout as XXXI.

There's quite a lot of material in these pages, but it's all easy on the eyes and breezily written. It helps too that the material chosen for the first issue was, for the most part, very engaging. I have some qualms about specific elements of the content, but I'll save those for after I give an overview of Issue #1's articles. They are, in order:
  • The Bully Pulpit: This is Mr Mishler's editorial column, where he introduces both the AGJ generally and also its specific content. He notes that "The articles you find within these pages are designed to be usable right away in your games." I find that a commendably old school approach. He goes on to say that "What you won't find are any articles about 'game theory' or 'game style.' My philosophy on such is each player and judge must develop their own through experience and game play." Again, much as I love theorizing about games, I think this is a praiseworthy approach.
  • The World of the Wilderlands of High Adventure: This 12-page article is an overview of the cosmology and geography of AGP's take on the Wilderlands setting. There's a lot of very fascinating material here, some of which I'd never seen before (such as the names of the Wilderlands three moons, one of which is called Ioun -- pure genius!). Even those things I had seen, such as capsule descriptions of the various maps, called "districts" here, of the Wilderlands, included new tidbits and spins that made them refreshing. However, this first article is quite long and at times somewhat dry compared to the rest of the magazine. I certainly see much value in it, but I can also see how someone who isn't interested in minutiae would find it dull in places.
  • The Invincible Overlord, His Concubines, and His Children: This 5-page article is the first installment of "Hanging Out in the City State," a regular feature detailing some aspect of the City State of the Invincible Overlord. Though I was initially quite skeptical about the utility of an article dealing with the Overlord's twelve concubines and many children, complete with capsule descriptions and game stats, I have to admit that I found it quite fascinating reading that gave me plenty of ideas for adventures and long-term plots. In particular, the notion that one of the leading contenders to rise to the rulership of the evil City State is a 15 year-old Lawful Good wizard struck me as ripe with possibilities.
  • Knights of the Realm and FEAR: This 4-page article describes several orders of knighthood active in the City State. Many include simple game mechanics to represent their unique fighting styles or talents, which I liked a great deal. The article also describes a secret society called FEAR -- the Fraternity for the Eradication of Armored Riffraff -- made up of knights and nobleman who see adventurers as upstarts unworthy of the armor they wear. FEAR is a delightfully old school organization and one's reaction to its name and existence are, I think, a Rorschach Test whose results will tell a lot about one's gaming sensibilities. The article is rounded out with some sample knights and rules for ransoming captive knights and nobles.
  • Maze of the Mad Mage: This 4-page dungeon (with 1-page map) is an old school adventure locale sure to infuriate players, both with its labyrinthine layout and its teleporting corridors that will frustrate mapping efforts. The adventure is written for C&C, but game mechanics are minimal enough that it should be easily convertible to other systems.
  • Monsters & Treasure: This 2-page article gives us several varieties of "orblings," creatures distantly related to prysmal eyes (C&C's name for a beholder-like species, since beholders are not Open Content). Two new magic items are also introduced, the wand of witchery and the cauldron of wisdom.
  • Rash'l: God of Tyranny: This is the first installment of the "Lost Gods of the Wilderlands" column. Over 2 pages, this lesser deity is described, as are the beliefs and practices of his followers. Also included are stats for the god himself -- another old school touch I appreciated. Rash'l is no pushover, but neither is he so mighty that a group of determined adventurers could not slay him, which I appreciate. In a setting like the Wilderlands, the mortality even of gods should be a given.
  • Esgalbar -- Hidden Dwelling of the Elves: This 7-page article (with maps) is the first installment of the "Lost Lore of the Wilderlands" column. The article describes an elven waystation in the Dearthwood. Housed in a beech tree over 240 feet tall, Esgalbar would make a nice base of operations for adventurers in the region or a memorable set piece that illustrates elven ways and magic. The hex map on the back cover covers the region around Esgalbar and the article itself includes random encounter tables for it. I found this article quite fascinating and "modular" in the best sense of the word.
  • Rumors Around the Wilderlands: This 1-page article is, as you would expect, a collection of rumors from different locations in the Wilderlands, some specific (e.g. Viridistan) and some generic (e.g. "Any village or hamlet"). I liked this brief article a great deal, because of the flexibility of its content. It'd be very easy pick a rumor and spin it into an adventure and I like that.
  • Shopping List: This 1-page section lists upcoming and recent fantasy RPG releases from a variety of publishers.
  • Adventure Finder: This 2-page section lists 122 different fantasy adventures, from a variety of publishers. The adventures are arranged according to their recommended level.
As you can see, AGJ #1 contains a wide diversity of material. Likewise, it seems apparent to me that Adventure Games Publishing hopes that it might be of interest to more than just dedicated fans of the Wilderlands or players of Castles & Crusades. Indeed, the opening editorial says that "In the future we will have articles on other role-playing game systems and campaign settings, including the Known Realms Campaign Setting and Dungeon Crawl Classics adventure modules from Goodman Games and Rifts, Palladium Fantasy, Heroes Unlimited, and other fine products from Palladium Books. We'll be talking with more publishers down the road about coverage of their role-playing systems and campaign worlds." At the risk of overusing an adjective, let me again say that this intention is commendable and in keeping with the approach of old school magazines back in the day.

That said, I have a couple of concerns. Firstly, I worry that, as time goes on, AGJ will pile up the minutiae of the Wilderlands. I enjoyed and appreciated the details in the articles on the cosmology of the Wilderlands and the Invincible Overlord's family. Both gave me lots of ideas for adventures and situations. However, I would hate to see too many articles with that level of depth in the future, since what makes the Wilderlands so attractive is its "sketchiness." Beyond some broad details, it's a wide open sword and sorcery setting that can easily be altered to suit a lot of different approaches. In future, I'd much prefer to see shorter "toolbox" articles that introduce locations, characters, items, rumors, and so on. Issue #1 already includes some of this, but I want more in this vein. I think there's a genuine need for "plug and play" fantasy gaming material and AGJ is well-placed to provide it.

My other concern relates to the irregularity of its publication. Issue #1 is listed as January/February 2008. Even though Issue #2 was supposed to have been released in March and Issue #3 in May, there's no indication that either is forthcoming anytime soon. Subscribers to the AGJ are also supposed to get a 48-page Campaign Installment every two months as well. As of now, no Campaign Installment has been published to coincide with the first issue. I imagine that, for a variety of reasons, AGP has run afoul of many of the problems small businesses encounter and that's responsible for some of the delays. Likewise, the death of Bob Bledsaw, who granted a license to AGP to produce Wilderlands materials, has probably wreaked some havoc as well. I fully understand this and can sympathize.

But the delays have prevented me from subscribing to the Adventure Games Journal as I'd like to do. I have no doubt that the material we will eventually see will be of similarly good quality to the first issue and very likely even better. When we will see it, though, is a question to which I have no answer as yet and it's disappointing. I see a great deal of potential in this magazine and would love to see it succeed. Right now, I see untapped potential -- a tantalizing taste of something that could be remarkable and unique. I'll admit to a certain amount of frustration at this; I want more issues to read and enjoy and I'm not getting them. That's a pity on many levels and I hope that whatever problems are plaguing AGP's release schedule, they can be rectified before long. A magazine like this is just what the old school gaming community needs.

Final Score: 4 out of 5 polearms