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

Sunday, July 26, 2015

Quick Looks At Whitehack And The Complete Vivimancer

After today, the blog will go radio silent for a couple of days while I deal with the last minute stuff that comes with Gen Con happening on Wednesday. Be sure to follow my Twitter for up to date information and scintillating pictures of airports while I travel from Tampa to Indianapolis on Wednesday. Also, +Ethel B will be posting to the blog during Gen Con as well, so watch for what she will have to say.

So, before the radio silence I wanted to get a couple of short, capsule reviews out of the way while they were still on my mind. Neither of these are really new books, but they are new to me.

I am thinking of giving Labyrinth Lord a try for the next fantasy game. The group has played a lot of Swords & Wizardry, and I have nothing against that game however sometimes you need a palate cleanser. I ordered a couple of books from various sources to use as resource for when such a game  arises. The first book to arrive was Gavin Norman's The Complete Vivimancer. I had heard good things for a while about this book, and I have the PDF of Norman's earlier Theorems & Thaumaturgy, which had a lot of interesting ideas in it.

I love weird fantasy stuff, and I love spell books for fantasy games (they are my favorite types of supplements for fantasy RPGs), so this should have been a big hit for me. Guess what? It was.

This slim A5 books is basically a "splatbook" for the Vivimancer class created by Norman. They are a spell-casting class that focuses on "bio-sorcery," which is, for all intents and purposes, magic that impacts the body. Whether via sorcerous genetic alterations to people, animals and plants or through physical or mental alterations to the Vivimancer or their targets, there is a lot to add to games in this book.

Campaigns with the Vivimancer will probably quickly move to horror, and even body horror, genre explorations, so if you don't want these elements in your campaigns then this might not be the book for you. However, even if you just use this book to plunder for new spells for the Magic-Users in your campaigns, instead of using the Vivimancer wholesale, there is still a lot to get out of this book. The Complete Vivimancer contains a write up of the new class, 130 new spells (and complete "Basic" and "Advanced" spell lists for the class), a sampling of squicky new magical items and some rules for the use of magical laboratories in your games.

Obviously, with the basic similarity of many OSR systems, this book can be used not just with Labyrinth Lord, but with Swords & Wizardry and Lamentations of the Flame Princess as well. In fact the Vivimancer would probably be at home in most Lamentations games. I would let parents be the judge, but this book probably wouldn't be suitable for most games with younger players involved in them. You can even use this book with your Basic and Expert D&D books to bring a weird fantasy edge to your games.

I can't wait to use this in my next fantasy game. The fact that flipping through the pages have given me many ideas, not all of which are player-character friendly, is a good thing. I thoroughly recommend this book and suggest that everyone who runs an old school game grab a copy of it.

Next up is Whitehack. I have to give a shoutout to +Brian Isikoff for this book, because he had a copy of it sent to me a couple of months ago now. Based off of the Swords & Wizardry Whitebox rules, Whitehack does the unthinkable...it streamlines those rules. Whitehack is available in two versions the "Standard" edition (which I have), which contains all of the Whitehack rules, and the "Notebook" edition, which contains all of the rules and 192 pages of "notebook" space that you can use to fill in with notes for your campaign, characters or anything else that you might want to use the notebook space for. The notebook edition is a pretty cool idea.

I think that our regular group would enjoy the Whitehack rules, but since we are an online only group, the lack of a PDF version of the rules makes this a hard sell. $28 might not be a lot, but it is a lot to spend on something that we might end up only playing for a few sessions. Honestly, this lack of a PDF was about the only thing that I didn't like about Whitehack.

One thing that others might not like about Whitehack is the fact that there is no art in the book. Just rules. This would be a deal breaker for many, but wasn't as big of a deal for me. The design and layout of the book reminded me of a textbook almost. Keep in mind before making a snap decision that the book is only 64 6x9 pages. There is a lot packed into those pages, however.

Everything that you need to play is in the book. Instead of the standard D&D classes, this game goes with more abstract character classes: The Wise, The Stong and the Deft. These classes are much more archetypal than your standard D&D classes, which means that you can build a lot of concepts that might not easily fit into the standard classes with Whitehack classes. Another concept, which I think was inspired by video games, that was interesting was the idea "rare" character classes. The idea of rare classes is that they aren't available as starting characters, but are "unlocked" if a character dies during a campaign, in case a player would be interested in creating a different sort of character.

Spell effects are similarly abstract, and instead of traditional spell lists you instead create your characters spells on the fly, using their class and descriptors as guides to what the character might be capable of doing.

I like the abstraction in this game. Old D&D was already a fairly abstract game, so you don't loss much in translation when you abstract it further. Whitehack would be a good game for people who are looking for some more modern approaches to the workings of games, while keeping the simplicity and abstraction of old school D&D.

If is definitely worth checking out, along with The Complete Vivimancer. These two books are examples of why we are in such a golden age of gaming right now.

Well, there probably won't be any posts until I arrive at Gen Con (you never know if this would change), and if you are a reader of the blog and attending Gen Con please try to track me down and say hello. Check the link to my Twitter feed at the beginning of this post, and my post about Gen Con from the other day, for the most up to date information about where I may be while at the convention.

Tuesday, December 09, 2014

The Slumbering Ursine Dunes

Are you one of the people who didn't back +Chris Kutalik's Slumbering Ursine Dunes on Kickstarter who is on the lookout for a good module for your old school D&Dish games? Well, you are in luck because the PDF is now available via fine purveyors of RPG materials online.

This is not your cookie cutter adventure. I really liked the weirdness of the adventure (War bear soldiers? Yes, please.) and Kutalik's use of a Moorcockian influence that wasn't Elric. I am not hating on Elric, it is just that there is a lot of good stories by Moorcock that didn't feature everyone's favorite albino sorcerer. It is good to see some of them making it into the inspirations for a role-playing adventure.

Written for Goblinoid Games' Labyrinth Lord retroclone, you can easily fit this into a campaign for any game build around similar mechanics to those of the early editions of D&D. With a little effort you could probably even run this with D&D 5e.

There are also a couple of new race-as-class Classes for Labyrinth Lord, and a couple of interesting new spells as well. The adventure is interesting and flavorful, and the book has some great art to it. I particularly like the back cover piece (at right). The weirdness of the module is enough to make it stand out from other adventures, without turning into a kitchy weird for weird's sake that can happen in the hands of a less skilled writer than Kutalik.

You also get a selection of interesting new monsters, pulled from Slavic mythology (according to the author) and filtered through the setting, these are more than just reskinned creatures or knock offs of older monsters. They are well thought out and not over powered for the character level of the adventure.

I recommend that anyone interested in modules that are outside of the same old, but who aren't looking for anything that is too out there and that can easily be slotted into an ongoing campaign. Whether you want to use the Slumbering Ursine Dunes as the start for a campaign, or as a sidetrack for characters  looking for new excitements, there are things for you in this module. Reasonably priced at $9 for an adventure with new creatures, classes and spells, there is a little bit for everyone in Slumbering Ursine Dunes.