Guide to retro-clone roleplaying games

Category : Legacy D&D, Microlite Games, News, Reviews & Culture, Other Systems, RPG, X-plorers

It’s probably pretty obvious that I recently discovered the world of old-school gaming for me. In a way this new passion started with Dungeonslayers (which is actually not old-school at all) and later I stumbled upon X-plorers. Since I love SF and it seemed easy to run, I gave it a try and this paved the road for me having a look at the real retro-clones like Swords & Wizardry.

One thing that bugged me for quite a while was the question what the differences between the various retro-clones are. The most well known are obviously Swords & Wizardry (which itself is available in two distinct versions), Microlite74, OSRIC, Labyrinth Lord and Basic Fantasy RPG.

All of those games are inspired by early editions of D&D and make use of the d20 Fantasy SRD under the terms of the OGL and they are all available for free as PDF. But what versions of D&D do they try to emulate and what version is the right one for me?

Retro clones

I initially wanted to write a big post about all this, but when I started doing research I stumbled upon the perfect article about retro-clone roleplaying games at the “To The Blogmobile!” blog. The post not only describes the various games in detail it also links a few interesting reviews.

If you are interested in playing any retro-clone, you should probably read “Old is new again: a guide to ‘retro-clone’ roleplaying games" before doing so.

Adventure Games as inspiration for RPG campaigns

Category : Fluff/Inspiration, RPG, Video

There’s an interesting post about using the classic Lucasarts adventure game “Full Throttle” into a Cyberpunk 2020 campaign over at the German CP2020 blog. If you speak German or aren’t afraid to use an online translation tool, you might risk a look.

If you ask me, that’s actually a good idea. Most computer adventure games may be a bit linear but especially the games from the “good old times” have great stories, interesting characters and often translate to RPG campaigns easily.

And if you are using some of the older games like “Police Quest” or “LOOM” as the basis for your campaign chances are high that none of your younger players knows the story. But in most cases its advisable to use the story of the computer game as an inspiration and not as a script to be followed meticulously.

The major problem translating a game like “Full Throttle” from computer game to RPG campaign is that most adventure games are focussed on one main character only. Creating a compelling campaign for a whole group requires some work by the GM but is probably much easier than building the whole campaign from scratch.

Have you ever run a campaign based on a classic adventure game like one of Sierra’s “Quest” games or one of the Lucasarts games? Please feel free to share your thoughts in the comments below!

Cataclysm

1

Category : Advice, Fluff/Inspiration, Game Design, RPG

From Wikipedia:

The cataclysm is the Greek expression for the Deluge, from the Greek kataklysmos, to ‘wash down’ (kluzein “wash” + kata “down”). Its analogue is an ekpyrosis (conflagration). It has also been used to describe events such as the Flood, the destruction of Sodom and Gomorrah, and the tenth plague of Egypt. The modern usage of cataclysm is mostly confined to geological phenomena of high significance, such as the destruction of Pompeii, the Tunguska event, or the 2004 Indian Ocean earthquake. Today the word is used to describe catastrophes of extreme devastation and magnitude.

Image courtesy of NASA Cataclysmic events have always been popular in fantasy roleplaying. There’s more than one campaign setting that actually started when one world ended in a cataclysm (like the shattered worlds in Swashbucklers of the Seven Skies or Sundered Skies for example) and was transformed to something new. If you think about it, cataclysms of all forms are a classic staple of fantasy.

Cataclysms are also used to help explain changes that were necessary when you want to bring a popular setting from one edition of a game to another. In order to make the world of the Forgotten Realms compatible with D&D 4th Edition the designers came up with the Spell Plague that not only helped explain the changes to how magic works but also allowed them to change geography, introduce new races and destroy whole nations.

So, why not make the use of this technique in your campaign? But beware, any cataclysmic event can easily make your game jump the shark. But if done right it can reinvigorate a campaign that had gone a bit stale over time.

Especially in fantasy worlds a cataclysm can have many forms. Natural disasters like a flood, eruption of a volcano, a tsunami, an earthquake, the impact of a meteor or comet always work. But there can also be magical cataclysm where the whole world is torn asunder but somehow survives or new continents arise in mere minutes. Another popular method is to let two planes of existence overlap which could lead to all kind of changes to an existing world. Just think of the background of WEG’s TORG.
Your cataclysm can also be a man-made desaster like a terrible war or an experiment gone awry.

Preventing the impending Cataclysm could be the goal of a whole campaign. The world is about to end and the player characters are the only one’s who can prevent it. Or the cataclysm just happened and the player characters are trying to rebuild their world.

Alas cataclysms are a bit tougher to pull off in SF settings. Something that threatens a single world for example is just a minor inconvenience in a star empire that stretches millions of worlds for example. In order to shake a far futre SF campaign you need bigger threats like a change in hyperspace disrupting hyperspace travel, an advanced computer virus that destroys the infrastructure of whole star empires, a terrible extra-galactic foe that devours whole worlds or leaves whole planets barren and lifeless. But even in a SF setting the impending end of the world as you know it can be an interesting premise for any campaign.

So, have you ever used a cataclysm to start, change or end a campaign? Or have you played in a campaign where a cataclysm was a major theme? What are your thoughts on this? Please let all of us know in the comments below!

Ask The Readers: What is your favorite D&D retro-clone and why?

7

Category : Ask The Readers, Legacy D&D, RPG, X-plorers

tsr2002 I have never played the original D&D from 1974 or any other version of D&D before AD&D 2nd Edition.

But then the release of several D&D retro-clones allowed me to explore what people call “old school” or “traditional adventure” (like in TARGA) roleplaying. I have to admit I still haven’t played a OD&D retro-clone, but I’ve run X-plorers which is a SF game heavily inspired by Swords & Wizardry and which is definitely old-school from its design.

I am currently pretty excited about running a Swords & Wizardry White Box game. So, why did I choose this game? There are mainly two reasons:

  • Michael Shorten’s S&W Quick Start
    Michael is my personal expert on all things old-school. When I have some questions regarding legacy D&D (especially OD&D) he’s the first person I ask. I also enjoy reading his blog, especially his solo game reports and everything about the Ultima sandbox game he’s working on.
    Some time ago he has published a quick start booklet for S&W that is supposed to help new players and DMs get into old-school gaming using the Swords & Wizardry rules. I enjoyed reading this very much, so that’s one of the reasons why I slant towards S&W.
  • David Bezio’s X-plorers
    Another game I had a lot of fun with was the aforementioned X-plorers. From David I learned that the game was heavily inspired by S&W and he also recommened me to give S&W White Box a try. In his opinion the Swords & Wizardry White Box stands out from all other retro-clones and is a game that pretty much can stand on its own. That definitely sounded interesting!

In the end my decision to use S&W is grounded on the fact that two people I hold in high regard have recommended the game to me. This doesn’t mean I am not open towards trying out the “competition” as well. ;)

So, what are your thought on that subject? What is your favorite D&D retro-clone and why should anyone pick that game over the others?

Interview with David Bezio

2

Category : Interview, News, Reviews & Culture, Other Systems, RPG, X-plorers

It’s great to read reviews and explore the stuff that someone has written but I always found it even more interesting to get to know the persons behind the games. That’s why I love doing interviews so much. This time I asked David Bezio, author of the SF roleplaying game X-plorers to answer a few questions for me.

Stargazer’s World: Could you please tell my readers about you? What are you doing when you are not designing RPGs and how did you get into the hobby in the first place?

David Bezio: I’m a pretty average guy (great way to start an interview, huh? “I’m boring as hell!”).  I work for the USPS as a city letter carrier and have a family, my wife Melissa and two “kids”.  The youngest will be out of the house in about 2 years, the oldest is in college.  Most people who meet me don’t think I’m that old.  I don’t know if it’s because I look young, or if it’s because I’m so immature.

Like almost everything cool (or nerdy, depending on your perspective) that I’m into is because of my older sister Colette.  We grew up in the country, so I had nothing better to do than tag around after her while I was growing up.  She got me reading Sci Fi and Fantasy, drawing, writing, and eventually playing RPGs.  I’m a contact nerd, or something.

Stargazer’s World: When did you decide to start writing an old-school SF roleplaying game?

About 4 or 5 months before it came out…seriously, that’s it.  I’ve always liked sci fi role playing, and as a kid, I probably GMed more Star Frontiers than D&D.  SF has some mechanical issues though, and I was really tempted to play Mongoose Traveller…but that is just a bit “complicated” for my taste (not to mention the setting is too detailed for me to wrap my brain around).  I thought, “boy, wouldn’t it be nice if I had a game as simple as B/X D&D, but for Sci Fi, to fall back on?”  So I started writing.

Stargazer’s World: Recently I started reading Swords & Wizardry White Box and I noticed several similarities. Is this coincidence or was this game an inspiration for X-plorers?

David Bezio: S&W: WB was not only a HUGE inspiration, but I also used its OGL.  While X-plorers looks about 90% different than that game now, I started the project with the word version of S&W:WB and started adding things, and taking things away.  While I’m still a huge B/X D&D fan, I really found S&W: WB liberating and refreshing.  While B/X D&D is probably a better all-around game, you can’t beat S&W:WB for really bringing back that old school FEEL when you play.  Matt Finch and Marv Breig really did the old school movement a huge favor by releasing this game, and did it with style and class as well.  If you’re thinking about picking up a retro clone, it’s my recomendation for feel alone.

Stargazer’s World: It seems a lot of people are having great interest in playing roleplaying games from the "good old days". There are a lot of OD&D retro-clones and your own game has a strong 1974 feel. Why do you think there’s renewed interest in old-school gaming?

David Bezio: I think a lot of people have gotten to the breaking point.  Rules keep getting more and more complicated and complete, and settings keep getting more detailed and complex.  I think many role players (especially older ones with busy lives) have gotten to the point where they simply want to get together with friends and have a good time, not try to remember 400 pages of rules.  I also think a lot of GMs have been feeling stifled by rules and settings that don’t allow as much room for “doing your own thing” as the old school ones do.

Stargazer’s World: Your company’s website lists several upcoming books, can you tell us a bit about them? What will be the main differences between Mythic Kingdoms and other games emulating OD&D for example?

David Bezio: ("Company"  stiffles giggles) I’m actually thinking about scrapping MK, simply because I don’t want to fracture a small player base any further.  There are 5 very good retro-clones of basic and OD&D already…do we really need another one, even if it does make several changes?  That and I should really concentrate on X-plorers a bit more for now.  I’ll probably consider releasing my setting (The Phoenix Barony) as a supplement for S&W:WB instead…but not right away, too many other things in the pipe.

Stargazer’s World: Do you consider creating another "what if" games like Mythic
Kingdoms and X-plorers? Do you intend to explore more genres in an old-school format?

David Bezio: I actually had 3 lined up.  Heretic Warrior, my horror setting, Wild Waste, my sci-fi western world, and Zodiac Sunrise, my Mecha setting.  But, again, I have more ideas than time.  It’s going to be plenty of work just getting GT out every 3 months (hopefully ;) )  The good news is, Wild Waste is going to appear in Galactic Troubleshooters #3 along with an adventure on that world.  Zodiac Sunrise may see a place in GT as well, with some Mecha add on rules (although I really wish someone else would write them instead of me).  Heretic Warrior is in limbo…who knows…

Stargazer’s World: Did you recruit most of your playtesters over the internet or did you do most the testing "in house"? Do you think X-plorers would have been possible without the ‘net?

David Bezio: I’ll be honest, and hope it doesn’t alienate the internet community…Over 600 people downloaded the X-plorers playtest version.  Of those people, I heard back from a number less than you can count on my hands.  Most of the playtesting was done by my group, and rigorous solo testing (yes, I fought with myself a lot).  So, open playtesting wasn’t as productive as I hoped it would be.
No, X-plorers wouldn’t have come about (and won’t continue) without the net.  It would just be one of the many RPGs I’ve written over the years for myself and my friends.  With all the old school talk, I felt there were a lot of people searching for a game like this, so I decided to share.  Unfortunately sharing takes money (most people probably think it’s the other way around when you publish something) and a lot of time.  I’m not a pimp, and it takes outside interest to keep me motivated (it might seem easy, but, anyone who has done it probably agrees with me that even a small project like this takes a lot of effort).  If the internet community doesn’t get pumped and contribute their thoughts and ideas (and money when they buy products) X-plorers won’t be able to grow and flourish.

Stargazer’s World: Is there anything else you want to talk about?

David Bezio: Yeah, I purchased a house recently, and have a game room in the basement with carpet and everything…but no table to actually play on!  3 stinking months and still no place to play in my new house yet.  Sucks!  That’s all ;) .

Stargazer’s World: Thanks for answering a few questions for us! I wish you all the best in your future projects and hope we can perhaps do a follow-up interview in the future!

WHFRP 3rd Edition Seminar by Jay Little

10

Category : Just my two cents, News, Reviews & Culture, RPG, WHFRP

Yesterday I learned about this video seminar and headed over to the FFG site to watch it. It consists of five videos each about 5 mins in length in which Jay Little, Senior RPG Developer for WHFRP at FFG, talks about the upcoming game.

Screenshot from WHFRP Seminar video

Alas watching the videos has just reinforced my earlier impressions of the game. Although I admit they have a few interesting ideas, I think that they should have sticked to the classic system instead of doing a whole new thing. Especially the introduction of custom dice and a lot of cards, markers, etc. and other boardgamey stuff and the focus on the more "heroic" classes is IMHO a step in the wrong direction.

What are your thoughts on these videos? Are you now interested more or less in this upcoming game? Did they do a good job of giving you an overview of things to except?