Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts

Sunday, July 26, 2026

Matt Finch's "World of Jordoba" Comes to Backerkit

It's crowdfunding season (not that it ever ends...), and I'm not sure how many rulebooks, supplements, and adventures I currently have hanging out there. My debit card will let me know, I'm sure...

But here's one more I'm tracking...

,

Matt Finch is well-known and regarded through OSR-land. As co-author of OSRIC and author of Swords & Wizardry, he brought a couple of the early retro-clones into the scene. Plenty of us have pored over his "Old-School Primer" essay, whose adages (e.g. "Rulings, not Rules") for RPG play have been dissected and argued over since its original publication. And many swear by the ideas and inspiration held within his Tome of Adventure Design editions and its companion volumes. 

So, for those of you who'd like to add another volume to the Matt Finch/Mythmere games shelf in your library, Matt will be releasing his "World of Jordoba" setting via Backerkit in August. 

The prototype Jordoba campaign was one of the first "actual plays" that I watched, way back in 2018. Matt ran a grotty crew of adventurers through the ancient ruins underlying the city, as well as the surrounding desolate lands. The campaign world was influenced by Mediterranean cultures and geography, with much of the city campaign including forays into the buried ancient metropolis and catacombs underlying the current city. Accordingly, the setting had a substantial history of past cultures, lost objects of power, and holy retribution and destruction. The PCs explored the undercity and its weirdness to recover loot and knowledge, as well as hopefully thwart the plots of various baddies residing therein.

The live play often acted as my soundtrack while running from job sites to lab to gym or home. And no Roll20 here. All adventuring play was done with minis, handmade terrain, and a small camera pushed along the hallways of the dungeon. The viewers and players were seeing the same perspective view, and there were plenty of moments of real tension as the PC-eye view of the camera turned a corner to discover a potential encounter. 

The playlist of the original campaign can be found here, replete with some excellent old-school strategy, PC deaths and near-deaths, and the general shenanigans expected from a handful of chaotic players and their equally chaotic PCs. I highly recommend it.

Wednesday, October 4, 2023

Campaign Journal: Damned Horses!

"Yeah, when the riding animals start fighting, we're in new territory" - Frederick

More on that later....

Tonight was a small contingent:

  • Frederick
  • Fulvus
  • Rondel
  • Slick
  • Three brave henchmen

Departing Axwold, the group dead-reckonned their way westward in search of the next point along the Barrier network. Things were progressing quietly. The party spread out, Fulvus scouting ahead. He bravely avoided a snake, but Slick did take a look at it to confirm it was Just A Snake. Yes.

As the party broke for lunch, they were set upon by pests. Because they show up to every picnic... 

Like this, but 3' long

Dispatching these flying pests, Slick climbed into their roost tree and recovered a puse with some coin and a potion. He also scouted westward, spotting clearings and paths that offered easier travel. Finishing their repast with no more vermin, they continued onward. 

Saturday, September 30, 2023

Five Visits to Goldrun's Grotto

Howdy, neighbors!

A quick post to finally post up some original content that's not a play report.... 

I'm sadly negligent on creating. Again, the brain just ain't as obsessed at creativity as it used to be. Even looking at my production throughout the life of the blog shows a lessening of creativity and (perhaps) interesting stuff.

Enough woolgathering for the moment.

Jackson threw this map up at the beginning of the year:

source

...it looked like a good space, with an open-air grotto, a couple of entrances, and a loop. Off I went.

And in the theme of attempting a bit of creativity, I wrote up multiple scenarios, in the mode of my "4 scenarios" adventure writeups. This time, I ended up with five. So you get a bonus. We got various flavors of undead, hermit beekeepers, a suspiscious naiad, blind cave fish, BATS!, and a couple of Permian amphibians. 

Have fun with them, as a scenario may fit as a one-shot, side adventure, or locale for some item or knowledge within your own game. 

PWYW here 





Sunday, January 29, 2023

Just a little perspective

Two quick pictures.

Shelfie with most of my game and game-adjacent books:


And the proportion of those that were published under the OGL:

Just in case anyone is curious about the impact of those three little letters.



Sunday, October 16, 2022

Mini-Review: Old-School Feats, by Eric Diaz

In retro-clone games (or equivalent early-edition D&D), PCs don't have a significant number of traits or what may be considered “feats” outside of a few class- or species-specific qualities. Character customization is generally non-existent outside of role-play. And “builds” are non-existent (thank the dice gods.)

However, I like the idea of adding color or “knacks” to PCs, without over-building them, or making the feats “be” the character. After all, the character “build” should come through play and experience, with an emphasis on discovery rather than pre-design.

In Old School Feats, Eric Diaz has attempted to provide some options to differentiate characters within the classes without breaking the game or classes.



The feats in the supplement provide modest amendments to the four primary character classes (cleric-fighter-mage-thief). The feats don't “ladder,” that is, a prerequisite feat isn't required to select a subsequent feat. This is a good thing, as it avoids the “build” mechanic of later editions. Some feats are stackable, e.g. can be selected multiple times (These are typically associated with ability score improvement or similar).

The supplement feat lists are divided into “general” and class-specific feats. These are self-explanatory, but anyone can pick from the general list in addition to their respective class feats.

Fighters and thieves receive the most options to provide flavor to those particular classes (20 each), with clerics and magic-users having a more modest list of options. Several of the cleric and mage feats provide spell-like effects that could offset a single 1st/2nd level spell (e.g. limited bless or magic missile equivalents). Again, since these are low-level, and modest, they don't break anything.

Sunday, September 25, 2022

Cavern of the Wraith Count

Well, tonight's pick-up game cancelled due to The Plague in the house. Sigh.

Oh, well, gave me a chance to formalize some notes and build a space, this time a recent Jackson offering of a small cavern complex with a concealed tomb and treasure. The apparent chariot in the loot cache caught my attention, as they are a not uncommon grave good in notables' tombs around Eurasia

No horse skeleton, though. That's ok, I had an idea for that.

Tutankhamun's Grave Chariot 

And somewhere, I found the writing prompt title of "Cavern of the Wraith Count" - possibly Donjon or another random generator. But it stuck. And I had the Big Bad. 

The room contents were roughed out using the standard Moldvay matrix, then shuffled about to make some sense. It's a good space to work with - three 'water hazards' and a bit of a look, as well as some overcrossing corridors. 

I was scribbling away at the brewery a couple of days ago when another patron asked what my project was - He wasn't familiar with D&D, so I gave him a rough overview, and what the map/adventure entailed. He was most impressed by my various shorthands, scribbles, and lists on my working copy:

/..whatever, he was drunk

/Map in hand (and now with a list of monsters to wander and/or await), I typed it up this morning.

Count Malor Oseku got up to some nefarious researches in his life, and as a result, does not rest well. His besieged family attempted to bury him away, hoping that he'd be at peace, but he is restless and needful still...

Descriptions are brief, and critters are loosely statted on the OSE model. Includes a couple of newish magic items, and a couple of new or revised monsters. 

Download The Cavern of the Wraith Count here.

More to come...


9/27/22: Minor edits to adventure for flavor and details.

2/20/23: Additional minor edits based on the weekend's play.


Tuesday, April 5, 2022

Writing Prompt: Secret Jackalope 2022

What's in my Discord inbox today?

You've been paired with Rook#1407, who wants "Take a non-intelligent DND monster of your choosing from the 1977 Monster Manual, like a Roper or Bulette (or a couple of real world animals) and 'speculatively evolve' it into a few distinct evolutionary niches. Basically, take that creature and specialize it into a new environment or ecological role for several dozen million years and see what happens to it. It's more biological that putting gills on a Rust-Monster if it evolves into the oceans. Here's a great example; https://sites.google.com/site/worldofserina/home. Points for stats. Ten thousand million points for a couple of sketches of your new creatures. "

(Or perhaps After Man...)

Welcome to Secret Jackalope 2022. Been a couple of years (or maybe I just missed last year's effort)?

Anyway.

Meet the Hegemonic Cube.

Through assimilation of genetic material over generations of scavenging and predating, at some indistinguishable moment, the gelatinous cube reached a tipping point to gain an alien intelligence, after a fashion

Source

The body form modified from a cube into a lobed protoplasm that extruded throughout its territory, slowly creeping, branching and creating sensory nodes of massive neurons to "feel" its environment. The evolved "hegemonic cube" became a decentralized intelligence, with each nerve center sharing a portion of the creature's intelligence and memory, a redundant, multiple-parallel network.

Creatures of humanoid intelligences, or those similarly evolved, speak of feeling a 'static' in their minds upon approaching one of these slow-moving minds. Those who attempt to probe the cube's "minds" by mental means are often met with blasts of howling psychic energy that can stun, blind, or even destroy a mind. 

Although light sensitive, the "hegemonic cube" has no true vision, relying instead on the sensory input of chemical means. Likewise a "cube" will communicates with other colonies of its type via chemical means - establishing boundaries, or sharing memories and resources.

Wednesday, October 27, 2021

Another Itch Jam entry - The Tomb of Spear and Smoke.

Been quiet but not unproductive (I hope). Besides reworking The Long Hall (see yesterday's post), I took a whack at itch.io's recent Dyson Logos Jam.  After all, a theme and a deadline is always good for the creativity. Perhaps. 

Per the jam requirements, I scrounged through the maps made available for commercial use. I downloaded several, and of course there are now multiple notated maps scattered about. But this one came through in the end:


It's an interesting complex - certainly not linear, and with multiple zones to work with. At first glance, it doesn't have a clear 'goal' location. The adventurers enter into the center of the maze, with four doors to choose from - which way to go?

Some process notes:

The entry room with three columns and an apparent broken fourth column implied an incomplete story. 

The five-chambered room looked to hold five small sarcophagi - were they small individuals, or other remains? Who were they?

And why is there a separate larger sarcophagus in the upper center? Obviously an honored dead - what was their relationship to the other remains, and why were the two sets separate??

And what's with that capstan-looking thing in the hall adjacent?

Subterranean water is always a good feature to hide threats... Besides, I'd just watched this video.

The number of small alters, statues, shrines, implied a temple or center built in stages, or maybe repurposed to fit a need.

There will be traps - some telegraphed, some not.

In the end - we have the tomb of a hero, interred to watch over those he defeated. And because the hero is here - so is his favored weapon, a magic spear... But of course it's not in his tomb. That would be silly.

And those he defeated? Like many evils, they do not rest easily...

So welcome to the Tomb of Spear and Smoke.

Where's the smoke? Well, the adventurers will just have to discover that themselves...





Tuesday, October 26, 2021

The Long Hall, redux

So a bit ago I entered the Prince of Nothing's No Artpunk Contest with a cobbled-together adventure using Jackson's "The Long Hall" map.


And, well, it sucked. No two ways about it. That said, I got some valuable constructive criticism in the judging. 

So nothing to do but take it home and rework.

(insert stock footage of typing away in the garret) 

Added some more story to the place, a few more NPCs, tweaked the baddies. Shifted a few things around to help the flow of the adventure. And dumped in more treasure (although the Bag of Holding hit the cutting room floor). So perhaps it sucks less now...

And now it's live, again, on itch.io. So have a look, see if it's improved, and enjoy your visit to the shrine... Where is that weird droning noise coming from? 


Some bad related news: Matt Jackson took a serious fall last week, ending him up in a trauma unit with numerous d6 in falling damage. Been receiving updates from his family, and now, thankfully, Matt himself. He has a healthy shopping list of injuries, but nothing that won't mend. That said, he's at the beginning of a long road of recovery and rehab, but I suspect it's hard to keep an old soldier down. So if you know him, feel free to drop a line of support, prayers to an appropriate deity, and/or good thoughts. 



Oh, and I received an Honorable Mention in the One Page Dungeon Contest, (again, with a "Matt Map") so there's that. 

Sunday, September 5, 2021

Moar Minotaur. And the Shaman class!

Well, figured I should give my minotaur the Advanced Version of ye olde game treatment, and give them a little class, or classes, as well. So here's our bovine friend kitted out for 1e/OSRIC/OSE Advanced Fantasy/etc. 

Download Me

Gave them the fighter and thief, of course, because apparently anyone can do that. And barbarian, because uncivilized. But felt like I needed a bit of a spellcaster too. Not being satisfied to just toss them the cleric/druid class, I wanted to perhaps give them something a bit hybrid. So the shaman class came to be. Now I know that there are likely plenty of shaman/witch/druid/nature-priest classes out there, but why not one more? 

Besides, I had this guy for inspiration:

www.deviantart.com/eoghankerrigan

Wednesday, August 25, 2021

Contest Entry 2 - No ArtPunk Contest

Entry #2 for this month. Fortunately a deadline extended (August 31) so that I could wait for the muse-imps to finish their coffee or running errands and come give me a hand.

So plenty of folks aren't so hot with the pink and purple layouts or out-there artistry, or art for the sake of art game or adventure writing... I appreciate people stretching creatively, and especially the innovation in game and adventure design of the last few years, but much of it doesn't appeal to my esthetics. 

Or maybe I'm just a luddite who can't do layout to save his life.

Well, the Prince of Nothing rolled up a contest just for us unfortunates: the No-Artpunk contest

With tongue planted firmly in cheek, he announced the contest in the theme of just making some interesting adventure content.  

Well, I had a map floating around to start from, at least...


I don't know if it fits the criteria, of "exciting, fantastic, and fun," but I occasionally need a deadline to create. The idea of a 'hidden thing' stands out on multiple levels with this map, as the main edifice of the complex is hidden behind secret doors. So the 'hidden thing' theme came up a couple of times in my scribbling and drafting for this adventure. Let's see if it works. Oh, and the big bad may be a bit squidgy for some folks. I have no issue with it being reskinned by users.

Come take a walk down The Long Hall

Update: PoN's feedback here

Revised adventure here



Saturday, December 5, 2020

Build-A-Bear, err... Monster!

December? Where'd the year go? Anyway... 

Someone on Reddit OSR asked about crafting up a monster if you didn't have access to a bestiary or similar, or perhaps to homebrew up a monster. Of course, there is always the most excellent advice of "Everything is a Bear"
But I haven't tinkered for a long time, and figured I could make a "Monster Cookbook" pretty quickly. 

(two weeks later) 

For old edition-style critters, I've often leaned on Swords & Wizardry's Challenge Level model for modding critters, such as adding an ability or effect to a "stock" monster for appropriateness for a scenario. 

So I took that as inspiration for making up a quick and dirty point-buy system based on a theoretical Hit Die monster. 

Roughly, with 2 points per hit die, distribute points to various attributes of your generic monster template. I included five very basic templates that should encompass most types of foes (Humanoid, beast, "monster," ooze, undead, abyssal). And a shopping list of available attributes for the different types and how to cost them for making up a foe. 

This hasn't been exhaustively stress-tested, but it seems to work in many cases. Some critters seem underpowered, and some end up with a surplus of points. But it's a starting place for experimenting, and as in all things old-school, it's a guideline.
Click to download

Here are a few examples I ginned up: 

Type: Abyssal, 5HD (“Nightfall Demon”) 10 points total 
Buy 
1. +4 AC (4 pts) 
2. Multiple attack (2 x 1d4) (1pt) 
3. Extra damage (1 pt) 
4. Special movement (fly) (1pt) 
5. Weapon resistance (silver/magic req.) (1pt) 
6. Spell Effect (Fear) 1/day (1pt) 
7. Spell Effect (Darkness) 1/day (1pt) 
Generic Stat Block: AC 5/14, atk 2x(1d4+1), Movement: Fly; Special: Fire resistance, Immune to mundane weapons (silver or magic required), cast Fear and Darkness 1/day each 

Type: Monster, 12HD (“Dragon”) 24 points total 
Buy 
1. +7 AC (7 pts) 
2. Multiple attack (2 x 1d4) (claws) (1pt) 
3. Extra damage, multi attack (2 dice size) – 4 pts 
4. Additional single attack (1d6) (bite) (1pt) 
5. Extra damage, single attack (2.5 dice size) – 5 pts 
6. Special movement (fly) (1pt) 
7. Intelligent/language (1 pt) 
8. Spell Casting (2pt) 
9. Breath Weapon (6xd8) (2pt) 
Generic Stat Block: AC 2/17, atk 2 claw (1d8), 1 bite (1d10+1), Breath weapon, 3x/day, (6xd8); Movement: Fly; Special: Language use, 12 points of spell levels 

Humanoid, 5HD (“Snow ogre”) 10 points total 
Buy 
1. +4 AC (4 pts) 
2. Extra damage, single attack (2.5 dice size) – 5 pts 
3. Resistance (cold damage) – 1 pt 
Generic Stat Block: AC 5/14, atk 1d10+1, Special: Cold resistance

Beast, 4HD (“Of Course It's A Bear”) 8 points total 
Buy 
1. +3 AC (3 pts) 
2. Multiple attack (2 x 1d4) (claws) (1pt) 
3. Extra damage, multi attack (1 dice size) – 2 pts 
4. Additional single attack (1d6) (bite) (1pt) 
5. Special attack/continual damage (hug, 1d6/round) – 1 pt 
Generic Stat Block: AC 6/13, atk 2x(1d6),bite (1d6); hug damage (1d6) after successful dual hit

Saturday, April 4, 2020

Happy Jackalope 2020! A Writing Prompt...

James Young has helped run the Secret Santicore community writing 'gift' project over the last secret years. With the demise of G+, the project was ported over at the OSR Discord Server. And with the current state of the world, James added the Easter equivalent for a bit of creativity and levity - Behold, the Secret Jackalope!

I've played in these projects on and off, so threw my prompt into the list. In return, I received my Secret Jackalope prompt:

Hello Vance!
The Jackalope is here, and requires a SACRIFICE.
SherlockHole requests the following gift:
Weird monsters to stalk through some post-apocalyptic ruins in a world with lovecraftian horrors & GLOG sorcerers, or some plot hooks/ a dungeon for investigations within a walled-off city at the edge of the world

And a prompt needs inspiration. Serendipitously, a piece of 'appropriate' art popped across my DeviantArt recommendations:

https://www.deviantart.com/ondes7
All things considered equal, this fit. And so did the rest of Ondes7's work, a collection of surreal and adequately creepy pen and ink and graphite pieces that fit the imagery of Lovecraftian horrors...


So off to the races with several atmosphere-pieces of creatures that have invaded the world from the Void.

So these monstrosities aren't statted out - more notes, impressions, and perhaps a few strategies that have been found effective to counter them. But hopefully something useful as think-pieces and inspiration for a twisted world.

And I did have to shoehorn some background for the city of Redoubt, and some rumor seeds, as well. Because apparently prompts for last cities is a thing for me...


So, thanks to SherlockHole for the prompt, and thanks to Ondes7 for a batch of inspiration.



Monday, December 16, 2019

Secret Santicorn 2019 - The Last City

With the downfall of G+ and other distractions, I didn't track down last year's Secret Santicorn RPG "gift exchange." Fortunately, I stumbled upon its current manifestation within the Discord OSR group. Approximately one day before this year's entry deadline.

Whew.

And what request did the Santicorn have for me?

"It's time for the best part of Santicorn - making things!
Valker requests the following gift:
A summoning gone wrong has caused the sea level to rise significantly and almost destroyed civilization in the known world. Which being was responsible for such cataclysm, how are the standard cultures and/or races of your stereotypical fantasy setting dealing with the change and which factions are emerging in the wake of the disaster? Alternatively: there's only one island, and one city, left in the world. Tell me more about the city, who's inhabiting it and what prevents others to seize it."

I took on the second alternative - so Welcome to Bytlav, the Last City...

flickr.com/photos/seaharris

Thanks again to James Young for shepherding this thing through!

Saturday, October 13, 2018

OSR Guide For The Perplexed Questionnaire - My $0.02


OK, my take on the OSR Guide For The Perplexed Questionnaire.  Since all the cool kids are doing it.  Trying to come up with some personal favorites, a few points not already mentioned, and some general relevant irreverence...


1. One article or blog entry that exemplifies the best of the Old School Renaissance for me:

All Hail Max.  Re-reading it still warms this stony heart.  We all need to be more child-like.

2. My favorite piece of OSR wisdom/advice/snark:

Don't make me choose!

Although Courtney Campbell's Hack&Slash Compendiums are dense with game theory, content, and advice. Let's go with that.

3. Best OSR module/supplement:

Midderlands is green and dark and beautiful.
Slumbering Ursine Dunes.  Because Warbears.

4. My favorite house rule (by someone else):

Random Headgear.

5. How I found out about the OSR:

I suppose the simplest explanation is from my inaugural blog entry in 2014:
"About a year ago, I wandered back into a game store, after a brief (30-year) hiatus from RPGs.  I came out with a Pathfinder Beginner Box, tore it apart, and said, "Hmm, this is what gaming is now..."  

About that time, a friend mentioned that they still played 1st-gen D&D, and I found the thing that is the OSR.  So I've been reading the blogs of the community, studying, and filling a couple of notebooks with a few of my own crackpot ideas.
"

6. My favorite OSR online resource/toy:

Not exclusively OSR, but https://donjon.bin.sh/
Random inns, pickpocket loot, treasure, and demographics, among other goodies.

7. Best place to talk to other OSR gamers:

G+, for the time being.  I'll probably eventually walk my luddite ass over to MeWe...

8. Other places I might be found hanging out talking games:

Just this blog, I suppose.  I'm not much of one for forums or chat apps.

Or just mentioning gaming in passing to a coworker, friend, climbing partner, random person at bar.  And being surprised at the number of folks who say, "Yeah, I played..."

9. My awesome, pithy OSR take nobody appreciates enough:

Ok, here goes.  The newer editions focus on 'heroic' play.  PCs are upgunned from the start.

OSR PCs are average Joes/Janes, occasionally a bit above average.  But even a high level PC can still be nearly one-shotted in the right situation.  You aren't 'heroes.'  So you play cautious, creative, sneaky, figure out how to get around in a scary world.  What's the phrase - 'You are not your character sheet'?

One of the great tenets of fiction is taking an ordinary character, putting them into an extraordinary situation, and seeing what happens.

Do that.

10. My favorite non-OSR RPG:

Crap, I dunno - haven't gamed much outside of our silly elf-game.  Twilight 2000?  "You're on your own..."

11. Why I like OSR stuff:

The low entry fee - ha.  There is so much free or reasonably priced content out there, particularly rulesets.  One doesn't need to drop $50-100 in rulebooks, just to find out that they don't like the system...  Everyone can take a look, mix and match, homebrew.  This has led to a vigorous DIY ethic, with increased production volume and quality in the few years that I've been aware of the movement.

12. Two other cool OSR things you should know about that I haven’t named yet:

Matt Finch's Jordoba campaign.  Two groups, one OD&D, one 5e, exploring and affecting the same world (I include the 5e group because chargen was 3d6, in order.  And because the 5e group has had more character deaths than the OD&D group... [See #9]). And pack-centipedes.

The indomitable Jeff Rients' Miscellaneum of Cinder.  Especially since it includes his carousing house-rules, and 'What are the Goblins Up To?'.

13. If I could read but one other RPG blog but my own it would be:

http://elfmaidsandoctopi.blogspot.com/ Not sure now Chris can consistently come up with his gonzo d100 lists, but I want some of it, whatever it is...

And I wish Jim Garrison was still posting his Bujilli campaign, but he's gone dark ...

14. A game thing I made that I like quite a lot is:

Getting to take part in various crowdsource projects - Expanded Petty Gods, Tenkar's Island, From the Vats, a few random hexcrawls and other prompts on G+, etc.

In-blog, I suppose my '4 scenarios' writing exercises, with four separate adventures built off a single map. Although people seemed to quite like my Technoviking.

15. I'm currently running/playing:

Taking part in a monthly B/X game, but need to roll more!  Had an inordinate amount of fun in a couple of con drop-in 5e games, so open to going down that dark path, as well...

And I need to get past social anxiety and just say, "Hey, I'm running a game. Wanna play?"

16. I don't care whether you use ascending or descending AC because:

I'm bi-AC-ual.  I write most of my game content stuff for S&W, and Delta's Target 20 math works.

17. The OSRest picture I could post on short notice:

Just do an image search for Henry Justice Ford:

Friday, April 17, 2015

Swords & Wizardry Appreciation Day 2015


Late to the party.  On vacation, so why am I even here?

Ok, so why S&W for me?  As I mentioned back in the beginnings of my blog, I re-discovered gaming via the 3.5 system.  The complexity and apparent inflexibility of the system confounded me, and it wasn't until I had a conversation with a gaming friend who said that her group was playing modded 1st edition, that it occurred to me that people may have held onto their old red- white- and blue-boxes, and kept playing them.... And thus I found the OSR.

Well, my old books were 800 miles away in a closet, and I really didn't care to buy a 'new' batch of used books, so cheapskate that I am, I headed to the internets.

Initially I was simply looking for free or low-cost game content to re-familiarize myself with RPGs, and provide a bit of inspiration. This led to a number of gaming blogs that popped up in Google searches for content, and to a certain rule-set, Swords & Wizardry. Additionally, Mr. Finch's Old School Primer was also downloaded and it was certainly an 'ah-ha' moment.

I also pulled down copies of other rule-sets - namely Labyrinth Lord and Basic Fantasy - but I kept returning to the S&W set.  It seemed simple and pretty bulletproof, yet flexible. And apparently a lot of other people agreed. The DIY vibe is strong among this crowd, with insightful and creative folks who both inspire and intimidate me as a scribble away.

So unfortunately, I don't have a new dungeon, or race, or player class to contribute today. I have things in the works, but they are not yet ready for prime time.  That said, anyone stumbling on the blog may feel free to explore the maps, critters, and fevered ramblings herein.  All are statted or compatible with S&W.

Have fun, and Happy Gaming.

(Oh and reading Leiber ... finally... and the name Swords & Wizardry makes a fine homage to this Appendix N icon).