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OSRIC Campaign Resources

With my OSRIC campaign starting in just a little more than two weeks, it is time to nail down what will be in from day 1. Rule Set: OSRIC. I think that for the group I will be playing with this is the best rule set. They have all played 3.x and have come to expect a certain level of complexity. This will let me keep that while being much easier for me to run. It also gives me a lot more room to mod the game than 3.x does, I can tailor it to this group. XP for gold and exploration will be the primary advancement mechanisms. The Group: Looks like I will have 4 players. I have, to some extent, played with all of them before (maybe not 1). One member is part of my original gaming group and we go back to middle school and Mentzer. His wife will also be playing with us, she played in at least one of my 3.5 Monster Feature games (I think the one with the Kraken). I played with the other male player in a Shadowrun game last year and I think his wife also played in it. It is possible I met her ...

Knockspell Issue #3

Finally back at it after exams and a nasty sneak attack by pneumonia. Alright, Knockspell #3 is a great issue. Let's start at the start! From Kuroth's Quill: First, I appreciate the bibliography. This is one of the most academically written old school articles I have seen yet. It is an interesting classification system for dimensional gates. Usually, when I run fantasy, I am very much a "keep the magic parts magic" kind of guy. I don't like to get into how magic works, I like it to be a mystery. When I run sci-fi I tend towards hard sci-fi so I go the other way with fantasy. That said, it is far easier to construct interesting puzzles when there is a basis for how everything works. I am talking about puzzles that challenge the players' creativity here, not just the match the color kind from video games. As usual I found myself coming up with some ideas as I read grodog's article. Pulp Heroes and the Colors of Magic: Akrasia has written one of my top 5 favo...

Knockspell Issue 2

Issue 2 continues the strong run for Knockspell. It opens with another good From Kuroth's Quill. This entry in the series deals with dungeon dressing and gives some cool things that can be done with doors. As I have said before these idea articles are the kind I get the mist use out of. I often times find myself putting down the magazine when reading an article like this and spending 20 minutes just thinking about the possibilities. The next article is Dungeon as Mystical Underworld. This is a good read and deals with dungeons in a way that I never have in my games. My dungeons have always been small and geared towards realistic layouts. The next section presents some views and class definitions for thieves. I know there is a lot of debate about thieves but I have no dog in that hunt. It was interesting, I may try my OSRIC campaign without them just to see what happens. Next up is another setting description by the insanely prolific Gabor Lux. You will understand what I mean if you...

Knockspell Issue 1

Knockspell is another magazine catering to the old school gaming market. It is published by the same people who make Swords and Wizardry and is aimed mainly at that game, although the articles work for any pre-WotC D&D. The first issue has a great Mullen cover, I really enjoy his art style, especially the way he draws people. Inside you will find an editorial from Tim Kask, the first employee of TSR, an article on one way doors and trick stairs, several character classes, 2 adventures and several other miscellaneous articles. The high points of the issue for me were: From Kiroth's Quill , an article on one way doors, variable stairs and sub-levels. These kinds of articles always give me good ideas for things to do in an adventure. Even if I don't use any of the things listed in the article, it sets my mind down that path. The Random Hireling Generator, I always enjoy random trait generators. They are one of the best tools a GM can have, especially for improv. Charnel Cryp...