Thursday, May 23, 2013

Way of the Wicked

Wow, posts 2 days in a row! This trend isn't going to continue.

Another great Adventure Path that I've read through over the last 6 months is Fire Mountain Games' Way of the Wicked. Yes, this is an evil adventure path. It removes some of the problems of an evil AP by making the default alignment Lawful Evil and giving the PCs a powerful patron to help keep them in line early on. It comes with lots of great options like a LE version of an Anti-paladin (although I hate that class descriptor), and an archetype for clerics that want to channel positive energy.

The first part starts with a jail break and assuming it is successful, the PCs soon meet their new patron and things take off from there. Part 2 has the PCs running their own dungeon and trying to keep out or kill off the damn heroes that keep invading.Parts 3 and 4 have the PCs gathering allies (there is a great henchman system - and the Leadership feat could be used in a way that does not break the game) and raising an army. Parts 5 and 6 are quite epic as the PCs reach 20 level making it quite a journey that takes place over a couple years.

The 6th book strongly reminds me of the sixth part of Kingmaker - lots of set pieces or 1 or 2 encounters - often against nearly epic opponents. Aside from the fact that this AP is sooo long (after the PCs hit level 12 or so we rarely get more then a couple encounters done per game night) it would be perfect for our group. We all love playing evil, there's a fairly straightforward plot (with only a handful of important on-going NPCs), lots of interesting fights, and just enough role--playing that we can ham it up between battles where we try to demonstrate our evil awesomeness. The trick would be too seriously trim down and combine the last 3 or 4 books books into something fun that makes sense.

Wednesday, May 22, 2013

Razor Coast

Our blog has been pretty slow lately. Its hard to say exactly what's behind it. I have lots of good ideas for posts but they never seem to get finished,or in many cases started.

This post (and several others if I get to them) are about adventures. I am always trying to get my hands on all of the cool new adventures come out for Pathfinder. Unfortunately I am not made of money so although I prefer the hard copies I'm often stuck with the pdf version. I love reading through them, looking at the cool art, looking for awesome ideas, trying to figure out how they would play out and if my group would enjoy them.

We've been playing Pathfinder Adventure paths for a while and we are used to fairly linear adventures with lots of fighting, a bit of roleplaying, and a few puzzles. We don't do well with complicated plots since after two weeks no one remembers what was going on, and too many NPCs just get confusing. The problem with this is that the adventures that are often the most enjoyable to read would probably play poorly with our group. I love the Curse of the Crimson Throne AP. The first three parts focus heavily on a home city, come with a wealth of interesting NPCs and there are a couple plots and subplots running. I can see how some groups could love this adventure. It is full of roleplaying opportunities and if you didn't want to rush through things you could expand on Korvosa a great deal and really make the environment come alive.

The first part of the Kingmaker AP was almost the opposite. It was largely a hex crawl. If was fun at first but  I think everyone was starting to get a bit bored with the concept by about the third book. My group seems to have a short attention span.

Last summer I sank some money into a couple Kickstarters. First was Slumbering Tsar and then Rappan Athuk. ST starts as a hex crawl, becomes an urban dungeon and finally turns into a not quite mega dungeon. RA is a pure Mega-dungeon. Both are well designed and have lots of cool encounters but next to nothing in terms of plot (ST has a minor plot but it comes up so infrequently, I can't seen any players every following it). I'm not really sure if anyone in my group would be interested in playing something that's so open ended. Something to think about.

Anyway, with all of that out of the way I'm finally coming to the heart of this post. After blowing my money on ST and RA I didn't have any left for Razor Coast. Now for people that have been following this product since it first came about, it has a long and complicated history. The brain child of Nick Logue who is responsible for some of the better (and gruesome) early Adventure Path parts. It was supposed to have a Hawaiian/Caribbean feel to it and have lots of pirates, undead pygmyies, and were-sharks. Lots of people thought it looked great and many people pre-ordered it. And then Nick Logue disappeared.

Actually he was teaching in England but he stopped visiting his website, answering email or posting on the Paizo message board so he might as well have vanished. People wanted updates and what they got in return was silence. This went on for a couple years before Lou Agresta contacted Nick, and started to work with him to get the product finished. Full details of what went on and the aftermath cane be found on the Paizo message boards but the short version is that the final work was done by a number of very talented writers and last year Frog God Games put up another Kickstarter, this time to get Razor Coast finally published in all of its full color splendor. The curse was finally lifted.

I have to say that this thing is a master piece. It is full of great ideas, interesting PCs, tons of plots and subplots, heroes, villains. Its got it all. It is also very daunting. This is not a work for beginner DMs. With most APs you could just pick up the book and muddle through (although this is obviously not the ideal way to run them), but not with this. You would have to have read it from cover to cover, understand the different plots, and have a good idea how it all comes together. There is an entire section of this massive book dedicated to helping the DM track everything that's going on. Which factions the PCs have fallen in with, their motivations, the attitude of a number of NPCs towards the PCs, which set piece encounters should be used next and why, important plot pieces to share with the PCs (rumors). You really do actually have to plot out the adventure while you are playing it so that you know which way the PCs might go and keep everything prepared. Razor coast would never be played the same way twice because there are so many options available to the PCs. They've also released a few extra Razor Coast books that include a few more options set piece adventures, player options, and naval warfare rules.

Would this be something I'd be willing to take on as DM? I don't really think so. I can see this as as being one of the best adventures out there but my group just loses too much momentum between sessions. This would play best with a group that plays at least on a weekly basis and a DM with lots of preparation time.

Final verdict: Very ambitious adventure for players level starting at level 7 and going until level 13. If it was done right it would be the stuff of legends - that campaign that gets talked about years or even decades after the fact. Done wrong and it would muddled confusing Paizo Adventure Path wannabe.

Tuesday, May 14, 2013

Review of Magic World

So I picked up Magic World by Chaosium, the latest iteration of fantasy role-playing for the d100 system. Though broadly similar to the other contenders, RuneQuest 6 by The Design Mechanism and Legend by Mongoose, Magic World, not surprisingly, more closely adheres to the Basic RolePlaying game system. Interestingly, it doesn't use the expanded magic system presented in The Magic Book, released in 2011, which updated the magic rules from older editions of Chaosium's RuneQuest for use with BRP. Rather, Magic World expands the sorcery rules from the basic BRP game. In other words, all magic in Magic World is sorcery. If The Magic Book is derived from RuneQuestMagic World seems more influenced by another old Chaosium game, Stormbringer. Though the darker aspects of Stormbringer and its later edition Elric! have been toned down in Magic World, the rules for summoning demons and elementals are there. If you can get your hands on the excellent Elric! supplement, The Bronze Grimoire, to incorporate its more detailed summoning and necromancy rules, Magic World would make an excellent ruleset to run a dark fantasy campaign.

-Rognar-

Sunday, March 31, 2013

Highlights of the Calgary gun show

It was a real marathon, seeing everything at the show. Here are a few of the highlights.

A Winchester Model 1876 rifle:

An awesome collection of 19th century Mauser rifles:

A Bren gun:

A Boys anti-tank rifle and a Browning M-2 machine gun:

-Rognar-

Friday, March 29, 2013

Calgary gun show

So, my buddy J and I went to the Calgary gun show today sponsored by the Alberta Arms and Cartridge Collectors Association. It was the first time for both of us and we were pretty blown away by the size of the show. The selection of firearms, militaria, knives, hunting equipment and general guy stuff was amazing. Being something of a WWII buff, I was particularly keen to pick up a Lee-Enfield rifle, and I lucked out. I got a sweet deal on a 1943 Lee-Enfield No.4 Mk.1 rifle. J was sorely tempted by a mint-condition Garand M-1, but the price tag was pretty steep. He walked away, but I could see the sadness in his eyes. I'll have more pics to show later, but for now, here's a shot of me rocking the Saxon warrior look.

-Rognar-

Wednesday, March 20, 2013

The aliens of TSR

Back in the good old days of TSR, Inc., much like it is today, Dungeons & Dragons was king. However, they did produce some other tabletop rpgs in different genres, including their popular post-apocalyptic game, Gamma World (1st ed. 1978), and their less-popular space opera game, Star Frontiers (1st ed. 1982). Personally, I quite liked Star Frontiers (much more than Gamma World, which just seemed weird and unbalanced to me). Star Frontiers includes three alien PC races, in addition to Humans, the Dralasites, the Vrusk and the Yazirians. The Dralasites are a race of amorphous blobs who can grow limbs as needed and have a fondness for philosophical discourse and lame jokes. They breathe through their skin, giving them an acute sense of smell, but their vision is limited. Because of their cultural affinity for debating, they have some ability to detect lies. The Vrusk is an insectoid race with a highly-complex society. Most Vrusk work for some mercantile entity and their loyalty to their company is absolute. Due to the extreme complexity of their laws and customs, Vrusk are highly-adept at social interaction. They have a racial ability to comprehend hidden motives and intentions. The Yazirians are tall, slender simians with large, wing-like membranes between their arms and legs that allow them some limited ability to glide. They are an aggressive, warlike race with night vision and the ability to enter into a berserker state in combat. A later effort at introducing a second edition of the game, entitled Zebulon's Guide to Frontier Space (1985), introduced several new races, but no supplements beyond the first book were ever published and the new edition was left abandoned and incomplete.


TSR flirted briefly with the space opera genre in 1993 as part of its Amazing Engine generic game system and the supplement, The Galactos Barrier. However, that experiment was very short-lived and they didn't really get serious until 1998 with the release of Alternity. A whole new suite of PC aliens are introduced in Alternity. These include the Fraal, a race of highly-advanced and peaceful nomads who bear a strong resemblance to the stereotypical aliens of UFO folklore. There is also the Mechalus, a cybernetic race trying hard to make amends for a dark past, the Sesheyans, a non-technological race of stealthy, bat-like humanoids, the T'sa, a technologically-advanced and constantly active reptilian race, and the Weren, a race of huge, lumbering, furry humanoids with a warrior culture and a preference for black-powder weapons. Like Star Frontiers and Amazing Engine, Alternity was a short-lived product line, although a significant number of supplements were published. These include several game settings. The Star Drive campaign setting might be described as the default space opera setting, but a modern sci-fi conspiracy setting called Dark Matter was also released, as were settings based on Gamma World and StarCraft.

Finally, in 2002, Wizards of the Coast released d20 Modern (and d20 Future two years later) and they did something quite interesting. They took all the alien races from Star Frontiers and Alternity and combined them into the new game. It was awesome to see Werens and Dralasites, Sesheyans and Yazirians available together and it was a laudible gesture from WotC to fans of these out-of-print games.

-Rognar-

Tuesday, March 19, 2013

Centauri ship enters Solar System

NASA has published a photo of an asteroid called P/2010 a2. The asteroid is notable for its unusual comet-like tail which NASA scientists suggest is the result of a high-speed collision. However, looking at the structure of the debris field, I am reminded of something else.

Just think, our first contact may involve a race of decadent, 18th-century European aristocrats with a penchant for orbital bombardment.

-Rognar-

Thursday, February 28, 2013

Inspiration Mars

I watched the Inspiration Mars press conference yesterday. Dennis Tito, aerospace engineer, entrepreneur and most famously, world's first space tourist, is spearheading the effort to launch a private manned flyby mission to Mars in 2018. The goal is to take advantage of a favourable planetary alignment to send two humans, one man and one woman, within 100 miles of the Martian surface, then slingshot them back to Earth. The entire mission would take 501 days. The risks involved in this mission cannot be overstated. There will be no abort option. The crew will be subject to cosmic radiation for a prolonged period of time and the re-entry will be, by far, the fastest ever for a manned spacecraft. All of this will be done on a shoestring budget from private donors. Only the Americans would have a hope in Hades of pulling this thing off. I wish them well.

-Rognar-

Monday, February 25, 2013

Skill enhancement feats...do you use them?

In the Pathfinder core rulebook, there are ten feats specifically designed to enhance skills. Of course, the main one is Skill Focus which allows you to pick any one skill and add a +3 bonus (+6 at 10 ranks). Beyond that though, there are nine others which define two semi-related skills and provide a +2 bonus (+4 at 10 ranks) for each. In my experience, the popularity of these feats ranges from lukewarm to "wouldn't-touch-it-with-a-ten-foot-pole". Personally, I find for many of these feats, there is only one of the two skills that I wish to enhance, making Skill Focus the better choice. Below is my hierarchy of these feats:

Feats I might consider taking for most characters: Alertness

Feats I might consider taking if I was playing a rogue or ranger: Deceitful, Deft Hands, Self-Sufficient, Stealthy

Feats I might consider taking if I was playing a sorcerer: Magical Aptitude

Feats I would never consider taking: Acrobatic, Animal Affinity, Athletic

Of these, only Magical Aptitude is really useful enough to be considered a "no-brainer"and only for sorcerers (and maybe bards). The absolute worst one has to be Acrobatic. It enhances the Acrobatics and Fly skills, which are pretty good skills, but has anyone ever played a character that uses both? If you can fly proficiently, why would you ever invest skill points in Acrobatics? Feel free to comment on my rankings. Any skill enhancement feats that you simply can't live without?

-Rognar-

Thursday, February 21, 2013

Rippin' on...old school D&D art

The more touchy members of the OSR might get offended, but Zack and Steve are at it again, this time directing their cynical gaze at the early D&D artists like Erol Otus and Jeff Dee. Duck and cover, guys.

D&D art

-Rognar-

Too much fantasy for d100?

Chaosium has just jumped in with both feet in the d100 fantasy battle royale with the pdf release of Magic World (hard copy expected in March). Alongside RuneQuest 6 from The Design Mechanism and Legend from Mongoose (not to mention OpenQuest, which is a nice, little rules-light variant from a nano-publisher called D101 Games), we now have three major versions of the venerable d100 game engine for fantasy role-playing. This is shaping up to be an interesting, if ultimately, self-destructive competition involving a young upstart, a disinterested, second-tier publisher and a creaky old-timer that doesn't know when to hang 'em up. My money is on RQ6, largely because both Mongoose and Chaosium have other priorities (miniatures and Call of Cthulhu, respectively) that drive their release schedules. Still, given the glacial pace at which all three companies release supplements for their respective games, I should have little trouble supporting all of them. Anyway, the three games are so similar, any material published for one can easily be converted to use with another. An embarassment of riches, to be sure.

-Rognar-

Monday, February 18, 2013

The Magic Book (Basic RolePlaying)



Basic RolePlaying is a generic game system. As such, it has a variety of different kinds of supernatural powers, magic, sorcery, mutations, super powers and psychic abilities. They are designed with the idea that multiple types will be used together. For example, a futuristic sci-fi campaign might include both mutations and psychic abilities, while a "kitchen-sink" style campaign might throw everything in there. For a pure fantasy or sword-and-sorcery campaign, however, the magic system is a bit sparse and bland. Fortunately, Chaosium has access to the rich history of RuneQuest and has released The Magic Book, a revised and updated version of the RuneQuest 3rd Ed. magic system for BRP.

The Magic Book contains four integrated magic systems, Spirit Magic, Divine Magic, Wizardry (formerly called Sorcery) and Ritual Magic. Anyone familiar with any version of RuneQuest will be recognize with the first three. Spirit Magic, as the name implies, deals with the Spirit World. Its practitioners are typically called shamans and they communicate with and bind into service various types of spirits including demons, elementals, ghosts, beast spirits and even spirits contained within inanimate objects such as weapons and armour. Not surprisingly, Divine Magic is derived from the power of the gods and includes a lot of spells involving healing, illusions and natural forces. Wizardry derives its power from scholarly study of the universe. It demands greater commitment from its practitioners than other forms of magic, but can become the most powerful. There are a wide variety of spells in Wizardry including many that resemble those of the other types of magic and is the tradition of choice for anyone dedicated to serious sorcerous power.

The last type of magic is Ritual Magic. Rather than being derived from a different source of power, it represents a different way of spell casting that can be practiced by any sort magic-using character. Powerful summoning, enchantment and divination spells typically involve time-consuming magical procedures, called rituals, to cast.

The Magic Book is an excellent supplement to the BRP core rules. Although it could be used along with the magic system already included in the game, The Magic Book provides a self-contained set of rules that are far superior. I suspect most gamemasters will prefer to simply use them in place of those provided in the BGB.

-Rognar-

Thursday, February 14, 2013

Book Review: The Prince of Nothing (Series)

I'm not going to go into to much details here other than some of my opinion on the series as the wiki entry for this series is very accurate and quite helpful and I don't really see any reason to repeat it.

The series of three books is all about character development. The central plot is fairly straight forward and most of the book follow a fairly plodding pace. The plot is important but really this book comes down to its characters. The book series has a fairly strong philosophical bent and tons of words are devoted to laying out the various lines of philosophical thought, the nature of the various magics, and probing the nature of human perception. It's some pretty heavy stuff.

What did I think of it? Well, I finished it. I finished it even though I had a copy of the last book of the Wheel of Time series. The Prince of Nothing is not an addictive page turner. With most books I read, I burn through them as fast as I can. I read this series at a very relaxed pace, in one case taking over a week off before I started reading it again. It is pretty easy to put down because the pace is very slow and there is always lots to absorb. The series does lay out a few mysteries that I was very curious about and I had to get to the end to discover the answer.

The first book was VERY hard to get into. Through out the series I found myself not really liking any of the characters. They were interesting but I really didn't give a hoot about whether they lived or died. The two most interesting characters don't show up until the second half of book one making the first half a real pain to get through. It is all world building and character development.

Don't get me wrong, there is lots of interesting stuff here. The world has a very 12th century Mediteranean  feel to it. A Crusade is being called and the Byzantine Emperor is both scheming with and against his European associates. There is lots of political jockeying and it isn't until the arrival of the "Prince" that the story really gets underway. A Jesus Christ like prophet figure even gets thrown into the mix. The battles are great and well written but the real conflicts here are all interpersonal.

The series doesn't have a full end. Like real world events, the story never stops and this tale is no different. At the Climax of the series, the Prince of Nothing reveals his true motivation, makes an important decision and a large battle is fought.  There are hints about what events are likely to follow but the book simply ends without tying up many issues. I wasn't surprised to learn that the author is writing a second series that takes place 20 years in the future. The Second Apocalypse is coming after all.

Sunday, February 10, 2013

The Spider God's Bride (for Legend)

Morten Braten's The Spider God's Bride is a compilation of sword-and-sorcery mini-adventures for the Mongoose Legend role-playing game. Originally released as The Spider God's Bride and Other Tales of Sword and Sorcery for the d20 system, the new edition is available as a pdf (and presumably POD). It starts out with an explanation of the tropes associated with the sword-and-sorcery genre, noting in particular, how it differs from the high fantasy genre more typically associated with fantasy role-playing games. Next there are sections on player races (all various humans), magic and cults. There is only one type of magic in The Spider God's Bride (sorcery, of course) and in keeping with the style of sword-and-sorcery, the use of magic is subtle, sinister and self-destructive. Although players are allowed to employ sorcery, they must always be on guard to avoid becoming too tainted by it. Also, many spells we associate with fantasy rpgs are not permitted, although this restriction is probably more noticeable in the d20 version since sorcery in MRQII/Legend/RuneQuest 6 tends to be similar to sword-and-sorcery type magic anyway.

The adventures themselves are quite good, though some appear very challenging and potentially quite lethal if the players aren't extremely clever and at least a little bit lucky. All the tropes you would expect from a work inspired by Robert E. Howard and Clark Ashton Smith are present in abundance, palace intrigue, snake-worshipping cultists, ancient tombs and steaming jungles. There are muscle-bound barbarians and seductive sorceresses, and naked steel awaits in every alleyway. All of this takes place against the backdrop of the world of Xoth, the author's own campaign world. Additional information, including a map (unfortunately not provided in The Spider God's Bride) may be found on xoth.net. This additional online content greatly enhances the published material, allowing for more sandbox play.  I hope two later d20 Xoth products, Song of the Beast-Gods and The Citadel Beyond the North Wind will also be released in the future as Legend publications.

-Rognar-

Wednesday, February 06, 2013

Rippin' on....adventure hooks

Something different from the guys this week, Steve's Adventure Toolkit: Wicked Encounter Generator. I'd really describe it as a random generator of encounters and adventure hooks and it's awesome. My favourite so far:

A mother is afraid her son has been eaten by a giant toad, but the giant toad is actually protecting the child from his emotionally abusive stepfather.

-Rognar-

Friday, February 01, 2013

Dragon Age on TableTop

I've always wanted to watch a group of top tier players run a tabletop rpg, to see how a game goes when it's not being played by a bunch of average nerds like us. So I anxiously watched last night's episode of TableTop on geekandsundry.com because instead of playing a card or board game as they usually do, Wil Wheaton and his friends were playing Dragon Age by Green Ronin. A group of professional actors and the DM was the game designer, himself. I was expecting flourishes of Shakespeare-inspired role-playing and a rapier-sharp repartee between the players and DM. Imagine my dismay when instead I got to watch a bunch of dudes playing a game pretty much just like we do. The DM was just another doughy, bearded geek trying to keep a group of jackasses focused on the game. One guy created a wizard who was modelled on "The Fonz" from the 70s sitcom, Happy Days, while another one created an elvish rogue who spent most of the game smelling things. Obviously, they were playing it up for laughs and there were a few moments of humour, but I guess if I'm ever going to see the superstars play, I'm going to have get myself to GenCon.

-Rognar-

Tuesday, January 29, 2013

Rippin' on...Nightbane

After wasting everyone's time with another look at Street Fighter (what is it with that obscure game that fascinates them so much?), Zack and Steve are back with the funny. No company is a more inviting target for ridicule than Palladium, hence:

Nightbane

-Rognar-

Monday, January 28, 2013

Gygax Magazine - Holy Shipping Costs, Batman!

I have a few rules I live by, I don't vote for any candidate just because he or she seems like someone who would be fun to have a drink with, I don't eat invertebrates and I don't buy anything which costs less than the shipping. With this in mind, I was quite excited about the release of Gygax Magazine this month. With some pretty high profile contributors like Cory Doctorow, James Ward, Rich Burlew and Lenard Lakofka, it looks to bring back the glory of the old Dragon Magazine. I dutifully started my online order for the first year of the new magazine...$35 for four issues, ok!...shipping to Canada, $49.40, yikes! It would be cheaper to get a PO Box in Great Falls, MT and take a drive down every three months. Sorry folks, that works out to over $21 per issue, too steep for me.

-Rognar-

Update: There may be hope yet for international customers. Gygax Magazine is offering to hold, free of charge, a copy of the first issue for each international customer while they explore other options for shipping. If they can find a way to get the per issue shipping cost down to about $5 or less, I'm subscribing.

Movie Review: Hansel & Gretel: Witch Hunters

So a bit of a warning first: I don't get out much. It was our seventh wedding anniversary  We had the baby sitter lined up and everything was a go. My wife wanted to do dinner and a movie since we had a hard remembering the last time we went out and did both. We looked at what's available and we both met up with a list of movies that we wanted to see.

My wife looked at my list (containing such films as the Hobbit and Skyfall) and said : NO. So I looked at hers. She's got the hots for Jason Statham so we considered going to Parker until my wife learned that Jennifer Lopez was in the movie and since she hates Jennifer Lopez so that was out.

Next on the list was Hansel & Gretel. It had almost universally terrible reviews but it was R rated which suggested there might be nudity to go along with the violence and there wasn't anything else we could agree upon. So with that background in mind we went to the theatre with very low expectations.

We saw it in the new UltraAVX theatre which is a fancy trick to get you to part with an extra 2 dollars on top of the already $3 3D fee. The screen is big, the sound loud and you get to pre pick your seats which I guess is a nice perk. Oh, and the seats were leather, recline, and the aisles were wider then a normal theatre (so you can recline without being in the person behind you's lap). Actually maybe it was worth the $2 after all.

The movie itself was dumb but fun. Aside from the obviously prochronistic weapons, the movie was pretty internally consistent. Sure it was also predictible in many spots but at least the movie winks at the cliches and just keeps going. The action is pretty good. The sets were probably the best thing about this movie. This film really nailed the whole Grim fairy tale feeling. They make use of the 3D a few times but it wasn't anything awesome. I'm still not sold on 3D in most movies. The film tries to have a sense of humor and most of its jokes hit home although there wasn't anything that had me ROFL.

There is lots of violence and gore, much of it over the top graphic although it could have been worse. The troll scene is played for laughs and worked quite well. My wife seemed to think it was among the funniest in the movie. There wasn't much in terms of sex. For the guys, you get a very brief boob shot and Gemma Arterton can really rock a pair of leather pants. For the ladies, Jeremy Renner strips down but my wife thought he needed to spend more time in the gym (bare chest).

So overall it was a fun movie with a nice D&D vibe to it.  You will enjoy the movie if you go in with low expectations and can turn your brain off for the 110 minute run time. We don't get out much so just about any night out is automatically really good.

Tuesday, January 22, 2013

Final mea culpa from Wizards of the Coast

It is hard to miss the news that Wizards of the Coast is once again allowing the sale of pdfs for older editions of D&D. Good for them. It never made much sense to remove the older editions from circulation. The move certainly didn't help D&D 4e, it generated a lot of ill will towards the company and cost them a modest, but still significant revenue stream. This represents the culmination of the Great Wizards of the Coast Apology tour that began with the reprint of the original AD&D core books. I can't say any of this really matters to me. I am probably never going back to old-school D&D unless age catches up with me and, in my dotage, I am rendered intellectually incapable of handling rules-heavy games like Pathfinder or RuneQuest. Nonetheless, I applaud WotC for coming to its senses.

Oh, and if you don't mind, how about a reprint of the Rules Cyclopedia, you know, just in case.

-Rognar-

Update: DrivethruRPG is overloaded right now. I wonder why.