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

Monday, June 24, 2013

Arduin!

Arduin holds a special place in gaming history. It was one of the early 3rd party "hacks" of D&D, and along with the Perrin Conventions helped to create a "West Coast style" of gaming back then. I have never actually encountered the Arduin materials previously, gaming was just much too regionalized when I was a kid and getting material like this just wasn't much of an option in my neck of the woods.

However, I received a big, heavy package from the nice people at Emperor's Choice today, chock full of Arduin goodness.

It isn't an understatement to say that there is a lot of stuff here. The (systemless) world book alone is over 800 pages of material alone. I know what my bedside reading is going to be for a while now. Check out Emperor's Choice's website (the publishers and owners of Arduin these days) while I digest and get ready to talk about David Hargrave's creations.

Friday, June 21, 2013

4C Space: Angels in the Architecture

Super-hero comics are filled with divine, infernal, celestial and extradimensional beings. It isn't unusual for a god or demi-god to join a team of super-heroes in any of the comic book universes. In this 4C Space post I talk about a group of celestial beings wandering the universe following a divine plan, and sometimes seeking vengeance in the name of their Lord.

By the way, if you aren't familiar with the 4C rules, check out the page that I made for them here.

Monday, June 17, 2013

Dorkland! Roundtable with Matt Finch

I spoke with +Matt Finch on the Dorkland! Roundtable. A lot of you probably know him as the creator of Swords & Wizardry, but you may not know that as the original developer of OSRIC, he is probably responsible for starting up the whole retroclone trend that has hit gaming.


We spent time talking about why retroclones are a good thing, and various bits and pieces about old school gaming. If you haven't checked out our talk, you should give it a watch.

Monday, June 10, 2013

Origins For Your 4C Space Games


4C Space Origins
Origins in 4C tell you how the character became someone extraordinary. It is a combination of their background and how they became a hero. The Origin also gives you, as the player, some hooks into how to play the character. These Origins have come from science fiction comics, novels and movies. Each character has one Origin, which can be determined randomly or, depending on the style of the campaign being played, picked for a character. This post isn’t intended to be comprehensive, just to give you the ideas with which to start your own 4C Space games. And if you haven't checked them out yet, be sure to check out the 4C System rules page.

Wednesday, June 05, 2013

The Paladins of Space: A 4C System Supplement


This post features some supplemental rules for the 4C System, a super-heroic retroclone. I am keeping exact locations vague in this so that GMs will have some wiggle room in placing these characters in their own campaigns. Space is big, so there is plenty of room for the Paladins and the Eidolon in any campaign.

Courtesy NASA

Tuesday, June 04, 2013

The Perrin Conventions

The place where OD&D and Runequest merge and overlap are in the Perrin Conventions. Originally a set of house rules for the play of D&D in his games, Steve Perrin wrote up what became known as the Perrin Conventions. The house rules became popular in many California-based campaigns and also lead to inspire the creation of the Runequest system (of which Perrin was also an original designer). You can also see how these inspired the Holmes revision of D&D as well.

It is interesting, also, to see an era thought of as preferring rulings over rules as generating house rules that add quite a bit of complexity to the D&D system. Like anything, there was a lot of variance among gamers and no real standard of play. While some have always liked lighter approaches to the rules, there have also always been those who are interested in heavier, more detailed rules for play. A part of the reason that I decided to post these houserules is because I periodically think about the use of them (or more likely portions of them) in my own Demon Codex game, or at least rules inspired by them. I really like the idea of Perrin's Dexterity roll, but that is probably because I have liked the idea of it in various BRP games over the years as well.

Anyway, posting them can start discussion, so perhaps something will shake loose that will inspire me and my design.

After this point are the Conventions, enjoy!

Per the introduction to Chaosium's All the World's Monsters, vol. II: "Steve Perrin's CONVENTIONS have been used entirely or in part by fantasy role-players in the San Francisco bay area and beyond since they debuted at DUNDRACON I in March 1976. They are revised and expanded here for all those who want to know how people fight these monsters. While the ideas start from D&D, much of the material can be used with any system."

THE PERRIN CONVENTIONS
Many thanks to Steve Henderson. Clint Bigglestone, Nioolai Shapero, Jerry Jacks, Michael McNeil, Owen and Hilda Hannifen, Dave Harqrave, Dan Pierson, and the many contributors to Alarum & Excursions: may your characters have close shaves and your dungeons be hairy.

SEQUENCE OF PLAY - Melee Round
In a melee round, (which takes up 10 seconds), each character can perform one or more of the functions below, unless he is busy bleeding his life away and is no longer interested. The functions below are listed in the order to be followed, even if some of them can be thought to be simultaneous. For those wishing to subdivide movement into seconds, the approximate seconds within the round during which the action may occur are shown in italics after the description of the action.

Anyone attempting to use missile or spell when melee cannot use them, and will strike last in that melee round (see the description of combat for the usual strike order) if he manages (via a dexterity roll) to get a hand weapon free. Otherwise, he will have no strike at all for that round, and must take the punishment if his armor fails.

ORDER OF ACTION
(1). Monster Motivation. The DM determines what his monster will do in the coming round. No melee time (MT) spent

(2). Declaration of Intent. Players declare their character(s)'s intentions for the coming round, including specific target and the nature of missile or spell. Target can be ''first one to come through the door," "the last one in line," etc. Once declared, the character may follow through or abort, but not change his target or objective. But alternate targets can be chosen as a contingency plan. No melee time (MT) spent

(3). Preparation. The undertaking of something to be completed by the next round or of the end of the current one. Involves complicated procedures such as finding a special item in a full pack, changing dissimilar weapons, pouring oil in front of the character to make a barricade, etc. It should be an activity which will last the whole turn. A DM can vary the speed of completion because of various characteristics. MT: 10 seconds base.

(4). Missile Fire from Prepared Weapons. This refers to crossbows, guns, bows, wands, spells, etc., which already have been aimed. Missile weapons can be fire at this time only if the same target was fired at previously or if the character has prepared (see 3. above) opportunity fire for a specific area, such as a doorway or corner. MT: 2nd second

(5). Movement Up To 30'. If characters meet within this space, missile fire or spells at one of them after this phase may hit the other, unless their sizes are disparate. MT: 2nd-5th second.

(6). "At Hand" Missile Fire. At-hand missile weapons which were not already aimed may be fired at an obvious target. The intention to fire at an obvious target must have been declared during the Declaration of Intent. MT: 6th second.

(7). Movement Up To 30'. More movement available for those not already engaged in melee. MT: 6th-9th seconds

(8). Melee Resolution. Fought out for all who came next to an enemy after the first movement (see 5.). Those who came next to an enemy during the second movement (see 7.) do not have time to strike a blow for this turn, must take any fire from at-hand missiles (see 6.), but prevent even a prepared missile (see 4.) from being used on them next turn. MT: 4th-9th seconds.

(9.) Spells and New Missile Fire. This can be done by unengaged characters who have not moved more than one 30' movement phase. MT: 7th-10th seconds.

(10). Bookkeeping. Take this time to add points regenerated, subtract spell points, updating the cheracter for the next round.

NOTES
MOVEMENT - from the basic ''armored man moves 60 feet." The phases of a character who can move 120' (12") can be done as two movement phases of 60' (6") each. The derivations and possibilities are obvious.

PREPARATION TIME - time required for complex tasks can be based on a dexterity roll. For every 10% of a roll better than the needed dexterity, a character completes the task one second earlier. Example: a character with a dexterity of 12 rolls a 23. He needed 60, bettering the roll be 37%, or three increments of 10%. His task could be done within 7 seconds instead of 10, leaving him free to meet an attack. If he was spreading oil of Slipperiness in front of himself and an enemy came next to him on the second move phase, that's one enemy down. The dexterity roll would not work on anything which takes a set period of time, like gathering energies for a spell. If the character had rolled an 83, that would put him 2 increments of 10% over what he needed The task goes 2 seconds into the next round.

MISSILE FIRE - a wand or stave takes a certain time to be ready for another burst, so only one charga could be expended a melee round. Missile weapons have other limits, which follow.

Heavy Crossbow: one shot per two melee rounds, always to be fired in the same missile phase the first one was, unless purposefully delayed. Cannot move.

Longbow, Composite Bow, Light Crossbow: two shots per melee round. First either at Prepared or Ready phase (assuming either applies), and then at the New Missile Fire phase. If moving, forsake one shot for every 30' or fraction thereof moved.

Short Bow, Modern Guns: three shots per melee round if Prepared for the first one and there is no movement. Lose one shot per round for every 30' or fraction thereof moved. Thus a user of such a weapon could fire a Prepared shot, then run 60' in that round. The same applies to the user of a wand or staff or a Prepared spell or device.

Early Gunpowder Gun: one shot per three to six melee rounds, depending on just how ancient the piece is. No movement allowed by firer in a round in which the piece fires.

DEXTERITY - the term "dexterity roll" appears throughout these conventions. The ability to do many things, especially combat and magic, as well as complex actions such as changing weapons, turning and firing, opening a box and jumping back, closing a door quickly, etc., depends on a combination of dexterity and experience. Success in the percentile dice roll depends on the following: the basic dexterity roll is a simple roll of 5% per point of dexterity, A dexterity of 3 always has a 15% chance of succeeding; a dexterity of 18 always has a 10% chance (91-00) of muffing it.

OPTIONAL RULE
The type of armor worn can decrease the effectiveness of dexterity. For plate, subtract 2 from the dexterity bonus; for mail, subtract 1 from the dexterity bonus; for bare skin, add 1 to the dexterity bonus. This could be offset by experience.

COMBAT
(1). First strike in any sltuation, whether melee combat, spell casting, or whatever depends on who has the highest dexterity. This does not apply to surprise situations, unless it is mutual surprise. Hasted or sped conditions do count. Haste doubles dexterity in this connection. (Wayne Shaw Option: once the first strike dexterity is determined, all haste bonuses, etc., are figured, roll 2D6 for each character and add the result to the dexterity. This will give a little variety to just who gets to strike first.) (Further Modification: a character with a long weapon or a long reach and a dexterity of at least half of his opponent's will have first strike.

(2). When a character takes more than 10% damage, and each time he takes damage thereafter, the percentage of hit points he has left shall be found and precentile dice rolled. If the percentage or less is not rolled, the character is knocked back(if less than 50% down) or knocked down (if 50% or more damaged). If not knocked down, roll again to see if the character is knocked back.

Knocked Back: a character must make his dexterity roll in order to get in a blow if he has the lesser dexterity and therefore must strike after being hit, or retain his place of first strike on the next round if he has the higher dexterity.

Knocked Down: a character gets no strike on that turn (if he has the lesser dexterity) and must make his percentage to get a strike on the next turn. If he does get a strike, it will be the last one of the turn. If left alone, he can regain his feet on making a percentage roll, but if pressed he will stay down, defending himself as best he can, continuing to get in the last shot.

Remember: a character must make his percentage every time he takes damage, after the initial 10% damage is taken.

(3). One-to-one combat cannot be broken off unless an opponent has been knocked back or down, or the higher dexterity fighter makes a dexterity roll. If the higher dexterity fighter makes his roll, the lower dexterity fighter may pursue, getting first shot, if he makes his own dexterity roll.

(4). A combined strength, dexterity, end level score of 30 is necessary to allow a character the use of two weapons in melee combat (and strength and dexterity must each at least be 11). Anyone useing two weapons without the necessary total will add the difference between the necessary total and his total to the number needed to hit his opponent. A dexterity roll must be achieved to use the second weapon in any melee round.

(5). When using two weapons, the first weapon strikes according to the wielder's dexterity, and the second weapon as if his dexterity were halved. EXAMPLE: a character with a dexterity of 16 is fighting someone with dexterity 12. The 16-man will get his first weapon in first, then the 12-man will strike with his, and then the 16-man will get in with his second weapon as if his dexterity were 8.

(6). A two-weapon man may up his armor class by one by using one weapon as a shield in man-to-man combat. Despite any pluses on the waapon, it acts as a simple shield. Of course, if used as a shield, the second weapon cannot be used to strike.

- Steve Perrin
Oakland, California

November, 1977

Monday, June 03, 2013

Dorkland! Roundtable with Jeff Dee

I spoke with +Jeff Dee on the Dorkland! Roundtable. Apparently a couple of the questions about the early days of TSR were a bit too far back for a clear remembrance, but I think that I did get some interesting stories about the early days of TSR out of him.


We did talk about the background of Villains & Vigilantes, how it came about because of one of the deep, philosophical questions that only comic fans worry about (which you can find out about in the video). We also talked a lot about his work as an artist and his recent embracing of Kickstarter.

Monday, May 27, 2013

The 4C System

I've put up a page with the 4C System rules, here on the blog. If you've never checked these out, this was an early retroclone (of a certain popular Marvelous role-playing game) that had the misfortune of coming about before people really accepted and understood what retroclones really were. Much like OSRIC, 4C was intended to be a way to allow publishers (and fans!) to make new material that would be compatible with the old game.

The game, while complete and playable, is a bit dry and barebones. One of my goals has been to do a cleaned up new edition of these rules that expand these basics, give plenty of examples and even have some sample characters included. Basically build out and demonstrate what can be done with the basics.

For now, enjoy the SRD for the game. The text of it has been released into the public domain by it's creator, so you can do with it what you will.

If you're so inclined, you can also find some cool stuff made by small press publishers for the system over at RPGNow.com.

Friday, May 17, 2013

Time Lord: The "Lost" Doctor Who RPG

In the 90s, back in the dark ages of Doctor Who fandom when the show itself was on a razor-thin path that lead eventually to the cancellation of the program, Virgin Books was doing licensed Doctor Who novels. I am not really a huge fan of licensed tie-in novels, I think that (at best) you have to consider them to be in some sort of weird parallel universe where the characters are almost but not quite the characters that you are used to in your movies or TV programs. With Doctor Who, I think this is an easier pill to swallow because there's already parallel universes that are part of the setting.

The Virgin Books period is marked by quirky and inventive storylines that advanced the story of the (then current) Seventh Doctor. Not as quirky as the BBC Books fiction that would follow (the Eighth Doctor Adventures in particular fleshed out a character that only received one appearance on our TV screens).

But during this period, the people at Virgin Books decided to try their hand at a role-playing game set in the Doctor Who universe that they could sell side-by-side with their novels. It was a great idea that, unfortunately, fell short in a few ways. They didn't really market the book as being an RPG, and since it looked like the novels in their trade dress, some bought this and didn't really know what to do with it, since it wasn't actually a novel. The game also wasn't distributed to hobby stores, so gaming fans of the show weren't really exposed to it either. I picked up my copy one year at Origins. I've run it a few times, in the distant past, and while it has some quirky features it was a fun game to play and run.

Intended as an entry level game, the rules do a very good job of explaining themselves and introducing the concepts of role-playing to those who might not know what it is. The rules themselves are fairly simple, with resolution being based around a 2d6 roll (where the lower of the two dice is subtracted from the higher to get a result that is compared to the difficulty). In the original rules, character creation was minimal preferring an approach where the players play the characters from the show. Seeing as how this was intended primarily for fan of the show I can understand this approach. This is not to say that there was no character creation rules in the game, just that they were perfunctory and not very good. In the free PDF release (linked below) the authors tried to make this option more robust, having learned from talk with players of the game that no one liked the character generation rules.

The game does have an extensive list of writeups of Doctors, Companions, aliens and varies nemesis of the Doctor from the first seven regenerations. It does have the advantage of being written during the period when Doctor Who was off the air, so their writeups weren't going to be contradicted by the show. It is an interesting snapshot of the Classic Doctor Who show in this regard.

After Virgin Books lost their Doctor Who license, the game went out of print. No supplements were every published (and as far as I can tell none were ever actually planned). Outside of the current (at the time of this post) Doctor Who game put out by Cubicle 7, this is my only real experience with Doctor Who role-playing, and probably my favorite of these two. While the current Doctor Who game definitely reflects the New Who era, I think that Time Lord is an accurate reflection of Classic era in RPG form. The original authors (with permission of the BBC) put the Time Lord game out on the internet as a free PDF, back in the mid-90s, and it still floats around out there today. Below I've included links to the PDF of the game, along with two fan-produced supplements that expanded and explained some of the rules a bit better. Check these out, and I hope that you enjoy them.

Time Lord: This is the basic game, as originally published by Virgin Books. The PDF is a no art version, since the authors didn't have permission to reproduce the art from the game.

Time Lord Companion: Originally produced as a text file (yeah, welcome to the old days of the internet), this was eventually turned into a PDF. This has some expanded character creation options, and some character writeups and rule expansions.

Time Lord Journies: (Yeah, I know but that's how it was spelled.) This supplement built on the Time Lord Companion and added a number of new character creation options as well. There are also a number of rules clarifications and expansions, from the viewpoint of the author of this fan supplement.

All three of these files are saved up on my Google Drive, so hopefully there shouldn't be any downloading issues. If there are, all that I can say is wait and try again in a bit. It is a free service, so there are bound to be bandwidth limitations at times.

If this post causes you to run games with Time Lord, let me know.leave a comment here or say something about it to me on Twitter or Google+. I want to hear more about your Time Lord games.

Sunday, May 12, 2013

The Mini Manor In Review

I received a copy of the zine-formated module The Mini Manor from +Tim Shorts of GM Games, and promptly forgot that I had intended to blog about it. The picture to the right is one that I took of the cover of the 20 page long, 5.5" x 4.23" inch booklet.

Don't let the size fool you because there is a lot packed into the small package.

Written for Swords & Wizardry, as part of the Swords & Wizardry Appreciation Day festivities, Tim has crafted a fairly standard dungeon crawl into something with a bit more bite by using the modern sensibilities of the DIY zine culture. And I think that's a very good thing. We need to advance fantasy games beyond what they were like 30 years ago and make them into something that is recognizable by us now. In a way, that is what the dungeon and adventure designers of the 70s and 80s were doing with things like the Judges Guild books, or many of the Mayfair Games materials. It is good to see people making their own, rather than just trying to emulate what has gone on before.

The Mini Manor lives up to its name, this dungeon has only eight rooms to it, but they are filled with an interesting take on monsters and situations. The characters wake up, naked, in a room after a night of partying and the action goes from there. There is a bit of a grindhouse feel to this module, so it isn't for the faint of heart (or the young). This is clearly labeled as a "mature audiences" module, and I think that it lives up to that label. This isn't a tee-hee 13-year old sniggering at naked breasts sort of mature, but the real deal.

I won't spoil the module, because I think people should track it down and experience it for themselves. I may have to spring it on my Demon Codex players in a few levels (it says that the adventure works best with 5th level characters). In addition to the module itself, The Mini Manor has a number of new creatures (stated for Swords & Wizardry but easily adapted to any of the old school games), a handful of new magic items, a new spell and a new race. All definitely worth the price of admission. The best part is that you can get the PDF of this for free, however if you can track Tim down and get a physical copy it is worth the effort.

Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day: Let Me Tell You About My Game...

A lot of people are writing today about Swords & Wizardry, and that's a pretty cool thing. You can find an ongoing list of all of the posts over at Erik Tenkar's Tenkar's Tavern (the premier OSR blog nowadays, in the opinion of this non-OSR person). There is a lot of enthusiasm and excitement going on for the game. Today only (April 17, 2013) there are also a couple of sale going on (the links to and coupons for I posted last night) from Frog God Games and the Swords & Wizardry SRD site. I would also suggest checking out the Lulu.com storefront of +Matt Finch, the creator/developer of Swords & Wizardry. It's nice to give him some direct support for the cool work that he has done for all of us with this game. If you go the Lulu.com route, be sure to use the 20% off coupon for April: APRILBOOKS13, and get a discount that doesn't cut into Matt's profits. Show some love for this great system that you can get into for free.

Also be sure to check out the Google Plus Swords & Wizardry Discussion community on G+. It is unofficial, but Matt and some of the people from Frog God Games all post there, and it is a good place to get questions answered from Matt and from fellow fans. There's also a lot of cool new rules discussion and material posted to the group as well. At the risk of sounding egotistical (I founded the Community...total disclaimer), the Community has really evolved into a premier place for talking about the game online. It has started hooking up community members in games too, which is pretty awesome.

Sunday I did a "pre-mortem" post getting a little bit into what got me started down the road of Swords & Wizardry fandom that led, in a way, to today's appreciation happening. A few months back, a conversation between +Erik Tenkar and myself lead to the first Appreciation Day, that time for the Basic Fantasy RPG (another OSR retroclone). Basic Fantasy nearly became the system that I ended up using for my return to running games and my first ever online gaming experience.

Today, I am going to take a slightly different approach for the Appreciation Day than some of the other bloggers. Instead of talking about rules or mechanics, I am going to talk about my first (but not last) Swords & Wizardry game, run via G+ Hangouts on the Air. For the longest time I was incredibly skeptical about running a game online. I just didn't think that it would have the same energy or enjoyment to it. I was so incredibly wrong about all of that. I think that the Google hangouts are a great tool, and for me at least, do a great job of simulating the face to face experience. And considering that our group has a couple of people from California, a Canadian and others scattered around the country...this is a group that never could have happened other than through online play. I have to say that I have made some new friends through this, and developed an appreciation for Swords & Wizardry along the way.


One of the great things about playing via Google+ Hangout is that we can record our games. This may or may not be great to everyone, but your mileage will vary. It is nice to have something tangible (as tangible as electrons at least) that you can point to when people ask question like "So, what is this game and how do you play it?" I can give a link and people can experience the awesomeness of the group in action. Above isn't our first session of our campaign (we had been playing for about a month or so by the time that G+ started offering the Hangout on the Air option), but it was our first recording. It took a couple of weeks to convince everyone that we should a) livestream our gaming and b) put it up on YouTube (yes, that's a link to a playlist of all of the videos that we recorded...including a couple of Lamentations of the Flame Princess games as well) for everyone to see in the months and years to come.

Obviously, mistakes were made during play. I misruled things a few times, but overall we tried to not let things breakdown and we kept playing through things. There was a sort of reverse learning curve to the game, as a couple of the players had to unlearn some of the habits that they picked up from years of playing more recent editions of D&D. The acceptance of an old school game wasn't entirely universal, but I think that the dynamics of the group, and the fun that we were having, overcame some of those things eventually.

I asked the players to comment on Swords & Wizardry and our campaign, and these are the comments that I got from them. First off, I'm going to put Ethel's comment up (she goes by +solange simondsen on G+, which is her Second Life screen name), because she was the reason that I started this campaign in the first place:
I mentioned to Chris Helton one day the OSR gaming he was talking about sounded fun and he offered to start a game I could play in. That seemed like a lark and that was about a year ago, and the gaming group is still going. I had never played any kind of D&D or tabletop RPG, but I’ve always been a lover of games - board games, video games, word games. But that really didn’t prepare me much for what was ahead.
Before the first game, I read over all the rules and tried to make sense of what all the monster tables and lists of spells were for. OK! I was ready… That first night on Google+ I met my fellow gamers and we rolled up our characters. They knew everything; I was completely unprepared. I kept forgetting (and still do sometimes) how saving throws work. They knew all the monster abilities and were blithely arguing with the GM about why they should get a +1 to hit and I was couldn’t really decipher the hit table. In fact, I was having trouble telling a d8 from a d10. Lucky for me, the gamers in our group were some of the most generous, patient and good-natured people you’d ever want to meet. I am still kind of iffy, but after a year of gaming, I’m slightly less of a derp than when I started.
Looking back, I can see pros and cons with starting out with Swords and Wizardry. What’s great about it is also what made it hard for me at first. It is rules light, easy to grasp and simple to dive right in. Being rules light also means, though, that you have to be inventive, bring some background knowledge to the game, and not rely on the book to resolve every question. But having just read what I wrote, maybe that was a positive even for a first-timer. All the discussions about how things could or would work, the stupid mistakes that wound up working out in spite of myself, all the laughing and poking at each other we all did… A lot of that would have been lost if we had been following a more prescriptive system. And that wouldn’t have been nearly as much fun.  
So, right from the trenches we see that Swords & Wizardry can be used to make someone with no experience with tabletop RPGs into a gamer. I honestly think that Ethel sells herself a little short, after 30+ of gaming I still have brain farts about what to do and not to do at times (I think our game play videos have plenty of evidence to show that), and she took to gaming like a fish to water. Yeah, there were some hiccups. Gaming, for better or for worse, does have a lot of jargon to it that a new person has to learn and over come, but like she said, I think that the group really came together and tried to help her out and smooth over some of the rough patches. Ethel has even run a few sessions of her first adventure (which you can catch near the end of the playlist of our videos). It only took a short while before she was in there, making Monty Python jokes and acting all gamer-like with the rest of us.

+David Rollins, who played the party Cleric, had this to say:
The thing that affected our play as a group most was the streamlined nature of the rules. There was a lot of room to improvise creatively and use items and the environment in creative ways to increase our effectiveness far beyond our collective hit dice. In Chris' campaign we found ourselves seriously outclassed on a a few occasions but managed to avoid the TPKs with some out-side-of-the-box tactical play that was not covered by the rules. Instead of covering everything the rules left room for creative solutions.
In my case, I played a cleric. With no spells until 2nd level but the power to turn undead my character started as a holy warrior who stepped to the front in the battle against chaos. Spells and turning became something to be called on only in cases of great challenge in battle. With fast advancement my character had multiple hit dice before any other party member giving him the hit points to remain a viable front line fighter even though his attack bonus did not keep pace with the actual fighters in the party. This is a very different animal from the tough casters that clerics became in the later editions. It was a blast playing an uncompromising holy warrior on a mission!
David was also the person who helped mentor Ethel's new gamer. He helped with explanations and patiently explaining things multiple times (if needed) in order to help her out. Plus he also embraced some of my weird approaches to fantasy game worlds, and I think that helped things a lot. David really helped to push my campaign in new directions, when I thought that I was going too far already, by taking some of my weird plot ideas, and weird dungeon crawling ideas, and running with them.

+Josh Thompson, the player of the party Thief, said, in his succinct style:
My time with S&W has shown me that you don't need a complex set of rules to have  complex setting and characters. If anything, the non-intrusive rules have allowed such areas to deepen. Also, the hallways are very cozy.
+Jeremy Whalen who, sadly, no longer games with us, provides a bit of a counter point towards the game. Showing how things can vary within a group. Jeremy provided the muscle to our early adventures, with his Fighter Goreaxe.

I played Goreaxe as a traditionally grim warrior as intent on inflicting harm as on protecting his compatriots and surprisingly enough his family back in town even though we only touched upon that specific aspect when I was with pleading with Chris to spare Goreaxe from a failed save that should have resulted in his untimely but richly deserved death.  "What about my wife and kids? Seriously they need me!" (btw that worked, Goreaxe survived!)
I really enjoyed my role and the system was certainly quick and easy but I think it may have been a bit too streamlined. One specific incident sticks out in my mind.
Early in our campaign we were exploring a dungeon, hot on the trail of the mysterious chaos that threatened the region, when we burst through a door and confronted a pack of lizard men (if I recall correctly). Goreaxe rushed forward and attacked, as intent to kill his enemy as on protecting his party. The initial flurry went well enough but when it came time for our opponents to attack they simply did an end run around Goraxe to hit the soft wizard left behind in the doorway. I objected and sought to interpose Goreaxe in someway but apparently they were too quick for him as. I felt quite impotent as the wizard took the beating that should have been for Goreaxe. Mechanically S&W just didn't’ work that way and it left me, as a player, somewhat frustrated by the oversight. Now to be clear I do not advocate for systems that attempt to codify every eventuality as that is simply not practical. What should have happened? Well I think it came down to narrative and presentation. When I objected Chris simply indicated the rules did not support that and then proceeded to keep the game moving however I was disappointed, and for a few moments, my happiness index fell.
The lesson here, if I may be so bold, is that when systems don’t cover intended character actions, or player desires, it is up to the GM to find a way to handle the situation that maximizes everyone's fun without derailing the session. I moved on after a few moments of irritation because, as a player, my responsibility was to help Chris make the game enjoyable for everyone, not just myself. Also, the wizard deserved a beating.
+Stacy Dellorfano (the first person to join our core band of adventurers) added:
The best thing that I could possibly say about Swords & Wizardry (and it's a good thing), is that I've barely noticed the system, been too busy beating shit up. :)
Honestly, it seems like we mostly came to very similar conclusions about the game and its approaches, and found that it was a style that suited us as a group, once we were all able to get into the mindset and allow ourselves to stretch our muscles. Swords & Wizardry supplied us with a light and flexible ruleset that supported us when we needed it, and also got out of the way when we needed that. I honestly don't think that our game would have been the same, or as much fun for any of us, if we had used a different game. Swords & Wizardry has officially become my go-to fantasy game, and I don't see that changing any time soon.

As a GM, and as a game designer (both hats were worn in our previous campaign), Swords & Wizardry provides a solid, but light, foundation that encourages me to hack it and do with it as I want. That was demonstrated in some of my different approaches to a traditional dungeon crawl, and interaction with the characters and the world. Our next game is going to be based on S&W as well, but we are going back to the Whitebox rules as our foundation. I'm also using the encouragement of the players to hack things a bit more extensively than we previously did. I am adding a skill system to the game (adapted from a Basic Fantasy RPG hack), doing away with the Cleric as a class, and adding other little mechanical bits and pieces. Ironically, during the time that we have been playing this game I discovered and fell in love with the world of the Warhammer Fantasy Role-Playing Game and have started tracking down some of the early edition material for it. While I like Swords & Wizardry as my system, I am finding that a non-D&D type of setting suits me, and my fantasy interests better. In our next campaign, Demon Codex, I am going to embrace a lot of that and turn this game into my game, and then by extension into our game.


It has been a fun road. Not only has Swords & Wizardry introduced my friend to the wonderful world of gaming, but it has also allowed me to meet some great new people and game with them. It has also let me find a community of people interested in this game, and their different approaches have shown me new and different ways of looking at the game. It has also allowed me to meet and pick the brain of Matt Finch (who will be appearing on a future Dorkland! Roundtable). It also led, indirectly I guess, to so many bloggers talking about a great game on this day.

Thank you, everyone, for contributing to a great community and for helping to make such a great day.

Tuesday, April 16, 2013

Two Great Sales For Swords & Wizardry Appreciation Day

Unless you've been hiding under a rock for the past few weeks, you know that tomorrow (April 17th, 2013) is Swords & Wizardry Appreciation Day. There's going to be a couple of sales, and I wanted to make sure that you have the coupons ready so that you can buy up all of the stuff that you really need for your Swords & Wizardry games. These coupons are good for twenty-four hours only (I assume that they will likely kick in after midnight EST because, well, I am on EST but do not take that as Gospel).

There are two sales that will be going on. First, is the eStore of the Swords & Wizardry SRD site: http://shop.d20pfsrd.com/collections/swords-wizardry-appreciation-day There you will find a list of Swords & Wizardry products in PDF form (some even by third party publishers). Their sale is only for the items on that page, but the coupon code (SWAD252013) will get you a 25% discount on the 17th.

Frog God Games is also running a sale on all Swords & Wizardry products bought directly from their website (unlike the SRD store, this sale covers print and PDF products). The coupon code for the FGG's site is SWApprDay. The FGG sale does not include subscriptions, pre-orders or items $1 or less.

Remember: These coupons are good only on April 17, 2013.

Tomorrow will be a big day. There is going to be a lot of talk about Swords & Wizardry out there in the gaming blogosphere. It is going to be fun.

Sunday, April 14, 2013

Swords & Wizardry Appreciation Day: Pre-Mortem

The Swords & Wizardry Appreciation Day is coming on April 17th. For me, this is a day that has been months in the making. Last summer an online friend decided that she wanted to give tabletop role-playing a try. Unfortunately, she was in California (still is, actually) and I am down here in Florida. That would require a really big tabletop. Then G+ started up their Hangouts, a way to do browser-based video chats that was tied in to your Google account. It was good. I was surprised, honestly. I had avoided online play for a long time because I had believed that it wouldn't be the same sort of experience as face to face gaming. It turns out that I was wrong (which isn't something that I announce very often) and the gaming was a lot of fun. I think that luck had a lot to do with it, finding the right mix of people that worked well together.

I've never really considered myself a part of the OSR, or any old school movement. When I decided that I wanted to run this game online I started looking around for a system to use. Free was the first consideration. This was a game for someone who might not actually even like it. I didn't want her to go out and spend a bunch of money on a game, or hobby, that it might turn out that she wouldn't like. Simplicity was the next consideration. I am, at heart, a pretty rules light kind of guy these days, and games with a lot of crunch really aren't really my thing anymore. Even with those two considerations, that still leaves a lot of games as contenders.

Eventually I narrowed it down, and I ended up settling on Swords & Wizardry as the game to use. I liked the clearer explanation of the rules from the original (and better organization). I had hoped that it would make it easier on someone who had never gamed before to be able to get into the rules. We start with Whitebox, because of all of the available versions of the game, this was the simplest of them. It seemed a good starting point. The game clicked for all of us, and the mechanics were mostly easy enough to understand for her as well. She had a few difficulties understanding some of the finer points that those of us in the group who were more experienced with gaming had come to grips with long ago, but some further explanations (and none of us being afraid to look stupid helped a lot) smoothed things out eventually. However, one of the things that seemed to help her out the most was when I reccomended that she read Matt Finch's (that's the creator of Swords & Wizardry) Quick Primer to Old School Gaming. I don't agree with all of it, and I certainly never played all of the ways that are talked about in it, but it is definitely a great resource for understanding this style of play, and it helped her to better understand a lot of the things that already made sense to the rest of us.

Over time everyone fell into their characters and the idiosyncrasies of my style of GMing, and we all had a lot of fun. Battle were fought. Scars were earned. Narrow escapes were made. Along the way we even playtested a few things, and my friend wrote her first adventure and tried her hand at GMing herself. Really, not so bad for about seven months of gaming.

As I said at the beginning of this post, Swords & Wizardry Appreciation Day is coming, and there are going to be a lot of bloggers talking about the game around the internet. It is very cool and I am glad to be a part of it. This is just another step the journey of gaming that I've taken over the years, only now I have at least one more friend who is walking on that trail as well. I've also made some cool new friends and gamed with them. I've also discovered an awesome game in Swords & Wizardry and I see myself getting a hell of a lot of mileage out of it over the rest of my life.

Friday, April 05, 2013

Norse Mythology-Inspired Monsters For Swords & Wizardry

This post is taken from some notes that I made for a campaign world for Swords & Wizardry inspired by Norse mythology. Norse myths were one of the first that I got into when I became interested in mythology as a kid (I think that the copy of Edith Hamilton's Mythology that I received from a grandmother was to blame for all of that). The ideas that I have had for this world are probably the most "metal" of my D&Dish ideas, being inspired by Leiber's Fafhrd and the Gray Mouser, Jack Kirby's Thor: Tales of Asgard and the myths themselves. Maybe one day I will get to expand this into a full setting. Characters would be Aesir and Vanir warriors, roaming the Nine Worlds looking for adventure.

I think the fact that I picked the version of Immigrant Song from The Girl With The Dragon Tattoo movie is telling that I'm not going to be all that traditional or "metal" in my interpretations. Keep in mind that this isn't intended to be a strict historical or mythological interpretation, so liberties have been taken for the sake of fun and gameablity.


We come from the land of the ice and snow,
From the midnight sun where the hot springs flow.
The hammer of the gods will drive our ships to new lands,
To fight the horde, singing and crying: Valhalla, I am coming!


Fenrir
Fenrir (also known as Fenrisulfr or Vanagandr in the Northern tongues) is a monstrous black wolf that bedevils the Aesir and Vanir of the Nothern Lands. Fenrir is close to the size of a full-grown bull elephant and is covered in dark, mangy fur. The wolf is highly intelligent and is prophesized to be one of the forces that will take part in the world's end.

Many adventurers have claimed to have brought the end to the wolf, including many Aesir and Vanir warriors, but still the beast comes during the night to raze and kill.

It is said that the wolf can move freely among the Nine Worlds.

HD: 8
AC: 2 [17]
Attacks: bite (1d10), 2 claw (1d8)
Saving Throw: 8
Special: reforms within 6 days of being killed (roll 1d6 to determine the number of days), hit only by magical weapons
Move: 20
Alignment: Chaos
Number Encountered: 1
Challenge Level/XP: 10/1400

Jotunn
Also known in the Northern tongues as the Hrimthurs, the Jotunn are a race that plague the Northern Lands from their ice and mist-filled lands of Niflheimr. The both fight against the Aesir and Vanir, and sometimes work along side of each other as well. The relationships between the three races is complicated and it is not unusual for them to interbreed. While called giants, because of their large size, Jotunn are in fact not Giant in size (as the S&W game thinks of giants). They tower over the Aesir and Vanir, by a foot or more, and are exceptionally strong.

Jotunn are either extremely beautiful, sometimes rivaling even the most beautiful among the Aesir and Vanir, or monstrous in appearance. The monstrous Jotunn are chaotic and twisted in their appearance, with claws and multiple limbs and heads. The Jotunn are an older race than the Aesir or Vanir, being the offspring of Ymir, the first being.

There is another race of Jotunn that live in the land of Muspell and are known as "fire" Jotunn. Like Fenrir, they are prophesized to take part in the end of all things when they raze the Nine Worlds with their fires. "Fire" Jotunn are not often seen, and do not wander the Nine Worlds, like their brethern. Referees may want to use the Jotunn as a template and add fire-based abilities to that to simulate these fiery giants.

HD: 5
AC: by armor worn (which has to be specially made to fit their larger bodies)
Attacks: punch (1d8), by weapon
Saving Throw: 12
Special: --
Move: 15
Alignment: Chaos
Number Encountered: 1-10, plus a 6 HD leader if more than three
Challenge Level/XP: 6/400

Einherjar
Not strictly monsters, the Einherjar are the heroic dead picked by the Valkyries to reside in Valhalla until their need in the battles at the end of days.  They look as they did in their lives, like strong and brave Northern warriors. They spend their time waiting in Valhalla, drinking, eating and practicing their fighting with each other. Any Einherjar killed again in combat rises up again in Valhalla the next morning.

Einherjar are very rarely encountered outside of Valhalla, but sometimes Odin will entrust one or two of them to Aesir that are on particularly important or dangerous missions.

HD: 4
AC: 5 [14] (ring mail and shield)
Attacks: by weapon (typically battle axe or bastard sword)
Saving Throw: 13
Special: if killed, return to life in Valhalla the next morning
Move: 12
Alignment: Law
Number Encountered: 1-3 if guarding, 1-100 in Valhalla
Challenge Level/XP: 5/240

Svartalfar
These so-called swart or black elves are probably closer to what fantasy games think of dwarves than elves. They are the craftmen of the Aesir and Vanir and dwell in the lands of Svartalfaheim. Their disposition towards the Aesir and Vanir tends to bad, as they have put up with generations of being ordered and threatened by the two races. Jotunn tend to be on slightly better terms with the Svartalfar. They tend to stay to themselves in their caverns of Svartalfaheim, creating great items and artifacts and tending to their forges. For enough money (which is often a lot) or pledges of favors, the Svartalfar will work their magics and create items for the Aesir and Vanir. If attacked, or organized into war parties, they will be carrying powerful magical weapons and items that they have created.

HD: 3
AC: 9 [10], 3 [16] if armored
Attacks: by weapon, always magical weapons of at least +2
Saving Throw: 14 (+2 against magic)
Special: --
Move: 10
Alignment: Chaos
Number Encountered: 1-6
Challenge Level/XP: 4/120

Wednesday, April 03, 2013

Bone Hill Remix Adventure

In a conversation with +Wayne Humfleet over on G+ he pointed out the old Internet Archive pages for WotC. Nosing around I found the pages from when they put up some of the old AD&D modules for free download. Nothing is ever lost on the internet.

+Zak Smith has been doing some cool remix projects, both on his blog and over on Google Plus, and one of the items that I found via the Internet Archive made me think of what he was doing, and how something cool could be done with it. Obviously this is still copyrighted material, so all of this is done as homage or parody or fair use...whatever gets the blog into the least amount of trouble.

So, what I found (and that I totally had forgotten about) was a Rich Text File of the text from the AD&D module L1: "The Secret of Bone Hill," along with some maps and a few interior pieces of art. And then I thought that this would make for a cool remix project for people. Go to the link, and the files are just underneath where it goes. Then do a search & replace, or cut and mix the text into something new, cool and fun. Then release it into the wilds so that everyone can share your cool adventure.

The quality of the images isn't great, but there are some great tool to create something new and weird. Just remember: no OGL or publishing these things, because we don't really own them. If you have questions, ask over there.

Once you have your remix, link it in the comments on this post or over on my G+ post and I'll gather them all up and link to whatever you do with them. This could be some fun, I think Go remix Bone Hill!

Friday, March 29, 2013

Swords & Wizardry Blog Appreciation Day

Over in the land of Google Plus, +Erik Tenkar and I discussed doing a follow up to the highly successful Basic Fantasy RPG Blog Appreciation Day with an appreciation of another old school system. Since I have been running a Swords & Wizardry game via G+ Hangout since the summer, and Erik is gearing up to run one for his face to face group, we thought, "Why not do one for Swords & Wizardry?" A couple of emails with +Matt Finch later and we have the basics. A Swords & Wizardry Appreciation Day is now set for April 17th and bloggers are rapidly coming on board. At the time of this posting we were about to reach 20 bloggers, and we will probably have more by the time we're done.

I even made a "snazzy logo" for it:


If you're interested in participating, go to Erik's post linked above and sign up in the comments.

Tuesday, March 19, 2013

Dungeons of Dread: The Classic AD&D S-Series of Modules Reprinted

Updated with some thoughts on the actual product.

 Out today, according to the Wizards of the Coast website:
Dungeons of Dread is a hardcover collection of four classic, stand-alone Advanced Dungeons & Dragons adventure modules -- S1: Tomb of Horrors, S2: White Plume Mountain, S3: Expedition to the Barrier Peaks, and S4: The Lost Caverns of Tsojcanth -- complete with original black-and-white interior art.

S1: Tomb of Horrors: In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rest the evil Demi-Lich.

S2: White Plume Mountain: It has always been a subject of superstitious awe to the neighboring villagers. People still travel many miles to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various demons and devils. The occasional disappearance of those who stray too close to the Plume reinforces this belief. Now, the former owners of Wave, Whelm and Blackrazor are outfitting a group of intrepid heroes to take up the challenge of recovering these magical weapons from White Plume Mountain.

S3: Expedition to the Barrier Peaks: From the preface by Gary Gygax: "This module was begun early in 1976 when TSR was contemplating publication of a science fantasy role playing game. Jim Ward had already shown us some rough notes on Metamorphosis Alpha I thought it would be a splendid idea to introduce Jim’s game at Origins II, and introduce the concept to D&DO players by means of the tournament scenario. I laid out the tournament from old “Greyhawk Castle” campaign material involving a spaceship, and Rob Kuntz helped me to populate the ruined vessel."

S4: The Lost Caverns of Tsojcanth: In the Yatil Mountains south of Perrenland there is rumored to be a magical hoard of unsurpassed value, a treasure of such fame that scores of adventurers have perished in search of it. Find the perilous Lost Caverns of Tsojcanth and you may gain the hidden wealth of the long-dead arch-mage—if you live!
Item Details

Release Date: March 19, 2013
Format: Hardcover
Price: $39.95
ISBN: 978-0-7869-6461-1
It looks like it is going to be reproductions of the original modules, put together in a single hardcover. I'm looking forward to seeing these because the only one of these modules that I saw the first time around would be Barrier Peaks. I'm looking forward to giving these a spin with my new Swords & Wizardry Complete books (just arrived yesterday). I will post more when the book arrives.

Update
Now that I have a copy of this in my hands, I have to say that this is a physically impressive product. Except for what appears to be scanning troubles in a few place (with fuzzy, low rez pictures on a couple of pages), the art is very well reproduced and the slick paper causes the black and white art to pop off the pages.

I will be honest...I never played any of these adventures the first time around. In our gaming neck of the woods in the 70s and 80s, adventures were hard to come by (no real local gaming-related store until probably about 1984), so we never played published adventures. I'm sure that this probably gave us a completely different D&D/AD&D experience back then, but we liked it. Seeing this volume of classic adventures shows me some of the things that I missed out on.

These are some brutal adventures. Tome of Horrors is considered by many to be the example of a killer dungeon. Expedition to the Barrier Peaks introduced science fantasy (in an official way) to AD&D. This is some formative stuff right here.

As someone looking at these adventures with a fresh, and contemporary, eye, I think that they have held up well. I can see running these here and now for a group of players. Obviously, it would take the right group of players. These adventures are challenging, and can grind down a party of characters. Not everyone is cool with that approach and some will be upset about having characters killed. That's all a part of the cover charge for something like this, and that is all right by me. Of course, I would be the GM so it is easy for me to say that it would be fun.

If you have never experienced these adventures, I definitely think that you should. Buy this book, run these adventures and kill some characters. This is the old school, unadorned by any of the modern add-ons of the Old School Renaissance. If you have experienced these adventures, maybe it is time to do so again. None of us are 12 any more, and it could be interesting to see how modern us reacts to these adventures, with a few more years of experience under our belts. Regardless, Dungeons of Dread is must have in the library of any GM with an interest in older styles of play.

Wednesday, February 20, 2013

Unearthed Arcana Returns

I know that it isn't a favorite of everyone, but I liked the book and thought it had some cool bits to it.

Starting today, D&D fans can check out the latest Advanced Dungeons & Dragons 1st Edition reprint: Unearthed Arcana! The original 1985 release of Unearthed Arcana changed Dungeons & Dragons forever by introducing new races, classes, magical items, and rules written by Gary Gygax. This new printing will appeal to nostalgic D&D fans looking to add this classic to their collections, which has been faithfully reproduced in a new premium edition with gilded pages. The cover design mirrors that of the premium reprints of the 1st Edition Player's Handbook, Dungeon Masters Guide, and Monster Manual, and this reprint includes errata originally published in Dragon magazine.

From the book's foreword by Gary Gygax:
As the original volumes of the game system (Monster Manual,Players Handbook, and Dungeon Masters Guide) have altered from their first editions, so the game has changed in form and substance. This new material grew from my own campaign, articles published in Dragon Magazine, and input from many Dungeon Masters and players also. The book has a single purpose: Unearthed Arcana brings new dimensions to the AD&D game system. The compiled material which lies herein offers fresh new approaches to play without materially affecting any ongoing campaign adversely. This work does not alter former “laws of the multiverse,” but it does open insights and vistas beyond those previously understood and seen…
and
Every Dungeon Master who has created a campaign milieu out of whole cloth, so to speak, can certainly understand that the more one learns, the more one comes to understand how little he knows. So too the multiverse of this game system. The farther afield one goes in exploration and discovery, the greater the realization of how vast is the realm of unknown knowledge which awaits discovery, as it were. However, such as with our actual world, the expanses of the game multiverse will always have frontiers and unexplored territories. This fact, indeed, is what makes the AD&D game system so wonderful and appealing.

Friday, February 08, 2013

Random Old School D&D Class Generator

What's that? Not enough classes in your old school game, or you just want something weird and different? Check out the custom class generator page.

This is a class that I got, now I need to find a use for it:

Requirements: DEX 9
Prime Requisites: DEX, WIS

Members of this class must have at least 13 in one or the other prime requisite to get the 5% bonus to experience. If both prime requisites are at least 13, members of this class will gain a 10% bonus to experience.

Hit Points
LevelHit Points
11d6
22d6
33d6
44d6
55d6
66d6
77d6
88d6
98d6
108d6
118d6
128d6

Armour
Members of this class may wear leather armour and carry a shield.

Weapons
Members of this class may only use swords.

Attacking
Members of this class roll to attack as a magic-user.

Magic Items
Members of this class may not use any magic items.

Magic-User Spells
Members of this class can cast magic-user spells as a magic-user of 70% of their level - that is:
Character
Level
Spell Level

123456
11-----
21-----
32-----
421----
522----
622----
7221---
8222---
9222---
103221--
113322--
123322--

Turning the Undead
Members of this class can attempt to turn the undead as if they were a cleric of their level.

Thief Skills
Members of this class have the same skills as a thief, but to a lesser extent. They gain the normal bonus when attacking unnoticed from behind, but their percentage chance with other skills is only 90% that of a thief of the same level. That is:
Character
Level
pick locksfind/remove trapspick pocketsmove silentlyclimb wallshide in shadowshear noise
11513212178121-2
22115242479151-2
32418272780181-3
42821333381241-3
53230363682271-3
64139393983331-4
75048484884421-4
85957575785511-4
96866666686601-4
107775757586691-5
118684848487781-5
128786958688811-5

Saves
Members of this class save as a fighter of their level.

Advancement
LevelXP required
10
22228
34456
48912
517824
635648
771296
8139250
9253500
10380250
11507000
12633750

As yet, I have no name or background for this class, but I definitely want one. You have a suggestion, put it in the comments here or over on G+.

Friday, February 01, 2013

Talking About Role-Aids -- Demons For AD&D

I don't think that I've ever made a secret out of the fact that Demons from Mayfair's Role-Aids line (and the rest of the Demons series as well) is some of my favorite gaming material out there. The Demons series comes from that sad period where TSR was downplaying the infernal in their D&D materials because of the whole Satanic scare gripping the hobby. So, of course, semi-official third party publishers would pick up the ball and run with it.

The Role-AIds line was a series of supplements, modules and even campaign settings writing with the AD&D rules in mind My box says "Presented by the editors of Role Aids for use with Advanced Dungeons & Dragons role-playing game." Some of the early Role-Aids stuff was officially licenses, but apparently that relationship had ended by the time that this line of supplements came out.

I've used swipes from the Demons stuff in my online Swords & Wizardry game. There is a lot of interesting material in this boxed set (and all of the others as well): demonic monsters, delightfully twisted new spells (admittedly a lot of which have to do with summoning and unleashing the nasty new creatures to be found in this material) there is even a new class and a new race.  They are even nice enough to describe a cosmology into which these new revelations fit (as well as future ones in the other supplements). All of this in about 100 pages, or so. Succinct.

The material in Demons is courtesy the imagination of Mike Nystul. Yes, the Mike Nystul who has a D&D spell named after his real name rather than a character. Also, the same guy who created Whispering Vault and did a bunch of stuff for Mayfair's other game lines, and worked on Shadowrun as well. That gives Demons quite a pedigree.

If you hunt around eBay or places like Noble Knights or Troll and Toad, you can find copies of stuff from the Demons line for fairly decent prices. I do need to track down a copy of the Apocalypse boxed set, I think that is the last thing that I need for this line (one of the very few game lines that I am kind of completionist about).

I think that Demons is ripe for someone to make an "homage" to the material. I would probably do it myself if I had a good enough of an artist that I could afford to pay out of pocket. There's nothing more old school than having a bunch of demons and demon hunters to stomp all over them. Just writing about it makes me want to run that sort of campaign. Needless to say, I really enjoy these supplements and think that you should check them out as well, if you haven't already. There is some really cool stuff that can perk up your campaigns to be found in all of these books. Not too many random tables, but a pack of interesting monsters, spells and a demon slaying class can be found for you in this box. Not to mention a new look at a universe that you've been gaming in, but that still has some new secrets for you.

Oh, and a slight disclosure. When I was still with Seraphim Guard I did spearhead an attempt to purchase the rights to the Role-Aid line from Mayfair Games. I thought the original material would be of use to people still gaming with the old systems, while at the same time brand new material could be spun out of all of these great books for people and their games now. Sadly, it turned out that Mayfair no longer had the rights to this line. Apparently in their legal battle with TSR over the copyright/trademark issues over the Role-Aids line, the rights had been transferred to TSR. That means, someplace in a WotC archive all of these lovely Role-AIds supplements are mouldering away.