Monday Tournament Of Dragons

  Our first round winner is Issue #14, easily defeating Issue #350.






  The next two contestants are Issue #73 versus Issue #211, and this is the first one where I'm having trouble making a choice.  They're both good covers, and each is very evocative in different ways.  It'll be interesting to see how this one goes!

Dragon #73



Dragon #211

  Vote in the sidebar poll labeled Monday Tournament of Dragons.

Old School Renaissance Acronym Glossary & Dictionary, Part 2

C

  C&C - Castles and Crusades.

  Castles & Crusades - A rules-lite RPG based on the SIEGE engine system, which uses many of the systems from 3E D&D.

  Classic D&D - Can mean Basic D&D, or Basic D&D and 0E.

D

  D20STL - d20 System Trademark License, a license from Wizards of the Coast allowing third-party vendors to use certain trademarks and logos.  Revoked by Wizards of the Coast in 2008 and replaced with the GSL (Game System License).

  D20 System - The basic game mechanics that underlie 3.X D&D.

  Dark Dungeons - A retro-clone of Rules Cyclopedia D&D.

  Dark Fate RPG - A low-fantasy horror RPG based on the reto-clone Swords & Wizardy.

  DCC RPG - Dungeon Crawl Classics RPG,  an upcoming RPG that is not a retro-clone, more a reimagining of D&D if it was created with access to the OGL back in 1974. 

  DMG - Dungeon Masters Guide

  Dungeonslayers - A rules-lite RPG that is free and released under a Creative Commons License.


E

  Endgame - The point in D&D where the characters retire from adventuring to build castles and strongholds, engaging in diplomacy and war while running their "kingdom", be it a keep on the borderlands, a wizard's tower, or a new thief's guild in town.

F

  FLGS - Friendly Local Game Store, a dying breed of retailer.

  FNGS - Friendly Neighborhood Game Store, not as commonly used as FLGS.

G

  GSL - Game System License, successor to the D20STL and OGL.  Much more restrictive than it's predecessors.

Old School Renaissance Acronym Glossary & Dictionary

  When I discovered the OSR in December of 2010, sometimes I found it difficult to keep up with all the acronyms in use.  B/X, OGL, FLGS, and on and on.  It took about a month before I knew my way around the acronym block, so it were.  So, for the newbies out there in teh interwebs, here's an Old School Renaissance Acronym Glossary & Dictionary, O.S.R.A.G.D. for short, since acronyms seems to be in fashion!

0-9

  0e - Zero Editon, the original, 3 volume set of Dungeons & Dragons, first published in 1974.

  1e - First Edition, also known as Advanced Dungeons & Dragons, published between 1977 and 1988.

  2e - Second Edition, a restart of Advanced Dungeons & Dragons, published between 1989 and 1999.

  3e - Third Edition, dropping the Advanced label, Dungeons & Dragons published between 2000 and 2002.

  3.5e - Three Point Five Edition, Dungeons & Dragons revised, published between 2003 and 2007.

  3.Xe - Third Edition and Three Point Five Edition.

  4e - Fourth Edition of Dungeons & Dragons, published 2008 - Current.

A

  AD&D - Advanced Dungeons & Dragons.

  ADD - Adventures Dark and Deep.

  Adventures Dark and Deep - A retro-clone "what if" RPG, specifically, what a second edition of AD&D might have looked like had Gary Gygax not been ousted from TSR.

  AEC - Advanced Edition Companion, a supplementary rule set for Labyrinth Lord, allowing players and DM's to use characters, rules, monsters, and magical items from First Edition AD&D.

B

  BD&D - Basic Dungeons & Dragons, a continuation of Original D&D, Basic D&D was published from 1977 to 1999, and had six total revisions.

  Basic Fantasy Role Playing Game - A rules-light system based loosely on 3.5E D&D, inspired by the earlier versions of D&D

  BECMI - Basic, Expert, Companion, Master, Immortal: Basic Dungeons & Dragons version with Frank Mentzer as editor.  Covered levels 1-36, plus another 36 as an immortal.  Published from 1983  to 1990.

  BFRPG - Basic Fantasy Role Playing Game.

  Black Box - The 1991 New, Easy to Master Dungeons & Dragons Game, the fourth revision of Basic D&D,  served as introductory set to the Rules Cyclopedia and covered levels 1-5.  Sometimes used for all Basic D&D sets from 1991 to 1999, though not all came in black boxes.

  Blue Box -  The first Basic D&D set, published in 1977 and edited by Eric J. Holmes.  Covered levels 1-3 and was more closely related to Original D&D than later sets.  Also the only edition in which the magic-user spell Magic Missile required a to-hit roll.

  BRP - Basic Role-Playing,  Chaosium's percentile, skill-based system that originated with RuneQuest, and underpins Stormbringer, Worlds of Wonder, Call of Cthulhu, Superworld, Ringworld, Elfquest, Hawkmoon, Elric!, and Nephilim.

  B/X - The second revision of Basic D&D, included the Tom Moldvay edited Basic Set and the Expert Set edited by Dave Cook and Steve Marsh.  Covers level 1-14 and was only published from 1981 to 1982.


  That's the start right now.  Once I go through the entire alphabet I'll compile this into a single document or page.  If anyone has any suggestions, please let me know!

Dymaxion Maps


  Ran across Dymaxion maps on Wikipedia today, and realized that it's a way to look at the world from a different angle than we usually do.  In case you didn't know, the world of Greyhawk was based on North America turned upside down, with the city of Greyhawk in the same location as Chicago!



  The beauty of Dymaxion maps is that they can be unfolded in any way you want, and there is no right or wrong way.  Looking at the north pole on the map above, I see a new fantasy world just waiting to be filled in.  A little artistic license to change the more noticeable bits (Florida, I'm looking at you.) and you have a world map that's familiar yet strange at the same time.  You could even use the map above as a template for your own Dymaxion map of your campaign world!

Adventures In Rhymargg Session 4, Into The Felkwood Part 2

  Our adventurers were on their way to deliver 50 platinum pieces to the family of a deceased man-at-arms, and the trip through the murky Felkwood was taking longer than anticipated.  While debating on whether to camp for the evening or push on, a campfire was noticed in the distance, deeper in the woods and off the main path.  Tirra and Indel, the party's thieves, scouted ahead, with Valerius the fighter and Dorin the dwarf as close back-up in case they got into trouble.

  What they found was a group of ten goblins, laughing and joking around a fire while a human leg was roasting on a spit above the flames.  The man who's leg was dinner was slumped against a tree, apparently dead.  Slinking back to the party, the group decided that the goblins were a threat that had to be dealt with.  Splitting into two groups, the party attacked from both sides with a pincer manoeuver.   While surprise was achieved, the dice were against the adventurers, as almost everyone missed their first attack.

  The melee was short but furious, with several members injured before the goblins were dispatched.  The poor victim, an elderly gentlemen, was still alive, barely.  He managed to get out that his grand daughter had been taken by more of the goblins, pointint towards the path they had taken, and then breathed his last.  Turns out he was somehow related to Norgard, probably his father, and the grand daughter was likely Norgard's daughter.  Since they were on the way to deliver the platinum to these very people, the party sprung to action.

  Taking the path indicated, they journeyed as fast as possible, until coming into a clearing with a large bonfire.  The numerous female goblins and children scattered when the party burst onto the scene.  The clearing was bordered on the far side from the party by a low, rocky cliff about 50 feet high.  There were four small cave entrances at ground level, while a ledge up the face of the cliff led to a much larger entrance, flanked by two goblin guards.

  Deciding that the small caves were of no consequence, up the ledge our adventurers sped, as the two guards ducked quickly into the opening.  Ready for just about anything (they think), the party charged towards the mouth of the cave.

More to come...

Tournament Of Dragons Recap

Here's the weeks Tournament of Dragons, all in one post.  Vote for the covers you think are the best!

  Every week day I'll post two randomly chosen covers, and you vote in the sidebar poll for that day which you like best.  The poll will be open for one week, so everyone has plenty of time to decide.  The winners will be announced the next corresponding weekday, along with two more covers to battle it out.  The 360 issues will be broken down into groups of 40, making for nine groups total.  Each group of 40 will go through eliminations, first to 20, then 10, then 5 finalists.  To mix things up a little, I'll add a wild card to the final group of 5 finalists.

That gives a total of 54 finalists, which will then go to 27, plus another wild card, then to 14, then 7 plus 1 wild card.  The last 8 will be compared all at once, and It will be a two week poll, then we declare the final winner!

Monday : #350 vs #14
Dragon #350

Dragon #14


Tuesday : #338 vs #222

Dragon #338

Dragon #222


Wednesday : #144 vs #213

Dragon #144





Dragon #213


Thursday : #326 vs #189

Dragon #326





Dragon #189


Friday :  #75 vs #349

Dragon #75





Dragon #349




Get your votes in on the sidebar polls. 

Friday Tournament of Dragons

   Today it's Issue #75 versus Issue #349.  Click to embiggen.  Which do you think is the better cover?  Vote in the poll marked Friday Tournament of Dragons.

Dragon #75
Dragon#349

Thursday Tournament Of Dragons

  Today it's Issue #326 versus Issue #189.  Click to embiggen.  Which do you think is the better cover?  Vote in the poll marked Thursday Tournament of Dragons.

Dragon #326
Dragon #189

Wednesday Tournament Of Dragons

  Today it's Issue #144 versus Issue #213.  Click to embiggen.  Which do you think is the better cover?  Vote in the poll marked Wednesday Tournament of Dragons.

Dragon #144
Dragon #213

Tuesday Tournament Of Dragons

  Tuesday's Tournament of Dragons is Issue #338 versus Issue #222.  Click to embiggen, of course.  Which do you think is the better cover?  Vote in the poll marked Tuesday Tournament of Dragons.

Dragon #338
Dragon #222

Tournament Of Dragons

  It's often debated which of the 359 covers of Dragon magazine was the best.  Everyone has their own choice, based on the art, or the emotions and memories it evokes.  Let's find out which cover the collective old school blogosphere thinks is the best. (if you're not in the O.S.B., who cares, vote anyways!)

  Today I'm announcing the TOURNAMENT OF DRAGONS, a knock-down fight among all 359 covers for the title of Blogosphere's Favorite.  I'm throwing in issue #360 so it's an even starting number, and it should have been an awesome piece of art to start of the next age of Dragon, though I don't think it was such a grand effort.  Here's how things will work...

  Every week day I'll post two randomly chosen covers, and you vote in the sidebar poll for that day which you like best.  The poll will be open for one week, so everyone has plenty of time to decide.  The winners will be announced the next corresponding weekday, along with two more covers to battle it out.  The 360 issues will be broken down into groups of 40, making for nine groups total.  Each group of 40 will go through eliminations, first to 20, then 10, then 5 finalists.  To mix things up a little, I'll add a wild card to the final group of 5 finalists.

  That gives a total of 54 finalists, which will then go to 27, plus another wild card, then to 14, then 7 plus 1 wild card.  The last 8 will be compared all at once, and It will be a two week poll, then we declare the final winner!

  Why do this, you ask?  That's a good question.  There are several answers.
  • I think it will be fun to see who wins
  • It's something different in the old school blogosphere
  • Something for people to look forward to on a daily basis
  • To drive traffic to my site, of course
  I'm going to kick things off early with our first match, Issue #350 versus Issue #14! I have my favorite, which is yours?  Click the pics to embiggen.  Vote in the poll marked Monday ToD.

Dragon #350
Dragon #14

My Dice


  I miss my old dice.  Like the picture above, they were light blue, except my d4, which was orange, and my d12, which was the really dark blue as seen in the right pack.  For years I left the numbers uncolored, having forgot that they came with a crayon.  Later I decided it was too hard to read the numerals, so the light blue dice were colored with a white crayon, while my d4 and d12 received a dark red treatment, which was rather stunning on the d12, IMHO.

  While I had both the 1981 Basic and Expert sets, I don't recall what happened to one of the sets of dice, as it seems they were lost shortly afterwords.  I never did replace those dice, even when the WAY COOL crystal sets started to come out.  While the edges were battered and worn, and the d20's roll time could be almost measured in minutes, they were my dice of choice.

  They were lost in 2003, along with almost everything else I owned, due to a fire.  I've replaced most of the things that can be replaced, but my dice are gone forever.  I still keep searching eBay every now and then, but I've never run across a set colored like mine were.  Maybe one day.

Adventures In Rhymargg Session 4, Into The Felkwood Part 1

  Emerging from the ruins of Zenopus,  our intrepid adventurers first order of business was to get aid for poor Indel, grievously wounded by an animated skeleton.  Saren the cleric suggested the local church, where the PC's were introduced to Brother Faudron, of the Temple of St. Cuthbert.  While Indels' wounds were being tended to, the group used the down time to stock up their supplies, have notices created for hirelings, and hired a town crier to also advertise for their need of hirelings.  Only Thodric the torch bearer decided to stay in the employ of our group, the other two hirelings failing a morale check and deciding to seek safer, greener pastures elsewhere.

  The next day, with Indel back in good health, our heroes ran into two old friends, Tirra the thief and her companion Auric the fighter (yes, more characters from the second incarnation of the D&D comic ads).  Lured by the treasure thus far obtained, they agreed to join the party.

  At noon, at the Five Fine Fish tavern, interviews began for the prospective hirelings.  Three men-at-arms, one Dwarf, and four bearers were waiting.  Starting with the men-at-arms, up first was Mersa, a women-at-arms.  Auric took an instant dislike to her, and when she commented that she was a better warrior than he, a challenge was decided upon.  Mersa handily defeated Auric in mock combat, and won herself a job.  She was instantly nicknamed MegaBitch for her gruff attitude.

  Relric and Unloc, brothers with Swedish accents, also won their mock combat challenge, bringing the party size up to ten.  The four bearers, Partik, Kalus, Relstad, and Samloc, were also hired, the party deciding that one could never have enough red-shirts.  Then it was the Dwarf's turn.  Valerius decided that a "midget" offered no possible use to the party, Dorin the Dwarf responding that "Long Britches" needed a lesson in manners, and proceeded to handily stomp the daylights out of Valerius, who elected to fight with only his fists to make things fair.  Every prospective hireling had been hired, something I did not expect.

  The party (now fifteen members in size!) departed for the farm of Norgard, their man-at-arms who was killed, to deliver the 50 platinum pieces to his family.  This immediately earned a morale bonus for all the hirelings, such generous treatment being a rare thing in Rhymargg.  Being on the other side of the swampy Felkwood,  it took longer to reach the farm than anticipated, and by 11 o'clock the party still had not arrived.

  Part Two tomorrow...
 

 
 
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