Tuesday, June 23, 2009

Another S&W Index Card Character Sheet


It seems that putting your "old school" character sheets onto index cards is all the rage nowadays. I think it's a great idea, what with them being so "stat light" and have seen some great ones.

In particular, my version was inspired by le bulette's and made use of the graphic elements in a full-sized sheet by Thomas Denmark at Original Edition Fantasy. Thanks again for letting me use those!

You can find the PDF here. And the editable Photoshop (psd) file is here. Help yourself if it's of any interest to you.

UPDATED 11/10/10 to add the master file and update the PDF link.

Saturday, June 6, 2009

S&W "Travel" Game Kit

As I discussed in the previous post, I'm throwing together a "digest-sized" set of Swords & Wizardry White Box. The idea is to be able to take it on vacations, camping or wherever, and be able to play if the desire strikes.

At the right, is a pic of my setup so far - a digest printing of the WB rules, punched and put into a DayPlanner binder I had lying around. With it for comparison is my full-sized copy of the S&W core rules, comb-bound with laminated covers. It helps to work in an office supply store. (No NOT Staples.)

I've also copies of the Classic D&D Modules B1: In Search of the Unknown, and B2: The Keep on the Borderlands. Both printed up booklet style.

I found these great S&W index card character sheets (here) that fit right into the spirit of the kit.

And, based on another post in that sane blog (Thanks, bulette!), I need to make a little mini DM screen to pop in as well. Work, work, work!

I'll also be modifying his Labyrinth Lord 3x5 character sheet to use for my DM copies of character sheets and NPC sheets in my "regular" Classic D&D game.

Friday, June 5, 2009

WTF?!

OK, those last two posts are ones that I started back on May 31st and just saved the drafts as I worked on them. So, I finish and post both this afternoon, and the date stamp still shows May 31!

Don't you think they'd go onto the blog dated for when they were actually PUBLISHED?

EDIT: I actually searched the Help section and found an answer! The date defaults to when you first started the post, but it can be changed. Yay!

A Colored Map

Got out the colored pencils and played with some coloring last weekend. I want to get an idea where the mountain ranges are and see the global view brought to life. After that, I'll zoom in on a smaller region and go at it hexmap style.


Just based on how this came out, there are already changes of course. The other "problem" is that I've been playing with putting this image into some software that lets you do proper cartographic map projections, and when it's projected onto a globe (orthographic view) I can see the distribution of the continents doesn't work at all. So, I need to move somethings about, and maybe do a bit of re-sizing here and there to get something that is more aesthetically pleasing.

Sidetracked! (or why do I do this?)

I've held off from doing much with Swords and Wizardry so far. Sure, I went and downloaded both versions so that I could look through them, but hadn't really done much yet. Unfortunately, I finally caved in to the hype and took a bit of time to read the White Box version.

Now, as I've noted, BECMI/RC D&D is my system of choice for an ongoing campaign and that won't change. I do want a bit more crunch in my base rules, but RC still gives me all the freedom to house-rule as I see fit. I've never played Original D&D, and never have seen a real, live set of those little brown books. So, when I had just skimmed through S&W on other occasions, I just saw rules variation that I didn't get. They weren't quite "right".

This time reading through it, something was different. Maybe I just was looking at it with a different mindset, I don't know. But what I saw was really cool - the simplicity just kicks rocks, and I can totally see using White Box for one-shot and pick-up type games.

What's it got going for it? Well, simplified mechanics, mostly. The whole "all weapons do d6 damage" thing, a single saving throw, very basic monster stats, index card character sheets. I have to say that for these quicky games, I'll even use Ascending AC. It's pretty simple to understand and use on the fly.

I plan to put together a little gaming package in a digest-sized DayPlanner binder that I can take anywhere - vacation, camping and so on, so I can pick it up and play with the kids for an hour if it rains. The WB rules, printed digest size, a single set of dice, and some adventure stuff.

What I need to spend a little time on is the adventure part. I want to put together a small 'sandbox" style setting to include in the kit. A map of the PCs home base village and the surrounding area, populated with mini-dungeons and set-piece encounters that will be found as they follow rumors or just hex-crawl around the map. That'll be the most time-consuming part, but I think it will be worth it. Once it's put together, I'll be sure to share.

Sunday, May 10, 2009

Random Rules Post 1

I find myself spending way too much time perusing boards (RPG.net & Dragonsfoot mostly)for ideas rather than coming up with my own stuff. I'll read and read and read,and always get more ideas than I can ever use, and I LOVE IT! So there.

By the way, can anyone recommend others that have enough "Classic" content to consider? I know there's the OD&D Discussion board, but it really does focus on OD&D, which isn't quite my thing.

One of the things this blog will help me to do is, as I said, get those ideas on paper so that I can focus on incorporating the ones I decide to actually use. So, this post will be the first in a series, I imagine. As I poke about the interwebs and find "stuff", I'll put it here for further consideration.

Two for this morning. Discuss.

  • "Death's Door" Rules: I've always played in small groups and it sucks gettting killed too easily, so I see the value of not dying automatically at 0 HP. The "Survive to -10" seems arbitrary, and too much, as does "Survive to - CON" (survive to -14, or -18, really?), two options I've seen. I kind of like the "Save or Die" option from the RC, it gives you a chance, based on your class and level. Another good choice seems to be "Survive to - CON Bonus" which rewards those with high CON. Makes sense to me.
I guess my vote will be either "Save or Die" or "- CON Bonus"

  • Critical Hit/Fumble: I know that in "Classic" that Natural 20 doesn't actually mean anything. But like most people (as far as I can tell), it is house-ruled so that it does. At the minimum, it becomes an automatic hit, usually for Max or Double damage. I lean to max damage. What about more specific critical hit rules or damage. A recent thread on RPG.net turned up2 cool charts: here and here , but are they just more rules? What about teh "Natural 1"? An Automatic miss, yes. Chance to hurt yourself or an ally? Lose your weapon? I actually don't remember using this really, just Natural 20 rules.

Friday, May 8, 2009

First Map

Here is the base for my world map. I've sketched out the continental outlines so I have a starting point, and can grow from here. I'm using the AD&D 2e World Builders Guidebook to some degree here. From this world view, I'll be roughing out the gross geographical features and climate patterns. Once that is done, I'll zoom into a smaller region that I can flesh out in more detail for the players.

My plan is to make classic Mystara-style hex maps initially, (OK, maybe not that nice), using the fantastic online utility Hexographer. Then as I feel artistic or more creative, work on redrawing everything more by hand, in the vein of the Tolkien Middle Earth maps, or Darlene's Greyhawk (1) & (2).

This map is a mash-up of a number of hand-drawn maps I made. I did 3 or 4 sketched maps, roughing out continental shapes, and scanned them all into Photoshop. I was then able to mix and match pieces I liked, rotating, flipping, shrinking or expanding, and so on.