Easy Programming
22 minutes ago
I give my highest recommendation to The Dungeoneer issue 1-6 compendium. I like the other issues of Dungeoneer a whole lot, but the compendium packs a whole lot of neat stuff between its covers. Among others things it contains Night of the Walking Wet, one of the greatest D&D adventure/mini-campaigns ever written.
Pure genius. If Uncle Gary can make the Rust Monster and Bulette out of some old Japanese "dinosaur" toys, why can't Mark Norton crumple up some tinfoil and call it a critter? In fact I love the Tinfoil Monster so much, I did an Encounter Critical conversion and made my own custom miniature![T]he primary reason I added PDFs was as a service for international customers who (understandably) balked at the $8+ shipping costs per issue (and these costs are going only going to increase). The last thing I want is to make the PDF a cheap alternative to the print product, especially as I make less on a PDF than I do on a print product...You can read his whole explanation in the comments to this post at his Adventures in Gaming blog.

I adore the premise but the intro voiceover is rough as hell. Especially in comparison to the brilliant theme song from the original series. Natalie Schafer's line "What mysteries now haunt us in a strange, enchanting place?" is pretty cool, though.

That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in the d20 system right now. Katanas deserve much better than that. Much, much better than that.-from 4chan, passed on to me by my buddy Pat
I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.
Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind. Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.
Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.
So what am I saying? Katanas are simply the best sword that the world has ever seen, and thus, require better stats in the d20 system. Here is the stat block I propose for Katanas:
(One-Handed Exotic Weapon) 1d12 Damage 19-20 x4 Crit +2 to hit and damage Counts as Masterwork
(Two-Handed Exotic Weapon) 2d10 Damage 17-20 x4 Crit +5 to hit and damage Counts as Masterwork
Now that seems a lot more representative of the cutting power of Katanas in real life, don't you think?











These guys are the more-than-half-starved remains of a kobold tribe pushed out of their territory by the Slavers. They subsist on raw fish as they've lost both the ability to make fire and access to their traditional hunting grounds. All kobolds are puny by design, but compare this duo to the healthy specimen from the Monster cards. I think those blotches suggest some sort of untreated disease, or perhaps they've lost scales in those places due to malnourishment.






I find this troglodyte to be much more menacing than its counterparts in the original Monster Manual.
The stats for pixies and rust monsters appear on the same page. I love how this piece neatly sums up the anything-can-happen spirit of the game. "Crap! Tinkerbell and the armadillo monster have teamed up to kick our ass!"
Those three adventurers are awesome. I don't know who owns the hands in the foreground but these Expert level PCs are going to ruin his day. The shaven-headed MU seems to be about to cast two different spells at once (check out the different special effects surrounding his hands). And that guy's eyebrows are beyond belief. His eyebrows are more badass than some whole characters. Because of this illo as a kid I sometimes wondered if some elves had ram's horns growing from their temples. How awesome would that be? And that dwarf has the same wicked eyebrow look. Notice he has no beard but sports a supersweet moustachio. And I like how he's sorta casually holding that blade. Like next round he's just going to saunter over to Mister Hands and coolly shiv him.
I really dig this basilisk. The smooth skin, the slinking pose, and the huge blank eyes kinda creep me out.
That the 3E iconics got their own line of novels but this guy didn't is a crime. Hell, that mustache should have its own action figure line!
In my LATEST phase, I feel that character background should be 25 words or less, and the GM's world background should be 500 words or less. The GM may have more information, but all the PLAYERS get is 500 words or less.--oldgeezer, a.k.a. Gronan of Simmerya a.k.a. Mike Mornard a.k.a. Mister I Played In The Original Blackmoor, Greyhawk and Tekumel Campaigns
After all, George Lucas only needed 83 words to introduce players to HIS universe.
93 words if you include
"A long time ago, in a galaxy far, far away..."
Hi guys! Sorry I've not replied earlier; I still don't have Internet access at home yet (this was written at the local library).Thanks for taking the time to respond, James. Some people are wondering about making AGJ and/or the campaign installments available as PDFs. What do you think of that idea?
The price I think is reasonable. 48 pages per issue for $12 isn't bad when you realize that there are only two ads (both house ads) and save for the cover and the index/OGL page, everything is content. Compare that to any classic Dragon magazine and you will see that there are at least the same, if not more pages of content. Also realize that Dragon was subsidized by ads, while AGJ is not, so the full cost must go to the consumer.
As for printing, it is damned if you do, damned if you don't. I print at a Print on Demand printer, which means that the number printed can be very low, but the per unit cost is rather high. I cannot print at a standard printer, as to get even a half-decent discount I would need to print thousands of units, and the market just isn't that big anymore.
You can also compare it to the Paizo products. 96 pages for $19.95 from them; yes it is in full color, but again, they go through standard printers and print tens of thousands at a time, getting a much, much greater discount than I ever could. It is a matter of scale.
As for the subscriptions, a 3-issue sub actually includes three issues of the magazine and three issues of the campaign installment (the Judges Guide for the various Wilderlands settings) plus free maps and other goodies and discounts on non-sub products. So the $84 cost is actually $14 per unit, and that includes shipping and handling (all products are bagged and boarded and sent First Class Parcel). The 6-issue sub is even a better deal, at $144 or $12 per unit (six magazines and six installments). Essentially shipping is free for a 6-issue sub.
Subs are not offered at 50%+ discounts because, again, there is no subsidy from advertising. Print media is dying because of a lack of advertising; that's what killed Inquest, not to mention many, many other magazines and newspapers. And the gaming industry is even worse for advertising. Without that advertising, the full costs must be passed on to the buyer.
That's why the cost is so high on a per-unit basis. As a final thought, when you look around and say, "But so and so sold a 48-page product for only half that!" look to where that company is today... likely, they are out of business, as they were not charging what they needed to in order to make their product profitable...
Rondo is the foremost Mesmerator of the 65th Quadrant. He's the only guy I know running an ongoing Encounter Critical campaign and he's having a contest to see who can send him the oddest or ugliest die. Dude wants authentically crappy or weird dice for his EC game. First prize is a scratchy copy of Kiss's disco-tastic album Dynasty. 


The last couple posts around here have been a bit of a bummer, so it's obviously time for some unbridled enthusiasm! Adventure Games Journal is the magazine side of industry veteran James Mishler's growing one-man FRP empire, Adventure Games Publications. James comped me a copy of AGJ #1 to review here and I dug it so much I signed on for the long term with a 6 issue/installment subscription. I say "issue/installment" because James is rolling out a modern day version of the Judges Guild campaign installment system. The subscription I paid for is good for 6 issues of AGJ and 6 campaign installments of the Wilderlands of High Adventure. Note that's High Adventure, not High Fantasy. This Wilderlands is a new licensed version of Bob Bledsaw's original, statted up for Castles & Crusades and fleshed out with lots of original material. I can't wait to get my first campaign installment.
I'm thinking that the old black & white maps might be useful as handouts for the players.
Don't play the pregen adventures, as they suck. I played one and was wholly underwhelmed. Then, last weekend, I played an adventure my friend made up, and had an enormous blast.I know you are trying to be helpful, dude, so don't take this the wrong way. Do you know how many people have told me "Don't judge the game by the pre-release hype"? This despite the fact that Wizards obviously wanted people to judge the game based on their hype machine. And then a bunch of people said "You can't judge this new D&D by the text alone, you need to play it!" Now you're telling me I have to play several sessions before I judge the game AND that I can't use the adventure Wizard's obviously wants me to use.
People who say it's more limiting are lacking in imagination. My group was fighting some dwarven soldiers holed up in a barn. There was one blocking the doorway, nearly immovable, fighting the dragonborn paladin. The wizard of our group was doing her best to rid us of the crossbow firing dwarves peeking out of the second floor window. My cowardly, city-rat-kid-turned-conscript rogue was doing his best to appear useful while not taking any heat, until he took a bolt to the shoulder. I built him in the direction of avoidance and mobility, figuring he was never much a fan for fighting fair, more for running away. I used an ability that let me move two squares before an attack, opting to make those two squares vertical. I made the acrobatics check to perch in the window frame upon my moving those two squares, and attacked the dwarf. Next round, after nearly being knocked unconscious and pushed out the window, I scurried in and used an ability that moves an opponent squares = to my Cha mod. Dwarves always move one square less for pushes, but I still got one square out of him; enough to trip him out of the rafters and onto his buddy downstairs, knocking them both unconscious.
So yeah, you can absolutely do fun, creative things with this system, you just have to learn this system. I urge you to play for a while to get in the swing of things before saying "Eh, it's not for me, cause I didn't learn exactly how to play the way I want in two games." It's different, it takes adjusting, and it really is leaps and bounds more fun than previous editions, as no one is sitting around waiting for their turn with nothing to do anymore. There are fun things to do and keep track of on nearly everyone's turn.
My reaction to 4E is pretty much exactly the same as 3E and it goes like this: If this game didn't have the D&D trademark attached to it, it would pass mostly unnoticed as yet-another-D&D-like-game. Nobody would feel obligated to try it, nobody would feel obligated to give it a chance, nobody would feel any need to have an opinion about it, and it would sink or swim (or, more likely, just sort of coast into a quiet place on the shelves) like everything else.
The most interesting thing about 4E is, IMO, exactly the same as the most interesting thing about 3E: it's another game with the Dungeons & Dragons trademark legally applied to it by those who purchased said trademark.



"Yup, that's right. At WotC we're playing OD&D. I read Jeff Rients' report of his Winter War OD&D game, and I had to run the game."
--Mike Mearls