Showing posts with label Rulebook. Show all posts
Showing posts with label Rulebook. Show all posts

Tuesday, 12 October 2010

B/X Companion

A couple of days ago, I began to sketch out the details of my next campaign, and I was planning on making it a 'White Box' game, using Swords & Wizardry. Now, I'm not so sure, and it is largely due to my latest acquisition...the B/X Companion. This is one that I have been looking forward to since it came out, and it has not disappointed in the slightest!

What we have here is a book that works with 'Basic and Expert' rules sets, specifically the '81 sets, and is designed as the 'Companion we were promised but never got'. I'm going to say that the Companion, Master and Immortal sets never made a vast amount of impression on me first time out, in fact I don't think I ever actually used them in a campaign. I don't tend to do much high-level play. (My 'sweet spot' is 1st to about 6th...)

Getting the physical nature of the book out of the way, my copy was well bound, and well illustrated internally and externally. It was also shipped pretty quickly from the States to over here in England, I had the book around ten days after I ordered it. (One slight point here in that I was a bit surprised that this wasn't been sold through Lulu. Not a problem, just a curiosity.)

The book builds on the previous information in the '81 books, so the actual class section is fairly short, without too many real surprises. It makes the point that Thieves' skills top off fairly early on in the 15- 36 levels in this book, so adds the new skills of 'Craft Device', 'Physical Prowess' and 'Deception'. Nice touches. The additional spells are again reasonably familiar. Some new lower-level spells are included, but the vast majority of the spells given are of higher level, as would be expected. These all seem logical and sensible.

Up to this point the book is competent and as might be expected, but around page 20, it starts to kick into high-gear. First there is a section on hazardous environments, as well as a collection of new retainers – including the Assassin, the Castellan (so the Keep on the Borderlands guy gets 2,000gp a month. Even after tax, that is one sweet job. No wonder he never bothered to clear out the Caves of Chaos!), the Court Magus, and even the Smith. Some new optional rules for combat are given that can simplify higher-level play, as well as the idea for 'variable combat damage by class' – but with the wrinkle that the type of weapon still has an effect. The mass combat rules are a real gem. Essentially, each unit is classed as a character, and is then handled in the same way as normal combat. I can see my group using cardboard rectangles to fight such battles out on a map; it's an excellent way of doing it.

Things get better in the 'Monsters' section. The 'Animals of Legend' are an excellent idea, and could be the focus of an entire campaign. The 'Ruinous Powers' could definitely be the focus of a prolonged campaign. Stats for the Leviathan that actually make it a truly fearsome opponent. Some improved versions of creatures such as the Ogre and the Goblin. (And this book even has stats for David Bowie! Sorry, the 'Goblin King'.) New human types – the Assassin, Bard and Druid are also included – I really like this.

The new Treasure types are listed at the end, and are more or less what would be expected from previous editions – vorpal blades, elven chain mail and the like. But then comes the 'Dragon Master' section. (I really love that title, by the way!) Some notes on running dominions, without multitudes of tables. Designing adventures for high-level foes. And even the 'Bard' as a character class (which basically translates to a Thief with some extra abilities.) The final page (which seems to come after the conclusion of the book, which threw me on first read) covers 'special adventures' – planar travel and the like.

To conclude. This book beats the Companion Set hands down. Will I ever run a game with 20th-level PCs? Probably not. But that doesn't matter, as there is material in this book eminently suitable for lower-level campaigns, as well as some pretty sound advice that compliments the '81 boxed sets well. I can recommend this.

(I'd say this book is totally usable with Labyrinth Lord without any changes at all. Swords & Wizardry will require some alterations, but most of it will still be very easily usable.)

Buy This Book

Friday, 24 September 2010

Advanced Edition Characters

I went into this one expecting to like what I saw, and I came away initially with a slightly unsatisfied feeling – it took me a while to understand why. I'll explain later...

Physically (I picked up the paperback version from Lulu), the book is well-presented, well-laid out, and a good match for the revised edition Labyrinth Lord in terms of style. Everything seems to be in good shape; my one niggle is that there is no index, though there is a substantial table of contents.

The book opens with character creation, and here we have the usual races you would expect from 1st Ed, as well as the additional classes – new races Half-Orc, Half-Elf, and Gnome, new classes Paladin, Ranger, Illusionist, Assassin, Druid. As promised, this book allows characters to be created that match 1st Edition standards, without a lot of the clutter. I was pleased that proficiencies were left out, but that the 'Secondary Skill' table, providing characters with some background skill from their past, was included.

Frankly, it was at the part of the review that I hit a stumbling block. Suffice to say that this book contains most of the 'missing content' that 1st Edition had that B/X did not, but written as if it was a later book in the B/X product line – I'd almost say that this is the 'Companion' book we've been waiting for all these years.

This is my point – there is nothing here that we haven't seen before. That's what initially left me somewhat unsatisfied, but I rapidly came to see that this was the greatest strength of the book. In one 156-page book, all the elements of 1st Edition that I like have been provided here in a distilled format, and pretty much everything I dislike has been left out. I'm going to put it another way – this isn't the 'Companion' – this is what 2nd Edition should have been like.

Is this book a new, amazing read? No. But then it doesn't promise to be. Is this book good inspiration for games – yes. Is this book actually useful at the table? Definitely yes. I have a running debate with a friend of mine over sourcebooks that are 'cool and revolutionary' over ones that are 'actually useful at the table'. The former I will read an enjoy, and they will sit on my shelf unused. The latter I will read through, and then carry to every session and eventfully wear out through use – though on first read it didn't hit me as hard. This definitely falls into the latter category, folks. If you're looking to run a 1st-Edition style game, you could do a lot worse than pick this up. If you want a good 'sourcebook of stuff' for your B/X game, this is pretty much essential.

Will I use all of this? Probably not; I'd rather run a more B/X style game, racial class and all. Will I grab monsters, spells, magic items from this? Absolutely. Recommended buy.

Buy at Lulu

Original Edition Characters

As I have recently reviewed that Advanced Edition Companion, it seems sensible to follow it up with a review of another Labyrinth Lord sourcebook, Original Edition Characters. Like the AEC, the OEC is designed to help imitate a slightly different style of play, that of the original '74 D&D edition, but with some minor variations. It also has a second purpose, serving as a player's handbook to the game itself.

Physically, another good book. (Still no index, though!) You get a 64-page digest sized book, with some nice illustrations and generally well laid-out; everything is in a logical place. Everything needed for the generation of a Labyrinth Lord character is present - classes, races, equipment lists, and spell lists. As a player's handbook, it works well.

As a way of moving Labyrinth Lord closer to the 'original three', it works as well. Looking under the hood, for the GM it is essentially the same basic system in any case, so there is no need to make any changes there. The changes is for the players, who have slightly different options to choose from (no thief, elves effectively as dual-class characters), and a somewhat different ethos to the game.

Do I recommend this? Let me put it this way - I'll be picking a copy up for each of my players for my next Labyrinth Lord campaign.

Buy at Lulu

Companion Expansion

I initially stumbled across this one on Lulu while I was buying my copy of the Advanced Edition Companion, and was intrigued by what I saw - intrigued enough to plonk down my money for a copy at the same time, though until yesterday it had remained on my shelf. Now, I think it highly likely that it's going to be a key part of my campaign.

Production wise, you get a 116-page book, pretty well illustrated, that is designed for 'Basic' and 'Expert' rules systems. (That has a familiar ring to it, somehow...) Although it is not associated with Labyrinth Lord or any other retro-clone, there should be no problems using it with any of the B/X-style rules-sets. I stress that point - the nature of this book will make it less useful with something like OSRIC.

I don't really consider this a 'Companion' in the B/X sense of the world. It isn't really a high-level supplement, though it does extend the level limits all the way up to 36. This to me is a good thing. I didn't actually think the original Companion book was that good, and I very rarely take campaigns above Expert level in any case; I find lower-level material a lot more use.

The best thing about this book comes right at the start. Seven new classes, presented in the OD&D style, that add more classes and races to the game - and each is distinctive. Although the new classes are drawn from AD&D, having them add something new to the game is taken as more important than apeing the class.

So you start with the Bard, almost all of whom's powers relate towards using his musical instrument. He has some of the Thief skills, some illusionist spells, starting at 2nd level, and abilities to inspire courage, alter reactions, and charm his enemies. The Druid is as you'd expect taking his spells from the Druidic spell list, but essentially a 'nature cleric'. (Yes - there are two new spell lists here. Another take on the Druid and Illusionist spells.)

Then it gets better - a varient Elf, the 'Wildwood' Elf. This again draws Druidic spells, but has a range of abilities designed for use in the outdoors. (The book recommends not using both types of Elf in the same campaign - I disagree. Great scope for conflict.) Then the Gnome, and this is a good one. Basically on the same power level as the Dwarf, but less good at fighitng and with illusionist spells. A much better fit to OD&D. Then Half-Orcs/Half-Elves. Interestingly, both of these classes have been treated in the same way in the game, with the same abilities; the take is that both are 'outsiders', and that the external differences are largely cosmetic. They are treated as outdoorsmen, again with some Thief abilities, some tracking abilities, and some to cure wounds. I like this idea in general, but I think in practice I might include some variation between the two.

My favourite race next - the Half-Ogre! We see far too little of this gem, and here he is for B/X. D10 hit points and damage bonuses form the bulk of his abilities, and make him a ferocious fighter, which is as it should be. Slow level advancement, though. The Illusionist - again - comes next. A fairly standard take on it. The final new class is the Scout, which is essentially a Ranger, but without clerical spells bolted on; I like this class, as it actually does add something new.

I've spent a lot of time on the classes, as for me they were what made the book distinctive. There is a nice comprehensive equipment list, but nothing particularly special. Then the spells, which take up about half the book - a few additional magic-user and cleric spells, and complete druidic and illusionist spells lists. Whilst these have been seen in other products before, I still like having lots of different spell lists to make the magical characters distinctive.

Most of the second half of the book consists of new monsters, and again we see a lot of familiar faces. A few that stand out are the Bookworm, which is death for a spellbook, the Rust Dragon (like a Red Dragon, but with a breath weapon that mimics the effect of a Rust Monster!) , and some nice varieties of skeletons to make those undead encounters interesting. This is one of those sections of the book that are more useful in the game than a great read; if you've been playing for a while you will have seen most of them before.

The book concludes with a selection of magical items, again drawn from AD&D, nicely sorted into tables. Again - we've seen these before, but they are all converted and are all here in one place. You can't really have too many magical items, I think. Plenty of reference tables finish the book.

Why did I like this? It is useful. I can use the whole book in my LL or B/X campaign without any modifications, or any changes to the basic nature of the game. It is still B/X, but now with a range of additional classes, spells, monsters and options. I can recommend this for that reason. It is available through Lulu, and there is also a free (non-art) PDF download available.

Buy at Lulu