Tuesday, July 24, 2012
The “Jennisodes” Podcast is Now Live
Tuesday, February 14, 2012
A Face in the Shadows: Alistair Philips (Wildwyck County)
- A surprising number of people have vanished in Wildwyck County,
more than simple happenstance can account for. These vanishings extend
back to the colonial period, but few realize how long this has been
happening. Philips has discovered that the disappearances occur in cycles,
rising in frequency every seventeen years—a cycle that corresponds with
the emergence of the local cicada brood.
- An interesting number of “Indian stones” can be found throughout
the county. These megaliths are commonly believed to have been erected by
the ancestors of the Kettahwohnucks for religious purposes. There are also
those who purport that the stones are not the product of the indigenous
tribes, but were erected by an alien population that settled in the region
at some point in the past. The Celts, Vikings, Egyptians, Phoenicians, and
even Atlanteans have all been named the source of these Neolithic monuments
at one point or another. Many have strange sigils and carvings on them
that some believe give credibility to these more outré origins.
- Those interested in ghost breaking might wish to contact Raymond
Crowe, the owner of the decaying estate known as “Whispering Laurels.” As
last surviving scion of that family, Crowe inherited the estate, a
crumbling Gothic Revival mansion with a checkered history. Crowe is in
deep debt due to his habit of visiting the track in Saratoga Springs and
has been considering using the old estate to replenish his dwindling funds
by either selling or leasing the place. Unfortunately, no one wishes to
spend much time in the massive corpse of a home.
- A student who volunteered for an experiment performed by the
Department of Oneirology at Bishopsgate College has vanished. Although not
an uncommon occurrence in these parts, the disappearance occurred while
the student was inside a locked, windowless “dreaming lab” on the college grounds.
A police investigation is underway and ransom is suspected as the motive,
but there are those who think the culprits may hail from a place
unreachable by physical means.
- Odd lights have been spotted on occasion hovering above the
leaning stone known as “Satan’s Lamppost” and local residents never
venture near the granite oddity when this spectral illumination is
sighted. Many discount the lights as the product of swamp gas, moonlight
on low clouds, and even large congregations of fireflies, but those
disbelievers suggest these explanations a comfortable distance away from
the ancient stone.
- There is a local boogieman known as “Old Jan” who supposedly
haunts the hills and forests of Wildwyck. The legends say he was born
hideously disfigured and his ashamed woodsman father kept the boy locked
in the root cellar of the family shanty high up in the mountains. When the
father died, the boy—now grown to an adult and possessing an animal-like
cunning—escaped from his prison and currently dwells in the wild, catching
small animals and eating them raw. He also has a taste for human flesh, an
appetite acquired when he feasted on his father’s cold corpse after
breaking free, and Old Jan lies in wait for campers, hunters, and lovers that
stray too deep into the woods and mountains. This legend is existed in one form or another for more than two
hundred years old and this is just the latest incarnation of it.
Friday, December 23, 2011
Wildwyck County Map
Friday, October 21, 2011
New Horizons
“OK, Mike, if that’s how you feel, what’s next?” I’m glad you ask.
Wednesday, July 27, 2011
Fight On! For Five Dollars
Thursday, July 14, 2011
Fight On! to the Twelfth Power!
Mutants! Androids! Robots! Pure Strain Humans! Fight On! is back, with another 88 pages of gut-wrenching, laser-pulsing, fist-pounding action! Rules variants, tables, adventures large and small, science fiction and fantasy, races, classes, monsters, spells, magic items, NPCs, history, opinion, and lore can be found herein! Featuring art and articles by Mark Allen, Ian Baggley, Lee Barber, Erin "Taichara" Bisson, Daniel Boggs, David Bowman, Simon Bull, David Coleman, Fat Cotton, Michael Curtis, Liz Danforth, Ndege Diamond, Ron Edwards, Kelvin Green, Tim Kask, John Larrey, John Laviolette, Lester, Gabor Lux, Heron Prior, Jeff Rients, Chris Robert, Zak S., Alex Schroeder, Jason Sholtis, Tim "Sniderman" Snider, Jennifer Weigel, and this issue's dedicatee James M. Ward, alongside many others! If want to take your FRP experience to the next level, don't delay - buy this issue and Fight On!The print version is available here:http://www.lulu.com/product/16258333
and the PDF is available here: http://www.lulu.com/product/16258563
To encourage you to check us out, we have put two other products on SALE along with the release of Issue 12. These prices won’t last forever! The Fight On! Compiled Compilation +4, combining our first four fabulous issues under one cover, can currently be purchased for $19.99; and Roll the Bones, our well-reviewed collection of fantastic fiction, is available for just $14.99. We’d be honored if you checked one or both out!The compilation is available here:
http://www.lulu.com/product/15712103
and Roll the Bones is available here: http://www.lulu.com/product/14939306
If you buy by the end of the day TOMORROW (July 15), you can save even more on all of these – lulu is offering a site-wide discount of 20% off everything with the coupon BIG (BIG305AU, BIG305UK for some foreign readers), making this one of the best times to check us out for the first time or check back in if you’ve missed a few issues! While you’re at it, check out some other lulu gaming products – there is a ton of good stuff on there from all kinds of producers.Thanks for your interest, and whether you pick up an issue or not, keep fighting on!
Table of Contents
Champions of ZED (Daniel Boggs) 3
Fast Company II – Nonhumans (Schroeder & Shieh) 11
It’s All in the Cards (Michael Curtis) 12
The Tomb of Kaman-Doh Rey’d (David Coleman) 17
The Apen (Andrew “The Venomous Pao” Trent) 20
Geologians (Tim “Sniderman” Snider) 22
The Witch Doctor (Scott Moberly) 24
Knights & Knaves (Barber, Green, Rients, & Cal) 25
Grognard’s Grimoire (Erin “Taichara” Bisson) 27
The City State of Dusal Dagodli (Gabor Lux) 28
The Darkness Beneath (Heron Prior & David Bowman) 32
Education of a Magic User (Douglas Cox) 44
Doxy, Urgent Care Cleric (J. Linneman & K. Green) 45
Sir Tendeth (Tim “Sniderman” Snider) 46
Creepies & Crawlies (T. Snider and Jeffrey P. Talanian) 60
Monstrous Ecology (Ron Edwards) 63
Random’s Assortment (Peter Jensen & Random) 64
Curses Gone Wild! (John Laviolette) 65
Artifacts, Adjuncts, & Oddments (Jason Sholtis) 67
Treasure Types (Simon Bull) 68
Dungeon Modules: The Rondo Rooms (Jeff Rients) 69
Pigdivot! (Chris Robert) 72
Where the Action Is (Zak S.) 80
Merlyn’s Mystical Mirror (Gabor Lux & Jo Kreil) 84
Notes from a Master (James M. Ward & Tim Kask) 86
Front cover by Mark Allen (marjasall.com). Back cover by Kevin Mayle. Fight On! logo by Jeff Rients. Jim Ward photos by John Sapienza, Jr. and Breck Ward. Interior art and cartography by Jason Sholtis (4,9,21,67), OSRCon (osrcon.ca: 6), Fat Cotton (7,80), karenswhimsy.com (10), Anthony Stiller (12,64), Black Blade Publishing (blackblade publishing.com: 13), Liz Danforth (15), Hudson Bell (16), David Coleman (17), Netherwerks (netherwerks.blogspot. com: 18,42), Lawrence Raymond (18), Ndege Diamond (19,33,40,47), Lester (22,60,61,86), Centers for Disease Control (24), Kelvin Green (25,45,65), Lee Barber (26,51, Creepies & Crawlies logo, Knights & Knaves logo), Alex Schroeder (27,34), Gabor Lux (28,29,30), Antonio Sant’ Elia (31), Robert S. Conley (batintheattic.com: 32), Heron Prior (37,48,51,52,53,57), Bronze Age Miniatures (bronze agemin.com: 41), Douglas Cox (44), Tim “Sniderman” Snider (46), DEI Games (deigames.com, 46), John Larrey (54,63), Ian Baggley (62), Jennifer Weigel (69,74,79), Matthew Howerter (70), Kevin Mayle (72), Greengoat (75), Peter Schmidt Jensen (83), Henchman Abuse (henchman abuse.blogspot.com: 84), and F. Douglas Wall Publishing (fdouglaswall.blogspot.com: 85).
Monday, May 23, 2011
Topographical Mapping Help Wanted

Without going to much into it, the piece really needs a map to accompany it and I have the perfect topological map for it. I’ve taken a stab at it, but I’m not satisfied with my efforts. The map I’m working from is an old U.S. Geological survey map so it is quite detailed. What I’m now looking for is a gifted mapmaker who could render such a map into one more suitable for a roleplaying aid, but retain the character and sense of realism found in the original. It would end up being a large map, roughly 11” x 17”, suitable for a two-page spread and lots of room for adventuring locales. This is not necessarily for a fantasy world, so an eye for the realistic is a plus on this. If you could give it a 1920’s feel too, that’d be even cooler. In return, I’d gladly share the byline on the eventual article with you.
If this sounds like something you’d be interested in, please drop me an email at poleandrope AT gmail DOT com. If you’ve got a sample of your work or a link to some, feel free to include that as well.
Friday, March 25, 2011
Fantasy Game Tables Contest
Monday, December 13, 2010
“Out of the Box” Game Summary
Most of the afternoon’s exploits occurred around the Keep (of Borderland’s fame) and the Haunted Keep (from the sample dungeon at the back of the Moldvay rulebook). The session ended with three-quarters of the party dying and the last member escaping with all the loot—about average for an 1st level party right out of the box.
While the adventuring portion of the day was only average, the point of the “Out of the Box” experiment—to see if it was possible to revisit the game without succumbing to the preconceived notions that come with thirty years of involvement in the hobby—was by far more successful, surprisingly so, in fact. Having re-read Moldvay Basic with what I hoped was a pair of novice’s eyes, I came away with fresh notions and a few house rules that I would never have considered otherwise.
The biggest joy of the process, however, was reacquainting myself with the Keep. It’s been a long, long time since I’ve bothered to look back on that stony edifice, but, once I did, what I found surprised me. The Keep gets a lot of flak from folks who’ve never actually experienced it firsthand or did so only in their youth. The lack of names for its inhabitants is often cited as one of the flaws of the place. Having returned to the Keep with more mature eyes, I can only say that it is one of the finer examples of “home base” design I’ve encountered. Gary certainly knew what the hell he was doing when he put that place together.
In my youth, I remember looking at the Keep and wondering why all this “useless” information was provided: details about guild fees, storage of trade goods, the habits of residents after-hours, and the like. Now I found all this to be an immense springboard for not only future possibilities of conflict and adventure, but as a means to bring the location to life.
In yesterday’s session, the thief decided to see if it would be possible to rob the chapel, perhaps acquiring some of its overly-priced holy water as well as cash. That heist, as unsuccessful as it was, was a joy to run as a referee because I had all the pertinent information at my fingertips: the layout of the church, the probable positions of guardsmen, the surrounding buildings and their heights, and information as to whether or not there would be any cash in the donation box in the event that the thief got inside.
When it comes to refereeing style and advance preparation, I’m definitely more in the “free-wheeling, it’ll come to me when it’s needed” school, but the Keep showed me that there is something to be said for sparse, yet precise, game notes. It got me to reconsider, if not revamp, my style of game prep and I’ll be making some adjustments to my notes over the holidays before the Watchfires & Thrones game recommences next year. Even with thirty-years of gaming experience under my belt, Gary can still run rings around me when it comes to game design. Here’s one student who will undoubtedly never surpass his master.
The “Out of the Box” experiment allowed me to walk away with two nifty house rules. One was a complete surprise. With me reacquired novice’s eyes, I came up with a system that determines a PC’s social class, previous profession, connections to other characters, and, optionally, reason for adventuring in a single action. I was impressed with my own creativity and I’ll be fine-tuning that method and submitting a piece on it to Fight On!
The second house rule was a simple method for determining and tracking wear and tear on a character’s arms and equipment. That’s not something I usually pay much (read “any”) attention to, but when the Keep’s description mentioned that there was a smithy that repaired such items, my novice brain told me I had to come up with a way to keep that poor guy employed. And frankly, in a world where a suit of plate mail runs you 60 gold pieces, anything that causes the characters to continue to spend money on arms and armor is a good thing from the referee’s point of view.
The method I developed was this: Whenever a PC rolled a “1” on an attack, his weapon became worn and I had him put a mark next to the item on this character sheet. After three such marks, the weapon broke and became useless. It would have been possible to have some of the damage repaired (have all but a single check removed since you can’t get a weapon back to “new” status) for a fee at the smithy. For armor, I used a similar method. Any time an opponent scored a “20” on its attack against the PC, the player made a mark next to their armor and the rules above applied. It was a simple yet elegant solution to the problem—provided you’re not already using ones and twenties for fumbles and critical hits. I’m on record as being against those things anyway, so it works fine for me.
Nevertheless, I realize that some people expect that there will be critical hits in D&D—nearly forty years of house rulings tend to do that. But I wanted to do something different with the way I adjudicated such blows in the “Out of the Box” game. In a response to this, I came up with a “floating critical hit” idea.
In my Labyrinth Lord game, I’ll tell the players what an enemy’s AC is so that they know what they need to hit the beast. In theory, they have their attack matrix written down at the bottom of their character sheet so it’s a simple matter of looking down to see that they need “X” to hit AC “Y”. I say “in theory” because I have a player or two who still rolls their attack die and then looks at me like a deer in headlights while they wait for me to tell them if they succeeded or not. That drives me up a wall.
So to avoid that, I decided that critical hits would be a result of a d20 roll that resulted in exactly the number they needed to hit their opponent’s AC. It would be the same 5% chance as rolling a natural twenty, but that “20” would change from AC to AC. So, if as a 1st level character, you need a 13 to hit AC 6, a roll of “13” (not counting modifiers) meant that the attack bypassed the opponent’s armor completely and did maximum damage. As one little wrinkle to this, only fighters and demi-humans could score a critical hit. That was my little way of rewarding the otherwise overlooked fighter.
As of now, I doubt that “Out of the Box” will become a recurring campaign. I may return to it as a one-shot from time-to-time, but I think I have too much already invested in my Labyrinth Lord campaign setting to branch off into a second fantasy campaign. It’s much more likely that I’ll take the lessons I learned and some of the neater ideas I came up with for that setting and import them over to the Kinan-M’Nath. Despite this reluctance to return, however, the concept of an “Out of the Box” game is a good one and I’d recommend it to anyone who digs crazy thought experiments of this sort. Revisiting old ground with fresh eyes is a fascinating experience, even an instructive one, for jaded old referees like myself.
Thursday, December 9, 2010
Welcome to My World
While the premier issue still holds up and contains more than a few nuggets worth mining, what really caught my eye this time around was the editorial written by good old Ignatius Ăœmlaut, publisher and editor of the fanzine. Entitled “In the Time of the Broken Kingdom,” it is, amongst other things, a love letter to the open game of yore, the sort of campaign where anyone at anytime could stop by, pull out a character from their overstuffed briefcase, and spend a few hours as a guest in an ongoing campaign world.
That is a rare thing these days. As a whole, the hobby has become a place where, to quote the editorial, “we often content ourselves with smaller communities: our own group’s game world, the fandom of worlds like Tekumel, Glorantha, Greyhawk, Blackmoor, Arduin, the Forgotten Realms, the World of Darkness, and so on, communities devoted to the particular ruleset we like best, even communities of game designers.”
The way we play these games has changed since they first blossomed out of the organized chaos of the sand tables of the Mid-West. If I may be so vainglorious as to quote myself from the intro to The Dungeon Alphabet, the hobby, like the dungeon, “is no longer the unexplored country it was in its youth. And, like any unexplored land, it has lost its wildness and unpredictability with the arrival of more and more people and the laws and rules that a population brings with them.” Things have been “mapped and codified, rendered predictable with familiarity. It is no longer the Wild West or the lawless high seas.”
It is almost difficult to imagine, as the clock slowly winds down on 2010, that the campaign world was often a much more fluid place, one where people came and went depending on the whims of their schedules and travel times. The gamer of today might be hard pressed to imagine this scenario described in an article from a 1980 issue of New World entitled “It’s Only A Game…Or Is It?”, by Moira Johnston and quoted in the Fight On! editorial:
The liberal immigration policies of [Deanna Sue] White’s D&D-based ‘open universe’ allows characters to visit from other worlds and universes, making Mistigar an intergalactic entrepot. “Whenever I’m in L.A., I call to see if Deanna’s having a run,” says Clint Bigglestone, Bay Area fan and producer of the FRP convention, DunDraCon. His characters adventure through Mistigar, returning to the Bay Area with wounds and stories that spread Mistigar’s network of contact…The FRP network has become so sophisticated that it is now possible for jealous, upstart worlds from all over the country to attack Mistigar. Two attempts to subvert her world have already been thwarted, one by Bigglestone, whose characters discovered, while campaigning through Dave Hargrave’s world near San Francisco, that evil members of Hargrave’s Black Lotus Society planned to attack Mistigar. Loyal to White, Bigglestone’s characters attacked and killed the plotters.
As the date of the article suggests, the situation described above was not an uncommon one even as the hobby entered the boom years of the early 1980s. I remember playing in several campaigns in junior high which featured characters hoping from one world to another in the school cafeteria depending on whose turn it was to referee, bringing their grudges and artifacts of unbelievable power with them for the journey. This style of play was to fall out of fashion as the years progressed and campaign worlds became more insular in nature. Ironically, the open campaign went into decline as the commercial campaign setting began to ascend, a product that, on paper, would seem to make the open campaign more accessible to gamers around the world.
This editorial got me thinking about the way things once were and what they are no longer. There have been and continue to be attempts at “organized play,” moderated events that do what White and others did without the benefit of an overseeing committee or communication methods more advanced than the mailed letter, mimeographed fanzine, or telephone call. Outside of a brief membership in the RPGA back in the late 1980s, I haven’t been exposed to these efforts and I can’t claim to know if they do an adequate job of recreating or maintaining this level of campaign openness. But what I can do is undertake efforts to make my own campaign world more accessible to visitors.
I’m not proposing some OSR-wide organized play: that way leads to madness. Instead, I’ll be taking steps to make my own personal campaign setting, the Kinan-M’Nath or “the Uncertain Lands” that forms the basis of my Labyrinth Lord game, a place where people can occasionally come, experience Stonehell Dungeon first-hand, gain some treasure, and depart with “wounds and stories”…and maybe a bit of loot.
I’ve been thinking about this since I reread the FO! piece and it seems to be a logical step for my own campaign. When I was younger, I always envisioned that I would someday have a massive campaign world of my own, one detailed down to the smallest little square foot. As I grow older though, I see the sense in quality over quantity and it’s becoming quite clear that any and all of my future campaigns will be set in the same small(ish) region that I’m currently playing in. Since the Kinan-M’Nath is based on both an original play map (Outdoor Survival) and original rules (D&D via Moldvay via Proctor), why not go whole hog and assume the original play style as well? I would much rather have more visitors to a well-detailed region than a vast world that rarely gets visited by tourists.
The fact that Stonehell Dungeon has become a popular visiting place for adventurers also makes an open campaign style of play sensible. With a pre-existing axis mundi to rest cross-campaign travel on, it’s a small matter of extending the idea of many Stonehells scattered across the multiverse and allowing travel between worlds (although I claim rightful possession of the Ur-Stonehell!).
Lastly, I run my campaign in a public setting, one where anyone can walk in and see the campaign unfold. And although I may not live in a transportation hub, I am located a short train ride from the most magical city on Earth. One never knows who might be in the area and looking for a game to play during their visit.
Like any nation, my campaign world will have some laws regarding visitation and immigration, and I’ll get to those in posts next week. In the meantime, let it be known that the borders between worlds have grown a little thinner in the Kinan-M’Nath. Should you ever find yourself headed to the New York area, be sure to pack a character sheet or two. I might need help defeating the Black Lotus Society.
Friday, November 26, 2010
Illustrating A Crazy, Cool Idea
I’ve posted a rough diagram of something below. As you can plainly see, my artistic talents are limited to the written word (and there are those that would debate even that claim), so I would be very interested to see what someone with some talent could do with the below sketch.
Normally, I’d say send me an email if you’re interested it cleaning this doodle up, but, for my latest crazy idea, I think the more variations on this theme, the better. Therefore, I’m open to as many takes on the sketch as people are willing to submit. It actually works to the idea’s and the upcoming post’s benefit to have plenty of options.
If you are so interested, please take the attached drawing and run with it. You can recreate it as is, take the rough idea and elaborate on it, or just use it for the most meager bit of inspiration. Work in any medium you wish. When you’re happy with it, send me either a copy of your creation or a link to where I might view it. I will post your picture here in conjunction with the article giving you full credit for your work. If it takes a bit for you to finish up, and you do so after the post appears, please send it to me anyhow and I’ll post follow-ups to the original from time to time.
I’m not out to make any money on this idea and the article the illustrations accompany will be posted here for all to see. I can only give you the opportunity for your work to be seen by a fair number of individuals in return for your efforts.
I think my idea has some merit and I’m hoping others will jump on the idea and embrace it once it’s revealed. Please help me with your own talents. You can contact me at poleandrope (at) gmail (dot) com to submit your work or make other inquiries.
Thank you very much in advance.
Thursday, September 23, 2010
Special Fight On! Offer
In an effort to introduce new readers to possibly the best old school fanzine and all-around resource, the PDF of the Spring issue of Fight On! (#9) is now on sale for the introductory price of $4.00 US. If you've never had the pleasure of perusing the pages of this mag, now is the time to act.

When you're down to your last hit point, your last spell, the last charge on your laser pistol - what now? Fight On! Issue #9 is here, stampeding out of the gate with adventures big and small, a city-state, races, classes, monsters, spells, tricks, traps, tables, rules options, random encounters, NPCs, and a motherlode of mighty miscellaneous mysteries to give your game a boost! Dedicated to Paul Jaquays, this issue features contributions from Jeff Rients, Sang Lee, Tavis Allison, Kelvin Green, Geoffrey McKinney, Patrick Farley, Zak S., Erik Battle, James Quigley, Mark Allen, Jennifer Weigel, Gabor Lux, Peter Schmidt Jensen, Ed Heil, Paul Fini, Raven Daegmorgan, Eric Minton, Allen Varney, Baz Blatt, Geoffrey O. Dale, Jerry Stratton, Chris Robert, Calithena, Jeff Talanian, and many, many more! Don't get caught without the old school's newest resources - order your copy today!
Tuesday, March 23, 2010
Don't Listen to Gary
Fight On! #8 is available in print and PDF. You can buy the print edition here and the PDF hereSurrounded on all sides by monstrous aliens, cruel demigods, and ancient lich-kings? Pull out your +4 Plasma Blaster and Fight On! Issue 8, dedicated to cover artist Erol Otus, is ready to ROCK YOUR GAME with new races, classes, spells, tables, gods, monsters, traps, reviews, a ‘desert sandbox’ minicampaign, two longer adventures, eight minidungeons, and lots of other goodies to help you take it to the next level – or stop the PCs from getting there! With art and articles by Erol Otus, Kevin Mayle, Mark Allen, Lee Barber, Peter Jensen, Steve Robertson, Samuel Kisko, Patrick Farley, Kelvin Green, Anthony Stiller, Robert Lionheart, Ramsey Dow, Jeff Rients, Gabor Lux, Age of Fable, Baz Blatt, Zachary Houghton, Erin “Taichara” Bisson, Del L. Beaudry, Geoffrey O. Dale, Michael Curtis, Tavis Allison, James Maliszewski, Tony Dowler, and many, many more, this issue is jam-packed with the old-school action adventure you crave. Don’t miss out – grab it today!I technically have both a writing AND an art credit in this issue. My article, "Sites to Seek" features photos of scenery models representing the locations detailed in the piece.


