A monster on the verge of eating an adventurer.

When I met up with Patrick at Warhammer World he picked up the second Realms of Chaos book, the Lost and the Damned. The two Realms of Chaos books are bananas, jammed full of all sorts of nonsense. Patrick decided to attempt to create a Choas Champion using the rules outlined in the books. It’s as silly as you might imagine.

Break 2017

A million years ago Rey started talking about a game he was working on called Break!!, I suppose building on top of the ideas began in his OSR setting Baroviania. Back in 2017 Grey or Rey sent me an early draft of the game, but it was so full of stuff I honestly thought the games release was imminent. Honestly i’m sure they did too. But no! The years ticked by and I was worried this game would never happen, as Rey improved the rules or Grey improved the layout and art. This game is such a creative vision of what an RPG can be. Everything i’ve seen over the years is so beautiful and feels so fully realized. I’ve been hyped for this game for years now. Many of us have. Now they are ready to take your fucking money. The game’s already funded. It happened in minutes, apparently. And why not? This game is going to be amazing.

Behind Closed Doors

I picked up Luke Gearing’s adventure for the Best Left Burried system, Behind Closed Doors. It was also waiting for me in my brother’s flat in London. If you were looking for something with some strong old-school Warhammer Fantasy RPG vibes look no futher. The players are given license to hunt down witches, and are set off into the world to do just that. There are some witchy things going on, but no overarching plot to this sandbox adventure. There its lots of love in this book. There is a creepy castle that feels straight out of a good LotFP adventure. There is a powder keg of a town that ends the book that would likely be a lot of fun to play through. The book looks like it’d be a bit challenging to use: I felt the urge to take notes as I was reading. There is lots going on: places to go, people to see. I’d be interested to run this with a system like Dogs in the Vineyard. This feels like it should be a more notable adventure than it seems to be. It feels like some very good OSR nonsense. I would check it out.

Gangs Of Titan City Coffee

I had shipped several books to my brother in UK, one of those was Gangs of Titan City. I don’t think it’s unfair to say this is a Necromunda RPG with all the serial numbers filed off. The RPG is what I’d describe as OSR, but you can see the influence of games like Apocalypse World and Blades in the Dark. The game has a clear structure to play, starting with an escalation phase where you figure out what’s going on and prepare for your operation, an operation phase where you’ll play out the action of your chose mission, and finally a fallout phase where you see how your actions have changed the larger world, tally XP, etc. There its lots of support in the book itself to help you start your campaign and keep it going. The mechanics of the game are quite simple, familiar to people who have played any PbtA game: you roll 2d6 and add an attribute modifier to see if you succeed. There are no predefined moves, you’ll pick the modifier you use based on the action you’re trying to accomplish. The game looks interesting. I’d be keen to try and work in using minis as part of play.

Warhammer World and the Foundry

by Ramanan Sivaranjan on April 16, 2023

Tagged: warhammer osr

The Foundry Group

I was in England over the last couple weeks to visit my brother. As has become somewhat of a tradition, I met up with Patrick at Warhammer World in Notthingham. This time we were also joined by Chris. He drove down from Manchester, so was able to cart us off to Bryan Ansell’s retirement project, The Foundry. Ansell turned part of his home (I think) into this storefront and museum for OldHammer style miniatures. I picked up some pirates I may try and use in the next Mordheim league. The minuatures they had on display were really quite amazing. The store is small, but very dense. There are so many metal minis, it’s kind of overwhelming.

The Foundry Chaos The Foundry Marines And Elves

We also did the tour of Warhammer World exhibition space. There are lots of dioramas on display that are really quite incredible. It’s well worth checking out if you’re in the UK and love Warhammer. I hadn’t been since 2017, and there were lots of new minis and dioramas for me to enjoy, and even the old ones continue to impress.

Warhammer World Horus Heresy Warhammer World Crimson Fists Warhammer World Parade Watchers Warhammer World Krieg Warhammer World Tanks Warhammer World Titans

They announced the latest edition of Warhammer 40,000 last night at AdeptiCon. I never even managed to play a game of 9th edition, the pace of their releases feels a bit ridiculous. I had told friends I was going to ignore whatever comes next in protest. Except, in a real plot twist, everything they’ve announced sounds weirdly amazing. The rules are going to be free. The army rules, normally sold as (expensive) Codex books are also going to be free. The rules are going to be simplified. (No more lists and lists of strategems!) I am curious if they can pull this all off—and fight the urge to sell you 50 new strategems in a few months.

With some serendipitous timing, Luke Gearing has written a blog post comparing room descriptions written in long form prose rather than bullet points. I think prose falls down as the descriptions get too long, as I noted in my review of Demon Bone Sarcophagus. If you’re presented with a page of information, that’s a lot to process, even if you’ve read it previously. Luke’s examples, written out nicely, are a good example of how to do prose well. They are still quite short and easy to quickly read. They present information in a similar fashion, but are nicer to read.

I have described the hex descriptions of Carcosa as tweet sized bites of information, descriptions you can quickly read in the midst of a game. They are both flavourful and useful. Well, sometimes. Sometimes they are too terse. Terse descriptions and bullet points can become too utilitarian, too boring. I often find it hard to read adventures written in this style because they are so dull. Silent Titans and Luke’s own Gradient Descent are both good examples of marrying beautiful writing written out in bullet points. I found both easy to run and read. (Patrick’s module is still quite wordy as that style goes, mind you.)

Of course, a lot of D&D books will never be run, simply read. I suspect this is actually the more common use case. DMs may harvest your book for ideas, a room or NPC, or simply something that will live in their brain. It’s perfectly reasonable to optimize for reading over play: sacraligous, I know.

Review: Demon Bone Sarcophagus

by Ramanan Sivaranjan on March 22, 2023

Tagged: osr dbs patrickstuart scrapprincess

Demon Bone Sarcophagus Player Map

I finished reading the rest of Demon Bone Sarcophagus this morning. This adventure is a big dungeon crawl, a tomb for the Empress of Fire, now resting in the titular Demon Bone Sarcophagus. The adventure was made by Patrick Stuart and Scrap Princess, produced as part of a Kickstarter that concluded during the pandemic. I waited for the hardcopy to arrive before giving it a proper read.

The dungeon is a giant triangle, composed of smaller triangles. You can see the player facing map above. This layout feels a bit repetetive, because it is, but the choice is likely thematic and meant to evoke the fire triangle (ignition, oxygen, fuel). The choice also produces a dungeon that is very interconnected. There are lots of paths through the dungeon. There are tunnels made by a giant sloth running through the complex as well, which is another layer of interconnection. Players may break their way into these tunnels, or rooms may collapse into them during play. There are “glass girls”, acid golem monsters, wandering above the tomb that players can attempt to use to blast new holes into the dungeon, creating yet another layer of interconnection. The dungeon itself feels quite dynamic in this regard. I’m not sure I’ve read an adventure that expects the layout to change so much through play: can you think of any?

It’s a bit of a fun house dungeon, each set of 4 triangles that compose the larger tomb thematically linked. I’m not sure there was actually that much utiltity in reading the whole thing up front, versus quickly skimming things and playing a little bit by the seat of your pants, like god intended. I think being familiar with the factions and people that are wondering the tomb is likely more important, and they are presented up front.

The rooms descriptions are verbose. It feels like everyone nowadays copies what has become the house style for Old School Esentials, which likely originated with Courtney Campbell’s posts on writing room descriptions: terse, bullet points, information revealed in the order players will encounter it, etc. Silent Titans is written this way, and I think is a great example of how you can marry great writing with this more utilitarian style. Demon Bone Sarcophagus feels a bit old school in its presentation by comparison. That the typography and copy editing are sloppy does it no favours here either. There is lots of evocative stuff throughout this dungeon, but some rooms are hard to quickly parse.

There are some great pieces of art from Scrap in this module. I love the version of the Reductor, one of the NPCs in the book, that is featured on the back cover of the module. It manages to look backlit. If you like Scrap’s art you’ll like what we have here, if you don’t you won’t. There is a good mix of work from Scrap: simple B&W illustrations to full colour pieces.

Scrap and Patrick have a good eye for what will make for a good adventure. You can feel all the stored kinetic energy just waiting to burst on these pages. I love all the random encounter tables, each entry a monster or NPC paired with the action they are performing. Many entries feel like they might be the centre of a fun night of gaming. The opening of the adventure, like Patrick’s other adventures, opens with a bang: the players stumble upon the aftermath of a huge fight, characters from various factions lay dead and dying everywhere, while key members have fled into the tomb. Like everything this team does, it all feels quite unique, even though it’s just a dungeon crawl through a tomb.

These are just some quick thoughts after having read the module. I am keen to run this soon. It looks like it’ll be fun to play through. I’ll report back on how that all goes.

Patrick could have given this monster a dumb fantasy name, but like a true professional tells you what it does on the box.

Demon Bone Sarcophagus Flamethrower Skeleton

Demon Bone Sarcophagus seems a little intimidating to me. There is lots going on within this book. Lots of text to kick things off. Lots of text throughout. It all feels quite dense. Scrap mentioned that a lot of the text in the book is there to help orient the DM to what’s going on, to make it an easier adventure to run. Fair enough: let’s read this thing!

The book opens with a bunch of backstory that’s all tucked away in one place, so you can just skip past it like a true Patrick Stuart fan. The book doesn’t jump straight to the dungeon, but presents its bestiary first, like Veins of the Earth. The bestiary doubles as a nice dramatis personae for the module. Adventuring through the dungeon looks like it’ll involve a lot of mucking about with NPCs and so learning about them upfront is a good idea. Everything you need to know about the NPCs in monsters is consolidated in one place, but if there are interactions between the creatures and the dungeon, that information is repeated in the room descriptions as well. As was the case with the secend edition of Deep Carbon Observatory, this book is broken down into (mostly self contained) spreads. You should be able to run the adventure from the book without a lot of faffing about. In theory, anyway. I’ll report back once I’ve run this thing.

I’ve been reading the book on and off this weekend, making it through about half the book. Sometimes I have big plans to write about these books I like, but never get around to it because I have too much to say and the weight of figuring out what to write is too much. This time around I will share thoughts as they come to me.

G Plus Pin

BreakoutCon is this weekend. Sadly I will miss it, i’m out and about, but I did manage to meet up with some friends last night, before the convention began in earnest. It was a bit of a G+ reunion. Zzarchov drove down from middle of nowhere Ontario. Richard G drove up from Upstate New York. We rounded out the posse with some torontOSR regulars: myself, Brendan, Alex, and KYANA. What a crew! KYANA gave everyone G+ buttons she made. An advantage of meeting up with Zzarchov is you get to see what he’s been up to in the flesh. He had new reprints of several of his books, including one of my favourites, Scenic Dunnsmouth—a true classic of the OSR. The book was kickstarted as part of the Kickstarter for City of Tears. It still features Jez’s amazing art and layout. I assume you’ll be able to buy it soon. This is me giving you notice to start paying attention to Neoclassical Games wesbstore.