Aug 27, 2024

Gunslinger - Proof Approved


Last month we sent the final file to the printers. After a few typical pre-press issues such as fonts licensing, validation, and correcting printer specifications we were all good to go and ordered proof copies.

When the proofs arrived we poured over them with a fine tooth comb and they looked good, we found some minor issues to polish that required another proof. We'd come this far and didn't want to rush things at this point. Those revised proofs just arrived and the results are great.

The order has been put in to print the full run to fulfill the Kickstarter. If all goes smoothly they should be arriving mid-September. From there they'll get boxed up and shipped out.

This is my first crowdfunding and I learned a lot! I'm considering writing up a post-mortem to help others avoid some of the pitfalls I fell into.





Aug 23, 2024

Dwarf Crafter - an Original Edition Class


The Dwarf is severely limited in the original edition. It is restricted to the Fighting-Man class and can only rise to 6th level. They get a small number of interesting abilities that are acutely geared toward the sort of dungeon delving that was most popular in the early days of the game (and is still the best fun, in my opinion). While it does not explicitly associate race-as-class like the later Basic editions did, it was implied because they could only be the one class. Taking that idea and extrapolating it further here is a Dwarf class that is explicitly specialized at being a Dwarf.

The original Dwarf clearly drew inspiration from Tolkien, who in turn took his inspiration from Norse mythology. In that mythos there is little difference made between Elves (or Alfar as they are called) and Dwarves (or Duergar). Perhaps oversimplified, but the elves were light and lived in Alfheim, the dwarfs were darker and lived in Svartalfheim. They were semi-magical beings with the ability to craft wondrous items with powerful magical qualities. It makes sense then, that the original edition dwarf would have some magical crafting abilities.

In this version there is no limit to the level a Dwarf may attain, this is balanced by other factors.

DWARF CRAFTER 
An Alternate Original Edition Class
Prime Attribute: Strength, 13+ (+5% XP), 15+ (+10% XP)
Hit Dice: 1d8
Armor/Shield Permitted: Any.
Weapons Permitted: Any.
Languages: Gnome, Kobold, Goblin, Dwarf, Common
Dwarfs are at once Fighting-Men and Craftsmen of the finest sort. The quality of their metal work is legendary. 
Dwarfs emerged from the decomposing corpse of Ymir, the first frost giant. They were born without any distinguishable form or intelligence. Disgusted by their looks, the gods transformed them into a more human form and bestowed upon them a very high level of intelligence, and tremendous skill in crafting items of beauty and wonder.
Dwarfs are dour and stoic, and have a reputation for greed because gold and finely crafted art are their only true joys in life.
All dwarfs are of stocky build and have very broad shoulders. Their general complexion and size depends on their type; hill, mountain, or burrower:

Hill: these ruddy tan skinned dwarfs are about four feet tall and weigh around 175 pounds. This is the typical and most common dwarf.

Mountain: these brown skinned dwarfs are about four and a half feet tall and weigh around 200 pounds. Largest and most boisterous of the dwarfs, they are also not as common.

Burrowers: these gray skinned dwarfs are just under four feet tall and weigh around 150 pounds. Rarely seen on the surface world these reclusive dwarfs are known to delve in the deepest subterranean depths.

Dwarf Crafter Statistics


Dwarf Crafter Saving Throws
*Dwarfs generally save vs. spells at 4 levels higher.

Dwarfs are agile and rugged for their short stocky size. They have a knack for frustrating very large foes in combat thus they only take ½ damage from Giants.
Dwarfs are generally not adept at learning the complexities of spell casting, but they do have a natural ability to resist the effects of magic. This innate Magic Resistance gives them excellent saves vs spells (+4 levels, as already noted on the Saving Throw chart).
Dwarfs are the finest crafters in the known world and can forge weapons, armor, and other items to the highest levels of craftsmanship. Any item crafted by a dwarf has x4 base value and readily takes enchantment. They are the only beings able to craft and wield +3 Magic WarHammers.
A dwarf notices immediately if a surface they are traversing on is an inclined plane. 
The keen eye of a dwarf for craftsmanship and manufacturing gives them a bonus to detect traps, note shifting walls, and notice any new construction underground. 1-2 on d6.
Their keen eyesight extends into the ability to see in the absence of light, thus they have infravision and can see monsters up to 60’ away in the dark.
Goblins & kobolds are a dwarf’s natural (and most hated) enemies, and Dwarfs will attack them before any other enemies in sight. The dwarf gets a +1 bonus to hit when fighting these creatures.

Dwarfling
Optionally the Referee may permit the Dwarf character to begin as a 0 level Dwarfling. They will have 1d6 hit points, +0 Attack Bonus (or fight as a Man), and have saves as 1st level.

Aug 13, 2024

The Weird World of Wormy

 In Dragon Magazine #29 Wormy returned from a hiatus. Dave Trampier drew a recap of the story to date, which was a helpful guide to those who'd missed earlier issues.

What I find most interesting about this is how Dave summarized the story in a very digestible form, and it helps to wrap your head around the Weird World of Wormy. If you try to read Wormy, especially when you were a kid, it often seems a little esoteric, like there is some kind of inside joke you are missing out on. There was indeed some subtle political subtext that can be easily missed. Dave said Walt Kelley's classic strip Pogo was a big inspiration for Wormy, and Pogo was very political. So it makes sense. But that is not all there was to Wormy, it was a strange and imaginative world that Dave had created and which sadly faded into D&D history as Dave left the gaming world after bitter disappointment with TSR, which is a whole story itself.



 

Aug 7, 2024

Dragons of Desolation

 In 1984 teenage me walked into Waldenbooks and saw this Keith Parkinson painting in the '85 Dragonlance calendar and decided that is what I wanted to do for a living.


I love this comparison of the sketch to finish.


The Flying Citadel was used for several products back in the day. Originally done for DL4: Dragons of Desolation, Keith described it as "the Death Star of Dragonlance".




I still think it is a masterpiece of fantasy art. I miss seeing new Keith Parkinson art.



Jul 29, 2024

Does Fight On Still Have Its Mojo?

Fight On! OSR magazine issue #15 is out. It has been 10 long years since the last issue. 

Ten years later, we are back from the dead to Fight On once more! These revenant runes are just as jam-packed as you remember with classes, monsters, spells, magic items, rules mods, homebrews, and awesome adventures in the spirit of the eldritch era of fantasy roleplaying!  Dedicated to seventies D&D legend J. Eric Holmes, this issue brings together old and new stalwarts alike to celebrate our 15th issue and new beginning! With art and articles by J. Eric and Christopher Holmes, Tom Gordon, Calithena, Gabor Lux, Jeff Rients, James Maliszewski, Kesher, Pete Mullen, Cameron Hawkey, Zach Howard, Alex Schroder, Richard Rittenhouse, Settembrini, Patrick Farley, Jason Sholtis, Robert Conley, Kelvin Green, Philipp H., Attronarch, Mitzi!, and many more, this is the first of our new forays into fanzine fame and glory! Ride that wyvern while the sun is shining, and keep Fighting On!

If you were wondering if Fight On! still had that old-school magic, well check out this table of contents. I'd say yes.

Table of Contents
Ten Ways to Holmesify your Game (Zach Howard) 3
Special Ability Charts (Attronarch) 4
The Orthogonal Dwarf (Olle Skogren) 11
Gremlins! (Calithena) 14
Maze Master’s Miscellany (Alex Schroder & Cal) 15
The Catacombs under Old Samora (Philipp H.) 17
Knights & Knaves: Holmes Town Heroes (Tony A. Rowe) 28
Bringing It All Back Holmes (Clark/Grodog/Cal) 30
Maps from the Maze of Peril (J. Eric Holmes) 34
Distributary of Darkness (Alex Zisch) 36
The Silken See (Motley Dice) 37
Grognard’s Grimoire (Richard Rittenhouse) 41
The Wizard’s Satchel (J. Blasso-Gieseke) 43
Artifacts, Adjuncts, and Oddments (Rittenhouse) 44
Victory or Death! (Gabor Lux) 46
Megadungeon Workshop Extravaganza! (Kesher) 50
Calvero! (István Boldog-Bernád) 53
Creepies & Crawlies (James Maliszewski) 61
Tables for Fables (Al, Greco, Wetzel, and Rients) 63
The Darkness Beneath (Alex Schroder & Lior Wehrli) 68
Henchmen-Я-Us: Pole Arm Caddies! (Calithena) 91
Chainmail: Battle for Bronzolo (Settembrini) 92
Doxy, Urgent Care Cleric (Linneman & Green) 98
Education of a Magic User (Douglas Cox) 99
Wham! (Tom Gordon) 100

Some say the OSR is dead. I say LONG LIVE THE OSR!

Get your copy here:

https://www.lulu.com/shop/ignatius-umlaut/fight-on-15-pdf-edition/ebook/product-84kg7gz.html