2013/03/10

Rare and obscure fantasy rpgs galore

 The most misunderstood fantasy rpg game of the past, without a doubt. Love it.

 Behold the HOLY TRINITY. Perhaps the three most complex fantasy rpg in history.

 Try to find a copy of this on ebay...one of the rarest old-school fantasy rpg. Known only by a few.

 My pristine boxed set copy of Arduin trilogy...cherished much by me.

 The ineffable WPG. One of the most obscure and hard-to-find old-school fantasy rpg of all time, impossibly beautiful. I'm astonished people played OD&D in the past instead of this.
 The gigantic BM&G, by Bill Underwood. Like a commentator on Grognardia once wrote: "It has the best combat system of any fantasy RPG I've ever played"
 The only adventure ever published for "Beasts, men & gods".

 The incredible Bifrost, one of the deepest mystery in the OSR. One of my biggest treasures.
 Melanda, i wrote a couple of posts about this old game. Wish i had in my hands the first edition of this.
 I can't believe this old fantasy rpg published in 1987 is never mentioned anywhere. So old-schoolish. But i can understand that it is very rare, hence its absence from blogs.
 The greatest fantasy role-playing game ever created, period. And maybe the most complex as well.

 This was a very interesting alternative to AD&D back in the time. We should definitely devote more time perusing its rules and so forth.
 Warlock...the greatest rival and antagonist of Original Dungeons & dragons...and far better than the latter.
 Warlock tower, the supplement to Warlock: new rules.

 The original Dragon wariors rpg in paperback...quite a good game, lots of ideas therein.
Another obscurity from Norway, a fantasy rpg published in 1987. I should definitely talk about this in the future.

Avalon Hill's Heroes magazine- complete run

here:

LINK

2013/03/06

A brief glimpse of magick in Chivalry & Sorcery

From from the 1st edition Sourcebook:

"The search for a 'new & improved' simulation of magick (sic) began
primarily as a result of an increasing dissatisfaction experienced
with the pioneering efforts of *D&D* and *Warlock*.  The problem with
these and similar "first generation" simulations was twofold:  magic
was too easy to do and too "unrealistic" (if such a term can be used
in the context of fantasy).  Magic is too easy when, for example,
magical research can be done merely through the expendature (sic) of a
few weeks and a few 1000 Gp.

"In playing *C&S*, one character found that he had to spend over six
months of game-time enchanting a two foot piece of elm which was only
one out of 22 other ingredients he had to enchant.

 Magical simulations which are too easy and predictable have tended to become
more "weapon technology" to better burn, blast, or otherwise crush an
ever increasing horde of unknown and unaccountable monsters.
"An easy magick simulation has benefits on the side of playability and
far more serious dissatisfaction was felt with the lack of realism.

The lack of realism is due primarily to the first generation
simulations being culled from fantasy literature:  Tolkien, Howard,
etc.  (I recall that in '76 Gygax wrote an article tracing the theory
in *D&D* to DeCamp and Pratt's *Incomplete Enchanter*) rather than
occult sources such as Paracelsus' *Hermetic Chemistry* or the *Lesser
Key of Solomon*.  It is true, of course, that the magical theory found
in the *Incomplete Enchanter* was derived from that classic study of
Magic and Religion, Frazer's *Golden Bough*.


In neither work is anything said about the world view of magic which underlies the famous
so-called Laws of Magic.  Pratt, as is well known, in his own work
took a serious attitude toward magic as an Art which was neither easy
to practics (*Well of the Unicorn*) nor easy to acquire (*The Blue
Star*).

"Fantasy literature rarely draws out more than one or two kinds of
magical practice with the result that simulations based solely on such
a source end up with only one kind of magic user who is able to learn
and practice all magic there is by merely increasing in experience.  A
glance, however, through the twenty or so volumes of *Man, Myth, and
Magic* will easily persuade one that magic is an extremely complex
subject, there being as many different modes of magical practice as
there are human personality types and cultural levels.

 This extreme
diversity has always been a feature of the real history of magic as
ones finds in Robert Burton's *Anatomy of Melancholy* (c. 1621):
    "Many subdivisions there are in the practice of magick, and many
    several species of sorcerers, witches, enchanters, conjurors,
    etc.  They have been tolerated heretofore, some of them, and
    magick hath been publicly professed in former times,. . . While
    it is now generally censured and contraindicted by several univer-
    sities, though practices by some still.

Vikings & Valkyrs author in a magazine from 1988

have a look HERE.

2013/03/05

Two old fantasy games available again

While i'm waiting one more week before announcing which obscure game won the poll, here are two pieces of interesting info someone may not be aware of:

KNIGHTS AND MAGICK (this one) is available again here.

But even more importantly, another piece of news.
Begin reading this: LINK

Then, point your browser HERE.


2013/02/23

All the Melanda stuff in one picture

While i wait more time before deciding which old fantasy rpg to review (see last post below, i think i will wait for at least one or two weeks), let's have a look at this wonderful picture.


2013/02/14

Name your obscure fantasy RPG from 70s or 80s you want to know more about



Ok this is sort of a challenge which is useful even to myself in order to understand how far i can push my boundaries.

At the same time it might be useful to someone out there as well.

So, i started blogging in September 2011 so this is still a somewhat young blog, nonetheless i already had the opportunity to write about such diverse little known fantasy rpgs such as Bifrost, Melanda, Sword's path glory, Castle Perilous, and others.

But this is just the beginning! In fact, at times i have the feeling that i didn't even started to really blog the way i would like to . There are so many obscure fantasy rpgs i must talk and write about (not taking into account the ones mentioned above, which deserve a more profound treatment in words and they will certainly have it), i have literally tons of other obscure fantasy rpgs in my collection that i never mentioned.

You know, too much to do, too little time, as usual. But several times i gaze at my collection and i see some jewels staring back at me, as if they asked to be put out there under direct light in order to be known and to be spoken about loudly to the masses.

Really, as i always said, Dungeons & Dragons is just the tip of the iceberg.
Deep below there lie treasures dormant and unknown.
My aim (sometimes i feel it to be a duty but maybe i'm a visionary) is to unveil them here, one at a time, because no one did it or because it was done somewhere on other blogs but in a cursory way which does not suffice.

So i took it as a duty to open this blog, even if -as is known- i'm not an english mothertongue so at times it is "painful" to me to properly convey my ideas and thoughts in this language.But i want to do it.

I am a solitary kind of person, i have always been, i don't really feel the need of company most of the time, and this may be felt reading my blog where i almost never ask for things to others. No wonder that i called this a personal diary, instead of calling it a blog.

But i found many new friends since i started blogging and several of them often send private mails to me to share ideas and stuff, so i think today it is time to make an exception and i would like to make a poll.

Name your obscure FANTASY rpg from 70s or 80s that you want to know more about and i'll see if i can help.

The only rule is: it must be a FANTASY game, its rules must be written in english language, and it must have been published between 1975 and 1989. (see here for help).

So i won't take into account the fact that you might name a game published in 1990 or even in 1974 :)

happy poll to everyone.

2013/02/11

Could Powers & Perils reach a new audience IF?

..If every single boxed set that originally appeared in the eighties, was scanned and distributed (shared) online?

I mean, not only the "Powers & Perils main boxed set" (first image below), but "Book of tables" and "Tower of the dead" as well:




Why am i saying this?

Basically, because on the "official" Powers & Perils" website, you can freely download the main boxed set and (if i recall correctly) part of the "Perilous lands" boxed set, and that's it.

Hence my question.

There are still two boxed sets missing.
If all at once ever published for this game was made available online, could this have an impact? The last two boxed sets mentioned have never been available on the net before.

2013/02/09

What i will be writing about this month and next one

I have been writing a long post about something that i had in my mind and which i felt the urge to speak about. It is a somewhat convoluted train of thoughts, which resulted in a bizarre theory of mine.

As said, it took me days and weeks, it is still in draft form but i actually was not in a hurry to write it, because my ideas became clearer and clearer as days passed.

I think this will pop up next week or so.

Another post i'm going to write about in March is a long "dissertation" (divided in two or three parts) on Dungeons & Dragons original combat system and how i "fixed" it (because of dissatisfaction with it).

Yes, there was a time when i myself played this game (and it is likely i will play it again soon for some reasons).

There existed some "alternative" combat procedures and combat systems for Dungeons & Dragons, conceived decades ago by minds other than mine, which not everyone may be aware of ( i assume this, since i can't seem to find references to these on blogs and forums), so it's time to talk about this topic.

And i think these combat systems put the last word on how D&D combat should be.


2013/01/30

Halls of the Dwarven Kings (1984)

Catacomb librarian delivers a great gift today for all you out there, fans of forgotten lore for AD&D 1st edition.

From RPG.NET:

"great set-up; lots of atmospheric small corridors; claustrophobic. Halls of the Dwarven Kings is an adventure I owned back in the 80s and repurchased from Noble Knight recently. I was quite pleased that the work lived up to my recollection. This is a well rounded adventure with a scenario booklet, an NPC booklet, an illustration booklet, tiles that can be used to construct the entire layout, including many unique tiles for special rooms, and various "artifacts," special notes, handwritten maps and other graphics players may come across".


You can buy it at NK website (here) for 125 $

LINK REMOVED

2013/01/15

The Obscurantist age of fantasy role-playing games



It is known that i decided some time ago not to list any blog in my blogroll, and many persons and bloggers out there took this decision as meaning that i was a somehow arrogant guy or something like that, someone who wanted to live in his "ebony tower", feeling superior if compared to others.

This post marked this transition.

I was even "accused" of "hipstery" on G+ (see here). I honestly didn't know the meaning of this word in english before it being addressed at me, i had to find out in the "urban dictionary" on the web.

Now, let us think.

Look here.

Thoul on his blog unveiled (for the first time, as far as i know) in great detail a huge amount of information about an old-school fantasy rpg, called High fantasy. I have it, i know what it is like. Anyway, i  currently am aware of no other more reliable source than his blog for anyone wishing to collect info on this game of the past.He collected no more than five comments for each post that he wrote about this game (and as you can see he devoted himself to this task, and he wrote many)

Then look here.

Faoladh wrote a lot about another old-school fantasy role-playing game called "Lands of adventure" (an awesome game, published by Fantasy games unlimited , the same company who bestowed C&S as a gift to this world). He did not collect any comment for this post,except for the exchange of words i had with him, and my congrats. look at the bottom of that post to find out.

I turned to Grognardia (1420 followers, arguably the most respected and read among the osr blogs)-and took a look at the retrospectives to see if things were better.

In order:

Powers & Perils (here): a total of 26 comments

Adventures in fantasy (here): a total of 22 comments (AIF was co-written by a titan of the rpg industry, a man named Dave Arneson)

The Fantasy trip (here): a total of 25 comments

Stormbringer (here): a total of 21 comments

Dragonquest (here) : a total 25 comments

Swordbearer (here): a total of 16 comments

The average number of comments for all these posts and retrospectives is around twenty. It is quite a low response and number.

This is not a post against Dungeons & Dragons, similar to the ones i wrote some time ago and that you can easily find on my blog. I'm not interested anymore in attacking that game, those who follow my blog already know my position.

If the history of a discipline, or of a field of study (let us consider and regard the multitude of fantasy role-playing games that appeared since 1975 as a field of study, for a while)- if this history and development does not arouse much or enough interest among those who play old fantasy rpg's, we can only accept that. And i am not intentioned to do anything in order to change or attack this state of things.

That would be futile, pointless.
But at least we should recognize this state of affairs.
And i think it is not enough to say that the reason is just and simply that AD&D has always been and always will be the 800-lb gorilla of our hobby (as Grognardia pointed out some time ago). The reason lies in ourselves as well, in our approach to all this.

Try to think for a moment about a person engrossed in the reading of the official manuals of 1st edition Advanced Dungeons & Dragons who refuses to read any issues of Dragon magazine, stating that the articles contained therein just aren't enticing to him. So, staying, so to say, "on the surface", i certainly can play AD&D just like this.

But each one is different, and there is another guy who is eager to devour any Dragon magazine issue, perusing them, pondering them page by page, certain to find hidden treasure and wisdom in those articles. So he begin reading "The Sage advice" column, finding answers and so forth, and all the articles which goes deeper in the treatment of the rules.

The case for the lack of interest in the other fantasy role-playing games is somewhat similar.

But as i said, i accept that, i take it for granted.

To sum it up: i am not interested in stressing the possible causes of this lack of interest (the 800-lb gorilla, and such).

I am not even interested to fathom the consequences of this attitude, nor to pontificate if this attitude causes a sort of "mental paralysis", or something similar.

The only thing i want to say to my readers and to my future readers is that i am not part of this attitude because i am not for it, i do not endorse it and never will; my interest does not lie in understanding its causes, i am just interested in what this attitude stands for me.

I think such an atitude could produce spiritual harm, and i know for certain that it would make spiritual harm to me, that is- in other words, it is false that such a way of seeing the world is harmless, for a person who is in love with this "hobby".

So, at least it would make harm to me, a spiritual harm. That is why i decided to stay aloof.

I despise it all only from this point of view. You may be certain that this place will become more and more the refuge for those who are sick of Dungeons & Dragons and are searching new, shining shores.

You will be able to come here and breathe a different air, and behold another horizon.

But AD&D has really always held the sceptre, without any doubt, blazing like a sun in the sky?

Whenever i turn to forums such as the Chivalry & Sorcery community, or the Powers & Perils website and others, and i read how they heartily describe what they have always loved, the words they use to convey their feelings, i find myself so hesitant to declare it did.

This is the obscurantism to me; the passing thought that- instead of a shiny, blazing sun, something sheds darkness all around it, and layers of darkness. Hence my nightly nightmare where i see a black sun.

But forget, it is just a cry of an hermit in the desert.



2013/01/13

A Lovecraft rarity

Ok, some time ago i already wrote about this on my blog, and someone insistently asked me to re-post it again.

It is a rare VHS dating back to 1990, titled "Favourite haunts". If you are into Lovecraft stuff, you should totally check this out.



Enjoy.

LINK REMOVED

2013/01/09

OSR 2.0 is here. A sevenfold proof.

What is 0SR 2.0, exactly?

I would like to call it "the re-surfacing and re-publishing of old and lesser known (and lesser played) fantasy role-playing games after the first wave of OSR has come to a point of saturation".

1- HEROES by Dave Millward (here)



2- BEASTS, MEN & GODS(here)




3- VIKINGS & VALKYRS (here)




4-WIZARDS' WORLD (here)





















5- HEROES AND OTHER WORLDS (here) (clone of "The Fantasy Trip")

Other Worlds await!


6- PERILS ETERNAL (a Powers & Perils simulacra currently under construction- cover in development)


7- (tentative release, base on statements made by its original author, namely John Corradin) A republishing of "MELANDA" (read at the bottom of this post if you still are unaware of that)




2013/01/08

The poverty of D&D spellcasting philosophy

I have always declared that AD&D spellcasting system is childish.

Let us compare.

ADVANCED DUNGEONS & DRAGONS 1st edition:

Magic-users draw upon arcane powers in order to exercise their
profession. While they have mighty spells of offensive, defensive, and
informational nature, magic-usersare very weak in combat. They have but
four-sided dice (d4) to determine how many hit points of damage they can
withstand, and magic-users have the least favorable table and progression
as regards missile and melee combat. Furthermore, they can wear no
armor and have few weapons they can use, for martial training is so
foreign to magic-use as to make the two almost mutually exclusive. Magic-
users can be of any alignment (explained hereafter).



LANDS OF THE RISING SUN (here):

[...]Yet mighty as it· was, Magic was never easy to learn nor to .perform.
Magicians had to go through years of study and austerity to scale the
heights of their art. To such scholarly mages, it was the mastery of
Magic that was their chief ambition. They went forth to adventure
not for excitement nor for riches, but to gain the wealth and rare
materials they needed for the further advancement of their studies
.

[...]And don't forget that casting a spell is not a simple, fool-proof pro-
cedure. The mage must do more than wave his hands, utter mystic
words, and expend fatigue points; He must have mastered the spell
(or be able to remember a partially mastered spell); he often has to
target his spell against the area or beings it is to affect (and be pre-
pared to have it go off elsewhere or even backfire against himself if
he fails to target successfully). Also spells of Illusion and Command
can be saved against by those of Intelligence and Wisdom-at the
cost of fatigue point loss.


CHIVALRY & SORCERY:

 If Magick is a form of knowledge, then the Magician should be seen as a seeker after knowledge. He is not a mere weapons technologist, as presented in some FRP games. He will not serve gold or power hungry individuals. Nor will he act as a heavily armed magical escort for glory-seeking adventurers simply because they need a compact magical S.W.A.T. team to take care of really dangerous foes. He has little interest in gaining possession of the magical devices of other Mages, because he can produce his own. His sole passion is to learn all of the secrets of the Arcane Arts -- the very secrets of the universe as he sees it. He is curious. He has to know the Truth! That Truth will most certainly give him great Powers, but it is in the knowing, not the exercise of Power, that the Magician finds his fulfillment ...

This does not rule out the excitement of an adventure. Only the Magician has some deep motive for going. He stands to learn something new or is attempting to forestall some terrible disaster. He doesn't go for ordinary reasons; for he is not an ordinary man.




2013/01/06

Vikings and Valkyrs returns!

After "Heroes" (link), "Wizards' world" (link), and others, now the time has come for a new release of "Vikings and Valkyrs", the obscure fantasy/historical rpg self-published in 1985.

see this link for info.

The Rpg Encyclopedia says:

Vikings & Valkyrs
1st ed by Laurence Gillespie (1985) self-published
A game based on the Icelandic Eddas, which uses a class-based system with six stats rolled on 3d6, similar to AD&D. However, there is an original skill system and magic system. According to the back cover, the designer had done "eight years of graduate level research of Old Icelandic sources". Volume I was "Character Classes, Skills, Magic"; Volume II was "Combat, Runes, Songs of Power". An advertisement suggested that a third volume was coming soon, to be called "Monsters and Treasures of Middle Earth" -- but it is not clear whether this was ever published. 
If you  make a google search using the game title, you will see the new website (still under construction), presumably built by the author himself, which states: "The cult roleplaying hit of the 70's, reborn".

Ok guys, this is really OSR to me, namely, old-school renaissance, this is what i am tempted to call "OSR 2.0", that is, the re-publishing of the others old-school fantasy rpg's after the first wave has come to an end (Osric, Swords & Wizardry, and the like). 
Now the time has come for OSR 2.0, but, alas! not many authors are still alive nowadays. I mean, "Heroes" has been republished by its author (Dave Millward), the same for Vikings & Valkyrs (Laurence Gillespie, i contacted him some months ago so i'm pretty sure it's him who brought about that website), and if i recall correctly even "Beasts men & gods" (Bill Underwood) was republished some time ago by its original author after someone made an online petition on the web.
Finally, if you remember i was contacted by John Corradin some time ago, he said to me he was planning to a possible re-release of Melanda but then i didn't hear from him anymore.

"Wizards's world" was republished by Goblinoid games (i'm unaware if the original author is still alive), but nonetheless something huge has already happened in my humble opinion if you take into account all of these games that i cursorily cited above.

OSR 2.0 or not, i foresee a future going towards this direction. Made by fans through scanning of the old products or by the original authors themselves, i cannot say. But Excavations into AD&D are more or less come to an end (we should dig up the old and untraceable fanzines from the seventies, maybe, and peruse them), so it is normal that the remaining fantasy rpg's now are approaching on the horizon. With the aid of technology all this can happen.

Melanda, a couple of scans

My cyber-friend over at UNDERWORLD KINGDOM seems quite interested in knowing more about "Melanda", released in 1980 (see the RPG ENCYCLOPEDIA here) and about which i wrote other posts in the past (just make a search on the left top of the blog to find out). He contacted me and asked to give insights around this game.

Now, it seems i managed at last to fix my scanner (i am under Ubuntu now and i am still practicing), so this evening i scanned the first four pages (not counting the cover).

Keep in mind that i own a 2nd edition of this game, though i crave for a 1st ed...

More will follow. www.ImageBanana.com - Image0002.jpeg www.ImageBanana.com - Image0003.jpeg www.ImageBanana.com - Image0004.jpeg www.ImageBanana.com - Image0005.jpeg

The five old-school obscure fantasy rpg's that are still missing in my catacomb.

 Yes, i know, i should not talk anymore, in fact i am not entitled to speak and utter my opinion anymore, nay- maybe i should even refrain from posting again in forums and so on.

I am not here to talk about Dungeons & Dragons, and you know it all too well, i'm here to shed light on those works which are unknown to the masses.
But today i realized that there still are FIVE old-school role-playing games i know nothing about, it stems from here my dissatisfaction with myself. I leave to others the proud and joy of knowing each and every page of the AD&D Dungeon master's guide.

I'm not interested in this common knowledge. It fails to deepen my soul.

So, without further ado, here they are, in no particular order.

Keep in mind that i am about to put my hands on several of these, it is just a question of time (and money).

VIKINGS AND VALKYRS (link)

PHANTASY CONCLAVE (Soooo elusive) (link)

NIMOLEE (link)

FANTASY WARGAME RULES (this gives me troubles sleeping at night..) (link)

RWTG (I purposedly omitted the full name of this, for fear of someone grabbing it before me. There are just 2 copies around as far as i know, i will talk about this soon). (link omitted, i apologize)

When these five old fantasy rpg's are in my hands, i will be able to say i have everything and my collection is complete (but maybe at that point i should add "Spawn of Fashan", seriously).

And when my collection is complete (after years of struggling), i will feel competent and enlightened.

Not only i need to know Rolemaster, Chivalry & Sorcery, Powers & Perils and so on, i felt the urge to grab and comprehend these as well.

And who knows, at that point it would be beautiful to analyze and ponder each of these gems separately, one at a time, slowly. 

2013/01/03

Rare stuff for AD&D, part IV


Another gift today that i took down fom the dusty shelves here in my catacomb.

Here you can find plenty of old and quite good adventures written for AD&D 1st edition.

In order to grab it, you just need to google this: "tortured souls  7chan catacomb librarian", and be a little smart in following the first couple of links.

DESCRIPTION:

40pp UK A4-size book with glossy card cover + A2 Colour Mapsheet.

Published in 1984 by Beast Enterprises Ltd., Oxford, England.

A magazine showcasing 'selected scenarios for role-playing games', these magazines are heavily focused on AD&D with a cursory nod towards Runequest.

The Thing in the Attic - AD&D/Basic Beginner's Scenario

The Trollball Trophy - Runequest Wilderness Scenario

The Zhalindor Campaign - Introductory Suppliment

Galizhard - Zhalindor Campaign Module

Brohar's Bane Part II - AD&D Wilderness Solo Adventure

2013/01/01

How could i miss this marvellous fanzine?

HERE

Altar, the turkish Conan

So, it has been a long time since i posted something about a fantasy b-movie, (here the first post), a since this blog deals with obscurities of any kind (be it a fantasy rpg or a fantasy unusual flick), i decided to start talking again about these odd rarities which not everyone might be aware of.

Ever heard about "Altar" movie? Well, it is the turkish version of "Conan the barbarian" character, and thank heaven someone uploaded it in its enirety on youtube.


 Unfortunately, english subtitles don't exist anywhere, as far as i know, but i think one can enjoy this movie even without them.




And if you dare, you could go on watching not only "Altar", but the turkish version of "The Exorcist", called "Seytan".


Love these both.

Rare stuff for AD&D, part III - Tortured souls I


This issue of Tortured Souls! contains the following scenarios:

The Chevalier's Shrine: Something is amiss at the memorial shrine, and the party are hired to investigate further - will they discover the sinister secret in time? Contains alternative versions for beginnins or experienced players.

Tomb of Qadir: Explore beneath the goblin lair in a search for the hidden tomb! The first of the scenarios in the Zhalindor Campaign: these pull out modules are independently playable or can be used as a challenging series for the experienced player.

The Rising Tower: The second scenario from the Zhalindor Campaign. A stronghold of fire giants pose initial problems for a higher level party, but the survivors must face a greater peril!

The Crystal Keys: A complete ready-to-play solo adventure. The penniless party must scour a forbidding wilderness to locate the dungeon containing Zamhardrar's legendary hoard with its fearsome guardians!


2012/12/31

Ysgarth, still another forsaken gem.

Yesterday i re-opened my blog after several days (i was far, far away, both physically and mentally) and noticed someone commented again on my post about Ysgarth (here), and he was happy in having found someone had spoken about this game in the vast ocean of the web.

So, since i want this place to become the shrine and refuge of forgotten old fantasy rpg's...here it is, in part.

Happy new year 2013 to those who visit my diary.



Chivalry & Sorcery explained


This morning i discovered two very interesting posts about C&S, written on Anniceris blog (which i hold in great esteem).

Unfortunately, the blog is in french language so not everyone might be able to read it.

Since i adore C&S and i can understand french pretty well, i'm planning to give a rough translation of both articles (here)

Stay tuned, you rpg connoisseurs.

2012/12/26

I love this post

LINK

Chivalry & Sorcery

"I'm french and a long time gamemaster ( though I dont have time for this hobby since many years ) , using a lot of RPGs. I always longed to find or try the legendary C&S without any results. I really love FGU games and I thought it was equivalent in quality as Sworbearer and so on. A week ago , I photocopied a complete .pdf of the hardly available C&S 1st edition. And I was amazed !!!! Why a game of such quality , such nearly perfection was so "underground" ??? Reading it , I'm still impressed of what was done ! System , background , everything ( god ! Magick is a marvel ! )... AD&D , I practiced a lot in campaign , doesn't at all compare ... Pendragon is a joke comparatively ... Incredible ! Now , I'm trying to find time to play RPG again , using C&S 1st ed. 

RPG MUSEUM REVIEW


2012/12/08

Ed Simbalist speaks: bow down.


  A bunch of utterances by Ed Simbalist are worth one hundred sentences of Gygax. And i'm not going to hide the fact that i regard "Chivalry & Sorcery" as the ineffable, unparalleled fantasy role-playing game of all time.

A lot of  interesting stuff written by Simbalist is contained in the old fanzine "Alarums & Excursions", and i will shed light on that material in the future.

As for now, i present this text, coming from DF #1 (which you can buy here for 75 $).

Besides examing in future posts the material by Simbalist from A&E, there will be another long digression by the author of "Chivalry & Sorcery" (taken from a very old fanzine dating back to the seventies) which deals with the differences between D&D and C&S and the views of the author about this topic ( which i never saw published online and that i think will generate much controversy). Stay tuned.

 Text taken from the first issue (1979) of "Different worlds".

ED SIMBALIST

Ed is considered the scholar of FRP games. His output is prolific but very au thoritative. He has no equal in providing pure information specifically for use in
RPGs.

Fantasy Role Playing

Since its inception, fantasy role-playing (FRP) has evolved far beyond the
expectations of those who formulated the first sets of FRP rules or of those players
who first ventured into "dungeons" and "wildernesses" to face the Unknown.

FRP has become more than a mere game. It is an activity approaching the propor-
tions of a cult. It is a means of personal expression on a highly creative and
imaginaive level. It is the spontaneous creation of a "living novel" or a
•• psychodrama," interaction amongst players on many different levels as they
create alter egos in the persons of their characters and so enter, into imaginative
and exciting realms of existence denied to them in their everyday lives. The more
fully they themselves capture the spirit of their characters and imbue them with
rounded personalities, backgrounds, and motivations separate from their own, the
more the players become "actors" on a stage of their own making.

To repeat, FRP is not "just a game." The rules of FRP are regarded in a
manner unlike that accorded to the rules of any other game. Indeed, FRP rules are
merely the language through which players and Game Masters communicate
and simulate those elements of what might be termed "imaginative reality."

To play FRP is to engage in the creation of a group fantasy, to produce the Grand
Illusion of a world ethos by the deliberate suspension of one's disbelief. Thus it is
that twentieth century people can, for a few hours, escape into a fictitious world
and accept the "reality" of that world for the sake of pure enjoyment.

The illusion of reality is essential to any entry into a world of fantasy. One might
say that a "Spell" is cast and consciously submitted to by the participants. "Come
into my world," is an invitation extended by the Game Master, the director of this
group artform, and he employs the "rules" to delineate the outlines of the
world he has conceived and account for many activities which would or could
occur in it. The rules merely aid the Game Master to maintain the internal consist-
ency, the "laws" by which his world operates.

But even as the Game Master spins his web of illusion, the players themselves
add to the performance by playing their roles. Many are the times when the Game
Master finds that his creation has taken on a life and purpose of its own as he
responds to the creative output of the players. The story-telling-for FRP in a
very real way is a story-telling activity- becomes a group creation as the imagi-
nary life experiences and actions of each player/character are added to the basic
concept provided by the Game Master.

The experience is itself the thing, and once begun it becomes a group hap-
pening! As we designed and tested Chivalry & Sorcery, it became clear that the illusion of reality had to be maintained to bring out the finest in creative impulses from both the players and the Game Master.

Thus we aimed at creating the feeling of being in a world, of competing in and
even just surviving the physical and social "realities" of an existence differ-
ent from our own. We chose the feudal model as the basis of that imaginary
world because feudalism is a fairly universal cultural pattern encountered in
not only Medieval Europe but in many works of fantasy fiction and traditional
legend.


Indeed, the biggest illusion we succeeded in creating with the rules is the
belief of many commentators and players that Chivalry & Sorcery is realistic! The
"realism" of C&S is the totally imaginary High Chivalry of King Arthur and The
Faerie Queene, of Ivanhoe and Men of Iron and The White Company. Elements
of classical, medieval, Nordic and Celtic myth were mixed in for seasoning, with
liberal doses of Tolkein and the Dracula/Frankenstein/Dr. Jeykell and Mr. Hyde
horror story and movie tradition thrown in for good measure.

Our magical systems were patterned uon, but never imitated, a dozen traditions found in various times and in various cultures. Of course, elements of hard military and economic history underlie many of the systems, as do insights into social
organization, but these are tempered by a sense of romantic heroism and derring-
do. In short, Chivalry & Sorcery systems may appear to simulate reality, but the
realism itself is purely in the minds of the players!

It is gratifying that this sense of realism has made an impact, but I would
like to point out that the thrust of Chivalry & Sorcery was never directed toward
presenting hard reality for its own sake.Rather, we felt that establishing a
foundation for a fantasy campaign which has its systems rooted in the real world,
even the wildest fantasies can be sustained.

Everyday, mundane considera tions take care of themselves that way, with reduced reminders that "such-and- such" situation "wouldn't really happen that way" to interfere with the fantasy illusion that the players and Game Masters are trying to create. As Tolkien and many other commentators on the subject have noted, all fantasy is founded upon our perception of reality. The trick is not to let the fantasy be entirely bounded and controlled by hard reality, merely informed and guided by it. In examining the brief but eventful history of FRP, one cannot help but notice
the continual modification of the "rules."


From the moment that FRP began, Game Masters started to alter and improve and
add to the existing rules. Variants sprang up in profusion, despite calls for "One
True Way" of FRP gaming. This design creativity on the part of players is their
inevitable and necessary response to their particular needs. Any set of FRP
rules has, as a primary task, the sustaining of the particular fantasy world
the players are attempting to establish. It is unthinkable that there could be any set
of rules that would answer all the needs of all players everywhere to create any
fantasy world that might be conceived!

Moreover, it is likely that one of the main appeals of FRP is the freedom of players
to put their own personal touches into the activity. From the Game Master's point
of view, it is fun to develop his own world, to design or alter rules in order to
simulate the conditions and effects he desires. It is fun to see others enjoying
the results of that creative talent. In fact, it is the biggest "high" a Game Master
can know.

That is the reason that I encourage layers to "meddle" with the rules I
design. An unrepentant meddler myself, I like to play with the systems. It not only
gives me some feeling of pride in my creations, but it is absolutely necesary if I
am going to adapt the rules so that they sustain my world. "Come into my world,
and welcome," but first I have to be sure that the world will remain consistent, that
it will function the way I want it to function. Every Game Master faces the
same problem. Is there any wonder that variant systems appear?

In talking to Greg Stafford, for example, I discovered that he employed many
Chivalry & Sorcery systems to set up his Dragon Pass world for FRP. I also borrow
from his systems, and those of other games as well. So should it be, for the
idea of a "pure" FRP campaign ignores the needs of individual Game Masters.
One uses anything that does the job, and one never fears to modify a promising
system or concept to fit his world. The only criterion governing such modifica-
tions and adoptions of systems is that they work! If they produce the results
desired, well and fine. Who cares who designed the systems of what publisher
produced them?

FRP is an individual activity expressing the needs and expectations of those
engaged in the activity. One is limited only by his imagination and his design
ability.
Knowing the investment of time and imaginative energy that is required to
design an FRP world, and fully aware of the infinite potentials for enjoyment and
creativity that are available to the role player who willingly accepts the "reali-
ty" of an FRP world, I sometimes become impatient with players who insist on
being their usual twentieth century selves and refuse to live in the fantasy as their
characters.

Perhaps I am insulted as the Game Masterlstory-teller/director of the
activity, but it grates to see all that work and all that potential ignored as some
player tries to win the game in the same manner as he would approach a game
based upon the "adversary" model. One simply cannot "win" a role playing game
because ther are no "victory conditions" as in, for example, a board game
simulation of the Battle of Kursk. The "game" is the Game of Life, with each
character choosing his own "victory conditions," and success is not simply a
matter of counting bodies or gold or experience points.

Chivalry & Sorcery reflects that philosophy. What is the aim of FRP as
embodied in C&S? Be a Lord. Aspire to power and position. Rule a kingdom or
barony or barbarian tribe. Make war. Conquer Empires. If you are a common-
er, seek the golden spurs of Knight-hood-or maybe even just freeman status
if you are a serf or slave. Gain respect and reputation by performing deeds of valour.
Seek gold. Become a Merchant Prince. Become an explorer or freebooter or the
best darn pickpocket in the nation. Do good. Do evil. Avenge an ancient wrong
against one's family. Regain a lost throne. Marry a princess. Protect the
weak. Oppress others. Escape the consequences of your acts by cunning and
deceit and plain bribery and corruption of public officials. Be a Robin Hood. Smite
the Godless. Take holy orders. Go crusading. Make a pact with the Devil.
Seek universal knowledge. Unlock forbidden secrets. Know yourself!

Above all, survive and conduct yourself in the sure knowledge that a victory
marks only one skirmish amongst many that Life will inevitably bring to you as a
character.
If one is going to create a world that is "alive" and charged with real adventure,
role playing is essential. One must get inside his character, see what motivates
him and makes him unlike any other,breathe life into him as an individual, and
above all surrender one's twentieth century self to the illusion and be that
character-see, feel, think, and act as he would. Only then will the activity be more
than counting gold or bodies or experience points. '

This is the consideration upon which FRP succeeds or fails. For FRP is a
socializing activity, a deliberate gathering of friends to enjoy and marvel at the
wit and cunning and skill we all exhibit as we contribute to our mutual enjoyment of
the activity. Not to be outdone by our fellows, each of us responds to the
contributions of our friends with equally fine character play, always aware of the
degree of sensitivity and expertise with which the Game Master orchestrates and
directs our efforts as we enfold the living drama. Weare all playwrights and actors
and audience rolled into one. If it is a good performance, we are highly grati-
fied and, though limp with repeated adrenalin surges, we make plans to meet
for the next foray into "Our World."

And that is what FRP is to me.



Bringing you a rare review of Dungeons & Dragons

 From "Space gamer" #2 (1975) (link):

REVIEWS OF DUNGEONS AND DRAGONS

D&D is the ultimate fantasy game.Players start as a Fighter, Magic-User,
Cleric, or Thief. They may choose to be a human, elf, dwarf, half-elf, or
even a hobbit. They must decide to be lawful, neutral, or chaotic. There is
never any winner. In a good campaign players start in a town. First, they
must get a room at one of the several inns. Then, they usually go to a
general store to pick up some equip- ment such as rope, sacks, etc. If
they have any money left, they'll go to a tavern, have a drink, and try
to hire some men. How well they fare at this is determined by charisma,
one of the abilities. The other abilities are intelligence, strength,
wisdom, dexterity and constitution.

They'll then begin to ask towns people about the surroundings, about any
legends, etc. The next day bright and early they'll pack up and set out
down the road. If they have bad luck, sometimes they even have to get a
job to keep from starving! All this takes a lot of work and time for the
referee, but it's more than worth it! The most stimulating part of the game
is the fact that anything can happen. Nothing' is impossible. Even when you
are standing between a cliff and a troll, there is still hope, perhaps
Levitation boots! Over a hundred monsters are provided for, from
trolls, orcs, zombies, werewolves, vampires, dragons, gargoyles, rocs,
and giant purple worms, to hell hounds, rust monsters, giant slugs,
and even tyranosaurus rexes and giant tics. Whether you're exploring the
depths of the dungeons, roaming in some forsaken wilderness, or being
pursued by an evil wizard in an intricate castle, I'm sure you'll be having
one heck of a good time!

Tim Waddell


If you took everything possible or impossible that you ever dreamed
about, read about, or imagined; put it in a medieval setting, and heaped
it all into one set of rules for a game, you would have created DUNGEONS
& DRAGONS. As a game, D&D is a fantastical outlet for the imagination.
It has the quality of being infinitely flexible, and with it comes the
reality of impossibility.

What you get when you buy D&D are
three booklets, filled with basic guidelines for a fantasy campaign.

The first book is Men and Magic. This basically tells about getting a
character, equipping him, and getting off to a start. Magic and clerical
spells are listed and described forreference whenever needed. With these spells, magic-users and clerics can make people, monsters, things, and objects, do anything from sleepingto serving them or dying. With rules for developing your own new spells, the sky's the limit.

 I feel that book II, Monsters and Treasure is the
most interesting book of all. This book describes all the mean, nasty,
and horrifying creatures that the players get to fight. Then, when
they are finished fighting, this book describes many rich treasures and
countless magic items, to aid the players in finding more and better
loot. Volume III, The Underworld and Wilderness Adventures is probably the
most important book, because it tells how to go about playing the game, in
either of two settings. Dungeons must be mapped out by the referee in
advance, and care taken to detail. The wilderness is rather a do-it-
as-you-go- situation. This book also includes ways to spend your
treasure, and other interesting things such as; Castle construction,
Naval combat and adventures, Baronies, and much more.

There are drawbacks to the game
however; as there are in any game.D&D cannot even begin to get
interesting in less than 20 hours playing time. Hundreds of hours of
work must be done ahead of time by the referee, and it takes a fairly
long time to prepare on the part of the players.

In this game there is no victor as such, but the object is to gain exper-
ience (by finding treasures and beating up on monsters) and become more
powerful and gain more possessions. Staying alive is a big part of the
game, as there are always monsters that hate you, lurking in the gloom.
But, if you should happen to die, don't worry; you can always start again.
If more complexity is desired, the supplement GREYHAWK adds outstanding
improvements, and many more ideas. Also, the Strategic Review, a TSR
newlestter has some good things.

Andy Pudewa



2012/12/07

Maya predicted the end of D&D by 2012

Thoughts experiments. I revel in them. They just pop up in my mind unexpectedly.

So, you already know it. Maya predicted the end of Dungeons & Dragons once and for all by 2012.


You just have a bunch of days left to play it. Your own life will be spared, but not your handbooks and manuals. They are going to vanish all of a sudden, 2012/12/21, devoured by a metaphysical entity known as "The incorporeal eater".

That said, you have just 1 minute, not more, to decide which game you'll play instead of it. You will be bound by your decision for the rest of your lifetime.
Now choose.

The Lost Caverns of Tsojcanth (original from Gygax)

Ok, so what do i actually have on my HD?

I cannot seem to identify this.

Maybe a sort of pre-production version of this AD&D adventure?
I am not an AD&D expert anymore, so any hints is appreciated.

Some images are attached below.


www.ImageBanana.com - l1.jpeg www.ImageBanana.com - l2.jpeg

2012/11/20

The End of the Story (The Collected Fantasies of Clark Ashton Smith, Vol. 1)


 Follow the white rabbit. 

Published in chronological order, with extensive story and bibliographic notes, this series not only provides access to stories that have been out of print for years, but gives them a historical and social context. Series editors Scott Conners and Ronald S. Hilger excavated the still-existing manuscripts, letters and various published versions of the stories, creating a definitive "preferred text" for Smith's entire body of work. This first volume of the series, brings together 25 of his fantasy stories, written between 1925 and 1930, including such classics as "The Abominations of Yondo," "The Monster of the Prophecy," "The Last Incantation" and the title story.

Full lenght editorial from "Imagine" issue #4

www.ImageBanana.com - editorial.jpeg

Google plus, this odd thing

Now i am on G+, basically i created a profile there because i realized it is not possible to post comments on Grognardia's blog in the usual way, and since that is the only old-school blog that i read..here i am.

my address is here:

G+

2012/11/08

Posts content disappeared

I noticed that some post contents disappeared from my blog, mostly because the hosting site where i uploaded images has gone out.

For instance, this, that i cherished much:

http://mesmerizedbysirens.blogspot.it/2011/12/magic-isnt-throwing-fireballs-magic-is.html

or this other one:

http://mesmerizedbysirens.blogspot.it/2011/12/hp-lovecraft-consummate-prose-stylist.html

Hmmm...i'll see what i can do.

So, you admit it.

Imagine magazine issue #1, there is the so-called "The Beginner's guide to role-playing", i was amused to read this: "...you play the part of a fantasy hero battling fearsome monsters, as you struggle to become more powerful..."

More powerful..not to develop a deeper character, a more realistic and profound alter ego in an alternate reality...but just to become more powerful.

I know, that is just an early advertisement, but, anyway. I just can't like it.

I think i will compare ( in a future post), the content of this ad to what Richard Snider wrote about what he thought it was the main and most entertaining aspect of playing a fantasy character.


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