Showing posts with label Reviews. Show all posts
Showing posts with label Reviews. Show all posts

Wednesday, May 20, 2015

& Magazine Issue 11

Would you want to drink a beer with this guy?

& Magazine
Link: http://www.and-mag.com/
Download it HERE.
Download the other Ten Free Issues HERE.
Discuss it at: & Magazine Forums at OSR Gaming


& Magazine is primarily devoted to 1st Edition AD&D, but a great deal of the content can be ported over to any other edition and quite a few other systems without too much trouble. There are a good variety of maps, monsters, scenarios and more in every issue and it just keeps getting better.


Issue 11 of & Magazine is devoted to Humanoids, with four feature articles focusing on goblinoids, orcs and humanoid societies with two bonus articles that explore an alternative non-spell-casting version of the Ranger class and a look at the extended family of Sphinxes. Then you get a bunch of maps, numerous magical items, spells (including Kobold spells), an examination of the Ogre Mage (with a follow-up piece discussing undead ogre mages), a couple of mini-adventures and a hexcrawl, plus a recipe for 'fusion chicken.'

First off, the two TSR-Blue maps by M. W. Poort/Fingolwyn could easily get added onto B2: Keep on the Borderlands or one of the other classic modules. A DM can always use nice maps of small castles or keeps. Good stuff.

There are some pretty decent magic items sprinkled throughout the pages of this issue. The Portable Tunnel in particular is a nifty magic item and could open up some interesting alternative adventuring opportunities.

Getting More Mileage From Goblinoids presents a way to break past the lingering impression that goblins, etc. are simply dumb brutes. I rarely run these creatures as dummies, but quite a lot of people do, so this article might help change a few minds...or not. Personally, I am not a fan of lumping all creatures of a specific type, say Ettins for example, into one fixed category in terms of overall intelligence. Sure, a large number of them might be of low intelligence, but there could be a few exceptions...otherwise it begins to make one wonder just how these things could ever survive. In my experience, the dumber monsters can be fun from time to time, either as comedic relief or  a distraction, but the more intelligent things are the most frightening. They set traps, learn from previous encounters, and sometimes decide to get pro-active and hunt down those filthy adventurers that have been harassing their folk. But that's just an opinion, based on a particular approach and play-style, and by no means the only option, nor even necessarily the best. This article offers an approach worth considering and hopefully it will spark some discussion or equally well thought-out feedback. There's certainly plenty of room for alternative approaches and other ideas and it would be interesting to see some sort of follow-up to this piece that explored this matter from another perspective.

Humanoid Society offers some good insights as to why the various goblinoids have shamans or witchdoctors, how their societies are structured and what makes them able to continue operating, let alone competing with the other societies. Mr. L also does a good job of addressing the often misunderstood Alignment aspect of these (and many other) creatures. Chaotic isn't necessarily stupid and evil beings still have to raise their young and eat regularly if they're going to survive. The expanded information for handling Leaders as well as the new spells for shamans and witchdoctors are pretty useful.

Points of View offers up two pages of ideas for freshening-up a game with a number of examples drawn from world history, biology and Star Trek. New DMs and worldbuilders might particularly find this a helpful jumping-off point for some inspiration.

Reviving the Lowly Orc presents two new variant-versions of orcs that are a little bit different. Both versions are interesting, and are presented alongside some suggestions for tactics and ideas for integrating these critters into an ongoing campaign. The Bloodcaps are a more elite sort of warrior-orc, while the Soul-bound orcs would really fit in well alongside the other servants and followers of an unscrupulous necromancer or the like, especially with their built-in 'advancement-through-fratricide' quality. The right person, in the right place at the right time could really stir up some serious trouble with these creatures...and they provide a great challenge for a bard of all things. A bard might get them to kill their fellows in order to grow more powerful, which could be a good short-term solution...but would then lead to a bigger, stronger monster to deal with afterwards. Good stuff.

The variant Ranger class drops the spells and expands on their tracking ability, offering a set of modifiers to handle nearly any terrain and the most obvious environmental factors. This version is a little beefier as well, making it a fighter who hunts more than a mystical woodsmen. If you don't like letting Rangers use spells, then it's worth taking a look at this alternative approach.

The Extended Family of Sphinxes article was another high-point to this issue. Integrating the Lamia, Lammasu, Manticore, Shedu all into the Sphinx family tree is a great idea, The Apsasu and Umbral sphinx are nice additions to the group as well. Are Lammacores and Shedua far behind?

Creature Feature focuses on the Ecology of the Ogre Magi, including the undead version. Part One begins with some entertaining fiction, then gets into the nitty-gritty details of converting the 'off the shelf' version of the ogre magi into a slightly more refined and elegant creature, the Oni. This is a nice revision to a classic beast and opens up some good opportunities for nefarious plots and so forth--the Oni could give the Rakshasa a run for their money. A covert shadow-war between gangs being manipulated behind the scenes by Oni and Rakshasa masters could make for some interesting adventures.

There is a 2-page piece describing an Ogre Berserker Company...and it is pretty good. It also includes an undead ogre berserker, just in case, like for those special occasions when extreme undead ogre mayhem is called for.

Leomund's Long Coats was one of my personal favorite articles in the entire issue. These are some very useful magic items that players are going to demand once they read about them.

Spell-Caster's Paradise I & II reveal some nasty-useful Kobold Shaman spells and a magic item that can be used to unlock a series of new, variant versions of some classic spells.

Tactical Magic expands upon Appendix P from the DMG in order to build a more robust and varied process for randomly rolling-up spells and magic items for pre-gen (or other) characters. There are some good ideas here, and it's an interesting piece, building on the bones of the DMG to create something useful.

Brewmaster: Games Within Games presents a few new games of chance to try out the next time your party of adventurers heads over to the local tavern.

Blues for a Red Sun is an interesting scenario centered upon a small ruined temple in an oasis. Boalisks, sandmen, and some wicked undead creatures lurk beneath the sands. I could see swapping-out the main antagonists for mummies, especially spell-casting mummies, to make it even nastier...but it is pretty challenging as-is. Oh, and this is part of a larger complex, so I'd definitely like to see what happens in the next installment.

The Grym Grove features a faerie circle, needlemen, 'grym trolls,' freshwater skrags and a dracolich. It all hangs together pretty well and could easily serve as the backbone of a series of adventures for a group trying to track down whatever happened to that badly wounded green dragon no one has seen in a while. A few rumors, a cranky sage or scholar who is convinced that the dragon is in fact deceased and that its amassed treasure is just waiting to get looted, and this all clicks right into place.

Two Shores and Torjetty Regions are a pair of hexes lifted from the author's campaign and presented as something you can either adopt or adapt as you will. The maps for each of the hexes are hand-drawn in colored pencil, which reminded me of Tim Short's Random Maps over at Gothridge Manor...maybe Tim might consider contributing one of his maps to these guys in the future. I think that would be cool.

There are a few variant potions and a recipe for 'fusion chicken,' which I just might have to try out. How many RPG-zines contain recipes? I think & Magazine is unique in this respect.

The For Further Reading section in  the back is a nice idea...I don't do Facebook, so it wasn't particularly useful for me, but I'm sure it will come in handy for someone else who wanders through that particular digital walled garden. The follow-up section details all the places and spaces out on the web where you can locate or connect with the & Magazine producers and community. They're all over the place...

Okay. So that's a quick run down on everything that is in this issue. There's a lot of good stuff in there, and it's all free, so go download a copy!

Tuesday, July 15, 2014

Review: The Manor (Issue 6)

Click Here to Order
The Manor is Tim Short's old school RPG zine. Issue 6 features The Brothel of Wargumn by Matt Jackson, The Guard (an NPC class for beefing up those guys who the player characters are always running into), a D20 table for Random Guard Greetings, Getting from Point A to Point B by Ken Harrison, and Witches of the Dark Moon, a low-level one-shot adventure that features a new monstrous spiders, new spells, and a werespider witch who could easily sneak off to become a recurring NPC antagonist for a party of low-level characters. The Dark Moon scenario was inspired by Tim Brannon's incredible RPG-Tome The Witch and Dylan Hartwell's Big Book of Spiders. Both scenarios are excellent and are accompanied by maps by Matt Jackson, with art from Jason Sholtis and Dylan Hartwell. The Brothel scenario by Matt Jackson is one of the most highly entertaining scenarios you're likely to read any time soon--it manages to be both distinctively gritty and memorably oddball in equal measure. All in all this is a great zine that manages to pack quite a punch in only 28 pages. Highly recommended!

PDF version is available at RPGNow or Lulu for $2.50, which is a bargain.
Print version is available from Gothridge Manor Games for $4.00 ($4.50 to Canada, $5.00 to the Rest of the World).

Tuesday, June 10, 2014

& Magazine, Issue 9




& Magazine is primarily devoted to 1st Edition AD&D, but a great deal of the content can be ported over to another edition without too much trouble. There are maps, monsters, and more in every issue and it just keeps getting better.

Issue 9 is a jam-packed 96 pages of pdf gaming goodness all about Spells and Spellcasters. There's also an interview with Ernie Gygax and a fairly diverse selection of spells, magic items, monsters, NPCs, and the like all  through the issue. They also started two new columns--one on starting a campaign, and another on cooking for your gaming group.

The map of the Desert Ziggurat by Fingolwyn is a classic adventure site that looks like it came out of an old TSR module.

The articles on spontaneous casting and spell memorization were both short and sweet re-workings of Ye Olde Rules that both seem workable and The Perils of Psionic Blast was a fun read--it reminded me of some rather heated discussions about this very topic back in the old days.

Mr. Lakofka's article ought to be handed out to anyone considering playing a magic-user in any old-school game. This is a fairly useful reference for newcomers that explains the peculiarities of the spell system in the older editions, and it could save a lot of trouble, turmoil and tummy-aches at the table. There are some good things in this issue, but this one article is probably my favorite, mostly because I wish that we'd had something like this all those years ago; it would have stopped a lot of pointless arguments and let us get back to the gaming. I really like his analogy of the different levels of spells to derringers of differing caliber--that was brilliant.

The article on Greater Faeries was interesting, well thought-out and provided some handy tables for creating random faeries that would make a great generator like what Logan and those guys are doing these days.

The interview with Ernie Gygax was short but fun, so were the top three entries for statting-up the Harpoonapus creature.

The Ecology of the Dragon Turtle reminded me of the old Dragon magazine 'Ecology Of...' articles and it gives us three new variants of the Dragon Turtle, which I thought were pretty well done. The illustration for the Subterrene Dragon Turtle on p.39 was my favorite image in the issue.

There is also another 'Ecology Of' article for the "Oculus Despot," that provided a quick and easy way to randomize the eye-beams to this classic redacted monster.

The rest of the issue is packed with more new monsters, new weapons, new NPCs, and loads of resources that run the gamut from silly to inspired. The Stone Spirals are really interesting and could open up some interesting scenario options. There are a lot of new spells including Errgo's Gnawing Slabs that I hope my character Ushnab over on Unseen Servant gets to learn one of these days. It's Fifth Level, so it'll be a while...

The Tactical Magic article examines scrolls in AD&D and is a good book-end to Lakofka's article on spell casting.

The piece on Homebrewed Campaigns felt kind of random, but it was a decent first installment for what is going to be an ongoing column.

The Businesses of Gamington not only had a nifty map of the little fortified town, it detailed a number of interesting shops that really gave the place some character and was complemented by an article detailing three more shops (one is an inn) that can also be dragged and dropped into any campaign. Gamington is a great seed that could really grow into something fun and wonderful.

Juju Zombie Bandits, a Western Lake Lands Hexcrawl, and the second map for the Desert Ziggurat all provide some ready-to-go adventuring fodder, and the Gaming Gourmet tells you how to make some delicious pulled pork for feeding a pack of hungry gamers.

All in all this is a pretty fine read. Download a copy and see for yourself. It's free, so what are you waiting for?