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Reboots, Reality Shifts, and Retcons

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In the 1980s DC Comics felt they had a problem. If you were new to comics you could pick up two comics with Superman in them and be unaware they took place in different universes. All the DC Heroes of the 1930s, 40s, and early 50s were from a universe called Earth-2. More modern heroes lived in a universe called Earth-1. Both Supermen had a secret identity Clark Kent, though the Superman of Earth-2 began his career in the 1930s while the Superman of Earth-1 began his career "a few years ago". Similarly the Flash of Earth-2 had as a secret identity Jay Garrick, also beginning his career in the 30s/40s while the Flash of Earth-1 was Barry Allen, beginning his career "a few years ago". Sometimes characters from these universes met each other. Add to these universes ones where heroes and villains swapped, universes for characters from companies DC Comics had acquired, etc. and DC felt their continuity had become convoluted. Their solution was Crisis on Infinite Eart...

Fiction Review: C.S. Lewis' The Lion, the Witch and the Wardrobe

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My gateway into fantasy literature was not, as seems standard for my generation, The Hobbit  and The Lord of the Rings  but rather C.S. Lewis' The Chronicles of Narnia, of which The Lion, the Witch, and the Wardrobe  is the first novel. I'm not 100% certain but I believe I may have watched the 1979 animated version of The Lion, the Witch and the Wardrobe  prior to reading it for the first time. I do remember the Narnia novels displayed prominently in the children's section of my local branch of the Brooklyn Public Library. So to start, lets talk a bit about The Chronicles of Narnia . They are a series of seven juvenile fantasy novels, originally published in the 1950s, telling tales of children from our world who visit the magical land or Narnia. Narnia is a land of talking beasts and fantasy creatures, where a Son of Adam or Daughter of Eve is meant to sit on the throne of Narnia. By that terminology one can quickly see the novels have a religious component an...

RPG Review: Caves and Caverns

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Examining my history with D&D I find it interesting to notice some of the products that I missed. For whatever reason, my early gaming was entirely devoid of any Judges Guild products. Judges Guild was one of the first (maybe the first) licensed 3rd party publisher for D&D. They produced lots of supplements, from settings to adventures to reference charts. For whatever reason, I never encountered any of their products. A number of their products are available for download at RPGNow, though to be honest, the quality of their scans is pretty horrible. I've been occasionally sweeping up reasonably priced physical copies of their books that I find online. Recently I acquired their Caves and Caverns product. It is described as "Forty-Eight Caves & Caverns with Nine Pages of Charts & Guidelines using the City State Campaign Hexagon System." With that description I was expecting something resembling TSR's Dungeon Geomorphs. Their mention of the Campai...

Clerics, Blunt Weapons, and Christian Assumptions

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One of the neat things about digging up many of pre-1970s works that inspired D&D is finding the origins of some of D&D's concepts and rules. One items which received a lot of humor back in its day was the restriction of clerics only being able to use blunt weapons as they were forbidden from using weapons which shed blood. Anyone who has seen a medieval mace knows that a solid hit with one of those is going to shed a lot of blood, blunt weapon or not. Recently I was reading Barbara Tuchman's A Distant Mirror: The Calamitous 14th Century . It included the following statement: [The knight] also had available, either attached tio his saddle or carried by his squire, a longer sword for thrusting like a lance, a battle-ax fitted with a spike behind the curving blade, and a club-headed mace with sharpened, ridged edges, a weapon favored by martial bishops and abbots on the theory it did not come under the rule forbidding clerics "to smite with the edge of the ...

Inspirational Reading for Classical Rome and Late Antiquity

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This isn't so much of a full review as it is some quick thoughts on some of the  inspirational pieces I've perused in preparation for my current campaign. Many RPGs are set in different historical eras and D&D tends to be in a setting that has some resemblance to the Middle Ages. This was probably more true in older incarnations of D&D - later generations of D&D tend to crank the fantasy dial up quite a bit. While I'd indicated that D&D tends to be rooted in the Middle Ages I'm tweaking that assumption for my Dungeon Crawl Classics campaign. This campaign, while not set on Earth, is taking a page from Adventurer Conqueror King and is using the period of Late Antiquity as its primary inspiration. What is Late Antiquity? Its exact timing is a matter of debate, usually including some or all of the period between the 2nd and 8th centuries. It is the period where the western half of the Roman Empire fell and its eastern half found itself fighting for su...

RPG Review: The Rogues Gallery

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The D&D Basic Set had a spell known as "Floating Disk". It created a magical platform that would follow you around. Obviously its purpose was to provide a way to carry loot out of the dungeon - though you have to pity the poor magic-user who had that as his only spell. Congratulations, you studied magic for all those years to become a pack horse for a barbarian warrior! When I purchased the AD&D Players Handbook  thinks changed. The Floating Disk spell was changed. Now it was "Tenser's Floating Disk". And this wasn't the only named spell - you got all sorts of spells from the wizard Bigby to allow the creation of grasping hands, crushing hands, clenched fists, etc. There were spell immunity spells from Serten. It gave a glimpse of a game that was played by real people. Reading articles from The Best of Dragon Vol. 1  (which I encountered at a Brooklyn bookstore where I also purchased The Fellowship of the Ring ) I got more glimpses of Gary Gygax...

Developing a New Campaign Setting - Welcome to Kraken Isle

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I've spent a bit of free time working out the details for my campaign setting for Dungeon Crawl Classics . It actually took a bit of debate going back and forth between that and Adventurer Conqueror King System. In the end I decided on DCC , largely due to its somewhat lighter workload for the Judge, though I definitely want to run or play a game of ACKS at some point. I've posted some previous musings on this setting and this may contradict some of them - as the game gets closer to its first session the setting is becoming more concrete as some ideas are modified or discarded. As I mentioned previously I'm inspired by what I consider to be TSR's old "mini-sandbox" adventures. I don't foresee running a "true" sandbox game with everything wide open but I do want to incorporate a large element of player control. This is what I observed TSR doing in several of their early adventures. While the Lendore Isle series of adventures remains a big inspir...