My friend Carter Soles over at The Lands of Ara has graciously posted the game system he and and friend Dave Miller wrote in 1989. You pick up the rules for "Crimson Blades of Ara" over at his blog. Although the author claims these are rough notes they are a dam site more impressive than my pencil scribbles on lined paper I call notes. As with many youthful endeavours it is chock-a-blog full with novel ideas and concepts, despite Carters claim that he was reinventing Runequest without knowing it (actually about all that Runequest and His system share are a use of a list of skills to determine abilities and percentile dice to resolve actions). Actually his character point chart with its exponential increase cost as skills move towards 100%, solves one of the great shortcomings of Runequest. Runequests advance system based on dice rolls against skills you use rewards lucky rather than skillful play, and results in great silliness amongst the power gaming crowd of continual weapon switching and trivial skill checks. All in all I was quite impressed, although I have not completed my analysis of the combat system which seems to exude a strong preference for some weapons over others. I am unlikely to attempt to run the whole game as written, but will likely borrow pieces for my homebrew rules. The crown jewel of these rules are the skill and trait level cost chart. I also enjoyed the eastern school mages who cast spells by "the creation of small,
animated beings called golems"; Orge player characters which are immensely strong but forced take quirks to compensate; and the two strikes per round combat system which allows you the ability to drop your chance to parry a opponents blow and counter attack instead. I thought having the agility stat determine who goes first, while dexterity and strength determine (for the most part, longsword is agility based) your chance to hit was wise; Fantasty trip and its successor GURPS put dexterity on both who goes first and your chance to hit biasing their games to uber dexers with nothing else. I am intrigued by the concept presented of different weapons having different caps on how much skill one can apply to ones attack, but I'll want to finish my math analysis before I can say I am in favor of it. A big thanks to Carter and Dave for sharing. Pick up a copy and check out for yourself. If you are unhappy you can always ask for your NO MONEY back.
Tuesday, March 15, 2011
Saturday, March 5, 2011
World of Bad Neighbor Mountain
Here are several maps of the campaign I ran from 1982-1985. My Regulars have already seen the detail map of Bad Neighbor Mountain from this campaign. I started this map by tracing coastlines out of my Altas and combining them. The bottom of this map is a backwards outline of Finland combined with the tip of India (Note: I ignored scale for the most part). I then placed the outline on a hex grid which I filled in with mountains, lakes, rivers, and settlements. The hexes are 25 miles across. Note the concept behind this map was to place it in the southern hemisphere, so the climate gets warmer as one moves towards the top of the map. The southern tip I envisioned as glaciated lake country similar to Minnesota or Finland.
Once I had the large map done, I took it to the copy store and made several copies to start laying different aspects of the campaign out. Below is an inset of the political divisions. Orange is the Anvan empire, a once great power slipping into decline. Light green is the Free city of Lirpan. Dark green are the Dwarven Holds in the mountains. Light blue is the southern elven forests. Dark purple are the towns of the sea raiders. Finally magenta is the Valley an area of small feudal states, where most of the adventures took place.
After laying out the political map on the southern tip. I noticed some issue with the map as I had drawn it. First the entire continent was completely mountainous. Second the terrain north of the lake country was completely the same repeat of mountains, rivers and towns BORING!!! So being the creator, I took the part I liked ,used a pair of scissors to cut that part away from the rest of the map, and taped it back down on a blank piece of hex paper which I then redrew as below. Now north of the valley is the Sea of sand.
Finally, I copied the map again using the enlarge function on the copier to give me a bigger map of the region I was most interested, used a light box to trace the map onto a blank piece of white paper, and worked it over with colored pencils to produce the map below, which I used as my map to show the players.
Of course almost all these steps can be done much easier with a computer graphics program these days (although I am still fond of the look and feel of my colored pencil work).
Friday, February 25, 2011
Piasa Bird
Aldorbans post of his picture of the Piasa bird sparked old memories which precipitated another dive down the internet rabbit hole. I have a certain fondness for the Piasa Bird, the Piasa bird trail patch being one of the coolest patches one could get by hiking with the Boy Scouts in '70s Illinois. Believing it to be an Native American petroglyph I was shocked to discover that not only that the current Piasa bird was painted in the 2000's, but the previous one I admired as Native American rock art was painted in 1934. The original petroglyph was quarried away in the late 1800's for limestone.

First description is from the French Explorers Pere Jacques Marquette and Louis Joliet traveling the Mississippi River in 1673. Jean Jean-Bapiste Louise Franquelin drew the following from their description.
First known picture is from someone who saw it was John Caspar Wild's Valley of the Mississippi Illustrated, page 136. Unfortunately the scan on the internet is not a very good one, the description in the text is better. I downloaded the image from the internet and enhanced the contrast to bring the very faint image in the original scan out.
A better old picture is from Henry Lewis's Das illustrirte Mississippithal although it does not look like a Native American petroglyph.
The current painting at the rock is below (from Wikimeida commons)
The current painting at the rock is below (from Wikimeida commons)

This link here is my favorite Piasa Bird, not being fond of the garish colors most paintings use. Note: I have not posted it here as I am unsure whether the owner has placed it in public domain.
P.S. O.K. I must post now having wasted far too much of my precious "snow" day on this post. Although it has a curious relevance to a map I was planning to post later.
P.P.S. I have spend so much time on the Piasa bird I am now listed on page two of the google search. This of course necessitates posting of even more of the pictures I have found.
P.P.S. I have spend so much time on the Piasa bird I am now listed on page two of the google search. This of course necessitates posting of even more of the pictures I have found.
Saturday, February 19, 2011
City of Caen
Here is a map drawn from a 17th Century Panorama of the French City of Caen. She-Who-Must-be-Obeyed has re-imagined it back to the Middle ages by pulling out the star forts, horn works, and bastions, and has also converted it to a top down view. Enjoy!
Saturday, February 12, 2011
Hexes and Villages
The little brown book's Underworld and Wilderness adventures explains that a barony can clear hexes up to 20 miles away and that within that area there will be 2-8 villages of 100-400 inhabitants (Other editions dodge this bullet by not even addressing Baronies in the core rules).This has always seemed a bit skimpy to me. With my newly created hex overlay and H. C. Darby's Domesday England, Cambridge University Press 1977, I decided to check the village density of Norman England. To this purpose I have created the following 5 mile to the hex map. Please note that Wales and Scotland were not surveyed, so are blank:
As you can see the village density in most places far exceeds 8 villages in a 20 mile radius. Densities of 10 villages or more per 5 mile hex are not infrequent. She-Who-Must-be-Obeyed who did the shading of the hexes by density says I should use this information to make a new roll-up chart, but that must wait for another post.
Tuesday, February 8, 2011
Bad Neighbor Mountain
Here is a map from my graduate school days in 1982. Since the new Advanced Dungeons and Dragons Dungeon Master Guide suggested using 25-50 mile hexes that's what I mapped the world in. However I found the hexes at this size lacking in gamable detail. As a solution to this I hit on the solution of drawing a detail map of a single hex on one piece of paper. Here is my detail map of one of the Mountain Hex near the city of Anva
:Here's the key for the numbers
1) The village of Telgrin; Major attraction "Ye Olde Magic Shop" Fireworks and novelties; 10th level Illusionist
2) The Earls Hunting lodge; 3rd level fighter acts as grounds keeper
3) Hermits hut, burned and ruined
4) Goblin camp: 14 goblins 4 wargs, Hermit 16th level cleric held prisoner will not harm anyone not even goblins
5) Ruined castle
6) Ruined castle
7) Trail to the lost city
8) Wachtower, lost city can be seen from here
9) The dragons roost
and here's a little adventure I wrote (the point of drawing the map to begin with). A brief aside this adventure follows the infamous plague dungeon She-Who-Must-be-Obeyed wrote and DMed in my world after reading A Distant Mirror, If I can cajole my way into the secret notebooks I may post more on that dungeon.
Going after Carsolar
Trin is in plague trouble again. Anva has volunteered Carsolar the mighty cleric to help. But where is Carsolar? Rumor has it he is up in the hills looking for the Snic-ker-snee the famous blade of legend.
Carsolar is of course the 16th level cleric being held at 4
Throw in a few wolves on the road into to town to start things off
a brief inquiry in town leads to directions to the hermit hut 3
battles with wandering warg riders leave trail back to the goblin camp
a battle in the goblin camp frees Carsolar
leading to a triumphant return to Anva to collect the ample reward
Remember this is Old School, none of that purple prose to clutter up the adventure, just some notes to myself to remind me of the theme them improvise the rest, springle liberally with random encouters to liven up the slow spots and throw some curves to delinerize the plot and I'm good to go.
Monday, February 7, 2011
Plan B
Well there I was working away on hex gridding over the map of Doomsday England, a pet project to try and figure how many villages actually fit in a five mile hex (from the overlay it looks to be 7-9, you can read more ideas about division of land at Redwald). Suddenly it occurred to me it was probably in poor taste and perhaps a violation of copyright to publish a map taken from a couple of figures from someone else's book, even if I had smashed them together and overlaid a grid upon them. Although the book author seems unlikely to be checking my web site, my status as a someday want-to-be author and game publisher always leaves me leery of violating intellectual property rights. After all, do unto others as you would have them do unto you. If you want to check out the base maps look on pages 38-39 of H. C. Darby's Domesday England, Cambridge University Press 1977 (I have the 1986 paper back edition. Its a reasonable read for a scholarly introduction to the data in the Domesday Book, a Norman survey of the land and loot they got when they took over England {for tax purposes of course}). From the book I gleaned Redwalds division into Hides, Tithings, and Hundreds leaves out many other land divisions in use in near Anglo-Saxon times including wapentakes, ridings, lathes, and rapes. Real life is seldom simple. Never-the-less I am no longer planning on posting my five mile hex map of Domesday England this week. I will not be posting my Domesday map until I find a source for the basic information in open source. As a result this weeks offering to the web will be a bit later than my usual target of near the weekend. I am working on a fine old map and adventure from the 1980's (Hope to have it done later today or tomorrow).
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