Monday, January 18, 2021

Review - Hexcrawl Basics by Todd Leback

Publisher: Old-School Essentials
Author: Todd Leback (Link to Patreon)
Artists, Interior: Bruno Balixa, Dean Spencer, Rick Hershey of Fat Goblin Games, Jack Holliday, Matt Forsyth, Matthew Richmond
Cover Art: Jen Drummond
Year: 2019
Pages: 24 pages
Rating: 5 of 5 stars


My first 3 reviews were on a single series of novels. I most recently reviewed How to Hexcrawl. I like the idea of series reviews or fits, but for awhile I'll be limiting myself to pairs of related titles. These are not comparisons, but singular reviews. 

Here is my usual warning, this book is written for OSE but it is easily adaptable and applicable to other systems with little to no modification. If you had a dungeon and you moved the characters outside, this book would be of use to you. 

This title starts with a definition of a hexcrawl, which is a very economical start. This is one of many books on the subject by the author, every concept is very tight owing to Mr. Leback's great experience on the subject. The first section covers the hex and the player's purpose in these hexes and the process to be followed. Artwork is used not only as mere art, but Worldographer maps exemplify what the author spells out. Todd Leback's use of art is excellent. 

Chapter two and three cover features and lairs found in hexes and subhexes plus random encounters. The next two sections cover procedural events, weather and getting lost, which are big part of the hexcrawl experience. 

The final chapter is an extended example of the hexcrawl process in action. It nicely loops back to the beginning of the book and marches the reader all the way to the end without missing a beat. I suppose that the book could have been written without this extended section, but would be a lesser work. The example perfects this book. 

Three caveats about this book. The artwork is very nice but does not print well on plain paper. The only way to get a nice copy of this book is to print on extreme quality on great paper. It is totally worth it, take the effort and time to do it right.  

Second, there is a small link to Mr. Leback's Patreon. Blink and you'll miss it, so I have placed it here. I normally don't do that, but the link to Populated Hex was almost too unobtrusive. (EDIT - There is also a Kickstarter coming soon. I've never gone in on a Kickstarter, but this might be the one to start with.)

I was tempted to make this a 4.5 of 5 starts but the example and the excellent artwork kicks it up one more level. Especially if you print it nicely. I was drawn to this title and series by the cover art, which I love. 

Saturday, January 16, 2021

Review - How to Hexcrawl by Joe Johnston

Publisher: Unknown
Author: Joe Johnston
Year: Unknown
Pages: 24 pages
Rating: 4.5 of 5 stars

Oh, the pain of being a historian and researcher. Reviews and criticism come at the drop of a hat. My third review, Raphael was an agonizing one star. I'm taking a break from novels. This series is all about the sci-fi and fantasy, so novels reside along side games. 

Let me throw a word out there: Impressum. It's a mark of ownership and pride. PRIDE! If you are offering you book on DriveThru or other publishing sites, put that in. Include your name, your website, your city, county and a date. Nothing is more frustrating than not knowing which Joe Johnston wrote an excellent book and guide for a world wide community. Which Joe Johnston is a thought leader? 

Enough whining. 

Mr. Johnston's How to He crawl is an excellent guide for players and DM's alike. My usual warning for reviews: this book is written for Labyrinth Lord but it is easily adaptable and applicable to other systems with little to no modification. 

How to Hexcrawl sets the stage with a brief introductory paragraph outlining how rewarding outdoors adventures are and plunges the sources used to create such adventures. Mr. Johnston spells out what organization he uses, why and how that will help the reader. 

The next sections detail how to begin, for both the DM and the adventures like. It is follow with the basic ideas and conventions with examples of usage. In a dungeon, the primary limitation imposed on players is the physical structure which imparts a sense of unknown. In hexcrawls, everything is wide open but perhaps only vaguely known. Mishaps such as navigation or failing to navigate rules game play. This is something well addressed by Mr. Johnston. 

Other challenges will occur along the way. Injury, weather and encounters are woven in at a very basic level. Whether a player is bit by a rattlesnake, the wagon tongue breaks or the logistic of travel are too challenging, this book provides guidance. 

Although a brief read, it is economically written, providing everything the reader needs to Hexcrawl. As a bonus, the layout is a great benefit to author and reader alike. The single column format is clean and the maps and artwork strengthens the work. For this piece breaking out the art and maps from the text is impossible. At 4.5 of five stars, it is hard to find room for improvement. 

Friday, January 15, 2021

Retrospective Post

Happy Friday! I am off to work soon, but I wanted to do a quick post. I often wonder about the status of my blog and what changes over time. Throwback Thursdays are good way to look at what has happened, but these are often posts that I happen to like and reshare. 

So, I ran some data on posts and broke it down not from start to finish, but picking the most popular posts in a random month during the data collection period, Hardly scientific, but here is what I found: 

Back in July of 2019, my post popular post was about the amazing David Macaulay, author and artist. The post contained links to his series of videos on youtube. This one was very popular with some my teaching friends, as Macaulay also has a series called "How It Works" and many of friends use it as the basis of a science and history themed unit activity.  

In 2020, the hot post was "What is Dungeons and Dragons", a book review. This one was part personal reflection and review. Obviously, since I am still engaged with D&D, this book was very important to me. 

And now, the top post is a peice called "You Can't Buy That!" about many, 7 I think, old sets of small box or baggy games now available on the web. 

If you are feeling interested, reflective or contemplative, go check out these posts. I hope you enjoy reading them as much I as enjoyed writing them. 

Thursday, January 14, 2021

From the Archive- June 13, 2012 - Gemstone IV Review

Here is a throwback post originally hosted on my MYGSIV and UNPWND.com websites. The game still goes strong in 2021. 


Gemstone IV is a persistent MMORPG, running since 1988. The player base is measured in the thousands with hundreds of player logged in at anytime. Gemstones IV is unusual, it is text-based. All locations, actions and events are described via the game window. Commands are input in a style similar to the old Infocom Games such as Zork or Hitchhikers Guide to the Galaxy.
Would-be-heroes have a choice of races and professions; Humans to Giantmen, Rogues to Wizards. Many of the classes are standard fare for fantasy games but others are wholly unique to GSIV. The classes are Warriors, Rogues, Clerics, Wizards, Empaths, Rangers, Sorcerers, Bards and Paladin. The most unique class is Empaths; they are healers who transfer wounds from an injured person to themselves. Then they heal themselves.
Races are more diverse than most games: Elves (dark, sylan, half), humans, giantmen, dwarves, aelotoi, Erithian, gnomes (burgahl and forest), halfling and half-krolvians. Each has its own favor and cultural background. In some cases there are obvious advantages to a race: Giantmen and drawves are sturdy and can carry more items, dark elves are immune to sickness, aelotoi have insect wings, halflings have better stealth and speed than average. All races are playable for all professions which is a nice switch and I will come back to that later.
The world of Gemstone IV has somewhat more depth than the typical hack and slash adventure. Characters can actually interact and change their environment. Wizards can create permanent magic items, weapons and armor and can recharge many of them. Sorcerers can recharge scrolls, make items and summon demons or animate dead creatures to do their bidding. Bards can play music or use musically based spells to generate sonic weapons and armor. They can also read the history of items or discover the purpose and abilities of weapons. Warriors can manufacture sheaths, repair weapons and armor. Clerics can raise the dead. Rogues can pick locks, remove them and install the locks on other pieces of equipment. Rangers can give temporary bonuses to armor and make magic wands and rods. Empaths heal. Paladins can bond with weapons for enhanced combat skills and raise dead like cleric.
In addition to the class skills above, all characters can forage for herbs, run messages, forge weapons, cobble, create arrows and bolts, and fish. Most class skills or secondary skills generate experience points. In fact, the game assumes that a character will complete between first three to five levels without combat at all.
All of these features create an environment of cooperation among characters. This is not you typical backstabbing player-vs.-player game. While you can kill other players, there is a justice system and social norms in place to keep this to a minimum.
There is the usual aspect of hunt together for treasure and better weapons and armor, but within the system it is possible for a player to hunt alone using nothing but the equipment their character was given at generation. No particular “player class vs race build” is needed to gain an advantage. Game balance is very well thought out.
I have spent years playing this game and the community and constant updates keep me coming back for more.

Wednesday, January 13, 2021

Review - Cult of Diana: The Amazon Witch Tradition

Title: Cult of Diana: The Amazon Witch Tradition
Publisher: The Other Side Publishing
Author: Timothy S. Brannan
Year: 2019 (?)
Pages: 26 pages
Overall Rating: 5 of 5 stars
Text Only Rating: 4 of 5 stars

Continuing in the vein of the occult, today's review is of the Cult of Diana. This book is a part of a series on witches by Timothy S. Brannan for the Basic era D&D game. A word of warning, I play a mashup of B/X and AD&D 1e. I may let slip some observations which reference a set of rules that is not the one intended by the author of this book. 

To start, the entire series of books has excellent cover art. These are worth printing in high quality. Personally, I like to print the covers of DriveThruRPG books on photo paper. It is totally worth the effort. 

What makes witches worth of a new class in Basic era? The ideas, mainly, but also the integration within the rule set. Cult of Diana introduces some simple but powerful ideas to the rules. Mr. Brannan made sure these are carefully balanced so as not to be game breakers. Except for outward facing abilities like spells, no mechanic introduced upsets other character classes, which is very important for consistency. 

Like all characters, witches roll for HP, require certain modest ability scores (10 for INT, 11 for WIS and CHR), gain a bonus to experience for superior ability scores, and have limited armor and weapon selections. The author has provided 8 pages of new spells available to witches, none of which are unbalancing. 

What makes these characters different is their calling. Witches are part of a coven, granting them the ability to access new spells based on a particular tradition. This religiosity allows the witch to be of any alignment so long as they follow the tenants of their tradition. In the case of the Amazonian witch, their tradition is based on several gods such as Diana and Artemis. The author provides a brief section on what these beliefs mean. 

Circling back to the idea of covens, witches have access to ritual magic which requires many casters to participate in. Again, these ritual spells are well balanced. For both "normal magic" and "ritual magic" there are 8 levels of each described in the standard format for Basic era games. 

This particular set calls out BlueHolme but readers will find that it is a nice addition to any basic era game such as Labyrinth Lord or the Red box set. With a little adaption, this book could be plugged into a great many rule sets like AD&D. 

All and all this is a rock solid addition to your table. Text only is 4 of 5 stars. 

I tend to be colored by great artwork, usually shifting my rating upwards by one. In this review, I have ignored the excellent artwork and tables so as not to damage my rating scale too much. The art is superior for a supplemental book and completely inline with the Basic Era style. Considering the layout with the artwork, this book merits 5 of 5 stars. 

Reviewer's note: The date is taken from the forward, this could be the most recent update rather than the original publication date. If that is the case, my apologies but then that also means the author is providing an excellent experience by routinely updating his works.