Showing posts with label Brave Halfling Publishing. Show all posts
Showing posts with label Brave Halfling Publishing. Show all posts

Tuesday, January 18, 2011

In Praise of Brave Halfling

I don't know if John Adams is the most prolific publisher of Old School gaming products, but Brave Halfling Publishing is certainly in the running. Thanks to John's efforts, and those of the author's and artists he's published, an impressive catalog of gaming material has been made available for those of us who enjoy TSR era D&D games and their modern simulacra.

After discovering Swords & Wizardry, I immediately began hunting for more Old School material discovering, amongst other things, John & Andy's The Halfling Adventurer, which is available as a free download. I have it printed out and added to my notebook copy of S&W Core. After downloading a bloody ton of other free OSR stuff, I went on a several month long PDF shopping spree and Brave Halfling products caught my eye and wallet, on several happy occasions!

I think I got The Ruins of Ramat, first. It was cheap, $3.50 and had art by Andy 'Atom' Taylor, whose work I really dig! I enjoyed it and printed out a copy, complete with color photo-paper copies of the covers. I liked what this Halfing fellow was doing and over the next several weeks, endeavored to buy as many PDF's from BH as I could, without incurring the wrath of "She who must be Appeased." My wife keeps track of our finances, so if I'm not sure exactly where we're at, I check with her. I heard a few muttered comments of "five dollaring me to death."  :)

Notice the older logo, on this cover, which looks great printed out, by the way. There's also an Original Edition Adventures version of the module, available.

Next I picked up Larm, which I was pleased to discover is a great supplement! I wrote a review of it, as part of this post.  If you're looking for a well detailed village to set into your sandbox, Larm fits the bill nicely!

The village of Larm is located on the Labyrinth Lord Known World and is featured in other Brave Halfling products, like Fortress of the Mountain King and Dolm River, as well as in Under Siege from Soapbox Games. I think it's present in Return of the Mountain King as well, but I haven't purchased that one yet.

I've yet to read The Forgotten Temple of Baalzebul, a 73 page long OSRIC module, which John has announced will be re-released for Labyrinth Lord/AEC. I think I'm saving it for a rainy day. Sounds cool though, doesn't it?
Several centuries past, a shadowy sect sought to enslave the world in the name of their dark lord, Baalzebul, one of the arch devils of Hell. They carved out a massive subterranean temple deep in the heart of a dense, forbidding forest to base their operations. The clerics of Tyr, God of War and Justice, were eventually able to assemble a host of holy warriors to raid the temple, and managed to destroy most of the wicked followers of Lord Baalzebul before their darksome ambitions could be fully realized. Or so they thought. Cut to the present: A company of clerics calling themselves the Order of the Black Lotus have journeyed to the evil fane with the intent of reviving the forgotten cult of Baalzebul. They are surprised to discover that many of the followers of the arch devil survived the raid, afterwards performing the necessary rites to merge with the Negative Material Plane so as to unnaturally extend their lifespans. It is up to you to see that they don't fully unite with the undead servants of Baalzebul, unleashing the arch devil's horde upon an unsuspecting world. This product is designed for 4-6 player characters of levels 13-15, and contains a detailed key and maps to the sprawling three level underground Temple of Baalzebul. Also includes a new spell, a new monster, and rules for the worship of the arch devil Baalzebul.
By the by, this item is cheaper at Your Games Now than at RPGNOW.  Or, you can get the print for $10.00. 

But without a doubt, my absolute favorite Brave Halfling item is the Swords & Wizardry: Whitebox Edition Boxed Set. Financial constraints kept me from ordering a first printing, but I got a third for Christmas this year (thanks Brisco!) and am tickled to death about it!

The stuff I've listed here, isn't Brave Halfling's full catalog. Just some stuff John has put out, which I've purchased and enjoyed over the past 15 months. If you ignore the bundles, RPGNOW lists 30 BH products. That's a lot of gaming goodness, which John and the creative folks he's working with, have made for our enjoyment!

While I don't really know Mr. John Adams, my few online communications with him have left me with the impression that he is a Gentleman and one I would welcome at my table, anytime! Thank's John, for all your hard work and here's to wishing a bright and bountiful future for Brave Halfling Publishing! 

Thursday, January 6, 2011

What My Little Boy Got Me For Christmas

We actually got some snow flurries in Montevallo, on Christmas day. The day after as well. No real accumulation, save for a tiny bit on Sunday, but the little bit of snow we received made it the closest I've ever gotten to a White Christmas.

One of my gifts also contributed to the White Christmas vibe!




I knew I was getting this, after letting my wife know that Brave Halfling was getting close to selling out of the 3rd printing of the Swords & Wizardry Whitebox Edition Box Set. She promptly teamed-up with my little boy and this is what Brisco got me for Christmas! I have a good son!



I love Mark Allen's illustrations on the box and booklet covers.



John recently reported that for 2010, he sold 540 of the Boxed Sets and 107 of the single volume print editions. The free PDF was downloaded over 3,000 times.


That Rocks! There's 540 little White Boxes, packed with Awesome, out there!


Dice!

I like the character sheets, but I think a large logo at the top would be a nice idea.

So, rulebooks, dice, pencil, character sheets and Matt Finch's Primer. I'm all set, baby! I think I might try to talk the wife into a Whitebox one-on-one game. :)

Wednesday, December 8, 2010

Brave Halfling Reports That the White Boxes are Almost Gone!


John posted earlier today, that he only had 5 left! Also, that all WB's purchased thus far would be shipping by Friday. My wife ordered me one for Christmas, once again proving that marrying her was the smartest thing I've ever done. It's quite possible that she won't let me have it until Christmas Morning, but that's ok. I need something to unwrap, as I already received my main present
It's awesome that these are selling so well! Congratulations John! 
And if you've been thinking about snagging one of these, I'd do so tonight! From his postings, John's sold about thirty or so in the past two days, so the final five are not going to last long! 

Monday, February 15, 2010

Revised (Woo-Hoo!) Version of “An Introduction to Game-Mastering”

Brave Halfling Publishing made a post to the Swords & Wizardry forums, wbcoverfront150dpi calling for articles to aid in putting together an introductory Whitebox product. Coleston is asking for several articles, with instructions to post submissions to the relevant thread.

The Introductory Product will contain a mini-setting, adventures and some introductory articles, as well as a basic version of the Whitebox rules.

My own submission, is for an article, which introduces basic game-mastering to a new or young gamer.

I temporarily removed this, after hearing back from John, that he wanted my article. (Woo-Hoo!) I didn’t think it was an issue, as the instructions were to post the articles publicly, anyway. But, I wanted to check with him, first. Any feedback is still welcome and thanks to those who sent a reply, last night.

An Introduction to Game-Mastering by James A. Smith  2nd draft. 

Imagine you're the designer, builder and caretaker of a magical place. A playground, of sorts. This place is built in your imagination. Like any other builder, you have some instructions and guidelines, in the form of this book and others you may choose to utilize.

You’re building this magical place, to entertain and delight your friends. You'll have a lot of fun yourself, but as the caretaker and host of your playground, your most important goal is providing your guests with adventure, thrills, challenges and a whole lot of fun!

You can name your playground, whatever you want. We use a French name, to refer to RPG playgrounds in general. We call them a Milieu. It's just a fancy word for "setting" or "environment." You may guide your friends through an adventure, or a series of adventures, connected by a common theme, goal, or the use of the same characters. A series of adventures, sharing a common play history and creating a larger tale, is called a Campaign. The use of the terms "Campaign" and "Milieu," comes from the Miniature Wargaming hobby, from which the first Fantasy Role-Playing Game, arose. If you've read The Lord of the Rings, by J. R. R. Tolkien, then you're already familiar with these ideas, as they appear in the form of a novel. Middle-Earth, is the Milieu. The action, which unfolds and creates the story, is the Campaign. The Fellowship, of course, is the Adventuring Party, which will be comprised of your players’ characters.

Through playing in your game, your players will build the Milieu in their imaginations, as well. Allowing them to contribute ideas to the Milieu, is a good idea. If a player creates a Fighting-Man and thinks of a cool, cultural, or historical background for his character, consider incorporating his ideas. Remember, you're not writing a novel. You're helping your players, create their adventure/story. To do so, you'll be creating the history, characteristics and personality of Everything Else, existing in the Milieu.

During the game, the players will describe their actions, to you and each other. They can do anything they imagine, within the guidelines given. They can walk to the next town, for instance, but can't fly there, without magical aid. If there is a question, as to whether or not they can perform a given action, a random die roll is used to determine their success. The GM (Game-Master) describes the actions of everything else in the Milieu, which the characters interact with and perceive. The same rules which apply to the players, applies to everything under the GM's control. When it comes to conversation, the players and GM, "speak in character," like actors in a play.

As the GM, It's your responsibility to create the various people, places, things and events, which provide opportunities for adventure. Perhaps, there's an ancient ruin, near the village where the Characters live. A place containing several underground levels, wherein live dangerous monsters, guarding fabulous treasures. An underground complex, containing monsters, traps, treasure and wondrous things, is called a "Dungeon." Adventures also take place aboveground. "Wilderness,” or “City" adventures, can come into play.

But, a Dungeon, Wilderness, or City, isn't a place with monsters standing around, waiting to be killed. It's a living, breathing environment. The inhabitants have their own goals, doings, friends, etc. Think of a Dungeon like it's an underground city, filled with monsters instead of civilized inhabitants. Ok, it's a very weird, sort of city. Different rules apply. As opposed to a statue in the town square, you may find a magical talking statue. Just remember that a Dungeon is not merely an Experience Point Machine.

The characters will meet all sorts of people, creatures, animals, etc. Some of these will become friends. Some may be business contacts, such as shop owner's. Some may become allies. Some will be enemies. It's your job, to bring all these Non-Player Characters (NPC's) to life! Give them personality, goals, plans, secrets. Often, these will be bit-players, with only a few thoughts, necessary for their portrayal. Other times, they will be more important and you’ll want to create more detail.

NPC's have their own goals and motivations. Here, the opportunity for conflict may arise, bringing into play one of the most important aspects of your role. Challenging the party. Your aim is to entertain and challenge your friends, not kill their characters. That's easy. You can kill a character with just a thought and a word. As a GM, you're doing this for your friends as well as yourself. The GM is pro-player and pro-campaign. Ultimately, you're on their side. Ultimately. But, to provide them with the experience they’re looking for, you need to challenge them. In short, you're going to try to kill their characters, but, you'll be doing so, within boundaries designed, to give them a decent chance at survival.

While playing out a battle against the PC's is fun, the GM's actions should reflect neutrality, whenever the player's are dealing with persons, places, or things, aside from themselves. Combat, haggling over prices at the market, dealing with local rulers, etc. NPC's and Monsters will do what's best for themselves. A friendly NPC may go out of his way, to help the characters. A hostile monster, may try to kill, cheat, or otherwise harm them. When you’re not playing an NPC, do what's best for the game and the enjoyment of the participants.

As the game progresses, you'll create more opportunities for adventure. You’re world moves along, independently of, as well as in interaction with, the Characters. Obviously, you can't plan out EVERYTHING. Stay a few steps ahead of the players, while working on a few longer ranged ideas. You'll soon find your own way of handling things.

A good idea, is to give the players more than one "adventure hook," or lead on where to find the next Treasure Hoard! They’ll start setting their own goals, giving you plenty of ideas. Always let the players choose their own coarse of action! This doesn't mean, that they won't occasionally find themselves boxed into a corner, or left with unpalatable choices. No one ever said, that adventuring was easy! This can be difficult, on a new GM, especially when players go off in an unexpected direction. Experience and practice will come to your aid.

After your campaign is under way and you have a bit of experience, invite your players over for an impromptu game. Roll-up some pre-generated characters, or let them roll, their own. Then, GM an adventure completely on the fly. Make everything up, right there, at the table. Some GM's let this idea freak them out. Don't! You've probably already discovered, that you can be just as creative while GM'ing, as you can while doing prep work. Your players will give you all sorts of wonderful ideas. Not verbatim, usually. It's like using a random table. Their conversations, speculations and plans, spark off all kinds of useful ideas, when your creative juices are flowing.

Do this several times, until you're comfortable with the experience. Then, try it during a regular Campaign session. Some GM's prefer this style, or a mixture of prepared encounters, combined with spontaneous happenings. Once your comfortable, flying without a net, you’ll be ready to deal with whatever your players throw your way.

Saturday, January 2, 2010

Hallelujah! Play Report From Our First Swords & Wizardry Session. Part 1. Introductory Matters, Including a Review of Brave Halfling Publishing’s Larm.

First, a very special welcome to my 35th follower, Jillena. She’s my wife, so, she gets special treatment.

I wasn’t sure where I wanted to set my family campaign. I almost pulled out my Greyhawk Boxed Set, but decided it wasn’t quite time, yet. Eventually, I’m going to spend half a year or so, delving into Greyhawk lore, preparing to run a campaign in G. Gygax’s playground. Thanks to the fine work of Greyhawk Scholars, I think I would have a real blast, doing so.

Instead, I opened up Gimp, dug out the brushes provided by Inkwell Ideas, and decided to make a hexmap, letting spontaneity be my guide.

 

The region of Eldrid – The Demesne of the Iron Lich.

1 Hex = 5 Miles.

Click the Picture for a larger image.

Map Icons Copyright 2007 Inkwell Ideas Inc.

Demesne

“Few people still call the region Eldrid and most have forgotten the hero, who lent his name to the area. Today, in a time when its inhabitants are struggling to rebuild their civilization, the region is more commonly known as The Demesne of the Iron Lich.”

Aukrizir, also know as The Iron Lich, rules the human civilization of these lands with a brutal efficiency and the aid of his three Governors, as well as his military. He seized control of much of the area, during the years following the Second Apocalypse. His magical power, combined with the sizable army he marshaled, insured that he had little difficulty in securing his dominion over a human civilization, which, was struggling to hold itself together. The situation is not nearly as horrid as one might, at first, surmise. The Lich cares nothing for political power, in and of itself, or the people under his rule and his sole reason for seizing power, lay in the details of an involved, magical ritual, which, he has been working on for decades.

One of the rituals’ requirements for success, is that the Wizard who is performing it, must be a King. Alas, Aukrizir keeps uncovering more and more, fiddly little bits, wrapped up in the details of the working. Not too long ago, he discovered that in order to be a “King,” he must be consecrated as such, by either a 9th level Patriarch, a 13 level Archdruid, or a 16th level Mage. He has yet to find the person he needs, as, not only are such individuals quite rare, but, the ritual requires that they be not only cooperative, but, must have faith, trust and belief, in their act of consecration and the being they are conferring power upon.

If he does find someone who can make him a True King, he will have to deal with something he has yet to realize. The ritual takes a rather noble view of Kingship and his very apathy will serve as a bar to his success. For now, the Lich’s policies run toward the Lawful-Neutral area of the alignment spectrum, as his strategy here, is merely to maintain the status quo and hold his realm together, striving to protect it, from the many threats which assail the civilization he now controls. Under no circumstances, will he push the people to the point of fomenting rebellion and truthfully, would have no reason to, anyway. Ruling his Demesne is a chore. He’ll do what he must to maintain things, leave as much as he can to his Governors and military, but, will deal with any threat to his establishment in as ruthless and decisive a manner, possible.

So, my wife, Jillena, my son, Brisco, and my father, Pop, rolled up some characters this morning and we all played our first session of Swords & Wizardry. It took a little while, as neither my father or my son, had ever played a pen & paper FRPG, before. I had them roll three sets of stats, 3d6, pick the best set and arrange as desired. My wife made an Elven Magic-User named Wanda. My son named her; I suspect after the character from the Fairly Odd-Parents. My little boy made a Dwarven Warrior, whom he named Soda. My father decided to play a Human Cleric named Rasputin and he absolutely kicked ass on his dice rolls: 17, 17, 16, 15, 12, 9.

I let my father work out the particulars of his faith. He’s a rather zealous proponent of “The One True God,” and we’ll see what kind of trouble he gets into.

I placed Larm in the region and began the campaign there, in hex 1813.  The characters already knew each other, having fought together against various humanoid foes, while serving in the militia of the city of Irimar. Unless there’s a compelling reason not to, I always start campaigns with the characters being at least acquainted. Usually, I’ll give a beginning party several options for how to begin their new careers. Either that, or start them off in the middle of a battle, letting them decide things from there. This time, I decided to begin things with a little more direction, seeing as two of the players had never experienced D&D and one of them was only six. I decided that the chief faith in Larm, was the same as that of Rasputin’s. Abbot Salor, a Cleric in Larm, had sent a message to Irimar, asking the mother temple for aid. If you have Larm, you know that the little community is beset with various troubles. The temple hierarchy in Irimar, bade Rasputin investigate and the young priest brought his two companions along. They arrived at 9:00 in the morning, on January 2, in the 32nd year of the reign of the Iron Lich

Time for a Review.

58647Larm is an accessory for Labyrinth Lord, easily convertible, of course, published by Brave Halfling Publishing. It is written by Moritz Mehlem, with art by Andy “Atom” Taylor. The PDF, which I bought a couple of weeks ago at RPGNow, runs 27 pages in all, and details a village of 112 inhabitants, providing several small adventures which, are designed to introduce beginning players to the basic concepts of adventuring in a D&D world and the mechanics of game-play. Two mini-dungeons, a wilderness encounter, and a couple of investigatory “city” pieces are provided. The village is well detailed, with 33 keyed locations, associated NPC’s, a rumour table, historical information and a map of the village. We get a quick overview of daily life in Larm, providing us with information on the sort of commonplace events that the villagers engage in throughout the week. There are lists of goods, with prices, for the various stores. All 112 NPC’s living in Larm are listed in their associated key entries. Many are provided with an economical, yet effective presentation of their personality, background and motivations. Some are just mentioned, as in the case of children, acolytes, etc. Larm also features three maps of the adventure sites and a Mayor’s Proclamation player’s handout. Aside from the cover piece, which is reproduced on the title page, there are 12 other illustrations, two of those being very small equipment type pieces.

There are nice little touches throughout Larm. The rumor table entries, also list, when applicable, the location key number associated with the person, place or thing being gossiped about. A table near the beginning of the book, lists all the places which appear in the key entries, along with the number of NPC’s which are associated with the location. There’s some great role-playing opportunities in Larm and player’s may find themselves involved with some more light-hearted interactions, as well as with more serious dealings.

While more experienced groups will find the two dungeons to be rather rudimentary in and of themselves, the role-playing aspects can make these worthwhile, even for seasoned players. They also serve to provide further details of life in Larm, as well as the history of the village. They’re great for introducing new players to the basics. The wilderness adventure, while simple, will require some thought and tactical planning, serving as a nice adventuring 101 lesson, which, should also be involved enough to engage more experienced players. I may be biased on that last observation, as I really enjoy this particular type of set-up and the necessities involved for success. The investigatory adventures, while pretty basic, as well, provide excellent role-playing opportunities. Of course, any of this can easily be adapted to the needs of the DM and his/her group.

If you’re introducing new players to the game, then Larm’s adventures are perfect for showing them the ropes. Some are of the over and done with type, others are wedded to deeper events and concerns, or, the history of Larm. Once the newbs get an idea of what their doing, they’ll then be ready for the DM to create more involved adventures. Larm will serve as a useful, friendly spot of civilization for the characters to call home, serve as a base for forays into more dangerous lands, nearby, allow the characters to make some friends and perhaps, some enemies, as well.

If you need a well designed village environment, Larm is a solid choice and should serve you, very well. A lot of information is provided, in an economical, well thought-out fashion. Overall, I found Larm to be Charming, very Useful and Pleasing to my DMing sensibilities. I like Larm a lot and encourage everyone to check it out.

Now, I also decided, that I wanted to go ahead and have a larger, but not really big, 320_7400534dungeon ready and throw it into the mix. Ah, I had the perfect add-on, one that would tie-in to Larm, rather well and serve to help things progress, rather nicely. So, in addition to the material already detailed in the Larm supplement, hex 2213 now holds the dungeon from Chgowiz’s Swords & Sorcery Quick Start.  The dungeon inhabitants, tie-in to Larm and my take on the village, as well as to goings on in the Campaign in general, very well.

Part 2 will be up, hopefully tomorrow. Until then…

Friday, January 1, 2010

It’s January, 2010! What Does The OSR Have In Store For Us, This Month?

From all of the recent announcements, it looks like we have several exciting  releases to look forward to, in the coming months. To kick things off, Brave Halfling Publishing is taking pre-orders for the Swords & Wizardry Whitebox Boxed Set. From their website:

This Boxed Set Contains everything you need xto play:

  • 6″ x 9″ Game Box (This is an actual game box manufactured for just this purpose)
  • Four Rule Booklets (Characters, Spells, Monsters, & Treasures)
  • A digest-sized copy of Matt Finch’s, “Quick Primer for Old-School Gaming”
  • Ten of Marv Breig’s 3″ x 5″ Index Card Character Sheets
  • Set of Polyhedral Dice
  • Pad of digest-sized Graph Paper
  • Pencil

A boxed set, with dice and everything! Now, is that cool or what? You get a break on the cost if you order soon. Check out the site for details.

Michael Curtis has written The Dungeon Alphabet, also available for pre-order. By  GMG4385CoverLargeordering early, you get a chance to win an autographed copy. The early reviews have been very favorable, indeed, which isn’t surprising, for those who follow Mr. Curtis’ work.

My dough is going to be tight as hell this month, so, I’ll probably have to wait until February to pick these up. That’s cool, though. I certainly can’t complain, as Santa was very good to me this year, stuffing my stocking with quite a bit of gaming goodness.

Happy New Year, everybody!

Until later…

Thursday, December 24, 2009

Starting Hex For My Sandbox – Regional Hex 1712

I scrapped my last region hex. It was mostly practice and I decided to go in a different direction. This is the map I wanted to make and where I’ll be starting things off.

Regional Map: Hex 1712

1 hex = 5 miles

1712

Click for Larger Version.

I’m hoping to find a little time over the next few days, to start on the key. Maybe by Saturday night. I expect to spend much of Friday and Saturday playing with my little boy and his new toys.

I’m planning on starting my new campaign in the Spring of 2010. My wife is having Radiation Treatments for cancer in January; hopefully, our lives will be back on a relatively normal schedule by April, or thereabouts. The date is tentative, as not only will she need to be feeling well enough to actually have a bunch of D&D players over, but, as my wife plays, I’m waiting until she feels up to participating. We’ve been through this before, so, we have a fairly comprehensive idea of what to expect.

I’ve also been planning a second game, for family only, with which to introduce both my father and my son to D&D. We’ve had to reschedule a few times, but, we’re now on for New Years weekend. Hex 1712 is slotted for my 2010 game, so, I need to come up with something for next weekend.

I had decided to run Swords & Wizardry for my family game and AD&D next year. But, I’ve been giving serious thought to running S&W, instead of AD&D in 2010. Which got me to thinking…

58647 Last weekend, I went on a gift-card induced PDF shopping spree. Amongst other things, I picked up Larm from Brave Halfling Publishing and the illustrated version of Labyrinth Lord. I wanted to make a nice printed copy of the latter, so, went ahead and shelled out the gifted plastic. I might just run LL for my family and start the party in Larm, using the LL Known World. Or, stick with S&W and use Larm. Either way, I’m pretty damn sure I’m using Larm.

I’m not sure if the Family Game will end up being more than a one-shot, or not. It just depends on how much fun Brisco (my son) has. I’m also wondering if my pop is going to chicken out. As much as he loves Pulp Fantasy and Science Fiction, he’s bound to enjoy the game, if he gives it a chance.

Until later, Merry Christmas to all!