Sunday, May 25, 2008

CDD #4 Version 2 Ready

After hacking away at it over the weekend I've got CDD#4 all finished. After cleaning up and filling out the text it's now 141pp with around 15% new text and new & reworked cool random tables. I'm very satisfied with the way it looks and I hope all of the 'Old'School' crowd likes what they see too.

Here's the new link for version 2. Links updated on the sidebar as well. Enjoy!

CDD#4 - Encounters Reference.pdf 1.6mb

Wednesday, May 21, 2008

CDD#4 v2.0 Revisions

Some of the upcoming changes -

- Table of Contents/Index
- List of Abbreviations used
- Chapter introductions and explanations for the more obtuse tables
- Completely reworked NPC Experience & Progression chart
- Reworked NPC Details (as per Algolei's suggestions)
- New Boons & Hinderances table
- Expanded and complete Human/Humanoid/Demihuman Groups tables
- Reworked missing/incorrect ACs
- New Chapter division (Village & Town)
- New tables for Shops other Establishments
- New form - NPC Card
- ++ a host of minor omissions/errors

Look for the updated version sometime later this week.

Friday, May 16, 2008

Dungeon Gestalt or Hands Off My Fetish!

D&D is primal fetishism. It makes relics out of old character sheets and totems out of a stack of hardback rulebooks. The dungeon crawl itself is a ritual with no obligation to make sense beyond the circle of participants. In that sense, it's a lot like a cave painting of some ancient hunt. It's a convergence of random events in a controlled setting that forms the basis of a heroic tale in the minds of the participants. Powerful and primitive social magic that can't be reliably explained but only experienced. And IMO, a much more 'real' experience than the forced plot you see in most 'storyteller' games. (see the whole thread here).

I would go on to argue that the dungeoncrawl is D&D in its most pure form. It's not simply a repetitive, childish hack and slash (although it can be). When done right - with both intelligent, experienced DM and players, the dungeoncrawl can be every bit as cryptically meaningful as a Thomas Pynchon novel. Wilderness adventures carry with them a whole set of expectations about reality which a dungeon does not. The dividing line between the adventure site (the dungeon) and the non-adventure sites is clearly drawn - even a child understands that going through that big skull gate into the underworld means serious business.

Tuesday, May 13, 2008

Further on up the road

CDD #4 is finished, and has been getting plenty of good feedback and even a couple of suggestions for #5. Here's what I'm thinking about for my next rpg project -

- CDD: More Encounters. More tables and DM notebook stuff. There's still room for expansion - MM2 humanoid tribes, human guilds, typical shops & merchandise, and more weird campaign tables to name a few.

- CDD: Wilderness and/or City Geomorphs. Simple b/w tiles similar to those in CDD#3 Dungeon Geomorphs.

- Gamma World. I still love GW and am still a 1/2 edition 'purist' on that front. I've even considered writing a 'clone of my own'. Still, I think I'll wait and see what Mutant Futuer looks like. I'm hankering to do a Book of *Mutant* Lairs.

- An OSRIC campaign setting inspired in part by the original Greyhawk folio and the original JG Wilderlands.

Monday, May 12, 2008


For those just arriving - check the sidebar for the latest links my AD&D and Gamma World netbooks. The links here may be updated occasionally as new updates appear. I have several other netbooks for WFRP 1e & Star Trek: The RPG (FASA) which may be added in the future if anyone is interested.

Note: Some files, most notably the CDD series, may need to be renamed as a .pdf file before opening.