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Other Games / Re: Castle Falkenstein by R Talsorian Games
« Last post by DMMike on September 11, 2019, 11:22:09 AM »
Always wanted to give it a one-shot try, but reading it the "fay" part was a little too significant for my tastes. I prefer low magic, even in my Victorian-esque gaming. :)

DM (Good at avoiding Marvel Thor-isms) Mike
Other Games / Castle Falkenstein by R Talsorian Games
« Last post by Shiftkitty on September 10, 2019, 03:57:14 PM »
Rooting through my old game books I found the full set of Castle Falkenstein splat books and core book (no adventures, if any were ever published). Sat down and started messing with it. I like the magic system. Not really tuned to big, flashy spells, but just for laughs I tried to recreate Magic Missile with it. Best I could get was an arrow of fire, but it did the job. We did a little "fun run" when two of the group were away with an all-human team who accidentally killed the bad guy they needed to question to find where the main villain was lurking. (Their contact was killed by the villain, and the Sorcerous Order he belonged to believe the party did it.)

Role-playing high-society characters in the Steam Age is actually kind of hard. When language got free I often had to ask if the character really used "those exact words" just in case some ladies fainted at the salty language. Then a bad draw of the cards would happen and instead of the usual verbiage it was funny watching everyone try to find more appropriate words like "Drat!", "Zounds!", and "Dash it all!" Yeah, it was tough, but fun!

I think the funniest part was when one of the guys had difficulty getting into the Victorian swing. We had to remind that Victorians didn't use "thee" and "thou" and "thy". He had gotten a bit TOO proper, but his character evolved into a Shakespearean actor, so his vocal flubs sounded more "normal".

It was a fun evening, and I was wondering if anybody else here has ever played it.
Classic D&D / Re: B2: The Module That Keeps On Giving (Long post, just sharing)
« Last post by sgtslag on September 03, 2019, 08:15:00 AM »
I have quite a lot of notes, dating back to the 1990's.  My group of players quickly learned that NPC's met today, will come back in the future, at some point, so they began taking copious notes, so they could remember people, places, and things.

Fast forward to the 2000's.  My son is playing an Elf Templenaught (Specialty Priest, in my game -- they're all Specialty Priests...).  His Elf serves the same deity as one of my players from the 1990's.  She, too, was an Elf.  One of my players from the 1990's is part of my current group, which includes my son's PC.  I shared with my son how much his PC reminds me of the gal from the 1990's.  The guy who came forward, from the 1990's, wanted to play his same PC, so I said, "OK, he suffered a weird magical explosion, which propelled him 300 years into the future, which is the date this game is running at.  We'll cover the details when, and if, it becomes relevant."

My son says to me, one day, "Wouldn't it be neat if my character was the son of Ronje', the Templenaught from the 1990's?!?!"  I say, "Yeah, that could be a lot of fun.  I could mess with Chuck (Plays the mage PC who was catapulted 300 years forward in time)..."

Chuck can be abrasive, and even abusive, in a joking manner, towards other PC's, in the game.  He did this almost to the breaking point, with Ronje', back in the 1990's.

The current PC group ended up visiting an Elven Kingdom, which my son's PC is an ambassador for, to several nearby kingdoms, and a valued member of the Royal Elven Court.  I described how the group meets a female Elf, wearing a hooded cloak -- they can't see her face.  I described how Chuck's PC feels that the female Elf is strangely familiar, but he can't place her.  Finally, she removes her hood:  it is none other than Ronje'!!!  She is now around 500 years old.  I speak on her behalf, recounting that she remembers him, from centuries earlier.  He pales a little.  She regales the King and Queen with stories of how he was insulting, and even degrading towards her, 300 years earlier (she is now very old, and a very respected, and honored, member of the Royal Court).  My son relates how Chuck's PC rushed to his fallen brother's side (Ronje's other, now dead, son...), to fill potion bottles with his blood for making Potions of Longevity (Elf blood is a key ingredient, per the 1e DMG)!!!  Chuck has now turned ghost white:  he realizes instantly that his PC is about to be killed for crimes for which there is no escape from...  He is squirming in his chair because he knows what he has done, is terrible, and unforgivable, atrocities against the entire race of Elves -- the entire Court of Elves gasped at the tales of his misdeeds!

Ronje' (played by me) grants him forgiveness; my son also chooses to forgive him, as executing his PC would cause irreparable harm to the gaming friendships, and Chuck would never be comfortable playing with us again.  He was visibly squirming in his seat, for several minutes.  He knew there was no way out; he knew he had behaved very, very  badly, in the 1990's, and in the past 8 years of gaming with his current group.

In some ways, I would have very much enjoyed giving his character what he deserved, and it would have cleaned up a mess I created by allowing him to bring that character forward in time -- it was a moment of weakness, on my part, which I have regretted for over a decade.

I wish I could say that Chuck has learned his lesson, and his behavior has improved.  Unfortunately, it has improved only slightly.  Next time, I doubt that I will be so gentle with his characters.

To be honest, we have used the notes from the 1990's a few times.  The current PC's have revisited "dungeons" from the earlier campaign as they cropped up in the story-line again!  The 1990's group visited a sunken city, built by the ancient race, which was plunged deep within the earth by the gods as punishment, 3,000 years earlier.  They were searching for two artifacts; they found a third, which they had not known existed.  They were extremely disappointed to have to destroy it:  it contained magic spells from the god of magic, which he had shared with the ancient race.  It contained spells beyond 9th level.  They had to destroy it, without looking inside of it -- it was forbidden, and the penalty was death, from a bolt out of the sky...  I remembered that they were too late to find the one artifact which they had been sent to find and destroy:  a group of evil Templenaughts had visited the sunken city, two weeks ahead of them, running off with the artifact.  The PC's later visited the site where the Templanaughts had taken the artifact to, and they were able to destroy it there.

Then, in the 2010's, the current group needed to re-visit the same sunken city, for different reasons.  They were not searching for artifacts, but if they discovered any, that would be a real boon to their main reason for going there.

It was eerie to re-visit that adventure site, for both me, and for Chuck, who gamed it back in the 1990's.  I spruced it up, and I created a map of it, which I had not needed, the first time:  I described it using ToM only.  This time, however, they needed a tactical map.  It also had been embellished with features which I never had in the 1990's.  It was a lot of fun to re-use it again.

I had to ask Chuck for his notes from the 1990's, because I could not remember the fate of one particular artifact:  I needed to know if he and his 1990's group recovered it...  He found his notes, and he had documented the discovery, and the destruction, of the artifact in question.  I doubted its truthfulness, at first, but as I re-read his notes, I recognized my deviousness, in how it had been hidden, and I vaguely remembered the adventure, as he had written it.  His 25-year-old notes closed a door for me, as I had been plotting on bringing that artifact to the forefront of the campaign.  Alas, it is gone.  I'll need to come up with another, equally dangerous, and frightening plot device to scare the <bleep!> out of them...  Cheers!
Save For Half episode # 19: “Bullwinkle & Rocky RP Party Game by TSR"

It’s party time here in the Halfling Hideaway, and what's more of a party than a Party RPG? It says so, right on the box! Yes, it’s the Bullwinkle and Rocky Roleplaying Party game, from 1988. You demanded it (sorta), so we're here to bring it to you!

Can Boris really 'Kill Moose'? Does Sherman and his boy face weeping angels in the time vortex? Can Dudley Do-Right face off against Frost Giants? Ok, only one of those is correct; but you'll have to listen to find out which one!

No mooses were killed in the making of this episode, not even ones with rabbits coming out of his hat!

It's all here at: http://saveforhalf.com/

Links mentioned in this show:

Boardgamegeek - Bullwinkle & Rocky RP Party Game

Noble Knight Games - Bullwinkle & Rocky RP Party Game

Rick & Morty at IMDB

Wikipedia - Bullwinkle & Rocky RP Party Game

Don’t forget to drop us an email at saveforhalfpodcast(at)gmail.com to give your opinions of the show!

Be sure to check out our forums at:

Save for Half at Original D&D Forums

Save for Half at OSRGaming

And find us on social media:

Save for Half at Facebook

Save for Half at MeWe
Classic D&D / Re: World of Greyhawk 1980, Combat Computer 1983
« Last post by DMMike on September 02, 2019, 05:44:13 PM »
I started playing in 1981 when I got a Basic Set for my birthday. I like Thac0 as well, but I do find it easy to jump from Thac0 to d20 with a little math and artistic interpretation.

Cool! Liz and I always like hearing about fm gamers who start on their own; without the usual BF or brother bringing them in. In 1981, did you run into any issues finding groups?

DM (Good at 1980s rettrospectives) Mike
Classic D&D / B2: The Module That Keeps On Giving (Long post, just sharing)
« Last post by Shiftkitty on September 02, 2019, 05:10:33 PM »
Found some old notes from a long-ago session, looks like mid 80's. Let's see if I can sum up this chain of dominoes:

The party kills the kobolds in Cave A.

The orcs in Cave B try to find out what happened to their chew-toys, find them dead, and adopt the goblins in Cave D as their new targets for bullying, which proves to be a bad idea when they call on the ogre in Cave E. They take to attacking targets on the road, so here comes the party and they kill them.

The orcs in Cave C, the dominant of the two groups, wonders what happened to their "subjects". Finding evidence of humans, elves, etc. having attacked the cave, they go for revenge and attack a small caravan headed for the Keep. In come the heroes and the day is saved.

The goblins had a pact with the kobolds to help against the orcs if they got pushy. When the goblin emissary goes to ask why the kobolds didn't answer their earlier call, he discovers the corpses and the goblins blame the lizard-men, sending out a squad of 6 for revenge.

Interlude: A traveler arrives a the keep telling of a mangled child's body at the side of the road. Fearing predators or an ambush, he didn't stick around. The party investigates and finds a young lizard-man corpse with a trail leading to the caves.

As the party enters Cave D, the squad of 6 was doing a little hunting before heading back in. They see the party enter their cave and thus become the wandering monster encounter as they try to find them. The party dispatches the goblins and the ogre from Cave E.

The hobgoblins, alarmed by the lack of activity from their neighbors, go on the alert. A unit waits along the road, only seeing small groups of travelers, nothing that could wipe out anything in the region. They decide to kidnap a merchant and his retinue as bait. It works. Here comes the party and they save the day.

The owlbear in Cave G had long been used to snacking on kobolds and goblins who wandered too close, but there haven't been any for awhile. It emerges from it's cave and menaces the nearby area. The heroes clean up that problem really quick.

The bugbears in Cave H find their dead "pet" and go to lodge a complaint to the hobgoblins, whom they believe killed it. The bugbears were kept in line by the hobgoblins (one of two stabilizing forces in the area), but now they're dead. The bugbears whoop with glee and stage a poorly-planned raid on the Keep, which is handily defeated. They put up a sign looking for anyone who will help them get revenge (hence the sign at the cave entrance). Here comes the party and there go the bugbears.

INTERLUDE: The human captive tells of a cave that will drive anyone crazy. The halls twist and turn on their own and he was barely escaped alive, let alone sane... Yeah, you can see where this is going. He's the Berserker. He winds up snapping in a random encounter (the crazy hermit) and he's gone before you know it.

The party investigates the cave, Cave I, manage to not get lost, and kill the minotaur. Say good-bye to the last stabilizing force in the area.

The gnolls whoop with glee, having long feared the minotaur. They go nuts hacking at everything they see on the road. This is bad news for the cultists who send a disguised messenger to the Keep, a priest (yes, the evil one you meet in the Keep). He puts out word of the gnolls' aggression, hoping the party will deal with them and that will be that.

Except the party finds the secret door that leads to the Temple of Evil Chaos, accidentally frees the medusa, and it's all chaos and anarchy from there. Yeah, they win but I don't think anybody was above 5hp, and the magic-user had badly smoking fingertips from a blundered spell.

And all this just because they decided to kill some kobolds. I just LOVE finding old game notes!

Got any old notes that make good stories? (Pours the ale for everyone..)
Classic D&D / Re: World of Greyhawk 1980, Combat Computer 1983
« Last post by Shiftkitty on September 02, 2019, 04:44:55 PM »
Thanks for the info on the Combat Computer. I was just happy to find that World of Greyhawk folio!

I started playing in 1981 when I got a Basic Set for my birthday. I like Thac0 as well, but I do find it easy to jump from Thac0 to d20 with a little math and artistic interpretation.
Second Edition AD&D / Naharra the Mother-Mare
« Last post by AuldDragon on September 01, 2019, 12:46:13 PM »
Naharra the Mother-Mare is the final member of the small centaur pantheon mentioned in Dragon Magazine #105, and rounds out the family group that serves Skerrit. She is the centaur deity of lover, motherhood, and fertility, and as a deity of family, represents the ancestor spirits that many centaur shamans contact for advice.

General Discussion / Old school essentials vs Basic/Expert Remastered
« Last post by BanjoJohn on August 30, 2019, 10:52:02 AM »
So I've listened to the episodes of SoD covering these two projects, but I'm still trying to wrap my head around comparing the two of them against each-other.

These are both  new takes/organizations/edits on the same basic edition of D&D? How are they different? How are they similar?

I was looking to get into playing basic D&D, as I started playing D&D like a month or two before 3rd edition came out, so while I was learning about THAC0 and whatnot, a shiny new version came out that kinda took over, and I haven't really gone back to older editions except to play Baldur's Gate1 and Icewind Dale1, so I'm not that familiar with basic.

I kinda want to get both, but I'm wondering if it is worth it to get both of these, or if one is preferable over another.
Second Edition AD&D / How To Derail A Dungeon In One Word
« Last post by Shiftkitty on August 23, 2019, 01:05:01 PM »
Tired DMs are the best. I'm sure he meant to say "At the altar you see a stone bier radiating an evil aura." What he SAID was:

"Atop the altar you see a stone bidet radiating an evil aura."

Pardon the pun, but it all went down the toilet after that!

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