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17 April, 2009

Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net

ROGUE FEED ROGUE FEED

A New Leaf Things I Would Change


APR 17, 2009 12:29A.M. APR 16, 2009 03:00P.M.

I’m still a bit swamped with various things besides the blog, but I’ve also With Dwimmermount heading into its tenth session this weekend, I’ve
been cogitating about a big post I plan to make over the next few days, been having some minor thoughts of regret about not having
sparked in part by Dave Arneson’s death and by a number of interactions implemented a couple of mechanical changes I’d considered before the
I’ve had with various people in the hobby over the last couple of weeks. campaign began. Both concern magic and are fairly minor in the grand
The post is about a change in perspective I’ve had about OD&D and the scheme of things, certainly not significant enough that I’d bother to
constitution of old school play generally, a change nicely summed up by retcon them into the game, but I think their inclusion would have added
the wise words of Calithena in issue #4 of Fight On! when he calls the some nice color to the game. I may have to add them to any future
late Dave Hargrave “Gary’s greatest disciple.” campaigns in the world of Dwimmermount.

Anyone who comes to this hobby authentically and finds a First, I wish I’d combined the magic-user and cleric spell lists into a
way to make it their own is really continuing the original single list and eliminated both the cleric class and the weapon
spirit of those three little brown books. And at a time when restrictions for magic-users. I’d tag certain spells as “white” or “black”
that spirit was most up grabs, Dave Hargrave unleashed the and players would need to choose between the two paths. White
Arduin Grimoires, three more little brown books, on the magicians would gain the ability to turn undead and black magicians
world like a shydra with twenty-four vorpal battleaxes, and could command them. With lower hit points and a lack of heavy armor,
said: take a troll to lunch. It’s whatever you want it to be. white magicians would be weaker than standard clerics but more
flexible. This suits the generally sword-and-sorcery tone I favor.
The genie is out of the bottle. So in the end the reason that I
call Dave Hargrave Gary’s greatest disciple is that you and I Second, I’d give the elf a separate list of spells that borrowed from
are Gary’s greatest disciples, at least to whatever degree we’re several sources. I like the notion that elvish magic is an expression of
really playing these games the way we want to play them and their innate magical nature rather than an artifice. Their available spells
letting our imagination and desire drive the action on the should reflect that. Likewise, unlike magic-users, they wouldn’t need to
table. As long as we keep creating something that we seek out new spells for their spellbooks, since they wouldn’t need them.
ourselves love, we’re playing it right. Now go thou and do Like AD&D clerics, they have full access to all spells available to their
likewise. level and do not need to learn new ones. If I chose the spell list carefully,
I’d probably also eliminate restrictions about casting while in armor,
I think this is just awesome, inspired stuff and I can’t help but think the even non-magical armor, and simply make elves a natural multiclass in
more widely this attitude is held, not just in the old school community, the general vein adopted by Moldvay except with a spell list that’s
but throughout the entirety of this hobby, the better it’ll be for all of us, slightly less potent than that of a straight magic-user.
regardless of our particular commitments and interests. I have a lot to
say on this topic and will do so in the near future, but I thought it Neither change is a momentous one. I’ve already house ruled bits of
important to offer up a taste of what’s to come. Swords & Wizardry to produce similar effects, but they’re on the fly fixes
rather than the result of careful deliberation beforehand. Perhaps that’s
for the best. I want this campaign to be a crucible for organic rules
evolution, after all, and that’s certainly what’s happening. Still, I’m a
systematizer and it’s hard to resist the urge go back and rationalize
things after the fact. I’m slowly learning to just let it ride, but it takes
effort and runs counter to my normal tendencies — one of many lessons I
have not yet mastered.

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 17 April, 2009

fighters with 6 Dexterity kicking around, often as hirelings or henchmen.


ROGUE FEED And of course, products such as this are a godsend if your players are
keen to employ hired help, as mine almost always did.
Retrospective: The Rogues
The Rogues Gallery was also interesting for its collection of
Gallery “Personalities,” the characters of the TSR staff and their friends and
APR 16, 2009 01:25P.M. family. This is where we first get to see the stats of Mordenkainen and
Tenser, Robilar and Bibgy. This is cool in its own right — who didn’t
want to know what Gary Gygax’s characters were like? — but also
because it gave us a glimpse into D&D as it was played by the people who
knew it best. What’s obvious is that Neutral and Evil characters were
much more common than I’d assumed at the time (though that makes
perfect sense to me now). Likewise, there was quite a diversity of
character types, though fighters and magic-users predominated, as one
would reasonably expect. Magic items were comparatively rare, with only
the most potent of the characters included in the book having more than
a handful of them. I know that there are direct statements from Gary and
others that the depictions in The Rogues Gallery are fanciful and under-
powered compared to the real characters, but, as an example of what
TSR in 1980 wanted to present to players, it’s instructive nonetheless. I’ll
also note that many of the characters included here have stats that
suggest either egregious fudging or many increases through the use of
magic and magic items.

The Rogues Gallery is notable for being a rare example of a product


released under the name of Brian Blume. As I’ve stated before, I think
Blume gets unfairly singled out as the source of everything that was
rotten in TSR, a view that simultaneously gives the man too much and
too little credit for his role in the history of the early hobby. I find it odd
that he’s the author of both this supplement I loved and my favorite
OD&D supplement. I have no idea what that says about him or me, but
it’s noteworthy nonetheless.

There are a couple of free products out there that fill a similar niche to
The Rogues Gallery. The first is Kellri’s Old School Encounters
Reference, which is, quite simply, one of the best D&D resources ever
First released in 1980, The Rogues Gallery remains one of my most compiled. The other is Garish’s 140 Henchmen for Hire, which I’ve used
beloved AD&D products. I got a heck of a lot of use of it back in the day, extensively for my Dwimmermount campaign. I recommend both highly.
which, on reflection, is an odd thing. One of the many ways in which I
feel older editions of D&D are superior to their putative descendants is Finally, The Rogues Gallery contains some terrific pieces of old school
the ease with which characters, even high-level ones, can be created. D&D art. I’m usually no great fan of Jeff Dee, whose art I find too “comic
Only spellcasters require any time at all and even they don’t take more book-y” for my tastes, but there’s no question that his paladin
than a few minutes to stat up. So why did I find The Rogues Gallery, illustrations remains one of my favorites.
which is primarily just a collection of pre-generated characters so useful?

Thinking about it now, there are two answers that spring immediately to
mind. The first is that, in 1980, no one I knew had their own personal
computer. Creating NPCs had to be done by hand and, even if each
individual character didn’t take very long to generate, generating dozens
of them could still take up some time. The second answer is a sub-set of
the first: when generating PCs by hand I often found it all too easy to
fudge the results. For whatever reason, I tend to be easier on NPCs than I
am on the PCs in my campaigns when it comes to rolling ability scores.
Having a pregenerated list took this unfortunate tendency of mine out of
the equation and ensured that there were clerics with 10 Wisdom and

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 17 April, 2009

ROGUE FEED

Career Packages
APR 16, 2009 01:10P.M.

Provided here are a number of new and altered Career Packages for use
with Thousand Suns. Those that are wholly new are listed as such,
while that are altered versions of existing Career Packages are listed as
variants.

• Belter (New)

• Law Enforcer (Variant)

• Missionary (New)

• Space Ranger

ROGUE FEED ROGUE FEED

Space Ranger Knuckle Punch


APR 16, 2009 01:12P.M. APR 16, 2009 01:10P.M.

A combination of law enforcer, interstellar troubleshooter and The knuckle punch was originally developed as a tool, a ring mounted
impromptu diplomat, the space ranger is charged by the State with force blade used to punch holes in metal or stone. By creating a wearable
keeping the peace and apprehending lawbreakers. tool, the hands could be left free for other uses. Of course it was only a
matter of time before it was put to use as a weapon and then rapidly
Novice: Acrobatics 2, Bureaucracy 2, Dodge 2, Empathy 2, Intimidation outlawed, or at least heavily regulated, as such.
1, Investigation 2, Observe 2, Piloting 2, Profession (Space Ranger) 2,
Shoot 2, Streetwise 2, Unarmed Combat 2, Vehicle Operations 1, 2 Ranks The knuckle punch looks like an outsized piece of jewelry with a
in any skills of you choice. distinctive concave depression on one side and a number of small
contact points on the other. When the contacts are touched in the proper
Rank: Ranger sequence, the punch is armed. Touching the trigger contact causes a one
centimeter long, 300 millimeter wide force field “blade” to be
Experienced: Acrobatics 3, Bureaucracy 3, Culture 2, Dodge 4, momentarily projected. The blade is capable of punching through an
Empathy 4, Intimidation 3, Investigation 4, Observe 3, Piloting 3, Armor Value of 8 and has a base damage of 4. The power cell in a
Profession (Space Ranger) 4, Shoot 4, Streetwise 4, Unarmed Combat 4, knuckle punch commonly contains enough energy for three to five uses.
Vehicle Operations 2, 3 Ranks in any skills of you choice. Some can be modified to enable the blade to remain on but this drains
the punch of energy in less than half a second. The price of a punch tends
Rank: Corporal, Sergeant to vary, with the average cost being around 1000$.

Veteran: Acrobatics 4, Bureaucracy 4, Culture 3, Dodge 5, Empathy 5, Inspiration for the knuckle punch came from Fred Saberhagen’s book,
Intimidation 5, Investigation 6, Observe 5, Piloting 4, Profession (Space Rogue Berserker.
Ranger) 6, Shoot 6, Streetwise 4, Unarmed Combat 6, Vehicle
Operations 3, 4 Ranks in any skills of you choice. Created by: Greg Videll

Rank: Lieutenant, Captain

Created by: Greg Videll

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