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| Creature Catalogue p. 79 |
I've moved and re-named the locations on the map so many times, and some of them are placeholders, but here's the map as it is currently:
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| A hex flower of 6-mile hexes |
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| Creature Catalogue p. 79 |
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| A hex flower of 6-mile hexes |
Everyone loves Games Workshop and Milton Bradley's 1989 fantasy board game, HeroQuest, but its younger sibling, TSR's 1993 fantasy board game, DragonStrike, is mostly remembered for the campy VHS video included in the box. DragonStrike deserves a better legacy because it's a better game—take it from a guy who was the target audience of both at the time they were released.
HeroQuest's dungeon furniture and plastic miniatures were far superior to anything DragonStrike had to offer. Gary Chalk's wonderful artwork put anything of DragonStrike's to shame (with the exception of Robin Raab's endearing battle map art).
None of that made it a better game, though.
Simply put, HeroQuest isn't even a role playing game. It's a straightforward hack-and-slash dungeon crawl—but it's really not that great of one. It's fun for three or four games, but it gets repetitive. I imagine modern dungeon-delving games like Descent provide more sustainable entertainment.
Not only is DragonStrike an RPG, it's a good one. I've talked about it before: TSR's DragonStrike in 1993
It's a rules-light system that encourages players to speak and act in character, and to interact with the world in anyway they can imagine. It encourages the game master to adjudicate the outcome fairly and generously. By my definition, that's an OSR role-playing game!
DragonStrike's Design
Whereas HeroQuest had a single quest book that contained the map and adventure, DragonStrike's Map Book and Adventures Book were separate. The digest-sized (6" × 8.75") Adventures Book had 32 pages and 16 adventures. The Map Book was magazine-sized (8.5" × 10.75") and staple-bound paper; it had no cover. Each quest in the Adventure Book had a one-page map in the Map Book.
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| Adventures Book cover and contents. |
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| Map Book, first quest. |
I recall so fondly playing what was essentially Dungeons & Dragons on those four game boards. I wrote and ran so many adventures. Ah, those were the good ol' days!
DragonStrike as OSR Adventures
As written, DragonStrike's adventures are a little too straightforward for the OSR. If the OSR is "problems without prescribed solutions" like the mantra says, then converting DragonStrike into OSR adventures might simply require writing them as if players have complete freedom to do as they wish.
"The OSR is the players story, not the GM's," is another OSR mantra. Rather than a single goal like "slay the dragon," an OSR adventure should consider the many predictable motivations the players might have. Instead of "Save the princess in the dungeon," we simply state, "There's a princess in the dungeon." Players might set her free, ransom her, kill her (e.g., they are the Duke's paid assassins), or leave her to rot. We don't write the plot; that's the players' job.
For example, let's take the first adventure for a party of 2-3 players, "Against the Giant:"
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| Page 3 of the Map Book on top; pp. 6-7 of Adventures on bottom. |
To Be Continued . . .
That's all the book gives us for "Against the Giant," but it's more than enough to create a fun, exciting, and interesting OSR adventure.
If all 16 adventures were converted, it would make quite an OSR campaign. There's the "good" king Halvor and the "evil" wizard Teraptus (a play on S2 White Plume Mountain's Kerpatis), not to mention the titular red dragon, Darkfyre.
If I get time, I'll re-write "Against the Giant" and upload it as a PDF. Who knows, maybe I'll convert some other DragonStrike adventures in the future.
Until next time!
Happy birthday, Blood or Treasure!
Another year of OSR. It's been a fun hobby.
The OSR Pick-Up Games Discord server hit 1,000 memebers! Yay!
Last April I published my entry for tenfootpole's contest, Wyvern's Roost. It won a "No Regerts" (silver star) award, I'm proud to say!
A few excerpts from the review:
"A delightful romp in a simple lighthouse, its got some decent imagery and nice interactivity. A B/X adventure, in the most laudable sense of the phrase."
"What’s notable, here, is this being a Level 1 adventure with a Wyvern, a Troll, and a Vampire . . . with only the Wyvern being an outright obstacle. And that leads to a wonderful tone, the kind most of us enjoy, where you’re not just hacking shit down but, rather, scheming and talking to the people inside."
"What this is is a great example of a B/X type adventure that is short. It feels like a good adventure, and like a good BX adventure."
Wyvern's Roost is available here: https://www.drivethrurpg.com/product/392795/Wyverns-Roost
My hope is that by this day next year, I'll have published my mini-campaign Shadowmist Vale to wild success and acclaim. I can dream, right?
Here's to another year of OSR!
This palm-sized magnifying glass's ivory handle is engraved with skulls and funerary masks. Any corpse examined through the glass appears as if alive moments before its death, even if its flesh has completely rotted away and only brittle bones remain. The object is not magical, nor are its properties divinely granted leaving sages utterly perplexed.
This rectangular, rose-red flatweave rug is so worn, sun bleached and threadbare that it barely manages to cover the 5' × 8' patch of floor beneath. However, anything placed under it seemingly disappears so long as the rug can cover it wholly. Even if a treasure chest sits on the floor below it, the rug will appear to lay flat on the ground. It could cover a corpse, but a person would have to lay down in order to be magically concealed. The rug won't muffle sound or hide light, nor will it offer protection from damage; a teacup beneath the rug will shatter under foot. If it is disturbed, including by anything beneath it, whatever it covers will reappear.
Beoric, with whom I have never shared discourse and don't know from Biblical Adam, made a comment I appreciated on one of Bryce Lynch's reviews:
There are 3 reasons to use a lycanthrope in a module:
(1) they are hidden, and the challenge is to figure out who is a lycanthrope;
(2) the risk of the curse of lycanthropy, which drives play if somebody might have been infected;
(3) you want a regenerating combat opponent and the party is too low level for trolls.
“Wererats in the sewers” defaults to (3), and is overdone and not that interesting to begin with. The curse has been sufficiently nerfed in 5e that it is really not much more than an inconvenience, so (2) is no longer a serious option.
That leaves (1) as the only remaining option that has any potential to be interesting at all. Which clearly should not take place in a sewer, since you need sufficient non-lycanthrope humanoids around for the lycanthropes to blend in. You could have an encounter with wererats in a sewer, disguised as public works workers or some such, but if *everyone* is a wererat in disguise then no wererats are really in disguise.
It will necessarily have a strong social element. The Thing is a better example of this than most werewolf fiction.