Saturday, July 26, 2025
Rulings, Not Rules: A Foundation, Not an Oversight
Saturday, June 7, 2025
The Old School Renaissance
Debates about what the OSR is have been going on since at least the late 2000s. Lately I seen more rounds of discussion on this topic on various forums and on youtube like this panel discussion.
What sets the OSR apart, from the beginning, is that, unlike most corners of the hobby, it hasn’t been driven by a single author, company, or creative vision. While it grew from interest in out-of-print editions of D&D, its creative output quickly became rooted in open content under open licenses. That foundation created not a canon, but a commons.
And from that commons emerged a kaleidoscope of creative visions: rulesets, zines, hacks, adventures, philosophies, and play styles. The movement thrived not because it had a unified voice, but because it didn’t. It was, and remains, a productive chaos of competing, overlapping, and deeply personal creative visions.
Digital publishing supercharged this. The barriers to creating and distributing game content collapsed. Suddenly, anyone with the time and drive could turn their vision into a PDF, a print-on-demand book, a boxed set, or a full-blown system, no approvals required.
The OSR is shaped daily by those who publish, those who share, those who play, and those who promote. You can see just one slice of this activity on DriveThruRPG, with nearly 15,000 titles tagged OSR. Itch.io adds another 5,000+ projects under the same banner, each one a different take on what an “old school renaissance” can mean.
Many have tried to define the OSR. All of them fail, because definition implies boundaries, and the OSR has none that aren’t self-imposed. At its core, the OSR is an invitation. If you have the interest, the ideas, and the willingness to build, then it’s yours.
That’s the point. The OSR is what you make of it.
Wednesday, December 21, 2022
The proposed OGL 1.1 is not an open license. Fight for your hobby.
Today Wizards of the Coast on DnD Beyond released an article called OGLs, SRDs, & One D&D. It talks about Wizards plans for a new version of the OGL.
The recap the OGL stands for the Open Game License. According to Creative Commons, an open license means the content is free to use how you want it. In practice, this has meant that content was shared to let people use the content in any way, including commercially, the main requirements being that there is proper attribution of the original content used, and that any modifications are released under the same license. With the author listed as the creator of the modification.
The current two versions of the OGL v1.0 (3.X) and v1.0a meet the above criteria except for specific elements.
- You are allowed to designate part of the work as product identity which basically saying I am not releasing this part of my book as open content. This is often used for licensed IP like Lord of the Rings or Star Trek. It is sometimes used when the author doesn't want to share their setting but wants to use and modify a popular system.
- You also explicitly agree to give up your right to cite compatibility to a trademarked product. This is something that you normally have the right to do when releasing a work when it is your content. I could have done this with Blackmarsh as I mostly used common monster names rather than anything specific out of the DnD editions.
So what are the proposed changes?
First, we’re making sure that OGL 1.1 is clear about what it covers and what it doesn’t.
What OGL 1.1 will cover are electronic files like PDF, and printed books this right off mean that OGL 1.1 is no longer an open license as it restricts how you can use the open content. As the definition of open content means you can use it in the manner you see fit.
The next change
Second, we’re updating the OGL to offer different terms to creators who choose to make free, share-alike content and creators who want to sell their products.
They list a number of requirements that amount to you having to report any sales of any products licensed under the OGL 1.1 as well as a description of what it is you are selling. And if you make over a threshold ($750,000) then you will be expected to pay royalties by 2024.
Wrapping it up
This will further bifurcate the third party publisher market. OGL 1.0 and OGL 1.0a content can't be used with OGL 1.1 content as a result of Section 12 of the current OGL.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
Right now the world of 3PP is divided into those who use open content like Pathfinder, Cepheus, OSRIC, Old School Essentials, and those who publish in community content programs like the DM's Guild. In fact, I predict there will be three major 3PP communities for Dungeons and Dragons, the ones that continue to use the OGL 1.0a license, those who use the OGL 1.1 license, and those who use community content programs.
I realize there is a lot of speculation and criticism out there that are made because OneDnD is the news of the days. I limited myself to what the article said. At various times in the history of open source and creative commons, unscrupulous companies and individuals tried to put out their own licenses including ones with terms very much like the above. Each and every time this has not ended well for the bad actors and their licenses. Either they reverted back to a traditional commercial license and ceased their use of the open content. Or they came into compliance.
If you value your freedom to produce and more commonly share the content you create for Dungeons and Dragons then let Wizards know that you find these proposed terms unacceptable. Let them know that the community has the tools right now to fix the issue on their own and will do so as shown by what happen with DnD 4e, the GSL, and Pathfinder.
This is your hobby and your game now. Don't let Hasbro try to take that away from you.
Fight On!
Update
I added some comments on Section 9 of the OGL which appears to be a point of attack by the Wizards' legal team to shut down the OGL.
Concerning Bat in the Attic Games, Steady as She Goes and further thoughts on the OGL
For those who are new.
I have long been an advocate of open content released under the open license. Blackmarsh is free for any of use in any manner you see if. Likely the entire content of the Basic Rules for the Majestic Fantasy RPG is open content.
Some past posts.
You are free now so go enjoy it.
Zweihander, Open Content, and a reply to Daniel Fox.
Ryan Dancy on the Open Game License
Finally some practical effects of making Blackmarsh open content. I would not have had the time or skills to do any of these projects but now folks who read Spanish, French, Italian and Hungarian can enjoy Blackmarsh in their languages as well as fans of Heroes and Other Worlds.
And because these were solely the work of their respective author who put the work into making a version of Blackmarsh, they get to reap 100% of the financial rewards. Something I am fine with when I shared Blackmarsh as open content.
Thursday, September 8, 2022
1D&D: The 5E Skill System Is not broken, but it may not work out for you.
On the Alexandrian, Justin Alexander writes a 2,500-word review that tears apart the DnD 5e skill system. This appears to have been prompted by the fact that the One DnD playtest added a rule that 1 is a failure on ALL d20 rolls and a 20 is a auto success (and grants a point of inspiration) on ALL d20 rolls. In the current rules natural 1's and 20's only matter on the to-hit roll. Although myself and others I know apply it to ability checks, saves, and skill checks.
The review is quite detailed in goes into some of the math behind the DnD 5e skill system.
And it misses the entire point of the skill system.
First off for those interested, here is a link from back in the day explaining what bounded accuracy is about and includes a link to the original article from Wizards explaining it.
Are peoples' competencies really as flat in D&D 5e as its math suggests?
What it boils down to is what is the author's view of the fantasy genre? (since DnD 5e is meant to handle various fantasy settings). In DnD case the specific question, is what is a 1st level character is like? What is a 6th level character like? A 12th level character? And so on up to the maximum level the author wants to write about. In 5e's case that is 20th level.
It is not apparent from Justin's review what he views what characters should be doing in non-combat situations at various levels. He references low-level 3.X a lot but doesn't say why. I am left with the impression that he feels somehow the 5e target numbers should match those of low-level 3.5?
For me the 5e authors take is apparent. You start out so-so: 55% success for easy (DC 10), 30% for moderate (DC 15), and 5% for Hard (DC 20). With a +4 attribute bonus and a +2 proficiency, you can get those up to 85% success for easy, 60% for moderate, and 35% for hard. This is at 1st level.
To me, this means the authors feel when it comes to non-combat tasks that 5e 1st level characters have some measure of competence. If your view of the capabilities of first-level characters is not the same then the above isn't going to work for your campaigns.
At 20th level for most characters, the odds shift. Now characters often have a +5 attribute bonus, and a +6 proficiency bonus. You going to automatically succeed at DC 10 (Easy) task. 85% success for DC 15 (Moderate) tasks, and 60% success for DC 20 (Hard) tasks.
If these odds don't reflect what you think 20th-level characters are capable of then 5e isn't going to work out.
Bards and Rogues along with two feats in the later books give expertise. Rogues also have Reliable Talent at 11th level. Expertise doubles the proficiency bonus for some skills. This shifts the odds of success in skill and ability checks considerably.
At 1st level, we are talking about a +10% improvement with any skills that have expertise. At 20th level Rogue and Bards with expertise will automatically succeed on DC 10 (Easy), and DC 15 (Moderate) tasks, and have a 90% chance of success on DC 20 (Hard) tasks.
With Rogues, when they get Reliable Talent at 11th level, the player can declare that they roll a 10 with a skill check. This means they will succeed with everything up to a Hard task?
Justin fail to mention that there are two more task levels DC 25 (Very Hard), and DC 30 (Almost Impossible). A 20th-level Rogue with reliable talent will always succeed at DC 25 task (10 + 17 = 27).
Is this bad? Is this poor math on the designer's part? No, it fits with their view of what Rogues (and Bards) are capable of at 1st, 11th, and 20th level. This is why I put a reference to something that I and others have written back in 2014. To show why 5e authors wrote up the classes and mechanics the way they did.
As for the change in the One DnD playtest, it is more about making the system reflect how hobbyists like you and me actually play 5e rather than trying to fix a non-existent math issue.
If that is not how you view the capabilities of a Rogue or a Bard then 5e isn't going to work for you.
And certainly not for Justin Alexander.
Friday, August 19, 2022
One D&D, Character Origins
As part of their announcement yesterday, Wizards of the Coast released the first playtest document for One DnD, Character Origins.
The bulk of the document is about how they are going to handle Character Races and Backgrounds in the next version of DnD. Interestingly they include snippets of other sections of the rules to give some context for the other mechanics they mentioned in the section about Origins.
Rob's Notes: So folks understand where I am coming from I care far more that the mechanics reflect the nuances of a setting or genre than "game balance. I am a strong proponent that having a consistent view of the genre or setting is more important. As opposed to making Option A, B, and C have equal weight in the campaign.
Character Origins
It looks like they want to bind Character Race and Background more tightly in One DnD. Emphasize roleplaying more by giving background equal weight to character weight. In core 5e, background is almost an afterthought. Later Adventures in Middle Earth ditched the idea that the two are separate and combined them into cultures. For example, a dwarf of the Lonely Mountain has some things in common with a Dwarf of the Blue Mountain and some things are different. Each has its own section in the AiME books.
Controversially they shifted some of the benefits around race and background. A character race still grants distinct special abilities but now the attribute bonuses are determined by the background the player chooses. For example, picking the Guard background will get you +2 strength and +1 wisdom in addition to a set of skill proficiencies, tool proficiencies, an additional language, and what they calling a 1st level Feat.
I think this was a poor creative choice. In DnD fantasy it is well established that elves are more dexterous, dwarves are hardier, and so on. This change doesn't feel very DnDish to me. But my choice would have been to split the bonuses between race and background. Just like in AiME a dwarven guard would have of some the same bonuses as a Dwarven Pilgrim and some that were different.
My final analysis is that in comparison to 5e core, characters are going to get a tad bit more with Character Origins. Like AiME there is more emphasis on the roleplaying details. That the difference between the 5e Core and One DnD is small and incremental in this area of the rules.
Starting Languages
One DnD Character will know common, a language from their background, and a language from the list of Standard Langauge: Common, Common Sign Language, Dwarvish, Elvish, Giant, Gnomish, Goblin, Halfling, and Orc.
I find the addition of Sign Language interesting and plan to do some research into the historical use of sign language and incorporate that as an option for my Majestic Fantasy RPG. I also watched the movie Prey and the protagonists of the film, Comanches, also used a type of sign language.
Feat Description.
In my 5e campaigns, I didn't often use feats having a negative experience with the mechanic as a result of 3.X. But 5e's take on feat is far more laid back overall so sometimes when a player makes a good case that a particular feat fit his character background, I will allow the pick.
However when it came to AiME, they recast the feat mechanic as virtues. And it worked rather well and really enhances the feel of the system as a Middle Earth RPG.
This section includes feats like Alert, Crafter, Lucky, Magic Initiate, Musician, Savage Attacker, Skilled, Tavern Brawler and Tough. I find it to be a varied mix of combat and non-combat options that are somewhat laid back overall like the core 5e feats. Some like skilled may have to be tested in actual play to see if they are too generous or not. Skilled give three proficiencies in skills.
Given the limited of 5e skills that could be overkill or maybe it is just right. I would judge this on the basis of "Does this make sense for the DnD fantasy genre that a character starting out to be proficient in this many skills?" compared to the overall skill list.
Feats also have a level requirement baked in as part of the standard description. Will have to see the full description of feats before making a call on whether this works out or not.
Rules Glossary
The author explains some of the mechanics they referenced in the preceding sections.
Types of Magic
There are not three instead of two types of magic. Primal joins Arcane and Divine. Could be a good roleplaying flavor.
Tool Proficiency
They list Artisan's Tools, Gaming Set, Musical Instrument, and notes on Tool Proficiencies in general. Some observations.
- If you have proficiency in a relevant tool and skill you gain an advantage on the d20 roll
- It appears One DnD is simplifying the price list and acquisition of equipment.
- Their attempt at terminology to avoid naming editions is to say "see 2014, Player's Handbook".
Creature Types
Like the 2014 rule books, there are creature types and certain ability may work differently for a specific type of creature.
D20 Test
One DnD will introduce D20 Test as a term to describe any use of the 1d20 high mechanics. Ability Checks, Saving Throws, To-Hit Rolls, etc. It appears to be a way of consolidating the die rolling mechanics under a single header.
Observations
- Rolling a 1 on anything a D20 Test is a failure
- Rolling a 20 on anything grants inspiration.
- Critical Hits rolling a 20 on a weapon or unarmed attack will double the damage dice.
- spend 1 extra foot of movement for every foot you move using your Speed.
- Attackers have advantage on you
- Disadvantage on Dex Saves
Unarmed Strike
Thursday, March 31, 2022
Multiple Fighter attacks revisited for Swords & Wizardry
Can use a melee weapon to attack a number of creatures with a total hit dice equal to the Fighter’s level. There is always a minimum of one attack allowed. If the creature has a modifier to their hit dice, round up to the nearest whole number. For example, a giant fire beetle has HD 1+3; treat this the same as a creature with HD 2.
In addition, Fighters are allowed to add their to-hit bonus (or the difference between hitting AC 0 at 1st level and their current chance of hitting AC 0) to the initiative die roll.
The conjunction of the two has given fighting in my Majestic Fantasy campaign a much welcome boost in effectiveness without being overpowered in the way the ADnD multiple attacks and Unearthed Arcana options are.
One thing I did think of when I wrote the basic rules was writing about how I applied the multiple attack rule during play.
One thing learned from my career writing software for metal cutting machines is that folks find division harder. While I can do division pretty fast, I do subtraction even faster. So the way I apply the multiple attack rule is as follows.
- The players pick a target and resolve their attack.
- I subtract the target's hit dice from the character level and there is nothing left over. I see if it equals or exceeds the target's hit dice.
- If it does then the character gets to resolve another attack on the target.
- If it does not then I look to see if anything is within melee reach or within the reach of a single five footstep. If there are I look at their hit dice. If equal to or less than the remaining total. I narrate the result by saying "You see an opening on targets to your left and right, which do you choose?"
- The player can elect to follow up with another attack or a step and attack. If they do they get to resolve that attack.
- This is repeated until the players exhausted all the hit dice they can attack.
However after a recent playtest of my Deceits of the Russet Lord adventure, I may add this as an explicit ability to certain monsters. For example, a Sidhe Lord with 10 hit dice would be able to target 10 HD worth of creatures or characters. But I would stick with the traditional three attacks that an Owlbear would get.
The cutoff would be if the monster hit dice is in part a reflection of skill as opposed to instinct, I would add this to the monster. NPCs are already taken care of as in the Majestic Fantasy RPG they are leveled characters.
Thursday, February 10, 2022
Your own custom RPG rulebook, mini binders
A couple of years back I found a mini binder at my local Staples. There was also various inserts including pouches and dividers you could buy as well. I realize this was the solution to a organizational problem I was having with running my campaigns.
Often core rulebooks and supplements are too verbose to use as references during play. You have to read through a bunch of explanatory text before getting to the heart of the mechanics or details like the modifiers you need.
So since the early 80s I been making cheat sheets for the RPG I used. Especially for GURPS.
Binders were letter sized, often too big to be handy. So I shifted to loose sheets. But loose sheets get scattered.
So when I saw this
I knew I could get the benefits of my old binders but in a convenient form almost as good as loose sheets and without the issue of things getting scattered. So I bought the above as well as some inserts. Then I started to make what I needed for my campaigns. The two that had the most work were for my Majestic Wilderlands using my Majestic Fantasy Rules (based on Swords and Wizardry) and for DnD 5th edition. Also included setting material from the Majestic Wilderlands and Blackmarsh.
Is is one of the binderx open showing the different pages, dividers, and pages.
The binder cover has interior pockets. I printed stuff on digest sized pages and used dividers to organize them. This was followed by a couple of pocket inserts. Then after I added some punched digest sized graph paper and digest sized punched paper with ruled lines. Then finally a pouch with pens, pencils, and index cards.
Here is what I put into each.
The Majestic Wilderlands
- The digest version of my Majestic Fantasy Basic Rules.
- A Majestic Fantasy RPG Spell and Magic Reference
- Majestic Fantasy Equipment
- Majestic Fantasy Potions and Elixirs
- Majestic Fantasy Merchant Adventures
- Majestic Wilderlands Prices List (unliked the equipment it just has prices no descriptions and it more comprehensive).
- Magic Item Creation rules
- "Historical names make for better games" from Dragon #49. This makes into every binder I made since the mid 80s.
- Pocket inserts with monster stat cards
- Graph Paper
- Lined Paper
- Pouch with Pens, Pencil and Index Cards
Rob's Notes: I am planning to replace my Majestic Fantasy Basic Rules in the binder with a even more terse reference. Followed by a character class reference so I can quickly answer player questions.
Blackmarsh/DnD 5e
This binder is also used when I run my Majestic Wilderlands using the 5th edition rules.
- My favorite letter sized 5e reference charts, shrunk a tad, laminated and turned into fold outs.
- A blank 5e character sheet
- A terse combat summary
- Mounted Combat summary
- Underwater Combat summary
- Resting rules
- Custom Classes: Berserker of Thor, Elven Mystic, Halfling Shadows
- 5e NPCs for a feudal setting.
- 5e Arts of Magic, used in place of Wizard traditions.
- Basic Character Class summary levels 1st to 6th that I use for convention games. It all the important character creation steps.
- Character Classes 1st to 20th (just traditional four, Cleric (Life), Rouge (Thief), Fighter (Champion), Wizard (Evocker) )
- A booklet sized copy of the Equipment chapters from the 5e PHB.
- A digest sized booklet of Blackmarsh
- A letter sized foldout map of Blackmarsh
- Pocket inserts with 5e monster stats printed on index cards.
- Graph Paper
- A pouch insert with pens, pencils, and blank index cards.
- I also have 5e reference booklets that I used before this in the inside pockets of the binder.
Wednesday, April 28, 2021
World in Motion: Breathing Life into your City State
In my Majestic Fantasy Basic Rules, I touched briefly on the idea of that the setting has a life of it own. Most of I wrote was about prep, before and during the campaign. I didn't touch on things one can do at the table to breath life into the setting. This following is one thing that hopefully you find useful that makes players feel like they are part of a living breathing world with a life outside of what they do.
The specific issue I will be dealing with is life within a fantasy urban setting. The example I will be using will be based on Judges Guild City State of the Invincible Overlord.
One effective technique I use is to develop a patter to describe what going on particularly in urban areas. I don't attempt to describe everything unless asked. I limit it to things that "caught" the attention of the PCs. The time you go downtown or to a crowded area look at what you notice as you go about your business. Then take a long look around at everything else. You will find that you have a natural filter that so that only certain things come to your attention. Because of this I feel comfortable in highlighting only a few details as the player traverse the city. If the players specifically want to observe in detail then I will paint the full picture around them.
To explain how I do this I made a graphics to illustrate what it is I do using the City State of the Invincible Overlord. The map I use is on the right and is fully keyed. The map the players see is on the right. Either laid out on the table, or up on the screen if using a VTT. There will be a marker on the player map to mark their current position.
The initial situation is that the party is current eating breakfast at the Seahawk Tavern. They decide to pay a visit to the Sorcerer's Supply House. I look at my map and figure out it would take four minutes to get there. Each square is a 120'. The party can move two squares a minute.
The urban encounter table I use has you rolling every minute. I will making six rolls: one to see if anything happens in the tavern while leaving, one to see if there anything going on outside of the tavern. Then four more to see what happens along the way. The reason for the first roll is that for the purpose of encounter the Tavern is it own thing. The reason for the second roll is that players don't know what they will find once they leave the tavern. So I roll to see if anything is going on when they exit. The rest are normal periodic encounter rolls.
I rolled the following.
- No Encounter
- Foreigner Urchins/Children To/from market/church/work Seeking/In a duel/fight/etc.
- No Encounter
- No Encounter
- No Encounter
- Thieves Guild: Pursecutting/Stalking a mark/etc.
This how it would play out.
The players can deal with or ignore each of these situation as they see fit. It not uncommon for one or two players to decide they want to check out or deal with something while the rest of the party moves on. In which case I handle the split using a round robin technique. I will spend 5 to 15 minutes with a group and then turn my attention to the next group. Going back and forth as needed.
The Dots on the right hand map roughly marks where I would pause the party (or character token) and describe something.
It take some practice but highly effective in giving the players the sense they are part of a larger world.
One problem I had until recently is the number of encounter rolls I needed to make. After running two campaigns using Adventures in Middle Earth, I really liked their journey rules. The most applicable part is where you roll for the number of events based on the length of the journey using a logarithmic scale. This means you will have journey 10 times a long before you get the twice the encounters.
I am working on how this will work for a city adventure. The general gist so far is.
- One the same street: 1d3-1 encounters
- Within the same quarter: 1d4 encounters.
- Across the city: 1d6 encounters.
Afterwards I sprinkle the encounters along the player's route where they would make sense. Sometime it more or less evenly spaced. Other times they can be bunched up around a single block of buildings.
Hope folks find this useful.
Monday, April 5, 2021
Small Islands of Wonder, Magic and Society Part III
After the end of the last post, the world of magic is dominated by clerics, religion, and divine magic. With the exception of the Elves and their allied culture where a tradition of arcane wizardry was developed along divine magic.
As world rediscovered bronze and later iron technology. Arcane magic remained in the background. Cultures and religion proved to be a barrier but not an impenetrable wall. Independent discoveries and trade with the elves slowly spread arcane knowledge, spells, and rituals. Like in Earth's history the endless summer of small regional cultures doing their own things was to be shattered by the rise of the empires.
The Rise of the Viridians
Despite being divinely constructed and guarded by the Great Dragons, the entrance to Abyss that chromatic crystals guarded was a location in the world that could discovered and explored. Chance and circumstance combined with evil intent to allow a powerful wizard to steal one of the chromatic crystals, the Ebon Flame. The story of that wizard and the war against him is epic but is a tale for another time.
The theft of the crystal left a gap within the ward. and a thousand years later, the weakest of demons the Green Lords or the Viridians found the gap and they were just weak enough that they could use it to escape. Once free they sailed away and founded an empire. Soon other races including the Elves came into conflict with the Viridians and war broke out.
For magic, the Viridians had the first major independent tradition of arcane magic outside of Wizardry. Demons had no access to the divine as they considered themselves enemies of creation. So they developed arcane rituals into a high art including the development of the powerful 7th to 9th level rituals.
The Rise and Fall of Empires
The Viridians did little to endear themselves to humans and the other races. They believe themselves to be lords of creations and sought to enslave whole cultures at every opportunity. But their numbers dwindled and like neighboring cultures their realms experienced a rise, a fall, a dark age, and rebirth. In both the Majestic Wilderlands and the Majestic Fantasy Realms there were three empires over the centuries. The downside of how the Viridians acted that for many cultures, arcane magic became associated with demons and evil. It wasn't until the rise of the next great empire that arcane magic came into it's own.
That empire was the Ghinorian Empire in the Majestic Wilderlands, and the Bright Empire in the Majestic Fantasy Realms. Both considered themselves universal empire espousing ideals to appeal to all people regardless of cultures. Both had a dominant religion that preached these ideals as divinely ordained and both were highly successful in spreading to all corners of the main continent.
Like most religions in other cultures, the empire had a tradition of Arcanists subordinated to the church. One specialty found among others in various orders of scholars and monks. The success of the empire meant contact with many different cultures including the Elves and their tradition of Wizardry. And the Viridians and their tainted tradition of arcane magic. This widespread contact lead to renaissance of learning and scholarship spearheaded by the church.
But as the centuries rolled on, the empire developed cracks and faltered. Both versions weakened by civil war, and both had their death blow delivered by barbarian invasions. In the chaotic centuries after the fall, the church shattered and it adherent left to fend on their own. The old arcanist used their knowledge of elven wizardry, the rituals of over a dozen cultures, and Viridian own tradition scrubbed of any demonic taint to create a new form of arcane magic, the Magic User. Freed by the demand and constraints of religion the early magic-users were able to prefect the new way of casting spells and teach it to others.
Like a wizard a magic user performed mediations to memorize a spell form that could be filled with energy and released as spell. But instead of internalizing the forms, they made a crucial innovation of the spell book. The use of the spell book allowed many more forms to kept in a magic user's mind compared to a wizard. In addition it only took a short amount of time to rememorize new forms. Although the number and powers of the memorized forms depended on the skill of the magic orders.
The Magical Orders.
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Art by Richard Luschek |
All of the orders are still finding their way. The present day of my campaigns in both the Majestic Wilderlands and the Majestic Fantasy Realms is set during the time where these orders are coming into their own. The turmoil's of their early history is past and each have established a place in their respective cultures.
The wider world is also coming into its own as the various realms have move past the dark age after the fall of the empire. Commerce and finance has step alongside land as a source of wealth and power. And nobody know what the next few centuries will bring either for the realms or magic.
The Mechanics
Magic Users
The same as any classic edition. Additionally magic users can cast 10 minute rituals from their spellbooks. The maximum level they can cast as a ritual is equal to 1/2 of the high spell level they can cast (rounded down). If a magic-user can cast 4th level spells they can also cast 2nd level spells as ritual. In this area magic-users regressed compared to the older ritual caster due to the focusing on memorizing spells.
Order of Thoth
The same as magic users above. In addition they learn the Shield of Magic which confers 20% magic resistance per level until it maxes out at 100% at 5th level when they become a master in the order. I recommend limiting this to non-damaging spells that require a save like charm person. Not to spells like fireball or stinking cloud that create something else that does the damage. The Shield of Magic was developed to protect mages from being controlled as a slave by another mage.
Order of Sarrath
This is a order of the ritual only spell casters known as Theurgists. As an official arm of an empire dedicated to worship of the dragon god of war and order (think lawful evil) these spellcasters learn to cast joint rituals. They can combine their caster levels for an increased spells effect. For example 5 5th level Theurgists can cast a 25D fireball.
Rob's Note: I have to admit, I thought this would work out better than it did. At the time I thought there were a fair amount of spells in the classic editions like fireball where they were more effective when cast by higher level magic users. This turned out the exception not the rule for the classic editions.
But would out work out fine if 5e is being used. In 5e most spells are more potent when cast through a higher level spell slot.
Runecasters
This is another order of ritual only spell casters originated among the dwarves and human viking cultures who used runes. Instead of scrolls runecaster can scribe runes that function the same. Used the spell is cast and the rune disappears. The difference is that runes are more compact so Runecaster can make runewands or runestaffs with many runes on them. And they are more lasting than paper being carving into a durable material like wood or stone. Runes for a spell take up around three inches of length for a staff or wand. A three inch by three inch square on a flat surface.
Charms
Charms are like scrolls except they remain after being used. They cost double (money and time) what a scroll costs and half to recharge (money and time). They also can be activated by non-spellcasters as one-use magic item. For runecasters they are an advanced form of runes.
Wrapping it up.
My hope with this short series of essays on magic and society provide some useful insight and inspirations for your own campaign. The history of magic I outlined is not the only way it could have played out. With different premises and history turning in a different all kinds of interesting possibilities emerge.
One thing to keep in mind if you believe that a magic utopia is inevitable. Once way to sidestep that issue to set the campaign prior to the time in which the utopia will happen. Everything has a beginning and Rome wasn't build in a day.
Finally this material is also preview of the upcoming Lost Grimoire of Magic. The next book in my Majestic Fantasy RPG series with will debut late this summer after the Wild North is released.
Sunday, March 21, 2021
Small Islands of Wonder, Society and Magic Part II
In my previous post I discussed the status of magic at the beginning of history within my setting, the Majestic Fantasy Realms. Here I will discuss the aftermath of the Dawn War and how it gave rise to the first great era of magic.
Prior to the Dawn War all magic was arcane and ritual based. The gods were known as the Lords of Creation and functioned as guides, teachers and coaches rather than as a source of divine mystery. Their roles were to prepare the two races, humans and elves, for the roles they were to play in the newly created world.
As recounted in the last post, the demons were imprisoned in the Abyss with the chromatic crystals and as a result magic in a concentrated form was cycled throughout the world. Providing a source of energy to cast spells within seconds instead of minutes.
Faith, Signs and Portents.
The Lords of Creations decided that their close presence to the mortal races was one of the primary causes for the rise of the Demons. After the Abyss was sealed, they withdrew from the world and only interacted with those who followed their philosophies. Communicating through signs and portents, they sought to teach through faith instead of direct instruction. In doing this they changed from being the Lords of Creation into gods with religion and faiths.
Their clerics became the first true spellcasters in the world. Those who developed or had the strong faith found they had power as well. They were given divine insight to use the new sources of magical power coursing throughout the world. Through meditation and prayer they could memorize specific spells. Developing the forms in their mind. Then while casting filling the forms with magical energy and finally releasing the form and energy as a spell. As the cleric became more experience their divine insight developed to allow them to cast more potent spells.
However, power had a price, and that price was belief and faith. Belief in what they were taught and faith that it was right and real and not madness or the whisper of demons rising from the Abyss. Without faith and belief, there was no divine insight, without divine insight the ability to cast spell within seconds disappeared.
As religions developed and took hold, the Cleric became the dominate spellcaster overshadowing the old arcane ritual casters. A major contributing factor was the Shield of Faith, which made Clerics invulnerable against spells and rituals cast without a god's divine insight unless the spell manifested something in the physical world like fire, ice, stone, or lightning. In many cultures the ways of the old ritual based arcane spellcasting was lost. Except for one group, the Elves and their allies.
The Elves and Wizardry
Within a few generations only the elves preserved any memory of the time before the Dawn War. Like other cultures, the god also only spoke to the elves in signs and portents. But among the elves and their allies it did not developed into a full blown religion but into various philosophies one committed their lives too. Those who committed to one of the divine philosophies also received the divine insight to learn and cast spells within seconds.
But because elves still remembered, they and their allies also still practiced and more important continue to develop the old arcane rituals. They learned how to cast rituals with divine insight separate from the forms they created in their mind with their daily meditations and prayers. They could cast divine rituals without a having to write them into ritual book.
And the elves and their allies developed a way to casting arcane spells within seconds called wizardry. Through a complex series of meditations, rituals, and study, Wizards could internalize spell forms to fill with energy to cast at a moment’s notice. However, it took practice and further study to be able to do their more than once a day and with more potent spells. Even then the Wizard were very limited in how many spells that could be internalize and the process of internalizing a form took years even decades. An issue that wasn’t present with divine insight.
Wizardry did not spread far beyond the elves and cultures allied with the elves for two reasons, the laborious study involved which was fine for immortal elves but took up much of a human’s lifetime. The second and more tragic, was that many rejected interaction with the elves and their allies when elves began to contact others cultures again a thousand years after the Dawn War. The worldview of the elves and their allies was seen as godless to cultures dominated by religion.
Hedge Mages and Arcanists
Magic in concentrated form flowed through everyday life. It would manifest in physical objects known as viz only to dissipate at dawn the next day. Creatures, some known as monsters, developed ways of harnessing magical energies to better survive. Outside of the elves, religion and the clerics were dominate but over the centuries people both within a faith and outside were continually rediscovering arcane magic and ritual spellcasting. Most times it was a curiosity and limited to a few weak rituals. In some cultures an underground tradition of Hedge Mages developed who lived on the fringes of society and passed down hard won rituals from master to apprentice over generation. Mostly making a living by brewing potions and elixirs for the few who found them. When the culture’s religion found out about them the reaction was nearly always negative and many died after being called heretics and apostates.
Some religions allowed orders of arcanists to develop and catalog arcane rituals under the strict supervision of the religious hierarchy. Arcanists were rarely a separate order but instead a specialty among scribes, librarians, and record-keeper.
The Dawn of the Magic User
As the centuries rolled on and history unfolded, chance and circumstance allowed cracks to form in the dominance of magic by clerics. In the next post I will conclude this series by talking about the events that lead to the rise of the magic-user.
Wednesday, March 17, 2021
Small Islands of Wonder, Magic and Society Part 1
On one of the posts I made on social media, Ian Borchardt created a great phrase for how I view magic's effect on the cultures of the Majestic Fantasy Realms.
One of the big problems is that magic in a lot of campaigns tends to be non-scalable, being focused in individuals. Thus I suspect that as a result the effects of magic would tend to cluster tightly, rather than spread through the society. Small islands of wonder in what is otherwise a less developed world (since there would be less incentive for overall development).
Over a decade ago I wrote a post speaking in general about some of issue surrounding magic and society.
Magic and Society (Feb 2010)
I wrapped the post up with this.
There are a lot of dials here you can play with and the results is that many types of settings can result even when they share the same assumptions I am making. By doing this type of exercise you find yourself considering the different possibilities. This is can ultimately to a more interesting and fun game for you and your players.
Since then I done more work detailing my setting both as the Majestic Wilderlands and as the Majestic Fantasy Realms. Hopefully a brief overview will serve as an example of some of the thing I touch on that post.
One the things I developed is the technology of magic. How was it discovered and how did it developed into its present form as outlined by the system. Currently the Vancian system found in ODnD's 3 LBBs.
Originally in the Majestic Fantasy Realms level of magic was low, spells could only be cast through laborious 10 minute rituals. The range of spells was similar those found in the 3 LBBs of ODnD. Magic could be found in physical form as viz and that would allow a spell to be cast within seconds. Related spells could be cast quickly if made into a scroll or a magic item.After the Dawn War, the Demons were imprisoned in the Abyss. Each of the surviving gods created a crystal. Nine of them were used to seal the entrance of the Abyss, and the tenth was the master Chromatic Cystal.
In order to power them, the gods had the crystals channel the ambient magic into their crystalline structure and then release it back out into the world. Creating a self sustaining loop the keep the demon imprisoned. A side effect this that were now flows of magic throughout the world. Concentrated enough to allow magical energy to be gathered quickly and released as a spell within seconds.
The nine crystals "tainted" the flow emerging from them creating nine distinct forms of magic. Each form reflected the personality and powers of the god that created the crystal. These nine forms plus the original ambient magic became known as the Ten Arts of Magic.
Like our world's zodiac, they became associated with specific images and colors. The Claw (Black), The Eagle (Red), The Flame (Orange), The Forge (colorless, original ambient magic), The Hearth (Green), The Lantern (Purple), The Skull (White), The Storm (Indigo), The Tree (Blue), The Web (Yellow).
The Mechanics
So what does it means in terms of Swords and Wizardry? I created the following additions*
- The maximum spell level the spellcaster could cast as ritual is determined by their level.
- Rituals take ten minutes to cast and require the presence of the spellbook.
- Ritual spell caster can't memorize spells.
- The ritual spell caster had to have scribed the spell into their spell book. For pre-literate societies arcane spellcasters used natural media like cave walls, bark, stone, and sometimes dried tablets of clay to scribe mystical pattern that enabled to learn the spells.
- Magic items can be used in seconds within the time of a single combat round. Thus any spell used in combat had to be scribed as a scroll (or similar object), a wand, or a magic item.
- One additional wrinkle I will touch on later is that if the ritual spell caster has viz, magic in physical form, then a spell can be casted within seconds. The number of viz needed is equal to the level of the spell. Viz is ephemeral and the spell caster can only maintain a number of viz equal to half of their level (rounded up) plus their intelligence bonus. Excess viz dissipates at the next sunrise, unless they have a special magic item called a Arcane Coffer.
- Spells are kept the as they are written in the book**.
- Each spells is associated with an art of magic.
- If cast with viz associated with a specific art or a spellcaster with a focus in that art. The spell has an increased effect***.
Monday, March 15, 2021
Farewell to Magic, A brief essay on the economics of a fantasy setting.
In my previous post, I talked about how resolved the issue of how to price real estate for when my players want to buy not build. Along with sharing it here, I posted links on facebook and other chat groups I frequent.
One poster posted an interesting comment about the lack of profit motive my post implied. One part stood out as a reminder of how I view the Majestic Fantasy Realms.
Without any profit there is no growth and they would stay in the Middle Ages forever.
Over the decades, even before the internet, sometime I got into debates over how a fantasy setting would work, especially with my friends who knew how I ran the Majestic Wilderlands. One thread of the conversation was the impact of magic. Some who I talked to believe that magic would guarantee prosperity, create what we would now call a post scarcity society.
My counterpoint, that the Industrial Revolution wasn't just about about technology but also ideas of how people can organize themselves or conduct business with each other. Without those idea, all what would happen with magic is the lives of an elite few would get better while the rest of the populace would have marginally better lives like the introduction of the horse collar allow formally difficult to cultivate lands to be brought under the plow to grow food. I usually pegged the average effect of magic at 20% better.
But it was just a guess based on instinct on what I read about history.
Then a few years back, I read a book that I felt gave my opinion a little more weight.
It called a Farewell to Alms: A brief economic history of the world.
The thesis as far as my post goes, is that prior to the industrial revolution. Improvements in technology or society only resulted in a temporary increase in prosperity. With more food and better living condition, the birth rate rose. Within in a handful of generations, the population grew to the point where living conditions were no better than before, except now there are more people.
One main reason is that the pace of technological and society productivity prior to the industrial age could not keep pace with the birth rate except in brief burst. Like the introduction of the horse collar allowed areas with thick heavy soils to be cultivated easily greatly expanding where crops could be grown.
In this regard magic is no different than technology. The spread of using magic throughout a culture would bring about a temporary prosperity, which will bring about an increase in birth rate, which over time would bring everything back to the way it was except now there are more people.
That is until conditions are such that ideas, technology, (and magic since we are talking fantasy) come together to form an industrial magical revolution. Where productivity increases outstrip birth rate for decades and centuries.
As I been saying for years to friends, the Majestic Fantasy Realms is set in the time period before all that happens. But it nice that my guess has better foundation in fact.
It is a good book and I recommend it highly. It also goes into why the first industrial revolution happen which may provide inspiration for a different kind of fantasy campaign set during that time. If that interest you I recommend getting Susanna Clark's Jonathan Strange and Mr. Norell. A story of English magic set during the Napoleonic Wars.
Friday, March 12, 2021
Construction and Real Estate in a Fantasy Medieval Setting
Buying versus Building
If the campaign is set in a city or town, often there isn’t room for new construction. Instead the characters will have to purchase an existing structure or at the very least a vacant lot.
Unlike the modern era, people in medieval and ancient time didn’t generally view the buying and selling of property as a means of profit. While specifics varied between cultures, examples include property viewed as a having a just price (see Thomas Aquinas), or the property was part of a bundle of rights individuals were due in their culture because of tradition, law, or social standing.
For my campaigns, I simplified this. Purchase of property in most cultures of my setting is viewed as an investment made for the income it produced. Not unlike buying a share of stock in a company. The value may go up and down based on larger events, but like a stock it has a specific value that is bought or sold at. Therefore, for these rules the price to buy a stronghold is the same as its construction cost. It reflects its fair price.
This sounds odd to a modern reader. In the modern era, a real estate developer will buy property, hire a contractor for construction and then in turn sell the property at a price higher than what the developer paid.
In the setting I created, there are no real estate developers. Those with the wealth to buy real estate and building would be outraged if somebody tried to sell them land or buildings for more than its fair value.
Instead buildings are built as investments by those who plan to use them. A lord builds a castle as the lynchpin of a domain, a craftsman constructs or renovates a shop on a lot.
When sold, the buyer pays only the actual value of the investment. What society considers at the time its “fair” value. Buying and selling at a profit is reserved for grubby merchants dealing in various commodities or luxuries like grain, spices, silk, or (gasp) magic items. Even then they are only tolerated not praised by the nobles, clergy, and peasants.
Keep in mind that the fair value can rise and fall depending on local conditions. It also varies from its construction price if its use to produce income radically changes.
If there is little difference in cost in buying versus building, why build at all?
First because land and building are viewed as an income producing investment, the market is limited, people of the times are conservative about losing a source of income, and the property was often tied to a bundle of rights reflecting a social station in the culture like a knight’s manor. Loss of the property could mean the loss of one’s social standing. This meant the property you what may not be available at any reasonable price. Hence the need to build. In addition, if you build you also get to tailor the land or building to your specification rather than having to deal with already there.
It is possible to build at a cost lower than its fair value if you control the basic resources that are needed. Namely the right to harvest wood from a forest, and control of a stone quarry. Without needing to pay the market rate for lumber and stone, you can easily build at 75% of the cost or lower.
Not much in the way of mechanics in this post. But thinking about this and doing the research has allowed me to solve a long standing issue in how I run campaign. When PCs want to buy instead of build, what the price? And what the motivation of the NPCs selling the property?
Tuesday, December 22, 2020
Good referee advice from 140 years ago
So while reading while reading Jon Peterson's latest, the Elusive Shift he makes an interesting reference to something Charles Totten said in Strategos on page 105.
You can read it for yourself using this link.
Monday, June 8, 2020
Adventure Record Sheet for Champions & Hero System
However it has issues where that it doesn't have many lines for characters and splits the information for a character into different sections. I used to use the one in Fantasy Hero but it small. So I made a new one.
Monday, April 20, 2020
A house rule for OD&D or Swords & Wizardry
The origin of this rule is found in The Strategic Review, Volume 1, No 2, Page 3.