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Sunday, July 13, 2014

Will Penny

Ok, I have to say this first, this is a, great, great western and in my opinion Charleton Heston's finest western role in the eponymous Will Penny.

I've been working on Hurled into Eternity in a diligent manner, and as I often do, I watch westerns for inspiration. In searching on that man's man (Heston) I thought about where he appeared in the genre, and aside from his cameo in Tombstone (see below) I was hard pressed to name amy of his western roles. IMDB was invaluable in pointing me in the right direction, but I had never heard of Will Penny before.

So I rented it off the AppleTV (plug, plug) as it's not easy to find on DVD let alone BluRay. Then I promptly fell asleep watching it, not because it was boring, but because I was that exhausted. The great thing about AppleTV is once you start watching something you can watch it anytime over the next 24-hours. I made it home with an hour to spare before it expired and got to watch the whole thing, I'm glad I did.

I'll admit this was not a movie I knew a lot about and it's not not one of the most well known of the genre or at least one that will immediately come to mind when a western is talked about. Then when one thinks of Heston it's Ben Hur, or one of his equally epic roles.

Charlton plays Will Penny, an aging cowhand, rather then a gunfighter which is a departure from the traditional role of a western leading man. He is even tempered and reliable, a man that can be counted on to do his job and see it through. I can't understate this enough, he's not a gun hand. In the genre of westerns that's huge, rather he is cast as a everyman.

The story starts out just as a trail drive of cattle is ending. With no family and no job lined up he is unsure of what to do. He settles on setting out with Blue, a younger but sturdy cowhand played by Lee Majors and Dutchy. The action starts off fast enough; a day or two after leaving the trail job. After rising early one morning Blue and Dutchy are out stalking a deer before it all goes south of cheese.

The villain of the story makes his appearance, the unhinged clergyman of sorts, Preacher Quint who is played most excellently by Donald Pleasence. His startling wide eyes and rants really set him up. My only regret is that he would have had more screen time because he was fantastic in this role. Quint and his sons set upon Will and his friends early on setting the stage for problems later. In the immediate sense a gunfight erupts over a deer and just who it belongs to.

"My eyes are even crazier in the movie!"

This particular scene oozes with character! After a brief shootout where several of Quint's men are slain and Dutchy is wounded; Blue and Will set out for the nearest town in hopes of getting Dutchy to a doctor for his gunshot wound.

Along the way they stop at a roadside inn/tavern where the two encounter the dark haired beauty Catherine played by Joan Hackett and her son Horace (aka Buttons) on the way out west to join her husband. After her meeting with Dutchy, wounded in the back of the wagon, she forms a decidedly negative view of Will. And just like that she departs with her son being guided by a rather unreliable man.

From there after making it to town and having dropped off Dutchy, Will departs looking for work, or perhaps simple wandering. After recovering a corpse and bringing it to the local ranch he takes work as a line rider. A line rider worked a section of a range herding cattle back to a particular area especially during winter. In almost every case it's solitary work for months at a time. His boss Alex informs him of but a few rules one of hem is to keep settlers moving through the ranch and not letting them stop, of course this will factor in later.

Oddly enough having finished up my read of the Boot Hill Module BH4- Burned Brush Wells at nearly the same time as I watched Will Penny, I was pleasantly surprised to a see a minor nod to a "line rider" in one of the random encounter tables.

In his establishing his shack and hauling up supplies he is started to find Catherine and her son holed up after their guide abandoned them. He is able to talk Catherine down and doesn't immediately kick her out of the cabin.

While out Will is ambushed by Quint and his sons who leave him in the wilderness to die. He somehow manages to make it back to his cabin. Eventually Will returns back to health nursed by Catherine. This being a western of course a romance has to develop. I must say I was pleasantly surprised. At no time did the action drag in my opinion, in fact even during the scenes where they are setting up the romance between Will and Catherine. It moved along well. At first it is clear she is intrigued by him, and he is clumsy about the whole thing. Eventually the two are drawn closer and closer as the form a sort of family with Button. As it mounts Will delivers one of the best lines of the entire movie: "It's just a case of too soon old and too late smart." In a sense we can feel for Will given his upbringing as a orphan working as a boy in the saloons of San Francisco. I often wonder if Will Penny is even his name?

Of course all of this can't last as Quint and his sounds return at the most inopportune time. The shoot outbids brief and Blue and a recovered Dutchy help save the day. I'm glossing over the final fight as that's not what makes the movie, it's what comes after is what makes the movie.

More so then any movie I've seen recently, certainly a western, it does not have a "Hollywood ending" where everyone lives happily ever after. Will knows what his heart is telling him, what he wants to do, but his logic rightly points out that at nearly 50 "he doesn't have that kind of time". In the west, living a hard life outdoors in the rain, snow, heat and dust 50 was ancient. People didn't have life expectancies like we do now. At best he might have another 10, maybe 15 but one filled with hard work.

All too often movies seem to have a contrived ending and the couple is brought together in equally contrived ways. Not so here. Had that happened the movie certainly would have been poorer for it. In a way that's what makes it a great western. I have no issue with giving this 4.5 out of 5 stars; in all its a solid movie.


Some random notes
  • The movie also introduces us to Lee Majors which is cool as in 6 years before his Six Million Dollar Man TV show. This was one of his first major roles.
  • While not his first western, it is probably Charleton Heston's best. The last western he would appear in "Tombstone" as a rancher named Hooker in one of his last onscreen roles
  • On scene in particular I liked was the Christmas scene where Catherine and her son Horace (aka Button) singing "Oh Tanebaum" in German. All to often with the filters of our modern life and especially a seeming reluctance to acknowledge America's past we forget that America was awash with immigrants in the 19th century. Likewise many of us have lost touch with our ancestors. Now I engage in genealogy for my family and have German roots so this spoke to me in a way that it might not to others.

One final thought, Charleston Heston says (according to IMDB) that out of all of his many roles, this was his favorite... It shows.

Monday, July 7, 2014

Oriental Heroes and the Lands of Nippon- Warhammer style


Old-School Warhammer Oriental/Nippon cut-away diorama.
All kinds of amazing!

(Blog Note: WoooHooo! 100th published blog post — better make this a good one! Onwards toward 200.)

Much like my recent foray into Oriental Adventures, I thought I’d pause and retrace some steps back to Warhammer. I’ll be taking a moment to comment on Oriental Heroes and the line of minis for Nippon in Warhammer Fantasy Battle. I’ve been working on a Nippon Army in an on-again, off-again fashion over the years.

But first, a very cool diorama (see to the right). I’m not sure where it’s from, but I found it while scouring the web for Nippon imagery for Warhammer.

Right now I’m in a bit of a prolonged lull in regards to Warhammer that has been going on for a number of years. After being burnt out with the Word of Hashut webzine and all that came with it, I’ve been largely uninterested in Games Workshop’s wares. I’ve found it’s far better to wait until my disinterest wanes and I’m interested again, rather than forging ahead for no reason other than to do it. This happens to me from time to time, but this one has been far longer. In the meantime, I’ve been having fun collecting minis from the Oriental lines of Games Workshop in the 1980s — minis I really wanted back in the day but was never able to secure more than three of them, being on the other side of the pond…

Nippon was a curious case for minis. They figured right from the earliest days of Games Workshop, appearing in the rules here and there, but never had their own dedicated army other than the mercenary contingent in the 3rd Edition Warhammer Armies book (see below). In the orange 3rd Edition Warhammer Fantasy Battle rulebook it notes on page 205: “Lustrian, Steppeland and Cathan creatures and races are dealt with in sufficient detail for you to assemble armies of Slann, Nippon etc. but we feel that only by dealing with each area in a separate supplement can we hope to do them justice.” It became obvious when looking at the history of Games Workshop at the time that they were already underway with 4th Edition Warhammer and weren’t going to revisit these lands, at least not in the 3rd Edition
sense.


Nippon Army contingent from 3rd Edition
Nippon Army contingent from 3rd Edition

It was not to be, however. Aside from this blurb along with the Nippon mercenary force listed in the aforementioned Warhammer Armies book, that was it. I have a feeling it was a number of factors that led to this decision:

  • The 2nd Edition Nippon army list in Ravening Hordes was enough?
  • If they did a Nippon army, would they have to create a Cathay one as well? Would there be an outcry for Amazons? Norse? Pygmies?
  • By the time the 3rd Edition Warhammer rules were gaining steam, the “ninja craze” of the 80s was already waning.
  • Limited resources?
  • The rise of Warhammer 40,000, which would become (and still is) its “breadwinner.”
  • The oft-repeated line of “there are already two human armies in the game.”
  • Some combination of these?
  • Perhaps none of these?
  • Too many manga/anime inspired fans?

In any event GW showed no inclination to move on an Eastern themed army. I don't see them ever doing it either. I don't have an inside info, this is more or less just a hunch, a hunch backed by 25 years of watching Games Workshop. NOTE: they would eventually release a Cathay army for Warhammer Old World.

Here is a partial list/number of links of the actual GW line of minis, at least enough to give an idea for those not in the know.
Oriental Heroes at the Stuff of Legends
Ninjas at the Stuff of Legends
Ninjas at the Stuff of Legends
Ninjas at the Stuff of Legends
Older Oriental Heroes at the Stuff of Legends
Temple Dog Riders

Onto my oft delayed Nippon Army, as of right now it has a serious amount of lead for it as chronicled here. I'm hoping as the weather turns colder in the Fall to get back to working on it. In the meantime I'm continuing to trade for minis at the excellent site Oldhammer Forum. I'm a big fan of the guys and the excellent work they are doing there. In fact I just secured some more ninja bringing me closer to having one of every GW ninja from the Oriental range.

Unlike in the past when I've worked on an army I've always been in a rush and with an eye towards playing. In reality I get to play so infrequently that its no my prime concern. So with that in mind Im working on my Nippon warband in terms of how they might have looked or been configured for 3rd edition warhammer using the 3rd edition Mercenary contingent as a guide.

In the meantime while I get my act together regarding my Nippon army here are some great images to get inspired by (I found the thread here).


 What are your thoughts? Tired of the same old pseudo-medieval European campaign worlds? 

Saturday, July 5, 2014

In Defense of the Maligned- Part II, Oriental Adventures


(Part I of this two-parter covering Unearthed Arcana is here.)

Much like Part I, this is not a straight review of the product itself, but more of a high-level discussion around the particulars of the time, and the how and why it came about.

The biggest gripe that makes me shake my head? “It’s too much Shōgun and not enough Crouching Tiger, Hidden Dragon!”

Usually a lot of the ire also revolves around some of the things Oriental Adventures (OA) featured — namely non-weapon proficiencies. As we all know, NWPs (“non-weapon proficiencies”) were included because those things are from the spawn of Satan and any game that has them can’t be good. More on that below.

Did it ever occur to these same people that some folks actually like Shōgun?

Consider the timeframe. James Clavell’s Shōgun was written in 1975, and the miniseries aired in the early 1980s. It was very much in the national consciousness and a contemporary of Dungeons & Dragons. It seems completely natural to me that Oriental Adventures would come about.

Before I get going, on a completely random note: I really like the cover of the book. Samurai, ninja, a Japan/Nippon-style castle in the background, and those pastel colors invoking the Far East? Damn skippy. Pack it with samurai riding a foo creature? Good to go.

Oriental Adventures (at least to me) was part of the "ninja craze" that gripped the USA in the middle 1980s. There were awesome/bad movies like American Ninja, GI Joe had ninjas, Hell go back to the 1960s with James Bond and ninjas show up in "You Only Live Twice". Point being that the inclusion of was building long before the publication of Oriental Adventurers. Couple that with the point above about Shogun? Works for me.

The Messy Production History of Oriental Adventures

Now onto some of the particulars about OA which aren’t really in dispute:

  1. Oriental Adventures started as an idea by Gary Gygax and François Marcela-Froideval. Apparently François’ manuscript was only about 30 pages, double-spaced… obviously not enough to fill a major hardcover book.
  2. Gary turned to Zeb Cook to finish it on a tight four-month deadline.
  3. Given that TSR needed hardcovers out the door because of their shaky financial position (due to mismanagement by the Blumes), getting the book published was critical.
  4. Gary was tied up with the fight against the Blumes, hence him tapping Zeb to finish the product.
  5. Cook did the work.

After that, the story of Oriental Adventures gets as sordid as a soap opera. Note that Gary’s name is on it — this is hardly a revelation — but it doesn’t say “By Gary Gygax.” There’s a whole twisted tale here that outlines Mike Berrault’s work with Zeb regarding the situation around 2nd Edition and touches on the timing of Oriental Adventures. (Warning: it’s long and full of grognardiness.) It also shows some interesting tidbits regarding Gary’s maneuvering to regain copyright.

Then there’s the whole angle of Gary’s later distaste for the product after he had left TSR. I’m not going to delve into Gary’s musings, but the legend of François Marcela-Froideval’s “Lost Manuscript” just won’t seem to die. There seems to be a faction of people that believes this lost piece of gamer lore, as originally presented, is “the holy grail, the font of knowledge, etc.” (I’m aware of the samurai class as presented by François, but not much more past that.)

With no slight intended to Mr. Marcela-Froideval, if it had been up to par in Gary’s estimation, then how come there wasn’t more? How come it didn’t form the book? Partisans on either side will point fingers, saying the other side is self-serving on this point of contention: just how much there was to become an actual rulebook. By Cook’s estimation there wasn’t nearly enough. In the absence of any evidence to the contrary, that’s where it stands. The burden isn’t on Zeb’s work to prove it doesn’t belong; it actually got produced. The burden of proof is on those who believe François’ work was/would have been better.

Another angle to consider is to look at Zeb’s output compared to François’. François was (and apparently still is) active in the realm of comic books/graphic novels. I have no objection to that. In the realm of gaming, Zeb had a lot more output of gaming material — and depending on which side of the partisan divide one is on, the quality of it. For me, Zeb’s place is assured. 2nd Edition AD&D is excellent, and he produced such gems as X1: Isle of Dread, I1: Dwellers of the Forbidden City, BH2: Lost Conquistador Mine, Planescape , and many more. Usually the objections I hear are that a lot of his stuff is uneven — again, depending on which side of the divide you’re on. Ironically, the works of his that garner the most praise in old-school gamer circles (I2) is one of the things I like the least. And in newer circles Planescape garners a lot of praise but again is not my favorite.

Looking at the quandary objectively and using Gary’s own words from Tim Cask's Q&A thread over at dragonsfoot: "I have nothing to add save to state that I stand on my creative works, and Mr. Arneson can do the same."

Applying that same logic: let’s take Zeb’s work and compare it to François’ in the context of AD&D. If François’ Oriental Adventures was indeed superior, would it not have seen the light of day by now? Or put another way: compare Zeb’s output to François’. It’s not even close.

Again, I’ll reiterate that I don’t know either man. I never got a chance to converse with Zeb before the rabid neckbeards ran him off from Dragonsfoot, and I’ve never corresponded with François. I am, however, interested in slaying this particular zombie as it keeps staggering back to life.

I should also note that I am not implying any rivalry between Zeb and François. I have no knowledge of that timeframe, nor do I claim to. I’m simply looking at the scant evidence presented and making logical inferences.

Gary is a somewhat unreliable source in all of this as well, as his statements are not always consistent over the years. Again, nothing is implied here. We are human, memories fade, and they vary. Add to the fact that Zeb was the lead designer of 2nd Edition and he didn’t follow Gary after he left TSR? I’m sure there was some bad blood on Gary’s side in regards to Zeb. Prior to Gary leaving there seems to have been some affection for Zeb; afterwards it ended.

From what I’ve read about Zeb, it seems clear he was aware of his own failings, took criticism (whether deserved or not), and did the best he could. He handled the situation with dignity and class in the face of unreasoning hate for something he tried his very best to do. And for the abuse hurled at him from around the web? Ridiculous.Forgotten Realms - Kara Tur Box set

So what am I trying to say? Just like 2nd Edition itself, people attach all sorts of crap to the rules of OA — and by extension to Zeb — that has everything to do with defending Gary and nothing to do with the rules themselves or Zeb as a game designer/writer. What does that sound like? (Yes, I’m repeating myself): 2nd Edition Dungeons & Dragons as a whole.

OA fits into that era to a degree — it’s a late 1st Edition product. And much like I alluded to in Part I, it also points the way that Gary may very well have been going in regards to his version of 2nd Edition.

On the negative side

I can see how people object to the land mass (which predates the inclusion of the Forgotten Realms) being more China-inspired, yet the rules being more in line with Japan. This is a fair point. By the flip side, the Kara-Tur boxed set does detail the mysterious Orient well and expands the lands in far greater detail. Taken by the book alone it’s a fair criticism perhaps, but stuff doesn’t exist in a vacuum. Added to this, if need be, OA has enough details that the Kara-Tur boxed set isn’t exactly needed.

Non-Weapon Proficiencies (NWPs) were an area of the game that was badly needed, and with their inclusion — along with the ones in the Dungeoneer’s Survival Guide and Wilderness Survival Guide — they pointed the way forward.

Now, to run a counter-line to my own thinking and tangentially related: perhaps adventuring in Wa is too boring. After all, it models feudal Japan after Tokugawa united the land following the turmoil of the 1400s. In a way it’s too orderly, with not enough action and fighting going on. Strangely enough, this is mirrored in the Forgotten Realms in the Kingdom of Cormyr. Cormyr is too orderly, too close-knit — well… boring. Despite my love of 2nd Edition, I’ve never been a fan of adventuring in Cormyr: too many rules, too much law, and the War Wizards watching everything.

While that sounds like a very safe place to live (especially if you’re a pseudo-medieval peasant), it’s an entirely boring place to be an adventurer. You even need adventuring licenses? Ugh. The best adventuring locales tend to be areas where law is the weakest — where the heroes are making their own way, whether on the frontier of the American West, the Borderlands with its eponymous Keep, or something in between. So too for the Utter East.

In summation, I’ll gladly take Shōgun. It’s what you make of it once you’re presented with it that counts.

Tuesday, July 1, 2014

The Five Worst AD&D Modules of All Time

No BS, no long winded explanations, here goes the five worst AD&D modules of the TSR era.


1. N2- The Forest Oracle
The worst and I mean the worst 1st edition Dungeons and Dragons module of all time, AND for bonus points the worst Dungeons and Dragons module of all time of any edition: N2- The Forest Oracle (I just vomited in my mouth thinking about this capitalistic suck fest of a module). Some want to say that the mini module Terrible Trouble at Tragidore is the worst, that is Shakespeare compared to this hideous beast of a module. I think people offer up TTT as a slight thrown in the direction of 2nd edition, but that dog don't hunt.

I so wanted to like this module based on the rather cool cover when I bought it, but alas this thing is so bad its actually an insult to things that are actually bad... To paraphrase the immortal line from the movie Space Balls, "Its gone from suck to blow". And the kicker? I think I paid $5-6 dollars for this piece of shit which turned out to be $5-6 to much.

So what is wrong with this suckfest? Where do I begin? The text blocks are difficult to read, the stats are contradictory, confusing or plain wrong. The random rolls instructions are a mess, the plot (such that it is) is full of more holes then Swiss cheese, the suspension of disbelief is not there, the NPCs are odd, in short its a train wreck.

Did I mention that it has a cool cover?

Lets see there has to be at least one good point about N2... Lets see, hrmmm, maybe? How about?

Did I mention that it has a cool cover? Wait I already said that?

I won't bore you with all the gory details of the actual module as that might be a violation of the Geneva Convention so I'd say get yourself some Xanax, a stun gun and a frontal lobotomy and you are good to go with this "module". If you can get it for free I still think that's too much.

Also for your reading pleasure the fine folks here terminate this module with "extreme prejudice". (Bonus points for the movie quote reference.)  "These men are not acrobats"... Indeed. Also if you are not brave enough to read the whole thing you can get a taste of it here.

2. WG7- Castle Greyhawk
Coming in at a far distant second is Castle Greyhawk. I say distant second not because there are redeeming qualities to G7- Castle Greyhawk... its because  N2- Forest Oracle is that bad. The joke module of Castle Greyhawk in the vein of Paranoia and Toon which were comical RPGs back in the day. There were some other adventures in the same vein in Dungeon like "Fluffy goes to Heck". In all I usually classify these with the April Fools issues of Dragon were there would be puns afoot. I have to say this is also a disappointing module for me as I thought I was getting my hands on "Castle Greyhawk", little did I know. In all its just another sad part to the saga that is the lost of Gary and Rob's actual Greyhawk Castle and mega dungeon. In a way, it's time to move on, with Gary gone and the fact that the dungeons were only barely sketched out as it a case of their true nature will never be seen.

Yes I'm aware of Gary's stuff with Castles and Crusades (which I've not read) but at the time Gary was not well and I have to wonder as to all of it being as he remembered it, rather then what it was.

3. WG9- Gargoyles, WG10- Child's Play and WG11- Puppets
All three of these sucked ass so bad that the stench emanating from each has a distinct odor, that of equally bad well... suckage. It might be a cheat to add all three together but ah well. 

In general all three are boring reads, I think one of them has drool damage from me falling asleep reading one of them. As a punishment I refuse to put them in plastic bags to protect them in the man cave. Sometimes I torment them by placing them next to the very few 3e stuff that I have, serves 'um right I say. On bad days I threaten them with "I'm going to buy some 4e stuff and you can go sit in that corner!"

Thank God in each case I only paid $1 for each; I think Child's Play I got for free. On second thought,  TSR/Wizards/Hasbro actually owes me and everyone else who bought these pieces of crap and/or wasted their time on them.

Gargoyle? Hired to collect a wingless gargoyle's wings??? I've heard of some crappy motives to go on an adventure but this has to be right up there with the worst. 

Child's Play? Just look at the cover! I wonder if he's specialized in rake? To be honest its been years since I even glanced at it. Every time I get the notion to read one of the three (especially this one) I lie down and count to 1 million, because that would be more interesting.

I do hesitate for a second on Puppets as it could have been a cool idea, the idea was sound, but just doesn't get there. Oh yeah recycled art for the cover of Dragon #80 for the not-so-much-of-a-win... Seemed in vogue at the time with TSR as they also did it with B11 and B12.

So there you go, #3 here gives you three sucktastic modules for the "price" of one.
4. C1- Hidden Shrine of Tamoachan
Heresey I know right? Along with some of the others on this list I've wanted my money back after spending it. This is a boring, near zero treasure slog. I've played it twice and enjoyed it less and less each time. It's also the poster child for a "DM's woody module" as in "Look how I just dicked you guys over are you dumb or what hahahahahah!" Inescapable death traps with minuscule treasure? Yeah sign me up for that...

And the setup to get to this rail-road? "CCCCHHhhhhhhoooo Choooooooo, all aboard!" Next time a grog complains the Dragonlance modules and their railroad nature, fling this at them.

5. UK1- Beyond the Crystal Cave
Lets see if I have this right? A game predicated on hacking and slashing, taking monsters treasure and the point of this module is to not do so? This ugly stain of a module is the only wall flower in the otherwise outstanding modules that comprise the UK line. It dishonors the UK line in much the same way the WG7 dishonors Gary's works, just not at the same magnitude.

Like N2, the cover looks enticing, but its all downhill from there. Romeo and Juliet in AD&D, how wonderful, except Shakespeare's Romeo& Juliet had more action, deaths and plot then this slog to boredom.

Dishonorable mention goes to  Terrible Trouble at Tragidor, for me by reputation alone. Fortunately my 2nd edition DM screen came without this "module" for which I consider myself lucky. Die Vecna Die? Also gets a sniff somewhere in the pantheon of bad modules.

"Enjoy" these craptastic modules and drink a whole bottle of alcohol if you really want to punish yourself at the gaming table.

Sunday, June 29, 2014

In Defense of the Maligned- Part I, the Unearthed Arcana

The 1st edition Unearthed Arcana hardcover rulebook

This is Part I of a two-part series. Part II will cover the much-abused Oriental Adventures (which also rocks, by the way).

To start: about Unearthed Arcana (UA for short)… I’ve never understood the hate.

There, I said it. I’m an unabashed fan of Unearthed Arcana, but not in a weird way like the Bobs from Office Space.

The book is roundly reviled in some quarters, especially once you get into the OSR (“Old School Renaissance”) weeds. I get the impression some would prefer to pretend Gary Gygax’s name isn’t on the cover, or that these aren’t really his rules. But they are.

Some feel that UA led directly to the “terrible” 2nd Edition of Advanced Dungeons & Dragons, but to me that’s a stretch. If anything, it was showing its hand toward the direction Gary was heading with his version of 2nd Edition AD&D.

(There’s an excellent article that sums up the various clues Gygax left us about where he was going. I’m not going to rehash it all here, as it won’t lead to anything productive.)

UA opened up a new realm of possibilities. It also changed my perception of fighters. As presented in the 1st Edition Player’s Handbook, fighters are pretty milquetoast. UA gave them some real umph — especially when you consider how much magic-users outshine them at higher levels. That’s not to say it’s perfect (bow specialization is still the most egregious example). But overall, I’ve always liked fighters, and they might very well be my favorite class to play.

Taken as a whole, the book has some bad parts, some middling ones, and quite a few good ones. To me, the good parts more than balance out the bad — even the crap spells for clerics and druids, many of which I’ve never seen used in an actual game.

Jim Rosof Art from from the 1st edition Unearthed Arcana

When taken in historical perspective, some people dislike Unearthed Arcana because of the politics of the time. The book was (likely) rushed out the door as TSR was experiencing a major cash crunch due to the mismanagement of the Blumes (allegedly). Others point to the really crappy binding of the original printing. I was lucky — my original copy was bound well (it’s since gone missing). Any copies I’ve bought off eBay since have been the later printings with the better bindings.

As far as the “rush it out the door to save the company” angle? Good, I don't mind. Because it helped lead to 2nd Edition, which I like.

Taken all in all, UA dovetails nicely with what I consider core AD&D.

I use the 2nd Edition rules, but having come into the game during the later stages of 1st Edition’s run (as I outlined here), I pull from a variety of sources from the 1984–1989 time frame — particularly Dragon magazine.

Myself and others who play like this are what I call “Hybrid Players.” As I’ve gotten older, I’ve largely rejected kits and a lot of the additional books. Some, like Ships and the Sea or Arms and Equipment, are handy. The various Complete guides less so — but not always for the reasons most gamers dislike them.

Cavalier from the 1st edition Unearthed ArcanaTo me, kits speak to larger market forces. At the time, 1st Edition Warhammer Fantasy Roleplay was gaining steam in the US and it had a boatload of classes. I think the kits were TSR’s response to WFRP. I have no hard data to back this up, but it makes logical sense. I’ve used them in play before and at the time they were fun — no regrets. But as time has gone by, I’ve pared player choices back to the 2nd Edition Player’s Handbook and use NPC classes for various supporting characters.

For me, in closing: Unearthed Arcana holds a special place because it was the first Advanced Dungeons & Dragons hardcover I ever bought for myself (sent away for it via mail order!). Prior to that, all I had were the Basic and Expert sets plus hand-me-downs from my older brothers. It probably explains why, early on, I played an inordinate amount of cavaliers.

But hey — cavaliers aren’t so bad. They nerf illusionists in 1st Edition splendidly. And any time an illusionists is nerfed its good. Well, if they could squeeze in a special ability to slay gnomes too, I’d be completely okay with it.

As an aside, I’ve pretty much solidified on 2nd Edition AD&D when I DM (sorry, Randolph), but I do include options for my current campaign world. Instead of the UA cavalier, I use the “Corrected Cavalier” as well as the article “Tracking Down the Barbarians” from Dragon #148. Both work better than the UA versions. In fact, it’s a great example of how things can be lifted straight from 1st Edition and dropped into your 2nd Edition games. Oh yeah, almost forgot — I also allow the 1st Edition assassin pretty much as written. It works, and I’ve had little to no problems with the class aside from the occasional “High Gygaxian prose.”

Now about all those pole-arm illustrations in the back of the Unearthed Arcana... 


Friday, June 27, 2014

Review of the Boot Hill Module BH4- Burned Bush Wells

BH4- Burned Bush Wells
The 4th module of the Boot Hill series certainly has a weird name, at least to me that is. Much like the other Boot Hill modules I did not play Boot Hill back in the day as we were not into Westerns at that time (a shame) and most of our time was spent playing D&D and AD&D. For my own part I used to watch a lot of westerns with my father, but drifted away. A few years back I started watching them again and got hooked on Boot Hill. In any event BH4- Burned Bush Wells is a module produced by Jeff Grubb with some input from Allen Hammock and Brian Blume. 

BH4- Burned Bush Wells is a "later" Boot Hill module. I say "latter" in that the graphic design has changed compared to the earlier modules and its apparent that at the time TSR was focusing on D&D and AD&D, specifically as their bread winners. Perhaps the power struggle at the time of the mid 80s also accounted for this. Perhaps there were not enough folks that were that interested in working on the line, Donald Kaye's untimely death not helping matters in terms of Boot Hill overall? Just speculation on my part. In any event it would be the second to last Boot Hill module and akin to the others before it. Weird to think that it was released in 1983, with only Range War to follow in 1984. From BH1- Mad Mesa to Range Wars it was span of 1981-1984 for the entire run of modules.

The cover and interior art
Elmore seems to be a polarizing figure for grognards in terms of TSR era art. In the realm of Boot Hill (and others) I think his stuff is very good and it certain captures the feel well, certainly for a western RPG. Another thing to think about: the American West isn't usually depicted in the winter, whether its a movie or art; usually its baking, scorching hot deserts and cactus. I also like to point out the crop with the snow on the bottom right corner outside the frame. In short, I like it. One thing that detracts is some of his art in the interior. Not that its not done well but a lot of his characters tend to look alike, a certain feel to them if you will. Perhaps this is where people object?

Content
Like BH2 The GM is presented with an outline of events and like a movie certain scenes can happen at the appropriate place and time. As I've discussed with those of like minds over at the OD&D Pro Boards, its not so much as a "sand "box" but more like a "jungle gym". In so much that the idea is to provide a framework for the players but not have it be rail-roady  This is a definite area where all of the Boot Hill modules struggle. A western has a number of self compartmentalized scenes, that tell the overall story leading invariability to the showdown. This works if it follows a movie script rather then fantasy sword and sorcery with six-guns and Winchesters instead.

One of the things that stands out with this and and every other Boot Hill module is the vast numbers of NPCs mentioned. In most cases I can't see this ever being terribly important. The local saloon keeper? Yes, we need to know his name, that of all of his kids? Probably not needed.

The main action takes place in the eponymous town of Burned Bush Wells in the dead of winter. As noted in the text of the module winter is a lean time in the west and the wolves are hungry. As Burned Brush Wells has a number of cattle concerns in the area they predators are naturally a problem to be dealt with. Rules are giving for hunting or trapping the critters along with the ubiquitous rules for animals that seem to make an appearance in every Boot Hill module.

The main mover and shaker is Lyle Underway the wealthiest man in town and with the most varied interests of the merchants/businessmen. He takes the role of the thoroughly unlikable power hungry businessman. He is applying pressure to the smaller businesses and cattle outfits in an effort to drive them out of business. The smaller businesses unite to for the BBBC (Burned Brush Business Council)* and retaliate over a deed, specifically the Waterhouse deed as it relates teh the Old Stage building. Underhay wants it, the PCs mostly likely end up with it and the thus a conflict is born. This is a classic western story done well in the form of an RPG. The hitch is the need to find out the former owner of the Waterhouse deed to make the transfer legal, thus foiling Underway's plans. Of course a man as powerful as Underhay is not going to let it just go at that owing to the fact that he has the law of the town in his pocket.

* The BBBC is a well thought idea that echos real like events like the Johnson County War in Wyoming that eventually drew in the US Cavalry. On one side was the Wyoming Stock Growers Association (the WSGA) and the other the smaller Northern Wyoming Farmers and Stock Growers' Association (NWFSGA). Or another parallel is the Lincoln County War of which Billy the Kid was part of.

Thus the most likely turn of events is that the PCs head out on the road to Gordon where events direct them. The overland trek is a realistic one looking at the random encounter table. Having just watched Will Penny recently I like the inclusion of Line Rider as a possible encounter (a very minor detail in the module to be sure but it shows that author had a good grasp of his content).

Another thing I like about the module is the inclusion of a ghost town. The town in question is Gordon and abandoned mining town that is largely just that: abandoned. The scenes that can take place there struck me as a very cool setting for a confrontation.  Ghost towns abound in the west in real life but we have the hindsight of nearly a century and a half of space. In the game a town only recently abandoned lends an air of the campaign having been "lived in". Looking at other western themed RPGs, especially the ones of the last 20 years we get horror infused ones owing to Deadlands inspired games.

A minor point is the maps. In each case they are clear and concise, in short well done. They fit the style of the maps that appeared for various publications by TSR at the time as well as examples that appeared in Dragon a bit later.

Conclusion
Much like many of the modules before it BH4 is somewhat of a script, series of events rather then the dungeon crawls most are used to. I know I sound like a broken record in my reviews of the Boot Hill modules but it is something that they never addressed all that well.

By this stage in the run of TSR the focus was clearly on D&D. When one adds the looming war between the Blumes and Gygax its probably no wonder that the secondary games of TSR (Gamma World, Top Secret, Gangbusters, etc) took a back seat or dwindled on the vine. Boot Hill was a solid game and its miniature quasi-wargame roots show in the rules. It wasn't until 3rd edition Boot Hill that it became more of a role-playing game but by that point the ship had largely sealed.

The "cut scenes" (Labeled I-IX) in town as it were are well done. But its the section Waterhouse's Deed that I like very much the tramping up the stairs via the law to meet Underhay that sets in motion the events of the Waterhouse deed. I can easily picture this very event in plenty of westerns: the evil land tycoon/robber baron, etc confronts the hero(es) and tells them to clear out of to hand over what he wants, they refuse and the battle is on or at least coming to a head very soon..

As and aside by the time 3rd edition came out in 1990 my High School gaming group and I were not playing all that much in terms of AD&D let alone any other TSR games other then some side games of Marvel Super Heroes. In a sense for me, Boot Hill wasn't even a thought as I can't remember any of my high school group owning it let alone wanting to play it.

Next up
In my queue to review in the not too distant future is review of the elusive BH5- Range War!
I say elusive as it has been eluding me on eBay (its not worth $75 dollars folks) I should take comfort some wags on Amazon think people are going to pay $400 for it...

Lastly, in order, to date here are my reviews of Boot Hill materials
Boot Hill itself
BH1- Mad Mesa
BH2- The Lost Conquistador Mine
BH3- Bullets and Balllots

On a completely personal note I bid a fond farewell to Eli Wallach who starred in incredicble westerns like "The Good, The Bad, the Ugly" and "the Magnificent Seven" to name but a few.

Sunday, June 15, 2014

From Best to Worst the Jedi duels, Stars Wars Episodes I through VI

In light of the theme of my blog I figured it was time to speak to Star Wars.

Now with Disney and JJ Abrams taking the helm of Disney's new intellectual property toy its time to consider the previous movies before we get to Episode VII next year. Rather then rehash which is the best movie or "why the prequels" suck (to some people) for the five billionth time on the web I'm going to focus on one the things I (almost) always enjoy in the movies the Jedi Duels. By focusing on this one aspect the order of best to worst movie shifts quite a bit in my opinion, you may disagree but hey, its my blog.
If you disagree give good reasons as to why as this disucssion can get heated across the net, has been that way for years.


If one were to consider Best to Worst in terms of the movies my list would look like:
  1. Empire Strikes Back
  2. Star Wars
  3. Revenge of the Sith
  4. Phantom Menace
  5. Attack of the Clones
  6. Return of the Jedi
Some people will look at this and say "Whaaaaattttt???" Why so low for Jedi? Phantom that high? For me the dividing line is going from #3 to #4. Sure Phantom sucks in parts, it also has the best  Jedi Duel of them all.

Why does Return of the Jedi rank so low for me? After all it does have Leia in the gold bikini, the Sarlac pit, a some other good points. It also has one very crappy as reason that drags it down... EWOKS! Seriously George call it like it is $$$$$$. The Ewoks completely wrecked Jedi for me. Reminds me of a joke: "You're stuck in a turbo lift with the Emperor, Darth Vader and a Ewok and have a blaster with only two shots left, what do you do? Shoot the Ewok... twice, just to be sure."

Now onto the main point for me the Jedi fights are the highlights of the movies and when peopel bang on Phantom Menace I'm in agreement the movie is meh at best and suck badly because of Jar Jar Binks, the Midoclorian crap and a 9-year who will be Darth Vader some day shouting "Yippie"... pass the anti-acids. 

At the same time out of all the movies it has the best Jedi fights hands down so here goes my list bases on Best Jedi duel:


  1. Phantom Menace (1999)- The fight between Obi Wan and Qui Gon vs. Darth Maul is the best of the series. The fact that martial artist Ray Park plays Darth Maul and choreographed the fight is the primary reason why its good. The music, Duel of Fates is epic as well.
  2. Revenge of the Sith (2005) The finale as it were, Obi Wan vs Darth Vader. The best part to me is the titanic wielding of the force where each tries to force push the other and are evenly matched and they hurl away from each other. Battle of the Heroes for the musical backdrop is powerful and a great piece of music.
  3. Empire Strikes Back (1980) Luke is still not quite ready and in context is certainly better then the worst (see below). The great thing about this battle is the movement and that it rages all over Cloud City it seems. Obviously the "big reveal" is what makes it memorable.
  4. Return of the Jedi (1983) Moody, dark and light contrast and this time around Luke stronger then Vader. In a way he is toying with him trying to tempt him back to the Light side of the Force. His rage at the end and his realization that path he is heading down is what makes it great. 
  5. Attack of the Clones (2002) Ugh Yoda and the CGI animators! I've said it before I'll say it again. Had the made Yoda move and fight similar to Shifu in King Fu Panada they would be onto something. Shifu is much smaller then his opponents but moves in a belieavle manner and is under control. That's not what we get in Attack of the Clones. The CGI animators wanted to show us what they could do with their toys and that's what we got. A shuffling, cane walking Yoda flips and shouts all over the place?
  6. Star Wars (1977) There really isn't too much to say with a geriatric Obi Wan "facing off against Darth Vader. I've heard some say because its based on Kendo's formal poses thats why it seems to slow. Slow is an understatement, its a snoozefest. Fortunately its over quickly.
When looked at through this narrow prism as a said the order shifts quite a bit. Revenge of the Sith is a curious case in all of them, to me its such an uneven movie. We know whats coming long before the Emperor unleashes Order 66, and once he does? Its hard to keep watching as the Jedi are cut down across the galaxy. Its Jedi fight is memorable for it because we know that the old Jedi ways are near the end despite Obi Wan winning the duel.

As far as Episode VII? I'm cautiously optimistic that it will be good, it certainly an be worst then the craptastic parts of Return of the Jedi. I'm hopping for less kid driven crap like Ewoks or Jar Jar Binks. As we all know when Lucas' input is limited we get better movies (usually). In terms of the Jedi fights lets hope it's more like Phantom Menace rather then Star Wars which is a weird thing to say at face value.