I see the What D&D Character Am I? is doing the rounds again, possibly kicked off by Fabian on the BladeSharp blog. So I did the test again and will post the results below.
The other thing doing the rounds at the moment is the market research by James of The Underdark Gazette, who asked for a "quick list of your top 10 favorite OSR products? Not counting rule-sets? For pay or free." A lot of respondents seem to miss the bit about no rule-sets, but it makes for interesting reading. Given the sheer volume of OSR stuff out there, both "For pay or free", the results focused on quite a small group of material. Either that's because that stuff truly is the cream of the crop, or because we have a bit of loyalty influencing people's choices. The only way to try to find out which is for people to explain why they made the choices they did. So this I'll do, but first, What D&D character am I?
I Am A: Chaotic Neutral Human Druid (6th Level)
Ability Scores:
Strength-14
Dexterity-14
Constitution-13
Intelligence-14
Wisdom-13
Charisma-12
Alignment:
Chaotic Neutral A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
I thought my detailed results for classes was very interesting:
Class:
Barbarian - XX (2)
Bard ------ (-2)
Cleric ---- (-6)
Druid ----- XXXXXXXXXX (10)
Fighter --- (-4)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-4)
Sorcerer -- (0)
Wizard ---- (0)
With the only positive number of votes being for Barbarian, Druid and Ranger, there's an obvious inclination to wilderness type characters. But notice the big minus 19 and 21 for Monks and Paladins respectively. Well they just happen to be the two classes I dislike the most, so I guess my reasons for that must be deeper than I thought. I always put it down to thinking they were overpowered, but I see my objections must be philosophical also.
My Top 10 OSR Products and Why
In no particular order:
1. Carcosa by Geoffrey McKinney
Because I find it to be a truly inspirational product and the best example I've seen of a science-fantasy setting. It's simple and not overly detailed, which allows people to make it their own; and it's creepy and bleak in a way I've not seen in any other RPG product. In my book the psionic system is by far the simplest and best of any previously produced (although I ditch the random daily aspect of it). Although this list is not in any order, if I had to pick a number 1 spot, Carcosa would be it.
2. Points of Light by Robert Conley
Much as with Carcosa, not only has Rob produced a simple sandbox that DMs can make their own (as opposed to the grossly huge and bloated campaign settings like the Forgotten Realms, Greyhawk, etc.), but he's put four of them together in each book. Brilliant!
3. Lesserton and Mor by Faster Monkey Games
The Sparks boys take what other people have done before and do it much better. Three booklets, a big hex map, a fantastic cover both front and back, this product is not only a nicely detailed setting, but is full of random tables and quirky rule mechanics. Definitely not just a run of the mill module. This one shines.
4. The One Page Dungeon Codex 2009 (and annual Competition results)
For sheer utility and a vast and diverse array of talent.
5. Fight On! As above.
6. The Phoenix Barony by David Bezio
A fun and underrated campaign setting that "does it right", finding the perfect balance between simplicity and bloat. Enough detail for the lazy DM, but lite enough to be easily personalised.
7. The Dismal Depths by Dave "Sham" Bowman
We have a plethora of megadungeons to choose from and like many others I was going to select the Stonehell Dungeon, but Dave's Dismal Depths has a flavour that's not your stock standard style. For that alone I think his rises above the pack. I hope he publishes it one day as a polished product.
8. The People of the Pit by Alphonso Warden
There are a multitude of OSR modules out there, with more hitting the virtual shelves all the time. Many of them are ho-hum and more of the same, but that label doesn't apply to this module. Inspired by the short story by A. Merritt "People of the Pit", this module is an adventure into a weird city of slug-like creatures at the bottom of an abyss. Alphonso does weird with this module just as perfectly as Geoffrey does with Carcosa, which makes this module a stand-out for me.
9. The Dungeon Alphabet by Michael Curtis
While collections of small random tables with quite specific entries have limited utility for a static gaming group like mine that will be adventuring together for a good many years, if not decades, this book gets my vote for the physical book alone. A masterpiece in the OSR.
10. "Her Dark Majesty" trilogy of modules by John A. Turcotte and published by Dragonsfoot:
- DF18 Where the Fallen Jarls Sleep
- DF21 Beneath Black Towen
- DF24 Stormcrows Gather
Recently we've seen the release of a selection of modules set in an artic-style setting, with the environment being as much of a challenge as the adventure itself. John did this way back in 2004 (before the term "OSR" was being used) with the release of the first module in this trilogy and he did a mighty good job of it. The setting has a nice strong flavour and the PCs have a valid reason for being there. As much of sandbox as an adventure, this one shines.
The other thing doing the rounds at the moment is the market research by James of The Underdark Gazette, who asked for a "quick list of your top 10 favorite OSR products? Not counting rule-sets? For pay or free." A lot of respondents seem to miss the bit about no rule-sets, but it makes for interesting reading. Given the sheer volume of OSR stuff out there, both "For pay or free", the results focused on quite a small group of material. Either that's because that stuff truly is the cream of the crop, or because we have a bit of loyalty influencing people's choices. The only way to try to find out which is for people to explain why they made the choices they did. So this I'll do, but first, What D&D character am I?
I Am A: Chaotic Neutral Human Druid (6th Level)
Ability Scores:
Strength-14
Dexterity-14
Constitution-13
Intelligence-14
Wisdom-13
Charisma-12
Alignment:
Chaotic Neutral A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
I thought my detailed results for classes was very interesting:
Class:
Barbarian - XX (2)
Bard ------ (-2)
Cleric ---- (-6)
Druid ----- XXXXXXXXXX (10)
Fighter --- (-4)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-4)
Sorcerer -- (0)
Wizard ---- (0)
With the only positive number of votes being for Barbarian, Druid and Ranger, there's an obvious inclination to wilderness type characters. But notice the big minus 19 and 21 for Monks and Paladins respectively. Well they just happen to be the two classes I dislike the most, so I guess my reasons for that must be deeper than I thought. I always put it down to thinking they were overpowered, but I see my objections must be philosophical also.
My Top 10 OSR Products and Why
In no particular order:
1. Carcosa by Geoffrey McKinney
Because I find it to be a truly inspirational product and the best example I've seen of a science-fantasy setting. It's simple and not overly detailed, which allows people to make it their own; and it's creepy and bleak in a way I've not seen in any other RPG product. In my book the psionic system is by far the simplest and best of any previously produced (although I ditch the random daily aspect of it). Although this list is not in any order, if I had to pick a number 1 spot, Carcosa would be it.
2. Points of Light by Robert Conley
Much as with Carcosa, not only has Rob produced a simple sandbox that DMs can make their own (as opposed to the grossly huge and bloated campaign settings like the Forgotten Realms, Greyhawk, etc.), but he's put four of them together in each book. Brilliant!
3. Lesserton and Mor by Faster Monkey Games
The Sparks boys take what other people have done before and do it much better. Three booklets, a big hex map, a fantastic cover both front and back, this product is not only a nicely detailed setting, but is full of random tables and quirky rule mechanics. Definitely not just a run of the mill module. This one shines.
4. The One Page Dungeon Codex 2009 (and annual Competition results)
For sheer utility and a vast and diverse array of talent.
5. Fight On! As above.
6. The Phoenix Barony by David Bezio
A fun and underrated campaign setting that "does it right", finding the perfect balance between simplicity and bloat. Enough detail for the lazy DM, but lite enough to be easily personalised.
7. The Dismal Depths by Dave "Sham" Bowman
We have a plethora of megadungeons to choose from and like many others I was going to select the Stonehell Dungeon, but Dave's Dismal Depths has a flavour that's not your stock standard style. For that alone I think his rises above the pack. I hope he publishes it one day as a polished product.
8. The People of the Pit by Alphonso Warden
There are a multitude of OSR modules out there, with more hitting the virtual shelves all the time. Many of them are ho-hum and more of the same, but that label doesn't apply to this module. Inspired by the short story by A. Merritt "People of the Pit", this module is an adventure into a weird city of slug-like creatures at the bottom of an abyss. Alphonso does weird with this module just as perfectly as Geoffrey does with Carcosa, which makes this module a stand-out for me.
9. The Dungeon Alphabet by Michael Curtis
While collections of small random tables with quite specific entries have limited utility for a static gaming group like mine that will be adventuring together for a good many years, if not decades, this book gets my vote for the physical book alone. A masterpiece in the OSR.
10. "Her Dark Majesty" trilogy of modules by John A. Turcotte and published by Dragonsfoot:
- DF18 Where the Fallen Jarls Sleep
- DF21 Beneath Black Towen
- DF24 Stormcrows Gather
Recently we've seen the release of a selection of modules set in an artic-style setting, with the environment being as much of a challenge as the adventure itself. John did this way back in 2004 (before the term "OSR" was being used) with the release of the first module in this trilogy and he did a mighty good job of it. The setting has a nice strong flavour and the PCs have a valid reason for being there. As much of sandbox as an adventure, this one shines.
It's good to see some unusual suspects==I'd like to see some more information/longer reviews of 8 and 10
ReplyDeleteNo worries I'll work on that Zak, but it will probably be the new year before they appear.
ReplyDeleteOh and I couldn't judge Vornheim because, although I've owned a copy for several months, I've yet had the time to read it. From what I've seen though I'm not at all surprised that it was one of the "usual" suspects.
I'd like to see some more information/longer reviews of 8 and 10
ReplyDeleteI reviewed The People of the Pit at some length a couple of years ago: http://grognardia.blogspot.com/2009/04/review-people-of-pit.html
It's an excellent adventure module.
Yeah it was nice to see for you to shine some light on the DF modules, hadn't seen them until you mentioned them--and free is always the right price.
ReplyDeleteIt would be cool to see someone put out a Top Ten Best Neglected Old School Products list or the like come to think of it.
I'm both honored and humbled by your words about Carcosa. Thank you. :)
ReplyDelete@James - I'd forgotten you'd reviewed it. I'll link to yours when I get a review done.
ReplyDelete@ckutalik - That's an excellent idea. I know there are a lot of reviews scattered across blogs and forums, but it would be great to see a website just devoted to reviews. I know there's RPG.net, but it would be great to have one devoted to old school stuff. A site nicely organised and indexed.
@Geoffrey - No, thank YOU. :-)
No worries! I've never played a dwarf neither, hell, or elves for that matter. I've never been fond of most peoples' interpretations of the two races; "men in funny hats" as they say. Mostly just humans, (a few gnomes and halflings), and had my way with a few non-standard PC races.
ReplyDeleteHave to admit I find it funny, that in both of our cases, that we've got average scores tied to our magix (WIS for you, CHA for I). I kinda like it; capable, but not the best, and I would put more emphasis in diving away than taking a missile to the eye while trying to get a high-tier spell off anyhoo.
Cheers!