Thursday, April 3, 2025

The Bofulvus Manifesto, Parts 1-3

The following is a draft of an essay by the Bofulvus Collective, written for the first issue of an upcoming MSP zine for the DCC RPG.


A DCC game table with rule book, dice, and candle, is arranged for the judge. Wanna play?

“Remember the good old days, when adventures were underground, NPCs were there to be killed, and the finale of every dungeon was the dragon on the 20th level? Those days are back.”

-Dungeon Crawl Classics


“Fantasy roleplaying split from historical wargames sometime in the early 1970s, although retaining clear signs of their common ancestry. [… I]t didn’t take long for creative ideas to start rolling in. But for a brief, glorious while, the pastime existed in its primitive state, unburdened and uncomplicated.”

-Gaming Primitive


“Once upon a time, D&D was a game about exploring dungeons.”

-Unknown RPG commentator


INTRODUCTION

Our game group, the Bofulvus Collective (BFC), started playing the DCC RPG in 2018, about six years after its launch and about six years before we started writing this essay. That's the longest period that anyone in the group has played TTRPGs consistently, and it's given us a chance to develop our thinking about what we like in a game.

The BFC manifesto collects a number of ideas of ours on topics pertaining to gaming and creating game material. It's nowhere near as expansive as, say, Daniel J. Bishop's excellent Dispatches from the Raven Crowking, but we think it goes a long way toward communicating our point of view about The Way Things Should Be in TTRPGs.


1. WHY DCC?

There are a lot of tabletop RPGs available today. A LOT.

You have the many editions of the World's Most Popular Fantasy Role-playing Game (now in its 51st year!), its early (contemporary) clones and copycats, the flood of recently penned OSR (Old-School Renaissance/Revival) games, and hundreds of other TTRPGs themed after everything from the Alien movies to Watership Down.

So why do we play DCC as our main game?

In the summer of 2018, two of us were fortunate to stumble upon a hard copy of the DCC RPG rulebook (on sale for half price!) at a chain bookstore. Why it was there, and why we, not being active gamers at the time, happened to be browsing the games rack, the world may never know, particularly as the rest of the games section wasn't very indie-oriented, but there it was, beckoning to us: the Purple-Rimmed Face-Door of Adventure. Picking it up, we were overwhelmed by the loads of cool illustrations and the fact that it looked like D&D, but all in one book.

Flash back to the 1990s, when one of us played a game of AD&D 2E at a friend's house and found it surprisingly fun. However, subsequently trying to get into the hobby independently proved to be an expensive and frustrating experience of wading through confusing changes in rules editions, the baffling "basic" vs. "advanced" scenario, a mountain of sourcebooks and novel-length modules, and no idea whatsoever of how to put it all together. The books came into the house via Borders and left a few years later via eBay, mostly never having been played.

DCC, on the other hand, simplified the essence of what was fun and exciting about it into a new and better game, and going online to look for adventure modules and supplementary materials to incorporate into our sessions blew our expectations out of the water. There was a thriving community of publishers making both commercial and DIY content for this game, which centered on an “Appendix N” sword-and-sorcery theme by default, in all genres and with widely varying levels of complexity and sophistication, but almost always with lots of creativity. Many modules later, we still feel DCC is both enjoyable enough as-is and adaptable enough to keep on playing it.


2. ON THE DM PROBLEM, OR JUDGES JUST WANNA HAVE FUN.

In the original 1974 D&D rules, co-authors Dave Arneson and Gary Gygax wrote in regard to preparing a campaign, “The referee bears the entire burden here [emphasis added], but if care and thought are used, the reward will more than repay him.” They then went on to describe the laborious but potentially highly interesting process of drawing out underworld maps, setting monsters and treasure about them, placing its entrance within an overworld or wilderness setting, and so on. Here, the word, “burden,” always has stood out to us.

It should be noted that when this phrase was written, Arneson and Gygax reportedly had in mind that every game group would create all of their own adventure scenarios and campaign worlds from scratch. They did not, in other words, envision the widespread publication of pre-written modules and sourcebooks – so much so that when representatives of the Wee Warriors company approached them about licensing the first-ever third-party D&D adventure module, 1975's Palace of the Vampire Queen, Arneson and Gygax replied something to the effect of, “You can have the license, but who’s going to pay money for something they can make themselves?”

Truly, how disappointing it would be to bring such a product to market only to discover that no one wanted to buy it because they already had plenty of their own stuff. What happened, though, was that for the same reason why Hungry Man dinners are still sold in the freezer aisle, the idea was a hit and paved the way for untold thousands of published adventures to come, both from third parties and from game rules designers themselves.

While today, we might chuckle at the ironic lack of imagination in this department from two pioneers of imagination-based gaming, what's not so funny to us is how most game modules for any TTRPG system have been written. Specifically, although these are game materials necessarily meant to be played at a table by a party of gamers, not merely read silently by an individual like a novel, they tend to have much more in common with the latter in the way they come across and how, in practical terms, they lend themselves (or don't) to being played. We believe that the root of the problem lies in the typical Gygaxian style of module presentation.

To be clear, Gary Gygax wrote some amazing game scenarios, and we don't mean at all to slight the content of his contributions to the body of TTRPG material or Gary’s abilities as a game runner. All we're talking about when we reference “Gygaxian module presentation” is the style and formatting in which his modules were published, which has since been copied with few deviations by almost every other TTRPG author. We want to change this.

If you've seen Gary Gygax at an RPG convention either in person or in photos, what probably comes to mind is a gigantic loose-leaf binder overflowing with maps and scraps of text. When you're the author of those details, the pages full of notes simply serve as a reminder and guide to what you've already created in your mind, but when someone else hands you their binder and says, “Run this,” you may find yourself returning to that word, burden.

When you zap a Hungry Man and tear back the film, the selling point is that you didn't have to cook it yourself. You're eating it because someone else put it together for you, and you wanted to enjoy it without doing the work. Likewise with a video game: you spend money on the game so that you can stick it in your console or load it in your computer without doing the coding yourself. You just pay your money and then sit back and enjoy it. 

Somehow though, with TTRPGs, we've been tolerating a model for half a century in which judges shell out for pre-written modules and then do almost as much work to prep them for actual play as if we'd created them ourselves, and maybe more on some of the more elaborate ones! It's the only scenario in which people wanting to enjoy a game are expected to do homework, and often times extensive amounts of it, before we can get into the actual experience of sharing it with others, which is where the fun actually happens. This isn't the case with board games or any other game, and in our opinion, it's neither desirable nor necessary for a TTRPG if done differently.

What we believe to have happened, way back in the roots of this game of a new type, is that the role of writer and judge, originally assumed always to be the same person, were never properly separated for prewritten modules.

We know that D&D was created with the ironclad idea that every judge would be the author of their own adventures. And again, when the judge is the originator of these details, all of the written notes and play aids function merely as reminders to enable them to keep serving up the particulars of the scenario as the other players explore. Want to change something on the fly? No problem! As the author of the scenario, the judge already has a sense of where there's leeway, and they already know alternate scenarios they considered when designing it. When the judge is the writer, and the writer is the judge, there's almost no danger of on-the-spot contradiction because the odds of the judge tripping themself up in the details of their own story are very low. 

What we've noticed, though, is that when an outside writer – anyone other than the judge – enters the picture and does the designing of an adventure, we often see a lack of consideration for the judge. The writer may essentially crowd them out and end up trying to judge the adventure through them, leaving little room for the judge's experience of play. Two people in this case end up vying for control behind the judge's screen: writer and judge. We refer to this conflict as the Tyranny of the Writer, and it can be miserable for the player who serves as judge.

Let's remember that the judge necessarily already serves as a quantitative human calculator of game details, the qualitative final arbiter of What Happened, and the person most responsible for the players having a good time overall, which is already a lot in itself and potentially enough to be somewhat stressful. If we now add to that the expectation of doing hours' to days' worth of extensive prep work (key word: work) in order to internalize someone else's creation to the point of being able to run it without contradicting any important plot points, thus reducing the potential for spontaneity at the game table, can we even still call this experience “playing”? (A great example was on the now-deleted YouTube channel, Jon's DnD Vlog, where the author showed the thick binder of notes he prepared so as to be able to run the classic, 128-page (!) AD&D module, The Temple of Elemental Evil.)

The writer may have written the module, and they may in fact be the best person to run it, but the reality is, they aren't running it. They know it, and we know it, so why don't judges demand that these things work better out of the box for judges? Would we accept any other game – gin rummy, flashlight tag, or ice hockey – on this basis? If not, why do we put up with it for TTRPGs? Why not demand that modules not only not eschew the micromanaging and leave more room for the judge but also be functionally presented to read better and be more playable on the fly, like the game aid (and not the novel) that they're intended to be? Isn’t it possible? It is.


3. INTRODUCING THE IAG METHOD

Our solution is something we call the Improvised Adventure Game, or IAG, method. You'll see this style in the adventure scenarios presented later in this issue, “Secret of the Ape-Men” and “The Springs Under Nirigo.” 

IAG modules are meant to be played with the judge having done zero work in advance of the game session. “All play and no work – for the judge” could be its motto. At the same time, IAG provides the judge with well-crafted, detailed, pre-written adventures rather than the hastily scripted “pamphlet modules” typically marketed as “low prep” which more or less require the judge to come up with everything themself and are hardly worth the cost. 

What IAG seeks, in short, is balance and agreement between the writer and the judge. The writer wants to create a world for others to explore and adapt into their own, unique experiences at the game table. The judge wants to save time by having a writer put together a rewarding adventure scenario they can sit down and play with friends. IAG allows for the writer to present a fully playable world without overburdening the judge, but how?

What IAG aims to do first and foremost is to rearrange the Gygaxian standard of module layout into something more usable at the game table, like the play aid it is, and not a novella that needs to be predigested. To accomplish this, it takes into consideration the form the module takes: a two-paged, 8.5” x 11” magazine format. 

Judges, please answer the following quickly, without overthinking: while sitting at the game table, do you enjoy flipping back and forth, front to back, through a module to get from the maps to the area descriptions? 

We don't. Consequently, drawing inspiration from the aforementioned D&D module, Palace of the Vampire Queen, the only module we've ever seen which consistently does this (but even then, not quite perfectly), IAG modules place the area map (underworld level(s), wilderness hexes, or town overview) on the left page of the open booklet and the room, hex, or building key on the right side – the way the judge actually holds the book while playing. How this has never become standard, we don't know, but we're fixing it in our game materials.

The result is that the judge can focus clearly on the area at hand, without having to flip through pages of text describing other areas of the dungeon, and think ahead easily to what the PCs will encounter next. Likewise, all of the area descriptions are viewable at a glance in the area key on the opposite page: just enough to play with.

This brings us to IAG's second major point. Having streamlined the presentation of each area of the adventure to be viewable without flipping pages, IAG makes a point of presenting just enough info to the judge to enable them to present a module area to the other players without straining either to incorporate reams of mostly superfluous details from paragraphs of judge-only text while dividing one's attention between that and the actions the players are declaring, or trying to generate too many new game details of their own. Here, the “I” in IAG stands out. 

The idea behind the restrained yet adequate level of detail for each item in the map key is that the judge is a creative player who’s capable of doing the basic task of the game: improvising to role-play scenarios based on thoughtfully sculpted prompts provided by the writer. The dimensions of the room are provided by the map. The ambiance is sketched by the level description. Any monsters, traps, and items are listed on the room key, and the rest is up to the judge. No overly elaborate if-then logic trees. No extensive backstory fluff the PCs can't discover. Just what's there, described as simply as possible (and no more simply), much like a prompt from the audience on Whose Line Is It Anyway? That is, after all, what we're here for: not reading the PCs a story but rocking & rolling. 

We know, and firmly believe that it is Right and Good, that the judge, while rendering the area description and exploring the environment along with the other players, will get all kinds of interesting ideas running through their mind that they will want to execute, and we not only absolutely do not want to constrain those possibilities with excessive prefabbed details but believe that those ideas, coming from the judge, serve as the lifeblood of the fun. If we're serious about experiencing TTRPGs as collaborative storytelling, then the Tyranny of the Writer is unacceptable; it will not do. The job of the writer is to build a sturdy playhouse for the romp. The job of the judge is to bring it to life, including a lot of themself in that. After all, no one plays simply to be a human game console.

Thirdly (and lastly, for now), IAG extends the collaborative spirit beyond the individual module to the campaign by allowing for a rotating judge. Word in 2025 is that D&D is now considering a way to bring in some sort of a collaborative DM experience to their game, and good for them, finally! After all, they've only had 51 years to work on it. For our part, it's one of the first things we wanted to do, and we believe that it stems logically from the same approach which led us to develop points one and two above. How?

An IAG module is one which is well-developed by the writer, who provides the skeleton and viscera of the adventure but leaves room for the judge to play with the skin and other details as they wish. It also allows the judge to experience the adventure just as the other players do: as a surprise. IAG modules include opening tips for the judge to consult while the other players are sharpening their pencils, but otherwise, judges go in sans spoilers and sans backstory, just with what they need to know to make the adventure their own without messing it up. All info can be discovered by PCs in-game, or else it's not part of the game, and crucially, campaign segments are written so as to tease but not to spoil future segments. Once one module in a campaign has concluded, someone else can take a turn in the judge's seat to run the next installment.

Wednesday, March 26, 2025

51 Years Without Cooperative DMing


Above: Leibniz and Newton are said to have invented calculus independently of each other.

51 years.

That's roughly how long the various owners and writers of Dungeons & Dragons have had to fix the game's so-called “DM problem” in which the referee/dungeon master/game master/etc. has to do much more work than any other player in order to keep a campaign, or even a series of one-shots, alive, or even to run a single module: 51 years.

After more than half a century of this situation, D&D's corporate overlords have announced earlier this month that they'll be releasing a new Starter Set to go along with their revised 5E cash grab rules, and that this set will introduce, for the first time ever, some sort of game design which lends itself better to cooperative DMing, in which different game group members can take turns running the monsters and setting. Details are still mostly unknown, but the Bob the World Builder YouTube channel had a thoughtful video about this topic here, which is where we heard about it tonight (3/25).

That's well and good for 5E players, but for the last year, MSP happens to have been developing a fanzine for the DCC RPG which addresses this very topic head-on in the first article of the first issue and proposes its own solutions to make the game consist of less work and more fun for the judge, the DCC equivalent of a DM. Already having commissioned and received the illustrations, we had planned to launch it in January at the latest, but not being a giant corporation, personal life events got in the way, and as of right now, it probably won't be out until late spring or summer. And we really, really weren't expecting there to be any possibility of anyone thinking we might have plagiarized a megacorporation on a long-overdue idea we've put quite a lot of work into as an independent publisher on its launch, but here we are. Having reviewed countless other fanzines, rule sets, and blog posts, we've never seen this topic addressed to our satisfaction, or really at all for that matter, so we were quite excited to introduce what we felt was a needed innovation. Somehow, though, Hasbro/WotC also thought, "Hmm, why not do this now?" at the exact same time that we finally were ready to speak up about it. In any case, it's clearly an idea whose time has come.

As stated above, the specifics as to how exactly Hasbro/WotC intends to introduce some sort of shared or rotating DMing are still unclear as of this post. While we aren't quite ready to unveil our manifesto on the subject, we can tell you that our approach, which we call the IAG method (Improvised Adventure Game), combines a return to D&D's early days in terms of module design with a style of writing that's easy to access at the game table and leaves ample room for the judge to experience the adventure in real time along with the other players instead of requiring them to do excessive (or any) "homework" in advance, better separating the functions of "module writer" and "game runner." And yes, the thought was also explicitly to present campaigns in such a way that different game group members could take turns in the judge's seat from adventure to adventure -- what one might call cooperative DMing.

So, 51 years after the introduction of D&D and the start of TTRPGing as a hobby, both Hasbro/WotC and we are ready to take steps to shake up the traditional idea of what it means to be a DM -- in our case because we just recently became confident enough in our TTRPGing to produce an informed take on the topic, and in theirs because...who knows. While we're not sure exactly what Hasbro/WotC intends to present in their new Starter Set, our solution to the "DM problem" is true to our unique vision and that others out there are likely to get some  value out of it. Just let this post serve as notice that what we've been working on has absolutely nothing to do with whatever Hasbro/WotC will be publishing.

Tuesday, July 16, 2024

The Goodman Games Forums Are Closed (But Still Online)

Joseph Goodman scared a lot of RPG players a few months ago, when he announced that the Goodman Games fan forums would be closing due to technological incompatibilities with their new website architecture. Users of the forums (including us) immediately began using various methods to try to archive the site before it disappeared. Fortunately, however, while the forums are now closed to new posts, they're not offline. 

Hopefully, they'll stay up indefinitely are they contain thousands of interesting facts and ideas, but even if they're taken down some day, there are now private backups as well as copies hosted by the Internet Archive's Wayback Machine.

Visit the now-closed forums here: https://goodman-games.com/forums/index.php

And visit the Wayback Machine's backup here: https://web.archive.org/web/20240713002131/https://www.goodman-games.com/forums/index.php?sid=1ace39e21cd06c7195a06fc6d0025f19

Tuesday, May 28, 2024

The Draft of Labyrinth Lord, Second Edition Undergoes Another Round of Proofreading

Goblinoid Games has recompiled their draft of Labyrinth Lord, Second Edition, and it's available here for readers to sample: https://goblinoidgames.com/lib/exe/fetch.php?media=ll_draft_5_23_24.pdf

If you read any typos or have other specific feedback on the revised draft, you can post your findings on the Goblinoid Games forums in this thread: https://goblinoidgames.com/discussion/public/d/2-labyrinth-lord-new-draft-feedback

Labyrinth Lord originally was a clone of the Basic/Expert or B/X 1981 edition of Dungeons and Dragons by Tom Moldvay, but it's now becoming more of its own game in the second edition.

Fire away!

Tuesday, May 21, 2024

RPG Design Essentials: MSP's Collection as of May 2024

At MSP, we've only published one product so far, the Advanced Character Sheets for the DCC RPG, but we plan to publish more, including adventures, in the near future. In the meantime, here's a post about some of the most important design/inspiration products that have served as starting points and building blocks in our process as of May 2024.

General Resources

-The Dungeon Crawl Classics RPG rulebook: Of course!


-The original Dungeons & Dragons boxed set: Having learned an actually readable version of old-school RPG rules in the DCC RPG, it's time to go back to the beginning. Know your foundations, and be prepared to take notes!

-The 1981 Basic/Expert (B/X) restatement of the basic D&D rules. Very similar rules to the three original booklets from 1974 but better-organized and with a smattering of additions from the original D&D rules supplements (Books IV-VII). Still, it would've been great for the original publisher, TSR, to have combined both volumes into one prior to the bloated Rules Cyclopedia (which also incorporated the lengthy and arguably unnecessary Companion, Master, and Immortals rules), but maybe that's what Labyrinth Lord and Old-School Essentials are for.


-The AD&D Dungeon Masters Guide, First Edition: It's filled to the brim with adventure design treasures, a true legend. You'll also need the Monster Manual for stats and descriptions unless you want to make up your own.


-The Fifth Edition Dungeon Masters Guide: Useful random generators and design tips in an attractively designed book. Again, you'll also need the Monster Manual for stats and descriptions unless you want to make up your own.


-Tome of Adventure Design: Many lengthy tables on a number of important topics, designed to get your imagination going. Incredible work!


-How to Write Adventure Modules That Don't Suck: A wide-ranging collection of essays on adventure design, each with an example scenario, from many different authors. Some of the advice in this book clashes with typical OSR adventure design values, but reading it still can be useful as a meditation on what you value in an adventure, even if it's because you realize that you disagree with some of the ideas presented here. Joseph Goodman's article in particular is strong.


Specialized Resources

With just the above books, you already have more than enough to jump in and create amazing adventures. Here are some additional resources that are more topic-specific:

-The Encyclopedia Magica: 20 years' worth of D&D and AD&D magic items, compiled from every official source (core rules, modules, magazines, etc.), and published beautifully as a four-volume set. Perusing the EM will give you many wonderful magic item ideas, and it towers over basically all other magic item books.


-The Wizard's Spell Compendium and the Priest's Spell Compendium: From the same era as the Encyclopedia Magica, these three-volume sets, as their titles imply, compile all of the wizard and priest spells from 20 years of D&D and AD&D products, 1974-1993. Why reinvent the wheel when so much is waiting here to be tweaked and customized?



-Artifices, Deceptions, & Dilemmas: Courtney C. Campbell's Empty Rooms, Tricks, and Basic Trap Design is a great resource, and this work combines that info with even more great stuff for an extremely usable and inspiring design aid.


-The Big List of RPG Plots: Many OSR players feel that exploration/setting >>> plot, but when you need help navigating plot tropes, this is a handy aid, similar to a condensed version of TVTropes.org.


-Cities by Midkemia Press: It gets into a level of detail you may or may not go for in your games, but it's a great starting point for developing your towns and cities.


-The Dungeon Alphabet: Possibly the best "alphabet" product, with a lot of really useful and inspiring tables.


-The Wilderness Alphabet: Another useful "alphabet" product, less glamorous than "Dungeon" but solid.


-The Elegant Fantasy Artifact Generator and the Elegant Fantasy Creature Generator: Both are straightforward products specially tailored to aiding with artifact and creature creation.



-The Grimtooth's Traps series: On the one hand, these design aids do offer a lot of content. On the other hand, many of the traps are overly lethal and therefore of limited use in a game situation. Also, the tone of the writing, particularly the relishing of elaborate, improbable violence is more on the juvenile-edgelord side. (It's supposed to be written from Grimtooth the Troll's POV, but still, it's overdone.) Nevertheless, there some useful trap and design ideas in here if you can stomach the somewhat cringeworthy and grating presentation.


-Lethal Legacies: Traps of the World Before: An excellent traps book, far more grounded in tone than the Grimtooth series.


-The Metamorphica: DCC RPG has a rule of "no generic monsters," and here, the Metamorphica, a large collection of system-agnostic tables for adding customized features to your monsters, is incredibly useful.


-The Random Esoteric Creature Generator: Briefer and more focused than the Metamorphica and also very useful for creating original and unique monsters.


-Random Fungi: Various tables on a wide variety of subjects. Give it a chance as there's a lot to like (and use) here.



This Judge's Guild product has a lot of pre-gen magical weapons with pretty imaginative and detailed write-ups. They're usable as-is, or, even better, you can use the tables in the back (of course; it's Judge's Guild) to roll up your own. Very nice stuff.


-The DCC Monster Extractors: There are five of these, each themed differently, and they're great for coming up with usable, non-generic monsters.



-Making Monsters for Dungeon Crawl Classics: A useful set of tips from veteran RPG writer Daniel J. Bishop


Model Modules

Here are some exemplary adventure modules. MSP started out more or less emulating the style of the official, numbered DCC RPG modules (which, in turn, emulate classic Basic and Advanced modules), but as we continued to write, we found that we strongly preferred the more raw, very early design style of some of the Judge's Guild work from the 1970s and similarly early third-party work from Wee Warriors.

-Palace of the Vampire Queen: WOW. If, as a Judge, you prefer improv and don't like having to do a ton of prep, this is the product for you: super-simple explanations of what's in the room, with space left for you to make up the rest of the details as you go. Stumbling onto this, the first officially licensed D&D module was a turning point for MSP.


-Tegel Manor: After Palace of the Vampire Queen, this is perhaps the second-best module of all time, and it's due to the same stripped-down design that makes it incredibly easy to digest on the fly when Judging. Is it a somewhat haphazard "monster condo," with all kinds of crazy stuff thrown in without rhyme or reason? Yes. Is it a good example of sensible "dungeon ecology"? No. And it's great!


-Wilderlands of High Fantasy: Part module and part Dungeon Master's Guide, WHF is an amazing resource that's chock full of amazing tables and other design aids intended to help Judges develop their wilderness campaigns on the fly. Incredible stuff. Frontier Forts of Kelnore is another one in this vein.


Other Works

These resources don't necessarily go directly into game element creation (though sometimes they do), but they're important works that have added to the TTRPG knowledge base.

-The Dungeoneer's Survival Guide: You don't have to use all the extra rules provided in this 1E AD&D work, but it does have a lot of dungeon and underworld design ideas worth perusing. 


-The Wilderness Survival Guide: A companion piece to the Dungeoneer's Survival Guide above, it likewise has some rules you might never use, but it also a lot of general wilderness ideas that should help get your creativity moving.


-Ready Ref Sheets, Volume I: Some people love this work. You may or may not think it's gold from start to finish, but especially in the back half, there are many useful tables. It's especially interesting to read from the perspective that it pre-dates the first edition DMG.


-The Campaign Hexagon System: This Judge's Guild product, along with associated products such as Castles, Caves and Caverns, Temples, and Villages, really hit the nail on the head in terms of following out the stated D&D rules and instructions into the development of actually usable game products. Recall that D&D originally was just a set of rule descriptions and design instructions with no concrete examples of what you'd actually get if you actually tried to make something using them. Now, enter Judge's Guild, who actually built the things described by D&D, and now you see what they look like. Definitely worth a look, with tons of usable tables, too. 


-A Brief Study of TSR Book Design: This work by Kevin Crawford is a great help to anyone trying to emulate early TSR D&D works (1970s though 1980s/BECMI) or just to learn more about module layout design in general.


-Level UP!: The Book of Fantasy Gaming Lists: Courtney C. Campbell's Level UP! is a collection of lists relating to various TTRPG topics. Some of the lists seem to have been written as a goof, but others are very seriously usable from start to finish. Despite the unevenness of this work, it gets a nod here because it can introduce you to some pretty rare, old-school resources you may not hear of elsewhere.


Conclusion

So, there's a brief overview of the books we hit up for tables and ideas on a regular basis and that have expanded our background knowledge of the world of classic TTRPGs and TTRPG design. In the coming weeks, we'll post reviews and more extended discussions of some of the items in the list.

Thursday, May 16, 2024

Goblinoid Games' Labyrinth Lord RPG Is About to Get a Second Edition

Goblinoid Games' Labyrinth Lord RPG, which began as a clone of the 1981 B/X edition of Dungeons and Dragons, is about to get a second edition ("Revised and Expanded"), and they need our help in ironing out the text before it goes to print!

Labyrinth Lord: Revised and Expanded
(Pre-release Review Draft) cover art

According to the text, Labyrinth Lord: Revised and Expanded doesn't aim to be a "true" clone of B/X D&D, especially now that good-quality PDFs of the original game are easily accessible, but instead seeks "space to breathe" and become its own game. So far, I really like what I see here.

Check out the current, 170-page draft as a PDF at this link: https://goblinoidgames.com/lib/exe/fetch.php?media=ll_revised_current_draft_may_11_wc.pdf

After you've read the draft, you can leave comments on anything you notice that might need fixing in the Goblinoid discussion forums here: https://goblinoidgames.com/discussion/public/

Current and future generations of RPG players thank you for your service! 🫡

P.S. They also have a free LL character sheet drawn by James West: https://goblinoidgames.com/lib/exe/fetch.php?media=ll_revised_char_sheet.pdf

Wednesday, May 15, 2024

The Goodman Games Fan Forums Are Closing!

Oh, no! For technology-related reasons, it seems, the long-running (since 2002) official fan forums at Goodman Games will be closing in a matter of days. According to the official GG forum account, writing in an April 25, 2024 post titled, "The Goodman Games Forums Are Closing":

"Hello everyone!

"It's been a long time since I posted on here. I still remember about 20 years ago when we first started these forums!

"I'm here to let you all know that we’re migrating our comms elsewhere! Goodman Games has outgrown its web forums. The software we use for these forums is incompatible with the direction we’re moving for the rest of our site, and it's been causing problems. So we will be shutting the forums down in about a month.

"That’s four weeks to migrate important information elsewhere, stay in touch with contacts, etc.

"We still do most of our communication through our Facebook page: https://www.facebook.com/dccrpg/

"You can also keep up with us at our official discord site: https://discord.gg/bSR5SGg

"Thanks for all the support from the greatest fans in gaming over the many years of our forums — we look forward to seeing you on Facebook and Discord!"

The GG forums are archived pretty well on the Wayback Machine, and some forum users have said they plan to create mirrors, but if there's anything you want to see before these forums close, now's the time!

The DCC RPG is a great game, and Goodman Games is great for creating it and for engaging in all of the earlier publishing they've done which built up the company to the point where they could create it, so hats off, and thanks for all the forum posts!

The Bofulvus Manifesto, Parts 1-3

The following is a draft of an essay by the Bofulvus Collective, written for the first issue of an upcoming MSP zine for the DCC RPG . A DCC...