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	<title>RPG Bloggers &#187; Retro Clone</title>
	<atom:link href="http://www.rpgbloggers.com/category/other-systems/retro-clone/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.rpgbloggers.com</link>
	<description>The best in tabletop RPG blogs</description>
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			<item>
		<title>This will not end well from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/08/this-will-not-end-well.html</link>
		<comments>http://timbrannan.blogspot.com/2010/08/this-will-not-end-well.html#comments</comments>
		<pubDate>Thu, 12 Aug 2010 16:11:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-5828045389212891550</guid>
		<description><![CDATA[I like to keep an eye on the OSR movement since I like the spirit of what is going on, I love many of the products and most of the people involved are also very cool.But this is something that will not end well at all.http://www.diecastgamesinc.com/ADD...]]></description>
		<wfw:commentRss>http://timbrannan.blogspot.com/2010/08/this-will-not-end-well.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Bah Humbug, or The OSR Debate, Microlite7x, and Me from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/dqC-ayE7VO4/bah-humbug-or-osr-debate-microlite7x.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/dqC-ayE7VO4/bah-humbug-or-osr-debate-microlite7x.html#comments</comments>
		<pubDate>Wed, 14 Jul 2010 21:10:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[DnD3e]]></category>
		<category><![CDATA[Microlite74]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-13408893450452113</guid>
		<description><![CDATA[Another great debate on the OSR has swept a good part of the OSR blogsphere over the last few days. Jim Raggi said something about TSR on his blog a few days ago that got some members of the old TSR crew upset. Both sides posted on their respective blo...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/dqC-ayE7VO4/bah-humbug-or-osr-debate-microlite7x.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>There is an OSR debate? from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/07/there-is-osr-debate.html</link>
		<comments>http://timbrannan.blogspot.com/2010/07/there-is-osr-debate.html#comments</comments>
		<pubDate>Sat, 10 Jul 2010 15:36:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-5548325577876807867</guid>
		<description><![CDATA[So without linking or getting into any details I guess there is some sort of OSR debate going on. &#160;Again.See here is the thing about this kind of flare-ups. &#160;If you don't hear about it it's like they are not even real.Here is the OSR news I k...]]></description>
		<wfw:commentRss>http://timbrannan.blogspot.com/2010/07/there-is-osr-debate.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Psionics, Spirits, and Microlite75 from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/xM2vlNjW--U/psionics-spirits-and-microlite75.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/xM2vlNjW--U/psionics-spirits-and-microlite75.html#comments</comments>
		<pubDate>Sat, 26 Jun 2010 17:43:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-6721594784976039422</guid>
		<description><![CDATA[A few days ago, I received a very helpful set of comments on Microlite75 in email from Kevin Donovan and, with his permission, have been posting and discuss some of the more interesting/controversial nuggets in recent blog posts. (Hit Points as Spell P...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/xM2vlNjW--U/psionics-spirits-and-microlite75.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ideas for the Warlord in Microlite75 from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/AB3Q_nM3dB0/ideas-for-warlord-in-microlite75.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/AB3Q_nM3dB0/ideas-for-warlord-in-microlite75.html#comments</comments>
		<pubDate>Thu, 24 Jun 2010 21:26:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-7871499224989722454</guid>
		<description><![CDATA[As I mentioned yesterday (Hit Points as Spell Points and the 15 Minute Adventuring Day), I received a very helpful set of comments on Microlite75 in email from Kevin Donovan and, with his permission, I'm going to post and discuss some of the more inter...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/AB3Q_nM3dB0/ideas-for-warlord-in-microlite75.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Hit Points as Spell Points and the 15 Minute Adventuring Day from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/vwxDtI9NyTA/hit-points-as-spell-points-and-15.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/vwxDtI9NyTA/hit-points-as-spell-points-and-15.html#comments</comments>
		<pubDate>Wed, 23 Jun 2010 20:55:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-2161146762479969678</guid>
		<description><![CDATA[I received a very helpful set of comments on Microlite75 in email yesterday and, with the permission of the author of these comments (Kevin Donovan), I'm going to post and discuss some of the more interesting/controversial nuggets in a couple of blog p...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/vwxDtI9NyTA/hit-points-as-spell-points-and-15.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>What if Gygax had done 2nd Ed? from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/06/what-if-gygax-had-done-2nd-ed.html</link>
		<comments>http://timbrannan.blogspot.com/2010/06/what-if-gygax-had-done-2nd-ed.html#comments</comments>
		<pubDate>Wed, 09 Jun 2010 14:29:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Legacy DnD]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-8321102954141541215</guid>
		<description><![CDATA[Quick one for now. I am on my way to campus.I have been following the OSR scene now for a while and have seen the attempts to do retellings of the most famous RPG in history.  Associated with that is the wave of nostalgia for all things from the hands ...]]></description>
		<wfw:commentRss>http://timbrannan.blogspot.com/2010/06/what-if-gygax-had-done-2nd-ed.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Sponsor Microlite75 and Advanced Microlite20 OSS from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/am0wNhRqo9I/sponsor-microlite75-and-advanced.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/am0wNhRqo9I/sponsor-microlite75-and-advanced.html#comments</comments>
		<pubDate>Thu, 03 Jun 2010 20:48:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-1737796820002521008</guid>
		<description><![CDATA[I'm still looking for people to sponsor Microlite75 and Advance Microlite20 OSS with a donation to the RetroRoleplaying Cancer Fund. Sponsors will not only get all the downloadable pdfs that all donors to the RetroRoleplaying Cancer Fund receive but wi...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/am0wNhRqo9I/sponsor-microlite75-and-advanced.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Dark Dungeons: Major Differences from the Rules Cyclopedia from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/y-48VwL2nr0/dark-dungeons-major-differences-from.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/y-48VwL2nr0/dark-dungeons-major-differences-from.html#comments</comments>
		<pubDate>Fri, 28 May 2010 14:58:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-5230973544312208967</guid>
		<description><![CDATA[Here's some information on the major differences between Dark Dungeons and the Rules Cyclopedia, in the author's own words.

There are very few changes that are deliberate "house rules" as opposed to merely having to try to come up with something that ...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/y-48VwL2nr0/dark-dungeons-major-differences-from.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Dark Dungeons (A Rules Cyclopedia Clone) Now Available from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/dmUqbZ-pXU0/dark-dungeons-rules-cyclopedia-clone.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/dmUqbZ-pXU0/dark-dungeons-rules-cyclopedia-clone.html#comments</comments>
		<pubDate>Wed, 26 May 2010 16:21:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-3096091865945440445</guid>
		<description><![CDATA[The final version of Dark Dungeons, an OGL retro-clone of the best single book version of TSR's D&#38;D game ever published, is now available in hardback and softcover from Lulu and as a free PDF. While the system rules are a fairly direct clone of the ori...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/dmUqbZ-pXU0/dark-dungeons-rules-cyclopedia-clone.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<item>
		<title>Treasure Discovery! from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/05/treasure-discovery.html</link>
		<comments>http://timbrannan.blogspot.com/2010/05/treasure-discovery.html#comments</comments>
		<pubDate>Wed, 19 May 2010 14:49:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[3.x]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-1896107918328755529</guid>
		<description><![CDATA[So I found a disk I had burned a bunch stuff. &#160;Mostly this was some&#160;writing&#160;I had done back in the days of the Buffy-Angel playtests and then later the Ghosts of Albion playtests.Most of it will stay on the disk. &#160;It is either too o...]]></description>
		<wfw:commentRss>http://timbrannan.blogspot.com/2010/05/treasure-discovery.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Reflection time! from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/05/reflection-time.html</link>
		<comments>http://timbrannan.blogspot.com/2010/05/reflection-time.html#comments</comments>
		<pubDate>Mon, 17 May 2010 14:48:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Play]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>
		<category><![CDATA[pathfinder]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-634574944721706932</guid>
		<description><![CDATA[Lot's going on around the ole' Other Side over the last few days. Let's recap.New FollowersWelcome all new followers and thank you for your continued support to all! &#160;If there is anything you would like to see me opine about, shoot me an email or ...]]></description>
		<wfw:commentRss>http://timbrannan.blogspot.com/2010/05/reflection-time.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Thought Experiment: One-Roll Combat Resolution in Ye Auld Game from THE WHEEL OF SAMSARA</title>
		<link>http://wheel-of-samsara.blogspot.com/2010/04/thought-experiment-one-roll-combat.html</link>
		<comments>http://wheel-of-samsara.blogspot.com/2010/04/thought-experiment-one-roll-combat.html#comments</comments>
		<pubDate>Wed, 21 Apr 2010 02:02:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
				<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Legacy D&D]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-8311060361308252769.post-6525843925588616018</guid>
		<description><![CDATA[<div style="text-align: justify">I really have no idea when I first encountered the idea of having the quality of the Combat or "To Hit" roll establish the damage inflicted.&#160; I don't think I saw the idea during my first gaming period (1981-1990), so it must have been sometime after my return (2004).&#160; Of course, many gamers had long felt that the quality of the roll ought to matter...somehow.&#160; The most common reaction became the multifarious "critical hit" mechanics, but that is really only a half-step (if that).</div><div style="text-align: justify"><br /></div><div style="text-align: justify">Whatever the first such implementation, the game-system that has most impressed me in this regard is the <a href="http://www.atomicsockmonkey.com/freebies/di/pdq-core.pdf"><i>Prose Descriptive Qualities (PDQ)</i> system</a> by Chad Underkoffler.&#160; I recently wrote about <a href="http://wheel-of-samsara.blogspot.com/2010/04/fever-adled-thoughts-on-old-school-and.html">my regard for the game <i>Truth &#38; Justice</i></a> (which uses PDQ) and how it helped me to understand the abstract nature of D&#38;D combat.&#160; Combat (indeed, any sort of conflict) in PDQ is handled by having the participants roll 2D6+ relevant modifiers and comparing the result.&#160; If the attacker has the higher roll, he inflicts damage equal to the amount by which he exceeded the defense roll.&#160; If the attacker rolls 10 and the defender rolls 7, then the attackers inflicts 3 ranks of damage.&#160; Very clean.</div><div style="text-align: justify"><br /></div><div style="text-align: justify">Now there really isn't any "Rule of Ideal Game Design" requiring the quality of the one to affect the other.&#160; It's perfectly reasonable to have a mechanic such as D&#38;D's, saying that the first roll simply establishes whether or not damage accrues and that the Damage Roll independently determines the amount.&#160; This is absolutely fine game design.&#160; No, the problem isn't one of design, but of <i>psychology</i>.&#160; I have never yet seen a player, told that he has to roll better than "9", roll an "18" and not excitedly point at a miniature, the dice, or a pizza slice, shouting, "Oh yeah!&#160; Nailed 'im!"&#160; And I have never yet seen a player in that same situation who, upon rolling a "1" for damage, not look rather murderously at the Referee.</div><div style="text-align: justify"><br /></div><div style="text-align: justify">Thus, I have been idly playing with the idea that the Combat Roll is the major determinant of the damage inflicted.&#160; Whether this is actually a good idea or not, I'll leave to your judgment, o discerning reader.&#160; I'm just conducting a <i>Gedankenexperiment</i> here.</div><div style="text-align: justify"><br /></div><div style="text-align: justify"> First, it's obvious that I can't just swipe the PDQ method without entirely rewriting the combat system.&#160; That might be great and may be the subject of another experiment, but that's not what I'm going for here.&#160; So, no opposed rolls.&#160;</div><div style="text-align: justify"><br /></div><div style="text-align: justify">Second, as my loyal, imaginary readers know, <i>Spellcraft &#38;  Swordplay</i> is my D&#38;D game of choice right now.&#160; This game works  on the premise that the default, <i>Chainmail</i> combat system of 2D6  is never replaced by the "Alternate Combat System" using the D20.&#160; This  significantly affects the experiment's applicability to most iterations  of the game.&#160; But it also suggests something nifty to me.</div><div style="text-align: justify"><br /></div><div style="text-align: justify">One quirk of S&#38;S is that almost all rolls are made by trying to get 11+ on 2D6.&#160; But not combat.&#160; Combat works by cross-referencing weapon type to armour class to determine a target number.&#160; Of course, non-amnesiac readers will recall my heroic battles with the Combat Matrix to come up with a preferred version.&#160; And, <a href="http://wheel-of-samsara.blogspot.com/2010/02/melee-weapons-vs-armour-class-takeoh.html">as it ended up</a>, I decided that it was easier to drop the idea of having the matrix determine the target number and instead determine a modifier with the target number standardized at 11+ (like everything else).</div><div style="text-align: justify"><br /></div><div style="text-align: justify">What a happy occurrence!&#160; Because it immediately suggests a mechanic: let the number in the one's place determine damage.&#160; A roll of "11" does 1 point of damage; a roll of "18" does 8.&#160; I like that.&#160; It's dead-easy to remember and it means that the more skilled warriors do more damage, whether they have a <i>+9 Sword of Bad-Asssery</i> or just a pruning knife.&#160; That definitely fits in with the abstract nature of Hit Points and combat in general.</div><div style="text-align: justify"><br /></div><div style="text-align: justify">Now it gets a little bit more complicated.&#160; S&#38;S dispenses with differing weapons doing differing ranges of damage: everything is 1D6.&#160; Differences among weapons are handled by how they interact with the various armour classes.&#160; Up to a point.&#160; Because that same psychology that inspired this post--the one that wants the quality of the combat roll to affect the damage--also wants to see some difference in damage between a dagger and a claymore.&#160; In a variable weapon system, that's easily handled, but not in this experiment.&#160;&#160;</div><div style="text-align: justify"><br /></div><div style="text-align: justify">Hmn, I suppose the easiest (if not cleverest) thing would be to give a damage bonus to large or two-handed weapons (say +2) and a subtraction to small weapons (say -2).</div><div style="text-align: justify"><br /></div><div style="text-align: justify">So.&#160;&#160;</div><div style="text-align: justify"><br /></div><div style="text-align: justify">So, we roll 2D6+modifiers and, if we get a two-digit result, the one's digit tells us how much damage we do, as modified then by weapon size, strength bonus, magical bonus, etc.</div><div style="text-align: justify"><br /></div><div style="text-align: justify">So.</div><div style="text-align: justify"><br /></div><div style="text-align: justify">Well, it's an interesting idea anyway.</div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-6525843925588616018?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<slash:comments>0</slash:comments>
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		<title>Lessons Learned as a Convention Organizer from Temple Lion</title>
		<link>http://feedproxy.google.com/~r/templelion/~3/tVYjWG9IMww/</link>
		<comments>http://feedproxy.google.com/~r/templelion/~3/tVYjWG9IMww/#comments</comments>
		<pubDate>Fri, 02 Apr 2010 23:41:45 +0000</pubDate>
		<dc:creator>Temple Lion</dc:creator>
				<category><![CDATA[4e DD]]></category>
		<category><![CDATA[Advice/Tools]]></category>
		<category><![CDATA[Dread]]></category>
		<category><![CDATA[Fluff/Inspiration]]></category>
		<category><![CDATA[Game Design]]></category>
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		<category><![CDATA[Other Systems]]></category>
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		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">http://www.templelion.com/?p=481</guid>
		<description><![CDATA[Last Monday, I had great fun sitting in as a guest host of Shark Bone, a new podcast recorded here in Sin City and focused on all aspects of creating a rich, immersive RPG experience. The show is hosted by Devon Kelley and Jarvis Mishler both of whom are well-read and much-experienced GMs. I am [...]]]></description>
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		<title>Gryphons &amp; Grognards (Microlite75) Playtest Version 0.05 Available from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/D80WwHlAhRA/gryphons-grognards-microlite75-playtest.html</link>
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		<pubDate>Mon, 29 Mar 2010 18:12:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
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		<description><![CDATA[As promised, here is a very early draft of Microlite75/Gryphons &#38; Grognards. I've put a PDF copy up on Mediafire here: Download Gryphons &#38; Grognards Version 0.05. I've really barely started, but the character classes are complete and many minor modific...]]></description>
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		<title>Never boring … from Temple Lion</title>
		<link>http://feedproxy.google.com/~r/templelion/~3/4CunmPdgvj4/</link>
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		<pubDate>Mon, 22 Mar 2010 15:00:57 +0000</pubDate>
		<dc:creator>Temple Lion</dc:creator>
				<category><![CDATA[4e DD]]></category>
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		<description><![CDATA[It is always interesting to go through site stats and see who is reading and linking to posts here and over at Neoncon. Today, I discovered Old School Rant (OSR). On the one hand, he thought Matt Grau&#8217;s presentation from GamesU 2009 had merit for GMs even though he is clearly not a fan of [...]]]></description>
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		<title>Gen Con 2010, Ghosts and more from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/02/gen-con-2010-ghosts-and-more.html</link>
		<comments>http://timbrannan.blogspot.com/2010/02/gen-con-2010-ghosts-and-more.html#comments</comments>
		<pubDate>Sun, 07 Feb 2010 19:49:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
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		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-4211478938681258455</guid>
		<description><![CDATA[So I bought my Gen Con tickets for myself and my family. &#160;We are&#160;committed&#160;to going now.Well I always was. Talked to my regular GM and he also wants to run some Ghosts of Albion games. &#160;So even more Ghosts fun this year!Like everyon...]]></description>
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		<title>Monks come from Blackmoor, part 2 from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/02/monks-come-from-blackmoor-part-2.html</link>
		<comments>http://timbrannan.blogspot.com/2010/02/monks-come-from-blackmoor-part-2.html#comments</comments>
		<pubDate>Tue, 02 Feb 2010 02:21:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
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		<description><![CDATA[So reflecting on my previous post, Monks come from Blackmoor, I went back and looked over my new (new as of Gen Con) 4e Blackmoor book. &#160;Right there, just as I remembered was the Mystic. &#160;Not what I liked about this Mystic class is it reminde...]]></description>
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		<title>What Should an OSR Witch Do or Be? from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/01/what-should-osr-witch-do-or-be.html</link>
		<comments>http://timbrannan.blogspot.com/2010/01/what-should-osr-witch-do-or-be.html#comments</comments>
		<pubDate>Fri, 29 Jan 2010 13:57:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Game Design]]></category>
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		<description><![CDATA[So Eldritch Witchery is on the (far) horizon and it has been getting me thinking. What should an Old-School Witch do?One of the strengths of the older games, and maybe something we have gotten away from in newer game design, is trying to do more with l...]]></description>
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		<title>Monks come from Blackmoor from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/01/monks-come-from-blackmoor.html</link>
		<comments>http://timbrannan.blogspot.com/2010/01/monks-come-from-blackmoor.html#comments</comments>
		<pubDate>Thu, 28 Jan 2010 20:15:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Game Design]]></category>
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		<description><![CDATA[I have been re-reading all my old original D&#38;D books lately. &#160;Fun stuff.But I caught something today that I know I have read before, but now it jelled differently.The Monk Class was introduced in the Blackmoor supplement.Monks come from Blackm...]]></description>
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		<title>Elmore Art for Old School from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/01/elmore-art-for-old-school.html</link>
		<comments>http://timbrannan.blogspot.com/2010/01/elmore-art-for-old-school.html#comments</comments>
		<pubDate>Wed, 27 Jan 2010 16:29:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Game Design]]></category>
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		<description><![CDATA[I am working on Eldritch Witchery for Elf Lair Games and I have the bulk of it&#160;written&#160;now. &#160;There are some editing issues and I need to tweak a few of the spells and monsters to fit the old school theme a bit better than when I original...]]></description>
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		<title>Again with the Weapons versus AC Chart? from The Wheel of Samsara</title>
		<link>http://wheel-of-samsara.blogspot.com/2010/01/again-with-weapons-versus-ac-chart.html</link>
		<comments>http://wheel-of-samsara.blogspot.com/2010/01/again-with-weapons-versus-ac-chart.html#comments</comments>
		<pubDate>Thu, 14 Jan 2010 18:25:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
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		<description><![CDATA[<div style="text-align: justify">Yes, again.  My last attempt was <a href="http://wheel-of-samsara.blogspot.com/2009/09/weapon-vs-ac-once-more-with-feeling.html">here</a>.  And, as I said then, it was good enough to test-drive.  But having done so, I'm now convinced it needs more work.  The basic idea is sound.  The Weapon Class thing is working great and the Weapon Size thing is nice too.  But the actual numbers?  Not so much.  So, Attempt No. 4 follows.<br /><br />I'm trying one very new presentation here. Rather than have the chart show the number needed to hit, I'm working on the idea that you always need to roll an "11" to hit, just like every other roll in <span style="font-style: italic">Spellcraft &#38; Swordplay</span>.  Instead of giving the target number then, this chart gives you a modifier to your roll.  It's actually all the same damn thing, but looks different.  It's more AD&#38;D Weapon Modifier, I guess, although my goal was to make it simpler to judge the value of the various Weapon Classes at a glance and unify the mechanic more.<br /><br /><br /><br /><a href="http://3.bp.blogspot.com/_56VQ37WZemo/S096AZNc8II/AAAAAAAAAP0/8RY_X-WJAI0/s1600-h/Weapon.gif"><img style="margin: 0px auto 10px;text-align: center;cursor: pointer;width: 400px;height: 290px" src="http://3.bp.blogspot.com/_56VQ37WZemo/S096AZNc8II/AAAAAAAAAP0/8RY_X-WJAI0/s400/Weapon.gif" alt="" border="0" /></a><br /><br />So, you say, what's going on here?  My earlier attempts took the Chart as presented in S&#38;S, bundled things into Weapon Classes,  and tweaked a bit here and there.  This time, I started with a clean slate and just played with it.  My first principle was that Swords are pretty much the best things in the world for attacking unarmoured guys and get less effective as the armour gets heavier.<br /><br />I then made the bludgeoning family into the inverse--getting better and better as the armour increases.  Is that realistic?  I don't know.  My goal isn't realism, but rather the twin goals of plausibility and variety.  I want weapon choice to be a tactical consideration akin to Rocks-Paper-Scissors--no weapon is the best at all times.<br /><br />I get a little wacky with Flails.  I decided that they function like Maces, but are harder to wield successfully, giving them a -1 when compared to the other bludgeons.  But, they ignore Parry and Shields, meaning that they are slightly superior when fighting an opponent with a Shield.<br /><br />Foot and Fist was relatively simple--it's pretty much always a bad choice.  This isn't a gong fu game, after all.<br /><br />I had some trouble with Clubs.  After all, aren't they bludgeons like Hammers and Maces?  Well, not really when you think of them as basically non-weapons pressed into service.  So I made up a new Weapon Class lumping all those things like that together and made them suck, but not quite as much as Fists.   The thing to keep in mind is that by "Club", I don't mean something like <a href="http://www.famsi.org/research/pohl/images/aztec4figure09.jpg">an Aztec war club</a>.  Anything really big or spiky or metallic goes into the Mace/Hammer class.<br /><br />That left Axes and Spears.  Now those were hard.  You can see that I ended up just trying to split the difference from all the other classes, making the Axe a lesser Mace and a Spear a lesser Sword.  Neither is as good as the model, but neither gets as sucky at the extremes either.  I'm not at all wedded to these numbers and it wouldn't surprise me if a continue to play with them.  Still, this is my favourite stab at this thing yet.<br /></div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-7851565980116017761?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<title>Going (Up) to Hell? Cosmology from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/01/going-up-to-hell-cosmology.html</link>
		<comments>http://timbrannan.blogspot.com/2010/01/going-up-to-hell-cosmology.html#comments</comments>
		<pubDate>Thu, 14 Jan 2010 17:47:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
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		<description><![CDATA[I was reading a very interesting post by Mike Mearls the other day about dropping the structure of the planes in favor of something more local. Read his post here, http://kotgl.blogspot.com/2010/01/kill-planes-abyss.html. Ok? good.I think his reasons o...]]></description>
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		<title>Why I still enjoy the OSR from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2010/01/why-i-still-enjoy-osr.html</link>
		<comments>http://timbrannan.blogspot.com/2010/01/why-i-still-enjoy-osr.html#comments</comments>
		<pubDate>Tue, 12 Jan 2010 16:50:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
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		<description><![CDATA[I was going through a bunch of my OSR books the other day. &#160;Played around with converting (again!) my Family D&#38;D night over to some unholy version of D&#38;D Rules Cyclopedia and Basic Fantasy Role-Playing, but dropped that idea for some good ...]]></description>
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		<title>Abstract Hit Points from The Wheel of Samsara</title>
		<link>http://wheel-of-samsara.blogspot.com/2010/01/abstract-hit-points.html</link>
		<comments>http://wheel-of-samsara.blogspot.com/2010/01/abstract-hit-points.html#comments</comments>
		<pubDate>Fri, 08 Jan 2010 01:24:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
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		<description><![CDATA[<div style="text-align: justify">It has only been since my return to Ye <span class="blsp-spelling-error">Auld</span> Game that I realized the abstract nature of combat.   OK, that's pretty obvious <span style="font-style: italic">now</span>, but it wasn't when I started playing in my misbegotten youth.   Clearly, that roll you make when fighting doesn't represent just one swing of the sword in a 60-second combat round and having 30 Hit Points doesn't mean that arrows bounce off <span class="blsp-spelling-corrected">your</span> chest.  This is, incidentally, why I now refer to "the Combat Roll" in my games, rather than "rolling to hit".  A failed roll might easily represent a connecting blow that gets parried or glances off a helmet or whatever, while a successful roll needn't spill blood and might represent cowing the enemy or causing them to lose their footing.  The point is that D&#38;D combat is actually a helluva lot closer to the indie concept of <span style="font-style: italic">Conflict Resolution</span> than to the "old-fashioned" <span style="font-style: italic">Task Resolution</span>.<br /><br />Possibly I was led astray in my thinking by Dr. Holmes who uniquely and idiosyncratically shortened the round to 10-seconds, but, more likely, it was the fact that the game never came out and explained the concept of abstract combat.  It's a bit hard to wrap your head around that notion when you're ten without a little help. Making things even more opaque is that the game itself is a bit confused on the issue.  Need a fer instance?<br /><br />Why does Constitution give you better Hit Points?<br /><br />Does that seem a silly question?  It shouldn't.  Because if the combat roll is an abstraction of positioning, feinting, swinging, etc., then Hit Points are an abstraction of dodging, parrying, losing your nerve, slipping, and a whole bunch stuff in addition to actual wounds.  And the higher your Hit Point total, the smaller the portion of wounds <span class="blsp-spelling-error">HP's</span> can represent.  In which case, why does Constitution help you parry or keep your cool?  Why privilege Constitution?  Shouldn't Dexterity help you with dodging?  Shouldn't Wisdom help you steel yourself?  Shouldn't Intelligence help you find the best position?<br /><br />One of my favourite things about the old (and now new) <span style="font-style: italic">Dragon Warriors</span> game is the way it included mental attributes into your attack and defense capabilities.  I can't think of why Ye <span class="blsp-spelling-error">Auld</span> Game shouldn't either, except for this: really, <span style="font-style: italic">all</span> Abilities ought to count for something in a fight. Yes, even Charisma.  But how unwieldy it <span class="blsp-spelling-corrected">would</span> be to do that.  You either end up with ridiculous HP bonuses (a +2 from this, a +1 from that, and <span class="blsp-spelling-corrected">your</span> 1st level character is <span class="blsp-spelling-corrected">functioning</span> at 3rd level) OR you have to come up with formulae: Intelligence only adds half it's bonus and Charisma a quarter and so forth.  I'm not crazy about either of those options.<br /><br />So here's what I'm thinking: your Hit Points are your Hit points and <span class="blsp-spelling-corrected">Abilities</span> don't affect them one way or the other.<br /><br />Is that weird?  Well, the game has seen a steady progression in the utility of Abilities, from little more than <span class="blsp-spelling-error">XP</span> gifts in OD&#38;D to the over-blowing of Dexterity in most latter editions (discussed a bit more fully in <a href="http://wheel-of-samsara.blogspot.com/2009/12/mental-ramble-about-abilities-leads-to.html">a previous posting</a>).  With <span style="font-style: italic"><span class="blsp-spelling-error">Spellcraft</span> &#38; Swordplay</span> as my core, I have a game that gives just about the perfect weight to Abilities by using them to replace Saving Throws without <span class="blsp-spelling-corrected">diminishing</span> the importance of Class.  All of which supports me in the idea that <span class="blsp-spelling-corrected">Abilities</span> don't affect Hit Points, since they do affect the less abstract Saving Throws.<br /><br />Now, that's nice and simple, which encourages me to seek greater simplicity.  One of the most common house-rules in the universe is giving 1st level chappies maximum Hit Points.  This for obvious reasons.  I don't always do that; indeed, in my current <a href="http://sites.google.com/site/onderlandcampaign/"><span class="blsp-spelling-error">Onderland</span> Campaign</a>, I had the players roll starting HP, which gave us a fairly fragile 3 HP <span class="blsp-spelling-corrected">Thief</span>.  But, on the design level, is the random determination of Hit Points a good thing?<br /><br />I know that the old-school movement tends to favour randomness in most cases and in many cases I agree.  I think that random determination of Abilities brings a lot to the table.  But, as we know,  Abilities don't mean all that much, certainly not when compared to Class and Level.  True, some iterations of the game have minimum requirements for race and Class, but, all in all, those things are determined by the player, not the dice.  Hit Points are extremely important, on the level of Class and Race and not on the level of Abilities.  Perhaps my thinking here is slightly heretical, but the more I think about it, the more I'm coming around to the idea that Hit Points are set by your class, just like so many other things.<br /><br />Let's pretend that we have agreed on that point.  How <span class="blsp-spelling-corrected">would</span> you do Hit Points in this scheme?  <span class="blsp-spelling-error">Chaosium's</span><span style="font-style: italic"> Basic Role-Playing</span> was, I think, the first game to use <span class="blsp-spelling-corrected">your</span> Constitution score as <span class="blsp-spelling-corrected">your</span> starting Hit Points.  But <span class="blsp-spelling-error">BRP</span> is not level-based; those starting Hit Points are pretty much all you get, ever.  I don't think that would work well for us since gaining Hit points is part of the general combat improvement that everyone gets with leveling-up.<br /><br />Then, as is often the case, I thought of Bard Game's <a href="http://index.rpg.net/display-entry.phtml?editionid=6227"><span style="font-style: italic">The <span class="blsp-spelling-error">Arcanum</span></span></a>, one of my favourite D&#38;D variants.  In that game, you also had the Constitution idea, but, more usefully, the idea that gaining Hit Points was non-random and based on Class: warrior-types gain 6 HP per level, rogue-types gain 4 HP per level, and <span class="blsp-spelling-error">wizardy</span> sorts gain 2 HP per level.  I like that idea.<br /><br />Here's my first take for <span style="font-style: italic">Under the Dying Sun</span>:<br /><br />Slayers begin with 8 HP, and gain 4 per level<br />Survivors begin with 6 HP and gain 3 per level<br />Sorcerers begin with 4 HP and gain 2 per level.<br /><br />How does that play out over a campaign?  I see 4<span class="blsp-spelling-error">th</span> level as the point at which we go into the Heroic mode.  Under this system, a 4<span class="blsp-spelling-error">th</span> level Slayer would have 20 Hit Points, which is pretty heroic in a mortal way.  The 4<span class="blsp-spelling-error">th</span> level Survivor would 15 <span class="blsp-spelling-error">HP's</span> and the Sorcerer 10.  I like the look of that.  It matches up pretty precisely with the rules as they stand if you use the <span class="blsp-spelling-corrected">maximum</span> HP at the 1st level idea (Sorcerers come out 1 point behind in the proposed system).<br /><br />10<span class="blsp-spelling-error">th</span> level is as far as my chart goes and pretty much the soft ceiling of any game I run.  10<span class="blsp-spelling-error">th</span> level characters are pretty much super-heroes and I don't expect anybody to really go any higher than that.  The 10<span class="blsp-spelling-error">th</span> level Slayer would have 44 <span class="blsp-spelling-error">HP's</span>, the Survivor 33 <span class="blsp-spelling-error">HP's</span>, and the Sorcerer 22 <span class="blsp-spelling-error">HP's</span>.<br /><br />In the current draft, the 4<span class="blsp-spelling-error">th</span> level Slayer would average 19 <span class="blsp-spelling-error">HP's</span> (<span class="blsp-spelling-error">cp</span>. with 20 above), the Survivor 13.5 (<span class="blsp-spelling-error">cp</span> with 15 above) and the Sorcerer 12.5 (<span class="blsp-spelling-error">cp</span> with 10 above).  That's pretty much in line, with the new system slightly above average for Slayers and Survivors and slightly below for Sorcerers.  At 10<span class="blsp-spelling-error">th</span> level, the Slayer averages 35.5 <span class="blsp-spelling-error">HP's</span> (<span class="blsp-spelling-error">cp</span>. 44 above), the Survivor 30 <span class="blsp-spelling-error">HP's</span> (<span class="blsp-spelling-error">cp</span> 33 above), and the Sorcerer 27.5 <span class="blsp-spelling-error">Hp's</span> (<span class="blsp-spelling-error">cp</span> 22 above).<br /><br />So...to remove the dice or not.  This bears more thinking.</div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-7547682142717293828?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<title>How To Handle a Bugman? from The Wheel of Samsara</title>
		<link>http://wheel-of-samsara.blogspot.com/2009/12/how-to-handle-bugman.html</link>
		<comments>http://wheel-of-samsara.blogspot.com/2009/12/how-to-handle-bugman.html#comments</comments>
		<pubDate>Fri, 18 Dec 2009 00:03:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
				<category><![CDATA[Game Design]]></category>
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		<description><![CDATA[<div style="text-align: justify">(That's a little Lerner and Loewe riff for you show-tune cats out there)<br /><br />Yesterday, I posted about my issues with the Scorpion Men in play-testing.  This whole thing has me rethinking my approach to non-humans.  A little background if you please:<br /><br />Although I started gaming with the Holmes edition, I soon leveled up to AD&#38;D.  And even though, as a kid, believing that the Great G could do no wrong, I had a big problem with Elves.  Elves received way too many racial benefits for my taste and the limiting mechanic was level limits.  Both sides of that equation rankled me, but the latter more than the former.  Level limits stuck me as a misfire of a balance mechanism.  This argument is as old as the game, so I won't go into too much detail.  Suffice it to say, I didn't find it to do what it was supposed to do.  Making a character stronger in early play but then capped later didn't play well with me.<br /><br />Later, I read an article in <span style="font-style: italic">the Dragon</span> that suggested that <span class="blsp-spelling-error">demi</span>-humans receive an experience ding instead of level limits.  This made sense both in-game and out-of-game sense to me.  But, in practice, I could only give it two cheers.  Maybe one and half.  The penalty was so arbitrary and even what sounded like a hefty 15% wasn't really felt early enough in the game to make a difference.<br /><br />When I went back to OD&#38;D, I enjoyed, as many others, the simpler rules which were as evidenced in the handling of <span class="blsp-spelling-error">nonhumans</span> as anything else.  The basic advantage of the Elf was being able to multi-class.  So, when I was putting together my house-rules for my <a href="http://sites.google.com/site/onderlandcampaign/"><span class="blsp-spelling-error">Onderland</span> Campaign</a>, using <span style="font-style: italic"><span class="blsp-spelling-error">Spellcraft</span> &#38; Swordplay</span>, I was happy to stress that aspect.  Elves can take any combination of Warrior, Wizard, Thief, but must split all experience equally between the classes.  That turns out to be a pretty hefty ding and gets felt very early in the game.  It's still only two cheers, maybe, but it's the best I've got right now.<br /><br />But in <span style="font-style: italic">Under the Dying Sun</span>, I mostly removed the multi-classing which didn't fit so well with the way I redid the classes.   And that left me back at assessing an arbitrary <span class="blsp-spelling-error">XP</span> penalty.  Now I find that with the Scorpion Men, I have recreated the whole AD&#38;D Elf problem: too many perks and a clumsy balancing mechanism.  So where does that leave me?<br /><br />Well, it <span class="blsp-spelling-corrected">would</span> make sense to remove some benefits.  The biggest offender, as I mentioned yesterday, is the built-in armour which make a 1st level Scorpion Man all but invulnerable.  But built in armour just seems so right.  They are bug-men in a iron-poor world of giant bugs, where most plate armour is made of chitin anyway.  It a big part of the flavor.<br /><br />Rather than remove a benefit, I could come up with some significant penalty.  But I must admit to a paucity of ideas here.  I don't want to give them a glass jaw; they are supposed to be my <span class="blsp-spelling-error">Tharks</span> for <span class="blsp-spelling-error">Issus</span>' sake!<br /><br />So, anybody with any smart, semi-smart, or quasi-smart ideas, please let me have them.<br /></div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-1377723460372665686?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<title>Scorpion Men: Too Much? from The Wheel of Samsara</title>
		<link>http://wheel-of-samsara.blogspot.com/2009/12/scorpion-men-too-much.html</link>
		<comments>http://wheel-of-samsara.blogspot.com/2009/12/scorpion-men-too-much.html#comments</comments>
		<pubDate>Thu, 17 Dec 2009 02:56:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
				<category><![CDATA[Game Design]]></category>
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		<description><![CDATA[<div style="text-align: justify">The play-testing continues nicely.  One thing is coming up again and again: Sot Sojat (erstwhile Scoprion Man Slayer, Omnivore, and Philosopher) is all but invincible for monsters of this level. Plate Armour is proof against almost any kind of natural weapons. Add his Parry to that and, well. The more we play, the more I think I may have to tone down the benefits of the Scorpion Men. I think that I have might have fallen into the <span style="font-style: italic">Super-Cool Non-Human</span> trap (see Elf, Drow and oh so many others) and the proposed fix (significant XP ding) doesn't really mean anything for a while: he only requires an extra 353 XP to make Level 2; an extra 705 to make 3rd.<br /><br />Hmn. How to fix. I should probably make his built-in armour less heavy duty, although Plate sounds right for a carapace. A Lizard Man could plausibly have Leather-like armour, but that doesn't sound quite right for a Scorpion Man.<br /><br />Make them notably slower moving?  Hmn, I'm at a bit of a loss at the moment.</div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-8851479782654514108?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<title>Eldritch Witchery, Back to Basics from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/11/eldritch-witchery-back-to-basics.html</link>
		<comments>http://timbrannan.blogspot.com/2009/11/eldritch-witchery-back-to-basics.html#comments</comments>
		<pubDate>Wed, 18 Nov 2009 04:08:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Game Design]]></category>
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		<description><![CDATA[I am returning to work on Eldritch Witchery, my guide to witches and warlocks for the Spellcraft &#38; Swordplay RPG. The idea is simple really; make a witch class for the game. But I want to do this class justice and not just do a retread of the mater...]]></description>
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		<title>Sand Ghul: Nightmare of the Wizard from The Wheel of Samsara</title>
		<link>http://wheel-of-samsara.blogspot.com/2009/11/sand-ghul-nightmare-of-wizard.html</link>
		<comments>http://wheel-of-samsara.blogspot.com/2009/11/sand-ghul-nightmare-of-wizard.html#comments</comments>
		<pubDate>Sat, 07 Nov 2009 02:43:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
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		<description><![CDATA[<span style="font-size:130%"><span>Sand Ghul</span></span><br /><p class="MsoNormal" style="text-align: justify"><br /></p><!--[if gte mso 9]&#62;     Normal   0         false   false   false                             MicrosoftInternetExplorer4   &#60;![endif]--><!--[if gte mso 9]&#62;     &#60;![endif]--> <!--  /* Font Definitions */  @font-face  {font-family:Mangal;  panose-1:0 0 4 0 0 0 0 0 0 0;  mso-font-charset:0;  mso-generic-font-family:auto;  mso-font-pitch:variable;  mso-font-signature:32771 0 0 0 1 0;} @font-face  {font-family:Sylfaen;  panose-1:1 10 5 2 5 3 6 3 3 3;  mso-font-charset:0;  mso-generic-font-family:roman;  mso-font-pitch:variable;  mso-font-signature:67110535 0 0 0 159 0;}  /* Style Definitions */  p.MsoNormal, li.MsoNormal, div.MsoNormal  {mso-style-parent:"";  margin:0in;  margin-bottom:.0001pt;  mso-pagination:widow-orphan;  font-size:12.0pt;  font-family:"Times New Roman";  mso-fareast-font-family:"Times New Roman";} @page Section1  {size:8.5in 11.0in;  margin:1.0in 1.25in 1.0in 1.25in;  mso-header-margin:.5in;  mso-footer-margin:.5in;  mso-paper-source:0;} div.Section1  {page:Section1;} --> <!--[if gte mso 10]&#62;   /* Style Definitions */  table.MsoNormalTable  {mso-style-name:"Table Normal";  mso-tstyle-rowband-size:0;  mso-tstyle-colband-size:0;  mso-style-noshow:yes;  mso-style-parent:"";  mso-padding-alt:0in 5.4pt 0in 5.4pt;  mso-para-margin:0in;  mso-para-margin-bottom:.0001pt;  mso-pagination:widow-orphan;  font-size:10.0pt;  font-family:"Times New Roman";  mso-ansi-language:#0400;  mso-fareast-language:#0400;  mso-bidi-language:#0400;} table.MsoTableGrid  {mso-style-name:"Table Grid";  mso-tstyle-rowband-size:0;  mso-tstyle-colband-size:0;  border:solid windowtext 1.0pt;  mso-border-alt:solid windowtext .5pt;  mso-padding-alt:0in 5.4pt 0in 5.4pt;  mso-border-insideh:.5pt solid windowtext;  mso-border-insidev:.5pt solid windowtext;  mso-para-margin:0in;  mso-para-margin-bottom:.0001pt;  mso-pagination:widow-orphan;  font-size:10.0pt;  font-family:"Times New Roman";  mso-ansi-language:#0400;  mso-fareast-language:#0400;  mso-bidi-language:#0400;}  &#60;![endif]-->  <div align="center">  <table class="MsoTableGrid" style="border: medium none;border-collapse: collapse" border="1" cellpadding="0" cellspacing="0">  <tbody><tr>   <td style="border: 1pt solid windowtext;padding: 0in 5.4pt;width: 131.4pt" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">No. Appearing:</span></p>   </td>   <td style="border-style: solid solid solid none;padding: 0in 5.4pt;width: 135pt;color:windowtext windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">1d6</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Alignment:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">Chaotic</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Size:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">M</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Armour Class/Defense:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">1/1</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Move:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">90’</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Hit Dice:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">2 HD (8HP)</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Attacks:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">1 Bite +2 (spear) OR 2 Claws +2 (daggers)</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Modes:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">A – Ego Whip</span></p>   <p class="MsoNormal"><span style="font-family:Sylfaen">D – Mental Barrier</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Disciplines:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">1- Detect Psions, Sensory Obscurement</span></p>   <p class="MsoNormal"><span style="font-family:Sylfaen">2- Domination</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Special:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">-3 to be detected</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Moral:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen">+2</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">Treasure:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen"> 1</span></p>   </td>  </tr>  <tr>   <td style="border-style: none solid solid;padding: 0in 5.4pt;width: 131.4pt;color:-moz-use-text-color windowtext windowtext" valign="top" width="175">   <p class="MsoNormal"><span style="font-family:Sylfaen">XP:</span></p>   </td>   <td style="border-style: none solid solid none;padding: 0in 5.4pt;width: 135pt;color:-moz-use-text-color windowtext windowtext -moz-use-text-color" valign="top" width="180">   <p class="MsoNormal"><span style="font-family:Sylfaen"> 20+2 (36)<br /></span></p>   </td>  </tr> </tbody></table>  </div>  <p class="MsoNormal" style="text-align: justify"><br /></p><p class="MsoNormal" style="text-align: justify;font-family: georgia;font-family:georgia">Sand Ghuls are a horrid variety of Quasi-Man, although whether a degenerate line of mutants or some sort of artificial beings is unknown.<span>  </span>They appear as naked humans, but with deathly-gray skin and four digits on each hand and foot.</p><p class="MsoNormal" style="font-family: georgia;text-align: justify"><br /></p><div style="text-align: justify;font-family: georgia">  </div><p class="MsoNormal" style="font-family: georgia;text-align: justify"> </p><div style="text-align: justify;font-family: georgia">  </div><p class="MsoNormal" style="font-family: georgia;text-align: justify">Although only semi-intelligent, Sand Ghuls are masterful hunters with amazing capabilities for concealment.<span>  </span>Any attempt to detect the presence of concealed Sand Ghuls suffers a -3 penalty.<span>  </span>They travel the wastes in small packs of 1-6.<span><br /></span></p><p class="MsoNormal" style="font-family: georgia;text-align: justify"><br /><span></span></p><div style="text-align: justify;font-family: georgia">  </div><p class="MsoNormal" style="font-family: georgia;text-align: justify"> </p><div style="text-align: justify;font-family: georgia">  </div><p style="text-align: justify" class="MsoNormal"><span style="font-family:Sylfaen"><span style="font-family: georgia;font-family:georgia">Sand Ghuls crave the brains of psychics.  They prefer to stalk small parties traversing the desert, staying hidden until the dead of night.  Using their </span><i>Detect Psions</i><span style="font-family: georgia;font-family:georgia"> abilities, they find psychic prey.  They are clever enough, however, to know that the most powerful of psychic may be more trouble than they are worth and usually choose middling-level psychics.  They then utter their weird, haunting hunting cry, which sounds like a ghostly horn drifting from the wilderness.  At the same time, they use their </span><i>Domination</i><span style="font-family: georgia;font-family:georgia"> to summon their prey out of camp, where they will be swiftly dispatched and the Ghuls feast upon their brain.</span></span></p><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-5287270550730112272?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<title>The Tholat: A Creature of the Deserts from The Wheel of Samsara</title>
		<link>http://wheel-of-samsara.blogspot.com/2009/11/tholat-creature-of-deserts.html</link>
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		<pubDate>Fri, 06 Nov 2009 22:57:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
				<category><![CDATA[Fluff/Inspiration]]></category>
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		<category><![CDATA[Retro Clone]]></category>

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		<description><![CDATA[<span style="font-family:lucida grande;font-size:130%"><span>Tholat</span></span><br /><span style="font-family: georgia;font-family:georgia">No. Appearing: 20-60</span><br /><span style="font-family: georgia;font-family:georgia">Alignment: Neutral</span><br /><span style="font-family: georgia;font-family:georgia">Size: Large (8’ at shoulders)</span><br /><span style="font-family: georgia;font-family:georgia">Armour Class/Defense: 2/+1 to attacks from Medium foes</span><br /><span style="font-family: georgia;font-family:georgia">Move: 60’</span><br /><span style="font-family: georgia;font-family:georgia">Hit Dice: 3 HD (12 HP)</span><br /><span style="font-family: georgia;font-family:georgia">Attacks: 2 Bite +2 (Sword) OR 1 +2 Trample (Large Club); -1 vs. Medium foes</span><br /><span style="font-family: georgia;font-family:georgia">Modes: --</span><br /><span style="font-family: georgia;font-family:georgia">Disciplines: --</span><br /><span style="font-family: georgia;font-family:georgia">Special: Trample (Tiny)</span><br /><span style="font-family: georgia;font-family:georgia">Moral: +2</span><br /><span style="font-family: georgia;font-family:georgia">Treasure: --</span><br /><span style="font-family: georgia;font-family:georgia">XP: 20+3/HP (56)</span><br /><br /><p style="font-family: georgia"></p><p style="text-align: justify;font-family: georgia" class="MsoNormal">Tholat are large, herbivorous lizards, growing up to 15’ in length with a tail half again as long.<span>  </span>They have dull emerald skin and a ridged dorsal fin that filters moisture out of the air.<span>  </span>Tholat are well-adapted to life in the sandy deserts—besides their remarkable dorsal ridge, they can eat virtually anything, and can survive extend periods of starvation.<span>  </span>This makes them an excellent choice as the preferred herds of the Desert Men.<span>  </span>Those Men keep largish herds and are able to use the entirety of the tholat for their needs—Desert Men make a beautiful, green leather from tholat flesh, they eat the meat, they burn tholat excrement, and they even make a fermented drink from tholat blood, which they extract in small quantities from the living beasts.</p><div style="text-align: justify;font-family: georgia">  </div><p style="text-align: justify;font-family: georgia" class="MsoNormal"> </p><div style="text-align: justify;font-family: georgia">  </div><p style="text-align: justify" class="MsoNormal"><br /><span style="font-family:Sylfaen"><span style="font-family: georgia">Tholat are, however, incredibly ill-tempered beasts.</span><span style="font-family: georgia">  </span><span style="font-family: georgia">They think nothing of biting a person who annoys them and are careless in the extreme of walking right over or sitting down upon other living creatures.</span><span style="font-family: georgia">  </span><span style="font-family: georgia">Unlike most pack herbivores, tholat are not easily affrighted and will as likely fight predators as run away (perhaps because they do not move particularly quickly) They also smell horrendous as they emit a near-constant stream of flatulence.</span><span style="font-family: georgia">  </span><span style="font-family: georgia">Desert Men tend to take the behaviour (and stench) of their ornery beasts</span><span style="font-family: georgia">  </span><span style="font-family: georgia">in stride, but most other Men cannot stand them, even if they do rather enjoy tholat steaks.</span></span></p><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-3245361950016058300?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<title>Scarecrow from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/10/scarecrow.html</link>
		<comments>http://timbrannan.blogspot.com/2009/10/scarecrow.html#comments</comments>
		<pubDate>Fri, 30 Oct 2009 20:26:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Legacy DnD]]></category>
		<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-7064947069670124593</guid>
		<description><![CDATA["Scarecrow on a wooden cross, blackbird in the barn…" - John Mellencamp, Scarecrow When I think back to Halloweens of my childhood one image keeps coming back to me. No not vampires or witches, those were more artifacts of my later years. No the imag...]]></description>
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		<title>Swords &amp; Wizardry Coming Soon to a Game Store Near You! from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/72ZuPUVvCwo/swords-wizardry-coming-soon-to-game.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/72ZuPUVvCwo/swords-wizardry-coming-soon-to-game.html#comments</comments>
		<pubDate>Tue, 27 Oct 2009 18:59:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[ODND]]></category>
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		<category><![CDATA[Retro Clone]]></category>
		<category><![CDATA[Swords and Wizardry]]></category>

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		<description><![CDATA[Matt Finch has announced that Swords &#38; Wizardry will now be published by Black Blade Publishing. This should get Swords &#38; Wizardry into game stores. The S&#38;W PDF will still be free.&#160; Here's the press release.
Black Blade Publishing to b...]]></description>
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		<title>Quite Distracted By: Engines &amp; Empires from The Wheel of Samsara</title>
		<link>http://wheel-of-samsara.blogspot.com/2009/10/quite-distracted-by-engines-empires.html</link>
		<comments>http://wheel-of-samsara.blogspot.com/2009/10/quite-distracted-by-engines-empires.html#comments</comments>
		<pubDate>Mon, 19 Oct 2009 23:56:00 +0000</pubDate>
		<dc:creator>The Wheel of Samsara</dc:creator>
				<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

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		<description><![CDATA[[The title is meant to indicate that this is the first in a series, as I fully anticipate becoming quite distracted on many occasions]<br /><div style="text-align: justify"><br /><a href="http://stores.lulu.com/relative-entropy"><span style="font-style: italic">Engines &#38; Empires</span></a> is supplement to, or a setting for, or perhaps a spin-off from <a href="http://www.goblinoidgames.com/labyrinthlord.html"><span style="font-style: italic">Labyrinth Lord</span></a>, the retro-clone of the 1981 Moldvay/Cook <span style="font-style: italic">Basic</span> and <span style="font-style: italic">Expert Dungeons &#38; Dragons</span> game (that was a bit of a mouthful).  It is intended to facilitate play in a gaslight fantasy setting, rather than the quasi-medieval setting of the base game.  Frankly, I am surprised at how much I am liking it.<br /><br />I first became aware of E&#38;E (I won't bother to explain what that stands for) about a year ago when a free Basic Set was made available for download at Lulu.  It was, I think, the first non-Goblinoid Games product for LL (I won't explain that one either). I was underwhelmed.  It seemed to me a kind of neat idea that was kind of okay, but really nothing worth writing home about...or even writing a blog about.  The authour said that the Basic game was just there to introduce the game and the the "real" game would appear and really make it sing.  I promptly forgot about it.<br /><br />A recent <a href="http://forum.rpg.net/showthread.php?t=429610">thread at rpg.net</a> reminded me of the game and I learned that the <span style="font-style: italic">Campaign Compendium</span> had been released (also a free download from Lulu).  I downloaded it, saw that it was over 200 pages, and put it aside.  But today, something prompted me to print out the first 60 pages and take a look (I can't read these things on the screen and I'm fortunate to have an office where I can...um...<span style="font-style: italic">requisition</span> a printer).  My reaction this time was quite different.  Although there are a number of mechanical quirks that I like, what really hit me was that this release (quite unlike the first) had <span style="font-weight: bold">PLAY ME!</span> oozing out of it.  The very first character class, the Boxer, immediately gave me character ideas.  That's a good thing.<br /><br />Of course, there are already things that I would change, but that is not a real complaint (since I change something in everything).  For example, the game is supposed to be set in a world that sort of mimics Victorian Europe, but where the various faerie races live in the open, controlling the north of the continent and they are not diminishing.  At all.  That's neat and all, but I really think it would be a heck of a lot more fun to play in the real world (or some version of it).  You just can't beat the flavour of Victorian London with a made-up analog.<br /><br />I intend to write an actual review of this once I finish it and process it a bit more.  But quite distracted by it right now.</div><div class="blogger-post-footer"><img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/8311060361308252769-2494227188796971959?l=wheel-of-samsara.blogspot.com' alt='' /></div>]]></description>
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		<title>There is More to OD&amp;D than the Three Little Beige Books from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/98jZ32B_bgE/there-is-more-to-od-than-three-little.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/98jZ32B_bgE/there-is-more-to-od-than-three-little.html#comments</comments>
		<pubDate>Tue, 22 Sep 2009 15:41:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>
		<category><![CDATA[Swords and Wizardry]]></category>

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		<description><![CDATA[Some of the comments to my post on The Gray Book yesterday that The Gray Book was too much like AD&#038;D to be considered OD&#038;D confused me. The only reason I can think is that the 1e retroclones have given people a very limited idea of what OD&#038;D included. ...]]></description>
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		<title>New RPG Groups on Facebook from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/08/new-rpg-groups-on-facebook.html</link>
		<comments>http://timbrannan.blogspot.com/2009/08/new-rpg-groups-on-facebook.html#comments</comments>
		<pubDate>Mon, 24 Aug 2009 01:19:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Legacy DnD]]></category>
		<category><![CDATA[Other Systems]]></category>
		<category><![CDATA[RPG Hub]]></category>
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		<description><![CDATA[For the fans of Victorian era role-playing games I have made two new Facebook groups.The Victorian Gamers Association is very new and is for any game set in the Victorian Era or is at least Victorian in feel and tone. So games would in include Cthulhu ...]]></description>
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		<title>The Old School Renaissance Will Eat Itself from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/07/old-school-renaissance-will-eat-itself.html</link>
		<comments>http://timbrannan.blogspot.com/2009/07/old-school-renaissance-will-eat-itself.html#comments</comments>
		<pubDate>Thu, 30 Jul 2009 19:31:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Game Design]]></category>
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		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-825882753942043012</guid>
		<description><![CDATA[I love all the old school renaissance / retro-clone games out there.  They are great fun to play AND are very clever adaptations of the very flexible OGL.  There are some neat game-design choices too, such as Spellcraft &#38; Swordplay's alternate evol...]]></description>
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		<title>Spellcraft &amp; Swordplay goodness from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/07/spellcraft-swordplay-goodness.html</link>
		<comments>http://timbrannan.blogspot.com/2009/07/spellcraft-swordplay-goodness.html#comments</comments>
		<pubDate>Tue, 14 Jul 2009 18:21:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Legacy DnD]]></category>
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		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-3355440577680338745</guid>
		<description><![CDATA[Yesterday was a good day for me and Spellcraft &#38; Swordplay.  I got my Deluxe Edition in the mail from Lulu yesterday and I am really digging it.  If you are interested in S&#38;S at all, then this is the way to go; all of the rules and some of Mons...]]></description>
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		<title>FREE Spellcraft &amp; Swordplay Deluxe E-book from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/07/free-spellcraft-swordplay-deluxe-e-book.html</link>
		<comments>http://timbrannan.blogspot.com/2009/07/free-spellcraft-swordplay-deluxe-e-book.html#comments</comments>
		<pubDate>Wed, 08 Jul 2009 16:56:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Legacy DnD]]></category>
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		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-1046496842863881168</guid>
		<description><![CDATA[Spellcraft &#38; Swordplay Deluxe E-bookFor the next few days (Wednesday, Thursday and Friday) Elf Lair Games will be offering their (our really) flagship game, Spellcraft &#38; Swordplay completely free.http://www.lulu.com/content/e-book/spellcraft-sw...]]></description>
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		<title>Ærypt and Zakhara from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/07/rypt-and-zakhara.html</link>
		<comments>http://timbrannan.blogspot.com/2009/07/rypt-and-zakhara.html#comments</comments>
		<pubDate>Thu, 02 Jul 2009 20:15:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Play]]></category>
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		<category><![CDATA[World Building]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-6109701507572151132</guid>
		<description><![CDATA[Following up on my previous post on Desert Elves &#38; Orcs, I thought I might detail the region they live in some more. Ærypt is a pastiche of Arypt, Erypt and Egypt with Gygax's Necropolis and Ravenloft's Har'Akir thrown in.  So Zakhara was detailed...]]></description>
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		<title>Everything Old is New Again, sorta from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/06/everything-old-is-new-again-sorta.html</link>
		<comments>http://timbrannan.blogspot.com/2009/06/everything-old-is-new-again-sorta.html#comments</comments>
		<pubDate>Tue, 16 Jun 2009 21:40:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[Legacy DnD]]></category>
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		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-1317157540886866500</guid>
		<description><![CDATA[I was making the tour of the various Old School / OSR / Retro-clone blogs and forums today and I noticed a lot posts on new spells, new monsters, and various house rules.   For a bit there I had to make sure I was not flashing back to 1992 for a bit du...]]></description>
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		<title>Desert Elves &amp; Orcs from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/06/desert-elves-orcs.html</link>
		<comments>http://timbrannan.blogspot.com/2009/06/desert-elves-orcs.html#comments</comments>
		<pubDate>Mon, 15 Jun 2009 22:18:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Legacy DnD]]></category>
		<category><![CDATA[Old School]]></category>
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		<description><![CDATA[I was working on a desert based adventure for my son's game the other day and I got to thinking about some things I really liked from AD&#38;D 2nd Ed.  Desert Elves and Al-Qadim.    In my Mstaroerth world I have an area that is roughly equal to the Sah...]]></description>
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		<title>Mountain Dew Throwback, the Official Drink of the Retro-Clone Movement from The Other Side blog</title>
		<link>http://timbrannan.blogspot.com/2009/06/mountain-dew-throwback-official-drink.html</link>
		<comments>http://timbrannan.blogspot.com/2009/06/mountain-dew-throwback-official-drink.html#comments</comments>
		<pubDate>Tue, 02 Jun 2009 19:12:00 +0000</pubDate>
		<dc:creator>The Other Side</dc:creator>
				<category><![CDATA[4e]]></category>
		<category><![CDATA[Legacy DnD]]></category>
		<category><![CDATA[Old School]]></category>
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		<guid isPermaLink="false">tag:blogger.com,1999:blog-7913319789564397699.post-695569099357346424</guid>
		<description><![CDATA[Or something like that.http://www.mountaindew.com/#throwback1.phpMountain Dew, the caffeinated beverage of choice for gamers all over the world has "introduced" a new flavor for the summer. "Mountain Dew Throwback" looks like the can did back in the 60...]]></description>
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		<title>A Role-Playing Game Resurgence is on the Horizon from Inkwell Ideas</title>
		<link>http://inkwellideas.com/?p=280</link>
		<comments>http://inkwellideas.com/?p=280#comments</comments>
		<pubDate>Wed, 29 Apr 2009 16:02:56 +0000</pubDate>
		<dc:creator>Inkwell Ideas</dc:creator>
				<category><![CDATA[1E]]></category>
		<category><![CDATA[GURPS]]></category>
		<category><![CDATA[HERO]]></category>
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		<category><![CDATA[Retro Clone]]></category>
		<category><![CDATA[advice]]></category>

		<guid isPermaLink="false">http://inkwellideas.com/?p=280</guid>
		<description><![CDATA[The popularity of the "retro-clone" RPG games (those that attempt to emulate the orginal D&#38;D game or the Basic/Expert/Master/etc. D&#38;D boxed sets or even 1st edition AD&#38;D) makes me think that the RPG hobby isn't dieing, but instead it is about to become stronger than ever.
Why? The D&#38;D games mentioned above were the first widely [...]]]></description>
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		<title>Backgrounds and Attribute Rolls for Swords  Wizardry from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/2NrS9zbT5bE/backgrounds-and-attribute-rolls-for.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/2NrS9zbT5bE/backgrounds-and-attribute-rolls-for.html#comments</comments>
		<pubDate>Tue, 14 Apr 2009 20:43:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
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		<category><![CDATA[Swords and Wizardry]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-958790901440871904</guid>
		<description><![CDATA[span style="font-style: italic;"This post is one of a series of house rule posts for the a href="http://www.swordsandwizardry.com/?page_id=4"Swords amp; Wizardry Core Rules/a. (Samp;W is a free 0e retroclone.) These posts are span style="font-weight: b...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/2NrS9zbT5bE/backgrounds-and-attribute-rolls-for.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Hit Points and Body Points for Swords  Wizardry from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/bE5ptk9x3DQ/hit-points-and-body-points-for-swords.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/bE5ptk9x3DQ/hit-points-and-body-points-for-swords.html#comments</comments>
		<pubDate>Mon, 16 Mar 2009 22:35:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Old School]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>
		<category><![CDATA[Swords and Wizardry]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-8636386824747080142</guid>
		<description><![CDATA[span style="font-style:italic;"This post is the first of a series of house rule posts for the a href="http://www.swordsandwizardry.com/?page_id=4"Swords  Wizardry Core Rules/a. (SW is a free 0e retroclone.) These posts are span style="font-weight:bold;...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/bE5ptk9x3DQ/hit-points-and-body-points-for-swords.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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		<title>Microlite74 is &#8220;Finished&#8221; from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/i0TiKmfAflY/microlite74-is-finished.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/i0TiKmfAflY/microlite74-is-finished.html#comments</comments>
		<pubDate>Wed, 11 Mar 2009 18:18:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Microlite74]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-8129217180649982470</guid>
		<description><![CDATA[With the release of a href="http://blog.retroroleplaying.com/2009/03/ancient-auguries-microlite74-version-20.html"Ancient Auguries/a today, I'm happy to announce that the Microlite74 project is essentially finished. At least it is on my end. While I'm ...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/i0TiKmfAflY/microlite74-is-finished.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Ancient Auguries: A Microlite74 Version 2.0 Supplement Released from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/lt8znOXwBi0/ancient-auguries-microlite74-version-20.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/lt8znOXwBi0/ancient-auguries-microlite74-version-20.html#comments</comments>
		<pubDate>Wed, 11 Mar 2009 15:41:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Microlite20]]></category>
		<category><![CDATA[Microlite74]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-3210745195208740881</guid>
		<description><![CDATA[Ancient Auguries has four pages of completely optional rules that can be used with Microlite74 Version 2.0. My intent in writing this supplement was both to provide some interesting optional rule sections and to show how flexible and easy to modify the...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/lt8znOXwBi0/ancient-auguries-microlite74-version-20.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Microlite74 Version 2.0 Now Available from RetroRoleplaying: The Blog</title>
		<link>http://feedproxy.google.com/~r/retroroleplayingblog/~3/ZvdpKAwh_0k/microlite74-version-20-now-available.html</link>
		<comments>http://feedproxy.google.com/~r/retroroleplayingblog/~3/ZvdpKAwh_0k/microlite74-version-20-now-available.html#comments</comments>
		<pubDate>Wed, 04 Mar 2009 13:30:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Microlite20]]></category>
		<category><![CDATA[Microlite74]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-1216610323243612500</guid>
		<description><![CDATA[Microlite Version 2.0 is now available for free download. Over 2000 copies of Microlite74 version 1.1 have been downloaded since its release on October 6th last year. Microlite74 is dedicated to the memory of E. Gary Gygax and Version 2.0, which is eve...]]></description>
		<wfw:commentRss>http://feedproxy.google.com/~r/retroroleplayingblog/~3/ZvdpKAwh_0k/microlite74-version-20-now-available.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Microlite74 2.0 Draft Available for Comment from RetroRoleplaying: The Blog</title>
		<link>http://blog.retroroleplaying.com/2009/02/microlite74-20-draft-available-for.html</link>
		<comments>http://blog.retroroleplaying.com/2009/02/microlite74-20-draft-available-for.html#comments</comments>
		<pubDate>Wed, 18 Feb 2009 23:10:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Microlite74]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-1634903548541546789</guid>
		<description><![CDATA[I've been hard at work on the "2.0 Edition" of Microlite74. Microlite 2.0 has cleaned up rules that are closer to the combat power level of ODD and with spells and monsters rewritten to be even more compatible with Oe and )e retroclones. br /br /Here a...]]></description>
		<wfw:commentRss>http://blog.retroroleplaying.com/2009/02/microlite74-20-draft-available-for.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Are Microlite74 Characters Too Good in Combat? from RetroRoleplaying: The Blog</title>
		<link>http://blog.retroroleplaying.com/2009/02/are-microlite74-characters-too-good-in.html</link>
		<comments>http://blog.retroroleplaying.com/2009/02/are-microlite74-characters-too-good-in.html#comments</comments>
		<pubDate>Thu, 12 Feb 2009 16:37:00 +0000</pubDate>
		<dc:creator>RetroRoleplaying</dc:creator>
				<category><![CDATA[Microlite74]]></category>
		<category><![CDATA[RPG Hub]]></category>
		<category><![CDATA[Retro Clone]]></category>

		<guid isPermaLink="false">tag:blogger.com,1999:blog-6707455220399106053.post-2045666710153394100</guid>
		<description><![CDATA[a href="http://www.retroroleplaying.com/content/microlite74" target="_top"Microlite74/a is designed to emulate the style and feel of the original 1974 edition of the world's most popular roleplaying game (0e) using a variant of the SRD-based a href="ht...]]></description>
		<wfw:commentRss>http://blog.retroroleplaying.com/2009/02/are-microlite74-characters-too-good-in.html/feed/</wfw:commentRss>
		<slash:comments>0</slash:comments>
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