Friday, June 25, 2010

Freaks & Geeks D&D

Here's the most sympathetic portrayal of the game we love in popular media. The writer's clearly knew what they were talking about right down to the 1E items referenced in the episode. In this episode James Franco's stoner character plays D&D with the titular geeks.

This was also the last episode in the series "Dungeons & Discos".

Sunday, June 13, 2010

Lovecraftian Metallica

This is a wonderful live version of "The Thing That Should Not Be":

And here's the studio version of their instrumental "Call of Ktulu":

Saturday, June 12, 2010

OD&D Science Fantasy Campaign

One of my regular players and I were discussing what he likes about 4E. He liked all the new races, classes, and how things like psionics seem to have been incorporated into the system in a way that finally seems to make sense. He's also a bit bored by the standard Tolkienian races of Elves, Dwarves, Halflings etc.

I pointed out how flexible OD&D is, and it got me wondering what would happen if we came up with our own OD&D game made to to fit our specifications. We've been talking about doing a Science Fantasy game for a while and it dawned on me that this might be a way to incorporate some elements of games like 1st Edition Gamma World or Mutant Future. The campaign would be a mixture of Edgar Rice Burroughs and Flash Gordon type stuff along with Eighties adventure cartoons like Masters of the Universe and Thundarr.

This is still a work in progress, and there are a few more races I've been having trouble with: Titans and Wolf People. What sort of abilities might they have? Any suggestions would be appreciated.

I previously had a thread going on more playable races over at the OD&D Discussion Forum, but I thought I'd post them here as well. Hopefully, I'll eventually post ALL of the house rules I create for this campaign.




• Able to see into the ethereal plane (50 ft. range).
• Prophetic dreams and visions.
• +5% Bonus to Psionic Abilities.
• +1 to Hit and Damage when engaged in Hand to Hand combat.

• +1 bonus to Hit Dice.
• Immune to aging, sleep, charm, poison, and disease.
• No unconsciousness at O HP. Able to function until killed at –lvl HP.

• Able to fly at a speed of 15”.
• Ability to speak with any winged birds.
• Enhanced vision allows +2 on vision based perception checks. Avians can also see great distances.

Cat People
• Bite and Claw attacks (1D4)
• Detect invisible opponents at a base of 30% and with a +5% bonus every two levels.
• Only -2 to hit invisible opponents.
• +1 bonus to Dexterity.

• Able to see into the astral plane (50 ft. range).
• +1 Bonus vs. Infernals and infernal associated creatures.
• Immune to fear (and fear creating magical spells)
• Able to generate create Light once per day for a number of rounds equal to 3 + the Deva’s level.

Dhamphir (1/2 Vampires)
• Bite attack for 1D6 damage. They gain Temporary Hit Points equal to ½ of the damage they do up to their current Hit Points level.
• Able to transform into a wolf or bat.
• Double damage from silver weapons and fire.

Forest Folk (Elves)
• Infravision (60 ft. range).
• Find secret and hidden doors (1-4 on a D6).
• +1 to hit when using a sword or bow.
• +1 to hit vs. Orcs.
• Racial benefits when acting as Thieves.
• They speak the languages of orcs, hobgoblins, and gnolls in addition to their usual tongues.

• Humans automatically receive a +10% bonus to earned experience.
• +1 bonus to an attribute of their choice.

• They possess a limited form of telepathy (send and receive thoughts only). Range: within sight.
• Immune to Fire and Cold damage.
• Able to create Darkness once per day for a number of rounds equal to 3 + plus the Infernal’s level.

Lizard People
• +1 to AC due to thick hide.
• Immune to poisons.
• Poisonous bite (1D4 Damage). Save vs. poison or bite deals double damage.

• Able to breath underwater and swim at 24”.
• AC 7 natural armor class (may be improved by Dexterity bonuses and armor).
• They speak the language of Dolphins and Whales.
• They receive a +1 Bonus to their Constitution.

Mountain Folk (Dwarves)
• They have a high level of magic resistance, and they thus add four levels when rolling saving throws against magic.
• They note slanting passages, traps, shifting walls and new construction in underground settings; and
• They are able to speak the languages of Gnomes, Kobolds and Goblins in addition to the usual tongues.

River Folk (Halflings)
• Saving throws vs. magic are (as Dwarves) four levels higher.
• +2 to hit with simple melee weapons.
• They gain racial bonuses when acting as thieves.

Shadow Folk (Drow)
• Infravision (100 ft. range)
• Able to move silently (even in armor).
• +2 bonus to all saving throws vs. magic.
• Shadow Armor receives an automatic +1 to its AC.