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28 April 2010

Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net

ROGUE FEED That might seem loaded, but what I mean by that, is that adventures and
a campaign are great teaching tools in how the tone of a game should be.
Moving into the final stretch When I think back to my younger days running Warhammer FRP’s
APR 27, 2010 07:07P.M. Enemy Within Campaign, that campaign did more for me then give
hours of enjoyment. It taught me what a Warhammer FRP game
Work on Colonial Gothic’s campaign, Flames of Freedom, is under should feel like. Heck even 1st edition AD&D showed what a campaign
way. The first part is nearing the end of editing, maps are about 80% could feel like when you look at some of the classic adventures.
done, and art is being picked out now. In addition, the cover is being
designed, and layout will be soon under way.

You know, before I go any further, I should share something with you. A ROGUE FEED
logo.
Words Fail Me (Again)
APR 27, 2010 05:34P.M.

Courtesy of The Bronze Age of Blogs come yet more examples of the fine
work Marvel did with Robert E. Howard’s characters during the 1970s.

I give you Conan and Kull stickers ...

The logo was designed by Bradley McDevitt, and I think he did an


awesome job. What I like about it is the old fashion feel to it. It fits the
tone of the game, and I like how striking it is. The banner, as if you did
not guess this already, will have the name of the city that each part of the
campaign takes place in.

So with the first part done, you’d think I would take a break and relax a
bit. Well you would be wrong. I am already fast at work on part two of
the campaign, as well as working out the rough beats of part three. I am
writing the entire second part, and Graeme will be writing the
sourcebook part of part three and I will carry on with the adventure.

I will admit that when Graeme approached me with the idea to do a


“official” Colonial Gothic campaign I hesitated. Why? I was certain that
no one wanted published adventures, let along campaigns. I was wrong,
and learned how wrong I was when I asked a few gamemasters I know
running the game what there thoughts were. I quickly learned that my
assumptions were not only wrong, but grossly wrong. Why? I failed to
realize an important fact: most gamers need examples on how to play.

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 28 April 2010

In an age when Dragon, the original RPG magazine, is no longer


available in printed form, it’s remarkable to note that the old school
renaissance has not one but two regular print periodicals. Of the two,
ROGUE FEED Knockspell, produced by Mythmere Games and published by Black Blade
Publishing, is probably closest to Dragon in terms of its content and
New Banner presentation — and grows ever moreso with each new issue. Issue 4 was
APR 27, 2010 01:04P.M. just released and I very impressed by just how professional it has
become. Nearly everything, from the artwork to the layout to the editing
I think I need a new banner for the blog. Much as I love my current one is top notch and there’s a unity to this issue, a sense of cohesiveness and
— how could I not, given that it includes a snippet of the greatest piece of planning that’s undeniably appealing.
D&D art of all time? — the fact remains that I don’t own it, so I probably
should remove it. Problem is I’m not sure what to replace it with. I have a Issue 4 kicks off with another delightful installment of Allan Grohe’s
lot of artists at my disposal, but what would I tell them to illustrate? “From Kuroth’s Quill” column, the second part of a piece on the use and
What image could I suggest to them that would be as good as what I theory of gates in campaign dungeons. In addition to providing thoughts
currently have? It’s a conundrum. (and random tables) on what happens when adventurers try to destroy a
gate, the article also provides many magic-user spells pertaining to gates.
Anyone have any serious ideas they want to pitch to me? As a referee who recently made a gate an important part of his ongoing
megadungeon-based campaign, I found Grohe’s column particularly
useful.

ROGUE FEED Joshua Jervais’s “Beneath the Crossroads” is the first adventure included
in this issue and the first to include rats, an ongoing theme in this issue.
REVIEW: Knockspell Issue 4 Suitable for a party of 1st and 2nd level characters, the adventure
APR 27, 2010 08:42A.M. presents a small dungeon connected to a cult of a rat god. It’s a well-done
and evocative little scenario that can easily be dropped into an ongoing
campaign. Jeff Talanian also provides a rat-based adventure, entitled
“Rats in the Walls.” Also for low-level characters, it has a strong pulp
fantasy feel to it without being unsuitable for inclusion in most fantasy
campaigns. Slightly less immediately useful is the third installment of
Gabor Lux’s terrific series “Isles on an Emerald Sea,” which describe
locales from his science fantasy Fomalhaut campaign. As with its
predecessors in the series, this article is inspiring but would take some
work to adapt to more traditional fantasy campaigns, given its “weird”
elements.

Matt Finch’s “Megadungeon Tactics: Mission-Based Adventuring” is a


useful discussion of how to approach a megadungeon as a player (and, by
extension, as a referee). What’s remarkable is that, while the article is
clearly aimed at players whose experiences of dungeon adventuring are

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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 28 April 2010

not of an old school variety, Finch nevertheless manages to pack quite a


few nuggets of wisdom of interest even to old dungeoneering hands.
Meanwhile, Marcelo Paschaolin provides a solid overview of the options
and difficulties confronting online rolelpaying games. Michael Curtis
(whose Dungeon Alphabet is reviewed later in this issue) shows us how
to mine the Greek historian Herodotus for sandbox campaign ideas in
“Stealing the Histories.” Al Krombach offers up some excellent advice on
how to use the mechanical looseness of old school games like Swords &
Wizardry in “Free-Form Rules as a Referee’s Toolbox,” which I found
quite engaging.

What old school magazine would be complete without articles filled with
random tables? Issue 4 gives us Robert Lionheart’s useful “Random
Tavern Generator” and “Weird Weather and Other Unexplainable
Phenomena” (by several authors). It also includes Scot Hoover‘s
astounding “Artifact Types and Attributes,” which is a system for
creating artifacts and relics that clearly draws inspiration from Eldritch
Wizardry and the Dungeon Masters Guide, while being wholly original
(and Open Game Content). Rounding out the issue are new magic items,
a reworking of the spell slot system, and an interview with artist
Christopher Burdett.

In sum, it’s an impressive issue, one with a lot to offer old school fantasy
fans. As I noted, Knockspell is increasingly professional in every respect.
To some, this is unreservedly a good thing, as it puts the lie to the notion
that the old school renaissance cannot compare to the improvements in
presentation made since the days of yore. To others, though, I have little
doubt that Knockspell might feel a little too “polished” and lacking in the
rough edges many old schoolers love. Personally, I think there’s more
than enough room for both approaches and the fact that Knockspell is
now appearing on game store shelves pretty much demands that it put
its best foot forward, which is unequivocally does. Knockspell Issue 4 is
thus well worth a look, whether in print or PDF form.

Presentation: 8 out of 10
Creativity: 7 out of 10
Utility: 7 out of 10

Buy This If: You’re looking for a collection of ideas and resources for use
in your old school fantasy campaign.
Don’t Buy This If: You prefer to come up with your own ideas rather than
using those of others.

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