Wednesday, June 29, 2011

Taking a Blogging Break

I am kind of short ideas and am busy with this and that anyway. As such I am going to take a bit of a blogging break and retool.

Thanks for reading everybody.

Friday, June 24, 2011

Level based Defense Bonuses in any Edition

One of my loyal readers (JD Jarvis) made this point in the comments

If AC went up along with attack, HP best be kept low or fights are going to last forever.

And you know he is right at least if applied with all the magic items.

The thing is though in any edition of D&D everyone has a magic defense or three just to keep AC at a certain point vs. monsters.Heck early editions had enough magic items to keep the PC leveling up, use some of them up , selling some for training costs and to pass some of them down to henchmen (which is what was supposed to be done with the extras BTW)

This excess of items IMO detracts from the game.

It gets worse with 3x where game balance assumes that you have X amount of 6 categories at Y level and Z amount of disposables. That is flat out yuck. At least the old "hand me down" method felt like an ancient gift economy. The 3x method reminded me of video games and thats not a good thing.

Now later d20 games (the excellent Iron Heroes) had systems to allow for less magic items but this was in no way handled to any careful balanced degree for normal play. Even my own rules are pretty ad-hoc.

By the time 4e was starting to mature its DMG 2 (and later its Dark Sun) had systems were created to allow low magic games and inherent bonuses so that magic items could be cool and not just kit.

What I'd like to see is something like this applied to Old School games.

To do this a person would need to figure out how many pluses a typical PC has a a typical level to AC and to hit, give enough so that AC and To Hit ratios are about the same and than allow magic items to cancel out.

This would put fights on the same scale while allowing items to be special and a bit more magical as vs "just another +1 sword"

Any ideas?

Thursday, June 23, 2011

Less Squamous Frog Gods and More Faerie Queens Please

Just a short rant

I love Sword and Sorcery and cut my teeth on much of appendix N. That being said the hobby, old school especially has become so infatuated with Weird Fantasy that its sucked much of the juices out of it.

And yes sure there are some very cool original materials out there , not the point. It seems like our social decay (and yes US society at least is in fact desperately sick) has entered into a sick feedback loop.

These days I'd be hard pressed to to see a supplement that speaks of wonder, awe, terror and anything on the comprehensible, normal human scale. Instead our angst feeds us a steady diet of ancient moldering forgotten ruins and enough Lovecraft inspired material that it borders on pastiche.

When we don't get that we get more 70's style material that was seemingly influenced by way too many hallucinogens.

Well I think its time for a change and for us to look our other roots, the Hobbit, Grimm's Faerie Tales, Kathryn Briggs, Myths , Folklore, Ivanhoe, Horror. stories of swashbuckling daring do and even more modern things like Labyrinth, Stardust, Pan's Labyrinth. Legend ....

So yeah less squamous frog gods and more faerie queens please

Armor Confusion

This is kind of a continuation of the Shield Article in the last post.

A big part of the confusion comes from the ahistorical mix of armors in the pseudo Europe and the understandably mediocre research. Let me be clear none of this is not the authors fault. Back then they were short research material and what they did have was old inaccurate Victorian stuff. Given what little they had, they did a pretty good job and most importantly its playable.

The armor issues as I see them are

1st the existing armor types in B/X are Elizabethan not medieval (Buff Coat, Mail, Plate)

2nd Leather was in fact was rarely used in Europe as armor early on because of the expense and the inability to easily repair it . This category should be layered textile defenses, probably using the same stats as leather.

3rd Happily the mail rules are fine though there should be two or three lengths of it (the most common short hauberk, what D&D calls a mail shirt, longer hauberks and full mail) with different stats.

Now it helps to that mail was really effective (it can't be cut or trusted through with anything but a heavy longbow or specialized weapons) but it was horribly expensive. Defeating it was done not with a sword slash or cut but either with specialized thrusting weapons, going around the armor or by beating the wearer to death with a mace (the #1 weapon) . Not very heroic.

Shields were used in the mail period because they were cheap and effective especially for warriors who could not afford armor and they could protect weak spots (the legs typically) and prevent a solid blow. Still very useful.

4thThat leaves Plate Mail. What D&D calls plate mail is probably a coat of plates over mail!

A coat of plates was a common armor used later than mail . It looked rather like a modern ballistic vest with inserts within budget and comfort for many soldiers but as Widby showed, it too was mostly impervious. Most wounds were on unarmored legs.

Shields were still used at that period and and even later but by skirmishers and in personal combat.

What we think of as plate was what Gygax called Field Plate and Full Plate in AD&D. It was unbelievably expensive but it was Plate was basically immune to most weapons save very strong crossbows at close range and highly specialized weapons and joint attack techniques that were almost all two handed.

A really good set of white harness, 2mm or so Italian steel was essentially impervious to everything other than sustained bludgeoning attacks and specialized weapons (the Poleaxe was the #1 choice)

As I mentioned this was was pretty expensive stuff (as in price of a house or more) but even so its later cheaper cousins (and note munitions grade armor was cheaper and less labor intensive than mail) provided good protection.

By this time less well off troops mostly dropped the shield because it was tactically no longer needed , polearms were needed for battle field work and they were all two handed.

How we work that into D&D without big changes is tricky.

5th and last comes all the oddballs...

Studded which is a misinterpretation of brigandine (a common European leather and scale sandwich armor) and didn't exist in Europe although I suppose could be used for boiled leather scale if desired.

Scale which was dark ages stuff in Europe (though scale sandwich as above was common enough )

Banded which was Roman Lorica Segmenta and not used after Rome fell .

and "Splint" which was not clearly defined and was apparently mail with greaves if it existed at all.

Ugh, its little wonder there is some much confusion.

As for fixes well, thats another post for another day..

In which I way in on the Great Shield Controversy

There has been a lot of debate on the shield rules in older editions, whether they are good, whether they need changing and so on.

For me this is somewhat a matter of system. In OD&D and SW. I think the rules stand up just fine bonuses are few and far between and even a meager +1 (or more with magic) can make the difference between life and death. Were I using this rules set or Lament of the Flame Princess I'd probably use the rules as written with maybe the addition of the excellent Trollsmyth Shields Shall be Splintered rule.

However if use a more B/X, Labyrinth Lord or AD&D 1 or 2 flavored game I'd use a different set.

However before I go over that a not so brief bit of history.

D&D is basically a plug in for a wargame written by people with no combat experience.

Its understandable, European Martial Arts were hibernating, Asian Martial Arts were hard to find trainers for and fraught with bad training, and the sword and shield sport of the SCA was in its infancy. Certainly none of these things were available in Lake Geneva at the time.

However the shield itself is one of the most useful battlefield instruments known and is criminally underestimated in D&D . Even today we see shield walls and shields in use (the Vancouver sports riot FREX) on a semi regular basis.

Historically there were roughly 3 kinds of shields

Bucklers, a fist load shield the size of a pie pan most commonly carried for personal defense, were in use from around from the 13th century or earlier to the early 17th and possibly later in other areas (the Okinawan Timba and the Filipino Tameng ) Giving them a +1 AC and +1 to Hit or whatever bonus a second weapon gets (as they are an excellent off hand weapon) is about right. These weight about 2lbs (a shade under a kilo) and are not disposable as they are all metal.

Bigger shields are amazingly useful both on offense and defense and are a combination of mobile cover and weapon . They were also cheap enough for any man to own.

Downsides , they were heavy (8-12 lbs) awkaward to carry (save the buckler) and disposable. They stopped being used at a point when armor grew strong enough that they were no longer as useful and only the buckler which was carried for personal defense and was socially acceptable almost anywhere persisted.

Amusingly 3rd edition has a pretty good nomenclature for the bigger ones.

1st up are light Shields. These were in use from the dawn of history well into the 18th century in some areas (by Highlanders) They were decently protective and somewhat offensive.

They probably should get +2 to AC (or be used +1/+1 as above) with possible extra bonuses for a fighter or shield wall tactics. However are disposable and as such can use the splintered shields rules as if desired and will wear out . The easiest way I do it is to make all non magic shields gone after one adventure. These weight about 7-8 lbs (a shade under 4 kilos)

2nd were large shields which are still in use (as riot shields) they weigh up to 15lbs (7 kilos or so) and provide good coverage (+3 to AC) but being so large probably should not be treated as an off hand weapon. What opportunities they provide are negated by the limits they put on action. As above they are disposable and fighters and shield walls should probably get extra bonuses

Magic shields should probably work as whatever size they were and with whatever bonus but not wear out for ease of use.

However if verisimilitude is a goal D&D AC rules need a bit of work all around. In most editions, its no possible to accentuate offense or defense, basic stuff like skilled voiding is mostly ignored and magic gear is grossly over accentuated.

Its not really feasible to rewrite the rules but if I did well shields would be more useful, it would be possible to fight defensively or offensively and AC would scale with level rather than just gear.

That would not rule out magic gear, only make it a cherry on top rather than an expected part of kit.

What makes things confusing is that Plate, Sword and Shield was a generally an ahistorical combination save early on when a coat of plates (which looks much like a modern ballistic vest with inserts) might be worn over mail and the sword used vs lightly armored targets or as art.

The problem was that a sword cut cannot penetrate armor,even mail . Thrusts will not penetrate mail either although they could be used vs. joints in later plate (what Gygax calls Field Plate and Full Plate in AD&D)

Normally opponents were battered to with blunt weapons (all those maces on the Bayeux Tapestry) or hit on unarmored spots. This is covered very well by the To Hit Rules although some bonus blunt vs mail or plate might be worthy.

I'd probably give blunt weapons +1 to hit vs plate or chain and edged weapons +1 damage vs leather or unarmored if I cared.

Over time I have come to like armor class, seeing it as "roll to find an unarmored spot or weak point" and seeing damage rolls as quality of a hit. It works well and is fast and decently accurate at least at low levels.

The problem however comes in scaling AC with level. I am not in the HP are your skill crowd and I find the rules unsatisfactory

Let me explainn

A L1 Fighter say will only hit a plate armored (AC3) guy 15% of the time. This is about right as it represents a stab to a joint or smash to an opportune location.

Obviously modifiers can be used as needed and in those circumstance the rules as written work fine.

The problem is that to hit goes up much faster than AC, after about 3rd level or so. In 1e using the optional 1 per level rule a 6th level fighter has a 40% chance or scoring a hit (sans mods) which is a too much. Add in mods and it gets even worse.

If AC (sans magic) rose at a reasonable rate along with attack , most of these issues would vanish.

Thursday, June 16, 2011

So why don't you cover Runequest, B.R.P. and all that?

Actually its pretty simple, the blog is already kind of incoherent covering music, Pathfinder and Old School D&D like games, adding the above would just make things even less focused.

To be clear I think RQ/BRP/Legend, Open Quest, Gore and the rest are quite good games and in some other universe where BRP was a little better focused to become a universal system I am probably happily playing that instead of GURPS (since in that verse their probably was no GURPS) .

And note I have played the new MRQ, well MRQ1 anyway. It was just as much hun as I remembered.

However right here and now I have GURPS for my needs.

Locally there is a group playing BRP, mostly play test stuff for monographs or so I am told. I'd be welcome enough but at least currently I am not a good fit with that group. Nothing personal, those guys are welcome at my table too, I just don't belong at theirs right now.

Do note that things could change and if they do, well you may see a bit of that old school BRP round there parts.

Till then since I have plenty to keep me busy, well I'll let BRP slide on by.

Monngoose RQ2 to Become Legend

Via Akratic Wizardry

I do have to agree with Akrasia, Legend is a much better name.

Also this little bit here

Finally, as had been noted widely when Mongoose first announced their new name for MRQII, there already exists a 'Wayfarers' FRPG. It looks like Mongoose will be publishing and distributing the original Wayfarers for Ye Olde Gaming Companye:

Wayfarers RPG
First up, we have been chatting to those nice chaps at Ye Olde Gaming Companye and found out that they were not only prepping a new version for their Wayfarers RPG but that they were in need of distribution. Being familiar with their game and seeing they were obviously such nice chaps, we immediatly offered to print and distribute their game!
The Wayfarers RPG will be released by Mongoose in December this year, likely in the second week. We will be following it up with the first supplement in January, World of Twylos. Look for them in all good game stores.

reminds me just how cool our little hobby can be at times.Mongoose didn't have to do this, probably won't make much money anyway and all they might, operative word, might have been required to do is change a name.

Instead they decided to step and help YOGC increase their sales and distribution . And yeah sure its good publicity but in my book its quite generous and above and beyond the call of duty.

In case anyone from Mongoose should read this, good show gents, good show ...

Saturday, June 11, 2011

Campaign Ideas 2011 June Edition

From Hell's Heart

In the setting, the PC's were seriously wronged by the ruling class, cast out, tortured, lost families, come up with whatever truly awful tragedy you like as per the background, just make it bad. Being nearly broken by this only one thing keeps them alive and sane ,faith and hope. Faith in each other and Hope of vengeance.

All PC's must be of evil alignment have a basic loyalty to other party members and be interested in vengeance at any cost. Its D&D on the dark-side where you can be the one drowning the world or consorting with witches and werewolves. Learn to hate and come from Hell' Heart.

Needless to say this is for select mature players who can handle it.


Royal Army Intelligence Division.

Gear Up! We have a dead marine. Its TV's NCIS in a D&D world. The PC's are tasked with investigating crimes caused by or against members of the King's Forces. Investigate crime, espionage, terror and ordinary dirty deeds while trying to avoid disappointing from The Gnomish Duchess of Deception (or the L.J. Tibbs)

Exemplars Two

My original version of this concept was a bit more complex and gritty but I thought y'all might like to see it.

Mortals and Heroic Mortals work as before with the caveat that they use the mechanics from a Game of Thrones for combat and do not have access to spell casting classes other than a modified adept.

Exemplars are made the same way as above with the following changes.

Use the Best 6 of 8 ability matrix and start at L10 Gestalt
Exemplars heal as per standard D20
Exemplars are immune to aging and cannot be turned into undead.
Unlike mortals who stun on 1/2 Con plus feats Exemplars use their who Con score.

Magic items are as per normal however as every class gets a defense bonus and armor is DR, the easiest solution is to split the GP allotment, half should become innate bonuses bought as slot-less items (but at normal cost) and the other half cool items.

Not also that magic weapons work as Valayrian Steel weapons in the AGOT ruels against no magic armor.

After re-flavor feats and such to taste.

And there you have it, Exemplars 2.0 ..


Examplars, Exalted using D20

It might surprise folks house easy this is. You don't even need to change the rules.

Simply do the following

All Normal Humans use Epic 6 Rules and at most 20 point buy. They do not get +2 to an attribute

All Heroic Mortals use Epic 8 Rules and at most 25 point buy

All PC Exemplars are Gestalt, start at 10th level and use the following ability matrix.

Roll 8d6, Arrange the best 6 as desired and add 12 to each roll.

Exemplars heal as per standard D20

Exemplars are immune to aging and cannot be turned into undead.

Season with flavor text, fancy names for feats and such to taste

These small changes will create a game that in play feels as epic as Exalted without any real learning curve.

Armor and Heat in 3x/Pathfinder

The biggest drawback to armor is surprisingly not the weight, mind you its not pleasant to carry 70lbs all day long but armor weight is generally well distributed.

No what makes armor unpleasant is the heat.

Mail is marginally tolerable, even with the weight mostly hanging on the shoulders as its breaths a bit but Plate, well its like wearing a boiler all day.

If you want to simulate this effect in your 3x and Pathfinder games its really easy.

Simply subtract the armor check penalty from armor from any rolls vs heat and fatigue. As with the helmet rules, all reductions to this check (class, masterwork and magic) count as usual. If the helmet is removed (reducing AC vs critical conformation by 4, to a minimum of 10) reduce the penalty by half, round up.

In addition, if desired, a shields armor check penalty can be applied as well though this should only be applied to fatigue, not heat.

One warning though, this does weaken heavy armor for non fighters a bit, so be warned.

Helmets in Pathfinder/3x

I was stewing on the issue of helmets a while back and came up with a set of rules that add verisimilitude to the existing helmet rules without too much complexity.

All armor is assumed to come with an appropriate helmet. However as helmets make it much harder to see and hear, subtract all armor check penalties from perception rolls,

All abilities that reduce armor check penalties (class abilities, masterwork, magic etc) also reduce this penalty.

If a character chooses not to wear a helmet, perception penalties may be ignored however reduce armor class vs confirmation of critical hits by four to a minimum of 10.

Magic helmets work normally as per armor.

So what do ya think?

Friday, June 10, 2011

Change the Classes Change the World Very Low Magic

It might surprise folks who haven't tried it but 3x is a very flexible set of games. With a little application of DM elbow grease and brain sweat its pretty easy to use the system for most anything.

For those who want essentially no magic in the hands of the PC's and farily high verisimilitude it can be a little tricky but you have a couple of options.

#1 You can use the old Game of Thrones D20 rules with some combination of E6/E8 and Codex Martialis and get a very authentic set up

or you can use your PF/D20 at E6 or E8 and my low magic rules in the sidebar. This will cover your needed decently well except for the mojo.

Classes are limited to

Skirmisher Ranger
Warlord or War Master
and some kind of Scholar/Everyman either one of the Scholar classes, the Savant from Thieves World, The Master from Dragonlance or the Maester from Game of Thrones, depending on what you have.

The magic is best handled with a feat based system something like the special abilities in Wheel of Time.

My feat list is below though note I did not include any description as its not done. Hopefully the names will be evocative enough to give you an idea of what they are like.

Totem Spirit


Echoes of Yesterday



Animal Talker

Animal Kin

Old Blood

Obscure Knowledge

Wolf Brother

Heightened Senses

Animal Bond

Pack Alpha

Wolf Dream

Dream Capture

Dream Watch

War Cry


Dream Bind

Dream Walk

Dream Jump

Bend Dream


Second Sight

Waking Dream

Green Thumb

Tree Warden


Uncanny Luck

Déjà vu

Horse Whisperer

Commune with Nature


Nose of the Bear

Healing Hands

Smell Gold (Genteel Looter)

Systematic Mind

Danger Sense (Danger Intuition)

Uncanny Alertness

With this kind of set up and a little imagination you can have a game where there is magic and mystery but which cleaves decently close to reality. Not bad from a game whose default mode of play is in the words of one of my players "Final Fantasyesque"

Thursday, June 9, 2011

Change the Classes Change the World Revisited

I've covered this topic before here and here for the interested.

My regular readers will probably be aware of my frustration with the 3x/Pathfinder options bloat, the endless pages of races and classes and feats and to a lesser monsters, spells and magic items.

There is however an occasion in which that complexity comes in real handy and I relish options.

When I am building a setting and I want something different there is nothing quite as cool as mixing it up.

As an new example,


In this setting there are no spells above 6th level and no exceptional (non spell using) mundane classes. Instead the PC are all from ancient magical bloodlines and all have the ability to cast spells.

The rules variants are as follows

There is only one race, Human. PC classes are as per Pathfinder rules, 25 point buy. NPC's classes use lesser point buy (maximum 20) and do not gain +2 to an attribute,

Each PC regardless of class gets the Prestidigitation cantrip. This is the manifestation of magic all PC classes have. It may not be selected retained or swapped and does not count against any class features or limits. It functions normally as per Pathfinder rules though it is innate supernatural ability.

All classes use spells and where non spell using options exist they are not permitted The list is as follows

Pathfinder SRD


3rd Party Sources
Yogi (Year's Best D20)
Kundala (Book Erotic Fantasy)
Arcane Trickster of Steel (Arcane Trickster Second Look)
Arcane Trickster of Skill (Arcane Trickster Second Look)
Arcane Archer core
Artificer (Tome of Secrets)
Hex Blade
Evangelist (Advanced Player's Manual)
Thane Mage ((Advanced Player's Manual)

Under Consideration
Gutter Mage (one of 2 versions ether from Oone's Great City or the Book of Roguish Luck)

For those who relish Arcane power, some selected Mystic Rangers have been initiated into the Order of the Star and have learned high magics. Its an arduous road but for True Seekers may be worth the journey.

Now with what are very few changes there is now a fairly balanced (all the bases are mostly covered) set up with a very different play style to regular D20.

If I choose to go a bit further and change the weapons and gear list a bit (say make it more Indian flavored or whatever) I can create a unique game with little or no learning curve.

Some Thoughts on Moving Away from Tolkien

Via Lament of the Flame Princess and Grognardia



I read the back cover and hated the rejection of the concept of "hero" ala LotFP. It deliberately discourages the ideas of nobility, self-sacrifice for the benefit of others, honor, etc. Better to be non-committal philosophically, and let DMs create the tone they want. Game designers are trying to give their games a nihilistic bent, which I think is a mistake.

Sure, not purely for nihilism's sake, but the section on alignment demonstrates that good/evil are merely ideas or opinions. This makes all ethical ideals baseless, including valuing life and respecting others. The cosmology chosen in the alignment section leads to nihilism, which leads to the mercenary spirit, contra honor, nobility, heroism. Honor and nobility become opinions without base, no more intrinsically good than dishonor and evil. That cosmology stinks, and it is too bad that it is accepted by default.

I think this game, and LotFP, are both trying to make their games more unambiguously conformed to the nihilistic sorts of literary inspirations (e.g. Lovecraft). In other words, they are "purging" so to speak other works from Appendix N (Tolkien). AD&D was less committed to this nihilism than these two newer games.

And you know I think the man has a point. I have no issue with scruffy S&S (love me some Howard and Leiber) but I am kind nonplussed with the whole Cthuloid horror idea and I'd like less of nihilistic stuff like the flavor text for the Speak Dead Spell (via James Raggi from LOTFP Grindhouse)

People that were decent, honest, innocent, or will be anxious to answer questions and remain on Earth for as long as possible. They have learned that the afterlife is nothing, simply a void with no effective consciousness and no sensation but for the numbing awareness of passing time. They know that being alive, even inside a rotting corpse for the briefest sliver of time that leaves them in agony as the decay of their physical form leaves every nerve transmitting unrelenting pain, is better than being dead. Cads, scoundrels, and heretics, on the other
hand, were pleasantly surprised to not find eternal torture waiting for them in death. Only
the vicious and undeserving find this peace in death, and they will be furious about this peace
being disturbed. This allows them a saving throw versus magic to resist answering questions.

and HP Lovecraft and maybe a bit more Tolkien ,Stardust , Legend and Excalibur.

And yeah sure its possible to go far into 2e territory and try to forget the S&S roots of the game to try and bowdlerize out the darkness but its also possible to go to far the other way and forget heroism as well.

JMO here but the next retroclone ought to embrace this other way a bit, more faeries and witches and a lot less squamous frog gods.

Confession: I don't care much about dice

A lot of gamers have a virtual dice fetish,longing for them, lusting for them and of course having all sorts of rituals and superstitions about them.

I am not one of those guys.

I like well made and attractive dice but I like all my tools to be well made and attractive. And yes dice to me are just a tool to play the game with, nothing special.

Now of course as I have played for a very long, probably far too long and as such I have many dice, some very nice (a frosted set) some well used (my D10's for Angel) and a few (a purple D6 brick) I have no idea WTF? I was thinking when I got.

Most of them however a plain, cheap and ordinary . Many were gifts and while yes a few are special but most are just tools and if I had to part with them, no matter.

Wednesday, June 8, 2011

Dungeon Crawl Classics RPG 1st Impressions

This is cross posted as a comment at Grognardia. As its more an opinion piece than anything that would help improve the game I am not posting at Goodman's boards.

So far the game seems well thought out and designed but there are a ton of things that make me go meh,

The tone of the game is too "agro" as if it was trying to be edgy and dark and invoke Slatanic Panik or something. Not my style. The L0 rules tone was also flat odious reminding me a satire of High Gygaxian. Yuck.

The spell system is too complex and JMO the roll for each spell defeats the entire simplicity of the older system where what you do with it is the decision, not how much stat damage should I take or can I risk a 40% failure rate. If I wanted that I'd play something else

As for the art, no offense to any of the excellent artists , its good but its also something I could care less about. I buy games for mechanics not art or stories. A nice cover and a piece or two if needed is fine. Its well done buts its too "stoner" and dark for my taste.

I did kind of like the idea of just adding L0 stuff to L1 as a kicker. That was a DOH! idea I just never thought off. The deeds were pretty cool as well.

Lastly the Zocchihedrons, just no. Its a clever mechanic and all but I am not going to buy a set of specialty dice made by just one company to play a game. And yes I eventually had to buy some back in the day but that was than and this is now.

However the game does have a few ideas worth stealing and I suspect some will like it. I'd even try it, yes even L0 mode and so thats something.

Good Luck to Goodman on this one. I won't be a booster but I have to say, y'all did a good job.

Goodman Games DCC rpg is up for Free Beta test

You can get the free open Beta here

I have downloaded the Dungeon Crawl Classic Beta from Goodman games and am reading through it. Its interesting thus far but I'll have more to say later, likely on the Goodman Games forum as much as here.

The Widom of Necrostatle

I usually avoid posting too much from Big Purple but this thread is just hilarious.

Real Philosophical Quotes as if done by a necromancer.

I suspect that the writings of Necrostatle or maybe even the sage himself shall shamble into my game at some point. Its just too much fun to pass up.

Apologies Post

Sorry for the lack of posts. I have been in that unenviable situation between blah and preoccupied.

I shall try to make up for it.