BECMI is set up as a player's and a DM's book with a choose your own type adventure to get a player going.
Also? Don't believe BECMI.
BECMI lies.
#BarglewasFramed
#JusticeforBargle
BECMI is set up as a player's and a DM's book with a choose your own type adventure to get a player going.
Also? Don't believe BECMI.
BECMI lies.
#BarglewasFramed
#JusticeforBargle
For Aleena - Bargle had to die!
I like a lot of it as a setting. Some of it I actively dislike.Also, what do y'all think of the Known World/Mystara as a setting?
I understand the humor in GAZ10 Orcs of Thar is not to everyone's taste. It's really juvenile. But the bones of GAZ10 are really solid - the various humanoid player classes, the humanoid cults and their shaman, and most particularly the city of Oenkmar. A lost orcish city floating in a lake of lava - a fantastic adventure setting....or the Orcs of Thar regional gazetteer. Thar in particular had such promise but went in some hard core poor directions with humor characterizations and art directions when it could have gone with awesome Jim Holloway humanoid art themes and not gone the humor route it took.
The humor of the orc queen being portrayed as a short black-skinned heavy set woman with exaggerated big lips who bonks the king on the head with a bone is certainly not for everyone.I understand the humor in GAZ10 Orcs of Thar is not to everyone's taste. It's really juvenile. But the bones of GAZ10 are really solid - the various humanoid player classes, the humanoid cults and their shaman, and most particularly the city of Oenkmar. A lost orcish city floating in a lake of lava - a fantastic adventure setting.
and the cover is a cool King Conan as an orc scene.Orcs? A Gazetteer about Orcs?
Absolutely. And hobgoblins, kobolds, bugbears, gnolls, trolls, goblins, and more! If you think the only good orc is a dead orc, you're in for a surprise. Orcs (and the other humanoids) are more than just anonymous hordes to be slaughtered for easy experience points - they are creatures with personality, culture, likes and dislikes, and a point of view. Find out all about them in The Orcs of Thar.
The Orcs of Thar is the tenth in a series of Gazetteers for the DUNGEONS & DRAGONS game system. It gives you a comprehensive, in-depth look at the orcs and their world, including:
- Orcs and other humanoids as player characters
- A large full-color map of Thar, home of the orcs
- Complete rules for humanoid spell-casters
- The King of the Orcs, and why you don't want to run into him
- Seperate DM and Player's Booklets
- ORCWARS! , a complete boardgame, also included!
"Juvenile" is a lot more kind than I was, when I described it in another thread.I understand the humor in GAZ10 Orcs of Thar is not to everyone's taste. It's really juvenile. But the bones of GAZ10 are really solid - the various humanoid player classes, the humanoid cults and their shaman, and most particularly the city of Oenkmar. A lost orcish city floating in a lake of lava - a fantastic adventure setting.
Here's my thoughts* -- If you are trying to introduce a group to a TSR-era D&D/AD&D-like gaming setup, I would get a couple POD copies of Moldvay-Cook B/X, tell the players that that is the game you are for the most part using, set up the expectation that levels cap at 14 (or 12,10,8 for demihumans) and spells cap at 6th (5th for elves/clerics), and that you want people to read the player sections of the books (not just the character creation section). Then get one copy of RC or BECM (I optional) and mine it for ideas. This will give the players the best presentation of the procedural systems of the game, and at the same time resetting expectations and scale such that a halfling capping out at level 8 isn't a grievous issue because 8 is still frickin' high level and that the magic user doesn't have to have wish or meteor swarm to be high level.So, if I am understanding everyone's responses correctly, B/X is the best way to proceed, and the gameplay should be dungeons to wilderness to next dungeons in order to properly feed the gameplay loop? Is that a fair assessment? Note that I'm not judging it as bad, just trying to figure out what it does best.
I like a lot of it as a setting. Some of it I actively dislike.
It has a lot of fantasy analogue kingdoms, so there is a D&D fantasy Mongol area, a fantasy D&D viking area, a merchant prince area, a sea trading guild area, etc. Also there are specific non human areas, the dwarven kingdoms regional sourcebook, the elven one, the shadow elven one, the halfling one. Also things like a big Magocracy. Gazetteer 1 is a standard D&D type area for baseline stuff as well. Tons of neat stuff for distinct cool themes for D&D areas and lots of resources for using it as a setting or taking stuff to use in your own.