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The Madder Hag: Issue two of new zine for BX, OSE, and old school RPGs
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<blockquote data-quote="Quentin Bauer" data-source="post: 9505766" data-attributes="member: 7037950"><p><img src="https://d1vzi28wh99zvq.cloudfront.net/images/11333/499111.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p>From the creator of Raiders of R'lyeh.</p><p></p><p>WELCOME, GOOD TRAVELERS — Fearless Border-Landers & Bringers of the Raven’s Horde — to our sanguine sanctuary, this picaro palace we call: The MADDER HAG. This zine is designed for use with the basic, expert, (& advanced) editions of the original fantasy adventure game, and is therefore compatible with the vast treasure store of old-school rules such as Old School Essentials, Labyrinth Lord, original A/D&D, and the like.</p><p></p><p></p><p><strong>IN THIS ISSUE</strong></p><p></p><p>Town-building resources for plotting out the ‘Cities of Thieves’ or other settlements in your ‘old school’ games.</p><p></p><ul> <li data-xf-list-type="ul"><strong>Settlement building</strong>: Everything the Referee needs for creating & running dynamic gameable villages, towns, & cities (& roads)</li> <li data-xf-list-type="ul"><strong>Guilds & factions</strong>: Including procedures for downtime actions, emergent play, & dynamic campaign events</li> <li data-xf-list-type="ul"><strong>Expanded adventuring equipment</strong>: Including transport & trained animals, pricing for trade goods, & more</li> <li data-xf-list-type="ul"><strong>Black markets for magic items</strong>: With miscellaneous goods found therein (plus magic item production costs, pricing for rare magic components, & merchants of strange goods)</li> <li data-xf-list-type="ul"><strong>+1 weapon options</strong>: Including tactical options for fighters</li> <li data-xf-list-type="ul"><strong>Blackpowder firearms</strong>: Including procedures for powder keg storage, explosives, & countermeasures</li> <li data-xf-list-type="ul"><strong>Heraldry & fashion</strong>: For costuming & identifying your kingdoms, factions, knights, & various NPCs, etc.</li> </ul><p></p><p>Elegantly packaged in a well-designed 35 pages.</p><p></p><p></p><p><strong>PLAYTESTING</strong></p><p>The MADDER HAG issues will introduce & explore a new campaign setting: written & run by a designer who started playing the original basic & expert editions (Moldvay/Cook) & advanced first edition (Gygax, et al.) of the Game of Games, back in the early 1980s; & play-tested by a modern generation of adventurers aged 13 to 16 newly introduced to TTRPGs, along with adults aged 40 to 50. More setting material will be revealed in future issues.</p><p></p><p></p><p><strong>FROM the EDITOR: QUESTIONS ANSWERED</strong></p><p></p><p>1. The MADDER HAG will arrive in print editions (with ISSUE ONE releasing in November). The ISSUE ONE proof copy looks great and it works perfectly at the table as a handout & reference for your thief players.</p><p></p><p>2. The MADDER HAG is part of an unfolding campaign setting. Each issue will serve as a 'module' fitting together with other issues, or optionally as a stand-alone resource for your own game & setting. The material of each issue is carefully edited to seamlessly integrate with the wording & procedures from the original BX books (assuring compatibility with OSE, Labyrinth Lord, and other old school games).</p><p></p><p>3. We are figuring out a place to release expanded material, designer notes, & extra resources that don't make it into the 35 pp zines. Most likely a blog; possibly a newsletter. Some of this material will be added as extra material to previously released issues on DriveThruRPG.</p><p></p><p>4. An example of expanded material for issue one would include a map of the city suggested (but not yet detailed) in issue one's faction table, and a rogue's gallery of different thief archetypes easily configured from the procedures in the issue, including the: guild thief (default), assassin, bounty hunter, cultist, failed wizard's apprentice, merchant-smuggler, mountebank, ninja, spy, thief-acolyte, thief-acrobat, thief-illusionist, troubador (or 'lesser bard'), treasure hunter, or yakuza; and these are not even including the demi-human variations. </p><p></p><p>5. The MADDER HAG will eventually cover a hex-based explorable world, encounter locations, new monsters, divine agents for clerics, & more. The first issues are laying some foundation for this later material. (The Thief class was a front-loaded difficult class I wanted to tackle right out the gate, given its implications for how 'skills' are adjudicated in the setting).</p><p></p><p></p><p><strong>GET THE ISSUES</strong></p><p>Get <a href="https://www.drivethrurpg.com/en/product/499111/the-madder-hag-issue-two" target="_blank">The Madder Hag Issue Two: Cities of Thieves, Black Markets, & Creeping Chaos</a></p><p></p><p>Back Issues</p><p>Get <a href="https://www.drivethrurpg.com/en/product/498045/the-madder-hag-issue-one" target="_blank">The Madder Hag Issue One: A Company of Thieves</a></p></blockquote><p></p>
[QUOTE="Quentin Bauer, post: 9505766, member: 7037950"] [IMG]https://d1vzi28wh99zvq.cloudfront.net/images/11333/499111.jpg[/IMG] From the creator of Raiders of R'lyeh. WELCOME, GOOD TRAVELERS — Fearless Border-Landers & Bringers of the Raven’s Horde — to our sanguine sanctuary, this picaro palace we call: The MADDER HAG. This zine is designed for use with the basic, expert, (& advanced) editions of the original fantasy adventure game, and is therefore compatible with the vast treasure store of old-school rules such as Old School Essentials, Labyrinth Lord, original A/D&D, and the like. [B]IN THIS ISSUE[/B] Town-building resources for plotting out the ‘Cities of Thieves’ or other settlements in your ‘old school’ games. [LIST] [*][B]Settlement building[/B]: Everything the Referee needs for creating & running dynamic gameable villages, towns, & cities (& roads) [*][B]Guilds & factions[/B]: Including procedures for downtime actions, emergent play, & dynamic campaign events [*][B]Expanded adventuring equipment[/B]: Including transport & trained animals, pricing for trade goods, & more [*][B]Black markets for magic items[/B]: With miscellaneous goods found therein (plus magic item production costs, pricing for rare magic components, & merchants of strange goods) [*][B]+1 weapon options[/B]: Including tactical options for fighters [*][B]Blackpowder firearms[/B]: Including procedures for powder keg storage, explosives, & countermeasures [*][B]Heraldry & fashion[/B]: For costuming & identifying your kingdoms, factions, knights, & various NPCs, etc. [/LIST] Elegantly packaged in a well-designed 35 pages. [B]PLAYTESTING[/B] The MADDER HAG issues will introduce & explore a new campaign setting: written & run by a designer who started playing the original basic & expert editions (Moldvay/Cook) & advanced first edition (Gygax, et al.) of the Game of Games, back in the early 1980s; & play-tested by a modern generation of adventurers aged 13 to 16 newly introduced to TTRPGs, along with adults aged 40 to 50. More setting material will be revealed in future issues. [B]FROM the EDITOR: QUESTIONS ANSWERED[/B] 1. The MADDER HAG will arrive in print editions (with ISSUE ONE releasing in November). The ISSUE ONE proof copy looks great and it works perfectly at the table as a handout & reference for your thief players. 2. The MADDER HAG is part of an unfolding campaign setting. Each issue will serve as a 'module' fitting together with other issues, or optionally as a stand-alone resource for your own game & setting. The material of each issue is carefully edited to seamlessly integrate with the wording & procedures from the original BX books (assuring compatibility with OSE, Labyrinth Lord, and other old school games). 3. We are figuring out a place to release expanded material, designer notes, & extra resources that don't make it into the 35 pp zines. Most likely a blog; possibly a newsletter. Some of this material will be added as extra material to previously released issues on DriveThruRPG. 4. An example of expanded material for issue one would include a map of the city suggested (but not yet detailed) in issue one's faction table, and a rogue's gallery of different thief archetypes easily configured from the procedures in the issue, including the: guild thief (default), assassin, bounty hunter, cultist, failed wizard's apprentice, merchant-smuggler, mountebank, ninja, spy, thief-acolyte, thief-acrobat, thief-illusionist, troubador (or 'lesser bard'), treasure hunter, or yakuza; and these are not even including the demi-human variations. 5. The MADDER HAG will eventually cover a hex-based explorable world, encounter locations, new monsters, divine agents for clerics, & more. The first issues are laying some foundation for this later material. (The Thief class was a front-loaded difficult class I wanted to tackle right out the gate, given its implications for how 'skills' are adjudicated in the setting). [B]GET THE ISSUES[/B] Get [URL='https://www.drivethrurpg.com/en/product/499111/the-madder-hag-issue-two']The Madder Hag Issue Two: Cities of Thieves, Black Markets, & Creeping Chaos[/URL] Back Issues Get [URL='https://www.drivethrurpg.com/en/product/498045/the-madder-hag-issue-one']The Madder Hag Issue One: A Company of Thieves[/URL] [/QUOTE]
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