Contact Information:

jay@vanishingtowerpress.com

Tuesday, July 19

Maze of the Blue Medusa Shipped Just Fine

There was some concern about corner damage occurring while shipping, but my copy arrived in perfect shape. The book was packed well. It was obvious even the intern who packed my book was infected with the high quality vibe which oozes out of the book. A gorgeous book by any standards.

But how well does it play? I don't know. I'm not old enough yet to play this. But it is just a game book, after all. I will want to have it at the table in some physical form. I have two, three choices? Well, purchasing another book doesn't feel like much of a solution. At fifty dollars I want to have everything I need for the experience, you know what I mean?

There is the PDF which comes with full purchase, there is even just the PDF you can buy which makes the content accessible to most people. Sure there is the cost of printing out your own pages, but you can print what you want and in no way should you feel conflicted.


A marriage , healthy and vibrant, takes time. This book is a deep, luxurious bed for Dungeon Masters to roll in. How many hours have I sweated crappy adventure modules after throwing away five bucks, rebuilding the wretched content into something which would hold my players attention for more than five minutes? Like all of them. Maze of the Blue Medusa does not require this of me. I must study to deliver the content correctly. You would be a fool to think you can just "wing" this megadungeon. Organized in a manner to think you could by unseen hands, unknown hours of quiet talk, maybe there is tape? but the work will foil you. It takes the supposition which TSR threw in every DM's face "You will need to read this adventure module completely before you run it for your players" and actually makes good on the promise. Lets face it, the only reason you had to read a module thoroughly before play was because it sucked and was organized so poorly  the only way you could use it was a total parsing of contents, shred, then appropriate.

Maze of the Blue Medusa rewards the patience of the serious Dungeon Master. It is so dense and digestible and worthy of long drives in the desert with an old cassette playing in a choked out car stereo, angry at the end of life, it is stupid good on the most bald face appraisal.  Patrick Suart  is amazing for holding it all together. All the way. Zack filled in the gaps brilliantly. I'm guessing this collaboration was completed online. That such luminaries, working talent, is being conducted remotely and coherently is staggering. The brick and mortar crowd holding Monday morning meetings contemplating units moved must be shitting their pants seeing productivity dollars go up in so much smoke stacks. The OSR is such the Velvet Underground. Independent, and unprofessional. Which doesn't mean unaccountable. Everyone's work gets criticism, help, guidance, support. It happens because most OSR participants trust if all good effort is put forth a MAze of the BLue Medusa will arrive and all will game immaculate.

Tuesday, July 12

Fear & Loathing USR is now available on RPGNow

With the edition of Fear & Loathing USR up on RPGNow Vanishing Tower Press has four publications, one adventure and three genre specific rule books, available cheaply for download.

One more rules hack of Scott Malthouse's excellent rules lite system Unbelievably Simple Roleplaying game, Anthropomorphic USR, will be done shortly then the adventures for each of these game systems will start to appear.

WU01 Broke Down in Bug Town and GZ01 Fear & Loathing in Fat City will be first in line for release. One for Western USR, the other for this here Fear & Loathing USR.

The one adventure out so far is for USR Sword & Sorcery and it includes Crypt Keeper ref sheets as well as a character sheet.

Thanks Scott for letting me release my own game products utilizing your great game mechanics!


Friday, July 8

Shrine of the Keepers includes Crypt Keeper Ref Sheets

as well as a simple character sheet. It is a straight forward site based adventure and if you are familiar with the tales of Conan the Barbarian you will find familiar tropes. You will enjoy Shrine of the Keepers if you want to play a sword and sorcery adventure fast and the players need to create characters too. Scott Malthouse's free Unbelievably Simple Roleplaying rules are a breeze to pick up and character creation can be finished in three to five minutes.

The included ref sheets and character sheet give you enough information to customize a sword and sorcery adventure of your own out of the box. For more detailed options you can see my USR Sword & Sorcery rules I wrote using Scott's great game rules.


Monday, July 4

Western USR is now available on RPGNow

My latest rule book, Western USR,  based on Unbelievably Simple Roleplaying by Scott Malthouse is now available for fifty cents on line as a downloadable PDF. Includes a custom USR character sheet as well. Enjoy!


Wednesday, June 29

USR Sword & Sorcery 3.01 on RPGNow

The USR Sword & Sorcery rule book is now only available at RPGNow All my future game stuff which includes any art will be posted there. I'm trying to respect the Fair Use laws and am repackaging my USR PDF's with non copyrighted art.


Western, Cyberpunk, Fear & Loathing, these will all get a make over and will be coming out shortly. The Western USR rules actually should be available by tomorrow, so stay tuned!




Thursday, June 23

Western USR preview

For those requesting a look at my hack of Scott Malthouse's USR for playing western themed rpg's here you go.




Sunday, June 5

USR NPC Sheet

I just posted a useful NPC character sheet for your USR game to the Summonings page of the blog.




It has two sheets per page and should be printed longways (landscape).


Tuesday, April 5

So I used tMfBSaT for my first time playing Traveller

and I pretty much killed all the Player Characters. One survived.

I've always wanted to play Traveller, but never got the chance. Never really had a good idea to hang a starting Traveller game around it either.

That changed when I purchased Lamentations of the Flame Princess' The Monolith from Beyond Space and Time. I was like three page in and was sold on running this as straight sci-fi. Reading blog posts about playing Traveller straight out of the box got me really excited about doing this as well.

So I set up a Classic Traveller community stating I wanted to run a game of Classic Traveller based on the movie Alien and see what would happen.

It works. It works really well. Now the players may disagree. I probably could have done a better job, but I think the LBB's and this module are made to go together like Gieger and heroin.

Friday, April 1

USR Sword & Sorcery Rules

[06/21/16] Edit: All my USR products are now only available on RPGNow for sale. Look for future announcements on this blog for new rule books and adventures using the USR game mechanics.

With the addition of magic and magical research rules I have finally completed my USR Sword & Sorcery rpg based on Scott Malthouse's (U)nbelievably (S)imple (R)oleplaying system.

I've also added wilderness and city encounter tables, and a table to see if the city burns down when the PC's (and they will) start lighting things on fire when causing trouble in the more civilized parts of your game world.



Don't forget to download your Crypt Keeper ref sheets at RPGNow as well! Found in the introductory adventure Shrine of the Keepers, it also includes a USR character sheet.

Saturday, March 12

USR World of Xoth Ref Sheet

Working on some referee sheets for my USR Sword & Sorcery game set in the World of Xoth. The untold misery I have caused my players flipping through my homebrew notes for the necessary game materials may now come to an end...

This document is now available on RPGNow. I've added Wilderness and Sea Travel information as well as a Wilderness and Civilized Encounter checks, not to mention a USR Sword & Sorcery Character Sheet!



The full random tables have Wilderness and City encounters, Magical Research Encounter table, and a table to see what happens when your PC's start fires within a city!

Friday, March 4

OD&D for BRP

Here is my suggested hack of Chaosium's Basic Role Playing system for original Dungeons & Dragons.



Roll 3d6 in order for your PC's attributes, except Intelligence (2d6+6). These are the eight basic attributes to be rolled; Strength, Constitution, Size, Intelligence, Power, Dexterity, Appearance, and Education.

Additional attributes are Sanity, Effort, Stamina, and Hit Points. These are figured per the normal rules found in the Basic Roleplaying book.

Skill Category bonuses are assigned the full value of your PC's attribute. For example; Intelligence is the Primary characteristic for Mental Skills. A PC with an Intelligence of 13 would add +13% to all the skills base values. Whether or not a PC can use a particular skill is entirely at the discretion of the the referee.

After your PC's attributes are written down you can chose your character's class. They are Fighting Man, Magic User, Cleric and Thief.

The Fighting Man adds +25% to any one of the four Combat skills. The Martial Arts skill starts at (STR+INT+DEX)% base value for the Fighting Man

The Magic User has the ability to read magic, and this is reflected with a +25% to Knowledge (Magical) skill. This skill begins at (POW+(INT or EDU))%.

Clerics have the power to turn undead at 25% plus POW. They also receive the ability to cast divine spells when their Knowledge (Divine Magic) reaches 51%. This skill begins at (POW+(INT or EDU))%.

Choosing the Thief class grants the PC +25% to the Climb skill.

That's it. The details of a magical character's spells and capabilities will need to be hashed out with the referee.

If a player wants his new PC to be a race other than human consult with your referee to establish racial abilities and restrictions.

"Leveling" is handled via standard BRP rules. To improve your character's skills you need to use them during the game, learn them during the game, and find ways to get trained in them during the game, etc.