Sunday, July 31, 2011

I'm just an old fashioned kind of guy

I don't think "new" is necessarily the same as "improved". 

I don't want "creepy" or "edgy" elves. I want Tolkienesque elves. I don't want comic relief dwarves or gnomes; I want them to be master craftsmen and effective warriors. And one "sexy shoeless god of war" takes up the entire quota for such things in regards to halflings.

I'm not interested in "shared narrative frameworks". I'm the GM, you're the players. You're in my world now. Deal.

I don't want to play a half-dragon mage-sworddancer. And you can't play one in my game, either. If I play a half-elf fighter/mage, that's as far as my envelope goes, and I'm happy that way.

I don't need special class abilities, or skills, or feats, or whatever to play the character I want to play. I just need to take one of the core archetypical classes and role-play. I can play a human fighter five different times in a row, and each time he'll be a unique and fun character to play.

I don't want a bunch of rules, tables, and graphs to determine the inner emotional turmoil and levels of angst and to chart the emotional journey of my character as he contemplates the existential futility of existence from a neo-Jungian perspective in Emspace. If that's something I want to explore, I'll do it the old fashioned way. By role-playing. But don't count on it.

The only time I want pdfs is when I absolutely cannot get a hard copy for love or money. And then I'm going to print it out and put it in a binder.

I do not want to play any game that requires or even "strongly recommends" I have a laptop or an iPad at the gaming table. I like books. Real books. And dice. Real dice. My Dragonbone is an exception to this rule, but it doesn't replace my dice, it only supplements them.

I don't need anything crazier than platonic solid dice. A d30 is pushing it.

I don't like huge bulky armor in fantasy illustrations that looks like someone walking around in a mobile iron lung. I like illustrations that are more realistic, with historically accurate armor and weapons.

I don't mind a little cheesecake in fantasy illustrations. Does that make me a sexist pig? I really don't care. I also use "he" as a gender-neutral pronoun. So there.

I don't like excessive gore in fantasy illustrations. I don't need to see someone's eye being impaled with a dagger (complete with vitreous humor squirting out), or bloated demons giving birth, or children being sacrificed to an evil god.

But that's just me. You might feel the opposite about some of those things, or all of those things, and that's just fine. 

Friday, July 29, 2011

Why Not "The Domain Game"?

In my previous post announcing the Adventures Great and Glorious project, Kenneth in the comments asked why I didn't just refer to the Colony Game, the Power Game, and the Long Game as "the Domain Game". It's a good question deserving of an answer. 

Simply put, I don't see "the domain game" as a unified whole, nor do I see all of the three items I listed as necessarily being part of higher level play. Indeed, I see one of them (at least) as a completely stand-alone game by its nature.

For example, what I call "the Colony Game" is what most people think of when they think of the classic D&D end-game. It's what was described in the DMG; clear territory of monsters, build a castle, farmers will arrive, and you can tax them.

However, that is a far cry from what I call "the Power game", where you do not play an individual character but rather an entire faction within the economic, political, and religious structure of some state. In it, the struggle isn't to start a new domain, but rather to exert influence over an already-existing constellation of factions, hopefully driving them to act in accordance with your own desires and in your interests. This is the element I see as most deserving of play as its own game in and of itself. I can see two parallel games being run in the same campaign world; one where players are individual characters doing what they normally do in RPGs, and the other where (perhaps a completely different set of) players are factions moving the campaign world forward in ways the game master could never have foreseen.

The third, which I call "the Long Game" is different yet still, and not in and of itself connected with either land clearing or power politicking. Rather, it deals with the rules of dynastic succession, courtly love, and the teaching and nurturing of the children of your player characters, who eventually become player characters themselves. Such a game has a very different rhythm than a traditional RPG, where events and adventures often take place at breakneck speed (relatively speaking). But nowhere does it say that when you start clearing land you automatically have to take a spouse and start hearing the pitter-patter of little fighters and mages, nor does a game that focuses on power politics necessarily have to span generations.

That's not to say that I don't see the three (plus the more conventional RPG situation) as mutually compatible and even mutually beneficial. I most certainly do, and there will be rules for combining the different "games"; the ultimate experience being, of course, the melding of all into a grand campaign spanning many different styles of play, dozens if not hundreds of different characters, and generations or even centuries of in-game play.

To lump all that together under the single heading of "the domain game" is to do each of the components a disservice, I think, and it would also serve as a bit of false advertisement for people who aren't necessarily interested in seeing a Birthright retro-clone. The emphasis on modularity is deliberate.

Too, there is a certain level of expectation surrounding the term "domain game" and its association with Birthright; the bloodlines, regency points, etc. that Adventures Great and Glorious will not have. So again, by moving away from the term "domain game" I'm not setting up false expectations from people who would then be disappointed.

I hope that helps explain a little better the thought process behind AGG, and my attempt to differentiate the different elements within it.

Adventures Dark and Deep Game Masters Toolkit v1.1 Now Available!

I am pleased to report that the first revision of the open playtest version of the Adventures Dark and Deep™ Game Masters Toolkit (version 1.1) is now available for download. Changes include:
  • Rules for waterborne adventures, including ship-to-ship combat
  • Rules for building castles and fortifications
  • Rules for selling magic items
  • Many corrections of spelling and grammar throughout, including changes for clarity
  • Minor changes throughout the Game Environment section
You can download the new pdf for free --> HERE <--

And feel free to join in the discussions at the Adventures Dark and Deep Forums --> HERE <--

Thursday, July 28, 2011

Seeking Free Legal Advice

Which will, I am fully aware, be worth every penny. :-)

Seriously, though, an OGL question for the gallery. Section 7 of the OGL reads:
Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
I read that to mean that a publisher cannot publish a given work under the authority of the OGL and say "this is compatible with game X" without the express written permission of the owner of the trademark of that game's name. All fine and well.

But what would happen if, hypothetically, a publisher published a work under the authority of the OGL, including the text and so on, but then published a second work, without the OGL, that said, in effect, "product A is compatible with game X". Would the fact that the second work was not published under the OGL allow said publisher to do so?

A hypothetical example, to illustrate the point.
  • Krazy Kobold Games publishes a retro-clone game called Awesome Adventures under the Open Game License. They include the text of the license in the rulebook, just like they're supposed to.
  • Villainous Vulture Games publishes an adventure module that is compatible with Awesome Adventures under the Open Game License, including the text of the license in the module like they're supposed to. Because they don't have permission from Krazy Kobold Games to say it's compatible, they do not say so on the cover or in the text of the module itself.
  • Villainous Vulture Games then publishes a catalog of their offerings. The catalog is not published under the OGL, because it in and of itself does not use any Open Game Content. In the catalog, they say "Buy our adventure module, fully compatible with Awesome Adventures!". 

Bearing in mind that the question of whether saying something is "compatible with" another game has already been decided by the courts, and has been deemed to be perfectly legal from a copyright/trademark point of view, has Villainous Vulture Games violated the terms of the OGL by indicating compatibility without permission, even though the means by which they indicated such compatibility was not, in and of itself, published under the terms of the OGL?

Bonus points to the answers of anyone who is actually a lawyer, and double bonus to anyone who's a copyright lawyer or has previous experience with the OGL.

Adventures Great and Glorious

Well, before all the steamboats left the slip, I figured it was time I made the official announcement about something I've been tinkering with for some months, now.

Adventures Great and Glorious™ will be a stand-alone game that depicts the actions of kings, high priests, merchant princes, and generals. In briefest outline, the game will cover:
  • The Colony game. What happens when someone strikes out on their own on the fringes of civilization, and carves out a freehold of their very own. Clearing territory, attracting settlers, and starting your own economy.
  • The Power game. The interactions between various factions and centers of power in an already-established nation, allowing the best to rise to the pinnacle of power.
  • The Long game. Rules for playing a game over successive generations of player characters, a la Pendragon
  • Full integration with Adventures Dark and Deep™ or any other similar game, allowing individual characters to integrate effortlessly with the factions of AGG, enabling a game master to create a massive combined game sharing the same campaign world, or simply have the events in one game influence the other.
  • Tips and guidelines for running AGG as a purely PBEM game.
  • Mass combat rules, intended for use with either miniature figures or with cardboard counters, to enable players to resolve battles the old fashioned way.
  • Naval combat rules, intended to give a full measure of fantasy naval combat fully informed by history, again either with miniatures or cardboard counters.
I know that this has been touted as "the end game", but I'm not convinced that all that many campaigns end up on this trajectory. Thus, I envision it as a game unto itself. Something compatible with, but not necessary to, a more conventional game where you play a single character, rising in level and killing ever-more-awesome bad guys, thwarting their plans, and taking their treasure.

    Wednesday, July 27, 2011

    The World's Haardest EGG Quiz

    Joseph Bloch took the Hardest Gary Gygax Quiz in the World and got 90%!

    You are a Gary Gygax Lord. Wow, you know a lot about Gary Gygax! My guess is that you are one of those Old School Renaissance guys, or else your last name is Gygax. Seriously, I didn't think anyone would do this well on this quiz.

    Paladin Code: You completed this quiz without using Google.

    I didn't think it was all that hard. ;-)

    Gygax Memorial Fund

    On this, the anniversary of the birth of E. Gary Gygax, I wanted to take a minute to draw attention to the Gygax Memorial Fund. It's been linked in the upper-left corner of my blog for quite some time now, under the heading "worthy causes", but I and others around the OSR blogosphere would like to place a special emphasis on it today, on Gary's birthday. 

    For those unfamiliar with it, the plan is to erect a statue of the father of the most popular role-playing game of all time in his home town of Lake Geneva, Wisconsin. They have already received permission from the town fathers to erect the statue; all that's required now is to collect the money to make the statue itself. And it isn't going to be cheap.

    If you can, please take a moment to visit the Gygax Memorial Fund website and make a donation. And for those of you who will be attending GenCon this year, the Fund will have its own booth -- #1541 -- and I am certain that donations will be accepted there as well. The Fund is a recognized 501(c)3 corporation, which means your donations are tax deductible.

    Saturday, July 23, 2011

    Sailing is Way Too Complex

    I've been wrestling with naval rules for Adventures Dark and Deep for the last three weeks. And I can confidently say that all naval rules that have been devised for D&D or its various incarnations have either been way too complex, way too abstract, or way too awful. Neither of which is necessarily mutually exclusive.

    The AD&D DMG is just terrible in its treatment of ships. It's a seemingly random collection of tables strung together with not much of anything except a common header, an emphasis on the minutae of how long it takes a large barge to reach normal speed from a standstill, and no real treatment of what the players themselves will be doing on a ship in the first place.

    2nd Edition's "Of Ships and the Sea", and 3.x's "Stormwrack" go even further. There's plenty of delving into the differences between tropical, sub-tropical, arctic, etc. encounters, and new classes, feats, kits, etc. to allow players to specialize in all things nautical, but I wonder if any of that actually got used outside of a specifically sea-based campaign (if then). I'm not interested in the undersea sections of either book, because I think the current section in the Adventures Dark and Deep GMT does a pretty good job without getting into minutiae.

    The D&D Expert Set takes us in the opposite direction. It takes up only two printed pages at the end of the Expert rulebook, but in those pages we manage to learn about siege weapons on board ship, a straight-percentage table on evading encounters, wind (*plus* an optional system of "simple rules" which is longer than the table it replaces), and stats on 11 types of ships.

    I've been pouring through all of these sources and more, and getting more and more frustrated. The same way I was frustrated with pouring through the sources on castles and armies, and then realizing that nobody was using those rules anyway, so why kill myself over them? Characters are on ships a lot more than they build castles, so I should turn my attention there.

    And it struck me tonight that I was doing the same thing with ships. Nobody is using AD&D to simulate detailed combat between ships, or cares what the wind is like every 6 hours of a 4 month journey. Characters on ships do three (non-mutually exclusive) things:

    1) They use ships to move from place to place
    2) They use ships as encounter locales just like buildings or dungeons
    3) The ships they are on get into hostile situations

    The first two write themselves. How fast does it take to get from point A to point B, what sort of random encounters do they have, and what are the chances of getting lost? Just like any wilderness. The third gets done just like normal combat, but written for ships; there are some limited combat actions, a couple of tables of combat resolution (that work between ships as well as between ships and sea monsters) and voila! Each individual type of ship gets a Bestiary-type entry, to allow for infinite variation of ship types as a few simple statistics are changed.

    Now that this conceptual design hurdle has been overcome, look to see the next version of the GMT available for download soon. Many thanks to Mortellan over at Greyhawkery for getting me thinking on this subject in a comprehensive manner.

    Friday, July 22, 2011

    On Calendars

    In designing my home-brewed Erseta campaign (which is finally kicking off in about an hour and a half!), I wanted to avoid a common pitfall I see in any number of fantasy settings. Overly rational calendars.

    In too many campaign settings, calendars are either ignored (leaving the game master to come up with something on his own and hope that the setting's designer doesn't come up with something completely at odds later on) or are too "easy". Months are all exactly the same number of days, which happen to be divided into full weeks, and the sun and moon(s) obey the clockwork precision needed for the game master's calendar to be perfectly symmetrical, orderly, and reusable in all years.

    Historically, calendars are very messy things. The orbits of heavenly bodies rarely acquiesce to humanity's love of even numbers and symmetry. Not every civilization had weeks of seven days (or even weeks at all), and many were constantly tinkering with their calendars to make them more accurate, less complex, more in line with nature or what religious teachings taught about nature, or even for use as political tools. Even the most basic things, such as when the year actually begins, are subject to change.

    Even the modern Gregorian calendar wasn't adopted until 1752. To this day it's not universally accepted, and some still use the Julian calendar or some other calendar altogether (Chinese, Muslims, Hindus, Jews, etc.).

    So for my campaign I wanted something messy. Something that had a little character. So I came up with this (click to embiggen):

    Erseta’s year is 373 days long. The High Church follows the old Erian calendar, which consists of a number of months of varying lengths plus several intercalary periods (note that Lithalia takes place in the middle of Sunmonth, and Mabonalia takes place in the middle of Witumonth). No “weeks” are used, and there are no “generic” names for days. Dates are calculated from the beginning of the month, and years are counted from the founding of the city of Eria. Example: The reign of Duke Roginald of Archanaovis began on the 11th day of Brachmonth in the year 1529 AE (After Eria). In this, it's somewhat like the old Roman calendar, and I consciously used an ancient Roman calendar as the model for how this calendar is presented.

    The moon follows a cycle of 32 days, constantly shifting in appearance and shape as it goes through its phases and slowly rotates to reveal its entire surface (it is not tidally locked, and thus does not always present the same face to the world). Indeed, a whole science of lunology has developed which predicts future events based not on the movements of the stars (although astrology is also practiced) but rather by which features are visible on the moon during which phases. The dates of the various cycles of the moon vary from year to year, but the solstices and equinoxes are constant.

    Thursday, July 21, 2011

    What a Difference 42 Years Make

    On July 20, 1969, Neil Armstrong and Buzz Aldrin demonstrated the ingenuity of humankind and the United States in particular in no uncertain terms.

    On July 21, 2011, the United States retreated from manned spaceflight for at least a decade.

    Wednesday, July 20, 2011


    There is one disease in all the repertoire of pathology that defies almost all magical attempts at curing. That is the dreaded disease of leprosy. It is the single disease that resists completely the spell cure disease. As such, it is especially dreaded, not only for its debilitating effects, but for the fact that once you’re a leper, you’re a leper for life. The spell heal will cure leprosy, but only if the subject fails a saving throw vs. magic. If the saving throw is successful, not only is the intended subject still a leper the one who attempted to cast the spell will also contract the disease automatically. Only one attempt to cast heal can be made by the same caster on the same leper. Deities who cast heal on a leper will be automatically successful in the attempt.

    It is not a disease that can be contracted casually; it can only be contracted from other lepers or through certain special circumstances (some monsters, for example, transmit the disease, it could be caused by cursed scrolls or other items, and the game master may designate any other circumstances as he sees fit.

    The chance of contracting leprosy from contact with a leper depends on the level of contact.

    Level of contact
    Chance to contract
    There’s a leper within 10 miles*
    1% of 1% (roll d%; if it’s 01, roll again; if it’s 01 again, you have contracted leprosy)
    You are in the same room as a leper
    You drink from the same cup or sleep in the same bed as a leper
    You are within 5’ of a leper
    You physically touch a leper

    * Does not apply if a leper colony or leprosaria is in the area, which imposes quarantine conditions on those within.

    Those afflicted with leprosy are so afflicted for life. There is a 10% chance that the disease will be fatal in 1d6 months. Those who are affected will heal wounds at only 10% of the normal rate, and will find that cure spells (cure light wounds, etc.) do not affect them. Those afflicted will lose 2 points of charisma per month, although charisma can never go lower than 1. For those for whom the disease is not fatal, charisma loss will take place over the course of 1d6 months. Charisma is lost permanently.

    (Please note that the disease of leprosy is a real-life disease, and in the real world it does not necessarily conform to the behaviors or statistics presented above. The above is an approximation of popular medieval beliefs surrounding the disease, adapted for use in a fantasy role-playing game.)

    Tuesday, July 19, 2011

    The Goofy Elk

    This noble creature is something that needs stats. Thank you, Wondermark! (Click to embiggen)

    Monday, July 18, 2011

    Bye, Bye Borders

    Alas, it seems that the giant bookstore chain's attempts to salvage some portion of their once-mighty empire have failed. The whole company is going to be liquidated.
    "The liquidation of the company's remaining 399 stores could start as soon as Friday, and the chain is expected to go out of business for good by the end of September, the company said."

    This is significant for the gaming industry, of course, because having gaming products in such large, general-use stores is useful in reaching out to potential new gamers/customers who might not otherwise seek out products online or in a specialty gaming store.

    Thursday, July 14, 2011

    Ogre Miniatures at DexCon 2011

    As I indicated previously, one of the highlights (for me, anyway) of the just-passed DexCon convention in Morristown was a session of Ogre Miniatures on Saturday afternoon. I had mentioned it on the Steve Jackson forums and here, but I wasn't sure how the turnout would be. I cautiously showed up on Saturday with my figures, fully prepared for an empty game, but the reality was quite the opposite.

    Just setting up the terrain, setting out a few units, and conspicuously leaving the rulebooks on the table as I did so, generated a lot of interest. There were quite a few "oh my god! I remember that game!" and "wow... I wish I had known you were running this" comments. I had originally set a limit of 4 players, but had to expand it to 6 because of the demand. It wasn't a huge problem, as the scenario I had in mind could easily scale.

    Each side was given 300 points. The PanEuropeans were defending, trying to keep the invading Combine forces from destroying a pair of factories and an oil tank facility that had the bonus of blowing up when the tanks were destroyed, causing damage to nearby (or overrunning) units.

    I was a little surprised by the choices of both sides. The attacking Combine forces had a pair of Mk III-B's, and the defending PanEuropeans chose a Fencer, a MK III, and a pair of Superheavy tanks as their primary defense. To be honest, I thought the Combine would take a lot of GEVs and the PanEuropeans would take a lot of infantry, especially as I set up several wooded areas along the most likely thrust axis (infantry in Ogre are doubled on defense when in forest). Shows what I know.

    I did goof somewhat in having both sides set up within 12" of their respective edge. I should have allowed the defender to set up within maybe three times that space. Next time I run the scenario, I'll rectify that. But in the end it wasn't the fact that they had to move up to form a defense that undid them.

    The attackers came on strong as they should, with both MK III-B's moving in tandem (forgive the pictures-- I only had one actual MK III-B figure, so a MK III had to stand in for the other unit). That gave them a hugely powerful strike force that would guarantee the obliteration of any single defender. They ended up moving into the lake near the defending oil tank facility, and sitting there for a turn or two while they got into position. The defender's MK III stood in their way, standing sentry, waiting for the two MK III-B's to emerge from the water. I actually got to use my "submerged conning tower" pieces!

    While that was going on, the attacking GEVs and a couple of heavy tanks were dancing with a pair of PanEuropean superheavy tanks on the road. The Fencer stayed in the woods, not able to decide whether to commit to wiping out the lighter Combine units or moving to help head off the two Combine Ogres.

    The defending MK III kept moving back, and moving back, waiting for the two attacking Ogres to emerge. And that, I think, marked the source of the PanEuropean team's problem; they weren't aggressive enough with their defense. If they had chosen a lot of little units, a more passive defense could be justified tactically. But by throwing almost all their points into large, heavy-hitting units, they almost demanded that they take an aggressive tack. They did not do so, however. The Fencer did come up to join the defending MK III, but it was almost hesitant in doing so.

    As soon as the Combine MK III-B's emerged from the lake, they laid into the guarding MK III and took it out as a combatant. Almost all of its weapons were destroyed in the first round of fire, and it was pretty much completely non-attack-capable in the second round, when the other MK III-B joined in. The Fencer's missile racks were the first to go, and the attacking Ogres were pretty much unscathed.

    At that point I called the match-- although the defenders would certainly have done a heap of damage to the attacking smaller units, the combined force of two MK III-B's, with little but a near-crippled MK III and a missile-less Fencer between them and the primary objective, the conclusion was foregone.

    All in all, a terrific time, enthusiastic players, and a chance to play with new folks and remind others that some of us are still out there playing the "oldies but goodies". The response was so good that we will be running at least two games next year at Dreamation and/or Dexcon (both put on by the same outfit, one in February, and the other in July). By then, I hope to have the train ready for battle!

    Unspeakable thanks to Rob "Northy" for providing the forest terrain in the above photos. They really added to the game!

    Sunday, July 10, 2011

    DexCon 2011 Roundup

    This year's DexCon convention was certainly a triumph from an old-school point of view. We had upwards of a dozen old-school D&D events happening; Ravenloft, Isle of Dread, White Plume Mountain, and Ghost Tower of Inverness. All were very well supported (although I had a flub on my Friday night WPM game, with so many no-shows that I had to cancel), and a splendid time was reported across the board. I'll try to post a more in-depth report of the Ogre Miniatures game tomorrow.

    The Friday morning seminar was sparsely attended, but yielded a big result; next year, we're going to try including some old-school hex-and-counter wargames in the lineup, and see how much interest there is. In addition, we're going to at least double the Ogre Miniatures offerings (we had so much interest that I had to open up the event to additional players to accommodate the demand), and I might just have a surprise or two myself to offer.

    All in all, a fantastic convention as always. If you are anywhere in the vicinity of northern NJ, I heartily recommend attending both Dreamation in February and DexCon in July. Fantastic bunch of people running them, and just about any sort of gaming you could be looking for, from LARPS to RPGs to Eurogames to computer games to Wii to miniatures to Scrabble.

    Saturday, July 9, 2011

    Convention Swag

    Just a quick check-in from DexCon before I crash. Thusfar (and I don't expect it to get any bigger) the haul is...
    • 1 copy of Lord Flataroy's Guide to Fortifications (HackMaster) - half price
    • 1 copy of Diaspora and a set of FUDGE dice (bust-out retail, alas)
    • A bunch of Ogre miniatures: 27 infantry and a dozen infantry bases, 5 Combine heavy tanks, 5 Combine missile tanks, 1 Combine howitzer, 6 Combine GEVs - $17 (and a friend got a MK III and a command post for the same price, and will get any extra heavy tanks after I bring all my units up to full strength in squadrons of 3)
    • The Judge's Guild module "Under the Storm Giant's Castle" - $1 (kind of beat up, but a walk down memory lane for me)
    • BattleSystem rulebook - $1
    Not a bad haul for around $60 total, and cheap as convention-buying binges go!

    Wednesday, July 6, 2011


    ...I'm glad that my lil' corner of the blogosphere is kinda isolated. I miss things that are probably best missed.

    Off to DexCon

    DexCon, a multi-faceted gaming convention held in Morristown, NJ, begins tonight, and so my blogging will be severely curtailed for the next few days while I am there. I'm running a bunch of games, and there is a full-fledged Old School presence with multiple games being run, plus Ogre miniatures and other old-school goodness, so I hope to see some of you at the con. I'll be wearing the "SPI Died For Your Sins" button.

    Tuesday, July 5, 2011

    Some Greyhawk Heraldry

    Just a few things I whipped up using the most excellent and praise-worthy Coat of Arms Design Studio by the same genius who brought you Hexographer and Dungeonographer. Buy them! Buy them all! They are some of the most intuitive and above all USEFUL programs any DM could ask for. I believe it took me about an hour to do all of these, and that was coming at it cold, unfamiliar with the program.

    South Province:
    One advantage these have over simply scanning in the heraldry from the various printed materials is that the images are in .png format, meaning they can scale up or down perfectly without much of any distortion. Crystal clear. Loveitloveitloveit.