"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."

Thursday, July 30, 2009

Why B/X Is My Favorite #14 & #15

14. The combat sequence
15. Abstract narrative combat system with just enough to make tactics important. Do you charge into the room or try to draw the monster into the hallway?

One of the topics going around the OSR blogs is the post over at I Fly By Night about Abstract Tactics.

One of the reasons that I love B/X is that it has an elegant combat system that relies on three characteristics, all of which go hand-in-hand to make it fun:
1. It is abstract,
2. It allows for (and I would say requires for the survival of B/X characters) tactics, and
3. Because of 1 & 2 and the rules-lite system allows for a lot of narrative flexibility.

1. Abstract
B/X Blackrazor had a great post a while ago about the virtues of abstract D&D combat that is more well thought out than what I can do (Use the link - he posts so much that if you have to scroll down his blog to find it you will be there a while - love ya, JB).
To summarize... D&D combat is abstract for a reason. The mechanics of AC, initiative, one attack roll per round, and hit points all work towards that reason. And that reason is to have fun, heroic encounters.

2. Tactics
The I Fly by Night post does a good job of articulating an aspect of 3.5 and 4E D&D combat that I don't really like. Measuring out everything in 5-ft squares does not equal tactics to me. A wizard is not going to pull out a tape-measure before flinging a fireball in a desperate battle.

So if 5-ft increments and special powers aren't tactics, what are, especially in an abstract combat system? I like to use a definition I found in an article linked from Whitehall ParaIndustries about Tactics and Strategy in Game Design where Tactics is given as - the art or skill of employing available means to accomplish an end. Usually the "end" in D&D combat is to kill or drive-off the adversaries.

The major focus of B/X tactics are resource management, managing dissimilar assets and maneuvering.

The key items for resource management in B/X are hit points, attack rolls, spells and charged or single use magic items. These are the bedrock for tactical play in B/X. Increasing the number of resources you have to manage increases the tactical play. B/X gives a number of aspects to consider when managing these resources:
- weapon choices - spears, polearms (second rank attacks) and missile weapons (ranged attacks) to increase the number of attack rolls
- The B/X spellbook system - what spells can be used
- Retainers - more hit points and attack rolls
- Defensive Movement (Fighting Withdrawal and Retreat) - managing hit points
- Monster reaction rolls - talk your way to the "end"
- Morale - drive the adversaries off to achieve the "end"
- Initiative and the Combat Sequence.

Combining dissimilar assets into a functional unit takes skill and knowledge. Fighters are very different than Magic-Users, who are very different from Clerics and Thieves (isn't that right Mr. Tweet?). Combining these assets with very different strengths and weaknesses is key to B/X tactical combat. Entering an ancient catacomb without a cleric? Really? The stronger the difference between character types, the more tactical elements are introduced (I am looking at you 3.5 and 4E).

Maneuvering is getting the right resources into the right position at the right time in order to maximize your chance of success while protecting against the same from your opponent. While managing resources is the bedrock of tactical play and using the different classes to overcome opponents takes some skill, it is proper maneuvering that makes one a master.

How does one use maneuvering in an abstract combat system like D&D? In abstract ways. Do you fight the horde of goblins in the 10-ft wide passageway or in the middle of the large cavern? When does the magic-user fire off the lightening bolt? Is the thief in a position to fire his bow at the back rank of orcs? Also, page B25 says,
"the score needed "to hit" may be adjusted by Strength, magic items, and occasionally special situations" (emphasis mine).
I Fly by Night gives some good examples of situations that might give these "special situations". I often take the "occasionally" to mean a couple times each combat. By giving a +1 bonus for these elements, it makes the tactical decisions of the players meaningful.

3. Narrative
I am going to risk whatever old school cred I might have by quoting Vincent Baker from a post he made called "Practical Conflict Resolution Advice" that gives good advice for narrative abstract combats,
"In combat, you'll probably want to have an overall what's at stake for the fight, and little tactical what's at stakes for each exchange. When you describe the setup, mention two or three features of the environment, like hanging tapestries or a swaying bridge or broken cobblestones, plus an apparent weakness of the foe, like worn armor straps or a pus-filled left eye, and then when you say what's at stake for an exchange, incorporate one of those: "the danger is that he'll push you back onto the broken cobblestones" or "so what you're hoping to do is to further strain his armor straps." This is on top of hitting and damage and whatever, just add it straight in. It's especially effective if you always give a small bonus or penalty for the exchange..."

Another good example is the "The Way of the Ming Vase" in the Quick Primer for Old School Gaming,
If you’ve got a choice between running a predictable, fairly-executed combat, or on the other hand running a combat in which swords break, people fall, someone throws up from a blow to the stomach, a helmet goes spinning away, someone gets tangled up in a curtain, or other such events outside the formal rules … embrace the chaos. This is the rule of the Ming Vase. Why is it the rule of the Ming Vase? Look at it this way. There’s a priceless Ming Vase sitting on a table in the middle of a room where combat rages on all sides, swords swinging, chairs flying, crossbow bolts whizzing through the air. There is, however, no rule covering the chance of some random event that might affect the priceless Ming Vase. I’m not sure I need to say more, but just in case, I will. If someone rolls a natural “1,” or a “3,” or even if nothing specifically happens to trigger it, it’s blatantly irresponsible of you not to start some chain of events involving the Ming vase. A sword goes flying – the table underneath the vase is hit by the sword – the vase is swaying back and forth, ready to topple – can anyone catch it, perhaps making a long dive-and-slide across the floor? That’s gaming. Is it unfair? Well, it’s certainly outside the existing rules. It’s your job to create events outside the standard sequence of “I roll to hit. They roll to hit. I roll to hit.”

In combat, bad rolls can spontaneously generate bad consequences (make sure you do this to both sides, not just the players). You don’t need a table to generate bad consequences – just make it up on the spot. Good rolls might get good consequences, such as disarming the foe, making him fall, smashing him against a wall for extra damage, pushing him backward, etc. Again, make it up on the spot. Remember the Ming Vase!

While the narrative aspect of B/X combat doesn't require anything other than a good imagination and an open mind, another fun thing that I have tried out is the "Lucky Number" idea from the Unofficial Games blog,
Whenever a lucky number is rolled on an attack, the attacker gets to make an "Opportunity Attack" [not to be confused with 3.5 Attacks of Opportunity or 4E's Opportunity Attacks - Patrick] for free. Opportunity attacks have one real caveat: They cannot be made using your primary weapon(s). They can even apply if you miss an attack.

Some examples:
Punching someone with a free hand.
Tripping someone
Kicking a chair between their legs
Tackling them into a grapple
Throwing a mug of ale from the nearby table
Having the arrow you fired miss, but hit a pipe full of steam and scald them instead.

I am not too sure there is a lot of original thought in this post but I do think it highlights the reasons why the combat system in B/X works for me.

Tuesday, July 28, 2009

A Weekend on the Dark Side

There is a very active D&D Meetup group in Calgary that meets a couple of saturdays each month. I have been working the crowd there for quite some time to see if there is enough interest to set aside an Old School table - so far to no avail.

I was talking to one of the organizers the other day and they mentioned that a couple of their DMs were going to be out of town for the next meetup and they asked if I could run a 4E one shot to cover. I decided that I would give it a go. Time to put my preconceived notions aside and actually get my hands dirty. I have been a player in five sessions of 4E over the last year. None of those games have been to my taste. But then again I always prefer to DM than play. I am actually looking forward to it even if I am somewhat apprehensive. I am interested to see how my old school sensibilities mesh with a 4E game - what will the game be like if I try to run it like one of my B/X games but with different rules? Not withstanding the mechanical and power level differences, I don't think I run a C&C game that different than a B/X game. We will see...

Sunday, July 26, 2009

B/X Skype Game Report

The first session of what looks to be a new B/X campaign was held over skype last night. I know I had a great time. The party consisted of:
- Ellos the Seer (player Mike D.) who has Sleep and Read Magic
- Sancho Peatfingers (Meepo) who is a 2nd level Halfling
- Diomedes, Adept of Bar'ralalaakk, the Toad Lord (JB)

The part began investigating an ancient dwarven stronghold hidden behind a waterfall in search of a rumoured powerful artifact.
They overcame a small tribe of kobolds, a swarm of centipedes that emerged from an old latrine and a giant spider that pounced on Diomedes.
They found 3,000 cp, 100 gp, a copper mask with clear crystals set for eye pieces, scrolls of Invisibility 10' radius and Dispel Magic and some clues about the history of the stronghold and the artifact.

Some comments/observations:
1. People - everyone got along really well. It was fun to play/BS with other people who knowledgeable and appreciate B/X.

2. Skype - we got a good connection and there were no drops.

3. Gametable - Once Mike D. got the thing working it complemented skype very well. I didn't have any pre-loaded maps and we didn't use it for 3.5 or 4E-style tactical combat but it was nice to have a quick and easy means to visually indicate room layouts and general positioning.

4. I am using the first part of the Doomstones campaign for WFRP as my starting premise. The general background and the dungeon map were taken from their and then I re-did it for B/X. The tone/style of Doomstones is easy to import into D&D as it was originally a D&D campaign that was converted to WFRP.

5. The party did not use a "caller". There was only 3 of them so there wasn't a lot of talking over each other on skype and it was pretty easy to come to a quick consensus.

6. I just parachuted the party to the dungeon entrance. This worked okay given the time constraints and the nature of the game. Eventually, I may have to flesh out a "home base".

7. It looks like the adventure will continue. Nothing concrete scheduled but there was a lot of talk about "next time".

8. There is room for a couple more players. If you are interested in participating send me an email at p_armstrong[at]email[dot]com.

Edit: 9. You can check out a blog I set up for the game at http://onlinebx.blogspot.com/ for some of the discussion.

10. I can see myself becoming a skype gaming junkie - anyone want to play Barbarians of Lemuria or Tunnels & Trolls?

Tuesday, July 21, 2009

Intro for next weekend's skype game

I am taking my kids camping again this afternoon. I am pretty much all packed and I have included a copy of B/X, a pencil, a pad of paper, and dice. I am going to spend some time fleshing out the dungeon for next week's skype game. Here is the teaser I gave to players,

You found the ancient map on the old dwarf. It was about the only thing that remained intact on the weathered skeleton. His armour was rusted and in tatters and his backpack had long rotted and spilled its contents down into the deep ravine. The map led you to this waterfall that is now above you. You are on a ledge of rock some 10 feet wide with gnarled trees clawing their roots into the hard stone like taloned claws precariously hanging on. The ledge is up against a rough cliff face and is surrounded by the basin into which the waterfall pours. The waterfall spouts out of an opening in the rock face about forty feet above your heads. As you inspect the rock wall you consider the words that were written on the back of the map,
Yazeran, We are four-and-twenty hearty warriors entrapped in the caves of the waterfall. The Orc hordes surround us. Their number is many. We sense the presence of a mighty artefact, perhaps the one I told you of. If you have reached safety with your own charge, and made allies among the humans as we have heard, please send us aid. The thing they have must not remain with them! Nor must our own secret fall into their foul hands. - Ketiger for Hadrin.

Some of you may recognize it from a different game ;)

Monday, July 20, 2009

My Holmes Expansion

This is an expansion and supplement for the Dungeons & Dragons rules published by TSR in 1978 and edited by Eric Holmes. The goal of this was to expand the “Holmes Rulebook” into its own complete game. Note that the "power level” of this expanded game is different than for other versions of Dungeons & Dragons and no effort was made to approximate other versions. Other sources that were referenced for this were the Original Dungeons & Dragons (1974) rules and Meepo's excellent Holmes Supplement.

As you will see I did things a little differently with this. I would never expect anyone to play with this but when my kids are a little older I may subject them to it. It was a fun mental exercise.

Sunday, July 19, 2009

Help with Gametable

So Meepo, JB and myself spent about an hour trying to get Gametable to work. By the sounds of it we aren't in the running for any NASA jobs and we failed miserably in our efforts. The problem was that we continuously failed to connect when we tried to join a session set up by one of us as the host. I know that the firewall was turned off so that wasn't the issue. Any suggestions or alternatives? All I am looking for is a very simple shared whiteboard and dice roller. It also has to be so simple to install and use that the likes of Meepo, JB and myself can use ;)

Edit: Also, we are all using Macs.

Edit #2: Thanks to some great work by Mike D. we got it working. Thanks everyone!

I guess I kinda owe 4E an apology

I was recently flipping through the 4E PHB and the DMG and I think I have to apologize for the direct or implied criticism I made back here and here that 4E is not a rules-light game.

In looking a little closer at the rulebooks I would say that it is in fact a rules-light game. The core rules a DM needs to know to run it appear to only be about 70-80 pages in the PHB and another 100-ish pages in the DMG. The pages and pages of character racial and class powers - which make up the bulk of PHB and PHB2 - and the monster statblocks in 4E are not really rules the DM needs to know to run the game. They can just be referenced as needed. That is just a little bigger than my beloved B/X (of course the 128 pages of B/X do include monster statblooks).

So my apologies 4E. I am still not too sure what I think of you otherwise but I do now consider you rules-light.

Friday, July 17, 2009

Why B/X Is My Favorite #16

16. The BEST morale system EVER!

James at Grognardia has put up a post showing his houserule for morale for his Dwimmermount campaign. It reminded my that I listed the B/X morale system as one of the reasons why B/X is my favorite.

Morale is an optional rule given on page B27. it is a very simple system of rolling 2d6 and comparing the result to a morale score that is given for each monster in the monster listings. If the result of the roll is higher than the monster's morale score, they try to retreat or use a fighting withdrawal. The rules list two situations for when to check morale: 1. after the side's first death, and 2. when 1/2 of the side has been incapacitated, killed, etc.

I like this system because it is simple, easy to remember, and it is easy to use modifiers based on the circumstances.

Let's think about it in terms of the larger picture though. This system when combined with monster reaction rolls become a very important part of balancing the fragile nature of B/X characters. The power level of B/X characters is such that it is important for players to consider ways to avoid combat (monster reaction rolls) or how to manage resources once in combat - for which the morale system helps a great deal.

For example - A low level party is marching off in the direction of the Caves of Chaos when the come upon a large raiding group of hobgoblins. The hobgoblins outnumber the part by a factor of four. Rightfully fearing the outcome of a battle against the hobgoblins, the party tries to evade the hobgoblins (another great subsystem by the way, found on page X23) but fails. They then try to bribe their way out of their precarious situation but the reaction roll goes against them. Now the party magic-user uses the last charge of a Wand of Sleep that they found in a bandit lair. The leader of the hobgoblin band and a couple of other hobgoblins fall unconscious. Time for a morale check! The result could be modified due to the fact that the hobgoblins are obviously facing magic and their leader has been incapacitated. The party gets lucky and the the remaining hobgoblins flee into the forest. The party narrowly avoided a dire fate!

Tuesday, July 14, 2009

Is there any interest in a Skype game?

My gaming schedule has slowed to a crawl the last few weeks. After asking for some feedback about online gaming, I am tempted to try out a skype game.

If anyone is interested in a short, not very ambitious skype game feel free to email me at p_armstrong[at]email[dot]com.

Selfishly, the goal would be for me to try to run a short B/X adventure online using the very simple Gametable whiteboard mainly for the dice rolling. If it worked well it could potentially evolve into something larger.

Tentatively I would schedule it for 8:00pm Mountain time on Saturday, July 25th.

A Tunnels & Trolls idea

A little out of left field...

I have read Barbarians of Lemuria a number of times over the past month. I may do a bit of a review here at some point.

This weekend I took my kids camping. I took along the 5.5E of Tunnels & Trolls and also the 6th edition. I have had a hankering for some T&T the last while.

Then I had a thought. One of the things I really like about Barbarians of Lemuria is its Traits (or Boons) and Flaws system. The core mechanic of BoL is 2d6 vs a target number. If you have a Boon that applies the roll becomes a 3d6 keep the high 2d6. For a Flaw you keep the low 2d6.

What if you took the same system and applied it to Tunnels & Trolls for Saving Rolls? For example, Ungar the Umbrageous, the level 1 rogue, has a Boon of "Sneaky". If Ungar had to make a saving roll for a situation where stealth was important he could roll 3d6 instead of 2d6 and keep whichever two dice he wanted - thus still being able to DARO (Doubles add and roll over).

Friday, July 10, 2009

Online Gaming

Having returned to RPGs about two years ago I have seen references to play-by-email, play-by-post, and gaming using something like skype and some form of online visual aids be they virtual table tops or just shared online whiteboards.

I played in Scott Driver's short Thool Tunnels & Trolls play-by-post game. I enjoyed seeing how it worked and getting a chance to see Scott's world but I found the pace to be frustrating.

The forums at Troll Lord Games seems to have a community that is very active at using skype and I saw that Jim LotFP has ran a few sessions using skype as well. I have never participated in a skype game.

What are peoples' opinions? Have you used skype for gaming? Any issues? What are the good online aids? Are there any skype-like applications that use webcams?

Thursday, July 9, 2009

The Mind Wanders to the Wilderlands

I have had a bunch of free time lately and I have really enjoyed reading Chgowiz's posts on sandbox prep for his Ultima game here and here. His process of developing towns is similar to my own.

I pulled out my Wilderlands of High Fantasy boxed set the other day and started thinking about a B/X game. I decided to fill some time with working up a homebase and some adventure hooks.

To determine a starting point I rolled a d20 and came up with a "7". Map 7 is The Desert Lands - sounds cool. I want the starting homebase to be human-focused. A couple of more rolls to determine a random hex results in the nearest human settlement to be Blackmarsh (hex 5027). Not near the Holy Cities but it has potential.
"Once a small but thriving port, fewer and fewer ships and boats anchor off the coast of this village. Unseasonable storms, strangely shifting currents, and violent sea life now drive away shipping. Locals still bring their produce to market and barter for luxuries. Dried vegetables and leather goods are plentiful. A group of especially hardy Skandiks maintains a small trading post near the waterfront, braving the unpleasant weather to trade in gold, timber and spices."

The steps I take to develop a town are to figure out what is present in seven different categories:
1. Lodgings
2. Provisions
3. Temples
4. Wizards
5. Hirelings
6. Lords (Barons, High Priests, etc.)
7. Rumours

1. Lodgings - two Inns, one by the waterfront and one by the town market. Both are average in quality and cost.

2. Provisions - Rereading the entry for Blackmarsh and using the Judges Guild Villages sourcebooks determine some of the goods and services available in Blackmarsh.
A. Waterfront/Docks - NPC: Gladstone Currentfollower (Level 2 Elf, portmaster)
B. Community Warehouse (near waterfront) - NPC: Mirk Whitnock (level 2 Thief, customs officer)
C. Townsquare/Market - anything on the equipment list is available on a 1 to 5 on a d6.
D. Boat Maker (near waterfront)
E. Sail Maker (near waterfront)
F. Carpenter (near market)
G. Tinsmith (near market) - goods are expensive.
H. Rope maker (near waterfront)
I. Leather worker (near market)
J. Blacksmith (near waterfront)
K. Trading Post (near waterfront)

3. Temples - Temple to Yamm (Egyptian god of the sea) - NPC Cleric, Temple to Ra, Shrine to Odin.

4. Wizards - Mondugus Marow (level 5 M-U, mayor), Spellbook: 1-Read Magic, Ventriloquism, 2-Mirror Image, Phantasmal Force, 3- Invisibility 10' radius.
- NPC (level 2 magic-user), Spellbook: 1-Detect Magic, Read Languages.

5. Hirelings - given the current environment PCs gain a +1 bonus to rolls on the Retainer Reactions Table (page B21) when talking to sailors.

6. Lords - Mayor: Mondugus Marow (see Wizards)

7. Rumours (roll d6)
1. The priest of the Temple of Yamm is hiring mercenaries and is looking to hire a ship.
1a. "Why would he risk a voyage with these unseasonable storms?"
1b. "It doesn't matter where he goes. Yamm has forsaken him."
1c. "Yamm has given the priest a vision of something to correct the storms and tides and save the village."
1d. "A thief snuck into the temple and stole something. Yamm is punishing the village for its inattentiveness."
2. An emissary from Questravale has arrived and is meeting with the mayor.
2a. The mayor is looking for someone to hunt down one of the wild warthogs that live in the plains to the west so that it may be cooked for a banquet while the emissary is here.
2b. Once preaching hatred, the priests of Questravale have begun to make much more moderate pronouncements. Is this a change in attitude or a ploy of some kind?
3. A small tribe of orcs have constructed a crude tower to the south. Rumour has it that they recently captured a caravan from the mines at Bassan.
4. A huge emerald statue of a giant frog rests on the highest point of a small island to the north. But beware of the savages!
5. There is a beached longship on an island to the south, It is rumoured that when the moonlight reflects off a silver plated ram's head carved upon the bow the light points toward a buried treasure of gold and silver sharks teeth.
6. The boat maker is responsible for the storms and tides. He worships a vile demon and Yamm is punishing us for allowing him in our midst.

Wednesday, July 8, 2009

How to have a good game

1. Don't be a dick


2. It is EVERYONE's responsibility to make the game fun for everyone (including yourself) around the table.

The first is common sense but is sometimes forgotten.
The second is a little trickier as it requires empathy and communication.

I can have fun playing Go Fish if I know that is what everyone wants to play and I enjoy the company.

The Summer Slowdown

- Summer time... gaming and posting has seemed to slow down. Maybe things will pick up again as we get nearer to Gencon. Not that I am going but blog traffic seems to pick up and more things happen.

- I have an advanced case of gamer ADD. It only seems to go into remission when I play which has been rare the last while. I have spent far more time buying and reading stuff. The problem (besides the impact to my wallet) is that I come up with all sorts of campaign and one-shot ideas. It is difficult enough to schedule sessions for the Northern Marches and the Dark Sun / Castles & Crusades micro-campaign much less to add anything new.

- I was reading through the comments to James Maliszewski's recent post regarding Save or Die. James does a wonderful job of posting his thoughts and ideas in a well thought out and easily understood manner but I am always amazed how the comments to his posts can very quickly veer off into us versus them. I don't know if it is because his posting is so well thought out that his blog attracts such diverse readers. I do sometimes wish people would stay a bit more on subject though. I was going to make a comment there but I decided that it would not benefit anyone but myself so decided against it. I have no problem with others enjoying their games. Hell, I like all sorts of games myself. But don't talk down to me or others because of the style of games we like. Table top roleplaying is a wonderful hobby that has done a lot of good things for me and many, many others. How can any game where people get to sit down with friends and spend hours talking together be a bad thing no matter what style you prefer?

- I have been reading the Gazetteer for Paizo's Golarion setting and the regional source book for their Darkmoon Vale. I think that the Darkmoon Vale would be a great little sandbox. Of course I would have to convert it to something far more rules-lite than 3.5E like B/X or Castles & Crusades but that wouldn't tough.

- I am pretty much done writing the next session of the Dark Sun micro-campaign. The only things I have to do now are come up with some of the props and find a hole in everyone's schedules. I figure that the campaign will cover about 5 sessions. This micro campaign is nothing like my Northern Marches campaign. The Northern Marches is a exploration based sandbox while the Dark Sun game is a more story-focused game. I do not know the entire story but I do have a general sense of the direction of the game. I make up my notes for each session based on what has happened in previous sessions. It is interesting running two very different games.

- This week is Stampede in Calgary. This is the first time I have really missed working since I left my job in January. Downtown Calgary is a lot of fun this week.

Monday, July 6, 2009

Northern Marches Session - Back to the Ruined Castle

I am a little late with this post as I have been away on a family camping trip. A week ago three intrepid adventurers (Konrad the Swordsmaster, Dolanic the Warrior and Ellorin the elven Veteran-Medium) and one retainer returned to the ruins of Castle Hareth. The story of the wraith that was encountered way back in session 2 has kept PCs from returning to the castle.

Some notes about the session:
1. It was the first time I had run a session at The Sentry Box. We played on the mezzanine level on a sunday afternoon and we were the only game going. I have booked table space there for every sunday afternoon even though I will likely be spotty in scheduling a game there through summer.

2. The PCs returned to a storeroom they had found previously and rolled out a number of barrels of ale. I love treasure like this. They had to make a couple of trips in and out of the castle to get all of the barrels out and had a number of wandering monster checks pass by uneventfully until the very end when they were discovered by a patrol of orcs. Now they have to figure out how to get a bunch of extremely bulky and heavy ale barrels back to New Hareth. Will they find a way to get them back all at once or will it take a bunch of trips? If it takes a bunch of trips will anyone take notice of what they are doing?

3. The final encounter of the afternoon was with a large group of goblins. The action was fast and furious and a few unusual maneuvers were executed. The encounter ended with Ellorin dead and the rest fleeing. Afterward we had a discussion about tactics and what had worked and what hadn't during the fight with the goblins who outnumbered the adventurers 3-to-1.

4. I tried the "Lucky Number" idea from the Unofficial Games blog but no lucky numbers were rolled during the session. I will try again next time.

Wednesday, July 1, 2009

Happy Birthday Canada!

O Canada!
Our home and native land!
True patriot love in all thy sons command.

With glowing hearts we see thee rise,
The True North strong and free!

From far and wide,
O Canada, we stand on guard for thee.

God keep our land glorious and free!
O Canada, we stand on guard for thee.

O Canada, we stand on guard for thee.