Showing posts with label AA. Show all posts
Showing posts with label AA. Show all posts

Friday, June 14, 2019

Kickstart Your Weekend: Amazing Adventures 5e

I have been waiting for this one for a while now. 

Amazing Adventures 5E RPG


https://www.kickstarter.com/projects/676918054/amazing-adventures-5e-rpg?ref=theotherside

I have been a fan of Amazing Adventures since my good friend Jason Vey told he was writing it one day.  Jason and I met while working for Eden Studios back in the late 90s and the early 2000s.  Since then we have playtested and given advice on each other's games. 

The original Amazing Adventures was two-fisted, high action pulpy goodness using the SIEGE Engine rules that powers the Castles & Crusades RPG.  Over the years and supplements, it has morphed into a more multi-genre system complete with powers and all sorts of magic and psionics.

Amazing Adventures 5e makes this all explicit now and does it using the same d20 system that D&D 5e uses.  Which seems only fair given how much of C&C you can find in D&D5.
Yes, you can still do pulp, but you can also do modern gaming, Victorian and futuristic Sci-Fi.

I have read and played the playtest and it is every bit as awesome as that cover promises it is.

OR use it as an add-on to your D&D 5 rules with some extra classes and work right alongside of the classics.

Seriously this one is a no-brainer.

It has blown past the stretch goals, which is great since you now get "Don't Fear the Ripper" and "The Feast of Black Annis" adventures which are great.   I am just tickled, having played with Jason's home group in the past, to see "Don't Fear the Ripper" get new life as an AA5 adventure.

Lots of great stuff here and you should check it out.



Thursday, May 23, 2019

A_MAY_zing Adventures: American Gods

This month the Troll Lords have a bunch a sales going on.  Now as many of you may know I am good friends with one of the Trolls, Jason Vey.  Jason and I worked on Buffy at Eden Studios, playtested each other's games for Eden and have worked on a lot of other titles together for a bunch of different companies.

We were talking about his game Amazing Adventures a little bit ago.  I had been reading through all of Brian Young's Mythology Codecies, also by Troll Lord, and it dawned on me that these can, and should, be used together.  Because what you get when you do is American Gods.



Amazing Adventures has been reviewed here in the past, so no real need for me to go over it all again.  I am going to consider the following books though for my American Gods game.


For the Codices, I  have only reviewed the Celtic and Classic ones, but have them all.


The idea behind American Gods is that when folks came here from the "Old Country" they brought their gods with them.    People in this world, and thus this game, are normal humans.  So no spell casters and no psychics.   I am including the Book of Powers for an odd sort every so often and to cover some of the powers of the Gods in America and some of the "normal humans".

The Codices all give us background.  While the world has moved on the Gods haven't, or at least, not all of them and not every one of them the same way.

Where American Gods is a personal story of Shadow Moon, there are other stories that can be done.  Take a page from Mage: The Ascension and have the agents of the New Gods fighting the followers of the Old Gods.  These new followers could then be spellcasters or powered characters as they criss-cross the US battling each other and other forces.  Throw in a bit of Chill or Supernatural in there for good measure.   Maybe this war is also waking up all the old creatures so werewolves, vampires and others are also on the move once again.

Actually, this sounds exactly like the games from around 1999-2001 when "millennium anxiety" was creeping in everywhere. 

The more I think about the more I like this idea of this game.  While Amazing Adventures is overtly a "Pulp Action Game" there is nothing at all stopping you from using as a low-key (Loki??) supers in a modern supernatural setting.  In fact, that is exactly what the Book of Powers is all about.

Hmmm.

Stealing another idea from Jason's blog and his Wasted Lands concepts, maybe the players could also BE the gods themselves.  Now there is a fun idea.


This is worth developing much more.  I'll need to reread the book, it's been a while, plus I should really finish Anansi Boys someday.   I think I would also use Gaiman's "Lucifer" because that would be a lot of fun.

OH. And be on the lookout for the new Amazing Adventures 5th Edition, compatible with 5th Edition D&D!

Wednesday, February 27, 2019

PWWO: Astonishing Swordsmen & Sorcerers of Hyperborea

I got my Astonishing Swordsmen & Sorcerers of Hyperborea 2nd Edition book as part of the Kickstarter, so I have had it for a while now.  In the time I have been reading through it I came up with at least three (or four depending on my mood) completely separate games/campaigns I want to do with it and only one is the Default setting.

So let's talk a little about those while I see what I also have on my shelves to use.

Since it is an "Retro Clone" of sorts and an OSR game it naturally lends itself well to mixing an matching.  I mentioned in my review yesterday that I feel it is a good blend of both B/X D&D and AD&D.  Maybe leaning towards more to the AD&D side of the equation.


B/X D&D goes to 14th level, AS&SH goes to 12th.  So any adventure written for Basic or Expert D&D is in theory (and very much in practice) going to work for AS&SH.  I mean you will need to do something about the elves, dwarves, and halflings about.  But for the most part I make them Kelts and Picts respectively.  Sometimes I even throw in the odd elf or dwarf to keep things weird.  The feel of the two games is also very, very similar.  The four Basic human classes map exactly to the four main classes of AS&SH, with sub-classes essential being role-playing notes.

But you don't need to take my word for it alone.  Eric Fabiaschi over at Swords & Stitchery has been blogging about AS&SH for years.  In fact, he has been working through many of the classic TRS-era modules for use with AS&SH, both 1st and 2nd editions.
I read a lot about other's games online most times I think "wow, that looks fun!", sometimes I think "Er. OK, you do you, but I am happy WAY over here." But with Eric's I am most often going "Damn! Why didn't I think of that first!"

Speaking of which.


I recently ran Isle of Dread for my kids under 5e. It was fantastic, really. We had a great time and I got to relive some great moments of the adventure that I had back in the early 80s.  I could not help but think how awesome X1 would be with the AS&SH rules.  Go all pulp with dinosaurs, King Kong and creepy ass cults.
As you can imagine, Eric has covered this topic well on his blog too.  So instead of me trying to tell what you can do in a paragraph, check out his pages of ideas!

So I mentioned that I see AS&SH as good combination of B/X and AD&D rules.  Essentially it is what we were playing back in the early 80s.  Where I grew up it was not uncommon to come to a game where people would have an AD&D Monster Manual, a Holmes Basic book and a Cook/Marsh Expert Book.  The rules we played by were also an equally eclectic mix.
AS&SH is like that. It favors the AD&D side more, but there are enough B/X influences that I smile to myself when I see them.




Labyrinth Lord and Basic Fantasy are both implementations of the Basic D&D rules, but expanded out.  Lots of great stuff in both systems.  Basic Fantasy, in particular, has an absolute trove of materials usuable with the core rules and easily for use in AS&SH. 
The same is true for Blueholme, the Holmes-inspired clone. 
While all three have significant overlap in monsters, there are some unique ones in each that make for a fuller picture.  In particular Blueholme has a few good choices.


I mentioned Realms of Crawling Chaos before. Both of these books cover some of the same Lovecraftian beasties, RoCC gives a little more detail on how to run a Lovecraftian-style "D&D" game.   Hyperborea is not so much about horror, it's more Howardian, but there is no reason why it can't be.  This is a good place to start.



If Crawling Chaos is good, then Call of Cthulhu is even better.  Again all these books cover the same ground and feature similar themes.  The d20 CoC book does have a section on how heroic characters (aka D&D characters) would respond to these monsters, as opposed to the normal people of the CoC proper rules.  Grabbing a copy of CoC is good for ANY gamer in my mind but for the AS&SH gamer/gamer master there are some great ideas on how to play the Lovecraftian, and Smith, side of the game more. In truth, all monsters get a boost thematically speaking with a read through of CoC.

That is great and fun, but what if I want to up the Howardian or Pulpy aspects of the game? Well for me I wanted to run a Pellucidar-like game.



Hollow Earth adventures is a pulp-style game using the Ubiquity system, so system conversion is different, but the themes are 100% compatible with AS&SH.  What about the lands UNDER Hyperborea, are their Lizard People? Snake Cults?  Dinosaurs? OF COURSE there is! 

Amazing Adventures and many of the works of Jason Vey to be honest (including his Wasted Lands house setting) work great with AS&SH.  Again, not a direct translation, though the SIEGE system is easier to convert to AS&SH, but thematic.  I actually ran a playtest of the "Red God" adventure under the AS&SH (1st Ed) rules.

Astonishing Swordsmen & Sorcerers of Hyperborea is an amazingly flexible system and strikes all the notes that many games attempt.  I guess that's why the core book is 608 pages.

Mixing these I have decided that what really want to do is a Zothique game.  Based on all the Zothique tales from Clark Ashton Smith. 
There is an unofficial d20 supplement for Zothique that is good and can be easily converted to AS&SH.   Even James at Grognardia wanted to do a CAS game.

As I work on my game more with all the materials above I'll keep you all posted.

Friday, June 15, 2018

Kickstart Your Weekend: Harvesters

Troll Lords does great Kickstarters. This one is no exception.

Harvesters the Role Playing Game


https://www.kickstarter.com/projects/676918054/harvesters-the-role-playing-game

From the Kickstarter:
WHAT IS HARVESTERS?

Harvesters is a complete all-in-one table top role playing game packaged in a stout box, with rules, dice, adventures and maps!

Begin an epic journey in the rugged tracks of unlikely heroes. Enter the world of Harvesters, where badgers, rabbits, squirrels, and otters launch into adventures of epic wonder. Here, the smallest of creatures take on the roles of the greatest heroes: Knights, Druids, Clerics, Rogues, Wizards, and Fighters. Together, they tackle the greatest of exploits, from rescuing the princess to finding lost treasure. You'll find no humans here, only animals. They live their daily lives and do work just like humans do in your world. You may find a rabbit as a local constable, or a squirrel as a baker or a mouse as a black smith.

Art by Jim Holloway!

Chose from one of five animals to play: rabbits/hares, squirrels, badgers, otters, and mice.
This would have been great when my kids were little.  But I still think it would be a lot of fun.

In any case, this looks like fun.

Wednesday, May 30, 2018

Wayward Sisters for Amazing Adventures

Ah. I have never met a windmill I couldn't joust with.

Anyway it's AMAYzine May AND it is Wayward Wednesday.  So today you can watch your favorite Supernatural episode featuring the Wayward girls on Netflix.


Amazing Adventures is a really awesome game with a lot of character development and customization built right in.  Today I want to just work from the core rulebook and figure out how to add some different quirks to some characters with similar backgrounds.

Jody and Donna are both sheriffs working in the northern part of the Midwest.
Anne/Alex and Clare are both survivors that have turned to less-legal pursuits for hunting monsters.   AA gives me the means to get a little more finesse out of these characters.


Links lead to their pages on the Supernatural Wiki.

Jody Mills
Class: Gumshoe (Police officer)
Level: 7
Lawful Good

hp: 46
AC: 12
BtH: +7

Attributes
STR: 12 (0)
*DEX: 14 (+1)
CON: 15 (+1)
INT: 15 (+1)
WIS: 16 (+2)
CHA: 15 (+1)

Class Abilities
Climb, Cat & Mouse, Hide, Move Silently, Take em Down, Precision Shot, Face in the Crowd
Adversary (Monsters)

Traits
Abrasive, Honest

Background: Law enforcement
Knowledge: Law

Donna Hanscum

Class: Gumshoe (Police officer)
Level: 7
Lawful Good

hp: 46
AC: 12
BtH: +7

Attributes
STR: 13 (+1)
*DEX: 12 (0)
CON: 12 (0)
INT: 14 (+1)
WIS: 17 (+2)
CHA: 16 (+2)

Class Abilities
Climb, Cat & Mouse, Hide, Move Silently, Take em Down, Precision Shot, Face in the Crowd
Adversary (Monsters, mostly Vampires)

Traits
Cautious, Easy going, Honest

Background: Law enforcement
Knowledge: Law

The differences between Jody an Donna are subtle in terms of stats, but they are role-played very differently.  Jody has a longer history of hunters and hunting, but Donna has made up for lost time.

Jody can be a bit abrasive with others and with her family, but that is only becuase she worries about them. Her first family were all killed.

Donnan can act all sunshine and Minnesota good cheer, but never doubt that she has already figured out the monster and knows a couple of different ways to kill it "doncha know".


Alex/Anne Jones
Class: Socialite/Hooligan (Multi-class)
Level: 1 / 3 (3)
Neutral Good

hp: 24
AC: 10
BtH: +1

Attributes
STR: 12 (0)
*DEX: 12 (0)
CON: 15 (+1)
INT: 15 (+1)
WIS: 16 (+2)
*CHA: 15 (+1)

Class Abilities
(s) Charm, Connected (Vampire clans), Exalt (Vampire clans) (no clan)
(h) Back Attack,  Case Target, Climb, Hide, Lingo (Vampire slang), Listen, Move Silently, Open Locks, Pick Pockets, Traps, Medicine (from Nurse's training)

Traits
Passionate, Focused

Background: Mean streets
Knowledge: Vampires

Anne has two classes to cover the time when she was living bait for a clan of vampires (Socialite) and when she was later hunting and acting out (Hooligan) or as Jody put it, she was not a cheerleader but the one smoking pot under the bleachers.

Clare Novak
Class: Hooligan
Level: 4
Chaotic Good

hp: 20
AC: 11
BtH: +1

Attributes
STR: 12 (0)
*DEX: 12 (0)
CON: 15 (+1)
INT: 15 (+1)
WIS: 16 (+2)
CHA: 15 (+1)

Class Abilities
Back Attack,  Case Target, Climb, Hide, Lingo (Hunter slang), Listen, Move Silently, Open Locks, Pick Pockets, Traps, Sneak Attack

Traits
Passionate, Reckless

Background: Mean Streets
Knowledge: Angels and demons

Anne and Clare would normally by the rules appear to be Hooligans.  Anne/Alex starts out as a "Socialite" since that is the closest thing in the rules to "pretty vampire bait". Though she did do all of the things a socialite did for her vampire clan.   After she was freed she became every bit the rebellous teen Hooligan that Clare is.   Using the rules to swap out powers I took out her "Traps" ability and replaced it with "Medicine" to cover her training as a Nurse.  I am thinking that for now she is an LPN, not an RN, so maybe as she gets better I might have to rule of taking out some of her other hooligan abilities that no longer fit.
I also removed her Exalt since she is not running with a vampire clan/nest anymore.

Patience Turner
Class: Mentalist
Level: 1
Lawful Good

hp: 6
AC: 10
BtH: +0

Attributes
STR: 12 (0)
DEX: 14 (+1)
CON: 12 (0)
INT: 18 (+3)
*WIS: 16 (+2)
CHA: 17 (+2)

Class Abilities
Meditation, Psionic Power, Psychic Senses

Traits
Focused

Psionic Powers
Basic: Clairvoyance w/ Pre-cognitive

Background: Student
Knowledge: School topics

Patience is the easiest one.  She is, by any definition I can think of, a 1st level character.  She has some skills (she is top student and athlete) but she only has one trick right now and that is her visions.  So she is a perfect level 1 Mentalist with very, very minimal customization.

Ok. Now, these are builds I can enjoy and get behind.  These would be some kick-ass characters to play.  Everything from Patience discovering what her own powers mean and what she can do, to Clare's unresolved anger issues and the new mother/daughter relationship to Jody (who is basically Clare in few more years).  Even Anne trying to put the horror of her life behind her to do something normal.

It would make for a great game and a great TV show.

Don't forget that Petition!
https://www.change.org/p/the-cw-save-wayward-sisters



Tuesday, May 29, 2018

Willow and Tara: Amazing Adventures, 2018 update

In many ways I still associate Tuesdays with Buffy.

Hard to believe, but five an half years ago I posted Amazing Adventures stats for Willow and Tara.  The idea then, and now, was to experiment with different types of Arcanists.  Willow is a very typical Intelligence-based spell caster while Tara was always a more Wisdom-based one. I have also done a Charisma-based Aracanist, in the form of Rachel Morgan.

As you can imagine I am trying to replicate my C&C Witch in a modern format.

The Amazing Adventures of Willow & Tara, 2018

Recently I have been using Amazing Adventures as a modern game as opposed to a pulp game.  So instead of thinking about Tommy Guns and the like I am more interested in smart phones, computers and GPS.    The shift has been an interesting one.  Thankfully Amazing Adventures is based on a core of d20 so finding extra material is very easy.

So what have my witches been up to?

Given what I have been doing with the characters for the last few years I would have to say they have been largely retired.  So taking the reunion staged by Entertainment Weekly, I would say something pulled them out of retirement.  Maybe a horrible orange monster threatening to take over the world. Or something.  Of course I do want to figure out an adventure to pull all my favorite supernatural shows together in one mega-episode crossover.

Willow Danielle Rosenberg-Maclay
Arcanist (INT) 12
Human Female, Lawful Good

Age: 37, Ht: 5'3", Hair: Red, Eyes: Green

hp: 45
MEP: 114
AC: 12 (locket of protection)/ 15 (when in physical contact with Tara)
Move: 30'

STR: 9 (0)
DEX: 11 (0)
*CON: 11 (0)
*INT: 18 (+3)
WIS: 16 (+2)
CHA: 17 (+2)

Languages: English, Latin, Hebrew, French* (extra language)
Background: Computers +4 (+2 initial, improved at 5th, 10th level), Science +2
Traits: Spellgifted (offensive), Reckless
Skill: Knowledge (Arcana)

Spells per Level 9/6/6/5/3/2/1
0: Arcane Mark, Dancing Lights, Detect Magic, Ghost Sound, Light, Mage Hand, Message, Open/Close, Prestidigitation
1: Arcane Bolt, Burning Hands, Identify, Read Magic, Shocking Grasp, Sleep
2: Bullet Proof, Darkness, Enhance Attribute, Invisibility Scare, Shatter
3: Blink, Clairaudience/Clairvoyance, Fly, Lightning Bolt, Magic Circle
4: Confusion, Locate Creature, Scrying,
5: Telekinesis, Telepathic Bond
6: Chain Lightning

Willow's class is Arcanist, but her backgrounds are computers and science. She does have increased knowledge skill in Arcana.  It is also likely that Willow has bought off her Reckless by now.  Compared to my earlier version, I have dropped the unneeded Gadgeteer level.

Tara Ann Rosenberg-Maclay
Arcanist (WIS) 11
Human Female, Lawful Good

Age: 38, Ht: 5'5", Hair: Blonde, Eyes: Blue

hp: 42
MEP: 100
AC: 12 (locket of protection)/ 15 (when in physical contact with Willow)
Move: 30'

STR: 12 (0)
DEX: 9 (0)
CON: 12 (0)
INT: 16 (+2)
WIS: 18 (+3)
CHA: 16 (+2)

Languages: English, Latin, Gaelic, Japanese (bonus free language)
Background: Historian +4 (+2 initial, improved at 5th, 10th level), Artist +2
Traits: Spellgifted (defensive), Polite
Skill: Knowledge (myth and legend)

Spells per Level 9/6/6/5/3/2
0: Blinding Flash, Detect Evil, Detect magic, First Aid, Know Direction, Light, Purify Food & Drink, Message, Prestidigitation
1: Animal Friendship, Command, Cure Light Wounds*, Protection from Evil, Remove Fear, Shield of Faith
2: Aid, Darkness, Delay Poison, Hold Person, Lesser Restoration*, Speak with Animals
3: Cure Serious Wounds, Dispel Magic, Magic Circle against Evil, Remove curse, Spiritual Weapon
4: Dismissal, Restoration*, Wall of Force
5: Dispel Evil, Scrying

*Tara still retains her healing touch divine powers from when she was brought back from the dead.
To fit my general idea of Tara more I would like to up her MEP to the maximum amount. She might not have a lot of different spells, but she has a lot of power.

So for me it has been nearly 10 years since I used these characters in these incarnations.

What have they been doing?  Well in the Dragon and the Phoenix/Season of the Witch timeline they moved to Boston, been married for years. Willow owned a software security firm ("RedWitch") that she later sold making millions. Tara has degrees in art history and counseling. She teaches at a school for young magicians and witches (no not Hogwarts). They have two daughters Brianna 12 and Chole 9.

Reading over this I think what I really need to try is to start these characters over again at 1st level and see what it is like to run them under AA.  It makes perfect sense if you think about it.

Buffy = Demon Hunter
Xander = Hooligan
Willow = Arcanist (Int)
Tara = Arcanist (Wis)
Cordelia = Socialite
Giles = Occultist
Oz = Werewolf
Angel, Spike = Vampire

I could be a lot of fun.

Monday, May 28, 2018

Amazing Adventures for AMAYzing May!

Troll Lord games is continuing their AMAYZing May celebration with all sorts of sales but in particular their Amazing Adventures line.

I figured I would give AA another spin, but this time as a Modern, 21st Century game.

I also wanted a game where I could pull in all my favorite urban supernatural, modern horror characters under one system to see how they would all fare with each other.   I have a lot of things I want to try.

For this last week of AMAYzing May I want to link some of my past reviews and some characters that fit in my supernatural world.


Some characters for this world



And for free


Will have more this week!






Wednesday, May 23, 2018

AMAYzing May!

I have been very remiss at posting this, but Troll Lord games is having their AMAYZing May celebration with all sorts of sales but in particular their Amazing Adventures line.

All as a build up to their new 5th Edition version of Amazing Adventures, which you can get a preview of now.

5th Edition Amazing Adventures Preview

I have not read it all yet, but what I have looks like fun AND it still retains the best qualities of both 5e and Amazing Adventures.

Could this be my new modern game?

I am going to have to give it a go.

Wednesday, October 5, 2016

Plays Well With Others: Victorious and Victorian-era Games

Time once again for another chapter of Plays Well With Others.

Between some games there are often rivalries, heated debates, or even outright distaste.  Some games even have that between editions.
Not so for Victorian-era games.  We, the aficionados of such pastimes, fancy ourselves more genteel Lords and Ladies.  We generally get along and support each other and celebrate each other's successes.  This can be seen in the Facebook groups Victorian Gamers Association and +Jordan Bodewell's Victorian Adventure Enthusiast.

So today it will my pleasure to discuss how you can use Victorious with various other Victorian-era RPGS.

Note and Disclaimers: 1. I am making no attempt whatsoever to hide my biases here. 2. All books are mine. No book was provided for review purposes. 3. Links are affiliate links. 4. This will not be exhaustive.

Shall we begin?

Tho star with let's talk about what Victorious brings to the table that is unique. This is not just a Steampunk game or a game of Victorian daring-do. This is a game of Super-humanity from a Victorian point of view.  This is the writing of Friedrich Nietzsche writ-large with more hope, action, and steam. These are the promises of the ideas, but not the letter of, Charles Darwin.  The attitude is generally positive (which mind you can be a criticism of the game, the Victorian times were dirty, poor and generally terrible for many).
Victorious, true to it's name, is about striving for more and then seeing that goal realized.
If you go back to my review from yesterday you will see right off the cuff there are a few things that can easily be added to any Victorian game from Victorious.
1. The timeline
2. Background on the Victorian world, with various organizations.
3. The NPCs, in particular, the villains.

Many of the games I am talking about will also have these, but using them in concert makes for a better game.

Leagues of Adventure
Right off the bat Victorious has a LOT in common with Leagues of Adventure. Both games have similar motives and design goals.  Where Victorious can be summed up, though inadequately, as "Victorian Superheroes", Leagues of Adventure is summed up as "Victorian High Adventure".  Both have simlar Pre-Pulp sensibilities, and both have the point of view of Mankind will soon be much better.  I think the main difference to me is summed up by think how the characters could travel from London to New York in each game.  In Victorious the character would either fly by some sort of super-human means (in addition to other means) in LoA the characters would pilot a steam powered airship.
The timelines of both games are largely compatible and characters in one would feel right at home in the other game.


Could you imagine a team up of these characters?  I totally can.
The power levels of LoA are a little flatter than Victorious'.  Character start out and remain largely human-powered.  LoA has more skills, but Victorious' rules are a little faster on how skills are dealt with.  The GM of one game should find a lot material in the other game to give them plenty of ideas.

Victoriana
If Victorious is about super-humanity, then Victoriana is about weird-humanity and others.   Regardless of which edition you have/buy (1st Edition is pictured below), Victoriana is a little further on the "Castle Falkenstein" scale of Fantasy Victoriana than Victorious is.  It also takes place in the mid-Victorian era compared to Victorious' ever-popular late-Victorian era.


Victoriana is often described as Gaslight-Shadowrun. This is true. There are also plenty of other races like orcs, trolls, ogres, gnomes, elves (Eldren) and dwarves running around.  Victoriana is a fun game, but I sometimes wonder what it would be like under a different rule system.


Well not exactly like that...but you could fake a really cool Victoriana by mixing Victorious with Castles & Crusades. It would be a system that most of my readers would already be familiar with and still get at some similar types of game-play.  I would then advise GMs to grab some of the 3rd Edition Victoriana supplements.  Most of them are written with a minimum of game stats and all are absolutely beautiful.
While reading over Victorious I could not help but think of this picture from 1st Edition Victoriana.


This appendix in Victoriana covers very well what mixing 21st-century super-heroes with 19th-century sensibilities would be like.  It is a good read for anyone running a Victorious game.

In our hypothetical trip from London to New York, our Victoriana characters also travel by Airship, though it is not steam powered, but rather some eldritch magic.  Or they find an ancient Eldren gate.

Victoria
On the WAAAY other end of the "Castle Falkenstein Scale" is +Daniel Hodges' Victoria.  Victoria is very much set in the "real world". It is, however, a game I always suggest since it deals with the issues of the Victorian times better than pretty much every other game. Why? Because those issues are the focus of the game.   IF as a GM you really want to get a feel of the times then this is the game to use.  In fact, I have often wanted to run this game as an introduction game.  Everything is nice (well...not really nice) and normal then move on to the Fantastic game of choice once the characters learn of the "true world".


To travel to New York from London in this game you better book passage on a steamer and with some luck you will get there in about a week.

NOTE to FUTURE GAME DESIGNERS
We have now used up all versions of "Victoria" for a game!



Baker Street
On the same scale as Victoria is the Sherlock Holmes influenced Baker Street by +Bryce Whitacre.  Baker Street is set in "normal" Victorian times, albeit, one with Sherlock Holmes as a real person.  Victorious also has the world's most famous detective.  GMs should pick up a copy of Baker Street if Sherlock is going to play any part in their Victorious game.  Plus the clue-resolution system in Baker Street is fantastic and is something that can be lifted out to use in any game.
I will go as far as to say that Baker Street is one of those underrated games that should really get much more attention and many more awards.


Again. Steamer ship, arrive one week later.

Let's go to the other side of the scale into more Horror.  It is October after all.

Masque of the Red Death
Ravenloft Masque of the Red Death shares a lot of DNA with Victorious.  Either the d20/3rd edition or the original 2nd edition would work fine here.  I have already mentioned that you can mix Victorious with Tainted Lands and get something not unakin to Ravenloft Masque of the Red Death. Both games have several compliments to each other. Both have great and well-researched timelines. Both games have a great variety of NPCs and Villians. In fact, most of the material from one game can be used with the other with little fuss.  The big issues though are what does the Red Death mean in Victorious and how do super-humans work in Masque of the Red Death.  If you want to add some Gothic Horror to Victorious this is where I would start.   I for one would pick up MotRD's A Guide to Transylvania in a heartbeat to use with this.



Gaslight
Not too far away from Masque of the Red Death, but further up on the CF scale (this is a thing now) is Gaslight.  Gaslight is cut from the same cloth as Masque.  Since it is OGL/d20 it mixes with Victorious well.  I would argue that the system in Victorious/Castles & Crusades is better than d20 for this, but use some ideas from Gaslight to add a little more horror to your game.



Ghosts of Albion
In truth, Victorious and Ghosts of Albion are very, very different games.  Victorious takes place in the late Victorian era, Ghosts in the early. There are plenty of known superhuman and supernatural occurrences in Victorious. In Ghosts everything is hidden behind a veil of secrecy and magic.
But both games have a number of complimentary features.  First, if you plan to run one game in the other's time frame then both have good, detailed timelines.  Magic is a main feature of Ghosts, so if you are planning to add some more magical juice to Victorious then this is a good place to start.
I bet I could put together a "Protector" class for Victorious.  Mix in some details from Amazing Adventures and I could have a Ghost, Faerie and Vampire races for it as well.
Otherwise, the Magic quality is easily replicated by Victorious' Magicians.



One day I'll run an ultimate Victorian game with elements of these games plus Space: 1889 and Cthulhu by Gaslight.  Something truly epic.

Tuesday, October 4, 2016

Review: Victorious

Victorious or Victorious: Steampunk Adventure in the Age of SuperMankind is a game that I had been waiting for sometime.  I had not been able back it in the Kickstarter so I picked it up this past Gen Con.  I was quite pleased to do so.

Victorious is not the game I thought is was.  That is not a problem of the game, but rather a problem with my expectations.  I thought this was going to be a Victorian steam-punk game closer to Leagues of Adventure.  The game I got  though is rather fun and different than other Victorian games I have played and own.  This is a very good thing.

Victorious is a game of Victorian era Steam Punk Superheroes.  Once I got that into my head then the rest was a ton of fun.

The system is the tried and true SIEGE Engine from Castles & Crusades and Amazing Adventures and is largely compatible with both of those games.  So adventures for one will work in the other.  In fact, I tried out an Amazing Adventures scenario I had used in the past and it worked brilliantly.

Let's look into the chapters.
First, though, full disclosures.
1. I purchased both the hardcover and the PDF versions with my own cash.  Troll Lords did not send me copies for review, nor are they expecting reviews.
2. Links in this review often link to affiliate sites where I get a small percentage of anything bought.
3. I have authored a Victorian game that could be considered competition to this game. I do not see this as such.  Victorious and Ghosts of Albion can be played in similar time periods and even tell similar stories (I am planning on running a Ghosts adventure under Victorious to test this) but the games are not in competition with each other or other Victorian era games.

The Book. The book is a sturdy hardcover with color covers, black and white interiors, 144 pages.  The form and format reminds me of the original AD&D books.  The PDF comes with two files, one is a little more print friendly than the other.  Both are bookmarked.

Introduction gives us the basics of the game, some background and some information on RPGs in general.  It should be noted the the GM in this game means "Genteel Magistrate".  Damn.  I wish I had thought of that first!

Only if we are very, very lucky...

Chapter 1 is all about Character Generation.  If you have played Amazing Adventures or Castles & Crusades (or even D&D) then you know how this works.  First, we go through the standard Attributes and modifiers.  This is followed by a simple skill system.  In fact, this skill system would make a nice important to Castles & Crusades.  Up next is the big feature of this game; the powers that the characters gain as they level up.  Again, this is the primary feature of the game.  There are quite a few powers listed here and they remind me a bit of Mutants & Masterminds.  This is not a surprise really, given the focus of the game.  One could, I imagine, add more powers from other d20-derived games.
Some hindrances and shortcomings are also discussed.  Such things as "enemy" or "fame".
This is followed with some character examples that are roughly character classes. These include the Contraptionist (gadget guy), the Hypnotist, the Inquiry Agent (Sherlock Holmes), the Magician, the Paragon (Victorian Super-men), the Radiant, the Strongman, and the Vigilante (Gaslight Batman). We end with some ideas on completing the character.
There are enough character concepts here to create any sort of character you want.  I mentally "stated up" a few characters and was able to come up a Victorious version of them.

Chapter 2 covers the rules of the game. If you know Castles and Crusades then these rules will be very familiar. The main addition here are a bunch of Victorian-era firearms and some Steam-Punk gadgets. If your C&C game has black powder then this is a great chapter to have. Unlike some Victorian games there is no lengthy list of firearms (looking at you Dracula RPG), and this is a good thing.

Chapter 3 Equipment and Encounters is kind of a catch-all chapter of money, equipment, vehicles. encounters and worldly goings on.  One nitpick, there is a section on "Cost of Living" that details various costs of goods in both British Pounds and American Dollars, but no actual cost of living.  Te second half of this chapter details various organizations active in the Victorian era.  If you play any Victorian game then this is a great chapter to have. Nearly every Victorian game has a chapter like this and I really can't get enough of it.  Many, if not all, of these can be used in any other Victorian game and the societies and groups from those games can also be used here.

Chapter 4 The Victorious Era details some of the world history from the point of view of this game.  At this point, I have one major issue with this game.  There is the assumption that there are some super powered humans that have time-travelled from the 21st Century here.  I understand why the author did this; to help players acclimate to the stranger times of Victorian England. Personally, I thought it was unneeded/unnecessary.   BUT it does fit with the game, so that is fine.  Personally I am not going to use it. If I am running a Victorian game you are going to play Victorian characters.
Ignoring that there is a bunch of information on Victorian life that is great for any game. There is a great section on criminal slang that gives us the expected British slang, but also the rarely printed American/East Coast slang.
There is a Chronolgy of the Victorious age next.  This lists all sorts of political and scientific advancements made.  Included in this are events from fiction (like Dracula and Sherlock Holmes) and events from within the game itself.

Chapter 5 is the Bestiary.  Included are a lot of animals and the expected monsters of the Gothic Tradition.  These monsters are 100% compatible with Castles & Crusades and Amazing Adventures. So if you need more monsters they can be found easy.

Chapter 6 covers Supermankind. This has some more information on the world of Victorious. This includes many of the NPCs; the good, the neutral and the bad.  There are some great characters here including John Henry, Sherlock Holmes and the Spring Heeled Jack.  Like most games (and most ficition) the bad guys are the most interesting. Listed here with full stats are Aleister Crowley, Baba Yaga, Dorain Grey, Dracula, Hyde, Moriarty, and Col. Moran.  Really a Whos-Who of Victorian Villainy.  Really the star chapter in this book.  Which is saying something because there is a good game here.  These NPCs could be used in Amazing Adventures too.

Next we get and adventure, Hyde and Seek, which is a lot of fun.
The Appendices cover the Designer Notes, which are really fun read. I have to admit reading these gave me a greater appreciation of this game. There are sections on quick combat, dice rulings, and my favorite; mob rules.
There is a section on "History vs. Fantasy" which is a great read if you have ever tried to run a pseudo-historical game.  There is a list of resources that is also a great read. It's not exhaustive and there are some really notable exclusions, but this in not *my* list but theirs.

All in all this is a really fun game and I have nearly endless uses for it.
Mix it with a bit of Castles & Crusades for more fantasy or Amazing Adventures for more pulp.  Include some ideas from Codex Celtarum to make a more fantastic faerie-themed game. Mix it even more with Tainted Lands and get something not unakin to Ravenloft Masque of the Red Death.
The game has a multitude of possibilities beyond what is presented in the two covers.

The game is full of possibilities to be honest, and I really can't wait to try some of them out.
This is certainly a game I would love to play at a Convention sometime.

Buy this game if you enjoy Victorian games, Castles & Crusades, or superhero games with a twist.

Wednesday, September 21, 2016

Class Struggles: Castles & Crusades Classes

It has been a while since I have done a Class Struggles post.  Normally with these I like to take a deep dive into a single expression of a class and talk about it in it's various forms in the various editions and offshoots of D&D.

Today though I want to instead look at the unique, or mostly unique, classes offerings from Castles & Crusades and other SIEGE Engine games.  My point of view though will remain the same; how to use these classes in your Fantasy RPG/D&D.

First up is the Knight.  The knight comes to us from the Castles & Crusades Player's Handbook. So in this respect, it is a "core" class.  It is best to compare the Knight to the Cavalier. In fact if one were to look at the list of classes in the C&C PHB and compare that to AD&D1 PHB/UA or OSRIC the Knight stands out as being something of a unique class.  Like the UA cavalier the knight is a mounted, armored fighter type. They both follow codes of conduct and belong to various orders.  In most ways the knight appears exactly like the romance knights of King Arthur's Round Table with their code of chivalry and courtly romance.  Thankfully though the knight is a little bit more than that.
In Castles & Crusades there is the concept of Prime Abilities. Each class has one and they do about what you would imagine if you never read the rules.  For the Knight the prime ability is Charisma.  Not physical prowess, but charisma. This is the same for Paladins who are now taking more of the role of Holy Warrior.  The 5th Edition D&D Paladin is still closer to the C&C Paladin, but the C&C Knight is in many ways closest to the D&D4 Warlord. Both have leadership abilities and both appear to be more militarily trained fighters.

At this point, I must apologize for my selections of classes.  They are going to be based on the ones I know and the books I have.   I also mightnot focus on every class in the books I do have.

The Codex Celtarum is one of my favorite C&C books. I love the idea of playing in a Celtic universe and there is just so much fun stuff in this.  This book comes with a new class, The Woodwose, and a variation of a class, The Wolf Charmer. Both of these classes have a distinct Celtic flair to them.  The woodwose is a wildman of the woods and somewhere between a ranger and a barbarian in terms of role. Looking at their prime abilities, the Barbarian is Constitution, the Ranger is Strength and the Woodwose is Dexterity.  The wolf charmer is described as a pied piper of sorts for wolves.  They can be rogues or rangers and they gain some wolf charming abilities in favor of some the abilities they would have gotten for their own class.  A ranger-wolf charmer, in fact, resembles the concept of the Beastmaster I discussed in a Class Struggles a few months back.  In 3rd edition, we might have done this a Prestige Class.

It's sister product or cousin product, is the Codex Nordica.  Personally, I think both books should be used together for a greater effect to both. Yes their "worlds" are very different, but their interaction in our world is very linked.   This book offers us the Seiðkona, or sorceress.  Other books might call her a witch.  Indeed I used a lot of the same myths about the  Seiðkona, Vísendakona and Volur in my own witch books right down to using a distaff in place of a staff.  The Seiðkona uses Intelligence as her primeary ability and casts the same spells and magic as the Wizard does.  If she had used Charisma, I would naturally compare her to the Sorcerer of D&D3.   Though given her role, Intelligence (or maybe even Wisdom) is the proper choice here.  This is a class that is very much part of the mythology of the world she is in. She loses some of the things that make her special if she you dropped her into Greyhawk or the Realms.  There is also the Völva, which the clerical counterpart to the Seiðkona.  This class also serves the role of a priestess and uses a distaff.  As expected her primary ability is Wisdom.  Her gift is divination and prophecy.  So by means of a rough comparison, she is more similar to the Oracle class in Pathfinder.

Moving on to more C&C specific "worlds" we can first turn to the Tainted Lands. Now to be fair, I was pretty hard on this product when it came out.  I still find faults with it, but I am softening my approach some more.  I just ignore the "Psychic" and "Supernatural" attributes. The nice thing about this setting is it is easily back-adaptable to ad some darkness to your games.  The Tainted Lands also gives us four new classes.  The Witch Hunter (which I have converted to Wisdom), The Metals Master (which I honestly don't use), The Portal Keeper (I use Intelligence instead) and the Vampire (Strength).  Of these, I use the Witch Hunter the most.

The Haunted Highlands are next and have some classes that fit into the same horror or darkness tinged mode.  This includes the Players Guide, the Castle Keeper's Guide and the Black Libram of Naratus.  Now these books hit me right in my home.  Dark, scary, Celtic themed play?  Sign me up!  I will work on getting a full review out for the Haunted Highlands soon.  Case on point, the classes are a revised Assassin, a revised Monk, the Conjurer (Charisma based), the Necromancer (an Inteligence sub-class of the Wizard and which is also detailed at length in the Black Libram of Naratus), and the Witch (Wisdom based)! I could go on and on about the witch here, but it is a very approapriate adaptation of the concept for this setting.  Again. There is so much here to go through that I will have to devote a blog post or two about it.  But I would easily play one of these witches or necromancers.

To wrap-up my collection of Castles & Crusades specific books (and I know there are more out there) I want to look into the Castles & Crusades Players Guide to Aihrde.   What I really like about this book are some "race" specific classes. There is the Heisen Fodt (Dwarves), the Oraalau (High Elves), Ieragon (Eldritch Goblin), Hugrin dun (Gnome), and Felon Noch (Halfling). Essentially these are the racial classes closest to the Basic/Exper D&D expressions of the Race as Class classes.  Here though they have a strong cultural context and they really work.   I would add these to not only my Castles & Crusades game, but any OSR game or even D&D5.

Stretching now just a bit I want to talk about a few of the classes found in Amazing Adventures.  While AA is a Pulp or even modern RPG, there are some classes that would work well with just the tiniest of modifications.  Some of this is detailed in the books, but I want to share my opinions on the matter.  The Arcanist is basically a Wizard or Cleric.  The Gadgeteer though would make for an excellent Magical Artificer.  Use the rules here and in the Book of Powers to create your own artificer.  The Mentalist would add a psionic or psychic character to your game.  The  Socialite can be dropped in almost as-is for a Royal Courtier.   Now if we add in the Amazing Adventures Companion we get a whole new slate of character class options.   The Acrobat, the Archer, the Duelist, the Feral, the Pirate and the Soldier can all be used with only modifications to anything that involves firearms.  Depending on your game you could even add in the Gunslinger.
If you check out the Troll Lord's online shop you can also find the Demon Hunter class for AA, but easily compatible with C&C.

There are similar choices in Victorious, but I am not done reading that one yet.

All in all, nearly 30 classes you can add to your Castles & Crusades games.

I think the Troll Lords need to come out with a "Class Codex" now!

Tuesday, September 20, 2016

Review: Amazing Adventures Book of Powers

The Amazing Adventures Book of Powers for the Amazing Adventures RPG is really, really interesting book.  Interesting in that it opens up the Amazing Adventures game, and thus Castles & Crusades and Victorious RPGs into new and interesting realms of play.   It does in a sense to Castles and Crusades what the BESM d20 rules did (or could have done) to d20 rules.

Let's start with the basics and then move into specifics.

The Book of Powers (BoP) is a slim book, 48 pages. The covers are full color, the interior is black & white.  The list price is $14.99 but as of this writing, the PDF is on sale for $10.99.
We get right away to my first gripe about the book.  The cover.  I love Peter Bradley's work and this cover is gorgeous.  However, it is not really "pulp" to me at all.  Sure if this were a modern supers game (which in fact you can use this book to turn AA into) this would be a great cover, but acrobatic girl with green hair, in skin tight lycra/spandex outfit with plunging cleavage isn't my idea of the 1930s.  Sorry.  I mention only because I fear that people might not grab it.
Moving on.
The premise of this book is pretty cool.  Take AA's Gadgeteer class and turn gadgets into powers.  These powers can be used along side gadgets and other powers to make some truly heroic characters.  I did a few quick and dirty character creations this morning and I am pleased so far with what I was able to do.

Expanding on this idea Vey also presents a "Sorcerer" class, a magical power wielder that could fit in right next to the Arcanist class in AA OR even the Wizard in C&C.   For my next character I want to create an AA style sorcerer for a Castles & Crusades game to see how well it works.

Expanding on these powers even further we are given rules on how to make Vampire, Demon and Angel characters.  Now this is a REALLY cool option.  I don't often pull this card, but today I will.
Jason knows his shit here.  We worked together on WitchCraft, All Flesh Must Be Eaten and of course the Buffy the Vampire Slayer RPG.  Jason is above and beyond qualified to give us these rules. And these rules are really fun.  So much so that one idea I had for a supers game I want to now convert over to an AA game with powers, sorcerers, vampires, angels and demons.  It's actually quite silly how well it work for me.

The book also has a host of new character options including a modified skill check system.  I *believe* is the same as the one in Victorious.  Though I am not 100% sure.  It's a nice simple system.  Though reading it I realize I almost never do skill checks in C&C/AA; just ability checks.
There is also a new advantage system or perks for each class.  Totally optional, but allows for greater customization.  Not enough here? They are similar enough to feats to allow importing from other d20 games.  Add these to Castles & Crusades and you basically have D&D5.

Speaking of which there is also a section on "Amazing Crusades!" with guidelines on how to get Amazing Adventures Peanut Butter into your Castles & Crusades Chocolate.  I would also add that you can add the sweet, sweet creamy caramel of Victorious to this.

I was going to like this book anyway since it does a lot of the things I tend to do in my games anyway.  It also has a lot of things I love adding to my games.  So how do I give an unbiased opinion?

Well, I will say this.  If you love Amazing Adventures, then you should check this out.
If you want some more flexibility with powers and even races in Castles & Crusades, you check this out.
If you want more Steam Punk gadgety goodness of Victorious then definitely buy this.

I highly recommend this.

Disclaimer 1:  I received of a copy of this book in the mail as thanks for being a playtester.  No review was ever mentioned, promised or implied.
Disclaimer 2: I was a playtester for this book.
Disclaimer 3: I am good friends with the author, Jason Vey, and we have worked on many RPG projects together over the last 16-17 years. 
Disclaimer 4: All links are affiliate links.  Your clicks support my book habit.


Friday, November 6, 2015

Friday Night Videos: Guest VJ Jason Vey

Tonight we have a special guest VJ Jason Vey!

He is here to share songs that influenced him or motivated him while working on Brimstone & The Borderhounds RPG.

Jason and I have known each other for years. We worked on Buffy together, playtested each other games and respected each other enough to say when a bit of game design was total shit.

I was a playtester on this in the early days but I really can't say anything about it other than I am REALLY excited it is coming out.  So without further rambling on from me, here is Jason.


--

Greetings, night stalkers, vampires and Weepers! I’m definitely NOT Kasey Kasem. I’m Jason Vey(sem) and I’ll be your guest veejay for this week’s edition of Friday Night Videos on the Other Side.

Tonight I’m going to talk about the music of Brimstone and the Borderhounds – my RPG that’s currently in Kickstarter through Troll Lord Games. I’d like to share a few little ditties that are inspirational or otherwise appropriate to this particular game which falls solidly in the urban fantasy genre. But before we do that, here’s a quick primer from the Kickstarter itself:

Forget everything you know about the afterlife. Good guys don’t always go to Heaven and bad guys don’t always end up in Hell. The multiverse is one giant amalgam of giant corporations that humans know as afterlives. Heaven. Hell. Valhalla. The Happy Hunting Grounds. Some might look prettier than others, but in the end they’re all at war for the greatest commodity in the multiverse…Human souls.

It doesn’t matter much where you end up when you die; your lot in life is one of slave labor in one of these afterlives, doing whatever you might have done best (or didn’t know you were best at) in life. That could be constructing buildings or architecture. It could also be mopping up in a strip club. In Hell these human souls are called Weepers. Some win their freedom and earn a meager living in the dregs of society. Others try to escape, either to join terrorist groups known as Kittens, or to get out to another afterlife or even back to Earth. When that happens, crack teams of bounty hunters called Borderhounds are sent out to the Wastelands to bring them back in. The best of these teams is known as XiBalba and is led by Brimstone, the half-demon son of Hell’s Grand Architect.

Using the acclaimed and easy-to-learn SIEGE engine mechanic, the Brimstone and the Borderhounds RPG lets you play as Brimstone and his allies, as a new team of Borderhounds hunting down escaped Weepers and battling corporate espionage from other afterlives (or engaging in a little of your own), or play as a psychic, mystic, occult investigator or Earth-bound hero, battling supernatural incursions from the other worlds as our planet becomes a battleground in the greatest corporate war the multiverse has ever seen. Wield Helltech weapons, call upon Forza Infernis (the powers of Hell) or draw forth alien magic and psychic energies. The sky (or the Pit, as it may be) is the limit when you play in the world of Brimstone and the Borderhounds!

So there you have it, kids. Brimstone and the Borderhounds is an urban fantasy game using the same rules that power Castles & Crusades and Amazing Adventures. If Buffy-meets-Cyberpunk-in-Hell sounds cool, then B&B is just for you!

Now let’s take a look these happy little numbers that were inspirational or are otherwise appropriate for this game.

1. The Number of the Beast - Iron Maiden
A classic of heavy metal by one of the most important bands in the genre, this nightmarish story about a guy hunted through the woods by the devil himself is uniquely suited to a game about, well, souls escaping from Hell!





2. The Road to Hell - Bruce Dickinson
This may be cheating, since it’s by the lead singer of Iron Maiden and sounds a bit Maiden-ish, but it’s a relentless, driving tune that’s perfect background music for chasing down those Weepers or battling incursions from the other Afterlife Realms!



3. Seasons in the Abyss - Slayer
Sensing a theme, here? What did you expect? It’s a game set in or revolving around the theme of HELL! This is a classic of dark thrash metal from 1990. Its minor key and chilling, dark vocals are a great mood setter for a campaign revolving around those first discovering how the multiverse works.



4. All Nightmare Long - Metallica
Kind of a new record, and sure, Metallica has probably had better tunes, but this one is a worthy entry into their oeuvre. The video is as chilling as the lyrics and like Road to Hell, it’s relentless and driving and would be great for that climactic battle against whatever enemy your GM cooks up.



5. Faster - Within Temptation
Led by singer Sharon den Adel, Dutch metal masters Within Temptation are one of the more underrated symphonic rock bands out there today. This song is actually a single from their album The Unforgiving, which would completely unto itself act as a great soundtrack for a B&B campaign. It’s also tied to a comic book limited series, which you should totally check out as it dovetails neatly with the themes in Borderhounds.



6. Welcome to my Nightmare - Alice Cooper
Seriously, need you ask? What game about hell and monsters is complete without a song about the gradual degradation of sanity and the horrors of the madhouse? Nobody has ever captured the mood of horror and nightmares in music like Alice Cooper, and likely no one ever will. Here’s a creepy live clip of that one.



7. Holy Wars - The Punishment Due – Megadeth
The connections here are several. Thematically, this is about terrorism in the Middle East…and the Marvel Comics’ character The Punisher. Strange pairing, but there it is. The idea of “holy wars,” however, is a great fit for a game about corporate espionage between Heaven and Hell, and the driving, never-quit force of it is another excellent soundtrack for action and adventure, while the comic connections are obvious.


There you have it: seven songs to get you in the mood for Brimstone and the Borderhounds, Kickstarting now! Check it out—back if you like, and spread the word!

https://www.kickstarter.com/projects/676918054/brimstone-and-the-borderhounds-rpg

Kickstart Your Weekend: Brimstone & The Borderhounds RPG

I don't know much about the Brimstone & The Borderhounds comic, except it looks like "Dog the Bounty Hunter" meets "Hellraiser".  I could be wrong.  But even if I am it sounds like a cool game.

Troll Lords also thinks so with their new Brimstone & The Borderhounds RPG.



It is being written by Jason Vey (of Amazing Adventures, Band of Zombies, Broken Gods, and contributing author to the Defending Earth the Unit Sourcebook for the Doctor Who RPG, and contributor to Buffy) and uses the SEIGE Engine found in Amazing Adventures and Castles & Crusades.

Already I see a lot of use for this game.

I have a little side game going on (well on hold for a moment) called "The Daughters of Death" that was using D&D4.  With this it looks like I could easily move it over to Castles & Crusades.

Since I already have some Castles & Crusades plans in the mix for my game after my D&D 5 one.

In anycase this looks like a lot of fun.

Troll Lords has a great track record with Kickstarter so backing this one should be a no brainer.

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