Showing posts with label DriveThru. Show all posts
Showing posts with label DriveThru. Show all posts

Tuesday, January 5, 2016

Against the Slave Lords Reprint now in PDF

2016 starts out with a bang as WotC gives us the reprint of Against the Slave Lords in PDF.


I just grabbed it (since that is the adventure my kids are now going through) and it looks exactly like the print copy.

I has the A1 to A4 adventures and the introductory A0 adventure.  Sadly not the A5 adventure, The Last Slave Lord.

I can now print out maps and mark them up all I like!


Wednesday, September 16, 2015

Class Struggles: Class Compendium Books

RPGNow has a big sale going on on various d20 books.


I am not done with the class analysis I wanted to do today so I thought maybe I would highlight some of the books with new classes for your OSR games.  Some of these I have reviewed in the past.  I am sure there must be others, but these are the ones I am most familiar with.  Not all these books are on sale.

A Curious Volume of Forgotten Lore
One of the first, this is the book that launched BRW games and Adventures Dark & Deep. Part of +Joseph Bloch's "What If" experiment of a hypothetical Gary helmed 2nd Edition.  I recently went back and reread some of the articles from Gary about the 2nd Ed. game of AD&D that never was.  Interestingly he made comments about a 3rd and 4th edition game too!  This book covers the Bard, Jester, Mystic, Savant, and Mountebank classes.  The mystic was the first class I looked at for the Class Struggles series.

The Complete B/X Adventurer
This is the second book of the B/X Companion series by +Jonathan Becker.  Where Adventures Dark & Deep gave us a hypothetical AD&D 2nd Ed, Becker gives us a Companion set that never was.    This book gives us some extra rules but the main feature are the classes.  The classes are Acrobat, Archer, Barbarian, Bard, Beastmaster, Bounty Hunter, Centaur, Duelist, Gnome, Mountebank, Mystic, Ogre-Kin, Scout, Summoner, Tattoo Mage, Witch, and Witch Hunter. 17 new classes.  New classes in B/X and BECMI related games are a bit more varied since races are also classes.  But there are a lot of great classes here.

Basic Arcana
+Tom Doolan published his first work, Basic Arcana all the way back in 2013!  This is also a "Basic Era" product.  It starts with some "Class Variants"; Dwarf Priest, Dwarf Scout, Elf Sorcerer, and Elf Warrior. For humans we have the Martialist (like a monk) and the Barbarian. All of this and some extra rules on combat and a page of spells.

Magical Theorems & Dark Pacts
A favorite of mine, this book introduces a baker's dozen of new magic using classes and their spells. +Dyson Logos gives us the:  Cleric, Wizard, Elven Swordmage, Elven Warder, Enchanter, Fleshcrafter, Healer, Inquisitor, Merchant Prince, Necromancer, Pact-Bound, Theurge, and the Unseen.

ACKS Player's Companion
ACKS is still one of the slickest look games around.  +Alexander Macris gives us 19 new character classes, including the Anti-paladin, Barbarian, Dwarven Delver, Dwarven Fury, Dwarven Machinist, Elven Courtier, Elven Enchanter, Elven Ranger, Gnomish Trickster, Mystic, Nobiran Wonderworker, Paladin, Priestess, Shaman, Thrassian Gladiator, Venturer, Warlock, Witch, and Zaharan Ruinguard.  So a good collection really. That takes up about 44 pages of the book's 160.  New classes have new spells as well. Best of all is a character class creation guide. It look like a similar idea that appeared in Dragon years ago.  Basically it reduces any class to a set of points and you point buy a new class just like you would in say GURPS or Unisystem.  Maybe one day I'll check out a bunch of classes using this.

Theorems & Thaumaturgy
This is part a class book and of course all the new spells.  It's not part of the sale, but +Gavin Norman offers it as Pay What You Want, so make this worth his while.  The new Classes are the Elementalist, Necromancer and Vivimancer. The Vivimancer later gets his own book, but these are three very solid class choices.

Class Compendium
+James Spahn has been delivering solid classes since the dawn of his Barrel Rider Games.  This is a collection, edit of some of his best selling and favorite classes. The first 166 or pages are dedicated to a Basic Era/Labyrinth Lord compatible class.   Well this book is huge and we are given 52 classes, divided by category.
Arcane Allies: Alienist, Familiar, Thopian Gnome, Wild Wizard
Doughty Dwarves: Raging Slayer, Rune-Smith, Warchanter
Enchanting Elves: Dark Elf, Greensinger, Half-Elf, Sylvan Elf
Heroic Halflings: Burglar, Feast Master, Huckster, Lucky Fool, Tavern Singer
Holy Rollers: Angel, Friar, Inquisitor, Undead Slayer
In Shining Armor: Commander, Dragon Slayer, Knight
Martial Masters: Barbarian, Berserker, Gladiator, Samurai, Sword Master
Monstrous Marauders: Dragon, Goblin,  Half-Ogre, Half-Orc, Treant
Second Star to the Right: Fairy, Lost Boy, Pirate
Traveling Trouble-Makers: Acrobat, Explorer, Fortune Teller, Wanderer
Unhallowed Heroes: Cultist, Damphir, Death Knight. Eidolon
Urban Adventurers: Bandit, Bard, Bounty Hunter, Watchman
Virtuous Victorians: Automation, Investigator, Metaphysician, Shootist

New Class Options
One of the most recent one this comes from Genus Loci Games and +Johua De Santo.  The classes included here are the: Blood Witch, Chesh, Forrester, Highlander, Mermaid of the In-Land Sea, Mythwood Elf, Pixie, Prodigal, Ruca and the Draken-Knight.  I covered the Blood Witch in some detail a while back.

So. Over 120 (give or take) new classes.  Not to bad really.

Wednesday, September 2, 2015

Social Contract Thing (again)

So. Yeah that DriveThruRPG/OneBookShelf / Tournament of Rapists thing happened.

I am not going to bore with the details, others have had more to say on it. But I do want to talk about the fallout.

Over the weekend and into this week I have seen some exceptionally bad and unprofessional behavior coming from all sides of this issue.  All sides.  And from people I expected better from, and sadly from people that played the part I totally expected them to play.

The result of this is now OneBookShelf will have a system of some sort for people to "report" on suspected witches communists offensive material.   So far it sounds like a button of some sort.  No idea if the person reporting the material actually has to read it first.

Personally I can't change any of that.  But here is what I will do.  Again this is a social contract thing, I expect to do X, Y and Z in return for certain expected behaviors A, B, and C.

1. Under no circumstances will I ever use this system of reporting material to DriveThruRPG. Never.  If I have a problem with your product I will email you.

2. I will not blast a product I have not read on social media or this blog.  If I talk about a product here it is usually because a. I like it or b. have read it or plan too.  If I hate something and I talk about it here then be assured I have read it and reread it to make sure my impressions of it are sound.  I then invite debate.  You are free to use your social media or my blog here to tell me why I am wrong.

3. I will not go to social media and rally support to blast/flag a product.  I have seen this from a number of industry professionals and frankly they should be ashamed.  Again, if I have an issue with your product enough to do something about it, expect an email.  

This is what I see as being the biggest issue with the new system.  It is far too easy for a publisher to leverage their social media weight to get fans to tag or report a product that either they personally don't like OR because it is competition.

These are my expectations.  Granted I am under no illusions that people will abide by them, but at least I am putting these up here for those that might.

1. If something of mine is offensive you will email me first.  simple right?  No anonymous slack-tivism, no clicking on a button.  If you don't like something I have done then please have the courage of your convictions to tell me.  Don't want to confront me for some reason?  Fine. Have a friend email me on your behalf.

Simple right?  I promise to do three things, you promise to do one.

There is no reason why we can not act like professionals and adults here.

Tuesday, September 1, 2015

Second Edition DMG in PDF

The Second Edition DMG is now up on DriveThruRPG.


Never quite as good as the 1st Ed DMG, this one did have a lot going for it.

Saturday, August 29, 2015

RPG a Day 2015, Day 29

Day 29: Favorite RPG Website/Blog

Again, so many.

I think I am going to have to go with DriveThruRPG/RPGNow.

I LOVE the idea that any game I want is at my finger tips.  Old, new, sometimes free.  It is one of the best things about gaming in today's age.



Tuesday, August 18, 2015

AD&D 2nd Edition Player's Handbook now at DriveThruRPG

It looks like will be getting all the reprints in PDF format afteral.

The AD&D 2nd Edition Revised Player's Handbook just went up.


The Monster Manual and DMG should follow in the next couple of weeks.

Thursday, July 23, 2015

Christmas in July

DriveThruRPG / RPGNow / OneBookshelf is running their Christmas in July Sale.


Lots of great deals going on.  I even have plenty in my wishlist that went on sale.

So much good stuff really it is hard to know what to recommend.  Chances are  good that something you have been wanting is on sale.

Wednesday, July 22, 2015

Review: Revelations of Mars

Ubiquity month continues with a return to Mars in Revelations of Mars.

Revelations of Mars (RoM) is the newest book in the Ubiquity universe and the newest from Exile Game Studio. Like Space: 1889 I got in on this one via the Kickstarter.   I am going to spend some time looking at both games, but today I want to focus on RoM by itself.

Revelations of Mars is a nice thick tome.  Or it will be when my hardcover comes in next week.  The PDF is a healthy 224 pages.  Color covers and inserts, but mostly black and white interior.  Like it's older brother, Hollow Earth Expedition, this works well for the style and feel of the book.  What is that style?  Overtly it is Pulp Action, like HEX, but there is a good helping of "Sword and Planet" and "Planetary Romance" action here as well as, and this is fun, 50s sci-fi mentality.  In fact while reading this I kept thinking more and more of the staples of 50s UFO invasion movies.  I am not sure if that was the author's intent, but it is what I got.  I had ideas for this game, but now I am thinking "Day the Earth Stood Still" and "Journey to the Seventh Planet" (ok that was early 60s). The Mars of RoM is closer to the Barsoom of Edgar Rice Burroughs than say War of the Worlds.
This book is also a sourcebook for Hollow Earth, so you will need the Core HEX book to play.

Chapter 1 covers Characters which gives more material for Mars based and Mars travelling characters.  We get the expected run of Martian nobles, nomads and even robots.  There are plenty of new Talents and Flaws.  Everything from four arms, dual brains, Vrii-based talents and more Atlantean-based ones.  Looks like we are in for a treat here!  There are also Robot and Alien creation templates.
The Sample Characters/Archetypes are in beautiful full color and done really, really well.

Chapter 2 Supernatural Powers is another chapter I was eager to devour.  This covers psychic powers. Everything from psychic healing, precognitive powers and pyrokinesis.  Mix in with the Hollow Earth books and you have quite a bit of psychic powers to cover most situations.

Chapter 3 details more Equipment and weapons.  For you fantasy role-players out there here is your list of swords, maces, flails and spears.  Everything required by a Sword and Planet story.  Not to worry, there are still "blasters" and "ray guns" to be had as well. Naturally.   There is even Martian Red Steel that can be used in some weapons.

Chapter 4 Vehicle Combat covers all the new craft one can find on Mars.  My favorite are the sky ships.  Not a huge fan of pirates, but these are cool.

Chapter 5 is all about Martian Natives.  Several races are covered. There is the expected four-armed "green" Martians (the Dheva) but there are plenty of others. There are insect-men (well, beetlemen), Grey Martians which do remind me of "Greys",  Apemen, Purple Martians (that new!), dinosaur men, the Vrii, which are like giant crystal formations and finally the Red Martians.   In a interesting choice the Red Martians are related to Atlanteans.  There is a lot here and I am not doing it justice by any means.

Chapter 6 follows with The Red Planet, background on Mars.  Mars is very much a dying world.  That is the same story we get in the Barsoom books and even in DC comics, so that much is familiar.  There is also a feel of Vance's "Dying Earth" here too.  First we cover how to get to Mars.  There are your standard weird science rockets, but also projection from the Astral Projector, Atlantean Portals (which I rather like to be honest) and the good old fashioned abduction.  The bulk of the chapter details various locations on Mars and the inhabitants.  Very nicely detailed.

Chapter 7 Atlanteans details these ex-pats on Mars.  Not only their involvement on Mars, but also their involvement in the greater Solar System. Even if you don't want to play on Mars but want more information on the Atlanteans for your Hollow Earth Game then this is a great, must read chapter.  Several Atlantean "Gods" are also detailed and how their affairs affect Mars.

Chapter 8 Friends and Enemies covers the various peoples of Mars and what Earthlings can expect. Several unique characters are also discussed.

Chapter 9 Bestiary is exactly that, the beasts and monsters of Mars.  We have a number of "Earth-like" creatures, some different sorts of Dinosaurs and lots of insects. There are some near-humanoid creatures as well. There are even "sand worms".   There is some more modern influences here as well. The bestiary is more "Avatar" than it is "This Island Earth".  There is nothing wrong with that, though with the lack of water and plants I don't see many of these creatures, save the bugs and scavengers, living long at all.

Next is a Sample Adventure, Revelations of Mars.  I won't say much (spoilers!) but it is for human characters coming to Mars.  That makes good sense really.

The appendix covers some inspirational books of the Planetary Romance sort.  The usual suspects are here; Herbert, Vance, Howard, Burroughs, Zelazny and Wells.  But there are others worth looking to.  Comics, movies and TV shows are also mentioned. As with the other games in this line books are given the most attention.

There is a good index and list of Kickstarter backers.
A few full color "ads" and a full color map of Mars.

Honestly there is so much in this book that you could easily make a completely Mars-based campaign.  Just traveling from city to city would be adventure enough.  Thankfully the book covers more than just that.  Exile really has something nice here and I hope to see more in this line.  Could a Venus book be in the future?  Hope so.

Tuesday, July 21, 2015

Advanced Dungeons & Dragons Dungeon Masters Guide

The last book of the trinity that got many of us on this road was released in PDF today.

Dungeon Master's Guide



No more need to haul my books to the 1e game.  I can just bring a tablet.

Wednesday, July 15, 2015

Monster Manual released on PDF

WotC has released the 1st Edition Monster Manual on PDF for the price of $9.99.


Looks like that is up from $9.95 when it was originally released. Damn inflation!

The Monster Manual was the first RPG I ever read. The one that started this whole crazy business for me.  I judge every RPG I pick up against how the Monster Manual made me feel.  Does it ignite that fire of excitement and creativity? Will I spend hours and hours reading the pages?

Tuesday, July 7, 2015

AD&D 1e Players Handbook on DriveThruRPG

That's right.  The book that started it out for so many of us is now on DriveThruRPG.
http://www.drivethrurpg.com/product/17003/Players-Handbook-1e


This is a big deal really.
Prior to this the wisdom was that the reprints would not be released on PDF.
So I supposed there is hope that some PDFs might get reprinted.  Maybe.

But in any case the Gary's Magnum Opus, AD&D, will now be available as PDF.

Also if you are playing the newest edition of the game, Unearthed Arcana has Psionics for the price of a click.
http://dnd.wizards.com/articles/features/awakened-mystic

The days of complaining about Wizards not giving us what we want are over.

Sunday, April 12, 2015

Review: CC1 Creature Compendium

I love monster books.  The Monster Manual for 1st Ed AD&D was my gateway drug to D&D addiction.  I can still just sit there and read and reread monsters.  So when a new monster book comes along and promises the same level of thrill and excitement as that first time. Well I pay attention.
New Big Dragon Games Unlimited is saying just that.

CC1 Creature Compendium
"Remember those flashes of inspiration that electrified your brain when you first picked up that hardback volume of monsters all those years ago?" Richard LeBlanc begins this new monster book right where I need to, reminding me of the absolute JOY I had holding the 1st Ed. Monster Manual in my hands for the first time.

This book doesn't quite fill me with that joy (that is a TOUGH act to follow) but it does come close and for the price it is a damn fine book.

So what does this book have?  Well it is 94 pages total and over 200 new monster for your Old-School game.  Which system?  All of them, or nearly enough.    Each monster is "dual" stated for 0e/1e and BX.   Simply read the stats that work the best for you and take what you need from the other.  Sometimes there is no difference. For example an AC of 3 in AD&D is roughly an AC 3 in BX and the monsters will either list 3 or some other close number.   Movement rates are easy to convert of course and alignments are different systems, but all in all it is still nice to have.

There are a lot of fun monsters here too.  A mix that reminds me of the old Fiend Folio to be honest.  Even the art, which is good, reminds me of the FF a lot.   Every monster is illustrated, or if they are not I didn't see it.  So a lot of art.

Of particular use are the two appendices.
Appendix A gives us Treasure Types by Edition. 0e, 1e, HB and BX.  Subtle differences in each, but best to line up what you are doing.
Appendix B gives us the monster XP totals for various editions as well. 0e, S&W, BX/BEDMI, LL, 1e and OSRIC.  Great to have.

If they wanted to capture the feel of reading the old MM then they were successful.  If you love old school games and monsters then this really is a must buy.

I am curious to know what people think of the dual stating.

Wednesday, March 25, 2015

What are YOUR Favorite NEW Old-School Adventures?

For the longest time I go on and on (and on and on...) about my enjoyment of the many of the old school games.

But I am really doing my contemporaries a huge disservice.   So today I wanted to talk about some of my favorite old-school adventures published within the last few years; aka the OSR adventures.

The Hanging Coffins of the Vampire Queen
I have talked about this one a lot.  It's a meat grinder and just a crazy, gonzo adventure with tongue firmly planted in cheek.  It is great fun and you can read more of my experiences here, http://theotherside.timsbrannan.com/2014/10/into-lair-of-vampire-queen.html

The Shrine of St. Aleena
Another great intro module and a great intro to what Old School Gaming can be.
I also covered this one here, http://theotherside.timsbrannan.com/2013/10/review-shrine-of-st-aleena.html

Oak Grove Whispers
Another great intro module set outside of the City of Domvay (and included in the special edition print versions of the book). If The Shrine of St. Aleena works for you then give this one as a try.  This is more straightforward.

Dwimmermount
A lot can be said (and has been said) about this mega-dungeon/campaign, but one thing is for sure. Autarch really saved this project.  I am not a huge fan of mega-dungeons, but this really is a must have.  I think in the end what sells me on this project is it's vision. Sure it could be described (and has been) as a monumental act of hubris OR you could look at it as a commentary on how the OSR solidified 70s and 80s nostalgia into a post-millennial marketing tool.  It might not be the best at saying what we do, but it is an honest look.

Castle of the Mad Archmage
This might be the closest we will ever get to exploring Castle Greyhawk. Yeah it is not perfect, but the effort and work here is beyond reproach and it is a damn fun adventure.  This is also on the complete opposite end of the spectrum from Dwimmermount.  Like the other mega dungeon this is the vision of one man, in this case Joseph Bloch.  Though were Dwimmeromount received much hype CotMA just quietly got published with no drama.  When Bloch has done Kickstarters they have been on point, fast and he usually gets people their materials WAY before he promised he would.  This is also a good example of the OSR ethic.  There is still nostalgia here but it took a different path.

No Salvation for Witches
I will be honest. I find most of James Raggi's adventures to be unplayable.
Not due to content or anything like that. I just believe that the GMs job is to help characters to greatness, not stick them into an adventure where they have no chance of winning.   I don't mind a meat grinder now and then (see Vampire Queen above) but not a design philosophy centered around fucking with the players.  Tomb of Horrors was a one time deal, not a template for every adventure.
That being said I like No Salvation for Witches.  It still has the same art quality one expects from LotFP and the adventure still has buckets of gore, but author Rafael Chandler brings some of the same splatter-punk horror the he demonstrated in his own Teratic Tome (which would make a good add-in for this).  I like the setting and the plot is something taken out of the most salacious accounts of the witch trails. Well if those accounts were embellished a little by Clive Barker.
NSFW (cute) is set in LotFP's pseudo historical Europe, but frankly I would rather take it and set it in the world of Astonishing Swordsmen & Sorcerers of Hyperborea to give it that "older and colder" feel that AS&SH does so well.

Liberation of the Demon Slayer
Venger As’Nas Satanis has a reputation comparable to James Raggi. Liberation of the Demon Slayer does nothing to change this.  Also this adventure is something I might like to run under Astonishing Swordsmen & Sorcerers of Hyperborea.  There is a mix of demons, devils and Lovecraftian beasts/gods that somehow feels right for that world.  There is a lot of the author's advice for running and some of his house rules. Normally I might ignore these, but they seem central to his design philosophy that maybe, just for this adventure, they should be used.
If you, like me, love eldritch abominations and dark magic then this the adventure for you. The adventure itself "sounds" simple enough. Retrieve a demon killing sword from the caves to stop the demons attack your village. Easy peasy.   Trouble is that the author grew up when dungeons-as-meat-grinders were a thing.  This adventure though is closer in tone and danger to the Hanging Coffins of the Vampire Queen than it is to most Lamentations of the Flame Princess products.  With the right DM this could be a great and dangerous adventure where the party could live. Sure they could all easily die too. One can read this and imagine that all of the author's games are a bit like it.
Actually I have known the author for a number of years and yeah this is exactly the kind of things I expect in his games.  I think the difference here with this adventure and some of his earlier material is there is a maturity here to accept the absurd.  This adventure can be played straight or with a dash of dark humor.  Think of it as a horror movie, even the scariest have a touch of humor to them; it sets you up for the bigger punch later down the road.
Curiously enough in my own games I do have an epic weapon for killing demons. In my current world state this sword is lost and a quest is needed to recover it.  Maybe this is what I need.  If so then the value of this adventure just increased ten-fold for me.   I am going to have to spend some quality time with it and a pencil to see if it can be recrafted into something that fits my world a little better.

The Snake's Heart - A Lost Age Adventure
This is my newest one. The overall feel of this one is like an action movie. Maybe more like a horror-action movie, but you get the idea.  The adventure is hard core old school. It is compatible with S&W: White Box but like most of the OSR adventures it can be used with just about any rules.   The file is a pretty simple affair; 19 pages, line art. So nothing too fancy, but the aesthetic is very, very old school.  It looks like something your older brother's friend who was the first kid in the neighborhood to play D&D might have made; only a lot better.
The adventure itself starts with a simple set up and encounter (I like adventures that make the players DO something right away) and then that simple encounter leads to a confrontation with an evil cult. Shenanigans ensue. The adventure takes a few cues from more modern adventures and separates encounters. The effect this has is to keep the action flowing.  If this were a movie it would be Raiders of the Lost Ark or, more aptly, The Temple of Doom.  At just under $2.00 it is also perfect for an afternoon when you want to play something but don't have an adventure ready to go.  
For myself I might make some minor changes here and there.  Snake Goddesses are fun and all but what if I need a Wolf Goddess or a Centipede one?  It make a great introduction for some characters that have already been through one adventure and are their way to the larger plot brewing.   I say grab this one and use it this weekend.

Hmm...maybe there is a campaign here.

What are your favorites? What have I missed that I should be playing.

Tuesday, March 3, 2015

DriveThru Drive by: GMs Week!

Been a really busy day today at work so I'll make this one short.

DriveThruRPG is having their annual GMs Week sales.



This is always a great time to pick up that game or book you have been wanting but also wanted a sale to do it.

Still working through all my books too.  Picked up the audio book of "Harry Potter and the Goblet of Fire".  "The Mist-Torn Witches" is turning out to be really good.

Thursday, February 12, 2015

Wizards of the Coast Sale at DriveThruRPG

Right now every Wizards of the Coast D&D product at DriveThruRPG is now on sale.


And there are some great deals.

D&D Rules Cyclopedia (Basic) for $5.00
Seriously, if you don't have this grab it now. Just do it.

Rules Compendium (3.5) for $7.00
For D&D 3.5.  I don't even have this (was burned out on 3.5 when it was published) but I am grabbing it now.

D&D Rules Compendium (4e) $5.00
I have a post coming up that the 4e might find a new life online thanks to cheap PDFs.  This is certainly a good place to start.

I would also like to point out the World of Greyhawk Fantasy Game Setting (1e). This thing is really high priced on eBay, but here it is only $8.50.

Grab these and more now.


Friday, December 12, 2014

Pulling Games

So unless you have not caught up on your reading yet this week (I haven't really myself) then you might not know that OneBookShelf, the owners of DriveThruRPG and RPGNow have opted to pull a title by +James Desborough from their virtual shelves.

Here are the links of what people are saying today.
And James' first post on this:
http://postmortemstudios.wordpress.com/2014/12/04/gamergate-the-card-game-released/

TL;DR. OBS pulled James "Grim" Desborough's latest game, a card game based on "Gamer Gate".

You can see OBS' comments here:
https://www.facebook.com/notes/drivethrurpgcom/dear-publishers-banned-a-title-on-onebookshelf-marketplaces/10153001549944095

I don't want to spend a lot of time on this. But here it goes.

1. I support OBS' stand on their right to pull any game they choose.  It's their store. They can choose what they want to sell or not.

2. I support Grim in making and selling any game he wants.  I do not agree with his stance on Gamer Gate, but I also feel the guy is often accused to saying and doing things he actually never said.  He says on his own blog, posts and everywhere else that if we have a question just ask him.  Turns out that works great.  I do think it sucks that his game was tossed out pretty much sight-unseen.

So my issue is not really with OBS or James.

My issue is with the publisher that forced OBS to make a decision.  They used their own market power as a bullying tactic to get a game they, or rather one person in particular, did not like.   It was a dick move.

This is not the first time this particular publisher has pulled some rather dickish stunts.  In fact it is the third I have heard of in the last year.

I am not getting into details. I have no desire to challenge this publisher and no power whatsoever to have them address their own bad behavior.   All I can do is not play or promote their games here.

If you want to buy the Gamer Gate card game, then please head over to Postmortem Studios  http://postmortemstudios.wordpress.com/.   I have no interest in it myself, but maybe I'll buy something to show support.   Machinations of the Space Princess is a good choice.


Tuesday, December 2, 2014

Review: Colonial Gothic

Last night was the Fall Finale of the TV show "Sleepy Hollow".  It is a fun show and has a great premise and lots of great monster. But the joy of the show is Tom Mison's fish-out-of-water Ichabod Crane and Nicole Baharie's no-nonsense cop Lt. Abbie Mills.  It is a great mix of action, horror, humor and cop procedural formulas.  There are also some great supporting roles from Katia Winter as witch Katrina Crane (nee Van Tassel), John Nobel as Harry Parish aka Jeremy Crane and Lyndie Greenwood as Jenny Mills, Abbie's sister.

Watching the show has got me psyched for my "Spirit of '76" game for Chill. It has also sent me back to an old favorite of mine, Colonial Gothic.

I was introduced to Colonial Gothic at Gen Con a few years back by the authors at Rogue Games.  They were easily the friendliest people I talked to that day and their enthusiasm for their game was infectious.  I know every game company loves their own games, but these guys were over the moon with Colonial Gothic.  I can totally understand why too.  It is, too my knowledge, a fairly unique time period to be gaming in.  Maybe I am reading too much into it since I am a fan of the time period, but it was still great to talk to them.

They have great web support for their games and a ton (ok, a little more than a dozen) of pdfs for sale.  Honestly it is a game I wish I played more of.  Which is a shame since +Richard Iorio II actually lives fairly close to me.

Colonial Gothic Rulebook 2nd Edition
The best thing about this book right out of the gate is it compatible with the older, and out of print, Colonial Gothic Rulebook.  So all the books I have from Gen Con are still good.
CG uses the same d12 based (I remember the guys at the Rogue Games booth going on with glee on how they used the often neglected d12!) system that you find in Shadow, Sword & Spell (I am not 100% sure, but both games look like they are completely compatible with each other).
The core book comes in at 282 pages, plus covers. The second thing I noticed that this book is much better looking than the first core book. No slight against that book, but this one is a gem.  The first book had a nice hip "indie" feel about it. This book manages to pull off "indie" and "big time professional" between it's two covers.  I like that.
But what is Colonial Gothic? From the book:
Colonial Gothic is a supernatural historical roleplaying game inspired by the history and setting of the American colonial period, from the founding of Roanoke in 1568 to the end of the War of 1812 at the Battle of New Orleans in 1815.
Pretty cool if you ask me.  For me Colonial Gothic continues the story that Mage: The Sorcerer's Crusade began and Ghosts of Albion continued to the industrial age; science and reason over superstition and magic in a world filled with horrors.  But CG is more than just that.  In this game the "Americans" are on new soil, but it is only new to them.  There are horrors native to this land and their are the horrors they brought with them.

The game mechanics are rather simple, which is a good thing, most often it is 2d12 +/- mods vs. a Target Number.  It is called the 12° System. Often the Target Number is your Ability + Skill and rolled under.  In other cases, such as an Ability test, you roll 1d12 and roll under the ability. Opposed Tests include things like combat. There are also Critical Success (double "1"s) and Critical Failures (double "12"s).  Also the degrees of success (or failure) are important.  In combat for example your degree of success is a multiplier to the damage.  So is you need a 15 and roll a modified 10 you have 5 degrees of success.  Simple.
Chapter One covers all the basic rules from Abilities and Skills, to combat, to movement and even common ailments (and uncommon ones) to fear and sanity.
Chapter Two is Character Creation.  You get 45 points to divide out to your abilities (7 is human average).  You can then choose a background ("class" for you class and level types; archetypes for everyone else) and then you get 45 points for your skills.  These point totals can also be shifted up or down depending on the nature of the game.  40 for more grit, 50 for more action-adventure types.
The new aspect is the choice of 5 character hooks.  These provide your character with more detail and background and help explain why your character is an adventurer and not just a common Joe or Jane.
Chapter Three goes into more detail about Skills and Hooks.
Chapter Four covers magic, the magical arts and common spells and Alchemy.  Magic has a price in CG and not everyone is cut out for it.  Witches presented here are mostly evil, but there is some wiggle room.
Chapter Five covers weapons, currency, equipment and trade. This is actually quite an important chapter since goods or the availability of them is not just part of the real Colonial history, but makes a great plot point.
Chapter Six is a guide to the Colonies. It is a nice mix of history, geography and the occult conceits of the game.  If you know some of the history of this time then you have an edge up, but there is a lot of great information here.  Obviously some liberties have been taken, but it is less alt-history than I feared.
Chapter Seven covers enemies and monsters. Both mundane and magical.  At this time even a mundane bear is a threat.
Chapter Eight covers advice for the game master and campaign ideas.

Colonial Gothic: The Player Companion
This is the newest book (as of this writing) to the Colonial Gothic line. Mostly though this is related to the cover.  As the title suggests this is a set of options for players of the Colonial Gothic game.
We get a list of new skills and some additions to old skills.  Normally I prefer it when a game reuses old skills in new ways, esp. point buy games where the budget per skill is not likely to change. After all Character A created with the Core has the same 45 points as Character B created with this book.  In this case though it works both thematically and systematically.
Chapter Two covers Advantages and Disadvantages. Characters are given 4 points to buy advantages and can also take disadvantages.  Works pretty much like other systems in that respect, save there are not pages and pages of them (like for example GURPS).   Most in fact are story related and can be used in conjunction with the character's Background.
Chapter Three covers family and social status.  A must have really for playing in this age.
Chapter Four has a bunch of character templates.  So if you want to play a Native Shaman or emulate your Assassin's Creed character then this is a great place to start.
Chapter Five details more combat options and how to use them.  Think of these as advanced combat skills.
Chapter Six has more magic including Counter-Spelling and more Common and Arcane Spells.
Chapter Seven has more equipment.
All in all worthy, but not really required additions to the game. It is one of the books that if you don't know about it, you won't miss it, but if you do then you will wonder how you got on with out it.
If there is a 3rd Edition of Colonial Gothic then a lot of these rules should be folded into the main core rules.

Colonial Gothic: Gazetteer
This book calls itself a Gazetteer, but "Campaign Sourcebook" might be more appropriate. Written for the 1st Edition of Colonial Gothic it works just fine under 2nd Edition.
Chapter 1 covers the history of the colonies from early English and Dutch colonization right on up to 1775.  Principle wars are discussed and colonial growth covered.
Chapters 2 through 14 cover the original 13 colonies in detail including basic demographics and major towns.  Points of interest are also featured in each chapter as well as anything out of the ordinary.
Chapter 15 is devoted to the Native American people.  An overview of their history and cultures is given, but by necessity it is short.  In truth an entire Colonial Gothic book could be done just on the various Native american tribes and nations.
Te last chapter is a ready to run adventure, "A Surprise for General Gage".
There are two Appendices. First a Glossary and then a Bibliography.  I want to take a moment to point out that all of the Colonial Gothic books always feature a very robust (for a game book) bibliography.   This one is no exception to that rule.  This one includes books, game books and even some online resources.  Certainly worth your time to investigate a few of these.

Colonial Gothic Bestiary
I have said it many times. You can never have too many monsters.  The Colonial Gothic Bestiary satisfies that craving and then some.  At 110 pages it is full of monsters and many are illustrated.  The artwork varies.  Personally I am a fan of the older wood cut images, but I know those are are difficult to find perfect representations of various beasts.  The monsters themselves are a varied lot; some local monsters like the Jersey Devil and some "from back home" like the Gargoyle and Gorgon.
I think this is a good mix, but I am more fond of the local fauna than something I can find in any book.  I do have one nitpick (ok maybe two), first there is no Piasa Bird.  A local legend from here in Illinois that I am surprised didn't make the cut. Supposedly the first mention of it is in 1673 (or the 1920s),  Sure Illinois is way away from the Colonies. Though it was a very nearly a full state (1818) by the end point of the game, The War of 1812.  The other was that the Chupacabra was included. The Chupa, for all it's fun, is squarely a 20th century invention.  But these are only nitpicks, not criticisms.  There are plenty of American Indian monsters too that could have been included. Some like a naaldlooshii would be good too (I know, Navajo and not near the Colonies...). Maybe A Bestiary 2 is in the works.
The indexes in back are quite useful since they also include creatures from the core rule books.
Lots of great creatures here and fully worth the price.

Colonial Gothic: The Grimoire
This is an expanded and updated version of the older Colonial Gothic: Witchcraft book and the Colonial Gothic: Secrets book. Both of which are out of print. It also has plenty of new material as well.
Chapter 1 covers new spells, Common and Arcane. The advantage of adding new spells to this game is one can easily say that the knowledge was just rediscovered.  Some new book sent from overseas, an old book in the collection of a wealthy man or any other contrivance.  There are quite a few new spells here to be honest.
Chapter 2 follows with a discussion on spell books. Their uses and how to get them. A few sample books are also included.
Chapter 3 introduces magical talismans to the game. Sort of Spell storing or keeping magical power. Not a lot here, but plenty of ideas.
Chapter 4 covers the related chapter of relics, items that have magical ability to them due to divine providence or some other happenstance.
Chapter 5 is dedicated to Witchcraft. Like the book it replaces, there are no rules for playing "good" witches.  Fitting with the times all witches are assumed to be evil.  Personally I would like to see a good witch, but I can make due.
Likewise Chapter 6 deals with occult items such as cold iron and holy water.
Finally Chapter 7 deals with new magical creatures.  There is quite a Lovecraftian feel to this one.  Not generic "Lovecraft" but actual monsters from his mythos.
There is an appendix with the Create Talisman and Witchcraft skills.
There is also a combined magical index of spells between this book and the Colonial Gothic core.

Colonial Gothic: The Legend of Sleepy Hollow
This is a great little book to be honest.  The first half is the story of Sleepy Hollow and the second half is how to use it in your Colonial Gothic Game. The geography of Sleepy Hollow, the Hudson and the Tapan Zee are discussed as well as Sleepy Hollow's role in history.  It reads like a small campaign guide.
This book is not very big, nor does it cost very much, but it is certainly punching above it's weight class in terms of content.

Colonial Gothic True20 Version
The world of Colonial Gothic using the True20 system instead of it's normal house system. Typically when a product is converted to a "generic" system some of the style and feel is lost. Though I will say that CG survived with much more of it's soul intact. The system is normally a very easy one to learn so the conversion here does not sacrifice complexity. The game is still same, one of a supernatural New World as it becomes a new country, America.
The conversion does highlight many of the pluses of the game including it's atmosphere and style of play. It also allows you know to bring other True20 that might be helpful. In some ways I prefer this to the original, but the original is still very, very fun.

Colonia Gothic is really just a fun, great game. There is just so much potential here that I want to pull it out and just run a few games with it.

If you are into American History, Horror, or even just the thrill of exploring something that is both well known and completely unknown  then this is the game for you.

Ghosts of Albion Black Friday...Week Sale

If you have ever wanted to try the game I call my "magnum opus", Ghosts of Albion, then now is your chance.

http://rpg.drivethrustuff.com/product/56971/Ghosts-of-Albion?affiliate_id=10748

The PDF is on sale for just under $5 now.


From the book:

“There are things in this world that do not belong here - evil things. Supernatural creatures that are neither myth nor legend. They are, in fact, quite real. These Enemies of Humanity would like to claim the world for themselves. Yet, in every corner of the globe, there are those who stand in their way - mystical guardians who protect the primeval essence of the Earth. The soul of England - its mystic spirit - is called Albion. Throughout the centuries it has had many champions - brave men and women who fought to maintain our freedom. For many decades, one man kept Albion's enemies at bay. Using magic and intelligence, Ludlow Swift protected England from the encroaching darkness.But change is in the air—”
- From the Journal of Tamara Swift, Protector of Albion

Join this epic struggle of Humanity vs. the agents of darkness with the “Ghost’s of Albion Roleplaying Game” from Eden Studios.

Set in London at the dawn of the Victorian age, players join in the fight to keep the ever-present forces of evil at bay. Whether fighting a demon prince or even a band of infant stealing faeries, the battle wages on. Characters can join the fight as normal humans, ghosts, mysterious faeries or even wield the magic of the Protectors themselves. All against a backdrop of Victorian England with a dark supernatural undercurrent.

Based on Amber Benson and Christopher Golden’s wildly popular BBCi drama “Ghosts of Albion” and includes new material from the creators themselves, featuring new fiction and a complete, ready to run adventure.

The “Ghosts of Albion RPG” features the Eden “Cinematic Unisystem” game system, designed by award winning game designer C.J. Carella, and written by Timothy S. Brannan (previous work includes the “Buffy the Vampire Slayer RPG”).

“Ghosts’” Other features include:

  • New rules designed to fit the grittier Victorian age, but still compatible with other Cinematic Unisystem games from Eden.
  • Rules for playing everything from a street-side flower salesgirl to ancient ghosts, and inhuman faeries all united for the cause of Humanity and Albion.
  • Expanded rules on playing Faerie, Ghost and Vampire characters.
  • Full character write-ups for William and Tamara Swift, their ghostly cohorts and the various vampires, ferals, ethereals and demons that stalk the night.
  • Expanded magical rules for magical combat and battles.


This game is my pride and joy.  If I never write another game as long as I live I will be happy because I wrote this one.