Showing posts with label PWWO. Show all posts
Showing posts with label PWWO. Show all posts

Wednesday, March 26, 2014

PWWO: Doctor Who, Hitchhiker's Guide and Pokémon

With the publication of Doctor Who: Adventures in Time and Space Limited Edition Hardcover Edition I have been wanting to do more with this game.  I have already run a classic AD&D module with it but the applications for this game seem endless.  So starting with Doctor Who here are the two mashups based on ideas from both of my kids.  So for this edition of Plays Well with Others I have two game ideas based around Doctor Who.

Hitchhiker's Guide to the Doctor Who Universe
My oldest son has been reading Hitchhiker's Guide to the Galaxy and he had to do a school report on Douglas Adams.  Fans of Adams know of his long association with Doctor Who during the classic Tom Baker years. So for me this has been a great little trip to 1983 when I was doing something very similar in school.  Though unlike my kids I did not have Doctor Who on BluRay anytime I wanted it.

Well this morning I was thinking about Arthur Dent, or more specifically, Martin Freeman.  To date he has pretty much played every important English "everyman" I can think of after only one cup of coffee; Arthur Dent, Bilbo Baggins and John Watson.  The Watson connection got me thinking again about doing a Hitchhiker's Guide to the Galaxy game using the Doctor Who rules.  I touched on this last year but I think I need to look into it more.

No need to worry about who plays the Time Lord since everyone, including the aliens, are just regular people.  Ok sometimes regular people with two heads and three arms, but that is the galaxy we live in.

Junior Timelord Academy
I was having a conversation with my youngest son back in the winter about how Pokéballs must be Timelord science. Afterall they are bigger on the inside.  Also Pokémon evolution looks more like Timelord regeneration.   Many others have pointed this out. Even the Pokémon character "Looker" is supposed to look like/be the 10th Doctor.  There are dozens of other examples (not to mention all the "Time" powered Pokémon) so I'll leave it as a given.

What can we do with this idea?  Simple, if in the HHGTG game there are no Timelords in an Pokémon one everyone is a Timelord, or at least they will be when they grow up.

Junior Timelord Academy then focuses on young Timelords in training, or even more generically, young Gallifreyians.  They have pets, like most kids do, except in stead of accidentally peeing on the floor these pets summon up elemental powers to do battle.  We know that in the Dark Times on Gallifrey gladiatorial fights were held in the Death Zone till Rassilon put a stop to them.  That legacy lives on in the children's games of fighting with their genetically engineered pets.

So a mix of Doctor Who, Pokémon, some ideas from WitchGirls Adventures, and a little bit of BESM: Cute and Fuzzy Seizure Monsters.  Big Eyes, Small Mouth 3rd Ed though might work better with Doctor Who in terms of system conversion.  This isn't High School drama like Smallville or Byron Falls, the target age here is pre-Teens.

So the characters move across Gallifrey battling their cute pet killing machines against each other knowing that soon they will enter the great Time Lord academies.

Also there is no reason I can't mix both.

Thursday, January 9, 2014

PWWO: Magical Theorems & Dark Pacts + The Witch

Here is one of my first "official" Plays Well With Others posts.

Recently I spent some quality time with Dyson's Magical Theorems & Dark Pacts.
Well I rather enjoy this book and I have been looking for more ways to use it. It occurred to me while reading over the Pact Bound and Enchanter that many of the spells would work great with my Witch class and a number of my spells would work great with these classes.

So I went through the book and my book and figured out which "witch" spells would work good for the MT&DP classes.  You can see the fruits of my efforts here:

https://docs.google.com/spreadsheet/ccc?key=0Aus4EyYHejOidFlsQVhVUVJPcDhIYWpoQ1RyYmFQMXc&usp=sharing

All my witch spells and the MT&DP classes, with levels.  I want do the reverse later as well, which new MT&DP spells can be used with the Witch.  If you pop into that sheet you might actually see me working on it live.  I am getting rather fond of Google Drive for collaboration.

Dyson is also talking about his book today, looking at some of the Elven classes and subclasses.   Worth checking out and adding in a bunch of new spells.

This book also works quite well if you use his "d12 subclasses" idea.  Here are his tables for the Wizard, Cleric, Enchanter and Elven Warder.

I could do something like that with the Witch, using the Traditions as a guide.
  1. Amazon: +1 to all hits, able to use a sword, spear and bow as weapons. See also
  2. Aquarian (from the Witch)
  3. Classical (from the Witch)
  4. Craft of the Wise  (from the Eldritch Witchery)
  5. Faerie (from the Witch)
  6. Family (from the Witch)
  7. Gypsy (from the Eldritch Witchery)
  8. Maleficia (from the Witch)
  9. Tradition of the Magna Mater (Great Mother)  (from the Eldritch Witchery)
  10. Venefica: Bonus to creation of potions, poisons and balms.
  11. Eclectic: Mix
  12. Choose one or make up a new one.
Certainly works for me.

Tuesday, January 7, 2014

Plays Well With Others

Starting a new semi-regular posting thing here.

I love all sorts of games. I love buying games. I don't always have time to play the games I want or I like things from one game and other things from other games.  So I tend to mix things up a lot.

Plays Well With Others will be my you-got-peanut-butter-on-my-chocolate (or fish fingers and custard) posts where I take two or more books or games and mix them up to my tastes.

I have done some things like this in the past here already.

Witch Girls Adventures + WitchCraft RPG
Astonishing Swordsmen & Sorcerers of Hyperborea + Magical Theorems & Dark Pacts
Cortex, Savage Worlds and Witch Girls Adventures

I am sure there are others. I know I combined Star Frontiers and Traveller in the past and talked about it briefly.

I have some more here to post soon. Hope you all enjoy.

Thursday, December 5, 2013

AS&SH and Magical Theorems & Dark Pacts: Plays Well With Others

I often buy games together. Recently my two purchases were Astonishing Swordsmen & Sorcerers of Hyperborea and Magical Theorems & Dark Pacts. While not explicitly designed for each other, they share a common DNA in terms of Basic D&D via the d20 SRD.


AS&SH has a number of new classes, in particular magic-using  ones.  MT&DP is nothing but new classes and spells. AS&SH is a grittier, almost primitive, experience. MT&DP is straight up Basic/Expert/LL with spells that go up to level 10.   So where does the commonalty lie?

Ok take the MT&DP classes and limit them to 12 levels only.  Typically not an issue. And in some cases also reduce the spells to just 6th level.  Use the Magician as the base class. As far as the powers each class gets, well I would deal with them on a class by class basis.  Maybe give them some of the spells as powers.

Let's take the classes in detail.

Cleric and Wizard 
These classes are pretty much the standard archetypes, use the classes in AS&SH instead and swap out spells as desired.

Elven Swordmage and Elven Warder
These classes can't be used, no elves, but you could make a Swordmage or Warder and split their Casting Ability and Fighting Ability evenly.

Enchanter
Similar to the other Sub-classes"

Fleshcrafter 
This class has so much potential in AS&SH.  Given the horror elements in the game (and even the mythos elements) this classes takes on a more malevolent tone.

Healer
A subclass of the cleric. I would reduce the fighting ability, so "0" for levels 1, 2, 3; "1" for 4, 5, 6 and so on for a maximum of of 4.

Inquisitor, Merchant Prince, Unseen
I think these guys would work a little like the warlocks.  The warlock is a bit of a fighter and mage, so these classes are all a bit like thieves and mages.

Necromancer
AS&SH has a necromancer. Just use these spells.

Pact-Bound
This is closer to the concept of the Warlock

Theurge
These guys are neat ideas.  They are close to what would be a cultist in AS&SH. Spellcasters learning from long lost liturgical texts.

So a lot of really good choices.   Honestly there plenty of class choices in AS&SH already, but these can give your game an interesting twist.  Plus they feel right together.

Links

Wednesday, May 8, 2013

Plays Well With Others: Amazing Adventures + Codex Celtarum

I am working on my review for the Castles & Crusades book Codex Celtarum (short version, I love it, I am so jealous I can't see straight, it is that brilliant!).  So I have been reading it and re-reading a bunch of my C&C books.  And it dawned on me.

Codex Celtarum is a "world book" so to speak for the C&C world.  It ads a Celt flavor to things, but most importantly it has rules for playing in a Fae inspired world.

Amazing Adventures is a Pulp Earth turned up to 11.

Since both are based on C&C they are 100% (or 95%) compatible with each other.  Here I thought I was going to gear up to play an awesome Celtic-infused game of Castles & Crusades, but I think now what would be 10x cooler is a Celtic/Fae soaked Amazing Adventures game!

Steal some ideas from Guardians of Order's Dreaming Cities and have a world where magic is real and everyone knows it and there are fae all over the place!

Yeah. This would be cool in the extreme.
Stay tuned for more on this.

Friday, February 10, 2012

ACKS B/XC Or How I commit heresy with Adventurer Conqueror King

I just picked up Adventurer Conqueror King last night and sat down to read it just a bit ago.

I like it.  It is a solid Retro-clone, near-clone and actually does a better job than some of the other "core rules" clones on the market now.  I will get a proper review out later.

One of the things that people are drawing attention to is the fact that this is an "End Game" system.  Characters grow, mature and then move out of the dungeon into rulerships of their own.  It is not unique in that respect, it is in fact often compared to Mentzer BECMI but the comparison can also be made of it and D&D4.  All three have end games and all three have rules for how those end games can play out.

ACKS though caps most progress at 14th level.

This of course got me thinking.  At a hard stop of 14th level...it makes B/X Companion a perfect "expansion" kit!  Yeah, yeah I know, I am totally violating the spirit and intent of the game.  Won't be the first time or the last time.

I did some quick checks and while things don't line up perfectly, they are damn close. Obviously pulling from the same source material.

Both rulesets deal with the idea of creating a life outside of the dungeon, the oft-sited "now you can play like Conan!"  Well Conan can retire, I have characters and a multi-plane universe to explore!

Others though have mentioned that it meshes nicely with Labyrinth Lord.  I have not checked that out for myself yet.

Is ACKS worth it at $10?  I don't know yet.  It is nice. The art is great. AND this might be the most important one, of all the clones out right now (S&W, LL, BFRPG, DD, LotFP, S&S) this is the only one I feel is good for a new player; one that has never played an RPG before.  The rest assume some level of knowledge.  No surprise, they were written by gamers for gamers.  ACKS I feel was written by gamers for non-gamers or even near-gamers.  Gamers too, but I think we have demonstrated that we will buy anything.

So who is up for an ACKS + B/X Companion campaign?

Monday, June 29, 2009

Witch Girls Adventures + WitchCraft RPG = Crazy Delicious!

I know I said I would not do this, I even warned against such things in my own review of WGA. But yet there it is, taunting me.




WitchCraft RPG (from Eden Studios) and Witch Girls Adventures (from Chanel M) would really work nice together. Both cover a lot of the same ground and both have similar backgrounds, worlds and ideas. Both books/games use many of the same tropes and world views. So merging them seems to be a no brainer. BUT, I fear that the essential spirit of both games are sacrificed in a merge, but I can see this:

Use the Witch Girls Adventures book to help shape how young gifted fit into the world of WitchCraft. Use WitchCraft to help decide how the adults work in WGA. And Witch Girls provides something that WitchCraft lacks; a way and a means of dealing with the children of the gifted/supernaturals.

Are the "Fear the Witchspiracy" groups nothing more than a Combine training-camp? Could I break the Insider and Sorcerer Cliques down into "Wicce" and "Rosicrucian"?

One thing I am sure of, translations between the two games is pretty easy.
Witch Girl Adventures / Drama Dice System
WitchCraft RPG / Unisystem
D2
1
D4
2
D6
3
D8
4
D10
5
D12
6
D12+1
7


Attribute costs are roughly equal. WGA "Other Attibutes" add up to about the same as attribute costs for Gifted Attributes. Though the attributes don't exactly line up to each other; WGA has more mental attributes for example and only one physical to WitchCraft's three of both. I am not worried so much about actual numbers here, only what "feels right".

Mundanes are Mundanes in both games. Though Witch Girl Adventures does not have a "lesser gifted" at all though. Maybe Lesser Gifted could be the same as "Outsiders" with their Magic Die dropped to a d4 or d6 and given them an extra mundane skill at rank 2. I suppose that it should be noted that even some Mundanes in WGA have Magic at d4.

My quick look tells me that powerwise, a 14 year-old witch in WGA is more powerful than a 14-year old Wicce in Witchcraft. But they also live in different worlds. I would need some sort of way to "normalize" the world for both to really see. To that end I am going to re-tool my Generation HEX project a bit and try running it under WGA for a while. I have tried it under Unisystem, Mutants & Masterminds and even True 20. So what is one more system, really?

Lots of things to consider really, I just wish I had to time to do all of this, my writing and all the other stuff I need to do.

In the mean time, here are some links.

Eden Studio's WitchCraft RPG, http://edenstudios.net/witchcraft/ Download the free rules.

Witch Girls Adventures, http://www.witchgirlsadventures.com/ Download the free goodies.

Discussion of my review of WGA, http://forum.rpg.net/showthread.php?t=458968

Review at Teen Blips. Not your average game review. http://teenblips.dailyradar.com/story/witch_girls_adventures_ddg_a_diffrent_kind_of_game_for/

Malcolm Harris interview at everyone's favorite Sequential Tart, http://www.sequentialtart.com/article.php?id=1409

Witch Girls Adventures Facebook page, http://www.facebook.com/pages/Witch-Girls-Adventures/72148672606?ref=mf