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

Wednesday, January 20, 2016

Class Struggles & PWWO: The Intergalactic Rogue

The Scoundrel. The Rogue. The Thief.  If you are going to have a galaxy full of Knights, law-enforcement or otherwise protectors of the public trust and law and order then it behoves someone to give all those people work to do.

This is where the rogue comes in.

It doesn't matter how advanced we get as a society there will always be the fringe element that does not want to play by the rules, either as a lovable, if "scruffy" scoundrel or the actually evil thief.

By chance I picked up a number of print copies of some OSR books. I grabbed hardcovers of White Star from +James Spahn, Between Star & Void by +Matthew Skail and a softcover of the B/X Rogue from +Gavin Norman.

One of the first things I noticed was how well the Star Knights might work as a Green Lantern like police force.  And that the galaxy needed more rogues.

Thankfully Gavin Norman's B/X Rogue is so flexible that we can swap out the bits that make it B/X (sorry) and add in the same bits from Swords & Wizardry.  In truth it is not even that complicated.
In the B/X Rogue all the "Thief Abilities" have been replaced by "Rogue Talents".  You start with 4 and  work up to more.   Talents have a high margin of success, only failing under rare circumstances.  So that makes the Rogue into something more versatile.

Magic Talents are an issue and should be taken out.  But I mentioned before that +Richard LeBlanc's Basic Psionics Handbook can be used to add some of wild talents for rogue talents to create a rogue with some power.  Maybe they are a failed mystic, Knight or Sister but still have some powers.

I would also assume that anything like pick locks would extend to their futuristic White Star analogues.   Same with pick pockets.  Instead of actually taking money out of their pocket the rogue has a device that captures transaction codes and allows them to steal credits.

While our model of a classic rogue is often The Grey Mouser, Shadowspawn and even Bilbo our White Star rogue is Han Solo (to a degree), Neo (at the start of the Matrix), mostly James "Slippery Jim" Bolivar DiGriz from "The Stainless Steel Rat" series, Peter "Starlord" Quill (movie version at least), and 90% of the patrons of the Mos Eisley Cantina...I assume.

Now we have a Scoundrel class already which fits some of this thanks to Tenkar.  But the rogue is something a little different.  This now practically begs someone to build a Bounty Hunter class ala "Cowboy Bebop".

Plays Well With Others
A total cheat on my part here.  Both White Star and the B/X Rogue are so flexible that feats of Game Master legerdemain  are not needed here.
There are some features of the B/X Rogue though that make it more suited for White Star than saw the thief from S&W.  This allows for differences in Starlord and the Stainless Steel Rat.

Actually this gives me an interesting idea, but that is for another post.

Saturday, December 19, 2015

Déjà vu blogfest: Class Struggles & PWWO: The Blood Witch

Here is my post the Déjà vu blogfest for 2015.

http://www.dlhammons.com/2015/12/the-deja-vu-blogfest-2015.html


I am picking something, not from early this year, but this summer.  I am choosing Class Struggles & PWWO: The Blood Witch.  I liked this post because it was one of the first of the Class Struggles post I made which has become one of my favorite features of late and I have always loved Plays Well With Others.

Hope you all enjoy this repeat!
--
Class Struggles & PWWO: The Blood Witch

Yesterday I reviewed the newest book from +Johua De Santo New Class Options.  One of the classes in the book, the Blood Witch, struck me as familiar.  I remembered I had seen an earlier version of it in Dungeon Crawl #3.  Today I want to go into a bit more detail about this class.

Class Struggles

The class is an old archetype of a blood mage or a blood witch going all the way back to ... well forever really.  Right up into the Enlightenment people believed that there were magical properties to blood.   This is why "witches" signed contracts with the devil in their own blood.

There have been other blood witches in the past. Notablly the Blood Witch Prestige class from Relics & Rituals and from Mongoose's Ultimate Prestige Classes vol. 1. Both books have the same class.  Blood Witches used whatever spells they gained from their previous spell casting class.

The Blood Witch in New Class Options is a bit similar. It uses magic-user spells.  This is perfectly fine really, but some new spells would add some more flavor.

I was looking forward to this class the most and I still think it works well, but I have some issues with it.  Let's start at the top.

The Blood Witch uses Constitution as her main stat.  Very, very appropriate.
She needs a Con of 13 or higher. Again appropriate.  Constitution scores above 16 also grant an additional +1 to hit points.  Nice. She is going to need that.

Then we get to the next bit, quoting from the text.
Shattered Soul: Every day the Blood Witch has a 60% chance of losing herself in the song of magic. If this occurs the Witch  will be able to cast 1 level above her level, however, she cannot know what is real or delusion.
Ok. A neat bit a of flavor.  But 60% every day? That seems a bit high and then she can cast as a level higher?  Well sometimes that helps.  But who makes this roll the GM or the player?  Personally I would have it at 25% myself.  Or tie it to the phases of the moon or time of day.   THEN also a 25% where she can cast as a level lower.  I GET what is trying to be done here, but I would need to play it over a few sessions to see.

Here is the part I am not crazy about.  The Blood Witch needs to roll against her Constitution in order to cast spells.  So the high her Con score, the less of chance she has of success.  Again, from the text.
The first is that the Blood Witch must roll her constitution score + the spell level or higher in order to cast her spells. If the Blood Witch fails her spell roll the spell is swept away in the song of the magic and will not return to her for a day. The second is that for every spell cast the Blood Witch must sacrifice 1 + spell level of her health in order for the spell to be effective. If the Blood Witch refuses to make the sacrifice the spell and 1d4 other spells will be swept away in the song of magic for a two day period.
Ok. So mechanically I get what Johua is trying to do here. I also spoke with him. It is to limit the amount of spells a witch can use. Since a witch can use theoretically ANY spell once she gets to the right level.   In some ways her spell casting is more similar to the witch in +Jonathan Becker's The Complete B/X Adventurer than it is to anything else.
So a witch with a 16 Constitution could only cast spells up to 4th level, unless of course a 20 allways means a success.

I think what might work better here is limit the number of spells known.  The blood witch might be able to cast this she completely out of blood (not advised) but maybe she only knows X per level.  Like the 3rd Edition Sorcerer.  This would impose a limiting factor.
Then give her a bonus to her roll equal to her level.

So our Blood Witch with 16 Con and 5th level would need a 15 or better to cast a 4th level spell (16 + 4 -5 =15).   That seems to work well.

The experience levels for Blood Witch seem a bit high, granted this class has the potential for a lot of power.  I'd still like to play one sometime just to be sure.

Somethings you see in the the myths and stories of blood magic is sacrifice (which is covered here as personal sacrifice) and proxies.  So could this blood witch use an animal sacrifice for some spells?  I think where appropriate yes.  Proxies could be things like the animal but also proxies for blood itself, like purified water (possibly for healing spells if you use one of the witch spell lists) or even wine (blood of the vine).  Personally I would allow such proxies for some of the more benign or even mundane spells.

The Blood Witch is any interesting type of character and something that could add a air of different to a game. A Blood Witch doesn't have to be an evil character, but it not likely she is going to be trusted by a party and certainly looked down on by other casters especially proper wizards.

Plays Well With Others

The best thing about the Blood Witch is that fits a great niche in any gaming group or campaign. It also works with a number of great OSR books.  Obviously the blood witch will work mechanically with 99% of all the OSR and old-school books out there, the real question is will it work thematically.  For example, the blood witch would work fantastic with Lamentations of the Flame Princess, but thematically it might be a bit redundant since all magic-users are assumed to have some sort of dark(-ish) pact.

I already mentioned The Complete B/X Adventurer. The witch class as presented in that book works as a great base for the Blood Witch.  Combine the two classes into one works rather nicely.  The B/X Witch has spells up to 10th level which is nice, but the New Class Options Witch only goes to 7.

I mentioned that the Blood Witch is really missing some really cool spells. The Vivimancer from +Gavin Norman's Theorems & Thaumaturgy and Complete Vivimancer offer some really nice choices.   I created  a few for both my witch and the vivimancer here.  In particular I would suggest Blood Augury, Feel My Pain, Share My Pain, Stay Death's Hand, and of course Hell Hath No Fury because every witch needs that spell.

A while back I made some suggestions about witch spells for the vivimancer and vivimancer spells for the with.  The nice thing is the blood witch is perfect cross section of both classes and can use all these spells.

The blood witch also works great with +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea.  The style and type of magic used by the blood witch would be very much in tune with AS&SH.  Sacrificing blood for magical effects...yeah very much in tune.  There are also plenty of great witch spells in that book as well.

I would be remiss if I didn't mention my own book, The Witch: A sourcebook for Basic Edition fantasy games.  I am going to have to play a Blood Witch sometime, but I also think I want to try her out as Blood Witch "Tradition" using my own rules and see how well they work together.  Maybe twins...same level but one is a DeSanto Blood Witch while the other is a Brannan one.  Interesting idea really.

If you are in the mind to some conversions, there is a great set of blood magic rules and spells in +Owen Stephensmagnum opus Deep Magic for Pathfinder.  The blood magic system in that book could work nicely for a blood witch as well as a blood mage.

Again this passes the most basic test for a class for me.  Can I think of a character for it and would I play it.

Kimbra & Kelleigh

Kimbra and Kelleigh are twin sisters with magic deep in their blood.  They often have said to each other that it is because they have shared blood that their ties to each other and magic was so strong.
Though in their darker moments they felt their connection to magic and to blood came from the moment they were born. Kelleigh was first.  Right after her birth their mother died. Kimbra was born when the midwife noticed that there was still something in the lifeless body.  To this day Kelleigh has had a great connection to blood and Kimbra to death.  Kelleigh acts as the older sister.  The sisters only trust each other.

Luis-Salas
These are two characters I have had for a while now.  They began as modern characters for a WitchCraft RPG game and then morphed in a life-span development project I never quite finished.
Yes, the names are based on Kim and Kelley Deal. But also an homage to Kim Harrison and Kelley Armstrong, two of my favorite authors in the modern supernatural genre.

Kelleigh 
5th level Blood Witch, Female
Neutral

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  24
AC: 9
Saves: 12,  +2 vs. Magic
To Hit: +1  / THAC0: 19

Spells:
Kimbra can cast the follow spell levels.  Will choose spells based on the official list.
First: all
Second: 4
Third: 6
Fourth: 3
Fifth: 6
Sixth*: 1


Kimbra
5th level Witch, Blood Witch Tradition, Female
Neutral

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  16
AC: 7

Occult Powers
Familiar: Blood Spirit of her dead mother (treat as a ghost, neutrally aligned)

Spells 
Cantrips: (5) Analyze Fertility, Detect Poison, Inflict Minor Wounds, Object Reading, Warm
First: (2+2) Bad Luck, Bewitch I, Cause Fear, Tattoo
Second: (2+2) Agony, ESP, Fever, Hold Person
Third: (1+1)  Bestow Curse, Lifeblood

I like these two. I like that they are twins and really mostly the same but have classes that are different takes on the same thing.

I would not make these two part of the Witches' Nest.  I feel their back story is too tragic and their personalities are not one to take advantage of others.   Though they will have a place in my new WIP "West Haven", mentioned briefly here.

When I try this class out more I will let you all know.

--

ADDENDUM.  I have tried it out more and really enjoy it. I am pleased with how this witch works and I still really love Kimbra and Kelleigh. I really want to do more with these characters.

Friday, October 23, 2015

Plays Well With Others: Ghosts and the Witch

This is completely self-serving, BUT it is coming from a place of sharing.  I just grabbed +James Mishler's newest product Ghosts -- The Incorporeal Undead.  If you want to get an idea of what you can do with his new book check out his blog at http://jamesmishlergames.blogspot.com/.
In particular The Pesky Poltergeist, The Ghost of the Haunted Keep and the Friendly Ghost.  Check them out if you recognize them!

To make the claim that this book "Plays Well With Others" is actually weak on my part.  Weak because the book is really designed to "Play Well With Everyone".  It is Labyrinth Lord compatible (says so on the cover!) but beyond that it is really compatible with just about anything I can think of.  In particular I was thinking how well this would work with Castles & Crusades, or even one of my favorites Astonishing Swordsmen & Sorcerers of Hyperborea and D&D5.  His book is written in some sort of Ur-D&D that pretty much works with anything.

So my claims really are not really needed.  But I want to make them anyway.

What I am really excited about is how well it works with my own witch book (that's the self-serving part), but I am excited all the same.

Witches and Ghosts have always had a nice relationship.
Within James' book there is the "Ghost Net" which is mentioned as being created by witches (well and by others too).  According to rules in The Witch a Ghost Net is created as a Talisman.  It can be hung over the threshhold of a doorway to keep ghosts away.  Usually a Protection from Evil or Ghost Ward spell is all that is needed.

From my book here some spells that would work well with James' Ghost book.  Either for or against ghosts.  If you are using James' Hercynian Grimoire #1 then these are Charisma based-spell casters.

Level 1
Ghostly Hands
Ghostly Slashing

Level 2
Death Armor
Ghost Touch

Level 3
Danse Macabre
Ghost Ward
Magic Circle Against Undead

Level 4
Animate Shadows
Dance Macabre
Phantom Lacerations
Spiritual Dagger
Undead Destruction
Undead Enslavement
Withering Touch

Level 5
Death Candle
Death Curse
Wall of Bones
Wave of Mutilation

Level 6
Break the Spirit
Death Blade
Ethereal Banishment

Level 7
Call the Restless Soul*  (in this case it would be an actual Restless Soul)
Death Aura
Etherealness

Level 8
Mystic Barrier
Wail of the Banshee


So what is the intersection of these two books?  Well that is easy! The Bell Witch.

Bell Witch
No. Enc.: 1 (1)
Alignment: Chaotic (Evil)
Movement: N/A
   Fly: 240’ (80’)
Armor Class: 3
Hit Dice: 3****
Hit Points: 14 hp
Attacks: 1 Touch or TK or Spell
Damage: 1d4 plus Fear
Save: Witch 3
Morale: 12
Intelligence: 14
Hoard Class: NA
XP: 150

The legend of the Bell Witch has been a part of American folklore since the 19th century.

You can read more about the Bell Witch here, http://www.bellwitch.org/ and here http://www.bellwitchcave.com/.

For your game here are the pertinent details.  Katie Batts was an old witch that died on the Bell Farm sometime in the early 1800s.  She haunts the farm and in particular Betsy Bell to gain her revenge on John Bell, whom she believes is responsible for her death.

Katie Batts was a 3rd level witch in life. She had a small dog as her familiar who died when she did.

Treasure: The Bell Witch has no treasure.

Ghost Witch:  The Bell Witch was a witch when she was alive. She can still cast spells as a 3rd level witch.  This is the same as Ghost Magician ability.

Poltergeist: The Bell Witch is a type of powerful Poltergeist.  She can manipulate up to 150 lbs at a time.

Bell Witch Ectoplasm: This ectoplasm will allow the imbiber to use witch witch spells of up to the 2nd level.   The imbiber must make percentile roll against the total number of ounces imbiber has had their entire lifetime. Rolling under this amount results in the loss of 1 life level (or Constitution point).

Thursday, August 27, 2015

PWWO: Dark Albion and War of the Witch Queens

I mentioned previously Dark Albion and Fantastic Heroes & Witchery by their very natures are compatible with a wide variety of games and game supplements.  So doing a "Plays Well With Others" sort of post seems a bit redundant.  But that doesn't mean I can't try something a little more different.

 

One thing I always wanted to do was run a dark age WitchCraft RPG game.  Set in the 1600s it would deal with rival factions of the Gifted fighting each other while Europe descends into the Burning Times.  It struck me how close that idea was some things I was also planning in my War of the Witch Queens adventures.

Reading over Dark Albion I kept thinking that while the Rose War is cool and all but later periods are much more fun.  Setting it in the later later ages, say the Elizabethan or even during the time of King James I, gives another backdrop. During Elizabeth England was very stable, but during James that is gone. 

Take some of the ideas from Dark Albion but advance them to 1580 or so during the reign of King James.  This is also the height of the witch craze in Europe.  This allows me to use William Shakespeare and John Dee.  I might make Dee an Occultist.  Seems right.  Plus I can take the occultist class and make it into a passable Occult Poet.

Another point of commonality is Astonishing Swordsmen & Sorcerers of Hyperborea. I wanted to use it as a game system for both Dark Albion and my witch adventures.  I think it would work out well.  I need to find locales in "Dark" Europe for all of these adventures.

It would be one of the ultimate tests of the whole OSR ideal. Can products written for different games and different times all work together?

System: Astonishing Swordsmen & Sorcerers of Hyperborea and Fantastic Heroes & Witchery (to smooth out the rough edges)
Setting: Dark Albion
Adventures:
A3 Wicked Cauldron (C&C)
B7 - Rahasia (Basic D&D)
Fane of the Witch King (3.0/d20)
Night of the Spirits (C&C)
No Salvation for Witches (LotFP)
Saga of the Witch Queen (DCC)
The Dancing Hut of Baba Yaga (AD&D_2e)
The Ruins of Ramat (S&W)
The Stealer of Children (LL)
The Witch Queen's Revenge (Pathfinder)
The Witchwar Legacy (Pathfinder)
The Manor Issue 6 (OSR)
Witch of the Tarriswoods (OSR)
Witches Court Marshes (AD&D_ish)

I might thin this list a bit since I am only dealing with levels 1-13 or so.

RPG a Day 2015, Day 27

Day 27: Favorite idea for merging two games into one

I have had a few to be honest.  In fact they get their own label here, Plays Well With Others.

My favorite though is "Black Rose", my mixing of Blue Rose with Ravenloft.

Here are some of the posts from back then.


It was a lot of fun.


Tuesday, August 25, 2015

Review and PWWO: Dark Albion: The Rose War

War is always a good backdrop to a fantasy campaign.  There is so much chaos and change and opportunity that a group of adventurers could make their way from nobodies to national heroes..or villains.  That is one of the basic conceits of +Kasimir Urbanski's aka RPGPundit's latest book Dark Albion: The Rose War. Published by DOM Publishing, the same that gave us Fantastic Heroes & Witchery. Overtly the book is for FH&W, but it can be played with any Retro-Clone or original D&D game you wish.  In fact I am going to jump ahead and say that it would work with any version of D&D you choose, including 5th Edition. But for me the game seems like it would shine under Original Edition.  But more on that later.

I am reviewing the PDF only at this point. I don't have a copy of the printed book yet.  The PDF is 277 pages; 275 of content plus cover and a hyperlink page that we also saw in FH&W. It's a nice touch.

Before I get into the meat I want to about the art and layout.  The art is predominantly woodcuts and public domain images from the period or about the period.  I want to say that for the record I LOVE this sort of art.  I really do. It captures the feel of time I think far better than most RPG art.  I love the art in the D&D/OSR books, but that is art for a game world.  For a historical one I want this.
Also the graphic design and layout is much improved in terms of technique from FH&W.  This is obvious when in the FH&W appendix it switches back to the other style. It is the same as the previous book, but still better executed.

The book is nicely organized and I am first grabbed by a sense of nostalgia. This feels like an old-school Gazetteer.  In particular the Greyhawk ones of old.  We have a two page Table of Contents and a two page index.  Both are hyperlinked.

The center of the campaign is the War of Roses. This war, between rival claimants to the throne of England, the House of York (the White Rose) and the House of Lancaster (the Red Rose). This lead, among other things, to the creation of the Tudor Dynasty (White on Red Rose) when the House of Lancaster defeated the House the York and Henry Tudor married Elizabeth York to become Henry VII of England.  This is also the milestone between what was "Dark Ages" England and the English Renaissance.  Though I personally think of the date as being later when England broke with the Church or even later still when Elizabeth I came into power.  But that is my personal bias.
(Side Note: See if RPGPundit is working on "Dark Albion: The Tudors", now there is some intrigue!)

The Introduction is a brief overview of the book, the War of Roses, and what to expect in this campaign book.  Most of what is here is detailed more in the book, but a couple of things draw our attention.  First this a "gritty" campaign.  So magic is low, character classes will be low and it is human centric.   Other differences between this and other "D&D" are given, such as very, very few demi-humans and few "monsters".  Also the differences between this world and our world are given.  The one that stands out here is the Church of the Unconquered Sun, something that readers of my blog should already be familiar with, http://theotherside.timsbrannan.com/2015/02/sol-invictus-unconquered-sun.html. In fact this Church is like one where Rome (Arcadia) adopted Mithra instead of Jesus.  It is an interesting idea and one I would love to see more of.

Next up, and what takes up a good chunk of the book is the Gazetteer of Albion.  For his alt-history version of England, Pundit sticks with the very archaic Albion as opposed to England or even "Angle-land".  I do not object. I used the name myself in Ghosts of Albion, though for different reasons.  This is part socio-political overview, part maps and part campaign information.   Having gone over the same territory, though 360 years later, I appreciate the attention to detail here.  The bulk of this is of course on Albion and Wales (not "Cymru"?), lands up into Scots-land ("Alba"?) only go to Hadrian's Wall, which is still intact in this world.  Lands into Ireland ("Erie"! thank you!) only go to the Pale, as appropriate.  Beyond the Pale?  Well that is where the ancient Brannans live, you don't want to go there.
Honestly, this could have been the entire book and I would have loved it.  Give me old maps and names of people and I will fill it up with ideas.  I already want to create characters and give them histories.

Next up is Kingdoms of the Continent. As you can imagine, an overview of Europe. Not as in-depth as the Albion chapter, nor should it be. There are a couple things though I want to point out.
1. Frogland. Really?  ugh. Ok, ok. I get the desire to have a non-human, chaos-based kingdom. But I really have to admit this sticks out like a sore thumb. It's really just not good. Sorry. I just don't like it, it seems to go against everything we just read about human-centric, low magic, gritty-realism.  If I were to use this in a game (and I really would want to) Frogland is going away.  I'll replace it with a Clark Ashton Smith-style Averoigne.  It really kind of mars the entire work in a way.
2. Arcadia. There is something REALLY interesting here.  I would love to see RPGPundit talk about how The Unconquered Sun grew up out Mithraism to replace Christianity in his world.  Plus this is the Renaissance.  I would imagine that Arcadia at this time in this world looks a bit more like Mage the Sorcerers Crusade than it does D&D.
3. Wallachia.  Ok, including a bad ass Dracula almost (almost but not quite) makes up for Frogland.  Having him live in a castle named "Crows Loft" is very cheeky ("Crow's Nest" might be closer, but hey, not my book).

Law & Justice in Albion is a fairly important chapter. Characters will not be able to act like the "murder-hobos" of other games. Albion, at this point, has been around as country of laws for some time.  The Magna Carta has been around for 200+ years at this point so this is not a lawless land, far from it in fact.   Frankly more campaign guides should have this as much as they do maps and people of interest.

History of Albion is just as fascinating as the Gazetteer. While I personally believe that games are about the characters, having a detailed backdrop is always nice.  Plus if your game is going to more about court intrigue and combats of words and lies rather than adventuring, then this is a must read.

Characters in Albion discuss what has been mentioned briefly already.  What characters you are likely to use in this game.  It is human centric and low magic.  Now there is an interesting twist here in that the Church of the Unconquered Sun has Priests, which are like real-world priests in the Catholic church, and Clerics which are more like D&D clerics.  In fact you can have a female cleric.  This is a handy way to have your cake and eat it too.  The reading of this chapter makes me think that Lamentation of the Flame Princes might be a good rule fit for this, but as I read more I think that Original D&D is the best choice.  Though given the changes to the world in general I would also add druids and witches to my games.

Currency & Equipment is actually quite an important chapter.  Money didn't just seperate the wealthy from everyone else, it also separates the classes, as in the upper and lower class.  In many D&D games characters tend to throw around gold like it was water.  You see that even in some of the pulp influences of D&D.  Historically though and even until past the Victorian age you would not find people throwing around a gold coin.  Copper pence/pennies were the coinage of the common man.  Maybe a silver shilling. Ok, technically the silver shilling wasn't minted until the 1500s and it was worth 12 pence (not the 10p listed). BUT this is just a change to make things easier for the game and that is fine with me.  I would still introduce a gold guinea at 21s/0p though it's introduction is still not for another 200 years or so.  I just like the idea.

The next two chapters, Noble Houses of Albion and People of Interest, deal with the people that populate this world.  I would say that if you are playing a court intrigue game then these are your important chapters.  Knowing who is controlling what and what their moves might be is a great aid for the right-minded GM.  I would say that if you are or were a fan of Pendragon or even Birthright then study these two chapters.  Heck given how Pendragon works this could be part of the same set of PCs, only their dynasties 35-40+ generations later.
Ok, so I am not taking any stars away from the overall product for this, but I will state my disappointment in the whole "Frogmen" one more time here. Craaak VII? Lraaap XI?  Come on Pundit, you can do better than this.

Sorcery and Secrets is the chapter I have been waiting for.  I will point out one discrepancy between what is said here and what is assumed.  Magic-user spells are listed to 9th level, ok that will take a pretty high level magic-user, beyond the "7th level will be really high" mentioned. Plus 9th level spells are pretty big magics.  Personally I would limit all spell casters to 6th level spells.  There are some rules in FH&W to help get around this restriction.
There are some really good demon summoning rules. I would combine these with the magic circle rules given in FH&W as well as the Ley Line rules.  In fact in might be interesting to take this chapter and Chapter 9 from FH&W and look at them as a unified whole.

Adventuring in Albion. Ok this is more like it!  Give me reasons for my characters to do things!  For me I am content with "there is a war of succession to English throne going on. You all are peasants. Figure out how make the most of it."  Thankfully there is more here than just that. Several sample adventure locations are given, including one at court.  Travel across Albion is discussed though characters are more likely to run into tolls rather than trolls, but both are still possible.
While monsters are rare in this setting a guideline for what might be possible would be good.

Three Appendices follow.
Appendix 1 detail the Knights of the Star and Secrets of the Clerical Order. Knight of the Star are an order of Knights loyal to the crown and king of Albion. These Knights could be seen as the Paladins of Albion and are given similar in-game status.
Appendix 2 is a set of house rules for rules-lite OSR clones like Lamentations of the Flame Princess, Swords & Wizardry, and Basic Fantasy RPG.
Appendix 3 is a set of rules when playing Fantastic Heroes & Witchery.  Like I mentioned before this appendix drops the Dark Albion style for the FH&W one.  Various new classes for FH&W are added including the Cleric of the Unconquered Sun, the Magister, Hedge-Witch and Cymric Bard among others.  Also classes from FH&W are discussed including which ones NOT to use in Dark Albion.  Some details about how Dark Albion's cosmology fits into the FH&W assumed cosmology.

The book ends with the OGL statement.

There is a lot crammed into 275 or so pages. While the guide is complete and there is plenty to do with it, it also opens up a lot of possibility for the world as a whole.  Dom and RPGPundit could make a career out filling up the other countries.  The time period is an interesting choice too.  Having played a ton of historical games I tend to draw a fuzzy line right around the time of the Tudors. Prior to this time I can emulate with D&D-like games, after that I use other games.  Dark Albion adheres to my own internal logic in this respect.  Though I do admit I can see myself pushing that line a bit when it comes to Elizabethan times.  I have done that time period both as a D&D-like game and as a setting for Ghosts of Albion.

I would say pick this up if you have any enjoyment for English history or if you are looking to play something different than the same old dungeon crawls.

Plays Well With Others
By virtue of it's compatibility with Fantastic Heroes & Witchery, Dark Albion has an easier time than most supplements.  Added to fact that it is presented largely rule free is a bonus.

Astonishing Swordsmen & Sorcerers of Hyperborea has been one of my favorite systems/campaign worlds since it came out. It shares a number of elements in common with Dark Albion.  First, both worlds assume a low magic, human centric world.  There are a LOT of character classes in AS&SH and not all are appropriate for Dark Albion, but there are plenty that are even above and beyond the multitude of class options that FH&W offers.    The worlds of both games are by and large the same, just separated by vast quantities (and maybe qualities) of time.  While Dark Albion focuses on Albion and parts south, AS&SH tends to focus more to the north.  Who is to say that there are not some areas of Norway that are not still like the Hyperborea of AS&SH?
Plus the power levels of both games is the same.  All characters in AS&SH and FH&W top off at that 12-14 level limit.  This naturally keeps the magic down.
AS&SH also has a number of monsters in it that would be appropriate for the Dark Albion world.  Now, AS&SH does have "Cthulhoid" monsters which would take the implied chaos of Dark Albion to a totally different level. But I can see that working.

As mentioned before another game that would mesh well with this is Lamentation of the Flame Princes.  There is a congruity to both worlds that makes the translation not only possible, but anticipated as seen in Appendix 2.

I have to admit I picked this game up not on the reputation of it's author or even publisher, but because I really wanted to see if there is anything in this book I could use with my own Ghosts of Albion.  While the two games share a number of parallels due to subject matter and connections to the real world, the underlying assumptions of both games are very different. Back when I was working on Ghosts of Albion one of my characters was a ghost of a fighter in the War of the Roses.  I guess I could now play him as a living breathing human if I wanted too.  I just have to make sure he dies while defending the King from that dastard the Duke of York!   Dark Albion actually has more in common with Cubicle 7's Victoriana. At least in terms of setting and underlying assumptions. Heck maybe when Albion splits from the Church of the Unconquered Sun (Dark Albion) it becomes the Aluminat Church (Victoriana).   In any case Dark Albion provides an interesting historical backdrop to either of those games.

I would be remiss if I didn't mention The Witch.  Dark Albion makes many references to witches and dark magic but the only game mentioned that has a proper witch is FH&W and even then that game mentions conversions for my witch.  Just follow the guidelines already in FH&W.

One thing is certain, I am going to have to play some more with this world.

Wednesday, August 12, 2015

Class Struggles & PWWO: The Blood Witch

Yesterday I reviewed the newest book from +Johua De Santo New Class Options.  One of the classes in the book, the Blood Witch, struck me as familiar.  I remembered I had seen an earlier version of it in Dungeon Crawl #3.  Today I want to go into a bit more detail about this class.

Class Struggles

The class is an old archetype of a blood mage or a blood witch going all the way back to ... well forever really.  Right up into the Enlightenment people believed that there were magical properties to blood.   This is why "witches" signed contracts with the devil in their own blood.

There have been other blood witches in the past. Notablly the Blood Witch Prestige class from Relics & Rituals and from Mongoose's Ultimate Prestige Classes vol. 1. Both books have the same class.  Blood Witches used whatever spells they gained from their previous spell casting class.

The Blood Witch in New Class Options is a bit similar. It uses magic-user spells.  This is perfectly fine really, but some new spells would add some more flavor.

I was looking forward to this class the most and I still think it works well, but I have some issues with it.  Let's start at the top.

The Blood Witch uses Constitution as her main stat.  Very, very appropriate.
She needs a Con of 13 or higher. Again appropriate.  Constitution scores above 16 also grant an additional +1 to hit points.  Nice. She is going to need that.

Then we get to the next bit, quoting from the text.
Shattered Soul: Every day the Blood Witch has a 60% chance of losing herself in the song of magic. If this occurs the Witch  will be able to cast 1 level above her level, however, she cannot know what is real or delusion.
Ok. A neat bit a of flavor.  But 60% every day? That seems a bit high and then she can cast as a level higher?  Well sometimes that helps.  But who makes this roll the GM or the player?  Personally I would have it at 25% myself.  Or tie it to the phases of the moon or time of day.   THEN also a 25% where she can cast as a level lower.  I GET what is trying to be done here, but I would need to play it over a few sessions to see.

Here is the part I am not crazy about.  The Blood Witch needs to roll against her Constitution in order to cast spells.  So the high her Con score, the less of chance she has of success.  Again, from the text.
The first is that the Blood Witch must roll her constitution score + the spell level or higher in order to cast her spells. If the Blood Witch fails her spell roll the spell is swept away in the song of the magic and will not return to her for a day. The second is that for every spell cast the Blood Witch must sacrifice 1 + spell level of her health in order for the spell to be effective. If the Blood Witch refuses to make the sacrifice the spell and 1d4 other spells will be swept away in the song of magic for a two day period.
Ok. So mechanically I get what Johua is trying to do here. I also spoke with him. It is to limit the amount of spells a witch can use. Since a witch can use theoretically ANY spell once she gets to the right level.   In some ways her spell casting is more similar to the witch in +Jonathan Becker's The Complete B/X Adventurer than it is to anything else.
So a witch with a 16 Constitution could only cast spells up to 4th level, unless of course a 20 allways means a success.

I think what might work better here is limit the number of spells known.  The blood witch might be able to cast this she completely out of blood (not advised) but maybe she only knows X per level.  Like the 3rd Edition Sorcerer.  This would impose a limiting factor.
Then give her a bonus to her roll equal to her level.

So our Blood Witch with 16 Con and 5th level would need a 15 or better to cast a 4th level spell (16 + 4 -5 =15).   That seems to work well.

The experience levels for Blood Witch seem a bit high, granted this class has the potential for a lot of power.  I'd still like to play one sometime just to be sure.

Somethings you see in the the myths and stories of blood magic is sacrifice (which is covered here as personal sacrifice) and proxies.  So could this blood witch use an animal sacrifice for some spells?  I think where appropriate yes.  Proxies could be things like the animal but also proxies for blood itself, like purified water (possibly for healing spells if you use one of the witch spell lists) or even wine (blood of the vine).  Personally I would allow such proxies for some of the more benign or even mundane spells.

The Blood Witch is any interesting type of character and something that could add a air of different to a game. A Blood Witch doesn't have to be an evil character, but it not likely she is going to be trusted by a party and certainly looked down on by other casters especially proper wizards.

Plays Well With Others

The best thing about the Blood Witch is that fits a great niche in any gaming group or campaign. It also works with a number of great OSR books.  Obviously the blood witch will work mechanically with 99% of all the OSR and old-school books out there, the real question is will it work thematically.  For example, the blood witch would work fantastic with Lamentations of the Flame Princess, but thematically it might be a bit redundant since all magic-users are assumed to have some sort of dark(-ish) pact.

I already mentioned The Complete B/X Adventurer. The witch class as presented in that book works as a great base for the Blood Witch.  Combine the two classes into one works rather nicely.  The B/X Witch has spells up to 10th level which is nice, but the New Class Options Witch only goes to 7.

I mentioned that the Blood Witch is really missing some really cool spells. The Vivimancer from +Gavin Norman's Theorems & Thaumaturgy and Complete Vivimancer offer some really nice choices.   I created  a few for both my witch and the vivimancer here.  In particular I would suggest Blood Augury, Feel My Pain, Share My Pain, Stay Death's Hand, and of course Hell Hath No Fury because every witch needs that spell.

A while back I made some suggestions about witch spells for the vivimancer and vivimancer spells for the with.  The nice thing is the blood witch is perfect cross section of both classes and can use all these spells.

The blood witch also works great with +Jeff Talanian's Astonishing Swordsmen & Sorcerers of Hyperborea.  The style and type of magic used by the blood witch would be very much in tune with AS&SH.  Sacrificing blood for magical effects...yeah very much in tune.  There are also plenty of great witch spells in that book as well.

I would be remiss if I didn't mention my own book, The Witch: A sourcebook for Basic Edition fantasy games.  I am going to have to play a Blood Witch sometime, but I also think I want to try her out as Blood Witch "Tradition" using my own rules and see how well they work together.  Maybe twins...same level but one is a DeSanto Blood Witch while the other is a Brannan one.  Interesting idea really.

If you are in the mind to some conversions, there is a great set of blood magic rules and spells in +Owen Stephensmagnum opus Deep Magic for Pathfinder.  The blood magic system in that book could work nicely for a blood witch as well as a blood mage.

Again this passes the most basic test for a class for me.  Can I think of a character for it and would I play it.

Kimbra & Kelleigh

Kimbra and Kelleigh are twin sisters with magic deep in their blood.  They often have said to each other that it is because they have shared blood that their ties to each other and magic was so strong.
Though in their darker moments they felt their connection to magic and to blood came from the moment they were born. Kelleigh was first.  Right after her birth their mother died. Kimbra was born when the midwife noticed that there was still someone in the lifeless body.  To this day Kelleigh has had a great connection to blood and Kimbra to death.  Kelleigh acts as the older sister.  The sisters only trust each other.

Luis-Salas
These are two characters I have had for a while now.  They began as modern characters for a WitchCraft RPG game and then morphed in a life-span development project I never quite finished.
Yes, the names are based on Kim and Kelley Deal. But also an homage to Kim Harrison and Kelley Armstrong, two of my favorite authors in the modern supernatural genre.

Kelleigh 
5th level Blood Witch, Female
Neutral

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  24
AC: 9
Saves: 12,  +2 vs. Magic
To Hit: +1  / THAC0: 19

Spells:
Kimbra can cast the follow spell levels.  Will choose spells based on the official list.
First: all
Second: 4
Third: 6
Fourth: 3
Fifth: 6
Sixth*: 1


Kimbra
5th level Witch, Blood Witch Tradition, Female
Neutral

Strength: 11
Dexterity: 12
Constitution: 16
Intelligence: 15
Wisdom: 12
Charisma: 16

Hit Points:  16
AC: 7

Occult Powers
Familiar: Blood Spirit of her dead mother (treat as a ghost, neutrally aligned)

Spells 
Cantrips: (5) Analyze Fertility, Detect Poison, Inflict Minor Wounds, Object Reading, Warm
First: (2+2) Bad Luck, Bewitch I, Cause Fear, Tattoo
Second: (2+2) Agony, ESP, Fever, Hold Person
Third: (1+1)  Bestow Curse, Lifeblood

I like these two. I like that they are twins and really mostly the same but have classes that are different takes on the same thing.

I would not make these two part of the Witches' Nest.  I feel their back story is too tragic and their personalities are not one to take advantage of others.   Though they will have a place in my new WIP "West Haven", mentioned briefly here.

When I try this class out more I will let you all know.

Thursday, May 21, 2015

PWWO: Wildstar Corvette + OSR SciFi Games

During my brief foray into scifi games in the 80s I had managed to create one thing, the FTL Lucifer.
The Lucifer was a Corvette class spaceship, small, light but deadly.  The historical Corvette was also a class of small war ships just larger than a Frigate. It had a small crew of officers (aka PCs) and enlisted personnel  (hirelings).  It is a perfect vehicle (pardon the pun) for a game.
A good friend of mine drew a picture of a ship for me and it was perfect.  Well....it was perfect because it was what I used and was fond of the drawing.

I lost the drawing years ago, but I kept the Lucifer.
Over the years I expanded on it and wanted to use it in a Star Trek game that never got going.  It was the first in a line of ships all named after devils in various myths.  So there was the Baalzebul, the Fek'lhr and the Kosst Amojan.

Recently I discovered Wildstar Class Corvette/RPG Battle Maps by Wydraz.
It's not perfect, but it is really, really close.   These maps are largely system free, though there is a solid hint of both d20 and Star Trek influences.  That is fine by me.

Since I am unlikely to recover the original drawing of the FTL Lucifer, this is a good substitute.
But this only gives me the basics;

Length: 340'  (104 meters)
Beam: 230' (70 meters)
Height: 80' (25 meters)
Tonnage: 18,000 (16,300 metric tons)
Cargo Capacity: 2,000 tons (1,815 metric tons)

Main Batteries: 2 dual plasma cannons
Crew Cabins: 4 Officers Quarters, 20 double crew cabins
2 Shuttles, 10 Escape Pods.

Nice little ship.

But to use it a game I will need some stats.  Thankfully I have some games I can stat it up in.
Let's see how it Plays Well With Others.

White Star
+James Spahn
The FTL Lucifer
Corvette Class Warship

ARMOR CLASS: 2 [17]
HIT POINTS: 100
SHIELD STRENGTH 10
Movement 9
TARGETING +1
ATTACK Dual Laser Cannon x2 (4d6)
Range 14
MODIFICATIONS Faster-Than-Light Drive, Proton Missiles (optional)

Cost: 100,000 CR
Crew: 4 Officers, 40 enlisted max.

Starships & Spacemen
+Dan P
The FTL Lucifer
Corvette Class Warship (CC)

Crew complement: 44
Command Rank: Lt. Commander ("Corvette Captain")
Power Pile Base: 150 energy units (one-half pod)
Teleporter Capacity: 2 at a time
Beam Banks: 2
Ion Torpedoes: 1
Shuttle Ships: 2
Sick Bay Capacity: 6

Stars Without Number
+Kevin Crawford
The FTL Lucifer
Corvette Class Warship 

Cost: 6.1m
Speed: 1
Armor: 5
HP: 40
Crew Min/Max: 10/40
AC: 6
Power: 50
Free Mass: 20
Hardpoints: 5
Class: Corvette

Fittings: Advanced nav computer, Auto targeting system, Drive 6 upgrade, 10 life boats, ship bay.
Weapons:
Dual plasma cannons (2 hardpoints each), 4d6 each, Power 10
Torpedo launcher (1 hardpoint), 3d8, Power 10
Defenses:  Augmented Plating

Machinations of the Space Princess
+James Desborough and +Satine Phoenix
The FTL Lucifer
Corvette Class Warship

Crew: 40
Attack: +2
Scale: 6
Hit Points: 5HD (22 hp)
Armour: 1d4
Defence: 6
Speed: Moderate
Weapons: 2 dual plasma cannons, 1 torpedo launcher
Toughness Save: 7
Reflexes Save: 5
Power Save: 8

Customisations: Can't Land, 10 escape pods, medical bay, science suite, shields, shuttle bay.


I like how each game gives a slightly different view of this space ship.
So who is ready to board the Lucifer and do some exploring!

Thursday, April 23, 2015

PWWO: A Red & Pleasant Land + Victorian Games

Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happeing now as February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html

The print version with ribbon.
I don't think there are many of these left.
Time for another edition of Plays Well With Others!

A while back I picked up +Zak Smith's vampire-themed Alice in Wonderland mashup (though that does not really describe it) A Red & Pleasant Land.  It is well reviewed and you can read my review here: http://theotherside.timsbrannan.com/2014/12/review-red-pleasant-land.html

What got me at the time is a.) how much I liked it and b.) how much I didn't want to play it under D&D (any version).  I started thinking about Alice, Dracula and this book   I thought that what this book really needs is not a background of fantasy, even the Grimdark of LotFP or DCC, but the prim and proper sensibilities of a more refined time. Victorian England.

Think about it.  I described the country, Voivodja, in AR&PL as Nightmare scape. Not an overt one like say the Hells, but a subtle one, and mostly a chaotic one.  What a better contrast to the streets of fog soaked Victorian London?  After all Voivodja isn't in our world, it's out there somewhere; down a rabbit hole or through the looking glass.  Through a looking glass darkly.  OR if it is, maybe it is an odd mirror.  Page 14 of AR&PL will give you ideas. The difference now is that we are all using the same world. Unless your D&D game is set in Europe of course, then you are ahead.

There are a lot of great choices for games to use this with and each offers something special I think.


Cthuhlu by Gaslight


Cthuhlu by Gaslight is one of the best Victorian era magical games out there. CbG has rules, via Call of Cthuhlu, for dealing with the Dreamlands. This is a good way to get characters from the "real world" to Voivodja.  Now Voivodja could be in our Carpathian Mountains or they could be in the analogue in the Dream lands.  Who knows.
One thing I would suggest is get a good grip on the Sanity rules and how to apply them using AR&PL.  There are things here that could be abused and drive the characters completely insane.  I say use them sparingly; instead focus on the weirdness of it all.  Not the mind bend weirdness typically one associates with the mythos.  Translations of monsters would not be hard.  Though the average CoC/CbG game is more about investigation. There is more doing in AR&PL, even if that doing isn't always combat.  Though they both have that in common.

Ghosts of Albion



I think there are plenty of good reasons to use Ghosts of Albion.  First the there is more expectation that characters will do more in GoA than in CoC.  Again monsters are easy to convert; most are in the Ghosts core book or could be found in any of the Buffy books.  Secondly let's address the elephant in the room.  Zak may not have meant Alice to come off as an ersatz Slayer, but she kind of is.  Or rather the Alice is the trope that the "Buffy" is trying to set up. All I am saying is that thematically they work well together or even as each other.  Alices are not Protectors, but they can be weaker Slayers or Chosen Ones (Army of Darkness) in any case the rules in GoA have it covered.
Alice's would get extra Drama Points (I would say 2 extra at starting).  The leveling up table would be used for every 25 XP gained.  Just allow her to take the appropriate Supernatural Qualities.

The Alice would be a 5-Point Supernatural Quality. I'd have to work out what is in it, likely bonuses to Charisma, Hard to Kill, but some drawbacks too.  Nothing major and nothing more than 5 points.
The more magic-rich world of Ghosts works well for AR&PL too.  And between Ghosts' Supernatural rules, Angel's demon rules and Buffy's vampires you could make every type of vampire in the book and then some.


Ravenloft: Masque of the Red Death


This of course might the best fit.  Ravenloft, Masque of the Red Death is set on Earth in the Victorian era.  It uses the same D&D system as AR&PL. Plus a lot of the changes that LotFP made to D&D can also be found in this book. Specialists are called Tradesmen in MotRD.  While the other two can be "easily converted" this one does not have to be converted at all.  You can even use the Alice as is.
Plus a lot of the strangeness in AR&PL can be explained by the power known as The Red Death.  I would opt for the 2nd Edition version pictured here as opposed to the 3.x update from Arthaus/SSS/White Wolf.   In fact going back through my Masque books I think this might be the one I would use for this.
You could travel the Orient Express and end up in A Red & Pleasant Land.

In any of the above cases I am much more excited to run this than under D&D or a clone.

Monday, December 1, 2014

The Basic Illusionist

It slipped under my radar, but +Nathan Irving quietly released his excellent Basic Illusionist a few days ago.

If you remember the Basic Illusionist was Nathan's entry into the S&W Appreciation Day back in April of 2014.  Since then the book has seen some edits and it is now available as a proper DriveThruRPG download.

I talked about this book at length back in May.  Everything I said then applies still.
http://timbrannan.blogspot.com/2014/05/pwwo-basic-illusionist.html

I mentioned a few games it works well with (PWWO) but since that time I have also used it in conjunction with other books.

ACKS Player's Companion
The Gnomish Trickster has a number of good spells that work well for the Illusionist.  All the arcane spells tagged as (ill) for illusion would work nicely as well.

Adventures Dark and Deep
This game has both an illusionist and a mountebank classes.  Not to mention plenty of spells.

The Companion Expansion
This is another "Companion" style book for Basic-era D&D and clones and is something of a forgotten treasure.  It also has an Illusionist Class that is roughly equal with the Basic Illusionist, but the real feature of this book is the expanded spell list.  If you are looking to extend your illusionist a bit more with more spells then this is a good way to do it.

Labyrinth Lord Advanced Edition Companion
Given it's aim to emulate AD&D via the Basic D&D-like rules it is no surprise then this illusionist cleaves very close to the source material.

I stand by my assessment of this book that I made then.  This is hands down one of the best books of this type you can get and really captures what the OSR is about.  Also, if you are playing an illusionist of any sort in any of the games I have mentioned, then by all means get this book.

Tuesday, November 18, 2014

Mystara 3001: A Wild Space Odyssey (PWWO: Calidar + Star Wars + d20)

Over the weekend I spent some time cleaning.  I was going through a bunch of "old" d20 books from the dawn of the d20 boom.  I have Dragonstar which I loved in theory but not exactly in practice.  I have d20 Star Wars, which I also enjoyed but I am not totally up on all the Star Wars lore by any stretch of the imagination. I also have d20 Future which gives me all the cool Star Frontiers races I really enjoyed.

I was looking at this stack and thinking that really, I have everything I need for a kick-ass Space Opera game.  Plus in my mind Star Wars and D&D are inextricably linked together.  Not just in terms when they both hit my consciousness but also in feel.   I have often said that the best "D&D movie" ever was Star Wars (A New Hope for the younger fans).

I figure I could also grab some ideas from Gamma World and even Spelljammer.

But what I have been lacking is a way to bring them all together.

Then +Bruce Heard's Calidar came into my life.

 

I have spoken about Calidar in detail already.  The crunch is Pathfinder, which is d20 really.  So mixing it with d20 Future and d20 Star Wars is really a no brainer.

Calidar helped me smooth out some of the rough spots in my ideas.  It also gave me backgrounds and character to use.  Plus Calidar is a more solid hook for "D&D in Space" than Star Wars was.  I don't want to play a Star Wars game, but I do want to play with some of the toys in the game universe.

Space ships could be a combination of Magic-craft  or technology (not sure which yet). I would include all the planets from Calidar, but I could also take a page or two from Spelljammer and Star Wars.  Maybe not exact planets from Star Wars, but if this is going to be space opera then there has to be a "Dune" like planet there somewhere.  Or even a Dune/Tatooine/Athas composite.  But not make it a central location.

In fact to steal another page from Dune I think I need to do something to make extra special about Calidar.  In the game now Calidar is where you start and venture out.  I think I will have Calidar the destination instead.  The characters leave their home world. Likely Mystoerth and then the come here.  If I am using the Mystara Calendar then the Gazeteers were all published in or around 1015 AC.  I would make this 3000 AC. Or 3001 just to be that way.

It might seem odd to want to go back to 3rd Edition, but honestly I think it would be a blast.  The multi-classes, the Prestige classes, all of it would work great here.

I could also steal heavily from Doctor Who, Star Trek and even the 80s Buck Rogers and have a "Draconian Empire" that would be my Klingon analogues. Use Dragonborn naturally.  In many ways I guess it would by my Mystoerth world writ-large.

Yeah. The Allied Human worlds (Oerth, Mystara, Krynn and Toril) discover the new world of Calidar, which is rich in some resource.  They get there only to meet a counter claim from the Draconic Empire.  Already there are colonies of Dwarves and Elves, stationed on the moons, and an indigenous population.  This could be a lot of fun.  Plus it would give me my sci-fi kick I have been wanting for so long.

Thursday, October 9, 2014

PWWO: Calidar

Calidar is out and I reviewed the PDF a couple of days back.  It really is awesome, but I am struck by how well it can be used pretty much anywhere.

Plus look at these awesome maps.




So for this edition of "Plays Well With Others" I want to focus on what you need to do to make Calidar work for your current favorite system.

Calidar and D&D 5
This is kind of a cheat really. One of the implicit design goals of D&D 5 was "D&D your way".  So given that Calidar works well with Pathfinder, working with D&D is not a stretch.  Plus the "default" world of D&D 5 might be the Forgotten Realms, but enough Greyhawk, Dragonlance and even Mystara names are thrown around  it should be obvious that you can play this  on any world.  D&D 5 does a much better job of capturing that high fantasy feel than previous edition's "Points of Light" or "Dungeon-punk" attitudes.  So does Calidar. Plus both D&D 5 and Calidar are new and can "grow up together" in the inventive mind of a DM.

The best thing about this marriage is you don't even the "full" version of D&D 5!  You can use the free D&D 5 Basic edition. The races are the basic four (human, elf, dwarf, halfling) and the basic four classes (cleric, fighter, wizard, thief).  This stripped down version of D&D5 works perfect with Calidar.  The races all have their own respective planets and the classes cover all the bases.

Calidar and Original D&D
Or you could go the other direction and use the original D&D rules. The same reasons apply from D&D 5, but I have something specific here in mind.  I would play Calidar more as a Planetary Romance.  One thing I always to do was play OD&D as a Barsoomian game.  I loved the Edgar Rice Burroughs books and I always felt that OD&D and Barsoom would be a perfect fit.  Calidar would be the glue that holds it all together.
Plus Calidar has a Mars-like planet now, but sadly not a Barsoomian one.  Barsoom would be a nice fit and give the Calidar game something a little bit different.
Here are some links I have been using to get my Mars/Barsoomian fixes.

Looking forward to trying this out with my current game.

Tuesday, September 2, 2014

Amazing Adventures: Plays Well With Others

The best thing, or at least one of the best things, about Amazing Adventures is the fact that it is based all around Castles & Crusades.  So not only is everything for C&C compatible with it, everything that works great with C&C also works for Amazing Adventures.

This means a lot of classic AD&D adventures can be played with little conversions needed.

Ravenloft


I spent some time this past weekend going through the original I6 Ravenloft Module.  Pretty much everything in the adventure is covered in the Amazing Adventure Rules.  In fact things might work out a little bit better.  Imagine your party of world travelling adventurers. You have a big game hunter, a scientist, a gadgeteer, maybe a socialite.  All travelling by train to some dark corner of Eastern Europe.  That is till the mists roll in and train has to stop.  A carriage comes to pick you up and takes you to small village of Barovia where is looks like time has stood still.  People are fearful of you. Soon you learn of the castle in the mountains and the Lord of the castle is inviting you to dinner.

Count Strahd von Zarovich
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 14d12 (84 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 25 (cloak, ring of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d8/1d10
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 10450+14 (10534)

Additionally Strahd can cast spells as an 10th level Arcane Spellcaster (Int based). He is protected by a ring of protection and an amulet that prevents him from being turned.

Expedition to the Barrier Peaks


If Hammer Horror is not to your liking then change the location to the deep jungles of South America or Africa and replace the castle with a crashed spaceship.

Expedition to the Barrier Peaks is one of the odder adventures out there, and certainly one of the most fun for my money.  The high tech works just as well on the characters of the Pulp era as they do on quasi-medieval fantasy.  But AA offers something a bit more to the mix.

First off I replaced the Mind Flayers in the adventure with a malevolent type of Grey.  When the adventurers arrive the ship is just waking up and will soon begin it's conquest of the world.  The Pulp Era though predates "saucer men" by a few years at least in the public consciousness.  Compare for example the serials of the 30s vs. that of the 50s in how aliens were depicted and treated.
If you want pure pulp action then replace the creatures in the modules with the various Lovecraft Mythos monsters found in the book.  Mind Flayers afterall have a vaguely "Cthulhu-ness" about them anyway.  Fill it full of shoggoths and Spawn of Shub-Niggurath. The plant spawn make for good vegipygmies.
Add more fun and have it so the ship had crashed into the Earth 65 Billion years ago and have all these dinosaurs in stasis.  That is of course until the ship systems start to wake up.

The Isle of Dread


A monster romp on a tropical island. The Isle of Dread has far more in common with the 1933 King Kong than it does with fantasy swordplay.

The Amazing Adventures core book already has a number of dinosaurs (and the d20SRD has more) and monsters that work well with this adventure.  Plus going by steam liner makes much more sense for our Pulp Adventurers.   Isle of the Dread is essentially a "Lost World" sort of adventure and that fits the Pulp story telling perfectly.

What About Guns?
Ok so our intrepid Pulp adventurers will fight vampires, aliens and dinosaurs. Unlike their fantasy counterparts they will be armed with guns instead of swords.

This is not a problem.

As we have seen in movies time and time again a gun is not very effective against the undead.  A pistol is about as effective (pro and con) as an arrow against a rampaging dino or giant beast. And in Barrier Peaks? Well they have the chance to find "ray guns".  So guns may not really give the character the edge you might think.

I am sure there are others that would work equally as well, but these are the big three genre-bending modules with roots near the pulp era.  In any case there is enough here to keep your players happy for a while even if they played these classics in the past.