Showing posts with label other systems. Show all posts
Showing posts with label other systems. Show all posts

Wednesday, November 9, 2011

Delays

Hey everyone.

I know. I am late with a few projects.
Not to get into too deeply, but have had some illnesses and surgeries at home (everyone is fine, except for me and I have a bad cold) and work has been really, really busy.

So without further ado here is the status of various projects.

Eldritch Witchery
Done.  In the hands of the editor now.  There might be rewrites.

The Witch
85-90% done.
I am working on some of the spells and had to redo how I do ritual magic in Basic Eras games.
This one I am going to hold off on till Dec. 22.  The release will include blog posting on Befana, The Christmas Witch.

Vampire Queen Adventure
Done.  Need to get it typed up and sent off.

Here There Be Dragons...
Slower progress here.  But we have a lot of ideas and have been working on it a lot.
Bought some more art yesterday for it too.
We are hoping to release it on April 23, 2012; St. George's Day.

In the meantime Ghosts of Albion should be out in stores by the end of this month!

Having a Wicked time in Oz

File under: You Knew This Was Coming Sooner or Later

Ever since I was little, I mean really little, I have enjoyed "The Wizard of Oz".  I can recall being about 4 or so and being frightened of the flying monkeys, the Winkies and of course the Wicked Witch.  I also remember we had this old copy of the Wizard of Oz book in the house and I remembered how different it was than the movie.

Oz is a fascinating place really, and I was amazed the first time I learned how much of it was there beyond Dorothy and her friends. I learned about names like Mombi and Ozma.
I will admit I have always wanted to put a "pumpkin head" in my games largely in part due to "Journey Back to Oz".  In my WitchCraft games we also used to call witch hunters "Dorothies".

So I was thrilled when I heard of Douglas Wall's Adventures in Oz RPG.
http://fdouglaswall.blogspot.com/  and
http://www.kickstarter.com/projects/575175333/adventures-in-oz-beyond-the-deadly-desert
It is, like the literary Oz, a great game for the younger set. The rules are fast, simple to learn and you can be up and playing in no time at all.
They game is also really, really fun. If you never play it, the book offers a good resource to using Oz in your own games.

I think Oz is a bit under rated to be honest.  It's not the drug referenced lands of Alice or even the purely fantasy of Peter Pan, it is, in a way, pragmatically American.  But it is fertile land as well. It gave us "The Wiz" and "Tin Man" and of course, "Wicked".

I never saw Wicked on stage, despite living in Chicago.  I did read the book and enjoyed it.  The world of Wicked is not exactly the same as that of Oz.  The names and places are familiar, but there is some differences.  Most notable is the character of Elphaba.

Elphaba is the Wicked Witch of West.  Though here she is a smart, green skinned young woman with a talent for sorcery and getting into trouble.  In the musical (and in the book) she is friends with Glinda (the good Witch) and learns that the Wizard is nothing more than a fake.

She fights against the Wizard, and for animal rights. Falls in love. Creates the Scarecrow and Tin Woodsman. Plus she is the protector of her younger sister Nessarose, aka the Wicked Witch of the East.

The main feature of the musical (and the book to a lesser extent) is the close friendship that Glinda and Elphaba have.  After all, check out those posters for the musical.

Running a game in a "Wicked" version of Oz is not that difficult. It just takes a bit creativity on the Narrator's part.

Elphaba
Template: Sorcerer

Basic Skills
Athletics: 1
Awareness: 4
Brains: 5
Presence: 3
Sneaking: 2
Wits: 4

Traits: Sorcery, Magical Toolkit, Yookoohoo Magic

Elphaba also possesses the Grimmerie, the most powerful book of magic in all of Oz.  She can cast any known spells and only Glinda is her equal in magic.  She also made a pair of Ruby Slippers for her sister to help her walk (takes the place of the Silver Slippers of the game and novels).

In musical Elphaba is the daughter of the Wizard, so she is both of Oz and Earth. Despite rumor to the contrary she has no particular dislike of water.

Playing in this world the characters could encounter Elphaba since after her supposed murder she found a life outside of Oz.  Maybe even in the desert.

If you want more Oz goodness then check out Doug's Kickstarter for his next Oz book, http://www.kickstarter.com/projects/575175333/adventures-in-oz-beyond-the-deadly-desert

Tuesday, November 8, 2011

Horror is everywhere

I have recently seen some posts on how to do horror games.  Inevitably someone posts something like "You can't do Horror with XXXX system."

To which I always mentally add "Maybe YOU can't, but the rest of us have."
Horror is about tone. It is about style. The system can support it, even add to it.  Think about the game Dread and it's Jenga block mechanic or Call of Cthulhu and it's sanity system. Those are system supported horror.  But can you do horror with say Toon or d20?  Yes. But expect it to be a little different.

In d20 systems the characters will have more power as the level up.  You could take the cheap path and up the baddies too, but that isn't horror really.  You need to get them where their fears live.  Even the most powerful character will find themselves in a situation they can't control or even properly understand.  Lovecraft said it best, the greatest fear is the fear of the unknown.  So keep players in the dark.  The powers they have are not the ones they need.  Modern supernatural books do a good job of this.  When solving a problem Harry or Rachel have all the magic they need, but what they don't have are answers. They have allies, they don't have knowledge of who or what their enemy is.

What about Toon?  Well if a picture is worth a 1,000 words then here are 100 score words to illustrate my point.

Toon:

Toon + Horror:


Artist here: http://sideshowmonkey.deviantart.com/art/CASPER-ISSUE-41-by-Hartman-191809383
Yes that is the same Hartman who did animation for Rob Zombie.  So Wendy here is cut from the same cloth as The American Witch.

I'll keep talking about how you can do horror in future posts.

Sunday, October 16, 2011

Kickstarter Conspiracy X

Eden studios, producers of such fine games as Ghosts of Albion and WitchCraft is launching a kickstarter to get their book printed.


http://www.kickstarter.com/projects/1801360072/conspiracy-x-rpg-the-extraterrestrials-sourcebook

The Extraterrestrials Sourcebook is the agnet's guide to the ETs of the ConX world: The Greys, the Atlanteans and the Saurians.
Written by Dave Chapman who gave us Conspiracy X 2.0 AND the Doctor Who Adventures in Time and Space RPG.  So you know he knows his stuff.

If you want to check out the PDF version then that has been up for a while.
http://rpg.drivethrustuff.com/product_info.php?products_id=62417&affiliate_id=10748&

But the print version will help get other products funded.

Check it out. Pledge some cash and get a book.  Books are good.

Wednesday, October 5, 2011

Review: Eldritch High

Eldritch High by John Wick

I like John Wick.  I like how he can keep coming up with these games that are really cool and really different from each other.  His latest is something near and dear to my own heart, magical high-schools.

Eldricth High
This is a great little game that you can learn and start play in about an hour. I love how the character sheet looks like a class schedule. The mechanic is a card based one and it lends it self well to alterations. The rest of the game is pure role-playing and story telling. If you ever read a YA supernatural book, watched an episode of Charmed or Buffy, or read a Harry Potter book then you have an idea of what you can do. OR better yet, if you were ever in High School and thought "this is ok, but what I really need is a Fireball to liven things up!", then this the game for you.

Even if you don't use the ultra simple game mechanic there are plenty of ideas here for your favorite game. Just now run it in a magical high school.

5 out of 5 stars.

Now what can you do this this game?
Well if you are regular reader here you can see all sorts of idea I hope.

You could for example take my movie from earlier today and do "Satan's School for Girls the RPG", but I doubt the author would approve.  But it would still be fun IF you played up all the camp 70s stereotypes.
Of course you can do a series about a boy wizard and his friends fighting evil.

Another good choice is "D&D School" where you have young wizards before they go out and adventure. Some spells would need to be tweaked, but it looks like it would work well.

You could also combine it well with a game like Hellcats and Hockeysticks for a full curriculum.

I'll be playing around with this one for a little bit.

Friday, September 30, 2011

Vampire the Masquerade 20th Anniversary Ed

It is hard to believe that it has been 20 years since Vampire the Masquerade had been released.



The effect of this game on the gaming industry (and on the whole "Vampire subculture") should not be understated.
I know at the time I dismissed this game and I didn't even bother to look at a copy till 2nd edition was out and I still didn't buy it till 2nd Ed revised hit the stores.

It came at a great time.  AD&D 2nd Ed was lagging, TSR was all but dead to be honest and games had gotten a little too safe because of the 80's backlash.  Still it was not just that V:tM filled a void.  It created it's own niche and genre of games that is still felt today.

White Wolf may not be as big as it once was and Mark Rein Hagen is out of the gaming industry all together.  But this game remains, and this "new" book take you back to a time when the nights were ruled by such things as Ravnos, Brujah and people spoke of Gehenna.

There will be a print version out sometime.  But for those who can't wait, the PDF is up at DriveThruRPG now.
http://rpg.drivethrustuff.com/product_info.php?products_id=94815&affiliate_id=10748

Monday, September 5, 2011

Return to Witch Girls Adventures

My kids have been playing a lot of Wizard 101 over the weekend.  Of course like a good dad I investigated the game first.  It has really gotten me in the mood to run some Witch Girls Adventures with them.
I would let them play their characters in the computer game but I'd need to alter some things.  There are a bunch of schools in W101 that would need moved over to WGA, but that is easy.

I think it will be fun.
Updates soon.

Friday, August 26, 2011

Heartbreaker your time has come, can't take your evil way

I have talked before about the Fantasy Heartbreaker.
Fantasy games that attempt to "improve on" D&D but in the end break your heart.

Here is the Ron Edwards/The Forge standard definition. (circa 2002-3)
characterized by (1) the basic, imaginative content is "fantasy" using gaming, specifically D&D, as the inspirational text; (2) independently published as a labor of love, essentially competing directly with D&D in the marketplace; (3) the rules are similar to the majority of pre-1990s RPGs.
And some links:
Fantasy Heartbreakers
More Fantasy Heartbreakers

reviewed a couple in the past and made a number of posts about one of my favorite ones, Quests of the Ancients.

I was going through my stacks of books (and PDFs) to figure what I had and what I should look to buy at the most recent Gen Con and came on a bunch of what could be called Fantasy Heartbreakers.

I have no idea why these games fascinate me so much.
I *could* claim it is an academic interest that the design of these game reflects either the personal psychic of the designer or the inherent zeitgeist of the times.  But in truth, I don't care enough about the first and the later can be better observed in better more popular games. (Thesis topic: Is the change from oWoD to nWod a direct reflection of the post 9/11 world or merely an attempt to make more money? Another post perhaps.)

I *could* claim that each one is a fascinating game evolutionary cul-de-sac, but that is often giving them too much credit.

I think I like them because each one is insight to someone else's process of writing a game.  A flawed process from a flawed premise.  The flawed premise is "I can make a better D&D than D&D" rather than "I can make a better FPRG than D&D".  I say it is flawed because D&D is the best D&D there is.  There are great FRPGs that are not D&D and they do a wonderful job.But the FHB does not try to be a fantasy game, it tries to be D&D.

There is one thing I always find interesting in FHB's, their "Appendix N" or list of books to read.
Sometimes, rare times, there are good tidbits here.  Most of the time it is a bunch of pretentious posturing of "ooo look what I have read! You read it now to or you are stupid!"
I get putting in Lovecraft (if you have actually read his stuff and not just the bits with Cthulhu), Howard and Poe.  But "Walden", really???  How is transcendental thought going to help me in my game of mass murder and theft (killing things and taking their stuff).  I am going to put list John Dewey (a major figure in my academic life) in one of my books one day JUST so someone will call me on my shit.
Seriously.  The one-up-manship in these is crazy sometimes. In others I am convinced they never actually read the books they mention since the bulk of their game so antithetical to the writings of the author they listed.

But I digress...

Before I go on too much more let's get to today's post.

What are your favorite (or least favorite) Fantasy Heartbreakers?

and

What is the state or role of the FHB in this post OGL, retro-cloned world?

Thursday, August 18, 2011

Mystic Locales: Halfway

A while back I came up with this idea to post small write-ups on mystic and magical places you could put into your games.
Halfway was one of my first ones and still one of my favorites.

Halfway
Type: Supernatural Tavern
Location: American Southwest

Located in the middle of the Arizona desert on a lonesome stretch of forgotten highways lies one of the strangest sights, one that the characters might not see again in their life. It is a bar, in the middle of nowhere. The parking lot is often full of motorcycles and semi tractor trailer trucks. Its bright, but broken neon sign proclaims this place is called Halfway.

Inside the clientele are of all shapes and sizes. In addition to humans, demons, vampires, Bast, even were-creatures and an angel or two can be seen inside. The curious thing is no one is fighting. Not that the place is quiet or sedate, it is quite loud and the occasional argument does break out. Anytime it looks like an argument might escalate to a physical or magical fight glances are haltingly directed to a man sitting in back playing cards. The man, only known as The Dealer, never acknowledges these glances, in fact he never sees them, but the fight looses steam as soon as it almost started.

The Dealer continues his game. The cards he uses are old and appear to be about a hundred years old. They appear to be playing cards, but also look like an old set of Tarot cards written in Spanish. When playing he keeps the Major Arcana tucked away, but that is not why people come here. People come here because this blind man can see the future.

The rumor is that the Dealer made a deal with Fate hundreds of years ago. To gain his ability to see the future his eyes were burned out of his head. He now wears dark sunglasses to cover his injury. He came to this bar and challenged the then demonic owner to a game of cards. The demon, seeing the burned out eyes of an otherwise normal human, took that bet. That is when Fate played Her hand. Within hours the Dealer, as he was now calling himself owned the bar, the former demon owner, and much of the money of the other players at the table.

Since then people come the world over for the contacts that only Halfway has, but mostly they are here to get insight to their own futures.

There is also quite a bit of speculation what the name Halfway means. Most assume it is because it is half-way between Las Vegas, NV and Santa Fe, NM. Though most of the clientele say it is half-way between our world and Hell. The Dealer, when he comments about it at all will say that it is halfway between where you were and where you need to go.

The Dealer
Human agent of Fate

The Dealer has no stats. He does not enter into combat of any sort not does he seem to need to sleep. Attacks on him always fail do to some random occurrence. For example if a character pulls out a gun to shoot him the gun will jam, or as the bullet is fired someone from the upper level falls over the railing and connects with the bullet. Spells deflect and physical attacks fail. Whenever the characters come to Halfway he is sitting at the back table playing cards. He is typically found with a 9ft tall demon with deep red skin, black horns and wings who spits fire when he laughs and an angelic humanoid of indeterminate gender. Typically al three will be playing cards, usually poker, with a fourth. When the characters arrive he will address them, not so much by name, but by their recent deeds and actions. For example if the characters just finished off a group of demons, the Dealer will work that into conversation. He will deal the cards to whomever wishes to have their fortunes read. This is not a gypsy-style fortune telling, and he will say a much. He will refer to sacred geometries of chance or the ebb and flow of probabilities. He will only deal three cards representing the characters past, present and future respectively. In cases where the future card is especially dire he allows the character to keep the card.
Directors need to work hard in preparing for the Casts visit to the Dealer and Halfway. If they are there for information, it is likely that they will get it, for a price. For a fortune read (and never ask the Dealer to read your fortunes he will only reply, what makes you so sure you are going to be fortunate?)

The Dealer is played by Viggo Mortensen.

Friday, August 12, 2011

What is the Secret Fire?

I have seen a lot of posts on the Secret Fire (formerly Legends and Labyrinths) RPG.

I saw the ads, and my first thought was "oh another Fantasy Heartbreaker".
But I have seen a lot more recently and I'll admit I am curious.  The character sheet looks cool, but a part of me still thinks "fantasy heartbreaker", but I am willing to have a look.

BUT....since I blew past my RPG budget for August. And September...and October at Gen Con, I am not going to pick it up just yet.

Anyone pick it up yet? Play it?

I don't need another game, or even another game to distract me.  But there it is. Out there. Taunting me.

Thursday, July 28, 2011

Heartbreak & Heroines: Dead

I got this email a couple of days ago to let me know that the game Heartbreak & Heroines was no longer going to be funded, and presumably not made.

http://www.kickstarter.com/projects/caoimhe/heartbreak-and-heroines-rpg

I talked about this game in this post, and I mentioned then I was excited about it.
Almost immediately the controversy started.
There were many posts and threads on RPG.Net including a number of banings, one of which was the author.
Then even more controversy started.  
I wont get into the details, but here are some links.
http://forum.rpg.net/showthread.php?584800-H-amp-H-System-Notes-and-Development
http://errantgame.blogspot.com/2011/07/well-this-is-disturbing.html
http://forum.rpg.net/showthread.php?585252-Recent-Off-Board-Allegations

I don't pretend to know what happened really. The allegations are ugly.

The only thing I do know for certain is now this game is not going to be funded. That likely means it won't get made.

This is a shame really.

There seemed to be some very interesting game design elements and I liked the idea of a game.
This game, and other games that try to do something different like Blue Rose, are needed in this biz.
If anything the various RPG.Net threads, and the speed in which it made it's goal in donation, demonstrate that a game like this is needed and desired by many.

Hopefully someone else will pick up the challenge.

Wednesday, July 20, 2011

Heartbreak & Heroines

Today I stumbled on this new RPG on Google+ and was lead to it's page over at Kickstarter.  It has me very intrigued.

The game is called Heartbreak & Heroines and you can find it's Kickstarter page here, http://www.kickstarter.com/projects/caoimhe/heartbreak-and-heroines-rpg

Now my first reaction to this game was one of excitement.  This sounds like a great game and it fills a needed place in the RPG community.    My later reaction, after reading some of the other hype about this game, was we couldn't get this game fast enough.

Here is something about the game from the site.
Heartbreak & Heroines is a fantasy roleplaying game about adventurous women who go and have awesome adventures -- saving the world, falling in love, building community, defeating evil. It's a game about relationships and romance, about fairy tales and feminism.

You play a fantasy heroine (or hero, if you prefer) whose heart has been broken. She's experienced some loss so great that she's taken up her sword, her tome, her staff, or her wand and walked away from her place in society -- by becoming one of its defenders, fighting back the darkness that endangers everyone.

Heartbreak & Heroines is first and foremost a fantasy adventure game. It's not preachy and it isn't a textbook about feminism, but it's written from a feminist point of view. It challenges some of our assumptions about the role of gender in gaming but at the heart of H&H, it's about being a heroine (or hero) and finding your way to happiness in a dangerous world. I hope to produce something that Dwayne (McDuffie) would have enjoyed reading.

And the art looks good too. Here is a sample of the cover.


I have to admit it reminded me of this:

The author, Caoimhe Ora Snow, is unknown to me, but she has a blog or two or three, and a couple of threads over at RPG.Net one of system notes and another that is a FAQ.  This of course has lead to the predictable thread denouncing the game (a game none of the posters have read mind you) on RPG.Net as well.   Though the one thing, the one fact really, that stands out is this game made it's goal and then some in 48 hours.  I have known some Kickstarter games that can't do the same in 48 DAYS.

The system is the same as found in Wandering Monster High School, which is here, http://www.1km1kt.net/rpg/wandering-monster-high-school  and may just a little related thematically to another game the author has done, Awesome Women Kicking Ass, http://boldpueblo.com/downloads/awka/awesome-women-kicking-ass-1.0.pdf

It is also beginning to make some noise on the various blogs.  But it should not surprise anyone that these are generally more positive.
http://nitessine.wordpress.com/2011/07/20/delicious-flamewars-heartbreak-and-heroines/
http://errantgame.blogspot.com/2011/07/heartbreak-heroines.html
http://borderhouseblog.com/?p=5800
http://gomakemeasandwich.wordpress.com/2011/07/20/from-the-mailbag-heartbreak-heroines-win-mtg-wtf/
http://gmskarka.com/2011/07/19/inclusion-in-rpgs/

I think the idea is an interesting one and I am glad to throw some support behind it.

Thursday, June 23, 2011

Dragonchess

WotC is running their "favorites of the lat 400 issues Dragon" still and one of the ones popping up today is one of my faves from issue #100, Dragonchess.

Gary Gygax, a well known chess fan, created Dragonchess.  You can read about it on Wikipedia, or if youhave that DDi thing, then read about it in Dragon #400.  So interesting background from Kim Mohan is included too.

My DM back in High School made a Dragonchess board.  He used plexiglass and painted a bunch of chess pieces and bits from other games for all the pieces.  The paint was still drying when we played our first game, which took all of our D&D time I recall.

Might need to show this one to my kids too.  They love chess.

Monday, May 23, 2011

Mongoose to end RQII

So Mongoose is planning on ending their run of RuneQuest II.
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=47370

They are keeping the ruleset and publishing it under the name "Wayfarer".

Two things come to mind.
1. Don't we already have a FRPG call Wayfarers?, http://yeoldegamingcompanye.com/wayfarersmain.htm
2. Doesn't "Wayfarer" sound a bit like "Pathfinder"?

I have a love-hate relationship with Mongoose and no dogs in this race, so I am just an observers.

Saturday, March 5, 2011

Reviews: Can't Sleep, Clown Will Eat Me edition

Some reviews while I can't sleep.

Legends of Excalibur: Arthurian Adventures HC
I picked this up at the same time I did the True20 version.
This is one of the best Arthurian legends games I have read in a good long time. The text is very readable, the layout is very well done and the maps are fantastic.
The use of the d20 system here is nice, but lacks the elegance of the True20 version.
You do get a number of very good feats and prestige classes here though so that evens it out some.
If you are a fan of Arthur in any of it's many re-tellings then this is a fantastic game to own.
5 out of 5 stars.

Fantasy Women Clipart JPEG 7
20 clip art images to use in your games. All are 3D "poser" style computer images, so their utility for certain styles of play might be limited. But all in all they are not bad and the price is fine.
4 out of 5 stars.

Solid! The d20 Blaxploitation Experience
A very interesting take on a little traveled genre in RPGs. While the rules are firmly within the d20 Modern ruleset, there are bit of interesting crunch here and there to make it worthwhile. But where this game shines really is as a guide to the Blaxplotation film genre and history. If you want to run any type of game, regardless of the system, set in the 70’s then this is a good place to start.

Damnation Decade
I have a love/hate relationship with the 70s. I grew up in the 70s and have good memories of them. Loved classic rock, hated disco. Loved the new age occult revival, could have cared less about some of the other stuff. I grew up then, but consider myself a child of the 80s.

Damnation Decade though is the pure raw distillation of everything 70s, good and bad, into one awesome game. It is a historical game, in the same way Ghosts of Albion is about 1839. Damnation Decade takes a wrong turn in 1974 down a dead end. The world is sort of like ours, yet also very different in some key respects. Damnation Decade is also quite possibly the one RPG product to ever tacitly or implicitly illustrate that things under President Ford could have been a lot worse that what we really got. Reading through Damnation Decade is at the same time a trip down memory lane and an exercise in identifying puns and analogues to our real world. Green Ronin: did we really need a world where folk singer Edmund Fitzgerald sings about the Wreck of the Gordon Lightfoot? But I guess you are forgiven by giving us the first RPG product to feature a real Fantasy Island.

It reminds me of Solid!, which is also about the 70's. If Solid! is Parliament, then Damnation Decade is Grand Funk Railroad. Damnation Decade though gives something that Solid lacks; memorable NPCs. Sure if you can get past that most of them are amalgams of 4 or 5 70s figures, for example Humboldt Suede is not just a bad Hugh Heffner rip-off, he is part Hugh Hefner, Bob Guccione AND the Son of Satan. Though some are original enough to be useful outside the 70s atmosphere; Theramin Hunker for example could work well (maybe even better) in 21st Century games full of conspiracies.

Damnation Decade works great as a d20 game AND it has a True20 appendix that might even be better.
Plus that cover rocks.
5 out of 5 stars.

Bunnies And Burrows
The premier RPG of playing something other than a human or anything humanoid. It is basically "Watership Down" the role-playing game, but there is much more to it than that.
It would be disingenious to review it with modern eyes (it is nearly 35 years old now) but it has a very good skill system, and one of the first to be honest. Since the characters are rabbits, there is not much in the way of combat and instead a focus is placed on solving problems and role-playing.
5 out of 5 stars.

Dreaming Cities: Tri-Stat Urban Fantasy Genre
Dreaming Cities was one of the first attempts I had seen of putting together a good Urban Fantasy game that was not also trying to do horror. Sure we had Urban Arcana for d20 and a few others, but this one felt a bit different to me. At least at first. So the real feature of this game is the background information and how they make Urban Fantasy work for them.
The game system itself is Tri-Stat which at this point was mostly the same as BESM 2nd Ed-Revised and SAS. If you know the powers and rules for those you have the same things here.
The real meat for this game comes in only around page 70 when we see how to apply these character rules into archetypes to work in Urban Fantasy. Many seem cribbed from other versions of Tri-Stat/BESM/SAS games, but that is fine.
The rest of the book talks about how to make an Urban Fantasy game work. Like the treatment SAS gave the 70+ year history of comic book heroes, DC tells about the modern urban fantasy genre. There is a quite a bit of crunch mixed in with text on how a modern society deals with things like magic, pixies, zombies, demons and dragons and visa versa.
GoO and Tri-Stat are gone, sad to say, but this game is still worthwhile and has a lot going for it. If you play a modern horror game or a modern supernatural one where magic and supernatural are still hidden, then this is a refreshing little breather.
IT’s not D&D with guns and computers mind you. It is however something very fun.
The rules suffer the same pros and cons as SAS, BESM and the rest of the Tri-Stat family. There is not a lot here that is new in terms of rules, just new ways to use them.
The text is clear and the art is very good.
4 out of 5 stars.

ION Guard
Bash! Edition
ICONS Edition

If you need a reason to buy BASH or ICONS then this is it. At just about 60 pages this supplement presents the Intergalactic Ordinance Network Guard or ION Guard, an intergalatic police force defending the universe from all sorts of bad guys.
Yes we have seen this before, but the the presentation in this book is so enduring you ignore the obvious DNA of this product and just pull on your ION Fist, say your Oath and protect the Galaxy. NPCs are detailed as well as bad guys for you to fight. The layout of the book is awesome and I honestly can't say enough good about it.
Dislike: would have liked to see more bad guys.
5 out of 5 stars.

Friday, March 4, 2011

Review: Haunts and Horrors

Haunts and Horrors

I love horror games. I love reading new ones, trying new ones and each time I try to do or learn something new. So it was is with great interest that I got the new “Haunts and Horrors” RPG (H+H RPG).

H+H RPG is a 126 page book. The art is predominantly public domain with some other pieces that are newer, but all are black and white. I bring this up for two reasons, first off the art is sparse which gives the book a “less than polished look” but the art is also thematically appropriate for the tone of the game. While I like newer art in a game, I think this works well for this game. The layout looks like a simple affair with clip-art borders.

H+H RPG is a fairly typical RPG, it starts out with “What is an RPG?” to Character Creation. I like the starting age effects starting XP section. It is an interesting take on how to deal with starting at different ages.

Points are given to buy attributes, skills and edges and disadvantages dependent on starting age.

Attributes are mentioned (Strength, Size, Willpower…) and then abbreviations are used (STR, SIZ, WIP) but nothing connecting the two. Granted a semi-experienced gamer could figure it out, but a novice will be scratching their head for a second or two. There are some generated secondary attributes as well, including something called “Killing Power Adjustment” which seems a bit off in a horror game; not that things don’t kill things, but often killing is not the focus, but I am fine with it. There is a section of previous experience which is interesting.

Lots of disadvantages (not sure why hay fever is worth more than partially deaf or partially blind, or why it was not just folded into Allergy). Though it does a much better job with the mental drawbacks than most games (eg it makes Multiple Personality Disorder different from Schizophrenia, a pet peeve of mine). Disadvantages are bought with points, any extra disadvantage points have to be bought off with experience points. I like that to be honest. It casts disadvantages in a different light. Instead of using disadvantages as a means to gain extra points, but rather as something that must be bought off. For a horror game it is a good model.

The skill system reminds of me a bit of Chill. Some will find this refreshingly “old school” others might find it “old” or “out moded”. I think given the atmosphere the game is trying go with I am going with “Classically oriented” and think it works fine for this game. There are a lot of skills too, which is also very old school in feel as opposed to more “cinematic” games that try to get more done with less skills.

There is a good section on Weapons which deals with a lot of standard weapons (guns, sticks, and archaic stuff).

The next section is on Psychic abilities and mention they can be bought by anyone with a high Perception, so a little different than saying buying a “psychic edge” and then buying the abilities.
The psychic abilities seem work fine and feel right here. Again, I am feeling a bit of Chill here, though the magic and psychic powers are not the same as Chill’s magic, it’s the overall vibe; more magic than Call of Cthulhu, less than C.J. Carella’s WitchCraft.

Next up is magic.
(Speaking of magic, on page 41 the formatting shifts down by an inch or so for the rest of the magic secction. Nothing is unreadable, but looks odd.)

Magic is divided up into traditions (like that) and talks about what a tradition is and how they have access to some spells, but not all (like that too). Each tradition also has various mechanical things that can happen to them via their magic, so each one does feel different than the other.

Spells are supposedly bought like Psychic abilities, but I have not found a guide anywhere in my reading.

Combat is next (odd that it is not with Weapons) along with misadventures, healing and diseases.

The chapters on creatures and their powers are next and it is full of the horror show mainstays and a few new ones. I like that there are multiple types of vampires for example.

A section on curses is also provided which would be useful for any game with curses.

All in all there are some interesting things in this game, though nothing terribly unique. I like some of the character creation options. The magic system has some neat points but not quite unique in and of itself really. My biggest issue with the game is that I expected more, and the layout is far below what I would have expected from an established game company. There are also a number distracting typos, while I normally would ignore these, but some made it difficult to understand the text.

The game itself looks like it would fun with the right mindset. There is a darker tone to it that puts it somewhere between Chill and Call of Cthulhu. Though it lacks a bit of focus; is it Victorian, is it Modern? And what do characters do in the game? The motivations of the characters are unclear too. What do they do, why are they doing it? I think this needs to be better defined.
I would have liked to see some character write-ups so we could see how characters look when done.

Thursday, March 3, 2011

Review: Witch Hunter: the Invisible World

Witch Hunter: the Invisible World

I have a real love-hate relationship with this game. I played it right after it first came out at Gen Con and thought the game was great. The rule system was easy to pick up in game and I liked the dark history feel of it. It felt like one of the modern horror games that I loved to play set in the 17th century. I bought a copy then and there and took it home. Once I started reading through it all I was less enamored with it. The funky alt-history never worked for me, and as a player that likes to play witches in many games I disliked the vibe of the game that all witches were evil and had to be hunted.

Also on future playing I began to dislike the system. I sold the book to a friend about 6 months later. I wanted to give it another chance so I picked it up at DriveThruRPG about a year after I bought it in hardcover. I have given the game it's due attention (bought it twice in fact) and still could not make it work for me. To be 100% fair I think that has much more to do with me than this game.

I think there is a lot of really good material here. A lot of things I would love to use elsewhere, maybe running it under WitchCraft or True20. The book itself is well laid out and just a cool book to look at. The PDF here comes in both the full version and a printer friendly one. There is a vague World of Darkness feel about it and it does remind me a bit of Mage the Sorcerers Crusade. I do like the magic system here and I do keep coming back to the game wanting to do more with it.

Character creation is very good, I like the spells and the magic system. The overview of the world is very nice and I like the background information on the Orders of Solomon.

There is an odd mix of new and old thought in this book, some of them contradictory. Examples: The Sumerlands are mentioned (from Wicca) but witches are supposed to be all evil. Werewolves are shown with a pentagram etched into their hand/paw but that is something that only came out in the movies. The Aztecs are still around, even if other parts of history depicted here could not have happened unless the Spanish had had a firm hold on the New World.

The book has a ton of atmosphere, and you know right away what this game is all about.

A few things I like:
- Atmosphere. Like I said it has oodles and gobs of it. Solomon Kane left feeling "eh", but this one, you know right away what you are doing.
- Closest thing I get to a WoD-like game set in a period I really wanted to try.
- Support, the Paradigm Concepts website has tons of cool things, in fact seeing the website made want to seek this game out when it was first available at GenCon (2007 was it?) I bought a book there and then later bought the PDFs.
- Solomonic-based magic systems always rock.
- Beautiful book.
- The Orders, I can see why the exist, what they do in the world and why someone (the PC) would be part of one.

Things I didn't like, but could easily live with:
- Very WoD in feel and execution.
- Dice pools. Don't like them, but I can live wit them.
- Talents seem very "Feat" like. I like feats mind you, just not everywhere.
- would have liked more monsters.
- "Satanists". Too many modern conotations. I would have prefered to see "Diaboloists" (which the book does also use) or "Luciferians".

Things I didn't like:
- Some of the alt history doesn't make sense, even with magic. But that can be an opinion.
- I dislike the entire black & white-ness of the good and evil here. If it were just that I would say it is an artifact of the times they are trying to emulate and be fine with it. But I like to play "good" witches also and the rules (or my interpretation of them) didn't support that.
And by good witches I don't mean spiritualists or animists or alchemists. I mean witches. That practice witchcraft, worship the Goddess and all that. Granted that is MY bias and maybe this is not really the game for this.
- Along with good witches (and the spells for them). I'd would have liked to see evil members of the Church. Sure their are "foils" in the shape of the Jesuits. But I work for a couple of Jesuit universities, I was not buying it as a real attempt to make them evil. Rather just overly dogmatic in their views.

In the end, I am going to give it 4 stars out of five. I think it does what it does well, even if it leaves me scratching my head at times. It is an attractive book and the online support and community for it is really top notch.  I would have given it 3, but everything I think is "Wrong" with it is really my own bias.

Wednesday, March 2, 2011

Justice is Blind, Issue 3: M&M3 / DCA

I have mentioned before about how pleased I have been that Mutants and Masterminds 3 and DC Adventures share the same system.  Here is one of those reasons.
My latest super-hero character Justice.

Justice, as she is known is a Paragon, of the likes not seen since Superman left he Earth and Wonder Woman retired.   Many know she is the newest force for Truth, Justice and the American Way, but not many know that she shares more with the those paragons of old than a costume design.
Justice is also Astra Kal-El, daughter of Superman (Kal-El) and Wonder Woman, Diana of Themyscira.

I have detailed Justice in previous posts.  Her introduction and Mutants and Masterminds 2nd Ed stats, and stats for the BASH! RPG.

I like her M&M 3.0 stats as well and think this is the best system for her.  Issue 3 of "Justice is Blind" would deal with her current troubles of establishing herself as her own hero with some flashbacks of her time on Themyscira.

Justice - PL 10
Strength 11, Stamina 10, Agility 4, Dexterity 2, Fighting 5, Intellect 3, Awareness 3, Presence 4


Advantages
All-out Attack, Attractive 2, Benefit, Alternate Identity (Astra Kal-el, Astra Kent), Benefit, Wealth (well-off), Connected (Bruce Wayne), Defensive Attack, Languages 1

Skills
Athletics 1 (+12), Close Combat (Grab) 2 (+7), Deception 2 (+6), Expertise (Law) 4 (+7), Insight 1 (+4), Investigation 4 (+7), Perception 3 (+6), Persuasion 2 (+6), Ranged Combat (Heat Vision: Blast 8) 3 (+5), Stealth 4 (+8)

Powers
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)

Heat Vision: Blast 8 (DC 23; Distracting)

Invulnerability
   Immunity: Immunity 10 (Life Support)
   Impervious Defense: Impervious Toughness 5
Super Senses: Senses 8 (Acute: Vision, Hearing, Distance Sense, Extended: Vision, Hearing 2 (x100), Penetrates Concealment: Vision; Limited (Lead))
Super Speed: Quickness 4 (Perform routine tasks in -4 time ranks)
Super Strength: Enhanced Strength 2 (+2 STR; Limited (Lifting only))

Offense
Initiative +4
Grab, +7 (DC Spec 21)
Heat Vision: Blast 8, +5 (DC 23)
Throw, +2 (DC 26)
Unarmed, +5 (DC 26)

Complications
Power Loss: Exposed to Kryptonite
Secret: Is the daughter of Wonder Woman and Superman. Raised by the Batman.
Secret: Secret ID, Astra Kal-El, aka Astra Kent.
Weakness: Magic

Languages
English, Greek

Defense
Dodge 4, Parry 5, Fortitude 10, Toughness 10, Will 3

Power Points
Abilities 80 + Powers 49 + Advantages 8 + Skills 13 (26 ranks) + Defenses 0 = 150

What I like about Justice is she has power, she has a pedigree even (daughter of Wonder Woman and Superman, trained by the Batman) but she is still young and she does not always know what she is doing or what she needs to do.  She only knows that she sees injustice and suffering in the world and she needs to do something about it. She is not an brooding, agnsty hero, but she is a dedicated one and maybe even a bit of a naïve one. She just knows she has to do something. No existential struggles with her, just action.

Now here is to seeing if my regular GM will let me use her in one of his adventures one day.

ETA: I updated her based on some conversations

Monday, December 6, 2010

Recycled Adventures

So it is well known that I love the old D&D adventures from the early 80's.  I think they are well done and a lot of fun to play.  I have been playing them with my kids but I have not been able to fit in all the ones I have wanted into our 3.x game.

But I have lots of games.

So here are some of the recycled adventures I have done using other systems and the classic adventures.

Ash vs The Keep on the Borderlands
System: Army of Darkness and Dungeons & Zombies
Module: B2 Keep on the Borderlands

The character get sent back in time to the Keep and need to clean out the Caves of Chaos with a shotgun.

I designed this as a way to play-test Dungeons & Zombies under the Cinematic Unisystem Rules.

Never got to play it all, but the bits I did were a blast.  Characters I created for the game were Xena and Gabrielle (seemed appropriate) and used a version of Indiana Jones I found online.

One day I should run this at a convention.  I think it will be a blast.

The Ghost Tower of Inverness, Illinois
Systems: Doctor Who and Angel.
Module: C2 The Ghost Tower of Inverness

From the intro:
"No one has ever asked why there is a lighthouse between Palatine and Inverness, Illinois.  The closest large body of water is Lake Michigan, over 20 miles away. But it has always been there, quiet.

Till the day the Time Beacon went crazy."

The Ghost Tower of Inverness, IL was an adventure that I had converted for my playtest of Doctor Who.  Outside my town there is a water tower that is painted like a light house.  I thought it would be cool if it were a real lighthouse, but not for ships at sea, but ships in the time stream.  On top was a beacon to warn passer-bys "warning, primitive culture ahead!" Well one day the time beacon goes nuts and start pulling in people from out of their times (an excuse to convert a bunch of Unisystem characters from Ghosts and Angel).  The characters have to go through the tower and shut down the beacon.  Each level of the tower is a different time stream, so I had dinos, Victorian, post-apocalyptic and all sorts of terrible things.  At the top was the control center and the time beacon.  So I converted the original Ghost Tower module and replace the Soul Gem with the Time Beacon.  Part Doctor Who, part Angel, part Ghosts of Albion, part D&D and a dash of Primeval and Torchwood.  It was going to be the first adventure in a new campaign, but I never got it going.  Too bad, really.

Why does Inverness need a light house?
Why does Inverness need a light house?



Ghosts of Albion: Ravenloft
System: Ghosts of Albion
Module: I6 Ravenloft

Ravenloft might be my favorite classic module ever.  Ghosts of Albion is of course my game.  It was natural to me to bring them together.  Ravenloft has that great Gothic feel.  Ghosts of Albion deals with all sorts of magical weirdness, and while it is hard for us today to really understand this, to the Victorians the world was a wild and scary unknown.  Unknown lands were meant to be explored and conquered.  What can be more unknown than Barovia?  Who is to say it is not on the map somewhere in 1840?  Plus you might have noticed that  Ghosts of Albion movies and books all have one word titles, "Legacy", "Astray", "Witchery" and my adventures have followed suit, "Obsession", "Blight", and "Synchronicity".  So "Ghosts of Albion: Ravenloft" also works.
The idea is simple.  The characters are travelling by rail to the east.  Their train suffers some malfunction, and I start the Ravenloft adventure by the book.  I include the mists and Madame Eva and everything.  And that map of Castle Ravenloft is still one of the coolest maps ever made.  One day I'll build a 1" = 5' miniature of it for play.  That would be very awesome.
For this I have bits I am using from the Ravenloft world, WitchCraft RPG and the Expedition to Castle Ravenloft module for 3.x.

I still have more games and more adventures.  I'd like to try some other pairing in the future.

Thursday, October 28, 2010

Maahes the Tainted Bast for the WitchCraft RPG

Maahes the Tainted Bast

When a Bast spirit is exposed to large amounts of taint they become Maahes. Their namesake was an outsider God absorbed into the Egyptian New Kingdom pantheon. Maahes had a lions head and was later interpreted to be the son of the Goddess Bast and the God Ptah. He was a god of war and called The Bringer of Destruction.

Maahes is considered to be in Bast (the race) mythology to be the first bringer of Taint to the Bast. Whether Maahes was a willing or unwilling carrier of taint is unknown and lost to time.

When a Bast spirit is exposed to Taint it is compelled to enter a body (if not already in a cat body). Sometimes they discover a human, living or dead, and use it for their purposes. Whatever body the tainted Bast enters they become anchored to it forever. The new creature is called a Maahes (singular and plural forms are the same). Regardless of the source of the body or its nature it transforms due to the taint. The Maahes is effectively immortal since it can regenerate loss of life points at the rate of CON per hour. They no longer age and even disease and poisons are no longer effective. Only attacks of a magical nature or ones that drain Essence or Taint have any effect. To destroy a Maahes one must reduce its Essence or Taint to zero.

The appearance of a Maahes differs wildly. Former High Bast Maahes are often stuck between human and Bast forms, usually a human body with a cats head or sometimes cats paws and claws. High and Low Bast Maahes can also appear to be as sickly, even feral, cats. Sometimes it is even difficult to tell what sort of creature the Maahes original was, all that is evident in its twisted form is some reminder of catlike traits. In all cases and whatever the form they carry about them the same aura of corruption that tainted humans and spirits do. Of course to the Bast they are even more repugnant.

Bast relate to Maahes the same way that humans deal with other tainted humans; extreme revulsion and avoidance. What horrifies Bast the most about the Maahes is not just the taint, but the fact that Maahes can no longer reincarnate. The taint that twists their bodies also twist their spirits and minds. Even their telepathic speech is distorted to other Bast.

Maahes can have Gifted or Taint powers as do humans. Some can even develop disciplines of the flesh as do Mockers, but nothing can change their forms back to pure cat.
There are no Maahes known amongst the Mockers.

Maahes

Strength: 2-5             Intelligence: 3-6
Dexterity: 4-7            Perception: 2-6
Constitution: 4-6        Willpower: 4-7

Life Points: 40-60
Essence Pool: 30-50        Taint: 60-100
                                       Madness: 3-5

Skills: any appropriate for Bast
Powers: Immortality, Increased Life Points, Increased Taint Pool, Regeneration, Taint, Taint Powers,

Maahes have a host of mental derangements. Cruelty is high on list given their cat-natures, but because this is taint with no logic based in our universe there are as many recorded passive Maahes. Eventually, long lasting Maahes have nearly sort of mental imbalance known to man, and some that are not.

Interactions with Maahes
Most covenants know very little about Maahes. While most theorize they are possible, very, very few have actually seen one. Some early reports coming from the Sentinels confused Bast and Maahes and considered them to be the same, evil, creature.
The Wicce, whom the Bast have the best relations with, are mostly in the dark over the nature and even existence of Maahes. It could be that this is by design on part of the Bast. Only the Wicce coven The Daughters of the Flame, acknowledge that they exist and even have records of their existence dating back to their earliest days as a coven (150 CE). They speculate that the Irish Ciat Sith or Cat headed demon (more properly, faerie cat) were in fact Maahes. This could also be the reason why the Daughters have had a falling out with many of the larger Bast covens.
There are rumors that the Rosicrucians have been researching and working on a means to remove the taint fully from Maahes and return them to normal Bast. As with all secrets of the Brotherhood of the Rosy Cross, they are not too forthcoming with the information.

Maahes in Armageddon
Most Maahes flocked to Leviathan as their savoir, equating him with the snakes that the Goddess Bast was presumed to have destroyed. Of course once the disaster in Munich struck many were destroyed outright due to overexposure to taint. While not members in any standing with CoR or AoR, Maahes work to achieve Leviathans will as they perceive it.

Roleplaying Maahes
As creatures of Taint, Maahes are most often to be pitied. Removed from the world of the Bast, death is often their only, if final, solution. Only the strongest willed Maahes survive long enough to actually enter into the Casts lives, let alone be a threat. The ones that do survive represent not only a powerful enemy (only the powerful ones survive), but one that can infect with taint in addition to whatever powers and skills it had before.

Adventure Hooks
A Low Bast has become a tainted Maahes and has sought the aid of the Cast to help it return to normal. The Cast must choose whether to aid or kill the infected creature.

A former High Bast Maahes and powerful sorcerer has decided that the future evolution of the Bast species is integration with Maahes. His plan, as much of it that can make logical sense, is to kill off as many Gifted humans as he can, infect as many Bast as he can, and then with his army of Maahes, take over the world. Of course his plan is grandiose, but he is still powerful enough to do a lot of damage to the Gifted and Bast in the mean time.