Showing posts with label review. Show all posts
Showing posts with label review. Show all posts

Sunday, December 18, 2016

Retrospective on Blue Rose

Cover for the new AGE version of Blue Rose
Blue Rose was always one of those games I felt people talked more about than played.  I remember running into it at Gen Con in 2007. I had wanted to go over to the Green Ronin booth since I was already enamoured with Mutants & Masterminds and thought Green Ronin seemed like one of those “cool companies”. Like Eden was in in the early 2000s and Cubicle Seven is today.  Green Ronin is still cool, but they are no longer the scrappy little upstart, they are elder statesmen and stateswomen now.

Blue Rose attracted me from the start. The Stephanie Pui-Mun Law art, whom I had known from her days at the Elfwood art website so long ago, was so eye catching and so different than anything else I had ever seen.  The game inside lived up to that art.
I picked up the book and saw the names. Of course I knew who Steve Kenson was (and he was standing just right over there too), I had played M&M and of course had his Witch’s Handbook from GR.  There was also John Snead, who only the most uncouth plebeians didn’t know.  I had worked with John on the Magic Box for the Buffy game and he was a great guy and great writer.  I saw other names that were unknown to me then (not now), but picked it up on the (substantial) merits of the first two authors.   Jeremy Crawford is now one of the people behind 5th edition D&D and he did quite a bit of work on 4th edition D&D as well.

Now I had an idea what “Romantic Fantasy” was.  I had read Diane Duane, Mercedes Lackey and Marion Zimmer Bradley, but years ago.  Reading through the rules then I was struck by how much was here that I wanted to work into my own worlds.  By 2007 I was weary of d20 and the True20 of Blue Rose seemed like such a breath of fresh air.  It was almost a Cinematic d20 to me.

I played a few games of Blue Rose.  I ran a few others.  I found that converting some of my old WitchCraft RPG plots to Blue Rose was actually quite easy. For example my “Vacation in Vancouver” under Unisystem became “Vacation beyond the Veil” under True 20/Blue Rose.  The story was essentially the same; gifted individuals were being kidnapped for a demonic sex trade. The problem in both cases was that some of the victims didn’t want to be “rescued”.  It looked into issues of slavery and sentience and what people do for pleasure.  In “WitchCraft” there is a serious horror over tone, but in Blue Rose the horror shifts away from the demon to the victim.  What if a victim is sentient and a slave, but in return lives in a lap of luxury and pleasure. Are they different than the “Companions” of Valdemar or the Blue Rose analogues, the Rhy-Creatures? It became an interesting story to unfold.  When I took a turn as player (because that is something you can do in touchy-feely story telling game) I want to explore this and have my witch (hey...gotta be me) “go native” and go from would be rescuer to something needing rescued.  Sadly like many games and most online chat games we never finished the story arc.

I went back to Blue Rose in 2009/2010 to try again with my “Black Rose” idea.  This was a merging of the Blue Rose and Ravenloft games I detailed a while back.  Now there was a fun game.  Also one that did not see a terminus, but that is fine.   In Blue Rose I felt there were a lot of the same things I liked about Ravenloft.  Emphasis on character development and storytelling, less on combat.  One by nature the other by choice.  In BlueRose/True 20 I saw the answer to a lot of the problems I had with Ravenloft.  Ravenloft as an idea was Gothic Horror stapled onto a fantasy action adventure game.  True 20 at it’s core was systemless.  It was much easier to represent more people with combinations of the Expert, Warrior and Adept classes than the standard D&D ones; or worse the 36 some odd classes we had in the d20 Masque of the Red Death.  For me the match was so good that I have considered to see what bits of both True 20 and Ravenloft are OGC to try it on my own.  I never went that direction, other games have since done it.  Some of the ideas from this game lived on in my current D&D 5 “Come Endless Darkness” game.

Some binders of notes for my various Blue Rose games.
“Kingdom of Rain” was game I ran inspired by Lovecraft.  My attempt to bring a little Innsmouth to the World of Aldea.  It was an intentionally short lived arc dealing with the Sea Folk and how some of them were becoming more like Deep Ones.  I will openly admit I based it more on the 2001 movie Dagon than the story “Shadows of Innsmouth”.  I wanted to continue the game dealing with some winter-related ideas, but I only got one session in.  This was also the first time I used a Wendigo as inspired by August Derleth.

I later went back to Blue Rose after reading the works of Barb and J.C. Hendee and came up with a “prequel” to Black Rose that I called “The Guardians of the White Rose”.  I went back to fertile ground and converted some ideas from a 2001 WitchCraft/Buffy game I was running at the time called “Coming Up Roses”.  The Guardians of the White Rose was the Queen’s special cadre of adepts used to fight the many supernatural threats to Adlis.  Their motif was a White Rose intertwined with a Blue Rose.  There were two characters, Helyg and Bryn, two new adepts.  Helyg had been a scholar in Jarzon and Bryn was raised with the Roamers.  They both were also caria daunen, just to add to the in universe feel.  Only got a little bit into that one, but played it out over a long course.  The lessons learned here? There is a LOT to do in Adlis that doesn’t require any form of “Murder-hoboing”.

More recently I have been going through the newer books of Mercedes Lackey. I picked up a bunch at a local library book sale and managed to Half-Price Book find the ones I was missing.  It has put me in the mood to try out some more Blue Rose.  This time I would feature the Guardians of the White Rose, but they are background.  This would be my monster hunter game.  The non-lethal damage track in BR/T20 makes this mechanically easier.  The idea is that the great Magerium is opening in Adlis. Rare and nearly extinct creatures are going to be brought in for study and give them a place to live.  Ah now if you are at all savvy to the Blue Rose world or many of the books that it is based on you will see a problem with this.  I want to see if my players do too.

I am now coming up on 9 and half years of personally playing Blue Rose. Nearly 10 years and four (or five) different and nearly unrelated campaigns.  I have read the background material and other books that would fit the definition of “Romantic Fantasy”. I think I am in a good place to provide a nice comprehensive review of the game.


Now I am going to be looking at the True20 version of the game, which I am sure is going to be sunsetted in favor of the new AGE version.  Well. When the AGE version comes out I'll have to review that one as well.

So until the new one is out, let's get to it.

Tuesday, November 29, 2016

Review: Calidar, Beyond the Skies

+Bruce Heard, formerly of TSR and of Mystara and "Voyage of the Princess Ark" fame, has been working on his new world Calidar for a little bit now.  I reviewed the premier product, Calidar in Stranger Skies, a while back and I really loved it.  I have used bits and pieces of this world in my own games now for a couple of years; building up to something a little bigger.   The great thing about Calidar, and what Bruce is doing with it, is it can be added to any game world or campaign with only a little bit of fuss.  OR you can go whole hog with it and have it as your game world.

The newest book out, Calidar, Beyond the Skies, really helps with either plan.

Ethics in Game Reviewing: I received a copy of hard bound book in exchange for a fair review.  All links are affiliate sponsored links.  Further disclosure: I was planning on reviewing this anyway, I just moved it up a little bit.

Calidar, Beyond the Skies is part campaign book, part cultural reference and part guide to gods.  There is only minimal stats in this book.  This is both an advantage and a disadvantage. The obvious disadvantage is of course judging the power levels of the various gods.  I am going to say right now that this REALLY is not a disadvantage.  Gods are not Monsters.  Even in Calidar where the Gods often interfere in the affairs of mortals, those mortals are not going to pick a fight with them.  Relative powers are given and that really is enough.
The advantage is a true advantage.  Playing old school D&D? Great! Playing Pathfinder? Great! D&D5? Equally great!  But I am getting WAY ahead of myself.

I am reviewing the hard cover version of the book.  It is 248 full color pages on decent weight paper and full color covers.  I put the production values at the same level of the best of WotC's D&D or Paizo's Pathfinder.

The book begins with discussing the common abilities given to all divine beings and a discussion on what they are and do.  This follows a brief overview of the "planes".  This is a section worthy of the best of the TSR-era Manual of the Planes and right next to the 3rd Ed Manual of Planes.  I have to admit I love seeing the "energy" planes configured like a d10.  Totally using that one.

Since this is system free there is section on how to convert your system to something the book uses.  The easiest of course is a percentage system.  Depending on your game's chosen system there is a conversion here.

All of that and we are now into the "meat" of the book.  The map of the Great Caldera is given again with the countries and cultures highlighted.  This is important and a page I found myself coming back to as I read each section.  There is a great table on pages 14-15 that has every god, their cultures and their area of interest.   I was happy to see some overlap and missing areas.  Gods are not supposed to be neat and tidy things.  Some interests are over-represented, some have none at all and some gods stretch across more than one culture.
Ok at this point if you have ever read any "Gods" or "Pantheon" D&D book you can easily start making sense of things.

After this we cover the different pantheons and cultures.  We cover 10 such groupings of gods along with chapters on Rewards, the World Soul of Calidar and various godly trappings.

This is a book that takes full advantage of color.  Greater gods are in bold, evil gods are listed (title only not text) in red and benevolent gods are likewise in blue.  So a greater evil god is in bold Red.

When each grouping of gods is introduced we get the names and interests (spheres) of all that pantheon.   Common attributes for all the gods are given (what they have in common) and an overview of their Genesis story with a timeline.  We then get into some really interesting material.
A kind of flow chart is given on the relationships between the gods of the grouping.   This is best seen in the Gods of Nordheim, which are "imported" from Norse myths by travelers long ago.


After this each god is listed with a stat block of interests, allies, cults, foes, centers of faith and holy days.  Lots of details really.

There is so much in this book that I think it is going to take some more readings to digest it all. Each section also contains neat little bits like various temples, the gods' personal symbols, other bits to round out the faiths and make them feel like they real. In some, like for example the Gods of Meryath, weather (and in particular rain) are so important that the seasons are also discussed in relationship to the gods.

The last sections also detail various Elemental Lords, demons and mythological beasts and other near-divine beings.
 
There is a lot going on in this book.  If you are a fan at all of gods, myths and using them in your games then is a great addition.  Even if you don't play in the Calidar world this is a well thought out collection of myths.  I found this just as enjoyable as reading D&D's "Gods, Demigods and Heroes" the first time.   If you need some good, new-to-you-and-your-players gods then this is a must buy.

The art throughout is fantastic (that's Soltan of the Narwan on the cover) and really sets this book above others of it's kind.


Thursday, October 27, 2016

Review: Leagues of Gothic Horror

A while back I spent some quality time with the Ubiquity system reviewing a number of games including Leagues of Adventure one of my favorites.

Today I want to have a look at Leagues of Gothic Horror, the gothic horror (naturally) supplement to Leagues of Adventure.

Leagues of Gothic Horror (LoGH) is not an independent game but rather a "thick" campaign supplement with a lot of rule additions.  In it is designed to be used with Leagues of Adventure, but it could also be used with any Ubiquity game with a little work.  Actually with a little more work it could be used with any Victorian era game.   It is light on crunch really and full of flavor.

I am reviewing my hardcover and PDF from my Kickstarter backing.  The book is 158 pages, color covers with black and white interiors.  Again for my money black and white interiors are the way to go for both Victorian and Horror.

I am just going to come right out and say this.  This book is damn near perfect.
This really has everything I enjoy in one volume. Gothic horror, the Victorian era, black magic, science, horror, it's all here.

Chapter 1 covers new Archetypes for the LoA game.  These include some of my favorites of gothic and Victorian lore such as the mystic, the mentalist and an old favorite, the alienist.   There is even a subsection on how to play Ghost characters!  If I didn't love this book so much I might feel threatened that it was encroaching on Ghosts of Albion's territory!
There are also new talents, skills, and flaws for your character.  These are of course designed with LoA in mind so no idea how they might overlap with say, Hollow Earth (HEX) or other Ubiquity games. There are also new Leagues.  These are usable in any game.  In particular, I was thinking of Victorious the whole time.
Chapter 2 details horror and sanity mechanics.  Again this is expected. The sanity system is mostly relegated to phobias.  This is fine for me since this game deals more with heroic actions of daring-do.
This chapter also deals with more magic including black magic, pagan magic, ceremonial magic and ritual magic.  There is a great sidebar here on various Solar and Lunar eclipses during the late Victorian era.  Really handy to have.
The large section of magical texts, their translations and uses is also really great. Not just to use, but to read.  Many are based on real-world books too.  Along with that are new magics and magical/occult artifacts.
Chapter 3 is another great addition with new monsters. All the usual suspects are here; vampires, golems, werewolves, demons, even evil witches and a couple of different types of necromancers.  We get a section on major villains too, Dracula, Count Orlock, Brain in a Jar, Lord Ruthven, Varney the Vampire, even Rasputin.  Pretty much any Gothic-age or Victorian-age bad guy is here. Like the leagues presented in Chapter 1 there are some new sinister cults.
Chapter 4 takes us on tour to the Dark Places of the world. Great addition to LoA.  Reminds me a bit of the old AD&D Gazetteer to Gothic Earth.  Specific locales are given and more generic ones for use anywhere in the world.
Chapter 5 covers advice for the gamemaster and Chapter 6 has ideas for running games using this book. There is a great "Gothic History" timeline and list of "Who's Who" in the real world.  The last page has a nice list of references of Gothic literature, audio, movies and television.  I'll admit I had fun trying to guess the references from the material in the book.  I did pretty well if I say so myself.

I have already gushed over this book, doing so more will only make me look foolish, but I can't help it.  It is that much fun.  I call it a "must have" if you are playing Leagues of Adventure.

If you are playing other Victorian era games and want to add more Gothicness (as opposed to "Gothiness") then please consider this book.

This is going to be a lot of fun when Leagues of Cthulhu is released.


Wednesday, October 26, 2016

Review: WITCH Fated Souls

I supported the WITCH: Fated Souls Kickstarter back when it was coming out and have been meaning to do a review for ages.  Given that Halloween is nigh and the PDF is on sale at DriveThruRPG this might be a great time.

+Elizabeth Chaipraditkul is a new name to the RPG biz, but one that is getting out there. In addition to being the lead hamster at +Angry Hamster Publishing she is also working with +Stacy Dellorfano on a new adventure for the upcoming Swords & Wizardry Complete 3rd Printing Kickstarter.  WITCH: Fated Souls though is her masterwork.

WFS is a modern supernatural game. It has elements of horror and universe destroying, or defining, magics.  Now lets be 100% fair here.  We all have several of these sorts of games.  I have more than I can count right now and I have written or worked on a few myself.  So any game in this field has some really steep competition.  For myself I am likely to compare this game to CJ Carrella's WitchCraft and to Mage: the Ascension.  I am also likely to compare this to Ron Edwards' Sorcerer.

Liz has an impressive RPG Playing career and you can see influences of D&D, Vampire, and Mage in her game.  So WFS can be judged as a setting and for her game mechanics.

As mentioned WFS is a Modern Supernatural game with elements of horror.  Not, "you fail a SAN check" sort of horror but more along the lines of "what are you willing to do, willing to give up, for power".  The characters of WFS are witches, also known as the Fated.  These characters have sold their soul to a "demon" for power.  In some cases, this is a fire and brimstone devil or it's a nebulous concept, the Horned Beast,  the Reynard, or it is something they don't even understand themselves.

For my review I am looking over my hardcover book and PDF from my Kickstarter package.  This included a GM screen and a deck of "Devil Deck Cards".  I also got a lot of images, character sheet package PDF and some desktop wallpapers.  The book is 208 pages, standard format with full-color covers and interiors, though the color palette is predominantly blacks, blues, and violets.

WITCH is divided up into nine chapters and an introduction.

INTRODUCTION
Here we get some setting fiction and the typical "what are RPGs" section.  There is also a Chapter overview here.

CHAPTER 1: Character Creation
WFS is a character focused game.  One might even say it is a story-telling game, but it has more crunch than most storytelling games.  Regardless of what you might, or might not, call it, characters are the most important element.  What will your character do for power? What will they sacrifice and how much of their humanity is left when they are done?  In this respect, it has a lot in common with Vampire and Sorcerer.  You are expected to have a concept in mind when you begin your character creation.  To this end the various "Fate" or types of Witch you can become are presented. These include the Hecks, Druids, Djinn, Yokai, Sósyé, Liches, and Seers.  You can read about all of these and get details on who they are and what they do on AngryHamster's webiste,
http://www.angryhamsterpublishing.com/witch/.  Also detailed here are the types of demons associated with each Fate.
When creating a character the player needs to think about who this character is and what they are going to be doing in this world.  So there are prompts like "Before my Fating..." and "I was Fated because..." and "My relationship with my demon is..." Here, and throughout the book there are examples and story elements to help guide you.  There is also a step by step instruction guide.
Character creation, mechanically speaking, is a case of point-buy.  If you have played WoD, GURPS, Unisystem or other games then this will feel familiar.
Like WoD and WitchCraft we also get a couple pages, with character art, dedicated to each Fate.
The art in this game is really great.

CHAPTER 2: Vital Statistics
This deals with the stats of your character; attributes (nearly fixed qualities like Charisma, Dexterity, and Intelligence), skills (who good are you at driving, etiquette, social empathy), pursuits (things you own or are), and talents (akin to magical skills or qualities).
This is set up similar to many games so navigating what this is and how to use it are not difficult.  There is a LOT of room for customization so the number of potential characters is really great.  So there is no reason for every Sósyé or Djinn to be the same as the others.

CHAPTER 3: Magic
Now this is a fun chapter. An overview of the game mechanics of magic is given including the important "botch" roll.  Magic here has a bit of different feel than otehr games. The closest for me is WitchCraft, but with plenty of Mage added in.  Magic spells are grouped by Fate.  So the Djinn have different magic than the Hecks and so on.
All the fated also have access to Rituals, these are "longer" spells that take time and sometimes multiple casters.  Others are simple spells that are more rote.
In a similar cancept we are also given potions.  This is a true gem of these rules since it represents one of the best potion creation, use and mixing rules outside of the 1st Ed Dungeon Masters Guide.
It also has some of the most attractive art too.


The magic alteration section is great.

CHAPTER 4: Higher Spell Levels
This chapter is a treat since "higher level spells" are treated as something qualitatively different than the lower, more common magic.  The only thing I can compare this to is as if there was a new D&D book that covered 10th level spells.  This spells, known as Deireadh spells, can significanly alter the world and the character including, but not limited too, casting off their own demon.
Even if I never get a chance to use this chapter in a WFS game, it has given me plenty of ideas.

CHAPTER 5: Mechanics
The mechanics of WFS is pretty simple.  2d10 add the necessary mods and roll higher than a 13 (or 11 in some cases).  This makes many of the rule mechanics easy to abstract.  Sure if you roll higher (with mods) than a 25 then you get an Outstanding Success and a natural 20 is still good.  Botching is getting two "1"s.  So again, the feel here is very much like WitchCraft. Picking up these rules are a simple matter.  The rules have some special cases of course. Combat versus non-combat and using Talents. But nothing here will cause any experienced gamer any concerns.
There are plenty of weapons here too. Don't go into this looking for differences between various types of guns, the rules are simplified to "light revolver" and "heavy revolver".  But that is really all the game details you need.

CHAPTER 6: Expanded Mechanics
This chpater covers some specifics like wishes (we have Djinn afterall), Familiars, Artefacts, and using the Devil's Deck.  The Devil's Deck was part of the Kickstarter and it looks fantastic.  I think you can order one from AngryHamster, but a "Witches" Tarot deck would work out well too.

CHAPTER 7: Setting
This covers the setting and the history of the WFS world.  This is what helps set this apart from other games of it's genre. I say "world" but I also mean areas and places from beyond this world.

CHAPTER 8: Animals, Entities, and Foes
Pretty much what is says on the tin. Though there is a section up front on the various demons you can serve and what they are all about.
A lot of creatures are present here (and many more an be added).  There is also a good section of NPCs.

CHAPTER 9: GM Guide
Covers running the game and how to set the tone for this game.

I have been picking at this book for months and maybe it because it is close to Halloween I now get what I want to do with it.  This is a great game and with the right group, it will be a ton of fun.
I'd love to try it at a con sometime, but this is a game of many sessions and developing plots and layers of story.  This is a game of investment.


I will be spending some more time with it.
Will it replace WitchCraft in my life?  No. But it will make a for a nice addition.

I really, really like this game and want it do well.  The potential here is great.

Tuesday, October 25, 2016

Review: Pathfinder Occult & Horror Adventures

I don't review a lot of Pathfinder material here.  Mostly because I have been writing a lot of Pathfinder material and I don't want to read much of it so as not to unduly influence myself.  Well, those manuscripts are off (more or less) so I picked these up for a review.  

The Pathfinder Occult Adventures and Pathfinder Horror Adventures are the two most recent books I have picked up.  Like all Pathfinder books these books are compatible with D&D 3.5 and still fairly compatible with D&D 5 and other OSR games.  How compatible depends on how much work you want to put into it.

Given that most people reading this are likely not Pathfinder gamers, I am also going to talk about how to port these over to your own games.

Pathfinder Occult Adventures
Hardcover 272 pages, full color cover and interior.
This book is essentially the psychic powers book for Pathfinder.  It uses the same 3.x spell system that Pathfinder has always used only now there is Divine, Arcane, and Psychic magic.  This makes porting over to other systems a lot easier, but it certainly lacks some of the flavor of some other psychic books.
Chapter 1: covers Occult Classes.  The classes are the elemental Kineticist (which has powers and not spells), the Medium (powers and spells), the Mesmerist, the Occultist (which is a rather cool class), the Psychic (the star of the book really), and the Spiritualist.  Some racial options are also given for the classes.  Of all these, the psychic could be ported over the easiest. They are, essentially, magic-users with a unique spell list.
Chapter 2: Archetypes give an "occult" or psychic bend to the Pathfinder classes (of which I think there are about 135 by now).  We start out with the classes in the book, lots of different ideas to swap out powers and feats for other types of characters.  The more interesting one is the Tome Eater Occultist; this archetype actually eats books and scrolls to gain their magical powers.   We get to archetypes for the previously published classes.   Cavalier + Spiritualist, for example, gives us a Ghost Rider.  Which is actually really cool.  Occult Witches are known as Ley Line Guardians.  There is a lot if interesting ideas here.
Chapter 3 Feats details all the new feats.  Now either you love feats or you hate them.  I am hitting a little bit of feat fatigue myself.
Chapter 4 is all about the Psychic Spells. Now the advantage of using the existing spell system for a new class is that other class spells can be used for the new classes and the new spells can be used for the older classes.  So everyone gets something new. At 46 pages this is one of the larger sections in the book.
Chapter 4 covers Occult Rules. This covers a wide variety of rules and rulings for an occult game.  In particular rituals, possessions, and auras.
Chapter 5 gives advice for running an Occult game. This includes planes of existence and other locales for adventuring.
Finally, Chapter 6 covers Occult Rewards or magic items.
The book is a lot of fun and has a lot of material that I have seen elsewhere in different games over the last 35+ years, this just has them all in one place with the same system.

Pathfinder Horror Adventures
Hardcover 260 pages, full color cover and interior.
Playing a good horror game is not easy. It takes work on the part of the DM and the players. But for me I find it one of the more rewarding types of games.  Playing "Horror in D&D", even if that D&D is Pathfinder, is a bit trickier.  Horror relies on a certain sense of powerless and unknown.  D&D characters are largely powerful.  The difference is the same as a horror movie versus and action movie.
Chapter 1 covers some horror rules.  The usual suspects are here; Fear, Corruption, and Sanity.   I am as a rule pretty particular about using Sanity in my games.  I spent years as a Qualified Mental Health professional only see some game rules that were beyond embarrassing.  These rules work well enough due to their simplicity. Though I question the actual use of sanity in heroic fantasy.  In gothic fantasy, sure. But here it feels, well, perfunctory.  Corruption is interesting since your character can now slowly become the monster they hunt.
Chapter 2 covers the various archetypes for all the Pathfinder classes (453 at last count).  There are some neat ones here too. Alchemist + Horror gives you a Mad Scientist. Cleric + Horror gives us a Elder Mythos Cultist.  Various types of hunters, slayers, killers, and collectors are also given.
Chapter 3 is Feats.
Chapter 4 gives us horror themed Spells and Rituals. The rituals use the same rules as does the Occult Adventures book.
Chapter 5 details various Horror Rules. This chapter also has a section on curses and diseases and how to use them in a horror game. Different environments and their effects on the characters are also detailed.  One of these changes includes Madness.  Again, I am generally very critical here but nothing jumped out at me save that I am not sure I need another set of sanity rules at this point.  There is also a great section on horror domains. So yes you can add some Ravenloft-like areas to Pathfinder, but also Dreamlands, Far Realms and more.
Next we get the main focus of this book, Chapter 6 Running Horror Adventures.
There is some good stuff here. In particular ideas on running a D&D-style horror game. Now there is a section on "Consent".  Sorry Paizo, but I have been running horror games for decades.  So have others.  Consent is given by sitting down at the table.  I hate to sound like a jerk here, but seriously. Pick up a copy Vampire the Masquerade, Call of Cthulhu or Chill to see how this can be done.
The various horror sub-genres are covered here.  Not all of them, but enough and some ideas on how to run a game using those sub-genres.
Chapter 7 lists our Horror Gear and Magic Items.  Yes, there is something similar to the Lament Configuration.
Chapter 8 Bestiary, was an unexpected surprise. There are not a lot of creatures here but there are some interesting ones.
The book ends with a list of horror inspirations in print and film.

Both books are fun, but they are viewed through the lens, naturally, of the Pathfinder game.
Either book has something to offer the Pathfinder GM/DM but also the D&D/OSR DM willing to do a little work and little tweaking.  Classes and Archetypes can be converted as can spells and magic items.  Advice on running the games is good for any sort of game system really.
They are good guides, not the best, but still pretty good.


Tuesday, October 18, 2016

Review: Chill 3rd Edition

Readers here will know of my love for Chill.  It was one of the first non-D&D games I ever played  and to this day I have a soft spot in my art for it.  So it was with great pleasure that I purchased the 3rd edition of Chill last year.
Chill may not be the grand-daddy of horror games (that really is Call of Cthulhu) but it is certainly early in the parentage of all horror games.  Chill was doing things with monsters in the 80s that White Wolf would later get so much credit for in the 90s. Unlike CoC, the characters of  Chill had reasons to believe that they could defeat the monster.  There was more hope in Chill.

So what can we say about this new edition?

Let's start with the basics. I am reviewing both the PDF and the Hardcover book.
The books are 288 pages with full-color covers and full-color interior art.  The art is great mixing in photographs with art for full creepy effect. This is the "real-world" only beset by monsters. The art has always been a central feature of Chill and this edition really has some great art.  Even my wife, who is not really a gamer, was looking at and said it looked cool.
The hardcover is a nice hefty tome that would also look good on the coffee table, but the real fun is when it is on the game table.
(Note: This is another book where I would have liked a cheaper "spiral-bound" copy to lay flat on table)
The PDF is fully bookmarked and comes with a printer-friendly character sheet.  Though I prefer the heavy art sheet because they look so good.

The Forward details a little history of Chill. Nothing new to longtime readers of my blog. This is followed by a comic.  This gives an example of the Chill world. It's not bad, but I usually skip over these sorts of things.  Besides, Chill and I are old friends.

Introduction is the obligatory "this is a roleplaying game" bit, but it also gives you a brief overview of the game system.

If you are familiar at all with Chill then the system here is very familiar.  Percentage dice roll, roll under a target number. This number is usually a function of attributes, skills, and edges or drawbacks. Rolling doubles "33" or "55" is a really good or a really bad thing, depending on whether or not it was under the score you needed. The more you roll under the better.  This gives the game a different feel than most. There feels like there is more randomness (even though there isn't) and more drama (and there is).  This is a crunchy "cinematic" game. IF there can be such a thing.
There are simple, pass/fail tests, and tests that have levels of success.
There are also Tokens that can be used that represent tempory states. These are used in a similar fashion to other games "drama points" but have a more game-mechanical focus here.

I like that this information is right upfront and read first. It sets the tone for the game to come.

Chapter 1 deals with Character Creation. This is important because Chill is a character focused game.  In some games you fight monsters because they have the treasure and XP.  In Chill you fight the monsters because ever since you were a child you saw ghosts. You thought they were harmless till one of them killed your older brother...
There three character creation options. First pick a pre-made character, many are provided. Secondly you could pick a template such as "Anthropologist", "Detective" or "Thief" and modify them.  I expect to see more templates in future books.  Third, is of course, roll up your own character.  Roll up your attributes, skills and pick any Edges or Drawbacks you want.
Note to players of the 1st and 2nd editions. There are some changes here.  Among other things the Luck attribute is gone.

There is a discipline known as "the Art" that gives some characters a magical edge, but don't expect to play someone of Harry Dresden's ability here.  This is more Sam & Dean Winchester levels.  Which is perfect in my mind.

Chapter 2 covers SAVE.  SAVE or the Societas Albae Viae Eternitata, or The Eternal Society of
the White Way, named for their dedication to the good “white” force and opposition to the evil “dark” force.  SAVE is a central focus of Chill and all characters are considered to belong to it.  There is a lot of history here, both in the game world and in the real world.  There are even subtle nods to the history of the game itself here. "1990: Going Dark" is as much about SAVE as it is the Chill game itself.  "1998: The Renaissance of the Art" reflects also the growing popularity again of modern paranormal fiction in books, TV and movies.  For me I'd also add in some failed attempts at getting SAVE up an running again to parallel the failed attempt of Chill 3.0.  I love how the communications SAVE sends out adapt to the times. Hand written letters give way to typewriters to early emails to modern texting and chat software.  While the system maybe the heart of Chill, this is the soul.

Chapter 3 is dedicated to The Art, or is simple language Magic.  Given here are the different schools of the art and their disciplines.  While Chill 3rd Ed has more Player Character magic than the previous versions, the characters are still not going to be at the levels of say "Mage" or "WitchCraft" RPGs.  But this is fine really. These are supposed to be normal humans for the most part.  Also unlike CoC the Art here is mostly harmless. Note I say mostly, there are still dangers and magic always has a price.

Chapter 4 covers the Game System.  This details the material from the Introduction.  If you have played Chill before you will find a lot here that is familiar and somethings that are completely new.  There are plenty of good working examples.  This is the clearest version of the Chill rules to date.

Chapter 5 is for the Chill Master. This covers how to run the game, setting the mood and tone of the games.  If you have played any horror game before there is a lot here that is familiar, but there is also plenty that is new.  My own 2 cents here: Don't run Chill like you would run D&D or even Call of Cthulhu.  This game has it's own feel to it. Yes the stories you tell and the adventures you run can be done under a variety of systems and ways. To get the most out of Chill, play it like Chill.

Chapter 6 is a favorite of mine, Creatures of the Unknown. I will admit that when I picked up my copy at Gen Con last year I turned right to this chapter first to see if all my old favorites made the cut for the new edition.  Not all of them did, but there are plenty of old faves and new monsters here to keep any CM busy. The "Mean Old Neighbor Lady" is now properly a Hag, but most of the Vampires made it over including the "North American Vampire" and it's representative Jackson Jammer.
This chapter also includes the monster version of the Art, the Evil Way.

Finally, we end with Kickstarter backers.

Chill 3rd Edition is a great game and an improvement in pretty much every way over it's predecessors.  The book is great to look at, great to read and easier to play.  While parts of Chill still feel like they are stuck in the 80s or 90s in terms of tone and game design, there is enough new material here and enough refinements to bring this game into the 21st century.   Will it repalce Chill 1st Ed and 2nd ed in my heart?  No, I don't think it will.  Will it replace Chill 1st Ed and 2nd Ed on my game table?  Absolutely!  I'll use these rules from now on and supplement older material until Growling Door gets around to replacing them.  Though I have my doubts they will replace Chill Vampires in my heart!

Time I think to dust off my "Spirit of '76" game.


Full disclosure:  All links are affiliate links. I bought both the PDF and Hardcopies of this game.  No free copies were given and no reviews were solicited.

Friday, October 14, 2016

Review: Special Edition - Paternoster Investigations

I imagine that one day in the not too distant past, like 2015 or some exotic time like that Andrew Peregrine (Victoriana 2nd ed) and Walt Ciechanowski (Victoriana 3rd ed) were sitting on tops of the mounds of money that Cubicle 7 makes and discussing how they could get in on some of the Doctor Who fun.  They spoke to Dave Chapman (who was sitting on top of an equally obscene pile of cash) and convinced him to let them do a Victorian era book for the Doctor Who game.
The result is Doctor Who - Paternoster Investigations.

This book is a source guide to the Doctor Who universe's Victorian England.  The Doctor has been here many times and he is seriously running the risk of running into himself more often here than in 21st Century England.

The book is 128 pages, full color and done in the new "12th Doctor" trade dress.  The main conceit of the book revolves around the Paternoster Gang which includes Silurian warrior, Madame Vastra, her maid turned lover turned wife Jenny Flint, and Sontaran Commander turned nurse turned man-servant Strax.  I have featured Vastra and Jenny many times on my blog and worked out my own stats for them for the Doctor Who RPG and for Ghosts of Albion.  I have not bothered to see if my stats and the official stats are similar though.

This is a GREAT book, not just for the Doctor Who game but for Victorian games in general.
You will not see the depth of talking about Victorian times here as you would with the author's Victoriana books, but there is still plenty here.

The book breaks down into expected sections.
First, we have a chapter on the Victorian world and how it works.  This includes a bit of history, culture and important happenings.  There is also a section on how this all exist in the Doctor Who universe.

The second chapter/section is devoted to the specifics of the Doctor Who version of this time. This features a "driving" geography of London (useful for anygame) and some personalities that can be interacted with.  A pause while I point out how pleased I am to see "Alice Shield" AKA Ashildr AKA "Me" from the ninth season of Doctor Who.  No,  we never saw her in Victorian times, but we know from her accounts that she was there.  We even get a first generation version of Torchwood.
A++ to both Gentlemen Authors for putting together such a fun chapter for the game.

Third, we get to Victorian Adventures which is exactly what is says on the tin.  So many great ideas here.  I could not help but feel a little Victoriana entering here.  The jewels in this chapter are of course the descriptions of the PPaternoster Investigations Gang, the "Further Adventures of Jackson Lake" (the Man Who Would Be Lord) and my absolute favorite, Jago and Litefoot Investigations.  Right there is worth the price of the book alone.

The fourth section moves into what they call the Paternoster Campaign.
Ok let's push pause for a sec.  One of the big issues of Doctor Who, any Doctor Who RPG, is playing without the Doctor or Other Timelords.  UNIT helps this a little, Torchwood does it a little better, but the Paternoster Gang does it the best.  With this structure you may never need, or even may never want, to use a Time Lord in your game again. This details setting up and running your investigative teams or using one of the ones from the book.

The final chapter, "A Study in Flax" is an adventure for your Victorian investigative team.

The final pages are various characters from different Victorian episodes of Doctor Who.  Included are Vastra, Jenny, Strax, Jackson Lake, Rosita "Rose" Farisi, Henry Gordon Jago (!), Prof. Litefoot (!), another version of Clara, and Victoria Waterfield.

Who should get this? Everyone!
Seriously though, if you enjoyed the Vastra/Jenny episodes of the 11th and 12th Doctors, the 4th Doctor classic "Talons of Weng-Chiang" or it's spin off "Jago and Litefoot", then this is for you.
If you love Victorian games, then this is for you.
If you love the Doctor Who game, then this is for you.

Just buy it. You'll love it.

Thursday, October 13, 2016

Review: Victoriana 3rd Edition

While Victoriana 1st edition first caught my attention and 2nd edition became a favorite, it is 3rd edition that might be the best version of the Victoriana game.  My deepest apologies to all the people that worked on the first two editions, some who I now consider friends.

Full Disclosure: I bought my own hardcover and pdf copies of these books. While I consider many of the fine folks at C7 to be friends, they did not solicit or expect a review.

Victoriana 3rd Edition uses the same system that powered Victoriana 2nd edition, but cleans up the game and gives it some new life.  Led by Walt Ciechanowski, Victoriana 3 became something a little different than before, but uniquely more "itself".  You can use all the supplements, adventures and characters in 3rd edition that you did with 2nd edition with now issues.  Vic 2nd edition has a conversion guide to 1st in case you need that.  There are sidebars to let you know where the major differences are between 3rd and 2nd edition.  There are even a couple of places where specific 2nd Edition books are mentioned.

Now set in 1856 (ten years earlier) we get a different feel for the age.  The world of Victoriana 3 is a little darker, a little more dangerous and a lot bigger.  So if you are using any of the supplements, such as the India one, you will need to adjust some events and tone, but not mechanics.  There are also sidebars that mention the differences between Victoriana world and the real world.  For example the Bolshivik revolution is getting started earlier here and Charales Darwin is now a "Dr." (he "only" had a Master's degree in real life).

This version of Victoriana puts more emphasis on technology. It is fantasy tech and steampunk tech, but there is more of it.  Not to say magic has taken a backseat here, but it is not as prevalent in the writing as it was before.  Also, the gothic horror elements have been turned up a bit in this as well.  Magic, when it is there, is scary.

Victoriana (any version, but especially this one) is the game where you can take anything from any other Victorian-era game, use it here and it works. Eldritch horrors from Cthulhu by Gaslight? yup.  Investigations from Baker Street? of course. Superhumanity from Victorious? Sure, why not!
In fact, this kitchen sink mentality works really well in Victoriana.

The system is the same. You get a dice pool of s6s. Roll them, explode the "6"s, count the successes.  If you have enough great.  The rules in this version read better.   I mentioned in my review of 2nd edition that the only way to truly review a game is not just to read it but to play it.  I have played Victoriana now for almost 10 years. Despite that, and even more years of World of Darkness and ShadowRun, I am not a fan of dice-pool games. I have tried play Victoriana using the Ghosts of Albion system. It worked, and it was fun. But it wasn't Victoriana anymore.  The Heresy game system is very much a part of what makes this game what it is. Much like the Basic Roleplaying System works for Call of Cthulhu and d20 for D&D, this system imparts a feel to Victoriana.  The black dice, the exploding 6s, all of it is part and parcel of the game experience.

Character creation is a bit easier, or at least a bit more guided in this version.  Emphasis is not placed more on social class than whether or not you are an orc, Eldren or human.  By the way, the Eldren (Elves) in this version get really strange.  You can be an elf, but be prepared to have some weird quirks or even some mental illness.  Personally, I loved this idea and would like to try it in other games where I have elves/Eldren.  Really, it is that cool.  There are some changes to gnomes and Huldufolk (halflings) that make them more different than each other and more interesting. Nocturnal academics vs. rustics with a keen interest in one area.
Note: This would be a great template on how to bring Castles & Crusades elves, gnomes, and halflings into a Victorious game.

The book is huge at 320 pages.  Again the cover is color and interior is black and white. And again this is how it should be.  The hardcover is sturdy and looks great. The PDF is bookmarked.  While I loved the mix of art in 2nd edition, the art in 3rd edition is more consistent.
The character sheet from 3rd edition is one of my favorites. It just looks so cool. A color option though would have also been nice for those special characters.

The rules include a great collection of items from the age and various forms of entertainment. There are also clarified rules on various chases (coach, boat, airships) and the effects of drinking and drugs.

Victoriana is one of the games with a quiet, but steady and dedicated following.  The fact that the games are always sold out in minutes at Gen Con is a testament.
For me, I will say this.  If there is anything you have ever wanted to do in a Victorian-era game then Victoriana has a way for you to do it.



Wednesday, October 12, 2016

Review: Victoriana 2nd Ed Supplements

Victoriana has some of the best-looking supplements I have seen for a game line.  This is largely in part due to Cubicle 7 and the general feel of the game.   What I love about these books is the fact that I can use them with a wide variety of Victorian-era games.  They are all heavy on style and light on the "Crunch" for the most part.

The Marylebone Mummy
56 pages. An update to an earlier adventure. This adventure is really designed not just for starting players (5 to 6) but also starting GMs.  All the materials you need to play are at your fingertips. There is not enough of the rules to make it a "Quick Play" but if you bought the core rules then this should be your next purchase.  The adventure deals with, appropriately enough, a mummy. It FEELS very Victorian too. Ancient curses conflicting with scientific discovery. Superstition vs Science. All within Victoriana's own hedy brew of magic-is-real and so-is-science world.  It makes for a lot of fun.
The adventure also follows the now familiar 3-act format of all Victoriana adventures. So if you have any desires to plan your own then this is a good model to follow.  It is, in a very real sense the Keep on the Borderlands for Victoriana.

Marvels of Science and Steampunk
152 pages. This is the book that makes Victoriana more Steam-punk, or at least more steam- and magic-tech.  The biggest, and coolest, new feature of this game are new rules for Airships.  Now I have to say that for me, Airships are a quintessential element for not only Steampunk games but of Victoriana in particular. You also get Victorian age computers (Babbage machines) and robots (metal men).  This is the fantastic future of science that the Victorian era promised with a chapter on magic and technology. Grabbing this book really sets your Victoriana game apart from the rest of the crowd.
The author, Walt Ciechanowski, would later go on to author the 3rd Edition of Victoriana and shape where that version of the game went. Like books from the Victoriana line there is a great collection of inspirational reading and viewing.

The Havering Adventures
This is a collection of three adventures that have appeared in one form or another in various conventions; notably Gen Con.  All deal with the wonderfully eccentric Havering family. I played "Lost Luggage" at one Gen Con and really enjoyed myself.   I got to play "Patterson".
These are adventures, so I am not going to spoil what is going on here.  I will say that these are perfect adventures to really give someone the feel of Victoriana. They highlight what makes the system work and what makes this time and world so much fun.  As players, you will be playing members of this family; ie. Pre-Gens, but it works.  A good GM can also get players to create their own characters, all members of a family and use them instead.
In particular I enjoyed the horse racing rules since we did something similar for Ghosts of Albion.
If you are looking to run Victoriana games OR need a ready to go adventure-idea for other Vicotrian games then this is where I would start. Keep in mind that various details of the "real world" have been changed to reflect the Victoriana world.

Faulkner's Millinery and Miscellanea
192 Pages.  Every Victorian-era game needs to have a book like Faulkner's Millinery and Miscellanea. If they don't then buy this one instead. Actually buy this one if they do.  At 192 pages it is full of items, clothing, gadgets, vehicles and even magical supplies for every need.  The currency is British Pound and the economy is set in 1867, so if you do use it for other games you will need to adjust.   There is more here than just price lists. The items may (or may not) be very familar to readers today so descriptions are given.
There is a great section on the economy and one worth reading. Here in the 21st century we are used to easy access to everything. We are also (in general) wealthier than any other time before ours.  This was not the case int he Victorian age, even in Victoriana's fantastical magical Victorian age. So this frame of reference helps.
In addition to equipment, there are common prices of travel and their various means. Prices for various entertainments.  Alos you will need to know how much to pay your household staff and where to find them in the first place. Some notable NPCs are also detailed.
This really is a must have book for any fan of Victorian RPGS and Victoriana in particular.

Faces in the Smoke Volume One
140 pages. What a cool supplement. This details all the secret societies in the Victorana game. The societies are grouped largely by role. Are they benign watchers? Are they conspirators of a dark cult?  Each group is given a role, a detailed history, and information on how they can interact with the characters and other organizations. Of course, multiple NPCs are detailed as well.  An index of NPC, sorted by Rank, is also given.

Faces in the Smoke Volume Two
140 pages. Like Vol.1, this covers all sort of societies and organizations the characters can interact with or join.  This volume focuses more on the adventuring activities and thus represent a number of clubs based on real-world Victorian societies.
Lots of great and colorful NPCs are included here.

Darwin's Catalogue: Beastmen of Britain
16 Pages. One of the smaller Victoriana books. This book details a number of additional Beastmen and their traits. Both as a "monster" and as a Player Race.
Following the guidelines in this book you could create more, but the list is pretty exhaustive.

Darwin's Catalogue: The Outsiders
14 Pages. One of the smaller Victoriana books.  This details five races for PCs; Giant, Karakon, Oni, Orc and Steppegoblin.  Also covered are Corporeal Mediums.

Jewel of the Empire
228 Pages.  This is a hefty tome.  It covers India and it's place not just in the British Empire, but in the Victorian world.
We get the requiste lands, geography, people and relgion of India in 1867, but also some discussion on the various religions.  Like all religions in Victoriana this is through the lens of the world. So license was taken with some of these. Obviously this was not meant to offend Hindus any more than the Core book was meant to offend Catholics or Anglicans. So keep in mind these are the religions of a game world, not the real world.
Some new races are included including some new and changed Beastmen.
There are new magics, spells, monsters and plenty of NPCs to populate this huge country.
Enough detail here to make you want to run nothing but India-based Victoriana games for a long time. I know I want to do exactly that!
Great for Victoriana and at least 2/5ths of it is also great for any other Victorian game as well.

Tuesday, October 11, 2016

Review: Victoriana, 2nd Edition

Victoriana and I have a long and complicated relationship.  I find it interesting that to date I have not done a review for this game.  So let me fix that now.  I discovered Victoriana, 1st Edition around the time I was writing Ghosts of Albion.  I picked up the game, but since I was deep into working on and playing Ghosts at the time I didn't look at it much.  Finally, I did and then learned a 2nd Ed was going to come out.

I spent some time reading the 1st Edition rules and thought it was interesting, if odd.  For starters, I am not sure why there was no U.S. Civil War. I was also not a fan of the Fuzion system.  I liked all the odd races for the game (even if it did lead to the infamous Orc from Africa debate) and felt like it was, as it has been later described as Victorian Age Steampunk.

The thing that struck me though is how similar that cover is to the Ghosts of Albion BBC logo.  In particular the silhouettes of  William and Tamara.   I am sure it is nothing but coincidence,  but I could not help but notice it all the same.  Save for the pointy ears on the Victoriana cover that *could* be Tamara and William from Ghosts.

I went into the 2nd edition with a lot of preconceived notions of what the game was.  That is until Gen Con 2007.  Friday night I ran a Ghosts of Albion game and a lot of the authors and playtesters for Victoria 2nd Ed came.  I later joined them on a 8:00am Saturday morning game.  I was hung over, battling the oncoming con crud.  I played an Ogre butler with a Wits (intelligence) score of two whose saving grace was a giant shotgun that he wielded like a pistol.  I had a GREAT time.

Victoriana is a perfect example of why you need to play a game instead of just reading it to do a full and proper review.  Reading through the rules the first few times gave me a bit of headache, but playing it was a snap.

Victoriana, 2nd Edition is a 286 page book. Color covers, black and white interior.  A couple of words about that.  The art for this book moves between D&D-esque fantasy races and vintage photographs.  Many of the photos are of author Andrew Peregrine's own family.  I think this gives the game a unique touch.  Personally, I do not want color art in my Victorian-era games. This is a world in black and white.

Vic is best described as a Victorian "cyberpunk" game; not just in terms of ethos, game design and play but also mechanics.  The game is based on d6 dice pool with the extra advantage of a "black dice" to add more random flavor.  Roll your pool of Characteristics, Skill, and Specialties and see how many successes you have.

The system that powers Victoriana is known as the Heresy system. Maybe an allusion to the game company that published Victoriana 1st ed.

The real feature of this game is the ability to play a number of fantasy races in a magic-is-real and in-the-open Victorian London 1867.   The similarities to ShadowRun continue here.  You can play dwarves, ogres, elves (Eldren) and other fantasy races.  It could also be described as Steampunk ShadowRun or even Steampunk D&D. To call it that would really be selling the game a little short to be honest.  I often described it as most Victorian games turned up to 11.

The game won a Silver Ennie for Best Writing and there is a ton of great material in this game, if viewed from Victoriana's own lens.

Appendix 3 Source Material is a great read for any fan of the Victorian era.  Six pages of great and pretty exhaustive material.

The supplements for Victorana are all top notch with the same artistic style and flare of the core book.

Victoriana is one of those games I always seek out to play at conventions when I can.  I have always had a great time.

If this sounds fun to you there is a free preview of the game here.



Tuesday, October 4, 2016

Review: Victorious

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

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

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

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

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

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

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

Only if we are very, very lucky...

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

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

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

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

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

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

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

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

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

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

Tuesday, September 20, 2016

Review: Amazing Adventures Book of Powers

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

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

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

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

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

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

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

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

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

I highly recommend this.

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