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

Monday, January 23, 2017

Witch & Witchcraft Reading Challenge: Witch: A Tale of Terror

Sam Harris is an author and neuroscientist most often known for his views on atheism and skepticism. Last year I read his book "The End of Faith" and rather enjoyed it. I was very pleased to see this year he had done a reading of selected sections of Charles Mackay's 1841 book Extraordinary Popular Delusions and the Madness of Crowds. I should add that book next to my reading list.

Harris has a breezy style to his reading, this book is an audio-book only release. I found that there was som much the resonated with today that I had to keep reminding myself that this book was actually published at the dawn of the Victorian-era and not our own.

Listening to this tale is a horror story, no doubts about it. I was trying to mentally keep track of all the people murdered as witches in the name of God or fear that I lost count close to a million. These are not "alternate facts" counts, but court records poured over by Mackay. As they say though, the murder of one is a tragedy the murder of millions is a statistic. So to make sure you don't loose sight of this horror Mackay, through Harris, reminds us that children some as young as 5, 9 and 10 were also burned at the stake because, someone, somewhere thought they might be a witch.

Thankfully, I had spent my summer reading the history of England, so the main players in the "Witch Craze" were well known to me.

I will not lie, the whole delusion has always sickened me and paid no small to my anti-theistic attitudes.

Harris does a great job of narration and in not letting his own point of view override the narrative. If you have ever read or heard his books in the past then his point of view is obvious. He mentions things in the Introduction and that is really it. Personally, I would have liked an Afterward too, but the Introduction covers it all.

2017 Witches & Witchcraft Reading Challenge

2017 Witch & Witchcraft Reading Challenge
Books Read so far: 3
Level: Initiate
Witches in this book: Millions or None
Are they Good Witches or Bad Witches: Too many innocents to count
Best RPG to Emulate it: Not really a good choice here. But I'd love to try some of this under WitchCraft.
Use in WotWQ: I got so many ideas on who the "Big Bad" really is going to be in this.
https://www.samharris.org/books/witch

Friday, January 20, 2017

Review: Army of Darkness RPG

I don't know...something about today reminded me that there is fun to be had is fighting mindless hordes of things that are dead inside.  Wait, I think I mean Deadites.  Deadites. Zombies. Alt-Right Douchebags. Same things really.

This is an older review but never posted here.

Army of Darkness RPG

Disclaimer: I have been a freelancer for Eden studios for years and have worked on a lot of their books. I have been an author or co-author on some and a playtester on many. But in this case, I had nothing to do with “Army of Darkness” other than purchase the book like everyone else.

Time to kick some Ash.

If nothing else the Army of Darkness RPG from Eden Studios (AoD RPG) will give your game group hours of puns like these or spontaneously shooting off quotes from the movie, if they don’t already do that now.

The AoD RPG is the latest offering from Eden using the Cinematic Unisystem rules. Cinematic Unisystem is a stripped down to basics rule set to foster fast play in a cinematic style game. That is not to say the rules are non-existent, just non-obtrusive. Cinematic Unisystem plays similar to its big brother Classic Unisystem, which powers such games as All Flesh Must Be Eaten, WitchCraft and Armageddon. If you want to use this game with those, no problem, not only is it very easy, but there is a great Appendix in the back to handle the details. AoD shares Cinematic Unisystem with Eden’s Origin’s winning Angel RPG, Buffy the Vampire Slayer RPG and Ghosts of Albion RPG. Here taking characters from one game to next is easy and no conversions are needed. In fact one could conceivably play one game consisting of all four game books in one big, really bad world.

Rough parallels can be drawn between Cinematic games and Classic one. Buffy is built like a cinematic version of WitchCraft, Angel invokes the same feel as Armageddon, and likewise AoD takes on a lot of it’s feel from it’s older brother All Flesh Must Be Eaten.

If you like the movie Army of Darkness (or any of the Evil Dead movies) or any of Eden’s other games then you should pick this up. If you are not sure if the AoD RPG is for you then let’s get into the details.

Chapter 1 is the introduction with some Army of Darkness style fiction added in. It’s nice, but you will only read it once in your life. The rest of the chapter is pretty straight forward and reads exactly like every other Chapter 1 in any Eden book. This is both good and bad. Bad in the fact I have now bought this chapter at least 10 times now. It’s good because it also means that I can pick up any of those books and know immediately what to expect. There is a new part here though, one on the cosmology of the game. It’s not bad, but I am not sure if I will use it or not. Like most roleplayers I have a varied and complex mythos surrounding my games where the machinations of powerful beings 5,000 years ago shape my world today. Then again this is supposed to fast and loose and for crying out loud the movie depicted England with a desert, so heck with all that, what I really want to do is stomp on some deadites. I don’t care if they were sent by “The Old Ones”, Satan or Santa.

Chapter 2 is the meat for the normal gamer; how to create characters and give them some cool stuff. Again, some of this is ported right over from “Angel”, but that is not really that bad since it is really the best stuff with more added. Plus I want my games to be compatible, so I do want my “white hats” and my “mundanes” to be able to hang with the “primitive screw heads” and not bicker over which version of “Hard to Kill” to buy. There are some new qualities and a lot of new drawbacks to choose from. Plus the focus shifts from the magically empowered supernaturals of Buffy/Angel to the regular guys and gals doing what’s right of Army of Darkness. If you enjoy playing “normal” characters then this is the book for you. The skills are unchanged from Angel/Buffy in keeping with the Cinematic scope, but they are a little more defined. Let’s face it, Ash did more with his car in two hours than Buffy/Angel did in 12 collective seasons, so a little more attention is paid to what you can do. The archetypes are great and if you are familiar with the archetypes from Buffy or Angel you will recognize the style and art here. In general the archetypes reflect the focus of the game, normal guy or gal, way weird circumstances. I found them a tad hard to read with the colored background, but that could be my PDF. Loved the archaeolbogist (though her portrait has Appearance of at least +2 even if she doesn’t in the sheet) loved the Zorro guy, gunslinger, night stalker dude, and the roller baller. Adding the game designer might have been a little too cheesy, but hey I don’t blame them one bit and for this game it works. It also includes the original cast, but Ash is the main guy. For anyone that has ever wanted to know “who would win in a fight, Ash or ____?” well here is where you can find the answers.

Chapter 3 is also the same as many of Eden’s chapter 3s. It has the rules. Since the rules are not significantly modified from other games, some can skip this all together. But if you do you will be missing some good bits. First off Eden has learned from Buffy and Angel and this chapter is laid out a lot clearer. There is also the whole new set of rules covering land vehicles; a really nice addition to the Cinematic game universe.

Chapter 4 is really nice. Every Eden book has it’s true gem, the one thing that makes that book worthwhile. WitchCraft has it’s magic system, Angel has it’s demon creation rules, and Army of Darkness has it’s Battle System. This is mass combat system for Cinematic Unisystem but on reading it, it would certainly work for any Unisystem game. It keeping with the cinematic tone the rules are fast and free flowing, but like all of Cinematic Unisystem they are designed to maximize the fun and playability.

Chapter 5 is the information for the Directors out there. Not too different, and in this case that is not the best thing. I was reading it over and the whole time I keep feeling I was reading a chapter out of Buffy or Angel, with the talk of “episodes” and “Seasons”. Yes, "episode" is still a fine name and great workable game mechanic. But “Army of Darkness” is not a TV show, it is a movie. I would have liked to see how to set up a big epic battle or mimic the feel of a movie with some plot elements compressed. Like Ash said to Shelia “first you want to kill me now you want to kiss me”, things like love have to happen pretty fast, faster than TV. So what I would have liked then is to see the sidebar on “Other Ways to Do It” expanded into a full chapter with “The TV Show” set up as just one option. Granted, for those Directors planning huge AoD/Buffy/AFMBE/WitchCraft epic crossover campaigns, this chapter works to your advantage.

Chapter 6 sets up the who, what and where elements. All needed for this game where being sucked into a portal and waking up in England in the Middle Ages is normal. It is nice the see that one other movie is Eden’s most watched list outside of Army of Darkness and that is The Holy Grail. Or at least that is how I felt after reading this chapter because I sure as hell can run that Holy Grail RPG now with this book. It is a bit odd that some characters, Arthur in particular, got a full character sheet in Chapter 2 and a quick sheet here as well. Reason? Don’t know, see the disclaimer above. But I do know that it was spaced used that could have been dedicated to something else. No big. Moving on. I have to admit the title “Graveyard…of the Dead” made me laugh. The creatures are neat and there are a lot of ideas here for an AoD game or even adding them to your Buffy/Angel game. OR better yet expand these little nasties with the Angel demon creation rules.

Chapter 7, coughWorlds of Darknesscough is actually really cool. It is your typical “here's how you set up adventures”, but the examples given are more fleshed out that some other entire game worlds. There is an ancient Sumerian style adventure where you need to prevent the writing of the Necronomicon (you have to love any game that refers to Ereshkigal as a Goth Chick); a pulp-era stop the Nazi’s from getting occult artifacts adventure and future setting hinted at in the Director’s Cut of Army of Darkness. All are complete with more really cool monsters and vehicle rules.

Chapter 8 is a full blown adventure, I won’t talk about it too much here so as not to ruin it for potential players.

There is an Appendix of Unisystem conversion notes if you want to switch between this and Classic Unisystem. I nice detailed list on Character Creation, all the tables from the text including a comprehensive list of qualities and drawbacks from the book. Tables and charts for combat and weapons. The book ends with a solid index (the weakest part of ‘Angel’, not repeated here) and a nice character sheet. Sure you can use your “Buffy” sheet or even the Buffy or Angel character Journals, but this is a nice clean sheet. Since I have the PDF I printed one out on a B&W laser printer and it looked great.

What's Good: Overall the book is fantastic, a completely playable game based on Eden’s Origins award winning Cinematic Unisystem rules (Angel, Best New RPG 2003). Plus it captures the feel and the fun of the original movie quite well.

What's Bad: I have to admit I got tired of the informal tone of the book, but that could be just me. And let’s be honest, it is a perfect choice to go with the movie.

What's Missing: No magic rules. But they do acknowledge this and there wasn’t really any magic in movie that wasn’t used “off stage” or by the minions of evil. Want magic in your AoD game? Buy a copy “The Magic Box Sourcebook” for the Buffy RPG or get a copy of Ghosts of Albion.

UPDATED: Since I have written this review I have used AoD in a lot of my Cinematic Unisystem games. In particular for an army of undead fighting the Protectors of Éire in Ghosts of Albion: Blight.

Monday, January 16, 2017

Witch & Witchcraft Reading Challenge: Witch Child (2002)

“In the town live witches nine: three in worsted, three in rags, and three in velvet fine...” 

Witch Child by Celia Rees details the story of Mary Newbury and her journey from a witch trial in England that nearly cost her life, to her newNew England near Salem in 1659.  Told in diary format as a series of entries we get Mary's first-hand account of her grandmother's trial and her journey to the dangerous new land of America.

Reading this story I am once again struck how easily superstition can take ahold of an ignorant populace and drive them to madness.  We see this in England, on the ship to the new world and in New England as well.

Mary's magic is a subtle sort. Despite some fantastic embellishments the scenes with magic could be explained via science and imagination or they could honestly be magic.
The book itself is a quick read and the conclusion, while what I expected, was still enjoyable.  The story could have been set in the same time and place as The Witch, Eyes of Fire and the Daylight Gate.

I will admit the cover struck me. It reminds me of the cover of the WitchCraft RPG.

There is a sequel to this, but I have not picked it up yet.
2017 Witches & Witchcraft Reading Challenge

2017 Witch & Witchcraft Reading Challenge
Books Read so far: 2
Level: Initiate
Witches in this book: 3
Are Good Witches or Bad Witches: 3 at least.
Best RPG to Emulate it: Again, Colonial Gothic 3.0
Use in WotWQ: Maybe. I love the idea of the scared villagers as a potential "monster" here.
http://www.celiarees.com/books/witchchild.html

Thursday, January 12, 2017

Witch & Witchcraft Reading Challenge: The Daylight Gate (2012)

"You are stubborn," said Roger Nowell. 
"I am not tame," said Alice Nutter.

By no means she is.

Jeanette Winterson's "The Daylight Gate" is a retelling of one of England's most infamous witch episodes; the Lancaster Witches.
I have covered this ground before both William Harrison Ainsworth's "The Lancashire Witches" and in a more fantastic version with "The Last Apprentice: books by Joseph Delaney.  The case is also related to "The Wonderfull Discoverie of Witches in the Countie of Lancaster" and even more remote "A Discovery of Witches" by Deborah Harkness.

Winterson takes the story of the witches of Pendle Hill in Lancaster and retells it from the point of view of Alice Nutter, the odd one out in the witch trials.  Unlike all the others accused she was well off, rich even, and more than a match for the powerful men in this tale.

Really that is what this about; the differences between men and women, the powerful and powerless, the so-called just and the victims.   It is easy to hate the men of religion in this and see the "witches" as helpless victims of circumstance.  Indeed it would have been all too easy for Winterson to write that tale.  Thankfully she is much more skilled than that.

While she does not deviate from history's ending (much) there is some room for her to play around with this tale.   The cameos of John Dee and Shakespeare were also quite fun. All in all I thought it was a great, fast read.

What attracted me to this book was the time.  King James was terrified of witches. He was a learned man, seemingly rational. Very well read and well educated.  And utterly terrified of witches.

The title refers to the "liminal hour" between daylight and night.  Here I have talked about liminals and "in-betweens" forever. Witches are in-between Wizards and Clerics. My own Petty God, Nox and her companion Syla are also reflective of this.  Nox is the Goddess of this time. I called it the "Near Dark" but the "Daylight Gate" is also appropriate. Syla herself is a liminal. She is between mortal and divine, as well as human and elf.

The summoning that Alice Nutter uses at the liminal gate (and taught to her by John Dee) would also make a great spell to summon Nox.

2017 Witches & Witchcraft Reading Challenge

2017 Witch & Witchcraft Reading Challenge
Books Read so far: 1
Level: Initiate
Witches in this book: 0, 2, or more than a dozen depending on how you look at it.
Are Good Witches or Bad Witches: A little of both.
Best RPG to Emulate it: Colonial Gothic 3.0
Use in WotWQ: Alice Nutter is totally a Witch Queen! Maybe not in power, but certainly her attitude.

Thursday, December 22, 2016

Review: Blue Rose Companion

The Blue Rose Companion contains plenty of new material to keep your Blue Rose game fresh.
Now I will be candid here. There is a lot here that has the appearance of being material that was not quite ready for the core book.  This is not uncommon really.  I usually have enough material left over from books to make another book.  Not all of that material will, or should, see the light of day.
Most of the material here is good stuff.

Like the core the Blue Rose Companion was published in 2005 by Green Ronin.  The book is 120 pages perfect bound soft cover. Color covers and black and white interior art.  Cover art is by Stephanie Pui-Mun Law. Authors are listed as: Designed by Chris Aylott, Elissa Carey, Joseph Carriker, Steve Kenson, Alejandro Melchor, Aaron Rosenberg, Rodney Thompson
Additional Material by Jeremy Crawford. Fiction by Dawn Elliot. Edited by Jeremy Crawford and Developed by Steve Kenson

Chapter 1: Heroic Roles
Nearly the first third of the book is given over to Heroic roles and Paths characters may take.  With a base class assumed (Adept, Expert or Warrior) the character can then take a prescribed set of feats, arcana (in some cases) and skill focuses to come up with a "class". Such roles include, Animist, Arcanist, Contemplative,Healer, Psychic, Shaper, Seer, Bard,Infiltrator, Merchant, Noble, Scout, Spirit Dancer, Thief, Clan Warrior, Crusader, Knight, Ranger, Soldier, and Swashbuckler.  Plenty more can also be derived from these examples.   A few points. They are not in alphabetical order, but instead grouped by base class.  The Shapers make for FANTASTIC "Benders" from "Avatar: The Last Air Bender" and "Avatar: The Legend of Korra". Making an Avatar takes a little more work.
Also, I never made a witchcraft path for this. I know crazy, but being able to customize what I wanted allowed me a lot of freedom in character choice.  I have some characters I call witches, but that is about it.

Chapter II: Heroic Abilities
This covers various uses for skills and "tricks" something you can do with a skill, such as doing a one hand handstand.  The base DCs are nice and yes, totally portable to other d20 based systems.

Chapter III: The Arcane Arts
This covers another third of the book. This chapter covers all sorts of new Arcana as well as tools of the Art, Skill and War; or items usable by Adepts, Experts and Warriors. I was quite pleased to "Daemonbane"; I had a similar named blade in my D&D games.  Rituals, summonings, and places of power are discussed here as well. This is the sort of thing that would have been great to have in the core book and more fully integrated into the rules from day one. Additionally there is a new rule associated with rituals, Élan or magical power.  This one is fine here since the heroes are supposed to using this sort of power anyway, or at least not in theory.  Still this is a good reason for me to keep printing out my PDFs. I can rearrange the pages as I like and insert this chapter in the Core.

Chapter IV: Bestiary
The last part of the book contains new monsters.  In particular I enjoyed seeing the Sahuagin, or Sea Fiends, in their True20 format. With Sea Folk, these guys are must have.  Again, good to have this printed out to rearrange.

In general this is a good addition to the Blue Rose game, in fact there are few things here that I used all the time that I would have sworn where in the Core till I started doing these reviews again.
Rereading this book today also reminded me how close Blue Rose was and is to my preferred style of gaming.

This book also set the stage for what future True20 books would look like and do.

Additional
On Monday I lamented that there was no Blue Rose tarot card set.  Reader Mark pointed out to me that there is something close.   There is the Shadowscapes Tarot Deck Cards by Stephanie Pui-Mun Law.  You can find details on it here and buy it here.  Well that is exactly what I did!


Easily one of the coolest set of tarot cards I have seen.

Monday, December 19, 2016

Review: Blue Rose (True20 Edition)

Blue Rose was published in 2005 by Green Ronin.  The book is 224 pages perfect bound soft cover. Color covers and black and white interior art.  Cover art is by Stephanie Pui-Mun Law and the book was largely written by Steve Kenson, Jeremy Crawford, Dawn Elliot, and John Snead

I am reviewing my softcover book I bought at Gen Con 2007 and the PDF.
Full Disclosure in Reviewing: I bought these on my own and Green Ronin has no idea I am reviewing a 10+ year old product.

I printed out my PDF in 2008 so I could write on my book.  I am inserting those notes and observations here.  Most of those were written during my “Black Rose” campaign where I mixed elements of Gothic Horror in with my Blue Rose.

What is Blue Rose?
Blue describes itself as a “Romantic Fantasy Role-Playing Game”.  It starts off by telling us what Romantic Fantasy is, at least in this context.  So. Romantic Fantasy. The premise is simple enough really. Instead of the works of Howard, Tolkien, Burroughs and (to some degree) Lovecraft we are going to base this game on the works of Mercedes Lackey, Tamora Pierce, and Diane Duane among others all listed on page 13.  This is the Appendix N of Blue Rose. Also. I seriously don’t understand some other arguments brought about Blue Rose and Aldis in light of these books.  I have the feeling that many of the critics of this game just don’t understand, or have read, this genre.  Calling this SJW gaming shows a profound lack of insight to the source material.  Aldis is Valdemar with the serial numbers filed off.

Now let me pause here and it will not be the first time.  If this was 2005 I would feel the need to keep moving, but this is 2016, and a lot has been said about Blue Rose and I am not deaf to that.  So I will add bits like this where needed. This is the first. Since I am giving over to retrospect we can also dispense with the notion of not knowing was True20 is/was.  True 20 and Blue Rose is a very, very stripped down version of the d20 rules.  All the dice rolls have been reduced to a single d20.  Attack? d20.  Cast a spell or use magic? d20.  Sneak into a dungeon to free slaves? d20s all around.  There are no hit points, only a damage track so no rolling for damage.  Other games now do this. Both back then and today.  This makes things move a bit faster in combat and can make combat very, very deadly.  Sure if you are high enough level you might be fine. Unless your combatant is also equally skilled or greater.

Chapter I: World of Aldea
As a campaign world we get a history of the World of Aldea, from the Mythic Age (when the Gods were created) to the Old Kingdom (the “Golden Age” of the world), the Empire of Thrones (or the rise of the evil Sorcerer Kings) to the present age in The Rebirth of Aldis.  The history of the world is given from the creation of the world by the four greater gods and then into the creation of the lesser gods, demons, and mortal races. This history is compelling and does make you feel there is much more that is not written down.  We can come back to this in the supplement book “The World of Aldea”.  I rather liked the Exarchs of Shadow.  It helps solves the age old philosophical question of "From whence comes evil?" It gives a good explanation of how good gods such as these would have created evil beings.

From the new version, but same gods.  I really like this picture, I think I love that art of Maurenna.
This chapter also covers that background of the world, the half a dozen countries/cultures you can encounter.  We have Aldis, the country of the main heroes and the “good” land of the game.  This is one that characters are most likely from.  Jarzon, a theocracy that shares some history with Aldis but is a vaguely evil, or least intolerant, land.  Kern, home of the Lich King Jarek, is a remnant of the old time before the great shadow wars.

Yes. This is the chapter that introduces us to the now infamous Golden Hart.  You know what else it is?  The last time you ever hear about it.  Unless one of the characters is going end up becoming the next Sovereign of Aldis the Golden Hart will have no affect on the characters whatsoever.   I never once cared how the Lord Mayor of Greyhawk or Waterdeep was elected or even who that person was. It has never affected anything in the last 36+ of gaming for me and neither does this.  It’s really no different than the Lady of the Lake.  Claims that the Golden Hart "tramples" on Role-playing also shows that the person complaining never actually read the book, or played the game.

Information is given on Aldis. Aldis is not just the idyllic land that some have depicted it.  It is “enlightened” but there are still internal strife, crime, the odd sorcerer or even a leftover gates from the time before the Sovereigns, and the ever present threats from inside and outside. A number of threats to Aldea are detailed. Various unscrupulous merchants, a very effective criminal organization known as “The Silence”, fallen nobles, bandits, defective shadow gates,  and the remains of various shadow cults.   In a handful of pages we get plenty of ideas for characters to do.

Aldea with Western Europe superimposed over the top. Original file here

Chapter II: Creating Your Hero

Character creation is mechanically a breeze.  Since it is d20 derived nearly everyone knows what to do here.  The big difference is that instead of scores 3 to 18 you have just the bonuses. So -5 to +5.  Everyone starts at 0 and you are given 6 points to divide up.  In more “Cinematic” games I have given out 10 points.  I also prefer players create their characters together.  With backstories that would either augment or complement each other in some way.   In Romantic Fiction we often have a single protagonist that joins up with others and soon new bonds are formed.  Here we start out with potentially a lot of protagonists.  So the dynamic is already slightly different.  Now when I say created together I mean in cooperation with each other; the characters might not know anything about each other and even come from different parts of the world, but the players have a vision for what they want and should work on it together.

Races include human, vata (somewhat like elves), sea folk, Rhydan (intelligent animals), night people (likewise somewhat like half-orcs) and the human Roamers.

Blue Rose/True 20 only has three classes; Adept, Expert and Warrior.  There are no XP advancement tables; characters level up after a set number of adventures.  To borrow from D&D4, you could level up after 10 encounters, but really it is up to the Narrator.
An aside...the Game Master for Blue Rose is called a Narrator. Personally I would prefer to call them “Chroniclers”. Seems to fit the feel of what I want in my games.

This chapter also introduces “Callings”, “Conviction” and “Reputation”.  Callings are the most interesting of all.  Each heroic calling is associated with a Tarot card major arcana.  These are related to the alignment system in Blue Rose (Light, Twilight and Shadow) and to the Natures of the characters which are associated to a tarot minor arcana.  While it can be used purely as a roleplaying device (as I have done) to guide your character. The mechanical aspect in relationship to Conviction.  Conviction is more or less like “Hero Points” or “Drama Points”.  A similar mechanic can be found now in D&D 5 with the “Backgrounds” and “Inspiration” systems.  They are not 100% the same, but one could be used in the place of the other or used to inform the other.   Personally I think it is a damn shame we never got a set of Blue Rose Tarot cards.


Chapter III: Skills
This covers the skills the characters can take.  Again in something that was new in the d20 times, and became more common later on is how Blue Rose does skill ranking.  Skill check = 1d20 + skill rank + ability score + miscellaneous modifiers.  Skills are grouped into Favored Skills (based on class), Trained and untrained skills.  Need new skills? There is a feat for that (next chapter).

Chapter IV: Feats
Like d20, Blue Rose has feats. The feats are your means of customizing your character.  Want to be a classic thief? Taken the Expert class and the right skills and feats. Want to be a Paladin or Ranger, take the Warrior class with various feats.   Unlike D&D the feats do not have ability score minimums. They do have class requirements and some have other feats as requirements.

Chapter V: Arcana
The magic of the Blue Rose world.  Magic is both ubiquitous and mistrusted.  Nearly everyone has some level of magic.  Either they are an Adept or they have a wild talent or two (taken by a feat).  At the same time magic, in particular the form known as Sorcery, is mistrusted due to the wars with the Sorcerer Kings.
Arcana is divided up into a few categories:
  • Animism
  • Healing
  • Meditative
  • Psychic
  • Shaping
  • Visionary
and finally Sorcery.
You can make a number of different sorts of Adepts using the different types of Arcana.  In particular I had a lot of fun making various “Benders” like those seen in Avatar the Last Airbender and Avatar the Legend of Korra.  You can easily make Air, Earth, Fire and Water Benders.  You can even make a “Spirit Bender” which has a lot of potential.  Of course I have made many witches.
This is not Vancian magic. Once you have a magical gift you can use it all you like...until you can’t that is.  There is a fatiguing effect here. Makes magic really feel different than D&D.

Chapter VI: Wealth and Equipment
Since the accumulation of wealth and the killing of things is not as important here there is an abstract wealth system. Instead of gold you have a Wealth score. If you want to buy something less than that, then you can. If it is greater, well you will need to roll for that.  The system is very similar to what was found in d20 Modern.
As expected there are plenty of lists of goods and services. Aldis is a civilized place.  Additionally there are arcane items that can be bought, not a lot mind you, but some.

Chapter VII: Playing the Game
This includes the very typical combat and physical actions found in every game; especially one based on the d20 rules which has D&D in it’s ancestry.  There is good section on social interactions. If run properly a good Blue Rose game will include people that can talk or socialize their way out of problems as much as fight their way out.

Chapter VIII: Narrating Blue Rose
This is the GM’s section.  Again, I much prefer the term “Chronicler” to “Narrator”. “Chronicler” also implies that the characters are doing something worthy of Chronicling.   The chapter has the very pragmatic “Assigning Difficulties” which works well for any d20 derived game, which includes D&D editions 3, 4 and 5.  It covers Blue Rose’s particular form of level advancement.  There are guides for roleplaying situations like Romance and Intrigue. Again, while situated in the Blue Rose and True20 systems, they could be used for any game.  What is particularly useful is the very old-school like table of 100 Adventure ideas.  Need an idea? Roll a d100. Each one of these can be expanded into an adventure. This flies in the face of any notion that Blue Rose is a limited game.  Equally useful is the section on “About Evil” which gives advice on how to handle evil NPCs.  They suggest avoiding using “mustache twirling evil stereotypes” or “evil for evil’s sake” NPCs. Though I will point out that some of their source material does exactly that. They favor a more nuanced approach to evil, reminding the reader that no evil person thinks of themselves as the bad guy.

Chapter IX: Bestiary
There are some familiar names here, but don’t automatically assume you know what these creatures are about.  Griffons for example are given more emphasis and intelligence here than in their D&D counterparts.  This is completely due to how they are treated in the Romantic Fiction novels, in particular the novels of Mercedes Lackey.
Also, unlike the books, there are a lot more creatures here than what I recall reading.  So there are plenty of creatures that can either guide, beguile or challenge the characters.  There are about 70 or so creatures here. Adding more would be easy, really TOO easy to be honest.  Most creatures need have a good reason to be in the game/world. For example there are no Manticores here. You could make a very good reason for them to be there as something like anti-griffon or even a magical race the bred true to fight griffons.  Maybe they were created during the Shadow Wars or even before in the Empire of Thorns. They are rare now since most were killed.

Introductory Adventure: The Curse of Harmony
What it says on the tin. An introductory adventure featuring some of the different aspects of this game.

Appendix: D20 System Conversion
Of course you know I loved this.  The ability to mix and match from d20? Hell yes.  In fact I did just that for my own Blue Rose/Ravenloft mash-up.  I found that it works best to convert to Blue Rose than trying to convert Blue Rose to some d20 system.

And True20
True20 came out after Blue Rose and offered some improvements on the base system. For example Toughness no longer increases with level.  This is a good change.  As my gaming in Blue Rose increased I found I used more and more True20.  In particular anything with a horror, supernatural or magic bend to it.  Plus the True20 system, as published,

Normally at this point I make a case as to why you should buy this book.  I figure most of you have made up your minds about this game long ago.  So instead I am going to say give this game a try.  It is fun. It is different that most of the Murder-Hobo games out there.  Even if you don’t like the game there is the setting. If you don’t like that then there are plenty of mechanics and ideas that can be used in any other game.  If nothing else check out the Quick Start version of the game that Green Ronin still gives out for free.

There is a lot here that could easily be added to a D&D5 game.  Indeed, some of the roleplaying ideas in D&D 5 share at least some history with Blue Rose and True20.  Maybe a D&D5 version of Blue Rose is in order.

Also found on Green Ronin's site:
Next I am going to see what I can do with Blue Rose and it's supplements and some other games.

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.