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

Monday, June 26, 2017

Review: Blue Rose 2nd Edition, Part 1

NOTE: You can read Part 2 here and Part 3 here.

I have been spending a month (has a month gone by already?) with Blue Rose, trying it out. I figured that before I review it I had better run it through it's paces the best I can.  This review might be kinda long, but then again the book is a rather large one.

So without further ado.

Blue Rose

Blue is the newest AGE (more on that) game title from Green Ronin.  It is an update to their older True20 version of Blue Rose.  This game expands the World of Aldea and the timeline a bit as well as give us some more option for play.
I am reviewing both the hardcover edition and pdf of this game. Both of which were purchased by me and not sent to me for the purposes of review. I will post my thoughts both on the reading and playing of this game.

The Blue Rose book is a 384 page, full color, hardback book.  The hardcover is sturdy as hell and might just be one of the most gorgeous books I have seen in a very, very long time.  The color jumps out at you.  Blue Rose is not a grim-dark world and this book is not either.  The PDF is huge and fully bookmarked and hyperlinked. I love PDFs, and for ease, I am using mine for review now, but there is no comparing it to the physical book.
The hardcover retails for $59.95 and the pdf for $24.95.  You can get the PDF for $5.00 at participating game stores when you buy the hardcover.

Basics
Blue Rose 2nd edition uses the same AGE or Adventure Game Engine, game engine found in DragonAge and Fantasy Age.  All three games share "System wide" compatibility, but maybe not "thematic" compatibility.   Though if you desire more monsters in your Blue Rose or Dragon Age games then the Fantasy Age Bestiary is the absolute perfect choice.


I will detail more about the AGE system in a bit.

The book is divided into three large sections:
The Player's Section covers the first four chapters of basic rules, character creation, and magic.
The World of Aldea covers the history of the world, the Kingdom of Aldis, and the surrounding lands. This takes up the next four chapters.
The Narrator's Section covers the last five chapters. This covers how to run a game, what makes "Romantic Fantasy" different, as well as rewards and adversaries.  There is also a sample adventure in back to tide you over till you pick up a copy of The Six of Swords.

Now off the bat, an easy criticism would be, why not separate these out into three less expensive books.  Charge $24.95 each and make more money in the long run?  Sure that would work and that is what Green Ronin did with their True20 versions.   Personally, I like having everything in one tome. Though I do see a need for a slimmer, maybe soft cover, version of just the player's section for players to buy. But Green Ronin has been doing this a long time if their economics support this then I am not going to be an armchair accountant.

Introduction
The first five pages start with an introduction to RPGs.  Most times I skip this, but this time I stuck with it since one of the expressed purposes of this game is to bring in new players.  The "What is Roleplaying" section covers what is expected. This is followed by a section on "What is Romantic Fantasy?"  For this bit, and for this review, I went back and read (or re-read) every book I could in the Romantic Fantasy cannon. This includes all the Valdemar books by Mercedes Lackey (minus the last series) and nearly every book on John Snead's own "Must Read" list. I'll talk about those relationships in detail as they come up, but suffice to say (for now) that Blue Rose does do a good job of Romantic Fantasy.
The next paragraphs deal with how you go about creating a character in a game world.  Not mechanics (yet) but an extension of your senses into this world.  This section I noticed also features in other Green Ronin AGE books. It asks the questions "What do you do?" and "Who are you?" The focus of this game then is character dynamics.  It is not "The party of adventurers set out to destroy the dragon." it is "Brynn, Heylg, Bethan and their friends sought out the threat to their beloved kingdom and stopped it before more lives were lost."  There is nothing wrong with either situation, it is just one is better suited to Blue Rose. Becuase of this there is more focus on group dynamic. Maybe Bethan, normally a strong independent warrior who fights for just causes, is also deathly afraid of fire from an incident in her childhood.  Now fighting this dragon is not just a straightforward matter of defeating a beast; it is now a metaphor for overcoming fear even when you are normally strong and brave. It could be that Brynn's best contribution to this battle is not her magic to attack the dragon or her healing, but her ability to empathize with Bethan and bring out the warrior she is from the scared girl she was.  If this dynamic is not that interesting to you, that's fine, the Blue Rose/AGE game will still let you kill the dragon, but something essential is missed.

The next section deals with the AGE system itself.


The system is actually quite a simple one.  3d6 + Ability +/- mods vs. Test Difficulty.
What makes this system special though are the Stunts.  Whenever you score "doubles" on a roll (on two of the dice, more later) you generate stunt points.  Stunt points can be used for any number of special features.  These are not limited to combat.  You can score Stunt Points in any situation where you roll dice.  So yes you can even generate Stunt Points (SP) while engaging in social interactions.  I have long let Bards in my D&D/d20 games score "critical hits" with puns, but in Blue Rose you can now do the same (mechanically speaking) with all sorts of social interactions like flirting!
Finally, we end with a bit on the campaign world, but I will detail that, as does the book, later on.

Part 1: The Player's Section
This section introduces us to both the Blue Rose game and the AGE system.

Chapter 1 discusses the AGE system and goes right into Combat and Stunts. I thought this was an odd choice in a game focused on characters.  At first that is. After reading through it a few times now I see it makes good sense.  I am not sure if the AGE system will ever "fall into the background" the same way d20 or Unisystem do for me, but it could get really, really close.  The system itself is very easy to grasp.  In AGE you really only need three six-sided dice.  Two of which should be the same color.  The off one is called the Drama Die.  We will get to all those in a bit.  The rolls of 3d6 + Ability +/- mods vs. Test Difficulty are simple enough.  Test Difficulties start at 7 (Routine) and increase by 2 for each level. So 9 is Easy.  The feel is the same as d20's Target Numbers or even Unisystem's Success Levels. The spread is closer to that of the d20 world so converting between the True20 Blue Rose and the AGE Blue Rose should theoretically be an easy one (in reality there is more to it, but not much more).  Like most systems an "opposed" test will be one set of rolls vs another set of rolls.

Aside: Since the rolls here are 3d6 as opposed to 1d20 (d20/D&D) or even 1d10 (Unisystem) you are going to get far more average rolls and fewer extremes.  This result is as subtle as it is ubiquitous.  This means that most rolls (67.6%) are going to fall in that 8-13 range. 18's will only happen 1 time in 216, as opposed to a 20 happening 1 time in 20.  This means that most actions will feel "normal".  It's later when we add the Stunt Points and Conviction that the real acts of Derring-do happen.  This puts the "criticals" more in the hands of the players and less to chance.  They happen less often, but more where the player wants or needs them.
This is something I have done in my own Unisystem games for years. Instead of a 1d10 I use a 2d6-1 system known as "The Chicago Way" among Unisystem players.  The effects are quite nice. The 3d6 gives AGE Blue Rose a solid edge over True20 Blue Rose.


In addition to these tests there are modifiers, which typically include a Specialization in a skill or other training.  There are are also Conviction points.  These are gained throughout your adventuring career and can be used to influence certain actions.  Conviction is used a bit like a Drama Point or a Hero Point.

On every turn the character can take a Major and a Minor action.  Each round is only 15 seconds long (4 per minute) so each action is short. There is a list of what major actions are (Attack, Defend, Heal) and minor (move, aim, activate).  In truth, the lists are pretty simple and easy to grasp. There are also variable actions that will change depending on the situation.

Next up are Stunts, the life, and soul of the AGE system really.
If you get doubles on any roll of the dice you may perform a Stunt on that roll.  So if the roll was a combat situation then you can perform a Combat Stunt.  The roll you get on your Drama Die (the off color one) is a number of Stunt Points you get.  You have to use them right away.  So if you get a 4 you have 4 SP and can buy any of the stunts listed for 4 or under.  These are things like "Knock Prone" or "Lethal Blow". As characters go up in level they gain access to more stunts and can buy others for less SP.  There are also non-combat Exploration and Role-playing Stunts as well. There are even Arcane Stunts that can be used in either.

Chapter 2 covers Character Creation.  This covers all the steps from concept to filling out your sheet.  Blue Rose is a very character-focused game, so character creation should be something done all together for the first session.  I even suggest talking about what sort of group you want to have. There is no reason why it can't be "You all meet in an Inn", but it should go deeper than that really.  How do these characters interact with each other, what are their goals, their drives?  In some ways the best Blue Rose group of heroes is something like what we get in the Dragonlance tales.  A group full of characters internal desires and drives but a community, if not a family, of others helping them.

Blue Rose has 9 Abilities. They have familiar sounding names and are even rolled up the same way.  In fact in Blue Rose, your abilities are rolled on a 3d6 IN ORDER.  Yes, it is more Old School than many Old School games out today. The spread of ability modifiers is also similar.   Every ability has more than one focus. These Focuses allow the character to be better at one particular area.  Systematically Abilities and Foci serve like abilities and skills.
Next, choose your race. We get humans from various lands (with different bonuses), Nigth People (half-orcs/orcs),  Rhydan (intelligent animals),  Sea-folk, and Vata (elves). You also get a background, which is largely what country you come from,
Up next is Class. Like other AGE games and True20 there are only 3. Adept, Expert, and Warrior.
As you level up you can gain different abilities from your class. These are typically increases in abilities (which ones depend on class).  Classes are presented from 1st to 20th level.
You then need to figure out (or randomly roll) your Calling, Destiny, and Fate.
Finally it would not be Blue Rose if there was not a bit on Relationships. Everyone in the cast is tied to another by one degree or another. These relations have role-playing and in-game mechanical features.

If you are looking for XP per level you will not find it in Blue Rose. This game uses the same philosophy as it's older True20 sibling; you increase in level after a few adventures.  It leaves it in the hands of the Narrator as to when to level up. If you really want an XP chart for Experience to next level then there is one in Fantasy Age.

Chapter 3 details Focuses, Talents and Specializations.  Every Ability has multiple focuses. The Fighting Ability has a focus on Axes and another Polearms for example.  You can gain a new focus for everytime you go up a level.  Talents are something else. These are only granted under special circumstances.  They might be restricted by class and many have prereqs.  These include abilities like Animal Training, Dual Weapon Fighting, or Psychic.
Specializations can almost be though of as "Sub Classes", these include Assassin, Bard and the like.

Chapter 4 covers Arcana, the magical arts.  While anyone in the world of Blue Rose can have arcane ability, only Adepts can master them.   Arcana are divided into six Disciplines; Animism, Healing, Meditative, Psychic, Shaping (for making Avatar like Benders!) and Visionary.
There is also Sorcery, the dark side of magic which leads to corruption.
Each ability is given with the Talent (Discipline) it falls under, sometimes it is more than one, time is takes (Major or Minor), Target Number and Test needed. What sort resistance covers this ability and fatigue TN?  Some abilities have sub-abilities too.  Many of Shaping abilities are like this.

Psychic Weapons

The last part of the chapter covers Sorcery.  This is great for all sorts of adventure ideas.  Hell, 90% of my ideas deal with some form of sorcery and it's threat to Aldea.

That's a lot so far.
Next time let's look into the world.

Monday, April 17, 2017

Witch & Witchcraft Reading Challenge: Silverglass

"It takes a witch to enter Yth and return, so be thankful you have a witch with you!" Nyctasia said defiantly.

Silverglass by J.F. Rivkin

Silvergalss was always "one of those books".  One of those books I had meant to read, or always saw and was curious about, or picked up a couple of time but never bought.  A chance encounter at my local library book sale though changed that.  For a mere 50 cents (well a $1.00, book 3 was there too) I was able to grab this book.  I knew it was fantasy and I knew it had busty blonde warrior-woamn on the cover (complete with 80s hair), but that was about it.

I had some down time so thought I'd read this and knock a few out of my TBR pile.  Turns out there is a more (and less) here than I thought.

Silverglass is less about our cover girl here (no shock) and more about the dark haired woman behind her.  Though it is about both women and their adventures.   The blonde, Corson brenn Torisk, is a hard drink, hard fighting mercenary for hire who is in Rhostshyl only long enough to spend some money before headed home to see her lover; a respectable bar owner in the next town.  It is for this reason that she is hired by Lady Nyctasia r'n Edonaris.  Who, up till very recently, was a respected member of one of the richest families in the country. She is also on the run from the family of the man she was supposed to marry (and now wants her dead) and her own family (who also wants her dead).  Nyctassia is also a powerful witch.  Corson has no patience for the idly rich or magic, AND she was just hired by both families to kill Nyctassia.   Nyc offers to pay her more as a bodyguard.
Both women are thrown together to get out of town before they are killed. Their destinations? Both are running to men they love who have more "respectable" lifestyles.  Corson's Steifann owns a bar and wants Corson to settle down.  Nyctiasia is returning to Erystalben who wants her to live with him to study magic. At least that is the plan.  Things change on the road.  Given that this is book one of four you can bet there is not a lot of settling down.

A few things jump out at you in this book.  Corson is a swordswoman, a good one at that. We learn she was in the army before this and was convinced by a former officer to take up the life of a mercenary.  Yet at no time in the book does anyone ever call attention to the fact that it is a woman doing this.  It is just a matter of fact.  Not a big deal today to be sure, but in 1986 when this came out? Crazy I am sure.  I am glad I read this now, but I wonder what it could have been like in 86 to have read this.

I am also very much fascinated by Lady Nyctasia.  She has secrets on top of secrets, and like I said, despite the cover she is the focus of the book.  This becomes obvious on the later covers.

Don't read this series looking for deep insights or an epic tale. The first book is about two women trying to get back to their respective loves and not get killed in the process.  It is a fun little romp through a low-magic world with lots of threats, spooky forests, dive bars, gritty pirates,  and a ton of people trying to kill our heroes for the slimmest of reasons.  I enjoyed both characters and looking forward to reading more.

The "author", J.F. Rivkin, is actually two different people. One wrote the first two books and the other wrote the last two.  I am not sure who J.F. Rivkin is and I have not found out any information about a real identity either.

The book is out of print and there are no digital or audio versions I have found.  They pop up every so often at Half-Price books.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 11
Level: Mother
Witches in this book: One really.  Nytasia, though I suppose that Erystalben could also be considered one.
Are they Good Witches or Bad Witches: Nyctasia tries to be good, so that has to count for something.
Best RPG to Emulate it: Honestly, a LOT of RPGs work here. I did a quick and dirty write up for Corson and Nyc for D&D 5, Swords & Wizardry, and Blue Rose.  Just because.  I am thinking I will try them out in the new AGE-powered Blue Rose in a bit.
Use in WotWQ: Nyc will certainly make a guest appearance at some point.


Thursday, April 6, 2017

This Old Dragon: Issue #150

Moving more forward in time to October 1989 and to one of my most favorite issues of all time, Dragon #150.  This issue was during the prime of the "themed issues" of Dragon magazine, where each month/issue had a theme.  October was always horror and always my favorite.  Plus this issue also features one of my all-time favorite bits of Larry Elmore cover art.
This issue had one of the articles that honestly had such far-reaching effects that I am STILL using ideas from it.   Issue #150 came out in 1989, and I am sure I picked it up right away. I would have been a Junior in university at that time.  I wasn't playing much since I was busy studying all the time, but I do know that I had at least a draft copy of the witch in text format on a floppy disk.

The Dragon's Bestiary is up first with a bunch of new mind-flayer related monsters from Stephen Inniss.   I remember reading this one over and over.  I really wanted to use these guys in my games and I still do.  I noticed while re-reading this recently that the monster stats are for 1st Edition, but the other parts of the magazine are fully 2nd edition.  This was the dawn of 2e and the magazine has a strong post-Gygax vibe about it.  This article though feels older, though there is also a pre-Dark Sun feel to it as well.  The article introduces the Illithidae, or natives of the same world of the Mind Flayers.  If we stick with the mythology they could have easily come in the starship from Expedition to the Barrier Peaks.  The monsters include the pack hunting Cessirids, the lone hunter and slow moving Embrac, the large Kigrids and the near-Illithid Saltors.  These monsters would later be updated to the Illithidae monsters for 3.5 in the Lords of Madness book.

Stephen Inniss follows this up with an article that is heavy on fluff, light on crunch and one that has stuck with me for years. The Sunset World deals with the world of the Mind Flayers.  The article is a long one and presented in the style of an academic symposium, which is likely what attracted me to it.
This article was the start of the idea of block out the sun as a plot device in my games.  I used it in the Dragon and the Phoenix for Buffy and currently in the Come Endless Darkness campaign for D&D 5.

Speaking of vampires and vampire slayers.  Fangs Alot! has the updated/corrected version of the Vampire listing for the 2nd Edition Monstrous Compendium.  If you recall the vampire had the same material printed on both sides of the page, the difference only being the "western" and "eastern" vampire pictures.  This version has the proper second page in place.

The Well-Rounded Monster Hunter details some skills every investigator should have in Call of Cthulhu.  I always read these articles with great interest, looking for things I could port over to my then-current (but sadly dying) Ravenloft game.

The Role of Computers covers some video games. The late 80s were an interesting time for computers, I felt he had hit something of a golden age; computers were getting more powerful and cheap and yet there was still enough of a hacker mentality that kept these machines (mostly) in the hands of nerds adn geeks like me.  In many ways if you were a teen playing D&D in the 80s you grew up to be one of the people playing around with computers in the 90s and part of the Dot.Com boom in the late 90s.  It is interesting now, rereading this, to see all the variety of computers software was made for then.  I know in my own case back then I desperately wanted to see more games fro my own Tandy Color Computer 3.  Mock it if you like, but that little computer got me through my undergrad degree in psychology.  I would need the help of an "IBM PC-clone" to finish up my grad school degrees.  Still, it is neat seeing some of these games.  I bet many would run well  on my phone with an emulator.

I still love looking at all these ads.  I actual had sent off a SASE once upon a time to get my own character art. Never sent it back with my payment; never had the money to spare. I always wanted one though. Maybe that is one of the reasons I love getting art now.

John J. Terra has a great article for the FASA Trek RPG, A Final Frontier of Your Own.  Rereading now I am impressed how much of it still applies for LUG Trek and new Trek playtests.  Sitting at my kitchen table re-reading this I sketched out an idea for a game.  I want to run a Star Trek game called the "Daughters of Kahless".  It would be a group of dishonored Klingon Women in a broken down D6 cruiser trying to regain their honor and for the greater glory of the Klingon Empire.  I remember at the time I wanted to do the adventures of a ship propelled to the far ends of the Universe.  I guess that why I have such a love/hate relationship with Voyager. Love the idea, hated the exicution.

In another article by Dean Shomshak we have another CoC article, Unspeakable Secrets Made Easy. This details a number of magical texts.   No spells are listed, but plenty of background information.

More ads follow including the ads for the then new Monstrous Compendiums.  Vol. 1 was out (I picked mine up at a game store in Harrisburg, PA while on vacation) and Vol. 2 was on the way.  The ad though looks different than the binder I picked up and I always wondered if it was because I picked mine up from a different part of the country than I typically bought my Dragons.  Turns out nothing so interesting, just a mock-up for the ad.


It's hard to see, but there is a red border behind the images of the monsters.

Again, this was a great issue that brought back a lot of great memories.

Tuesday, April 4, 2017

Witch & Witchcraft Reading Challenge: To Kill a Kettle Witch

"Blessed fire in the night
Show me what is in the sight
Show me what brings fight or flight
Blessed fire in the night."

To Kill a Kettle Witch: A Novel of the Mist-Torn Witches by Barb Hendee.

Back when I did the Witches & Witchcraft Challenge in 2015 I read the first three books of Barb Hendee's "The Mist-Torn Witches". It worked out great since the third book was new and I quickly read all three books. I didn't participate in 2016 because I was doing a deep dive into the history of England, so I also missed reading this book when it was out. I picked it up on release day and it has sat on my device.

I really enjoyed the tale of new Mist-torn witches Céline and Amelie Fawe. Céline can see visions of the future and is a knowledgeable apothecary.   Amelie is the younger sister and sees images of the past and is just as handy with a sword or dagger. We got to see them grow in power and in confidence over the course of the three books and it was a lot of fun.

While overtly fantasy novels, and more overtly Hendee's own brand of good people in a dark fantasy world, the books are less about the supernatural and more detective stories. Céline and Amelie just have supernatural means of uncovering clues. While the other books dealt with the murders of nobles or people close to them, this time the mystery is the death of a forest and in the center of it all are Céline and Amelie's own people, the Móndyalítko, the gypsy-like "children of the world". It also involves the mysterious Helga the chief servant at Castle Sèone.   We learn right away she is also a Móndyalítko and she has her own share of secrets that are soon revealed and have bearing on the present problem.
We also get more of the backstory of Lt. Jaromir and learn of his connection to Helga.

I don't want to get into too many spoilers here. The book moves fast and thus feels very short. I will say this one is a slight departure from the first three in that there is no clear-cut "bad guy" unless you want to count the price of magic itself.

The book feels like a turning point in the series. Two characters finally get together. Other characters get their stories advanced and two major characters get their histories filled out.  I have mentioned this before, but if this were a movie it would pass both the Bechdel test AND the Mako Mori test.  The was less interaction with the two sisters than in previous books, but I took that as a sign of growth; they are both comfortable in what their roles are now and trust each other to do it.  Or in other words, they are no longer children, but capable strong women.

While I have said before that Amelie (the woman on the cover) is my favorite of the two sisters, I wanted more Céline in this book.  I feel her story is unfinished. Interesting, since she is the sister that can see into the future, it is her future we know the least about.

I hope that Céline and Amelie will also show up in Barb and J.C. Hendee's other books.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 10
Level: Maiden
Witches in this book: Half-a-dozen or so, counting the sisters and the titular "Kettle Witch".
Are they Good Witches or Bad Witches: Good, but some make some bad choices.
Best RPG to Emulate it: Castles & Crusades feels the best for me here, but also D&D 5 would work nicely.  If I were to use Pathfinder I might make them Oracles.  If I were using my own Witch book, then the obvious choice would be to make a Mist-Torn Tradition and their powers to see into the future and the past would be occult powers.
Use in WotWQ: I would love to have a cameo of the sisters in my game someday.   They would certainly be the witches to call on when investigating a murder.

You can find more of Barb Hendee's books at her author page and at http://www.nobledead.org/.


Friday, February 24, 2017

Witch & Witchcraft Reading Challenge: Spellfire

"If it's Lady Spellfire they want then it is Lady Spellfire they shall have!" - Shandril Shessair

Shandril is just small town girl, living in a lonely world...a wait. Well, she is lonely and living in a small town. She is an orphan girl working for ex-adventurer Gorstag in his inn.  She dreams of going on an adventure of her own.  So seeing a potential group who are short a thief, she steals their weapons and lets them know that if they want them back they need to take her on.
Soon she is swept up in the glory of adventure...which mean eating bad food being cold and afraid most of the time.
But Shan is special, and she finds herself in the ruins of Myth Dranor, pursued by an evil sorceress and devils. Rescued by the infamous Knights of Myth Dranor and none other than Elminster himself.  It seems Shandril has a power she is only now learning about. She is a spellfire wielder. She can absorb magic and turn it into blasts of flame so hot that with out training she destroys first one, then two and finally three draco-liches (great undead dragons of terrible power).  Keeping mind that most people never even meet one, let alone survive it!
Now she is being chased by the Cult of the Dragon, another group of evil Mages and who knows all else and they all want her secret. or her dead.

This is the first Forgotten Realms novel I have ever read.  There is a vast library of knowledge in and around the Realms and I have been pretty much blind to it for various reasons.  I picked this book a local library book sale.  I was always a fan of the Clyde Caldwell cover art and even have it hanging in my game room.
The book is enjoyable. It is clearly gamer fiction, but it has it's moments.  The author has a lot of affection for these characters, that is obvious, and you can tell there is much more goign on in his head than what is down on paper.  My issues as a newbie here was there were too many characters to keep track of.  Shandril and Narm are likable enough and Gorstag was the most relatable to me.
It did however, make me want to read some more Realms books.  Rather looking forward to it.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 7
Level: Maiden
Witches in this book: Certainly The Simbul, The Shadowsil and maybe, just maybe, Shandril too.
Are they Good Witches or Bad Witches: All the above
Best RPG to Emulate it: This book screams 2nd edition AD&D even if was published at the end of 1st edition AD&D.  Either would work out well.
Use in WotWQ: Hell yes! I have started on a quest of my own to read about the Seven Sisters (which The Simbul is part of) and use them in my games.


The Witches of the Realms

Let's have look at Symgharyl Maruel also known as the Shadowsil.  She certainly "feels" like a witch. An evil witch to be sure, but recognizable.

According to the Forgotten Realms Villian's Lorebook, The Shadowsil is:

The Shadowsil (Symgharyl Maruel)
human female 18th-level mage
AC 6; MV 12; hp 36; THAC0 15; #AT 1; Dmg by spell; MR Nil; SZ M; ML 18; AL NE; XP 12,000.
S 9, D 16, C 14, I 18, W 15, Ch 15.
Spells: 5/5/5/5/5/3/3/2/1.

Special Equipment: Ring of dragons, ring of protection +2, rope of entanglement, wand of fire.
Description: Tall, slim, and cruel, The Shadowsil was likely a Cult enforcer or high-level operative of some kind. She wore purple robes and was a former apprentice and paramour of Elminster before she turned to cruelty and evil. She died in his arms, proclaiming her love for him and her regret over their lost love.

If I were to turn her into a witch I'd use my Basic Witch rules with the Advanced options and make her 18th level. She would loose a 9th level spell, but gain powers.

This is also a good time to try out a Draconic Tradition.  My son and I have talked about Dragon Witches before, what they might be and how they work.  There are also the Dragon Witches from the Tarot comic and some others.

Symgharyl Maruel, The Shadowsil
18th level Witch (Draconic Tradition)
Female, Chaotic

Strength 9
Intelligence 15
Wisdom 15
Dexterity 16
Constitution 14
Charisma 18

Saving Throws
Death Ray/Poison 7
Magic Wands 8
Paralysis, Polymorph 7
Dragon Breath 10
Rods, Staffs, Spells 9

Hit Points: 63
AC: 1
(leather armor +2, Ring of Protection +2, Dex 16 -2)

THAC0: 14
(I know, THAC0 was not used in Basic D&D. You know what this means)

Occult Powers*  (have not worked these all out yet)
Familiar: pseudo dragon
Lesser: Access Draconic Bloodline (allows the witch to cast MU spells as Ritual Spells)
Minor: Draconic resistence (avoid fear effects and add Cha bonus to saves)

Spells
Cantrips (6): Alarm Ward, Chill, Daze, Ghost Sound, Inflict Minor Wounds, Spark
1st (6+2): Black Fire, Cause Fear, Charm Person, Endure Elements, Ghostly Slashing, Glamour, Light/Darkness, Minor Fighting Prowess
2nd (5+2): Discord, Enthrall, Ghost Touch, Hold Person, Invisibility, Phantasmal Spirit, Spell Missile
3rd (5+2):  Bestow Curse, Dispel Magic, Feral Spirit, Lifeblood, Toad Mind, Witch Wail, Fireball (bloodline spell)
4th (4+1): Analyze Magic, Elemental Armor (Fire), Intangible Cloak of Shadows, Phantom Lacerations, Withering Touch
5th (3): Blade Dance, Dreadful Bloodletting, Waves of Fatigue
6th (3): Death Blade, Mass Agony, True Seeing
7th (3): Death Aura, Greater Arcane Eye, Wave of Mutilation
8th (2): Destroy Life, Mystic Barrier,


Tuesday, February 14, 2017

Witch & Witchcraft Reading Challenge: Huntress

"I don't need a killer. I need a Hunter."
- The Faerie Queen to Kaede

A fairy-tale retold.  Warring Fae Queens. A world plunged into an endless, lightless winter.  Two powerful (even if they don't know it yet) female leads. Romance. Betrayal. World changing events? It's like author Malinda Lo was reading my Christmas list!
But seriously.  Huntress is a prequel to Lo's fantastic Ash, a retelling of the Cinderella story.  In this case we learn of the history of the King's Huntress and how she came to be.  Though Kaede is not the Huntress of Ash, not is she a Huntress yet, but it is no spoiler that she will be.  If she survives this tale first.

The story focuses on two 17 year girls, Kaede and Taisin.  Both are in the academy of sages. Kaede is from a well to do family, her father is the Chancellor to the King. She is not a great student and really has no magical talent to speak of.  She is good at throwing knives and picks up the bow through out this tale.  Her father wants to marry her off to a Lord in the south to strengthen ties, but Kaede, who prefers other girls, wants nothing to do with that.  In truth, she wouldn't want it if her father offered to marry her off to a noble Lady either.  Taisin, on the other hand, is from a poorer family, but she already has the Sight and is capable of other magics. It is Taisin's vision and an invitation from the Faerie Queen that bring them together and place them on the road north to Taninli, City of the Sidhe.
The world is currently into its third year of a seemingly endless winter; or rather the summers are poor, there is no light and things are getting worse.
Kaede, Taisin along with the Prince and some his guards must brave to road to the Faerie Queen's land to find out what is going on and how to stop it.
We also must learn what Taisin's visions of Kaede mean and if there is anything she can do to change them.

Like I said, this book is overflowing with the things I love.  Long time readers here will immediately see the parallels between this story and my own "Come Endless Darkness" campaign here.  There are lots of really, really good ideas for my games from this book.
Are their witches? Of course there are!  One could consider Taisin a witch.  That label certainly fits her better than "Wizard" or "Oracle".  There are also named Green Witches in the form of Mona later in the book.  Also, Ash tells us of a Green Witch that cast spells to protect the Huntress.  If this is a prequel to Ash, then how do we know that the Green Witch so mentioned wasn't Taisin herself?

If I extend the concept a bit further the idea of a Huntress is similar enough to my Witch Guardians in practice, if not form.  Malinda Lo is drawing on some deep mythological concepts here and breathing new life into them. It's one of the reasons I could not put this book down.
In fact, I could not but help think back to the otherwise dreadful "Snow White and the Huntsman" and wonder how a "Snow White and the Huntress" would fare in Ms. Lo's more than capable hands.

Using this Story in a Game
Without giving too much away the line of Huntresses starts here.  The Huntress would be charged with protecting the lands between the human and sidhe worlds.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 6
Level: Maiden
Witches in this book: Taisin, Mona and the Faerie Queens.
Are they Good Witches or Bad Witches: Everyone does good as they see it, even if it doesn't look that way to others.
Best RPG to Emulate it: Any form of D&D will do. Must have a good witch class and a Feywild.
Use in WotWQ: So many ideas. First and foremost there is the obvious ideas for "Come Endless Darkness", the effects on the people and the land.  For War of the Witch Queens there is the answer of why my Witch Queens would want to involve mortals in their affairs.  Easy, they can't act directly against each other.

Personally, I would be shocked if Kaede didn't make a guest appearance in my games someday.  In Pathfinder she would easily be dual classed witch/ranger.  She started out as a witch (or maybe a cleric, oracle or something) and then became a Ranger.
In Blue Rose she would start out as an Adept and then move on to Warrior/Expert.
In fact, I think she might have to appear with an army of Sidhe warriors just in time to save the characters from undead before they get into Death's Ride.  If I do 5e, then she would have the Sage background, one or two levels of wizard (with limited spell choice) and maybe 13 levels of Ranger.  OR this would give me a good excuse to try out an Oath of the Ancients Paladin or the new Hexblade Warlock for 5e.

Monday, February 6, 2017

Witch & Witchcraft Reading Challenge: Wild Magic by Tamora Pierce

“Never break a promise to an animal. They're like babies—they won't understand.” 
- Daine.

"Wild Magic" is the first book of a quartet of books in the Immortals Series by Tamora Pierce.  The story deals with Veralidaine (aka Daine), a thirteen-year-old girl who just survived a raid on her village that left her family dead and her alone.  We first meet her looking for a job.  We quickly learn that she has a way with animals and is a good shot with a bow.   Her human skills leave a little to be desired and she is carrying a dark secret.
In the world around her, we learn that monsters, the immortals, are coming back after being locked away in the lands of the gods.  She and her new friend/boss Onua encounter "Stormwings", which are like an advanced form of a harpy and giant spiders.
Along the way, we learn that while Daine's mother was a hedge-witch she has no magical "gift" herself, but there is something more that normal with the way she can interact with animals.

Daine grows in her power under tutelage from a university trained mage while she is working as assistant horse-mistress to the Queen's Riders.  Here we learn her magic is the rarest, Wild Magic, and there might not be any limits to what she can do.  We do learn of her dark secret (and it pays off) and we see her grow from a shy child to a strong and capable young woman.

I read this book a long time ago, but I don't think I finished it. Given the time I was in grad school and likely busy reading Vygotsky and Dewey too.  Also, I remember the ending different.  I picked up the Full Cast audio book of this and it was very pleased. It was like a mini performance.  Some reviewers mentioned that keeping track of the character voices was tough, but I found it easy to be honest.  I was not going to pick up the next three books, remembering that this one pretty self-contained, but now I am going to.  I also enjoyed having Pierce as one of the narrators. It is nice to hear the definitive pronunciation of some of the names, even if they were sometimes very different than how I had read them!

Using this Story in a Game
There are very, very few monsters in this story. The ones that are here make a huge impression.  This is something that fantasy game masters should take a cue from, that when you are 1st level EVERY monster needs to be a memorable experience.  The Stormwings, which are essential harpies with metal wings, are a serious threat to 13-year-old Daine.
Also, there is the underlying theme of magic can do wonderful things, but it by itself can't fix your problems.
It's the old adage that when your only tool is a hammer everything starts looking like a nail.

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 5
Level: Initiate
Witches in this book: Daine, but only because her magic is so very different than everyone else's.
Are they Good Witches or Bad Witches: There are clear lines between good and evil here.
Best RPG to Emulate it: Another easy one. This is very clearly Blue Rose.  Daine is an Adept that has taken all the animal related arcana.
Use in WotWQ: There are a lot of great ideas for games as mentioned above.  The idea of a new, or rather really old and forgotten, type of magic is just too good to pass up.  I also like the idea of new and scary monsters coming into or back into the world as a prelude to something terrible happening.

Monday, January 30, 2017

Witch & Witchcraft Reading Challenge: Promises, Promises & RPG Blog Carnival

"You know, going on adventures sound great. Until you actually do it." Drusilla, dispossessed princess of an oppressed people.

Promises, Promises is one of those books that people have been telling me I need to read for years. It features witches, oracles, a Red Sonja-like warrior woman, and, as the cover proclaims, plenty of dykes.

But more importantly, it is a fun story with some great and memorial characters.  This is L-J Baker's first foray into comedy and it's a ton of fun.
In the pages of this book she lampoons and satirizes: Star Wars, Dune, Thomas Covenant the Unbeliever, Princess Bride, Shrek, the Valdemar Books, Lord of the Rings, the Hobbit, Eragon, Narnia, every fairy tale, Buffy, Hitchhikers Guide to the Galaxy (many times), Harry Potter, Monte Python and the Holy Grail, Conan, and of course lots, and lots of D&D.

Not all her jokes hit the mark, but there are so many you don't really care.  This is not, as others have claimed. a Xanth-like novel, but the comparison is a fair one.

I honestly believe that L-J Baker had to have been (or still is) a gamer.  The references are too well done and actually too lovingly well done to be anything else other than admiration.    Yes she is poking fun at some long-held tropes but in such a way as only someone who has loved these tropes can.

If you love stories of adventures or games of them, then I would suggest getting this for those reasons alone. It points out some of the most ridiculous situations adventurers often find themselves in, but again does it in such a way as never to ridicule, but have light fun.  The lack of proper hair care products, insect repellant, steady wages and sleeping accommodations are only the tip of the iceberg. You quickly learn that every adventuring company needs a "Ruth".

A couple of nitpicks. Sometimes the book tries to be too clever. Especially when talking about anachronistic details like flushable toilets and advanced cartography. BUT even these are meant to poke fun at modern biases you see in many fantasy books, especially ones based on game worlds.
Also, I picked up the audio-book for this and the narrator really has an odd way of pronouncing some of the words. Not sure what was going on here, but I cringed every time she would say "talons". Other words she just didn't know how to pronounce. I picked up the Kindle version too just to make sure I was not mishearing something.

All in all, though the book was extremely fun and enjoyable. There is a good story here and even a message about not having to go out to seek something that you already have.
It's no spoiler that there is a Happily-Ever-After (it's on the cover) but like all adventures, most of the fun is getting there anyway.

Thank you my internet minions for suggesting this book to me! Now go forth and find me more!
(Or...if I take the lesson from this tale, I should just go over to my tower of "To Be Read" and tackle that.)

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 4
Level: Initiate
Witches in this book: Miss Sandra Sybil Blunt, first rate wooer of women, but only a third rate witch.
Are they Good Witches or Bad Witches: Sandy is good. She doesn't always know that.
Best RPG to Emulate it: So easy. This book SCREAMS "Play me in Pathfinder!"
Use in WotWQ: Given all the cameos of so many fantasy characters in this book Sandy, Ruth, Dru, Mavis and Bob will have to make a guest appearance in my adventures someday.  Dru will have to say something appropriately anachronistic.


The Problem With Oracles
Consequently, this book also ties in nicely with this month's RPG Blog Carnival, Prophecies & Omens.  It really illustrates how and why Oracles, Omens, and Prophecies are such a pain in the ass (and often very fun to use).
In "Promises, Promises" we get two oracles of a sort.  The first is "The Infallible Oracle of Ring" that has stated that Drusilla, dispossessed princess of an oppressed people, will go on many adventures with the Great Obtuse Mage, and survive to get her kingdom back.  This is great since it gives Dru plenty of motivation to go on this otherwise ridiculous adventure, sadly everyone else thinks she is insane.

The second oracle is the previously mentioned Obtuse Mage, also known as Sandy Blunt herself.
She is the one that gets everyone in trouble.  She tries to hit on a princess in disguise (another princess) and commits the capital offense of Prophesizing to one of Royal Blood.  She has a year and day to make all her alcohol and lust-fueled boasts come true.

"Promises, Promises" plays on the setup of prophecies in fantasy fiction quite well.  Several others are mentioned such as various farm-boy turned chosen ones (read Star Wars, Dune, Eragon and Harry Potter).  Dru will often throw herself right into danger because of the Infallible Oracle of Ring.

While fun for a book, even a book based more or less on RPGs, it is a bit harder to pull this off for RPGs in play.  So if I was the DM and I had a party that included a witch, a princess, a warrior woman, a clueless paladin, an ogre druid and a highly resourceful shop girl (first I guess I'd question what the hell was I playing) I would not let my princess jump feet first into the deepest part of the ocean because the Oracle said she would get her crown back.

Prophecies have to be vague, Omens have to be hard to read.  The Prophecy in Harry Potter, for example, was vague enough to mean Harry or Neville.  Or in the case of Anakin his "bringing balance back to the force" meant killing every Jedi until there were only two Jedi and two Sith left.

In my own games, I had set up a situation where a child was going to be born who would essentially become the "Messiah of Witches".  This was during my "Willow & Tara" game in Season 2, "Season of the Witch".  Season 3, "Generation Hex", would fast forward a bit (the child was born in 2005) to deal with the children born then in high school now.  One of those characters was going to be this new power in the world.  I didn't know who yet, I wanted to keep that much vague even from me, but I knew it was going to be one of them.
What I could not foresee (though it should have been obvious) was my Season 2 taking forever, so much that the game's future became the real-world's past and Season 3 never getting started.

Who was going to be the new Witch Messiah? No one knows now.

So here is my advice for Prophecies and Omens in your games:

1. Keep them Vague
Just like the prophecies of Nostradamus are ret-conned to mean or justify anything today, keep your's vague so they might mean anything at all.

2. Have the Players Give them Meaning
Let your player decide what the prophecies mean for their characters.  Along with being vauge, this gives you an "out". Plus they might come up with something much more interesting than you did and they will find ways to make it come true.

3. Use them Sparingly
Omens, Prophecies and the like have more punch when they are a rare thing. No considers the weather app on your smart-phone to be magical, but it has a far better success rate than what Nostradamus has said.   Part of that reason is well, science, but also I can get a weather report anytime I want one. Back in the early days of the internet (the 80s) I was dumbfounded when I logged in and could get a real-time weather map. Why? Because it was rare and new.

Prophecies can be a lot of fun. Or like for the poor Obtuse Mage and 3rd rate witch Sany Blunt, they can be a real pain in the ass!



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, Ã‰lan 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.