Showing posts with label reviews. Show all posts
Showing posts with label reviews. Show all posts

Friday, May 15, 2015

Review: X-plorers

This really has been a lot of fun going through all of these OSR flavored Sci-Fi games (or are they Sci-fi flavored OSR games?) anyway. I am going back a bit to 2009 and X-plorers which comes to us from +David Bezio and  Brave Halfling Publishing.

X-plorers is somewhere in the middle of Starships & Spacemen and White Star. Both thematically and in terms of rules.  There is a more of an old school vibe of this one.  So to continue my analogies to the point of breaking, X-plorers is more Buck Rogers, the old serials and 50s sci-fi movies.

The book itself is 41 pages. This includes cover, title page, ogl page and a trademark license.  The trademark license is nice.  You can make content that is "X-Plorers Compatible" as long as you abide by the license.  Yes other games do this too.

Characters have class, hit points, and levels just like most OSR books.  The characters in X-Plorers though only have 4 attributes; Agility, Intelligence, Physique and Presence. They are still ranked 3-18. There are also four classes; Scientist, Soldier, Scouts and Technicians.  Personally I think some sort of Royalty or Ambassador class might have been a nice inclusion as well.
There are some multi-classing rules too which are nice to see.

Equipment is covered next.  The basic unit of commerce is the credit (cr).  It functions largely the same way the gold piece does.  Gear and weapons are covered, but also vehicles and robots.  Near the end we cover skills as well.

Chapter 3 covers running the game.  This includes saves, combat and skill checks.  All similar territory to other games.

Chapter 4 details Space. This covers ships, buying and outfitting with crew as well as combat.  Each phase of combat is discussed, so the gunner, engineer, pilot and so on.  This reminds me of some the of old school Naval ship battles.  Ship repair is also covered.

This is followed by a referee's section.  This covers creating a game and running one.  There is a small section on Aliens and Planets.
NPCs, Allies and Monsters are featured in the next section. I would have liked more, but again, these are easy to take from any fantasy game.

Chapter X is an adventure/background piece on Roswell.  There are even stats for the Greys, whic is really cool to be honest.
Chapter Y covers psionics and pyschic characters.  This is also pretty cool.

We end with some sheets for characters and ships.

X-plorers is a light game and designed to emulate the games of the 70s.  So in that respect it does the job well.  Some people will want more, but there is still a lot here.  Rule-wise it reminds me more of White Box Swords & Wizardry, in fact you could use S&W as the rules and the rest as add-on.

There is a free version with no art, X-plorers (no art)a Quick Start, a printable Players Guide, and Character Sheets.

Thursday, April 30, 2015

Witches & Witchcraft Reading Challenge: April Reviews The Mist-Torn Witches

Here are the reviews for April for the Witches & Witchcraft Reading Challenge.

This month I only got a couple of books in.  Been very busy with work and the A to Z Bloghop.  But I got two quality books!

The Mist-Torn Witches Series by Barb Hendee
I took on the first two book of Barb Hendee's Mist-Torn Witches. I had heard a lot of good about this series and the author so they had been on my TBR pile forever.  I am glad I finally grabbed them and got into them.

The books deal with sisters 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 hand with a sword or dagger.

The Mist-Torn Witches (Book 1)
We are introduced to the Fawe sisters in their small home and shop.  They have been orphaned but have been making well on their own.  Tragedy strikes and sends them on the run.  At the same time their emerging powers places them in deeper harm.  They now are working for a prince that they don't know if they can trust and his lieutenant at arms (who has a shady past) to solve a supernatural murder.
I will admit this book grabbed me from the very, very start. I immediately liked Céline but Amelie might end up becoming my favorite before too long.  There is some world building in this, but only enough to keep the plot moving.  The characters are instantly compelling and Hendee gives you plenty of reasons to like them.  The sisters are just coming into their powers, but even so there is an investigation here. Strip away the magic and the fantasy elements you have a compelling murder mystery here. I would LOVE to say I figured it out early, but I didn't.  Oh the clues were there, but the mystery is very well crafted and you, like our main characters, will just have to figure it out as you go.
I also liked that while the girls are powerful, they can make mistakes and they have very human failings.  There is a hint of romance here, but no awkward hook ups and no bending the rules of logic to get characters together.  I will not spoil the end but if this were a movie it would pass both Bechdel test AND the Mako Mori test.
This is a great start to a series.
I am reviewing both the Kindle ebook and the Audible audio-book.
Witch Count: 2 (maybe 4)

Witches in Red (Book 2)
This book takes place soon after the events in book 1.  Céline and Amelie are settling into their new lives when they are summoned to the castle by their Prince.  A series of murders has been going on at his father's silver mine. Murders committed by men that become giant wolf-like beasts.
This is another supernatural-based murder mystery, but in addition to learning the who we need to learn the how.  In this book in particular we see Hendee's deft skill and weaving a mystery plot, but also doing so with wry sense of humor.  While this could have ended up as a fairly unimaginative pastiche of werewolf lore and "Little Red Riding Hood", it didn't.  Not so much that it didn't do it is how well it didn't do it.  Again we see some great character development here. Unlike the last book where the sisters were in survival mode, here they have a feeling of belonging that makes them want to help the Prince. It is a maturity.  We learn more about the Prince's Lieutenant, Jaromir and he turns out to be just as interesting as I hoped.
As before the girls use their extraordinary sight to find the who is behind the killing, but that only gets them so far. Detective work and intelligence has to get them to their goal.
There is more world building here as well. We learn more about the world-travelling Móndyalítko, the gypsy-like "children of the world" and Céline and Amelie's bloodline.
I am reviewing both the Kindle ebook and the Audible audio-book.
Witch Count: 4

I should point out that Book 3 Witches With The Enemy will be out next week.  Preorder if you can because this is a fun series.



Hopefully I will have a review of Book 3 up next month.

Books read: 10
Current Level: Maiden: Read 6 – 10 Witchy Books

Sunday, April 12, 2015

Review: CC1 Creature Compendium

I love monster books.  The Monster Manual for 1st Ed AD&D was my gateway drug to D&D addiction.  I can still just sit there and read and reread monsters.  So when a new monster book comes along and promises the same level of thrill and excitement as that first time. Well I pay attention.
New Big Dragon Games Unlimited is saying just that.

CC1 Creature Compendium
"Remember those flashes of inspiration that electrified your brain when you first picked up that hardback volume of monsters all those years ago?" Richard LeBlanc begins this new monster book right where I need to, reminding me of the absolute JOY I had holding the 1st Ed. Monster Manual in my hands for the first time.

This book doesn't quite fill me with that joy (that is a TOUGH act to follow) but it does come close and for the price it is a damn fine book.

So what does this book have?  Well it is 94 pages total and over 200 new monster for your Old-School game.  Which system?  All of them, or nearly enough.    Each monster is "dual" stated for 0e/1e and BX.   Simply read the stats that work the best for you and take what you need from the other.  Sometimes there is no difference. For example an AC of 3 in AD&D is roughly an AC 3 in BX and the monsters will either list 3 or some other close number.   Movement rates are easy to convert of course and alignments are different systems, but all in all it is still nice to have.

There are a lot of fun monsters here too.  A mix that reminds me of the old Fiend Folio to be honest.  Even the art, which is good, reminds me of the FF a lot.   Every monster is illustrated, or if they are not I didn't see it.  So a lot of art.

Of particular use are the two appendices.
Appendix A gives us Treasure Types by Edition. 0e, 1e, HB and BX.  Subtle differences in each, but best to line up what you are doing.
Appendix B gives us the monster XP totals for various editions as well. 0e, S&W, BX/BEDMI, LL, 1e and OSRIC.  Great to have.

If they wanted to capture the feel of reading the old MM then they were successful.  If you love old school games and monsters then this really is a must buy.

I am curious to know what people think of the dual stating.

Monday, March 30, 2015

Witches & Witchcraft Reading Challenge: March Reviews

Here are the reviews for March for the Witches & Witchcraft Reading Challenge.

First up this month is a continuation of last month.

Harry Potter and the Goblet of Fire
Ok this is the book where everything changes. The saga of Harry Potter stops being a "boy's adventure" and becomes something deadly serious.  We are treated to generous helpings of lies, betrayal, pain and death. Time to grow up Harry and face your enemy face to face.
This is also the book with so much more in it that the movie.  So much in fact that entire characters, plot lines and development was missing from the movie. I marvel at that fact that the movie script writers were able to do.
In any case this middle point of the Harry Potter books raises the bar.
Witch Count: Hundreds if not thousands.

Bewitching Brews and Devilish Desserts: A Collection of Cocktail and Dessert Recipes
This free book by Roxanne Rhoads ("Sex and the Single Witch").  It's a neat little book where various Modern Supernatural authors submitted a drink or dessert recipe from their witch characters.  A cool idea really.
Witch Count: a few dozen.

Tanith by Jack D. Shackleford
This is a classic tale of British occultism.  What makes it "British", well there is the dark underlying current of something old and evil pervading every page.  There is also plenty soft core smut that it feels like a Hammer Horror film.  Plus there is that cover.  It is from the great Chris Achilleos, so it really invokes the feel of the old White Dwarf/Heavy Metal covers.  The scene is lurid and right out of the book.  The cover talks about "demonic possession", but really this is about one witch battling another for the control of yet a third witch.  No demons to speak of really. There is a lot of well researched details on various rituals; but Shackleford has a name for himself in this sort of supernatural fiction.  Enough that I want to check out more of his work.

Without getting into details or spoilers I think it might be an interesting story to come back to today, see where some of the characters in 2015 vs 1975.  The characters of Tanith and Virginia are really interesting and I'd would have loved to know more about them to be honest.
I should also stat up the Woodwose for a system or two.

Witch Count: 3 (or 4 depending).

Books read: 8
Current Level: Maiden: Read 6 – 10 Witchy Books

Monday, March 16, 2015

Review: Theorems & Thaumaturgy

I was combing through some old posts this morning looking for some ideas for my "Second Campaign" (to be renamed soon) and I noticed that I have never really talked about +Gavin Norman's Theorems & Thaumaturgy on it's own.

Honestly that is criminal.

Let me start off with what I have said before. I have compared it to his other book, the Complete Vivimancer and I have compared it to The Basic Illusionist.  But never on it's own merits.

To start with Theorems & Thaumaturgy is a "Pay What You Want" product.  Yes you could pay $0.00, but I hope this review convinces you to pay more.  The book itself is 66 pages (standard letter) with text and art that reminds you immediately of the old Moldvay Basic books.  If you have The Complete Vivimancer then you have an idea  of the how the text and art looks.   To me the art is like psychadelic art-nouveau meets Elric.  In other words, perfect for a magic book in my mind.

There are three large sections (Classes, Variant Classes, and Magical Tomes) and an Appendix with nine sub-sections. Like old-school Basic the new spells are all listed with the classes.  The book is designed for use with Labyrinth Lord Advanced Edition Characters, but really it can be used with any sort of "old-school" game.

The new Classes are the Elementalist, Necromancer and Vivimancer.  The Vivimancer is of course detailed in a later book, but he gets his start here.  The classes do pretty much what you would suspect they would do.  The Elementalist uses elemental forces, the Necromancer deals with the dead and undead and the Vivimancer.  Each class has a good number of new spells (250 in all!) to make using them feel different than your normal "magic-user". Each has spells from 1st to 9th level.  All the classes use the Magic-User XP, to hit and saving throw tables, so whatever system you use, you can just use that to put them on the same footing as the Magic-User.  While I like the simplicity of this and it helps make the "subclasses" feel like a part of the same Magic-user family. I would have liked to have seen some powers or something for each class.  After-all they are sacrificing spell flexibility for what?  Power? More variety of spells in their chosen field?  I think I would have given them a couple of bonuses at least.  But that is fine, these rules are flexible enough to allow all sorts of edits.

For the variant classes there is the new Fey Elf race.  This elf is closer to the faerie origins of the elf.  The class taken by these elves is the Sorcerer.  This class is similar in idea to the D&D 3.0 version; a spontaneous spell caster with magic in their blood.  The sorcerer has a couple of new spells and a modified list of spells they can cast.  There is an alternate version of the Illusionist as well. This version has a few more spells and has 8th and 9th level spells.

The final section is all about magical tomes.  It includes a bunch of unique magical tomes with new spells. The books' histories are also told and which classes are most likely to get use out of it.

The Appendices are a small treasure trove of great ideas and useful material.
Appendix 1 has new optional rules for Magic-Users.  A number of these are very similar to house rules I (and many others I am sure) used back in the day.
This is followed by new monsters, new magic items, and some examples of memorized spells by class (all classes presented here and MU).  We end with an alphabetical list of all spells included here and in the Advanced Edition Characters book.

All of this for whatever you want to pay for it.
Personally I think anything less than $5 is an insult.  There is a lot of great material in this book and all of it can be used right away.

I should have more to say on this one later on.

You can also find print copies here: http://www.lulu.com/spotlight/necroticgnome

Friday, February 27, 2015

Witches & Witchcraft Reading Challenge: February Reviews

Here are the reviews for February for the Witches & Witchcraft Reading Challenge.

First up this month is a continuation of last month.

Harry Potter and the Chamber of Secrets
I am REALLY enjoying rereading all of these.  I read this book soon after it first came out and I have seen the movie dozens of times. What I am enjoying are the differences between the book and the movie that I had forgotten. I don't fault the movies for the changes they made, but the books are obviously much more enjoyable.
Honestly I could not help but smile like an idiot the entire time I was listening to this.
Witch Count: Hundreds if not thousands.

Harry Potter and the Prisoner of Azkaban
"Expecto Patronum!"

I followed Chamber of Secrets directly with Prisoner of Azkaban.  One of the things I love about these books is how well JKR shows how much the characters grow and change through out the books.  What I also enjoyed was that this book was not overtly about Lord Voldemort.  Oh, his presence is felt, but he doesn't need to be there in person to make his evil known.
Reading this book again I am struck by how great it was to get Alfonso Cuarón to direct the movie.  The first two are very much "boys adventures" and thus perfect for Spielberg protégé, Chris Columbus who wrote such movies like The Goonies and directed Home Alone. These are now young adults, teens, and much closer to Y Tu Mamá También than The Goonies.
Witch Count: Hundreds if not thousands.

While reading I figured out there has to be about 1000 students at Hogwarts. So about 250 per house (with Slytherin and Gryffindor having the fewest) and the class sizes tapering off.  I bet there are some drop outs after 1st year, some more after the OWLs, and some more when students turn 17.

I am of course going to read all the books.

Harry Potter and the Adventures in Role-Playing
In many of my other gaming circles a constant topic of discussion is who would we get to write a Harry Potter RPG and what system would we use.

I think the biggest issue with a Harry Potter RPG is you have 11 year-olds that know more spells than most 2nd level Wizards.   Here is a quick list of some Harry Potter spells and their D&D equivalents.

Harry Potter Spell D&D Spell*
Accio (Summoning) Summon Object
Aguamenti Create Water
Alohomora Knock 
Anapneo Telekinesis 
Avada Kedavra Power Word, Kill / Death Spell
Avis Summon Nature's Ally (Birds)
Colloportus Wizard Lock
Confringo Summon Flame
Confundo Feeblemind /False Memory
Densaugeo Growth
Diffindo Ghostly Slashing 
Engorgio Growth
Episkey Cure Light Wounds
Evanesco Disintegrate 
Expecto Patronum Shield, Dispel Evil
Expelliarmus Disarm
Expulso Move Object
Ferula Mend Light Wounds
Flagrate Witch Writing
Furnunculus Curse
Geminio Duplicate
Glisseo Trap
Imperio Charm Person
Incarcerous Bind / Web
Incendio Produce Flame
Legilimens ESP
Locomotor Tenser's Floating Disk
Locomotor Mortis Power Word, Stun
Lumos Light
Meteolojinx Recanto Control Weather
Mobiliarbus Levitate
Muffliato Silence 15' Radius
Nox Darkness
Obliviate Feeblemind / Erase Memory
Obscuro Blindness
Petrificus Totalus Petrify
Piertotum Locomotor Animate Object
Protego Shield / Protection from Magic
Protego Totalum Circle of Protection
Reducto Explode
Rennervate Quick Waking
Reparo Mend Objects
Repello Muggletum Protection (from Muggles)
Riddikulus Protection from Evil (Boggarts)
Salvio Hexia Protection from Magic
Sectumsempra Ghostly Slashing / Bloodletting
Serpensortia Summon Snakes / Snake Staff
Silencio Silence
Specialis Revelio Identify
Stupefy Daze
Tarantallegra Otto's Irresistible Dance
Wingardium Leviosa Levitation

They very on level by edition, but the thing to remember is that some wizards can cast most of these spells by the time they leave Hogwarts at 18.

D&D is the worlds biggest RPG, but it might not be the best fit for Harry Potter.  I am going to spend some time looking at other games as well.


Books read: 5
Current Level: Initiate (Read 1 – 5 Witchy Books)

Friday, January 30, 2015

Witches & Witchcraft Reading Challenge: January Reviews

Here are the reviews from the first month of the Witches & Witchcraft Reading Challenge.

I got off to a pretty good start this month with a bunch of books I have been wanting to read or reread.

The Witches of Echo Park - Amber Benson
"The Flood is coming, Lyse. Prepare yourself."
I picked this up the same day I posted about joining the Challenge. I picked it up as both an audio book and as an ebook.
I fist have to say that it is a real treat to hear Amber Benson reading her own books. I feel I am getting something extra that I would not get from another reader.  The Witches of Echo Park is the first book of a series and thus we are hit with a lot of characters at once and the plot builds.   We meet Lyse and her great-aunt Eleanora first and they are focal characters of this book.  Lyse is your very typical Amber Benson heroine; quirky, a little neurotic, sweet and absolutely no clue about what is in store for her.  I can picture her sitting down with Calliope (from her Daughter of Death series) over coffee and talking about who had it worse.  But also like Calliope, Lyse has a hidden reserve of will and power and hopefully we will see more of it.   We are also in turn introduced to the other members of the Echo Park Coven. Devandra, the tarot card reader and mother of two.  I am expecting her daughters also have some power.  Arrabelle, the second in charge (behind Eleanora) and the herbalist of the group.  Daniela, a powerful empath and equally forward flirt.  She has a lot of secrets.  And lastly Lizbeth. She is the mystery here. 17, mute, and a terrible childhood.
Now it would be easy to complain that this is only a set up and by the time the book gets going it is over.  But no, this book is the set up, but there is a reason why this book does what it does and ends where it does.  The plot is about to be turned up to 11 and our witches are in for a wild ride.
Amber has really honed her craft here.  I like the switching narrators (the various members of the coven) to give a different point of view.  The pacing is good and I feel like I am in for a great ride here.
By the end of the book I did want more, and that is a good thing. The next book can pick up where this left off or a couple months down the line; either way I am excited and looking forward to the next one.
Witch Count: 6 (or 7-8, if you count Dev's daughters)



The Last Apprentice (Revenge of the Witch) - Joseph Delaney
This one I picked up for my son but went through it really fast.  Plus it is going to be a new movie, so I thought I would read it first.  The book deals with Tom, the seventh son of a seventh son.  He can see things others can't and this makes him perfect for the his new training as an apprentice "Spook".  Spooks are men that are charged with keeping the things at bay that would harm mortals. Tom quickly learns about ghosts, boggarts and witches.  He also learns that people fear and stay way from Spooks. That is til they need them. Tom learns his trade from Gregory, his master and the area's Spook.  Though a series of events with a local girl, Alice, and the Spook being lead away. Tom has to deal with a powerful witch, Mother Malkin and her family including Boney Lizzy.
Witches are depicted in this book as being evil, but that changes as we read and Tom comes to understand more and more.
Again this is a start to a series and a great one at that.  One could easily make a D&D campaign based on this world.  Actually, even though the book is aimed at younger readers, Lamentations of the Flame Princess has a similar vibe.
Spooks would work as an alternate type of Ranger.
Witch Count: 3 explicitly mentioned, but it is likely to be 4.

Harry Potter and the Sorcerer's Stone - J.K. Rowling
Of course a total re-read. This time I listened to it on audio book.
I read this book the year after it came out. People online where raving about it.  I have been wanting to reread it now after seeing the movies dozens of times and read it with full knowledge of what is to come.  I have to say the book stands up extremely well.  There are so many details in the book that my awe and appreciation of JKR has increased, if that is possible.  She set the stage for Book 7 very early on in Book 1.  She may not have known all the details yet, but she still knew what direction she was going in.  I am hoping to start Book 2 on audio here very soon.  Waiting for my library to get it in.
I do have to admit that I would love to work on a Harry Potter RPG.
Witch Count: Hundreds if not thousands.

Want to see what others are reading?  Here is a list.
http://melissaseclecticbookshelf.com/january-2015-witches-witchcraft-review-link-up/

Current Level: Initiate (Read 1 – 5 Witchy Books)

Tuesday, January 20, 2015

Reviews: Titles from Sacrosanct Games

I picked up a few PDFs over the last couple of weeks for ideas for my big 5e game.  The rule system is 5e, but the adventures themselves are all 1st ed or Basic.  

In the process I noticed that I had picked up a few titles from Sacrosanct Games and I thought I would share what I found.

B1 Journey to Hell
This one grabbed this because I needed an adventure geared toward 18-20th level.  Also it is about Hell, so that got my attention.  I bought it on a whim based solely on level and "hell".
First off you get a lot of adventure for your buck. 45 pages of adventures and maps (granted it is the same adventure twice, but still).
The artwork is great, coming primarily from sources like The Inferno. This is quite fitting given that the adventure itself is quite reminiscent of Dante's great tale.  It does include some art from the Larry Elmore CD that was out years ago, but doesn't properly cite it in their OGL page.
It is dual stated for the OSRIC and Altus Adventum Role-Playing Game, always a plus in my book, but it can be played with any number of OSR systems or their fore-bearers.
4 out of 5 Stars

Classes of the Far East
Grabbed this because my youngest wants to play a ninja like character.  It has a ninja, as well as a monk, a mahoutsukai (spell caster that uses both magic user and cleric spells, and a lot of them), and the yokai which is a race as a class of animalistic humanoids, and of course the Samurai.
Weapons are listed (damage and cost) but no descriptions are given and no artwork of the weapons.  And that is pretty much it.  If you don't know what these weapons look like, then you are on your own really.
Looking over the mahoutsukai it is grossly overpowered. It basically advances as cleric and a magic user at the same time.  So by 14th level it has 12 each of 1st through 5th level spells, 7 6th level and 1 7th level.  It has limits, namely limited to the same arms and armor choices as a magic-user, limited to 14th level and can't turn undead.  But that is still a lot of spells.  Honestly it should one spell list that combines select magic-user and cleric spells and it should have some limits on what it can and cannot do.   Right now it is not a class I can recommend using.
3 out of 5 Stars

Reclaiming the Caves on the Borderlands
I picked this up because I do enjoy seeing what others can do with such well trodden ground as the Keep and the Caves of Chaos.  The cover claims to be 5th Edition compatible and uses the current OGL to get there.  Personally if I were a publisher I would be staying away from this.  It is murky legal ground right now and one I would not tread on.  But lets move on.
The cover is nice and drew me in right away.  The book is 24 pages, but minus 1 for cover, 1 for ogl, 1 for a blank page, 1 for an ad, 4 for maps and 1 more for a character sheet. So 15 pages of text.
The Good:  There is a good section on pages 4 and 5 on playing humanoid races such as orcs, bugbears, gnolls and so on.  Just the stats, nothing really on "how to play them" No big, these are the standard baddies for the last 40 years. We know them.
There is detail on how the caves are controlled and what can be the expected losses of the various groups of humanoids living in the caves over time.
The Not As Good For Me: The caves and the rooms themselves are not detailed.  There are blanks left for the DM to write in what is there from monsters to items.  The main conceit here is that the inhabitants of the Keep have taken over the Caves now.  It is all very sandboxy which is fine, but not what I was expecting.  I am perfectly fine with sandboxes, but that it not why I buy pdfs.  I buy graph paper for that.
The Bad: This PDF uses scanned images from the original map of the Caves of Chaos from B2.  It has been run through Photoshop and some alterations have been made, but I can overlay a scan of the blue/white Caves map and line it up perfectly (including grids) to the "Reclaiming" maps. Not very professional at all.
The Ugly:  Additionally there is a really bad scan of the old D&D Basic era Character sheet.  It has been edited (poorly) to make it more in line with 5th Edition, but honestly it is just plain ugly. The artist would have been better off starting from scratch and making a 5e sheet that looked a bit like the Basic one rather than include this. Better still would be not to include one at all.  It is just ugly, shows really poor Photoshop skills and a copyright infringement to boot.
So in the end, despite some promise and high hopes, this falls really flat.
2 out of 5 Stars 

Wednesday, December 3, 2014

Sleepy Hollow & Katrina Crane

Yesterday I talked a lot about Colonial Gothic and their Sleepy Hollow book. It was a lot of fun but it reminded me that it was not the only Sleepy Hollow book I own.

Last year for Halloween, Barrel Rider Games published their own Sleepy Hollow book.
It also includes the full text of the story.  But like all (or rather now most) of Barrel Rider Games' books this one is for Labyrinth Lord.

The book is 30 pages and contains the complete tale of the Headless Horseman.
Also included are writeups for Ichabod Crane, Katrina, Brom Bones and of course the Headless Horseman.  A new class is introduced, the Scholar (for Ichabod). Rules for flint-lock firearms and some new magic are thrown in for good measure. There are also five adventure hooks for adventures in Sleepy Hollow.
It's all a pretty good deal really.

For just under $3 total you should get both books and have a both characters and maps.

Though neither have much to do with the TV series "Sleepy Hollow" save that all have the same source material.

One of my favorite characters from the show is quite naturally Katrina Crane (nee Van Tassel).  She is a powerful witch sworn to protect the world from evil.  Sounds pretty awesome if you ask me.

Katrina Crane
8th Level Witch Family Tradition
From The Witch

Strength: 11
Dexterity: 14
Constitution: 12
Intelligence: 16
Wisdom: 14
Charisma: 17

Saves
Death Ray or Poison: 11
Magic Wands: 12
Paralysis: 11
Dragon Breath: 14
Rods, Staffs and Spells: 13

To Hit AC 0: 18 / 17 (missile)

Hit Points: 22
Alignment: Lawful
AC: 9

Occult Powers
Familiar: Family Spirit
7th level:  Favored Enemy (Demons)

Spells 
Cantrips: Alarm Ward, Animate Tool, Dancing Lights, Object Reading, Spark
First: Light, Magic Circle Against Evil, Consecration Ritual (Ritual)
Second: Augury,Guard Watch, Mind Obscure, Rite of Remote Seeing
Third: Astral Sense, Scry
Fourth: Analyze Magic, Ethereal Projection

Tuesday, December 2, 2014

Review: Colonial Gothic

Last night was the Fall Finale of the TV show "Sleepy Hollow".  It is a fun show and has a great premise and lots of great monster. But the joy of the show is Tom Mison's fish-out-of-water Ichabod Crane and Nicole Baharie's no-nonsense cop Lt. Abbie Mills.  It is a great mix of action, horror, humor and cop procedural formulas.  There are also some great supporting roles from Katia Winter as witch Katrina Crane (nee Van Tassel), John Nobel as Harry Parish aka Jeremy Crane and Lyndie Greenwood as Jenny Mills, Abbie's sister.

Watching the show has got me psyched for my "Spirit of '76" game for Chill. It has also sent me back to an old favorite of mine, Colonial Gothic.

I was introduced to Colonial Gothic at Gen Con a few years back by the authors at Rogue Games.  They were easily the friendliest people I talked to that day and their enthusiasm for their game was infectious.  I know every game company loves their own games, but these guys were over the moon with Colonial Gothic.  I can totally understand why too.  It is, too my knowledge, a fairly unique time period to be gaming in.  Maybe I am reading too much into it since I am a fan of the time period, but it was still great to talk to them.

They have great web support for their games and a ton (ok, a little more than a dozen) of pdfs for sale.  Honestly it is a game I wish I played more of.  Which is a shame since +Richard Iorio II actually lives fairly close to me.

Colonial Gothic Rulebook 2nd Edition
The best thing about this book right out of the gate is it compatible with the older, and out of print, Colonial Gothic Rulebook.  So all the books I have from Gen Con are still good.
CG uses the same d12 based (I remember the guys at the Rogue Games booth going on with glee on how they used the often neglected d12!) system that you find in Shadow, Sword & Spell (I am not 100% sure, but both games look like they are completely compatible with each other).
The core book comes in at 282 pages, plus covers. The second thing I noticed that this book is much better looking than the first core book. No slight against that book, but this one is a gem.  The first book had a nice hip "indie" feel about it. This book manages to pull off "indie" and "big time professional" between it's two covers.  I like that.
But what is Colonial Gothic? From the book:
Colonial Gothic is a supernatural historical roleplaying game inspired by the history and setting of the American colonial period, from the founding of Roanoke in 1568 to the end of the War of 1812 at the Battle of New Orleans in 1815.
Pretty cool if you ask me.  For me Colonial Gothic continues the story that Mage: The Sorcerer's Crusade began and Ghosts of Albion continued to the industrial age; science and reason over superstition and magic in a world filled with horrors.  But CG is more than just that.  In this game the "Americans" are on new soil, but it is only new to them.  There are horrors native to this land and their are the horrors they brought with them.

The game mechanics are rather simple, which is a good thing, most often it is 2d12 +/- mods vs. a Target Number.  It is called the 12° System. Often the Target Number is your Ability + Skill and rolled under.  In other cases, such as an Ability test, you roll 1d12 and roll under the ability. Opposed Tests include things like combat. There are also Critical Success (double "1"s) and Critical Failures (double "12"s).  Also the degrees of success (or failure) are important.  In combat for example your degree of success is a multiplier to the damage.  So is you need a 15 and roll a modified 10 you have 5 degrees of success.  Simple.
Chapter One covers all the basic rules from Abilities and Skills, to combat, to movement and even common ailments (and uncommon ones) to fear and sanity.
Chapter Two is Character Creation.  You get 45 points to divide out to your abilities (7 is human average).  You can then choose a background ("class" for you class and level types; archetypes for everyone else) and then you get 45 points for your skills.  These point totals can also be shifted up or down depending on the nature of the game.  40 for more grit, 50 for more action-adventure types.
The new aspect is the choice of 5 character hooks.  These provide your character with more detail and background and help explain why your character is an adventurer and not just a common Joe or Jane.
Chapter Three goes into more detail about Skills and Hooks.
Chapter Four covers magic, the magical arts and common spells and Alchemy.  Magic has a price in CG and not everyone is cut out for it.  Witches presented here are mostly evil, but there is some wiggle room.
Chapter Five covers weapons, currency, equipment and trade. This is actually quite an important chapter since goods or the availability of them is not just part of the real Colonial history, but makes a great plot point.
Chapter Six is a guide to the Colonies. It is a nice mix of history, geography and the occult conceits of the game.  If you know some of the history of this time then you have an edge up, but there is a lot of great information here.  Obviously some liberties have been taken, but it is less alt-history than I feared.
Chapter Seven covers enemies and monsters. Both mundane and magical.  At this time even a mundane bear is a threat.
Chapter Eight covers advice for the game master and campaign ideas.

Colonial Gothic: The Player Companion
This is the newest book (as of this writing) to the Colonial Gothic line. Mostly though this is related to the cover.  As the title suggests this is a set of options for players of the Colonial Gothic game.
We get a list of new skills and some additions to old skills.  Normally I prefer it when a game reuses old skills in new ways, esp. point buy games where the budget per skill is not likely to change. After all Character A created with the Core has the same 45 points as Character B created with this book.  In this case though it works both thematically and systematically.
Chapter Two covers Advantages and Disadvantages. Characters are given 4 points to buy advantages and can also take disadvantages.  Works pretty much like other systems in that respect, save there are not pages and pages of them (like for example GURPS).   Most in fact are story related and can be used in conjunction with the character's Background.
Chapter Three covers family and social status.  A must have really for playing in this age.
Chapter Four has a bunch of character templates.  So if you want to play a Native Shaman or emulate your Assassin's Creed character then this is a great place to start.
Chapter Five details more combat options and how to use them.  Think of these as advanced combat skills.
Chapter Six has more magic including Counter-Spelling and more Common and Arcane Spells.
Chapter Seven has more equipment.
All in all worthy, but not really required additions to the game. It is one of the books that if you don't know about it, you won't miss it, but if you do then you will wonder how you got on with out it.
If there is a 3rd Edition of Colonial Gothic then a lot of these rules should be folded into the main core rules.

Colonial Gothic: Gazetteer
This book calls itself a Gazetteer, but "Campaign Sourcebook" might be more appropriate. Written for the 1st Edition of Colonial Gothic it works just fine under 2nd Edition.
Chapter 1 covers the history of the colonies from early English and Dutch colonization right on up to 1775.  Principle wars are discussed and colonial growth covered.
Chapters 2 through 14 cover the original 13 colonies in detail including basic demographics and major towns.  Points of interest are also featured in each chapter as well as anything out of the ordinary.
Chapter 15 is devoted to the Native American people.  An overview of their history and cultures is given, but by necessity it is short.  In truth an entire Colonial Gothic book could be done just on the various Native american tribes and nations.
Te last chapter is a ready to run adventure, "A Surprise for General Gage".
There are two Appendices. First a Glossary and then a Bibliography.  I want to take a moment to point out that all of the Colonial Gothic books always feature a very robust (for a game book) bibliography.   This one is no exception to that rule.  This one includes books, game books and even some online resources.  Certainly worth your time to investigate a few of these.

Colonial Gothic Bestiary
I have said it many times. You can never have too many monsters.  The Colonial Gothic Bestiary satisfies that craving and then some.  At 110 pages it is full of monsters and many are illustrated.  The artwork varies.  Personally I am a fan of the older wood cut images, but I know those are are difficult to find perfect representations of various beasts.  The monsters themselves are a varied lot; some local monsters like the Jersey Devil and some "from back home" like the Gargoyle and Gorgon.
I think this is a good mix, but I am more fond of the local fauna than something I can find in any book.  I do have one nitpick (ok maybe two), first there is no Piasa Bird.  A local legend from here in Illinois that I am surprised didn't make the cut. Supposedly the first mention of it is in 1673 (or the 1920s),  Sure Illinois is way away from the Colonies. Though it was a very nearly a full state (1818) by the end point of the game, The War of 1812.  The other was that the Chupacabra was included. The Chupa, for all it's fun, is squarely a 20th century invention.  But these are only nitpicks, not criticisms.  There are plenty of American Indian monsters too that could have been included. Some like a naaldlooshii would be good too (I know, Navajo and not near the Colonies...). Maybe A Bestiary 2 is in the works.
The indexes in back are quite useful since they also include creatures from the core rule books.
Lots of great creatures here and fully worth the price.

Colonial Gothic: The Grimoire
This is an expanded and updated version of the older Colonial Gothic: Witchcraft book and the Colonial Gothic: Secrets book. Both of which are out of print. It also has plenty of new material as well.
Chapter 1 covers new spells, Common and Arcane. The advantage of adding new spells to this game is one can easily say that the knowledge was just rediscovered.  Some new book sent from overseas, an old book in the collection of a wealthy man or any other contrivance.  There are quite a few new spells here to be honest.
Chapter 2 follows with a discussion on spell books. Their uses and how to get them. A few sample books are also included.
Chapter 3 introduces magical talismans to the game. Sort of Spell storing or keeping magical power. Not a lot here, but plenty of ideas.
Chapter 4 covers the related chapter of relics, items that have magical ability to them due to divine providence or some other happenstance.
Chapter 5 is dedicated to Witchcraft. Like the book it replaces, there are no rules for playing "good" witches.  Fitting with the times all witches are assumed to be evil.  Personally I would like to see a good witch, but I can make due.
Likewise Chapter 6 deals with occult items such as cold iron and holy water.
Finally Chapter 7 deals with new magical creatures.  There is quite a Lovecraftian feel to this one.  Not generic "Lovecraft" but actual monsters from his mythos.
There is an appendix with the Create Talisman and Witchcraft skills.
There is also a combined magical index of spells between this book and the Colonial Gothic core.

Colonial Gothic: The Legend of Sleepy Hollow
This is a great little book to be honest.  The first half is the story of Sleepy Hollow and the second half is how to use it in your Colonial Gothic Game. The geography of Sleepy Hollow, the Hudson and the Tapan Zee are discussed as well as Sleepy Hollow's role in history.  It reads like a small campaign guide.
This book is not very big, nor does it cost very much, but it is certainly punching above it's weight class in terms of content.

Colonial Gothic True20 Version
The world of Colonial Gothic using the True20 system instead of it's normal house system. Typically when a product is converted to a "generic" system some of the style and feel is lost. Though I will say that CG survived with much more of it's soul intact. The system is normally a very easy one to learn so the conversion here does not sacrifice complexity. The game is still same, one of a supernatural New World as it becomes a new country, America.
The conversion does highlight many of the pluses of the game including it's atmosphere and style of play. It also allows you know to bring other True20 that might be helpful. In some ways I prefer this to the original, but the original is still very, very fun.

Colonia Gothic is really just a fun, great game. There is just so much potential here that I want to pull it out and just run a few games with it.

If you are into American History, Horror, or even just the thrill of exploring something that is both well known and completely unknown  then this is the game for you.

Monday, December 1, 2014

The Basic Illusionist

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

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

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

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

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

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

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

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

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

Monday, November 17, 2014

Teach Your Kids to Game Week

It is Teach Your Kids to Game week over at DriveThruRPG.

I love these sorts of games.  Sure I way beyond "learning to game" myself and so are my kids.  But back about 10 years ago my son wanted to play with my funny sided dice.
Back then I used D&D 3.0 to teach gaming to my boys and it worked nice.  In retrospect I might of done something a little different.  Maybe something like Basic D&D (a current fave) or even a streamlined version of AD&D.

So I really love seeing games like these and there are lot to choose from.
Here are a few of my favorites.

Little Wizards
If you have a kid that loves Harry Potter or Kiki's Delivery Service then this is the game to get. Quick, Easy and Fun could be the tag line for this game.  The stats are simple really. Three traits, some powers and of course a description of your wand and familiar.   I am disappointed I have not used this game more myself. It might be a "kids" game but it packs a lot of punch and frankly is one of the most clever little games I have seen in a long time.  The Character sheet is a treat too.

Hero Kids - Fantasy RPG
I have a lot of love for this game. I was supposed to submit an adventure for it, the Cave of the Stinky Goblin, which is the very first adventure I ever ran for my own son.  A Goblin is washing his stinky clothes and garbage in the river and smelling up the town of West Haven.  This game, like many others here, use a simple d6 based mechanic. This is good since that is what most people have in their homes.  My kids were attracted to my multi-sided dice, butI see no reason why you could not just replace all the d6s in HK with d8s for example.
The rules are light and fast. There are plenty of character sheets for all four classes and blanks along with cutout minis. There are a lot of monsters too.
Calling "D&D lite" does not really do the game justice, but it is rather close.

Mermaid Adventures RPG
I don't know much about this one but I have heard nothing but very high praise for it.

Monsters and Other Childish Things: Completely Monstrous Edition
This is a game that works well as a "kids" game, but there is enough here for adults to have fun with it.  I have always wanted to use this as a "dark Pokemon" (and that is saying something) or even a very dark version of Foster's Home for Imaginary Friends.

Kids & Critters RPG Trilogy
An absolute steal at this price.
For under 3 bucks you get 3 complete games for kids.
Tales from the Wood where you play creatures from The Wood.  Think Watership Down.
Lashings of Ginger Beer is about playing a kid in Idyllic England, so it might actually work best for adults.  Most similar to kids adventure tales.
It's a Dog's LIfe is the best of the three where you play a Prairie Dog out on the American Plains with heavy American Indian/Native American influences.
All three games are simple to learn and easy to play.
These games require a bit more abstraction to play than some other kid games, but nothing a little kid with a great imagination couldn't handle.

Faery's Tale Deluxe
I reviewed this one a while back.

Toy War
Toy War takes very simple rules (and also teaches kids how to use a ruler) to bring their favorite toys to life. Each toy has a purpose and something it does well. In one session we brought in a baby harp seal (was cute), a toy Dalek (can shoot), a space ship and some D&D dragons. We came up with this idea to rescue some fish and we were off. The adventure is fast and fun. In the end we saved the fish, only to have them eaten by the baby seal.  The baby seal got away with it because he was cute.
Depending on your kids this could be a game of structured make believe or even an on-going saga. Or it can be a great diversion for a rain or snowy afternoon.
Worth every penny and then some.

DC ADVENTURES Hero's Handbook
For older kids to be sure.  I have reviewed this one and it's Mutant & Masterminds parents a number of times here/

Adventures in Oz: Fantasy Roleplaying Beyond the Yellow Brick Road
Reviewed here and here.

Cavemaster RPG
Cavemaster might one of the biggest games here on my list (outside of DCA).   This is a "stonepunk" game where you play cavemen.  Some kids might love this idea, others might be turned off on it. For me I think it is an excellent concept and would work with a group generally smarter kids.  Kids that for example would understand our pre-history origins.
What makes this good for kids is that the system itself is so easy to use. In fact one of the conceits of the game is it is molded after the first RPGs played by cave men.  Well...not really...and Game Designer Jeff Dee knows this, but it is still fun.
The game is rich and detailed and really deserves a deeper look on my part.

Witch Girls Adventures: Director's Cut
Reviewed throughout my blog.
http://timbrannan.blogspot.com/search/label/wga
I do wish that The Second Edition would come out.

Monster Slayers: The Heroes of Hesiod
This one IS actually D&D lite.  I reviewed it here, http://timbrannan.blogspot.com/2010/04/d-4-kids-monster-slayers-heroes-of.html

Mutants & Marvels
From the OSR's own Tom Doolan this game is a mix of D&D & Marvel Super Heroes (FASERIP), or rather OSR games and 4C.  Streamed down into just under 45 pages it makes it a great 1st supers game for kids or an on going game for the right group of adults.

Grab one of these.

Tuesday, November 11, 2014

Reviews: Victorian Era Games, LPJ Design Edition

I love Victorian Era games.  I own most of the classics and many of the non-classics in dead tree versions and nearly everything on PDF.  I am a tad bit obsessive.  But I also play most of these games too.  It is just a fun time to play in.

Here are a few that I have enjoyed, but have not talked about much.  First up a few from LPJ Design.  These were released in the d20 days and have been retooled for Pathfinder.

Victorian Age Feats
14 pages of new feats (12 of content and 2 of OGL).  While there is a Victorian sensibility to these, most, if not all could be used in Pathfinder or d20 Modern.   In particular I liked the Astrology, Bookworm, Charmed, Empathy, Expert Healer and Look Harmless feats.  Others like Puritan Witchfinder might be more suited for 200 years before the Victorian times. A bit of a different feel to feats which I like.  With a price of under 2 bucks this is a pretty good deal really.


Victorian Age Feats 2
Like Victorian Age Feats, this product is 14 pages (11.5 for content, 2.5 for OGL). It offers a wide variety of interesting feats to use with your d20/Pathfinder based game.  Again what strikes me the most about these is how well they work with Pathfinder out of the box.  A minor quibble though. Some of the feats are related to guns, this is fine, but the Victorian era saw a wide variety in technology related to firearms.  The "Rip a Clip" feat is fine, but only useful for firearms created after 1890 (near the end of the era).  Also not appropriate for Pathfinder even with the Gunslinger (but that is not a strike against this product).
For under 2 bucks it is a good deal, but I didn't like it as much as the first.

Victorian Horrors: Jack the Ripper
It is very difficult to talk about the late Victorian period and NOT mention Jack the Ripper.  This 6 page PDF covers how to use Jack in your games and assumes that he will be an adversary of the Characters.  Two possible means of link Jack to the PCs as a nemesis are discussed.   Some detail is given on the public and police reaction to the Ripper case.  Some basic d20 crunch is given to help move the players along.  
Stats are given for Jack the Ripper (d20 Modern) and some ideas are given based on the level of magic in your games.
The text of the "Jack the Ripper letters" are reproduced.
While I think this is a good starting effort a lot more could have been done.  For example a time-line of the Ripper case should have been included and the names of his victims.  Also a map of the killings would have been extremely helpful.  While all of this is readily available, that is also the exact reason why it should have been included.  As it stands this is just a PDF of a potential threat to the PCs with not much in it that says it is Jack the Ripper.

Victorian Horrors: Martian Invaders
A much better effort here than the Jack the Ripper product.  This details the Martian invasion ala H.G. Wells.  This product details the Martians, their crafts and their technology.   Though curiously missing are stats for the Martian alien themselves.  Also while the inspiration is obviously Wells, he is not mentioned in this product.  Quotes from the War of the Worlds text would have also been nice.  Plus there is not much here that says "Victorian" to me.  This could have been about the Wells book or the classic 1953 movie.  Actually it seemed more similar to "Day of the Triffids" to me.
7 pages, 6 of content, 1 of OGL.

All four of these are available in the D20 Victorian Era Bundle from LPJ.


Monday, November 10, 2014

Returning to the Manor

One of the cool things about the early days of this hobby was finding great little zines of new content.  Sometimes it was an alternate rule, or new monster or class.  Some of these were good, many were mediocre but all of them were a lot of fun.  Back then I didn't care how good or bad it was, I was just glad to have something new and exciting to try out.

The Manor reminds me of the best parts of that time.   The Manor is the digital zine from +Tim Shorts over at Gothridge Manor.  I have always enjoyed Tim's blog. He began his blogging around the same time I really started blogging in earnest. Plus he is a fellow Tim so I am inclined to like it!

I while back I reviewed the first three issues and some other publications from him.  Today I want to look into the next four issues; The Manor #4 to #7.

The Manor #4
At 39 pages this issue takes the Manor beyond the Zine world and puts it more firmly in "magazine" territory.   Even the Owl & Weasel or the Strategic Review got to this size.
We start out with an adventure for Swords & Wizardy for 4 to 6 characters of 5th to 7th level.  The adventure is 15 pages and includes 2 new monsters including a very cool, Lovecraftian-feeling "big bad".   The last part of this adventure with the monster (the Or'Drog) and it's lair are worth the price of this Zine alone.  Slap this bad guy into your generic Caves of Chaos and suddenly the stakes have gone up a lot.  I am kicking myself for not reading this sooner.  This was out in July of 2013. I could have used this very monster in exactly what I mentioned above when playing Keep on the Borderlands with my kids. Yes, this 11 HD monster would have been too much for them, but it would have up the stakes considerably.
SO if you have copies of these laying around, READ THEM!  There is good stuff in here.

"From Beneath the Manor" is so great. It is a feature that I hope to see more of;  Contributors send in their monsters to be stated up for any OSR compatible game and illustrated by Jason Sholtis.  It reminds me of the old Fiend Factory from White Dwarf.

We end with a couple of ads (for that full Zine feel).
Seriously though, The Manor #4 is awesome and I can't wait to read the next ones.

The Manor #5
The Manor #5 is a bit shorter than #4, but at 28 pages it is still a great deal.
First up is the "Vineyard of Villain. Four Evil NPCs to use in your game and illustrated by Jay Penn.
"Cursed Concoctions" by Chris Coski is a collection of 7 new poisons/potions for evil GMs.  There is a random table of tavern names if you need a dive in a hurry.  The "Sullen Hagfish" has good food I am sure.
There is a lengthy article on doors.  With a nice font for the header.  Made this feel like a cool 70s Zine,  The article itself is a good one and a good read for GMs.
There is another longish article on random city encounters.
Like before, we end it with an ad (of sorts).

I am not as overtly enthusiastic about #5 as I was for #4; but there is a lot great stuff here all the same.  Taken as a body of work it is still fun and still gives me that same thrill that I got when discovering Zines in the 80s.

The Manor #6
AKA the Issue with the Halfling with the Epic Pimp Hat.
The Manor #6 is back to 28 pages and jam packed by the looks of the Table of Contents.
The first adventure/setting is "The Brothel at Wargumn". It might be a little to risque for the youngest gamers, but it is sure a lot less risque than things I was reading at the time when zines were popular (70s and 80s).   Easy to drop this into any game, any world or even any town.
The Guard class is next. It would not be right unless a new class showed up every now and then.  I am not sure that this class adds anything above and beyond say a dedicated fighter, but it still looks solid and looks like it plays well.
"Getting from Point A to Point B" is an interesting addition from Ken Harrison.  It details three portal traps/puzzles of getting from A to B in a dungeon setting.  A great little addition to any dungeon where a magic-user may want to keep something hidden (Point B) but still need to get to it time to time.
"Witches of the Dark Moon" is a great little one-shot written by Tim Shorts himself using a lot of elements he had at his disposal.  This includes using my own Witch Class for the witches.  You don't need my book to play this, but it does add a little extra to the mix.  Consequently this one shot also does the one thing my witch DIDN'T do well and that is provide a ready to play adventure for witches.  The adventure it self is a lot of fun.

The only "ad" at the end is one for a the Manor Compilation of issues #1 thru #5.  Now I do want to point out. I LIKE the ads at the end. I do. It gives the Manor a nice zine feel and reminds me of reading the Owl & Weasel or older White Dwarf magazines.

The Manor #7
This is the newest one on the batch (for now) and it shows.  The evolving layout and feel of the zine gives it a nice organic feel.  I love the PDFs, but this issue makes me want them all in print form too.
The other big difference here is that creator Tim Shorts is only the editor of this, he has no content of his own in it.  I am taking that as a sign of good growth.
"Boltswitch's Mobile Potion Emporium" by Boric Glanduum is a great throwback to the traveling snake-oil salemen of the previous turn of the century.   Whether his potions work is up to the GM I guess, but I like the idea enough to steal it!  I hope he has some Guards from Issue #6 to protect him.
"The Skinwalker (Coyote)" by Joshua De Santo is a Native American feeling lycanthropic class for S&W.  It looks fun, but leaves me wanting more to be honest.
Chris Coski is back an he has a number of magical mirrors in "Mirror, Mirror".  His penchant for alliteration is amusing, but it could have gotten tiresome quick.
A couple of smaller adventures are next. "Trouble Down the Well" by Simon Forester and "Horrid Caves" by Garrison James.  Horrid Caves is the larger of the two. It has some new spells and a couple of new monsters.
Rusty Battle Axe brings us some Mind Flayer art and an Illithid haiku.  Two words that I have never used that close to each other.
We end with an ad for Tenkar & the Badger's OSR Radio podcast. Though no URL is provided. Here it is just in case, http://www.tavernradio.com/.

All in all these are great additions to your gaming library.  Take them, cut them up and paste the bits you like into your own notebook and run with it like it was 1981.


Tuesday, October 7, 2014

Review: Calidar, In Stranger Skies

Calidar, In Stranger Skies is the latest gaming product from former TSR writer Bruce Heard.

If you have been on the internet or follow any of the news surrounding Kickstarter or Mystara then you should have certainly heard about Bruce and Calidar.

If not here are two brief introductions:
http://bruce-heard.blogspot.com/p/a-word-about-calidar.html
http://bruce-heard.blogspot.com/p/where-can-i-get-calidar.html

Calidar is exactly what I expected it to be.  Thankfully I expected it to be awesome. It is a real treat reading this.  In a sea of "grim dark" settings Calidar brings back magic, fantasy and adventure to "D&D" and any game you care to use it with.

But that is getting ahead myself.

This book is designed for Pathfinder, at least is says so on the cover, but please do not let that stop you from using this with any other "D&D"-like game/system you own or play. In the majority of the book is system neutral.  The book is even a fair amount setting neutral, which might sound odd about a setting book, but you could put The Great Caldera on any world's polar region and then drop that world into the Calidar Universe with only a little work.  But that would get rid a lot of great stuff...

The first 40 or so pages set the stage of what is possible with this game with some game-related fiction. Now normally I dislike game fiction and tend to ignore it.  But this one deserves a read since this is different than what you might be used to doing.  A large part of the sense of wonder for this new universe is setup here.

Up next is the Calidar Universe.  Oh where was this book 25 years ago!  Immediately I am taken back in time to my aborted attempts to bridge Traveller and D&D.  This book does it and does it so well.   The "Solar" system of this universe is the Soltan Ephemeris. Nice!   Mine was Sol Invictus.  Not a surprise really. I loved Bruce's work back in the day and I am certain we drew on similar sources.  But alas that is as far as I got and Bruce kept on going at, well, light speed.  Other planets are detailed such as Draconia (wonder who live there?), Lao-Kwei (a Mars-like planet), Canis Major (no relation to the Constellation) home of the Dog Headed people,  Felix Major (Cat heads of course) and Ghüle, a Pluto like dungeon planet of alien creatures and gods (ie mostly Orcs).  Calidar also has three moons where humans, elves and dwarve comes from respectively.  There is also an Asteroid Belt (The Fringe).

In addition to the normal races we have the aforementioned Dog-folk and Cat-folk and the Starfolk.  Starfolk are a catch-all race of aliens from other galaxies.  Little is know about them.  There are also the Fellfolk, or the natives of Calidar (aka Halflings).

Some Gods are also presented and I am sure there will be more.  Gods are manifestations of the souls of the heavenly bodies.   Interestingly enough there is an "American Gods"-like version of Odin. Here he is native to Calidar, brought by a group of Vikings stranded here. I like it.

Next Chapter deals with the World of Calidar itself. Various lands and countries around the Great Caldera.   Several countries are covered in a familiar Gazetteer style.  There is also a great historical timeline that helps set the stage for this world.

One land is covered in detail, the Kingdom of Meryath.  I can't help to feel there is a bit of "Glantri" in the roots here.  Nothing specific, just a feel.  Though I have to smile that name of the main island is the same as my current hometown ("Palatine").  Also detailed are the various NPCs you are likely to encounter; both heroes and villains. I do like that no race in particular is designated as a "heroic" or a "villainous" one. With the exception maybe of the orcs.  There is certainly a swashbuckling, high seas feel to these NPCs.
Guilds are detailed, and are likely to be more important in future works; books and adventures.  Finally we end the chapter with the largest city in the Kingdom, Glorathon.

Creatures of Calidar deal some of the unique creatures we can find here.  Mostly this is background text, no stats.

System Conversion covers the Pathfinder rules stats for both the characters and the new creatures.

Skyships of Calidar cover the ships of various sizes more moving about the universe.

The PDF has a few nice features.  The Maps are all index via bookmarks as is all the art.

Let's talk about the maps and art.
Thorfinn Tait is one of the main people behind the maps and cartography of this book. Thorf has been one of the big names in maps for sometime now. He has done a ton of work of the maps of Mystara, which is certainly how he and Bruce Heard know of each other.  The maps are a work of art and I love how planets and other objects are listed in "days of travel" on hexes instead of miles.  A nice little change that means a lot really. Great from a DM's perspective and easier to adjudicate from a narrative standpoint.

The art is also fantastic.  A nice cross between the style of Planescape, Spelljammer and 7th Sea.  Which, if you think about it, also describes this book pretty well too.

Calidar, In Stranger Skies is an awesome product.  It grabs you and makes you want to play in this world.  I am not sure what the plans are, but certainly I can see an OSR version getting produced or even a D&D 5.   But if not you could do it on your own with just a little effort (less if you know Pathfinder really well).

If you liked Spelljammer, the Known Earth Gazetteer series or the Voyages of the Princes Ark, then this is a must have. Really.

Personally I can't think of a single reason NOT to buy this.

I hope to post more about this in the future.
I have a strong desire to write something about a coven of witches that operate in Meryath.