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

Thursday, October 15, 2015

Review: Crimson Dragon Slayer

Purple, now Crimson. +Venger Satanis could have had a whole color theme going here.

Continuing with my reviews of the products of Kortthalis Publishing. Today I want to look at Crimson Dragon Slayer.

I had pretty high hopes for this one. I am part of his target audience, I enjoyed the 80s, enjoy a gonzo edge to my games, and I don't mind mixing my genres a bit.  I also don't mind doses of humor in my games.   But....well maybe I just didn't "get it" in this one.

I want to start off with the things I liked. The book is gorgeous and I am happy to see that VS is spending his money on art than say orgies dedicated to Cthulhu.  No idea though he might be doing both.  But the art is great looking in this book.  It is basically three varieties, the "Lovecraftian" art found in earlier products (ex. on p. 23), the sword & sorcery (p. 11) and the humorous (p. 14).  My favorite though is on page 4. The layout is fantastic and the character sheet on page 41 is a gem.  Plus that cover art. Really, really excellent.  If the arrt was a problem for you in his other products then take heart here.  There is nothing here that isn't PG, and dare I even say it, G rated.  Even the scantily clad barbarian and maiden on page 11 are still covered more than a swimsuit issue.

While reading this I am struck with how this is the RPG version of the Heavy Metal story "Den". In the movie a kid from earth is transported to a sci-fi/S&S world where he become a might thewed (and bald) barbarian.  Not a bad idea really, and something I could do more with than say Carcossa. But it is also riff on the Dungeons & Dragons cartoon.

The book itself is a bunch of house rules.  Again, this is what was advertised.  Many were hinted at in previous books. Some are good, many I have seen in one form or another elsewhere over the last 35 years.  A couple things jump out at me.
Infernal Elf: I have to admit I rather like this idea and it is something I have been toying with myself since listening to Kim Harrison's Hallows series.  In that book Elves and Demons are ancient enemies, but are a little closer than they would like.  This works right in with that.
Robots: Hmm. No. Not really my thing, but I get why it is here.

The chapter on magic is interesting and something I might adopt.  At this point I am imagining Thule as not some distant planet, but as a mystical island just south of Hyperborea.

There are some magic items, some notes on converting monsters and even a small cavern crawl.

All in all the book is fine, but nothing really extra special. Maybe I was expecting more or something different. I don't know.  I am not quite sure it lived up to my expectations of it.

Tuesday, October 13, 2015

Review: The Islands of Purple-Haunted Putrescence

Continuing my week of +Venger Satanis posts here is his next big one.

The Islands of Purple-Haunted Putrescence
Described as weird fantasy/sci-fi/gonzo, I also wondered if it was a subtle jab at "The Big Purple".
Let's start of with the easy stuff.  Yeah, some people are likely to get offended by this adventure.  That's not a bug, but a feature, as we say.  Typically anything done either to purely offend or go out of it's way to push an agenda is going to suck.  I get the feeling here that this is the sort of game he plays all the time.  The art is still more "Heavy Metal" than it is "Hustler" and there is a solid 80s vibe to reading it all.  Please keep in mind this aesthetic when reading; it is a guiding principle that fits the art and the game design.   I think in someone else's hand it would have come off as crass or even as complete shit, but VS owns this. There is an honesty here that can be respected.

This book is a campaign book/hexcrawl/sandbox.  The PDF is 110 pages and packed.  It would make for a gorgeous looking book and it would sit nicely on my shelf with my other books circa 1983.

VSd6: This is a new mechanic introduced for skill checks/ability checks.  He mentioned it has been influenced by 100s of other d6 based mechanics and you can see that here.   It is an interesting system and provides some nice dramatic elements to the game, but not something I am planning on using myself.

Darker Secrets: This book also brings over the "Dark Secrets" idea/tables from Demon Slayer.  So in some respects you can use this book as a means to "beef up" the Demon Slayer adventure, although you don't really need too.   Though adding in the changes to magic that this book does might be fun.

The Monk: This campaign guide also features a Monk class.  It is not too far from the AD&D1 standard, though not as much detail is given.

We get into the islands proper and are given some background; 20,000 years of background to be precise, but only in a couple of pages.  The interesting bits happened in the more recent past including turning the "Purple Islands" into a penal colony.  Yeah, no jabs here at all...

There is a lot going on with these islands and the worship of the Great Old ones is just a small part of it.  The wording of the monsters, settings and even location is basic or even vague enough to allow you to put this anywhere.  It feels kitchen-sinky enough to fit into places like Mystara (which has a little bit of everything anyway) but focused enough to give you hints that is part of a much larger world.   Though I do like the appearance of the Shiny Demon and a preview of "Alpha Blue".

There are pop-culture references galore here, and it is very obvious that VS pulled out every bit of fantasy, sci-fi, euro-sleaze horror and 70s metal he had at his disposal and threw it into a blender with plenty of purple dye.  It could have turned out to be a horrible mess, but it doesn't.  Instead we get a ton of options spread over three islands.

I have to point out, don't play this as a single adventure.  The purpose here really is not to clean out the island, but to explore it.  It's a great place to strand some PCs after an ocean-going adventure.

At the end of the book we are given new spells and new magic items.

In the Afterword VS mentions that this product should not be used in isolation.  I agree, again I think that this would make for a great semi-tropical island in Astonishing Swordsmen & Sorcerers of Hyperborea. The mythos are similar enough, or at least enough to fit together.  The only thing that would make it more perfect is if this book could be printed in 7.0" x 8.5" format to fit in my AS&SH box.

Not sure where or how I want to use this yet, but I know I really want to.

Sunday, August 23, 2015

Fantastic Heroes & Witchery Week!

This week I want to spend some quality time with Fantastic Heroes & Witchery and Dark Albion: The Rose War.

I have talked about Fantastic Heroes & Witchery a little in the past, but I have not put up a proper review.  With Dark Albion now out I figure it is a good time to look at both in detail.


I am rather looking forward to it.

Wednesday, July 8, 2015

Review: Leagues of Adventure

Leagues of Adventure is a Victorian Steampunk/Weird Science game from Triple Ace Games.  Though calling is "Steampunk/Weird Science" is selling it really short.  I actually have a lot to say about this game because I really, really like it.

Note: I am reviewing the hardcover and PDF versions of this game.  The hardcover is nice with a nice sturdy binding, full color cover with b&w pages and color inserts.  The PDF is the same and weighs in at 262 pages.

Leagues of Adventure (LoA hereafter) is the first Ubiquity game I ever purchased. I think what drew me to it was that it was very much a "Steampunk/Weird Science" game which was something new for me.  All my Victorian games tend to be Victorian/Magic/Gothic Horror games.  Ghosts of Albion, Cthulhu by Gaslight and even Victoriana are ones that spring to mind the quickest.  So this is a period I am intimately familiar with; one I really love and enjoy.

Maybe it is my read on it, or by design, but this game is more pulpy, two-fisted action than other Victorian games.  Sure it is not pulp to the level that Hollow Earth Expedition is, but the shared DNA is obvious.  Even a couple of the archetypes felt similar.  So if your idea of Victorian era fun is dark, smog soaked streets at night hunting a lone killer...well this game can do that, but it is also better suited to hunting down a rampaging elephant in the heart of the city let loose by a society with aim opposed to yours.   Or hunting down a secret cult planning on releasing a virus in the city.

Certainly one of the many inspirations for LoA is another League, the League of Extraordinary Gentlemen.   Indeed, the cover even invokes the movie a bit.  Hey. I know the movie sucked compared to the comic, but it was still big stupid fun and I enjoyed it.



If you are familiar with the Hollow Earth books then this is one is set up along a similar idea.  Though the chapter titles wonderfully worded and sound "Victorian".  A huge plus in my book.

The Introduction is the typical what is this game, what is roleplaying, what is that house, where does that highway lead to?  Sorry. That was the Talking Heads.  Not really needed by anyone reading my words here, but still nice to have.

Chapter the First: What Has Been & What is to Come, covers a history of events from 1890 to 1899.  Dates are listed, wars are discussed and various rulers of nations are listed.  Good background information for any Victorian game.  The best bit might be the "Who's Who" it includes a mix of real and fictional people of the Victorian age.  If you play any Victorian game or have a passing interest in this period then this list has a lot of familiar names.   Still, great to have.  My ONLY complaint about this chapter is that it would have been better served as an appendix.  It is just a collection of lists with no narrative or context.

Chapter the Second: Concerning the Nature of Character & Inherent Qualities.   I want to pause to really soak that title in.  I am a Victoriana geek. I love that, sounds like a scientific paper that would dabble into meta-physics.  But all that aside this is the chapter on character creation.  Moreso than HEX this game is focused on Nationality because, well surprise, the Victorians were.
Since LoA is a complete and contained game, the full character creation rules are present here. This is good since the archetypes and motivations are slightly different.  Primary and Secondary Attributes are the same with the same point spread. Skills are given the same point spread as HEX but the skills themselves are slightly altered. Talents are also present with more of a Victorian flair.  The focus here is very much the "everyman" adventurer.  Sure having money or connections help, but these are slef-made men and women. So no supernatural talents just yet.  Under Resources we get to real meat of this game.
Characters are expected to be part of a League.  It is a great way to get dissperate and often unimaginable types to real Victorians of people together to adventure.  Each League can even have a wealthy Patron to provide the gear and expenses.   There are a number of clubs and leagues presented.  All with different hooks, skills and motivations.  It really is a cool way to get beyond the "you meet in a pub/bar/inn".  My faves are the Fenian Society, The Hollow Earth Society and the Temporal Society.  There are lots more, but making a new one is a breeze.  Hellfire Club anyone?  Actually this looks like a good way to introduce one I have played around with in the past, The Order of Lincoln's Ghost.
What follows are the color insert pages of the stated archetypes.  We got another Big Game Hunter here too, but it is interesting to see the differences between the LoA and HEX versions.
One minor nitpick...There is a pioneering Aviatrix. Yeah I know in a Victorian game a woman would never be around a plane, well that doesn't concern me (watch the Hayao Miyazaki movie "Porco Rosso" and then we can all stat up spunky girl airplane pilots).  No my issue that the first plane flew two years after Victoria was dead.  Ok, Ok this game also has a "Temporal Scientist" in it.  So my nitpick will fall on deaf ears.  I fix this by just setting my game in 1901.

Chapter the Third: The Mechanisms of the Known & the Unknown.  AKA Game Rules.   Here are introduced (or reintroduced) to the Ubiquity game system and dice.   I appreciate simple mechanics in my games and Ubiquity really is about as simple as you can get it.  Check your dice pool, roll the number of dice and add up the successes.  This works great with the pulpy-style of HEX. In LoA you get a more action-adventure orientated Victorian game.

Chapter the Fourth: Fisticuffs, Firearms & Falling With Grace.  or Combat.  Again. Love these chapter titles.  This is our combat chapter.  Truthfully if you have read and understand Chapter 3, then this is the logical extension of that.  There are other issues, but really it reads smooth and easy to follow.

Chapter the Fifth: Trappings, Necessities, Weapons & Conveyances.  Equipment.  Like it's older cousin this chapter has huge list of equipment.   I am pleased to see that the prices are given in British Pounds, schillings and pence (as any proper Victorian age game should) but also there is a listing for cab fare.  Read Sherlock Holmes sometime; the many kept several cabbies in business all by himself.

Chapter the Sixth: Of Physics & Metaphysics.  Ah. The chapter on steam punk weird science.  We start with what is the most important for this game; Inventions.  The Victorian time is often seen as a time of wild inventors, well you can do that with this game. The invention creation rules are really fun and simple. We follow with gadgets (smaller items), weapons, vehicles and moving on to the "living creations" aka your Frankenstein's Monster.  There are plenty of sample inventions to give you ideas or at least an end goal.  I say as a GM don't make an Ornithopter available to characters just because you have the stats for it.  Make them invent it.

Chapter the Seventh: A Guide to Navigating the World of Adventure. or the setting.  We start by talking about the style of the game.  Will it be gritty, adventurous, pulpy or cinematic.  There are tips on how to do all of these.  Personally for this game I prefer the pulpy action.   This chapter also covers adventure ideas, goals and hooks. All of this against the backdrop of a world during the turn of the 19th Century to the 20th.  The "modern" world is coming.
This also includes guideline on creating a "Villainous" league.  Every Justice League needs a Legion of Doom.  A few detailed examples are given.

Chapter the Eighth: Of Travel & the Unseen Marvels of the World.  The is the world overview for LoA.  It is a pretty healthy chapter too.  Lots of places are covered from around the world, both known and mysterious.  As well as factual and fanciful. I found this to be fascinating reading to be honest and really it makes this book worth the price to any GM running any sort of Victorian game.  It may or may not be compatible with what other game you are using but the ideas are a gold mine.

Chapter the Ninth: Stalwart Friends & Fiendish Adversaries.  The chapter of Mooks, NPCs and some creatures.  We get some generic mooks, "Thug", "Cultist" and so on as well as some named NPCs. Notable, Col. Sebastian Moran and James Moriarty of the Holmesian Canon.  Lo Peng, Dr. Moreau, and The Mad Monk.   For monsters we get a nice collection; Intelligent Apes, Gill men, and some dinosaurs.  We round it off with some normal animals.

There is a list of Recommended Reference Materials.  A Character sheet and a good index.

What can I really say about this book.  I am inordinately fond of it.  There is no magic worth a damn in it (normally a deal breaker) but I still enjoy the hell out of it.  There is a feeling in this game I can only describe as the "Thrill of adventuring".  In Ghosts of Albion people adventure because there has been some terrible murder or other crime committed by magic. In Cthulhu by Gaslight it is because of some terrible, unknown horror lurking in the shadows. In Leagues of Adventure the conversation is more like this:
Scientist: I do believe there are dinosaurs in the Amazon.
Big Game Hunter: What's that you say? Geeves, pack my trunks and guns we are going to South America!
Aviatrix: No too much, I am still working the issues out of my airship.  Better just take the guns.
Big Game Hunter: I like the cut of your gib girl! Geeves, just the guns then!
Scientist: There is a chance that the Explorers Club might beat us to it.  Though their scientist was at University with me, he can barely read ancient cuneiform let alone a map.

This is a game about big adventure. Frankly I get excited every time I open the pages.

Later I want to talk about using this game along with other Victorian era games.

Tuesday, July 7, 2015

Reviews: Hollow Earth Expedition Supplements

Today I want to go through some of the supplements for Hollow Earth Expedition.  Each of these adds something I think necessary and needed to the game.

Secrets of the Surface World
I won't lie. I really, really like this book.  I am reviewing the PDF at 167 pages.
Secrets of the Surface World is the guide for all characters really.  There is a lot going on *on* the Earth without ever having to go *in* to it.
Chapter 1 covers Characters. Here we have a host of new archetypes, motivations and skills for your characters.  The big add here is the inclusion of Martial Arts and Brawling skills. So now you can make your own "Kwai Chang Caine" character.  Though for me the jewels are in the Talents.  Here we have Magical Aptitude and Psychic Ability.  Personally I think these should have been in the core book, BUT I do see why they are here.  HEX is really more about science, or more often SCIENCE!, and magical powers don't really help that.  But I am sorry I just love to see magic in my games.  Don't worry, fans of Weird Science have plenty to look at here as well.   There are more Resources as well.  Flaws are also covered, but so are Severe Flaws.  These are obviously worth much more.   We are also given Mental Flaws.  Plenty of Role-playing fun with these.
Chapter 2: Supernatural Powers is why I got this book to begin with!  Yeah, I like a certain kind of game and this chapter turns HEX into that kind of game for me.  The Supernatural powers are divided up into Psychic Abilities and Magic.  The system is pretty straight forward to be honest.  Psychic abilities are divided into various talents, each one must be purchased separately.   Magic is a single talent, though there are different Traditions, and a skill.   Spells and Rituals must be uncovered or found.  Not a lot of magical traditions and spells are given, but there is enough for me to take it and run with it.
Chapter 3 Secret Societies continues where the HEX core left off.  Everything from the Thule Society to the Mafia are covered here. Like the core some NPCs are also presented here. My favorites are Aleister Crowley and Edgar Cayce. It is a great contrast to see the two different supernatural styles together.
Chapter 4 The Surface World covers more parts of the world not touched on in the core book.
Chapter 5 T. F. Arkington's Lifestyle Emporium covers more gear.  A lot more gear.
Chapter 6 Weird Science.  I said there was going to be more for the fan of Weird Science and I meant it.  Want to send giant Nazi mechs against your characters? Ok. We can do that now.  Really.
Chapter 7 Vehicle Combat continues the material from the Core book. Though more detail is given. In truth you might not ever need this chapter since the core covers it so well, but it is nice to know it is here.
Finally we end with a sample adventure Prisoner of the Reich.
All in all a satisfying book.  I can't help but think that some of this should have gone into the core book, but the magic stuff is so different than the rest thematically I see why it wasn't.   I got this for the magic, so I am pleased with that.

I have so many plans for this book.

Mysteries of the Hollow Earth
Like Secrets of the Surface World is for well, the surface world, this book is all about the Hollow Earth.  Create native characters from all over (under) the Earth.
Chapter 1 again deals with Characters.  At this point you know how this all set up.  New Archetypes include Barbarians, Beastmen, Guardians, Healers, Mystics, Natives, Outcast and Warriors.  One thing should be pretty obvious now, not only can you use this for a Pellucidar-like game, but it sets up a Barsoom game nicely or even a Conan/Hyborean Age game.  A Pulp game in a Pulp setting, how nice is that!  There are some new motivations, and plenty of new talents. There are also some new flaws.  This book feels more like a true supplement rather than a book of "left-overs"; some thought and research went into this.  I was reading through it all and mentally substituting things I had read from Edgar Rice Burroughs or Robert E. Howard.  That's a good sign.  Plus you can mix and match talents to create Panthermen, Hawkmen, Reptile-people (always a plus in my book) and dozens of others.
The pre-gen Archetypes are great.  The Amazon Warrior makes me want to play a Xena like game now.
Chapter 2 takes us back to Supernatural Powers.  We start with more details on sorcery including more modifiers.  We also are given Shamanism and Alchemy which is really cool.   This chapter plus it's twin in Secrets of the Surface World gives me no end of ideas.
Chapter 3 covers Natives. This is a great and fun chapter to be honest.  If anyone asks me why run a game in the Hollow Earth I am directing them to this.  It is an odd mix of Pulp, post-Victorian occultism and fringe science.  I love it.  I have seen other games take the same elements, but the assembly here is fantastic.  Is it the only way to do this? No, the same elements appear in many other games (Amazons, Atlanteans, lost titans...) but here it works rather nice.
Chapter 4 Beastmen covers the others living in the Hollow Earth.  Natives are largely human, beast men are something else.  The usual suspects are here; Apemen, Gillmen, Lizardmen, Molemen (natch), and Panthermen (or at least a cat-like humanoid race) but there are some great newcomers like the not often seen Hawkmen (should be more Egyptian in my tastes but hey, happy to see them) and some insectmen and the new for this genre Green Men which are more plant like.
Chapter 5 covers the Hollow Earth.  It includes some basics (healing, getting out) but mostly devoted to various locations.  Atlantis for example is here, as is El Dorado (the City of Gold), Shangri-La,  and Blood-Bay where the Pirates hang out.  That is enough to keep you going for a while really.
Chapter 6 adds a more monsters to the Bestiary.   There are more dinosaurs here (always welcomed!).  There are prehistoric reptiles that are not dinosaurs, such as the Archelon and the Plesiosaurus among others. The science geek in me appreciates the separation.  We also get a great collection of prehistoric mammals.  Giant insects, giant apes, and other creatures fill this section.  There is even a guide for creating your own creatures. Which is good, because the one monster I wanted wasn't there.  The book has plenty of pictures of Dimetrodon, but no stats.  I might have to make my own now.
We end with a sample adventure, Fate of Atlantis and an Index.
There is so much here that any half-decent GM could find hours and hours worth of game materials for their own Hollow Earth games.

Perils of the Surface World
This is a collection of adventures that takes the characters around the world.  Adventures are harder to review than games in general since the real proof in both is the playing.  Adventures only more so.  This book contains four separate, but loosely connected adventures.
Each one also contains some added crunch or rules to the game.  We get Faith and Miracles, Horror, Infection and Sanity, New Sorcery Rituals, Artifacts and Vehicles and lastly (what might be the most fun) some Martial Arts powers.
No spoilers, but if you need some ready to go adventures then this is the book you want.










Monday, July 6, 2015

Review: Hollow Earth Expedition

The Hollow Earth has always been one of those fringe theories that always sounded like a lot of fun in a game.   I loved the Jules Verne tale "Journey to the Center of the Earth" and the movie based on it.  My exposure to the idea for a game came originally from the old Mystara campaign set, The Hollow World.  Later I discovered the "Shaver Mystery" and the Pellucidar series.
While I know there is no basis whatsoever in scientific fact for a Hollow Earth, it is a lot of fun.  I have even contributed to a Hollow Earth book myself.

So it was with much excitement that I picked up Hollow Earth Expedition.
Full Disclosure: I did write a Hollow Earth book for a different publisher.  I avoided looking at or reading this book till long after my own ms was sent in.
Full Disclosure 2: I am reviewing both the Hardcover and PDF versions of this game.

Let's begin.  What is Hollow Earth Expedition?
HEX, as it is known, is the first Ubiquity powered game on the market (as far as I know).  The setting is "Pulp-era" which I have always roughly translated as the time between the two world wars.  Others might have a more nuanced view on this, but this has served me well enough.  If gumshoes walk the streets, Indiana Jones is still working at the University and fighting Nazis and cults then this is the time.
HEX is two things to me.  It is a new game system (Ubiquity) and a new game setting (Hollow Earth).  I will deal with each in turn.

The HEX hardcover is a gorgeous book. It is 260 pages, mostly black & white (which I want to address) and some color inserts.  The PDF is set up in similar fashion.  Ok, so the interior is black & white.  You know what else is? King Kong, Bela Lugosi's Dracula, Tod Browning's Freaks.  All the movies I associate with this era are in black & white as well.  Save for Journey to the Center of the Earth and Raiders of the Lost Ark. To me, along with the fantastic art, it  really sets the stage for the story I want to tell.   So giving the book "the flip test" ie just flipping through it, it has passed well.

Chapter 1: Setting sets us up for the rest of the book.  We learn a bit about the Pulp Era, the time; it;s 1936, the obligatory "what is Role-playing" section and a brief overview on the book.  Then we get right into it with the setting.  We start off with an overview of the last 25 years or so from the character point of view.  In particular I rather like the section on what characters would know and the speed of information in 1936.  Case in point, one of the films mentioned in the game, Becky Sharp, was considered one of the highest tech films made at the time. I can look it up and learn it was a landmark of cinema. I can even watch it at my leisure.  But not everyone in 1936 saw it, and not everyone or indeed most people knew what a landmark it was.  A lot of people knew it was special. It was color after all, but that was it.
The chapter continues with some great overviews of the world post WWI with WWII looming large and frightening on the horizon.  There is enough here for a game it's own right and indeed there are many games, good games, out there that never go beyond this.  But for HEX this is stage dressing.  The real setting is yet to come.

Chapter 2: Characters covers what you expect. Character creation.  This is where we are introduced to the Ubiquity system for the first time.  Character creation is a point-buy affair like many games.  In this though they recommend you begin with an archetype in mind.   Not a bad place to start really.  To me Pulp is about two fisted action.  So, and I mean this in the best possible way there is, the characters are often well...stereotypes.  "Big Game Hunter", "Gumshoe", "Silver Screen Starlet" and so on.  This is Pulp and here it works.  Not to sound to cliched, but the difference between a character and caricature is the player.  So choose that archetype and embrace it.  We are doing more next.  Next step is choose your motivation.  This is your character's reason for adventure. Quite literally their raison d'être.  Next are your Primary Attributes.  There are the customary six and you have 15 points to spread between them.  These are very similar attributes you find in Unisystem. They are even on a similar scale. The names are different for a few, but the translation is one to one.  Ok, to be fair, there is not of a lot things you would call these and it could be said that they are the same as D&D too.  So it gets a pass, but I am watching you Ubiquity!   Secondary attributes, which are derived.  Skills, which are bought with another 15 points. The max is 5 skill levels at character creation.  Like d20 (but unlike Unisystem) skills are tied to a particular attribute. You can then choose a Talent or a Resource and then a Flaw. A Flaw gives you a Style point.  You are then given another 15 points to spend on Attributes, Skills, Talents or Resources.
I don't mean to do this much, but "point wise" this puts a starting Ubiquity character right around the same level as a starting Unisystem character.  This is good if you like to move from system to system like I do.  (NOTE: I ran a Ghosts of Albion adventure using Ubiquity characters and system and it worked great.)
What follows are archetypes and motivations.  There is a lot here really and it works well.
Attributes are next.  Attributes are scored 0-6 with 1-5 as the range of normal humans, 2 being average.
Skills are discussed at length.  Ubiquity has 30 skills with some having many specialities.
Talents are something special about your character, so aptitude in a particular skill, or a natural ability.  Resources are something you have.
The section ends with the color pages of various archetypes.  If you are short on time you can grab one of these as a your new character.  There are plenty of great choices to be honest.

Chapter 3: Rules does exactly what it says on the tin. Covers the rules.  This is where we are introduced to the Ubiquity dice.  Now normally I shy away from games that require me to buy a another set of special dice.  But these dice are the most part just d8s.  Some are numbered a little differently since they mimic the rolling of 2d8 or 3d8 on one die.  The mechanic is simple.  Roll a given number of dice (dice pool) and then each even number is a success.  So in this respect you can roll anything, d6s, d12s, flipping a coin.  The number of sides needs to be even.  The successes are added up and compare to a difficulty level.  "Easy" would be 1 success, "Average" is 2 and so on.  Impossible is anything higher than 9 successes.
How many dice do you roll?  The number of points in your Skill or Attributes + Skill.  So if I want to check the authenticity of a scroll I could use Academics.  I'll say I have a 5 in that. Let's say I am a nerdy academic type (yeah real stretch I know) and I have specialization in this, I add +1 so I can roll 6 dice.  But say my GM has set the difficulty at 4.  I would need to roll 4 or more successes in order to pass it.  If I didn't have this skill then I base it on my Intelligence and then -2.  There are other modifications to my dice pool. It's sounds difficult but it plays fast.  There are also situations where I can "Take the average"; if a situation will result in a success 50% of the time the character can take the average and succeed. There is no style or flair in this, but not everything is a deed of derring do.
Like many simple mechanic systems it does fade into the background with play.
There are also degrees of Success and Failure. So if you gain 3 successes over what is needed then that is a "Major Success".  These extra successes or failures are typically role-played.
Style Points are also gained and spent here.  Style Points can be added to pools. You gain style points in various ways.  My favorite is "bringing the treats".  Hey. Every little bit helps.

Chapter 4: Combat covers a very specific sort of ruling of the rules presented in Chapter 3.  The basic mechanic is the same, but there are other situations.   This chapter could have been folded into Chapter 3, but I see why it is seperate.

We take a brief intermission for an Example of Play.  This is rather handy to be honest to see how everything comes together.

Chapter 5: Equipment covers all the gear and weapons your character needs.  This is a pretty robust chapter to be honest.  If you never play HEX but play other Pulp games then it is worth having a look at this chapter anyway.  The costs of weapons alone is very helpful.

Chapter 6: Gamemastering details the setting.  Ah if the previous chapters were the meat then this is the...well...other meat with more gravy. Ubiquity is a fine, but a system without a setting is an experiment or an SRD.  This setting is what makes the system shine.  They could have cleanly split the book in half at this place.

Chapter 7: The Hollow Earth covers the setting in detail.  There is a great mix of all the myths, legends and stories of the Hollow Earth here.  Regardless of your familiarity with those myths there is enough here to get you going and get you playing.  Let's be honest, you have always want to hunt T-Rexes while running through the jungle with a shotgun. Suspend your logical 2015 mind and take on an adventurous 1936 mind and load up.

Chapter 8: Friends and Enemies details what is going on on the Surface World and the Hollow World.  This covers the world and presents some important NPCs and their organizations.  Yes. You get to kill evil Nazi cultists and Interior Sea pirates.  If you are lucky in the same adventure.

Chapter 9: Bestiary is our manual of monsters. We have dinosaurs (and a proper Brontosaurus, no Apatosaurus), Ice age mammals, giant versions of nearly everything, sea monsters, and killer plants.  There are no "magical" animals or monsters; no dragons, no centaurs and the like.   This is 1936 and magic has given away to reason and to science.

Another break for a Sample Adventure.

We spend the last few pages with an Appendix on Pulp Resources and Inspiration.
Lots of great resources here including books on the Pulp Adventure Era. Yes, Lovecraft is present here, but there is not much in this game that is "Lovecraftian" as it typically defined.  This is a good thing in my mind.   Books get the most treatment.  Comic Books, Movies and TV series get lists.

There is also a rather good Glossary and Index.  There is a character sheet for your use as well.

All in all a great game.  I have played it a few times and it is really, really fun.
The setting is gonzo but without the crazy.  I could have a lot of fun with this.

The game sits nicely between Unisystem and Savage Worlds in terms of playability for me.  Though I will say that HEX does everything I wanted from Savage Worlds, it just does it better in my mind.

Tomorrow I'll talk more about Ubiquity and Unisystem and how I convert between the two.

Sunday, July 5, 2015

July is Ubiquity Month

This July I want to spend some quality time with the Ubiquity system.  This is a "generic" system that goes after the same sort of games and crowd that Savage Worlds and Unisystem target.
I tend to like Ubiquity a bit more than Savage Worlds, but a little less than Unisystem.

The Ubiquity System was created by Exile Game Studios for their Hollow Earth Expedition game.  It has since been used in other games by other companies.

These are the games I am going to be looking at in detail:
Hollow Earth Expedition RPG (Exile Game Studios)
Hollow Earth Expedition: Secrets of the Surface World (Exile Game Studios)
Leagues of Adventure (Triple Ace Games)
Space: 1889 (Clockwork Publishing)
Revelations of Mars (Exile Game Studios)

I am also working on a couple of NPCs to help feature some of the game rules.  A few I really want to do are Dracula and Sherlock Holmes.



When I first was getting into Ubiquity I started with Leagues of Adventure, which is like an alternate universe "Ghosts of Albion".  While in GoA magic is supreme, in LoA it is weird science and steampunk.   I like to think that every character in GoA has an LoA counterpart and visa versa.
In fact I ran my Ghosts of Albion: Dinosauria adventure under Leagues of Adventure with no problems.  I had to fudge the magic a little, but now I think I could a much better job.

I will talk more about Leagues later in this week, but suffice to say I am rather fond of it.

Hollow Earth Expedition is a game I knew I was going to love, but one I did not buy till very recently.  I was working on a Hollow Earth book for Battlefield Press and I didn't want it to enfluence me.  I am happy to say that the HEX book I picked up was both similar and very different than what I did.  It was obvious we drew from the same sources but went in different ways.

Space 1889 and Revelations of Mars were both Kickstarters I gladly backed.  I am not getting the PDFs buy am missing the hardcover of Mars at the moment.

All of these games together have given me a lot of ideas on various games.  One is one I have mentioned before, "1901: An Æther Space Odyssey".  HEX is firmly Pulp Era but LoA and Space 1889 are Victorian science fantasy.  I am going to take the median here and go with the dawn of the Edwardian Age as one of Space Exploration.  Despite the implied settings in Space 1889 and Revelations of Mars, I am likely to go more Barsoom with my my Mars; though I am leaving War of the Worlds open.

Looking forward to it! Hope you are too.

Wednesday, July 1, 2015

Baba Yaga

Been doing a lot of research on Baba Yaga lately.  Not only is she part of this crazy idea I have for a bunch of linked witch adventures, she has been a key, if background, figure in my games for years.

S5 The Dancing Hut of Baba Yaga
This is the official/unofficial continuation of the famous S series. I picked this one up because it was about Baba Yaga and my kids have gone through all the S modules now.
This module is for 2nd Ed AD&D and from the earlier days of that system.  I "feels" like a late 80s adventure instead of a mid 90s one (1995).  I think in part this has to do with it's origins and that the Roger Moore Dragon magazine (March 1984) article about Baba Yaga's hut was still on people's minds at the time.
This adventure is more plot driven than the other S series adventures.  Baba Yaga is more of a defined character than say Acererak or Drelnza.  In fact she is presented in much of the same manner as Strahd was in Castle Ravenloft.  Though there is the assumption that the PCs wont be so stupid as to attack her.  Could the right group do it? Sure, but that is not the fun of this adventure.  The fun here is investigating her magical hut and finding things that might be unique in your world.
The Hut itself is almost a mini-campaign world, complete with it's own rules of magic and control over the daylight and nighttime hours.
Each level of the hut is designed for different level of characters. It does recall some of the "funhouse" dungeons of the S series in terms of what is being offered but there is some logic applied to most of the rooms.  Others unfortunately feel like filler.
It is a fun adventure, but not one that really lives up to the S legacy or the potential of Baba Yaga herself.
4 out of 5 Stars

Folkloric - Baba Yaga, the First Setting in Rassiya
This 67 page book (minus covers, OGL and table of contents) is simply packed full of material for playing Baba Yaga.  First we have some background on the witch herself including stats. We are also treated to a number of NPCs that have entered the witch's stories over the years.  The book is written for D&D 3.0 edition, but the stats are so few that it could be easily used with any edition, or any game really.  And you will want too because there is a lot here.  This is book has guides to her hut, the lands that surround it, what happens to those lands and those that come into them.  There is even tips on role-playing the witch.
This really is an indispensable guide.
5 out of 5 Stars

Baba Yaga: Queen of the Wicked Fens
For 4th Edition D&D.  Good little Baba Yaga workup for any level/tier of play.
Lots of attention to the myths of Baba Yaga were paid attention to, but their could have been more.
The art is only ok, and I would have liked to have seen more of the magic items and stories surrounding her.
3 out of 5 Stars

LFNE Goodie Bags #2: Baba Yaga's Children
A supplement for the Little Fears Nightmare Edition game.  Little Fears has always been one of the games people talk about more than play in my opinion. Though that could just be my experience about not getting to play it as much as I like.  This book is 15 pages, but only about 9 of it is content.  Don't get me wrong, the art is great and really sets a good tone.  Baba Yaga's children are a "Creeper" or a child turned into a monster.  The monster in question of course is Baba Yaga.
I love the idea for LFNE, but I REALLY want to try this out in D&D and other games too.  The rules of Little Fears are easy enough that conversion is really a breeze.
4 out of 5 stars

Baba Yaga's Hut
This is not an adventure or a book but a papercraft model.  One of the first I have gotten from Fat Dragon.
This was an easy-ish little model to build and it really looks quite nice.  I love being able to display this with the minis while we are playing. When we are done with our Baba Yaga adventures then this is going on my shelf with my little witch minis.
5 out of 5 stars

Seven Leagues roleplaying game of Faerie
A lot of games take on faerie tales. A lot of games deal with the lands of faerie too. But this is one of the very, very few games that takes place in and about the land of faerie.  Seven Leagues is a simple game (mechanics wise) for playing in all sorts of faerie tale situations.  I say it is simple, only because the mechanics are. Roll a d12, add or minus appropriate modifiers and get a 13 or better for a success.
There are a few attributes, called Virtures (Hand, Heart and Head) and the rest are like qualities or Charms (in this game), "Strong as a horse", "Tough hide", "can't be hit" and so on.  You can play an ogre, a sprite, a magical tree or even a talking animal.  You also take a negative "Taboo".  Your high concept or class as it were is called an Aspect.
Browsing through this beautiful 126 page pdf I saw influences from Greek myth, Grimm Fairy Tales, folklore from all over Europe and elements they all have in common.
There is a heavy role-playing and story-telling element to this I really like.  You are encouraged, by way of your character creation, to get invested in your character.
Honestly this is a great game to teach kids or use it as a primer on how to run a Faerie-based game for any other system.
For the price it is a steal.
5 out of 5 stars

Lost Treasures: Curiosities from the Dancing Hut
This was written for the Fortune's Fool RPG, but is written in such a way that it can be easily adapted to any game.   This gave me some great ideas for using the D&D version of Baba Yaga's hut. Plus I also want to check out the Fortune's Fool game as well.
4 out of 5 Stars

Tuesday, June 30, 2015

Witches & Witchcraft Reading Challenge: June Reviews

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

Lots of books this month!

Harry Potter and the Deathly Hallows
All things must end...I started my reread of the Harry Potter series with much enthusiasm and I was rewarded every step of the way. But I was dreading this one.  Not because of the deaths or the loss, but because this was the end, no more Harry, no more Hogwarts, no more of the world that enchanted me and millions of others.
J.K. Rolwing is a genius. Pure and simple. While I thought some of her later books could have had a deft hand at editing I find in the end I would not want one line changed.  The best thing about this book, and the last one, is you really, really get a feeling of how and why Ron and Hermione got together and why Harry and Ginny are together.  The movies, as fantastic as they are, glossed over this subtle storytelling.
Every fan of fantasy needs to read these books.
Witch Count: Hundreds

Witches with the Enemy: A Novel of the Mist-Torn Witches by Barb Hendee
Book 3 of the Mist-Torn Witches series sees Céline and Amelie Fawe heading back into the land of their birth, Shetâna, to do a job for Prince Damek who once tried to have them killed.
Like the previous two books this one involves a mysterious murder, but the murders keep happening and it is soon obvious that no one is what they appear to be at all.  This one grabs you from the beginning.
Hendee is great at character development and it was nice to see Céline get some much needed growth and the spotlight for a while.  The previous book featured a lot of growth for Amelie.   I also like that the witches may have made a terrible new enemy by the end of the book.
The potential for this series really is unlimited. I would like to see some new powers or new nuances to their powers for the sisters, but I also see no end of their troubles.
I think what I like the most about this series is that both the two main female characters and the two main male characters are allowed to be strong when they can.  That is, one character or gender does not show strength at the expense of the others. They all have the potential to work as a greater team but finding their roles is the trick.  In any case there is plenty of more room for future character growth and that is exactly what I want in my series reading.
While these books are set in a fantasy realm of magic, witches, ghosts and even vampires these are solidly murder mysteries.  Can't wait for Book 4!
Witch Count: 3-5 (including hedge witches)

Baba Yaga and Vasilisa the Brave
The classical Russian tale of Baba Yaga and the brave young girl Vasilisa.  I actually read a couple of different versions of this tale over the month, but since they only differed by a detail here or there I am counting this as one.
Witch Count: 1

The Winter Witch by Paula Brackston
This one has all the elements I like. Welsh countryside, ancient witchcraft, new you witch coming into her power.  It just didn't grab me like I thought it would.  Now by the end of the book things had gotten better.  I liked the character Morgana and I liked how her magic worked.  The author is quite good really, I just found the pace a bit slow for my liking.  I think if I had not just come down from my Harry Potter fueled high I might have enjoyed this one a lot more.
Witch Count: 3

Books read: 18
Current Level: Crone,  Read 16 – 20 Witchy Books

Thursday, June 4, 2015

Troll Lord Games Sale, Part 2

Here is part two of some of my favorite Troll Lord Games products.
I know. I am gushing, but I really enjoy this game and wish I played it more often.

Castles & Crusades Black Libram of Naratus
Obviously I grabbed this one since it deals with darker magic and was part of the Haunted Highlands campaign (which I also enjoy).  There is also the cover which is a call back to the infamous Eldritch Wizardry of OD&D.
The first part covers necromancers and necromancer spells. This includes a way for normal spell casters to gain a level of Necromancer. A nice little add on for any CK really.
There is also a great spellbook in here called the "Grimoire of the Witch Queen" that makes the whole book worth it to me all by itself!
That's the first half of the book. Later we get into Ritual/Sacrificial magic, magic items and some new monsters.  Given the types of games I run and the magic I like to have this is a "Must Have" book for me. The book is a tight 38 pages.  Covers, title/ogl page, so 35 pages of solid content.

Castles & Crusades Book Of Familiars
I love playing magic using classes. I also love having familiars.  Nothing it more iconic that a witch and her cat or a wizard with his owl. Or a necromancer and a floating skull!
This book covers the basics; what is a familiar? How is it different than an animal companion?  What does it do for a wizard?
We move into a number of familiar "abilities" that a caster can use.  Now these look an awful lot like feats from 3.x. That is no shock, this book began as a d20 supplement and this is the new C&C version.  That is fine, they have been reworked and it works well here.  Don't think of them as feats really. Familiars also get a few special abilities themselves.  A lot of these are true special abilities and set the familiar off from the rest of animal kind.
We get a list of "standard" familiars and the benefits they grant. We also get "Greater" and "Supreme" Familiars.  Pretty much anything can now be a familiar.
If we wanted to just talk about basic familiars we could stop here.  But we don't.  Next chapter deals with the familiars Assassins can get. This is followed by a chapter on Barbarian familiars and special mounts.  This is includes an awesome bit on Totem Spirits. Buy it for the wizards, keep it for the barbarians! (and we are only 1/4 of the way through!) This is followed by chapters for Bards, Clerics, Druids, Fighters, Monks, Paladins and Knights, Rangers, Rogues, and finally special ones for Wizards.
We get 12 pages of new animals and 25 pages of new monsters.
We get 2 pages of new spells and 4 of new magic items.  All in all 210 pages. Pretty nice really.

Castles & Crusades Night of the Spirits
I LOVE Halloween themed adventures.  This one comes from Brian Young who also gave us Codex Nordica and Codex Celtarum.  The adventure takes place in the Codex Celtarum version of the world over three days of Samhain, or Halloween to you heathens.
The veils between the worlds are thin and there is every chance that fae lords and lady or even th Lord of the Dead himself will make an appearance.
Personally I am a little jealous of this one.  It features the machinations of a Dark Druid. I ran something similar myself many years before. I am jealous because this one just oozes style and creepy atmosphere.  The adventure is not long.  It could be played in a couple of sessions or a longish one on Halloween night. Start at 6:00 or so and you can be hitting the end of Act 3 at Midnight.
Honestly. There is so much I love about this adventure I kinda want to blame Brian Young for hiring clairvoyants to get exactly what I wanted out of my head and on to print.
It is that good and I hate him forever for it.
(not really...but maybe a little bit)

Castles & Crusades The Goblins of Mount Shadow
Another Celtic/Fey themed adventure for characters 1st to 5th level.  This time they have to deal with the rise of the Grey King (who I really, really want to call Jareth).  The book is 26 pages with the artwork you come to expect from Troll Lords.  Also written by Brian Young this adventure feels like someone should be playing uilleann pipes in the background.  I love that C&C can effortless emulate old-school D&D, but these adventures take to someplace new...or rather someplace old. Someplace that is a little darker.
This adventure is simple enough (as it should be) but it also might be more difficult in terms of the challenges faced.  Granted life in Celtic, even pseudo-Celtic, times was supposed to be harsh.  I would say have the characters start at 2nd level instead.

Castles & Crusades A Druid's Lament
A nice little adventure that can be played in a single session.  While not specifically tied to the Celtic world of Codex Celtarum, it does work well with it.  It is an introduction adventure so there are many of the tropes of that, but that is fine. It works here.
If you have an afternoon and couple of bucks then this is a great choice.

Castles & Crusades The Giants Wrath
Another Celtic-themed adventure featuring some classic Irish and Welsh monsters and situations.  Giants used to populate the lands but now men do.  Some of those giants are not happy about it.
This adventure is 26 pages and can be played in a couple of sessions.  Be warned though, it is a tough one given that there are a large number of giants to fight.  Characters should be strong and the party should include a fair number of fighters and rangers.  A wizard would help too.
This adventure also makes for a good bridge (somewhat literally) between the normal fantasy of C&C to the Celtic-fueled darker fantasy of the Codex Celtarum.
Also a good way to introduce the lands of faerie to new players.

Magnificent Miscellaneum Vol. 3
These books are a collection of various items for use in C&C by James Michler.  Vol. 3 includes a couple of new artifacts, about a dozen new "White Box" menaces (monsters) and finally (and why I bought it) 3 new druid spells.

Magnificent Miscellaneum Vol. 4
These books are a collection of various items for use in C&C by James Michler.  Vol 4. has to offer five new artifacts/magic items and 10 new White Box style monsters.

Still have more to look at.

Troll Lord Sale

Troll Lord Games, makers of the amazing Castles & Crusades and Amazing Adventures is having a sale this week till Sunday.

I really, really like Castles & Crusades. There is so much going on in that game that I just love.
D&D 3 mechanics, AD&D feel and as streamlined as D&D 5.  Or, rather...D&D 5 is as streamlined as C&C!

This sale is crazy. There are some serious deals here and I am loading up my cart now.

Here are a few of my favorites.

Castles & Crusades Players Handbook 6th Printing
Read my review here.

Castles & Crusades Castle Keepers Guide
Read my review here.

Castles & Crusades Monsters & Treasure
This is the main monster and treasure book for C&C. Here you will find what I call the "classic" monsters from the great Monster Manual. If you are familiar with 3.x then these are all the monsters from the SRD in C&C's format. There is plenty of new text here though to make this more than just another SRD-derived book. Like all the C&C books the art and layout is great. I have the physical book, the pdf and a printout of the PDF and all read great.

The Castles & Crusades Monster stat block is a nice combination of Basic's simplicity, 1st AD&D's comprehensiveness, and some 3.x style rules. Saves are simple (Physical, Mental or both), AC is ascending and there is a "Challenge Rating" stat and XP all factored in. Honestly it really is a synthesis of the best of D&D. Grabbing a monster from another source and converting on the fly really could not be easier.

This book though is more than just a monster book, all the treasure and magic items (normally found in a Game Master's book) are here. This is a nice feature really. One place to have your encounter information.

Castles & Crusades Classic Monsters The Manual
A fantastic collection of monsters from the original Fiend Folio, Monster Manual 2 and various publications. All revised to be used in in Castles & Crusades. Not a "must have" book, but certainly a "you will really, really want it and kick yourself if you don't get it" book.
It is a fantastic edition to my C&C collection and I am very glad I bought it.

Castles & Crusades Tome of the Unclean
A collection of fiends, demons and devils for C&C (and any SIEGE Engine Game like Amazing Adventures).  At 38 pages it focuses on some of the classics of fantasy RPGs. There are not a lot, but there are enough new creatures and unique devils to make this worth anyone's while.
Personally I would love to use this with Amazing Adventures.  Faustian bargins against a backdrop of 30s pulp noir is just too tempting not to do.
The creatures each get about half a page of stats and description along with art.  Just because you know these creatures from other games don't assume you know them for this one! Actually, go right ahead and assume. That makes the game that much more fun for the Castle Keeper!
If I had a criticism it is I wish the book was larger.  There is enough material out there for a book 4 times this size.

Castles & Crusades Of Gods & Monsters
A collection of gods and monsters from various myths and legends. It immediately reminds you of the of Deities and Demigods, but it is closer in format to the earlier Gods, Demigods and Heroes.

The myths are well represented, though there are a few oddities. The Greek and Roman myths are separate and the demi-human myths could have been left out.

I did like all the new spells for clerics of the various gods. That was a good touch.

Castles & Crusades Codex Celtarum
All my C&C games have a Celtic feel to them.
Read my review here.

Castles & Crusades Character Reference Sheets
Sheets specifically designed for Castles & Crusades. Plenty of room for all your equipment, information and spells.
I like that they are a nice combination of both modern functionality (3.x era) and old-school sensibilities (AD&D).  Diving the sheets up by what ability the characters need (Strength, Dexterity, Wisdom) is a nice call back to the old "golden rod" sheets of a bygone age.
Yes you can find sheets on the web for free, but these are worth the price.

Amazing Adventures!
My favorite Pulp-era game.
Read my review here.

Amazing Adventures! Manual of Monsters
I won't lie.  I LOVE Monster books.  They are to this day one of my favorite things to buy for any game.  The Amazing Adventures Manual of Monsters manages to give me monsters I have seen before, but with a whole new take.  I mean a mummy is a mummy right?  Well...your old monster book won't tell you how it reacts when you fire your .38 into it.  But beyond that this book also has a lot of new monsters.  Enough to make it worth while in my opinion.
Also as an added bonus feature is an appendix of monsters from different countries.  So fight that Kelpie on it's native soil.  Or tangle with the machinations of the Greys.
If you play AA then you need this book.

Amazing Adventures Rise of the Red God
GREAT adventure for Amazing Adventures.  Maybe I should have said amazing.
But seriously this adventure has it all. Exotic locations, cults, demons, two fisted/high calibre action.  Even an ancient text to be found.
But more than your lives are stake here. You sanity or even your soul will be lost.

I have had the pleasure of running this under both AA AND Castles & Crusades (converting from Pulp to Fantasy) and both times it worked out great.  So even if you don't play AA (and why aren't you??) then you can run this with some thematic tweaks (and almost NO mechanical ones) with Castles & Crusades.

Part 2 later on today.  I just bought a bunch of stuff myself!

Monday, June 1, 2015

Magic Girls Monday

A couple of products came up on my radar. Since I had some credits burning a hole in my pocket over at RPGNow I figured I'd pick them up.

These games are all of the "magical girl" type in one way or another. So if you like stories like W.I.T.C.H., Sailor Moon, or even Steven Universe then these are good choices.  The systems under the hood is different in each case, but there are some familiar names here.

Star Sailors: The Magical Girl Supplement for White Star RPG
Oh, this one is a fun.  This little book (11 pages, including cover and OGL) is packed full of great material.  Basically this presents a Magical Girl class, the Star Sailors.  Each level the Star Sailor gains a "Heart Power" of a different color. Very cool.  They also get a "Starlight Blast" that is blasted out of her "Star Sailor Starlight Wand".  I know this all sounds silly, but trust me, this is exactly the sort of thing you would see in a Magical Girl show or book.  I also love how each power has a catchphrase.  I would totally make my players say these to activate each attack.
The powers are described, with effects. Also some background on the Starlight Entity.  The sailors also can have mascots, aka pets.
There is also a great monster/big bad for the sailors to fight, the appropriately named "Gloom".
While the book is overtly for White Star it includes some ideas for Modern Times and S&W.
Really, really fun.  The art also really fun and appropriate.
Don't like Magical Girls?  You could, with minor tweaking, turn this into a Green Lantern like organization.

Witch Girls Magical Minutia: Crossover
This book for Witch Girls Adventures previews a bit of the rules we will see in WGA 2.0 and the upcoming super hero games from Channel M. WE are introduced to Nemsis Earth, an Earth populated by superheroes and some differences in history.  Chapter 1 covers the details of this new Earth and it's features, both magical and tech.
The book is presented from the point of view of a Witch Girl travelling across the dimensions.
There are plenty of new equipment for Witch Girl stars and even a new heritage (Half-Metahuman).
Chapter 3 covers Channel M's new "Youthquake" team of superpowered teens.
The general feel of this "Crisis on Two Earths" and honestly I really like that. I wish I had had this back when I was working on Season 3 of my Willow & Tara game where I crossed over to a super powered Earth that resembled the Earth int he DC universe.  While reading this I was also wishing I had an Icons version of this.  Same ideas, characters and text, but Icons as the rules.  They would mesh together rather nice I think.
If you are a fan of supers and Witch Girls Adventures then this is a good buy.
One issue. I hate to bring this up, really. I love Malcolm's work but he should really hire a good proofreader and editor to help clean up his work.  That leaves him to focus on the big ideas and let others do the editorial work.

Sparks of Light
At 110 pages this is the largest of the books I have picked today. No surprise, this is a complete system-sort of.
Sparks is a light hearted game of Magical Girls. I uses the Fate system, but it can be used as a guide for any magical girl game regardless of system.
I think the most important thing about this book is how do the characters relate to each other and too the NPCs.  This is the key feature of any magical girl story whether or not it is Sailor Moon, W.I.T.C.H., Cardcaptor Sakura or even Charmed.  It is the relationships that define the character.  Take someone like Tuxedo Mask from Sailor Moon, he is (let's be honest) useless. But he does have relationships to the rest of the cast and that makes for drama.  Would it make for a good game? No, maybe not, but consider Angel in the first season of Buffy. He was basically Tuxedo Mask.
I also really liked the Hope Points mechanic.  Magic Girls rarely see last death or injury (Sailor Uranus and Sailor Neptune not withstanding), so hit points don't really make a lot of sense.  Plus the Darkness is not about killing really. It's about snuffing out the light or hope of the heroes.
In this respect it might make it a better game for little kids.  Don't get me wrong, I have played D&D with grade-schoolers and they are a vicious, blood thirsty lot. But they don't have to be.
If you like Fate then is a good game to try out, especially given the price.
If you like Magical Girls then this is a must buy (even if some of this is covered in other books as well).

Personally I think Sparks of Life makes for a great addition to Star Sailors.  Get both books and use them together. Star Sailors for the basic game and ideas and then Sparks of Life to expand on them.

Sunday, May 31, 2015

Witches & Witchcraft Reading Challenge: May Reviews

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

Lots of books this month!

Harry Potter and the Order of the Phoenix
One of my favorite of the Harry Potter books in what is arguably Harry's worst year ever.  This is the book that gives us the evil, awful Dolores Umbridge.  This book drips with so much teen agnst. It is also the book that when I first read it I realized the J.K. Rowling was no ordinary author and I moved her right into "Genius" territory.  She captures the feelings of these 15 year olds so perfect that she made it look like it was effortless on her part.  The magic went to wayside and the focus was on Good vs. Evil.   The scenes of the DADA courses vs. the Dumbledore's Army ones are pure genius.
We are also introduced to the character of Luna Lovegood.  Honestly I forget we only knew her in less than half the books, but she became such an integral part of not just the Harry Potter universe but also the tale themselves. Was this JKR's plan? Introduce a character so well loved (Luna) in the same novel as one so universally hated (Umbridge)?  I think so.
I will also add this.  This book improves with the second reading.
Witch Count: Hundreds

Harry Potter and the Half-Blood Prince
Also another favorite.  I think this book has the most deviations from the movie.  I had forgotten about how much Harry had thought about Ginny in this one. They ended up together for the last month of the book as well.  I think this book is such an integral one because it is almost Shakespearean in tone.  Harry's best year ever at Hogwarts crashes down on him in the worst possible way.  He is treated more like an adult in this one too, only to have face all his issues as an adult.
Even though I know how the tale ends I still can't help but hating Snape in this.  I remember the first time I read it I was screaming at the book, shouting "I knew it! I knew Snape was a traitor."  It is the sign of a true craftswoman that JKR can still get such thoughts from me now.
Can't believe I only have one book left!
Witch Count: Hundreds

Weiser Field Guide to Witches, The: From Hexes to Hermione Granger, From Salem to the Land of Oz (Weiser Field Guides) by Judika Illes
A fun book that discusses all sorts of witches.  The mythical, the historical, the new age region to Harry Potter and Charmed.
Each section covers something a little different.  Say Witches in Literature (Harry and Hermione are here), Movies and TV (find the Charmed Ones here).  Even historical witches like Agrippa, Marie Laveau and Merlin (is he historical?).  Doesn't go in depth into any topic, but it says time and again that it can't. But it does cover a lot of topics.
Witch Count: Hundreds




Witch of Death by Chrys Fey
Great short story introducing Liberty "Libby" Sawyer, police detective and witch.  When murders with no means of explanation begin to happen it is up to Libby and her new partner Det. Reid Sanders to figure out who or what is causing them.
I will have some more from Libby and +Chrys Fey next month!
Witch Count: Two



Books read: 14
Current Level: Mother, Read 11 – 15 Witchy Books

Thursday, May 21, 2015

PWWO: Wildstar Corvette + OSR SciFi Games

During my brief foray into scifi games in the 80s I had managed to create one thing, the FTL Lucifer.
The Lucifer was a Corvette class spaceship, small, light but deadly.  The historical Corvette was also a class of small war ships just larger than a Frigate. It had a small crew of officers (aka PCs) and enlisted personnel  (hirelings).  It is a perfect vehicle (pardon the pun) for a game.
A good friend of mine drew a picture of a ship for me and it was perfect.  Well....it was perfect because it was what I used and was fond of the drawing.

I lost the drawing years ago, but I kept the Lucifer.
Over the years I expanded on it and wanted to use it in a Star Trek game that never got going.  It was the first in a line of ships all named after devils in various myths.  So there was the Baalzebul, the Fek'lhr and the Kosst Amojan.

Recently I discovered Wildstar Class Corvette/RPG Battle Maps by Wydraz.
It's not perfect, but it is really, really close.   These maps are largely system free, though there is a solid hint of both d20 and Star Trek influences.  That is fine by me.

Since I am unlikely to recover the original drawing of the FTL Lucifer, this is a good substitute.
But this only gives me the basics;

Length: 340'  (104 meters)
Beam: 230' (70 meters)
Height: 80' (25 meters)
Tonnage: 18,000 (16,300 metric tons)
Cargo Capacity: 2,000 tons (1,815 metric tons)

Main Batteries: 2 dual plasma cannons
Crew Cabins: 4 Officers Quarters, 20 double crew cabins
2 Shuttles, 10 Escape Pods.

Nice little ship.

But to use it a game I will need some stats.  Thankfully I have some games I can stat it up in.
Let's see how it Plays Well With Others.

White Star
+James Spahn
The FTL Lucifer
Corvette Class Warship

ARMOR CLASS: 2 [17]
HIT POINTS: 100
SHIELD STRENGTH 10
Movement 9
TARGETING +1
ATTACK Dual Laser Cannon x2 (4d6)
Range 14
MODIFICATIONS Faster-Than-Light Drive, Proton Missiles (optional)

Cost: 100,000 CR
Crew: 4 Officers, 40 enlisted max.

Starships & Spacemen
+Dan P
The FTL Lucifer
Corvette Class Warship (CC)

Crew complement: 44
Command Rank: Lt. Commander ("Corvette Captain")
Power Pile Base: 150 energy units (one-half pod)
Teleporter Capacity: 2 at a time
Beam Banks: 2
Ion Torpedoes: 1
Shuttle Ships: 2
Sick Bay Capacity: 6

Stars Without Number
+Kevin Crawford
The FTL Lucifer
Corvette Class Warship 

Cost: 6.1m
Speed: 1
Armor: 5
HP: 40
Crew Min/Max: 10/40
AC: 6
Power: 50
Free Mass: 20
Hardpoints: 5
Class: Corvette

Fittings: Advanced nav computer, Auto targeting system, Drive 6 upgrade, 10 life boats, ship bay.
Weapons:
Dual plasma cannons (2 hardpoints each), 4d6 each, Power 10
Torpedo launcher (1 hardpoint), 3d8, Power 10
Defenses:  Augmented Plating

Machinations of the Space Princess
+James Desborough and +Satine Phoenix
The FTL Lucifer
Corvette Class Warship

Crew: 40
Attack: +2
Scale: 6
Hit Points: 5HD (22 hp)
Armour: 1d4
Defence: 6
Speed: Moderate
Weapons: 2 dual plasma cannons, 1 torpedo launcher
Toughness Save: 7
Reflexes Save: 5
Power Save: 8

Customisations: Can't Land, 10 escape pods, medical bay, science suite, shields, shuttle bay.


I like how each game gives a slightly different view of this space ship.
So who is ready to board the Lucifer and do some exploring!