Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Monday, May 1, 2023

Doctor Who, Sci-fi Month, and A to Z Reflections

It's May 1st! Here at the Other Side, that means Sci-Fi Month. 

Doctor Who RPG

I didn't want my Doctor Who fun to stop, so I will extend it to May and I will cover the two major Doctor Who RPGs; the 1986 FASA Doctor Who and the two editions of the Cubicle 7 ones.

Doctor Who RPGs

I also have the complete FASA line and many of the Cubicle 7 ones. I'll see where my gaps are.

Right now, I am not considering covering the Time Lord RPG above and beyond what I have already done, but I will consider it. I also might toss in a few other time-travel RPGs if I have the time.

In any case, the reasoning is the same for May and it was for April; 2023 is the 60th Anniversary of Doctor Who.

A to Z Reflections


#AtoZChallenge 2023 Reflections

I completed another A to Z blogging challenge. I had a lot of fun with this, and I think people liked it too. I didn't visit as many other blogs as I wanted, way less than I usually do, so I am going to make an effort to go back and visit them all again.  There were a lot of great blogs this year and it seems a shame not to go back. In fact a few will even go on to my new follows list.

Thank you everyone that came by and posted comments.

Follow Timothy's board "April 2023 A to Z of Doctor Who" on Pinterest.

I already have next year's planned (I knew what it was going to be last year) so I might get started on them now so I can spend next April visiting other blogs. Not a bad plan, really.

#AtoZChallenge 2023 Winner



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Friday, April 21, 2023

Fundraiser Friday

Photo by Liza Summer
Photo by Liza Summer
Something a little different today.

I have been rather fortunate. I have a great job. I have a wife who has a great job. We have a roof over our heads, we can put food on the table, and we are all healthy and happy.  That has not always been the case. I can remember times where I didn't have money for food, or when I did it was lean times. I was a grad student in the 90s and went 3 months without a paycheck because the State of Illinois could not make their budget. I was out of a job in the early 2000s for the longest time. I grew up without much. So when people have it rough I can empathize. 

Professional Game design is not a get-rich-quick scheme. Lots of game designers live paycheck to paycheck. So when an unexpected hardship hits, it is felt.

Here are a few game designers that could use some help and every little bit helps.

Owen's Medical Bills Bundles

Owen K.C. Stephens suffered a pulmonary embolism back in February. As you can imagine, the bills have been pretty bad. There are two bundles from publishers he has worked with in the past on DriveThruRPG that you can buy to support him.  He gets some help and you get over 180 PDFs. Even if you just find one or two in here to use it is worth the price.

Jonathan M. Thompson Memorial

I mentioned this on before and it should be repeated. But a good friend and publisher Jonathan M. Thompson passed away a while back and left his family with some expenses. There is a DriveThruRPG bundle and a GoFundMe in place for him.

Fright Night Classics

Another good friend and publisher Richard Ravalli is having to go to court to defend his trademark. 

Cam Banks Support Fundraiser

Another designer in need of a bit of help from a lawsuit is Cam Banks. No lawsuit is fun and no matter which side of it you are on it is a messy and expensive affair. He has a Givealittle campaign (the GoFundMe of NZ I think) set up to give him some help.

So instead of giving $8 a month to a narcissistic billionaire, why not spend it on someone that will actually benefit from it all AND you can help out their lives.

Note: I am not getting any "kickback" from any of these and there are NO affiliate links here. I am asking this because these folks all need our help. RPGs is based on communities and group work. We as a group can make things better for others. And we should.

#AtoZChallenge2023: Doctor Who Role-Playing Games

Doctor Who RPGs
You didn't think I would do this whole A to Z and not mention RPGs?

My exposure to Doctor Who was coterminous with my exposure to RPGs and Dungeons & Dragons in particular. When I would go to bookstores, my goal was always a new D&D book and a new Doctor Who novel.  So when in the mid-80s I discovered that FASA (a company I knew of from their Star TrekRPG) had also done a Doctor Who RPG. Well, I had to get it. 

Well. Actually, my brother got it first. But I spent a lot of time reading it. 

FASA Doctor Who

I enjoyed the Star Trek RPG (and still do), and this one was a new experience for me. I had tried to play Traveller back then (I finally got around to it) and played Star Frontiers, but this was Doctor Who. It was an officially licensed game, and I loved it. 

The FASA Doctor Who game took some liberties with the Doctor Who cannon. It had to. Even in the 1980s, Doctor Who was 20 years old and had stories all over the place. Some were contradictory to each other, and some others had taken place in "the future," which was now in the past. It was always entertaining to read about something that was supposedly going on then. Reading in 1985 about the Cyberman Invasion of 1986 in the past tense was fun. 

Over the years I have collected the entire FASA Who series. It hasn't been cheap but it has been fun.

FASA Doctor Who RPG


FASA Doctor Who RPG

Given the closeness of the rules to their own Star Trek RPG I am still half-tempted (ok, more than half) to run a Star Trek/Doctor Who crossover.  Tom Baker era Who with TOS era Trek. 

Time Lord

Time Lord was another Doctor Who RPG. This one was written by Ian Marsh and Peter Darvill-Evans and published in 1991 by Virgin Publishing. I knew of it, but never played it. I also never owned a copy.

Much like the original release of the Indiana Jones RPG there were no character creation rules, just pre-gens of the Doctor and various companions. 

The game was released in paperback book form. This was not a surprise since the publisher, Virgin, was a book publisher and not a game publisher. Virgin had made their mark in Doctor Who fandom with  Target books novelizations of the classic Doctor Who episodes and the "New Adventures" product line of new stories featuring the Seventh Doctor at first and then moving into the Eighth and other Doctors. 

In 1996 the entire game with some unpublished supplements was released online.

Doctor Who Adventures in Time and Space

The latest version of the Doctor Who RPG comes to us from Cubicle 7. If you have been a long-time reader here you know my fondness and history with this game. It is now currently in its Second Edition.

Doctor Who RPG

Doctor Who RPG

It is a fantastic game and has provided me an endless amount of fun. There has been a printing featuring in turn the 10th, 11th, War, 12th and 13th Doctors. I don't have them all since they had minor changes between each one, though I did get them on PDF.

Additionally, I have all the guides for the various Doctors. 

Doctor Who RPG books

Honestly, I could spend forever talking about these games.

Since I typically dedicate May to Sci-Fi RPGs maybe I'll spend my May going through all of these.



A to Z of Doctor Who

All images are used with permission from the BBC and are copyrighted 2023 by the BBC.

Tuesday, April 11, 2023

Wasted Lands: Don't be the Hero, Be the God.

Busy time. I have not written anything in over two weeks, but I am hardly idle.  On my plate this week?  Playtesting the newest game from Elf Lair Games.

The Wasted Lands: The Dreaming Age

Wasted Lands: The Dreaming Age

This is a new Swords and Sorcery RPG set in a savage lost epoch, millions of years ago. A time lost to current humanity.  Players will take on the roles of human (near human) characters struggling against the remains of the Old Ones, ancient gods and alien threats. 

These characters will fight, and struggle and eventually, they will become the Gods we know today. 

This game uses the same rule system as NIGHT SHIFT: Veteran of the Supernatural Wars.

Playtest is now underway.

Wasted Lands Playtest

Wasted Lands Playtest

Wasted Lands Playtest

Wasted Lands Playtest

Wasted Lands Playtest

I am hoping to use some of the material I have created for my own One Man's God posts in my Wasted Lands game.  In particular, I will use this to flesh out my Roman-Norse Pantheon, actually play out the legends that would later become these gods.  And of course, because I have a rep to maintain, expect to see some gods/goddesses of magic and witchcraft.

I am quite excited about this game and I hope to get you all excited about it as well. 

Friday, March 17, 2023

Kickstart Your Weekend: All About Those Witches!

So new Kickstarters up from the last week or so. All are doing well and certainly don't need my signal boost, but I feel obligated to do so.

MythCraft | A Complete TTRPG Universe and Game System

MythCraft | A Complete TTRPG Universe and Game System

https://www.kickstarter.com/projects/quasigrant/mythcraft-rpg?ref=theotherside

MythCraft aims high. It looks great and the team certainly put a lot of love and care into it.  What I am hearing most about it is the detailed character-building rules and options.  Indeed it looks quite fun to be honest and the game is attractive as hell. They are going all out here.

It *might* just be another Fantasy Heartbreaker, but even if it is, it is still detailed enough to have my attention.  There is a Quick Start here, and I am quite excited for them.

There is a lot, and I mean A LOT of material here and there is no way I can do it justice, but check them out and see for your self. 

Can You Play A Witch? Yes! In fact the witch is one of the four classes (out of 11) that they are featuring here.  You can see her on the cover, upper left. 


All the Witches

All the Witches

https://www.kickstarter.com/projects/allthewitches/all-the-witches?ref=theotherside

I interviewed the project lead and "head witch" Emmapanada yesterday. Well this one came screaming out the gate and was funded in under 3 hours!  

What else can I add? I love the art and I am really looking forward to seeing this one become a reality.

Can You Play A Witch? Yes! Correction. HELL YES! That's what this game is all about and honestly, I am all here for it.


Shadowdark RPG: Old-School Gaming, Modernized

Shadowdark RPG: Old-School Gaming, Modernized

https://www.kickstarter.com/projects/shadowdarkrpg/shadowdark-rpg-old-school-gaming-modernized?ref=theotherside

The current darling of the Old-School crowd. It is fun, I have had the QuickStart since Gary Con last year and played around with it.  The production values here are top notch, so it is certainly a very attractive set.

It is fun yes and has a lot going for it. I think it lives somewhere in between DCC and OSE. Though I do admit I can't really see what this does for me that OSE can't do.  Still, I know this will be fun for the right groups.

Can You Play A Witch? Yes, but you will need to grab her from the Cursed Scroll #1 zine to add her. 

ShadowDark books

ShadowDark witch

ShadowDark warlock

--

Lots of great games out there!

Thursday, March 16, 2023

Interview with Emmapanada of "All The Witches"

Something special today.  I had the chance to talk to Emma, aka Emmapanada, the lead designer of the RPG "All the Witches" that is Kickstarting today.  What is "All the Witches?"  Well, let us find out!

All the Witches

All the Witches

https://www.kickstarter.com/projects/allthewitches/all-the-witches?ref=theotherside

Tim Brannan/The Other Side: It is my pleasure today to be interviewing the team that is currently Kickstaring a new Witch-based RPG, “All The Witches.” Which you can find here, https://www.kickstarter.com/projects/allthewitches/all-the-witches

Today I am talking with Lead Designer Emma for today’s launch. 

Before we get into all the questions, please introduce yourself and tell us all what your role is on this team.

Emma: My name is Emma, also known as Emmapanada! I use they/she pronouns and I’m the Creator, Lead Developer, Lead Game Designer for All the Witches. I’ve been playing TTRPGs for a little over 10 years now, and I started creating systems in September of 2020. I’ve been working on All the Witches since about December 2021, and I’m incredibly excited to have it finally come to Kickstarter!

TB/TOS: What are some of your favorite games? Why?

Emma: Dungeons and Dragons 2nd Edition has a special place in my heart, because it was the first TTRPG I played long term. My friends and I would play every Saturday in College for 12-14 hours, and it was an absolute blast. Dnd 5e was starting to get playtested when we were playing, so we were way behind the times, but it was a ton of fun. Once I started playing more systems, I really fell in love with Kids on Bikes because sneaking around town hunting for ghosts and cryptids is really fun and stressful, and World of Darkness holds a special place in my heart because it was the first game I played with my partner. 

All the Witches

TB/TOS: That is great, I also rather enjoyed the World of Darkness, as well, and Kids on Bikes is great fun. Tell us a bit about this game and what backers should look forward to when they get it.

Emma:  Absolutely! All the Witches is an original Tabletop Roleplaying Game with some deck-building mechanics utilizing the standard array of dice except for the D100. In the system, you have 5 attributes that any skill checks made during gameplay will fall under. Those attributes are Power, Agility, Soul, Mind, and Endurance. When you try to make a check, your GM will tell you what attribute they think that check relates to, and then they'll tell you to roll a certain die. In this system, the die you roll determines the difficulty of the check, and you succeed on the check if you roll at or below the corresponding attribute's rank. So if your GM tells you to make a D10 Agility check, and your Agility is rank 4, then you succeed on rolling a 4 or below. As you play the game, your Attributes will rank up, and over time you'll automatically pass certain levels of difficulties for checks because you Attribute rank is higher than the value of the die. 

The deck building comes into play during encounters. Your deck is made up of number cards from either the Minor Arcana of a Tarot Deck, or from a deck of playing cards. At the start of the game, you'll have 5 cards in your deck that numerically equate to each of your Attributes' ranks. When you enter an encounter, you'll draw three cards from your deck and when it's your turn, you'll play a card from your hand. The card you play determines the number of Actions you get in that turn. If you play a 4 of Swords, then you have 4 actions that turn. You can use actions to cast spells, move, interact with objects, attack, or use abilities. As you play the game you'll add more numbered cards to your deck, some special face cards that give you special abilities on your turn, and as you reach certain parts of the game the suits of the cards you play will come into effect. 

Our goal as a team is not to create an entire world in All the Witches. Instead, our plan is to feature 3 regions of the world and flesh them each out with rich detail. Groups that play All the Witches can start off in one of these regions and have entire adventures there, they can go and travel to the other regions to explore, or they can collectively imagine what the rest of this world might look like and build things together to make their stories truly theirs. 

All the Witches

The three regions that All the Witches will feature are:

-Tane: A dense forest region that once thrived with life and beauty. Long ago, some adventurers slew a great spirit that resided in Tane, and its death sent the entire region into a spiral of corruption and Discordance. Not many live there now because the region is extremely toxic and dangerous, but those that do rely heavily on Witches to keep their towns free of corruption, poison, and dangerous creatures. Groups that start here will often find themselves fighting against the very nature around them in order to survive. 

-The Golden Islands: A large chain of islands that house two civilizations that couldn't be more opposite to one another. The United Islands of Sunder are a free people that use magic to sail the seas, explore the unknown, and keep the treasures they find. Darkhammer on the other hand is a society with strict rules that uses magic to strengthen and protect their ships and trading routes. These two come into conflict often, and groups that start here will find themselves fighting people from either civilization in order to survive. 

-Cyllynys: A verdant gem in the northern seas, Cyllynys is a small nation with a big impact on the world at large. Settled long ago by a diverse array of peoples, its earliest history is shrouded in myth and legend; ancient monuments of mysterious origin dot the landscape. The people of Cyllynys have, since their earliest days, put a tremendous value upon knowledge and wisdom, and this led to their development of steam technology. Now, that same technology threatens to take over the traditions and ancient monuments that once meant so much. Groups that start here will face a changing nation, and the tensions that arise because of that change.

We're committed to being a digital-only product with our Kickstarter launch for a number of reasons:

1. We're a small TTRPG project and printing generally takes up about a third of a project's entire budget. In a COVID world where a lot of groups are currently playing digitally, we think that money can be better spent on accessibility resources to help people learn and play our game. We're hoping to build a website to help people with character creation and upkeep, to incorporate links into our PDF that lead to short, professionally produced videos explaining certain portions of the rules for people that struggle learning systems just from reading text, and more.

2. Due to the world wide paper shortage the past few years, a number of TTRPG projects have been delayed, and we think that as a small project we should do what we can to encourage others to seek a paperless route. We hope to show the TTRPG industry what all can be done with your project when you aren't focused on physical prints of your books.

3. Because we're focusing on a digital product, we'll be able to include a lot more to enhance the player experience. With each purchase of All the Witches, we'll be including various music files, portraits for NPCs and Characters, digital maps, and more. 

Since this is a digital product where everyone will get all the resources that are made, there will only be a few pledge levels on the Kickstarter itself. The main pledge level will be $30, and that will get you the PDF as well as all other digital resources such as musical tracks, character and NPC portraits, maps, stream overlays, stream assets, emotes, and more. There will be a $50 pledge level that's for those that want to support the book a little more, and for those that pledge at that level there will be thank you pages dedicated to them at the back of the book with fun art. Then there will be a $200 pledge level that will get a personalized thank you at the back of the book, and a Character/NPC portrait will be made based on them. 

TB/TOS: What do you all feel makes All The Witches different from games currently on the market? What do you say makes it special? Or, bottom line, why should people want to buy this game?

Emma: On top of having a unique rule system that I think will surprise a lot of people, our commitment to being a wholly digital game gives us the opportunity to do a lot that other games aren’t doing. With the release of our game, we’re also sending backers tools to help enhance their online roleplaying experience including original orchestrations that tables can use in their games, NPC and Character tokens, emotes, stream overlays and assets, and professionally produced videos to help people learn our system who have a hard time learning just by reading. Additionally, since we’re digital, after release we can continue making new content for All the Witches and releasing it for free in content patches to the PDF. I like to think of All the Witches as a living TTRPG, because I have plans to keep updating it after release at no additional cost to those who have already purchased the book. 

TB/TOS: Tell me a bit more about the deck-building mechanic. This is a feature of a few games, but not really a lot.

Emma:  I talked a bit about the deck-building mechanics above, but it’s a really hard system to incorporate into a TTRPG without those mechanics becoming the sole-identity of the rules. I wanted to find a way to have deck building, but also have it be balanced with the rest of the system without stealing the spotlight from the other mechanics. It took me a long time to figure out, but I think I found a really great way to do it, and I’m excited for everyone to see the ways deck building influences the entire system and what it brings to it as a whole. 

TB/TOS: What sorts of games do you see others playing with these rules? In other words, what can players do in this game?

Emma: There are so many different kinds of games that people can play with All the Witches. Groups can use All the Witches to have a magical school simulator where you live as students, recruit new professors to your schools, meet new students, establish new traditions, and more. They can use the system to play an entire campaign centered around the magical sport that we’ve created called Ryndarost. They can follow a traditional story of adventure and fighting monsters that have been brought about due to the corruption in the world. They can even become heroes that ease the corruption in the world through a special mechanic called a Harmonization Ceremony! The goal is to build a system full enough that a group can take it and use it for any kind of story that they’d like to explore about Witches, and I think we’ve got a really amazing team in order to bring that vision together. 

TB/TOS: The art so far in All the Witches looks amazing. What is the diving vision here on the art and how does that influence the game design and vice-versa?

Emma:  That’s incredibly kind of you to say! I think art is one of the most important things for an indie TTRPG, and it absolutely helps bring life to the world. I’m not an artist, but working with artists causes me to think about how things look visually, because they ask me a lot of questions, and that causes me to have to make a lot of stylistic decisions about the system that have an impact on everything. Do Witches use a staff or a wand? What do they look like and what are they made of? Do Witches have to have them in order to cast magic? What benefits does using a staff or wand give to a Witch that they wouldn’t have normally? One simple question often branches off into so much more, which helps our team develop a fuller and more cohesive game. 

Because I’m not an artist, I’ve been working alone for a lot of this pre-Kickstarter process to pull together cool images to help give life to All the Witches. But hiring Nala Wu has been incredibly helpful, and they’re expertise has already proven invaluable. They’re going to start working fully on all the art for All the Witches after the Kickstarter, but they helped me put the cover and the landscape pieces together, and those pieces bring so much life and character to our game that I’m excited to see what we’re able to make together next once we have our funding. 

All the Witches

TB/TOS: Who would you say All the Witches is for?

Emma:  All the Witches is a game made for those who grew up escaping into worlds of fantasy and magic that have felt abandoned by those world’s creators. We are here to give you the tools and resources to explore a world full of magic and adventure with stories built by you and those you love. Escape into a new world of fantasy and magic built by a team of Queer and BIPOC writers and designers.

TB/TOS: What are your future plans for this game?

Emma:  If all goes according to plan and we successfully fund and are able to fully create and release All the Witches, the plan is that I’ll periodically keep updating the game with new content that will be released for free to everyone who owns a copy of the PDF while I continue working on my next two unannounced TTRPG projects. 

TB/TOS: And, for the benefit of my audience, well, and me (!), who are all of your favorite witches or magic-using characters?

Emma:  I grew up on Final Fantasy games and RPGs, so Vivi from Final Fantasy IX will always have a special place in my heart on top of Morrigan from Dragon Age: Origins! 

TB: And finally, where can we find you all on the internet?

Emma:  You can find us on Twitter @allthewitches_ to keep updated on everything going on, and you can find my personal account @emmapanada! 

--
All the Witches is Kickstarting right now! Check it out.

All the Witches


Tuesday, February 28, 2023

Mail Call Tuesday: Basic Old School

I wasn't planning this one today, but I got some surprises in the mail.  

New Books

Both of these will get full reviews later on.

Blue Flame, Tine Stars, or it's full title, Blue Flame, Tiny Stars: A Memoir of Early Experiences Playing the Holmes Edition of the World’s Most Superlative Role-Playing Game, is from Stephen Wendell and it recounts his experiences at the dawn of the RPG scene and with Holmes Basic in particular. I have flipped through it and it looks like a delightful read. It is available as Print on Demand and PDF.

Chivalry & Sorcery Basic Rules is also available as Print on Demand and PDF. It is a stripped-down, basic, version of the 5th edition of the Chivalry & Sorcery RPG. A great place for newbies to the C&S game.

Chivalry & Sorcery is my third of three games I want to use as my D&D 5 replacement, so I will have some characters and ideas for this game later on.

Sunday, August 14, 2022

#RPGaDAY2022 Day 14 - Suggestion Sunday

So today is Suggestion Sunday.  I am supposed to "Roll 1d8+1, and tag that many friends and suggest a new RPG to try."

But generally speaking, I don't like to tag people like that. I have a few on my friend's list that in fact do not like to be tagged. The alternate is also tagging people. 

So instead I am rolling a 1d8+1 and recommending that number of RPGs in my to-be-read pile.

I rolled a 4 so here are 5 RPG recommendations from my to-be-read and to-be-reviewed piles.

1. The Dark Eye.  The English version of the German Die Schwarze Auge has been sitting here taunting me forever. It just looks like so much fun! Plus it has witches. You know I love that.

2. Coyote & Crow Core Rulebook. Alternate future, Native American RPG. The premise intrigues me and any game that has Cahokia as its central city already moves up several notches in my mind.

3. Hero Kids. I just love the idea of this game.

4. Far Away Land. I am embarrassed by how long this one has been on my TBR piles. It is so good and so much fun.

5. Blue Rose. I know I have reviewed it already and played it. But it is the "+1" part so I can go off of my own script. Seriously check it out it is a wonderful game.


RPGaDAY2022


Friday, August 12, 2022

100 Days of Halloween: Witches' Brews & Potions

Witches' Brews & Potions
A few days ago I had another Ennead Games product, Fantastic Feats Volume XXVII - Witches, today I am looking at another aspect of witch characters; brews and potions.

As always I will be following my rules for these reviews.

Witches' Brews & Potions

PDF. 9 pages. 1 cover, 1 title/contents page. Interestingly enough, no OGL. 

The is largely a set of tables and various notes on brewing various items including potions, but nothing game-specific.

Given the randomness of the tables they work, but produce all sorts of strange results.  Now sometimes this is great, but for a game like Pathfinder or d20 D&D there are very specific ingredients used. It would be good for an OSR-style game.

Since the material here is not really game-specific it would work for any sort of game really. 

I could use this as a GM tool to get me started, but I tend to make potions that have very specific ingredients related to their effects. 

The best use for me would be to use it to determine what any one particular witch has in her cupboards. Now that idea makes this product much more useful to me!


The Other Side - 100 Days of Halloween


Friday, July 22, 2022

100 Days of Halloween: Day 0

Today is my wedding anniversary! I have been married 27 years now and it has been fantastic.

But that is not why I am posting today.  

Today is DAY 0 of my "100 Days of Halloween."  Tomorrow is Day 1 and I will start it promptly at Midnight.  Every day from now until Halloween I will review witch-related RPG material.

100 Days of Halloween

I am going to lean heavily into D&D and its variants; the OSR, Pathfinder, and closely related games, but I am also giving myself the freedom to venture outside of the D&D realm.

Many of these will be DriveThruRPG products, others will be on other platforms and some will even be print only.

Some days will have one product, other days may have multiple related products. 

Given I am going to be reviewing other people's work about or around witches I need to establish some rules for myself.

The Rules

I normally feel a little bad when reviewing someone else’s witch material.  Not to be too blunt, but there is just no way they have been writing about this as long as I have. So I can’t knock them down for missing something that is obvious to me, but maybe not to someone else.

Also, I have to remember that these publications run from the professional to the amateur. I can’t expect high levels of layout, art, or design in most of these.  Yes, there are some absolutely stunning pdfs there in terms of production values and art.  But most of these are not going to be at that level; most of the books there are not at that level period.

The price point also seems to be an issue.  My mental comparison on price here is going to be about ¢10 per page. 

I want to give each product a fair shot, given that I know that many of these could be the first effort of the author/designers.

Some products I’ll be reviewing here are quite small. Others are linked to other products.  Some others still are naturally paired with other products.  In any case, I have bought and downloaded enough to cover the entire month.

I am going to leave this page like this with the rules and what I am doing so I can link back to it with each review.

With each book/pdf/product I am going to be looking for the following:

  • Is it playable/usable in my games?
  • What new things does it offer?
  • How “Witchy” is it?
  • Are there any new powers, feats, or spells?
Also, I want to consider:

  • Can I use this with my own Witch classes/material?
  • Can I make it part of my War of the Witch Queens?

These last two are obviously personal choices for me and should not detract from the product if they are not met.  They can though add to the appeal for me. 

My goal is to find something to recommend for each product and not to unfairly compare it to others.

I might also make a distinction between a "witch" and a "Witch" or class that can act like a witch vs a class named Witch.  This is a distinction that might only matter to me, but hey, this is my blog.

So come with me on this journey of 100 days.  Yes, it is summer outside right now, but let's turn our thoughts to fall and chilly nights! Halloween will be here before you know it!

Wednesday, June 15, 2022

Review: DragonQuest, First Edition (1980)

DragonQuest First Edition
I have a history with DragonQuest. Not a complicated one or even an interesting one, but history all the same.  Back in 83 or 84 or so I would head to Belobrajdic's Bookstore in my hometown every weekend. There I would get a new edition of Dragon or whatever sci-fi novel piqued my interest and then check out all the new RPG materials.  One I kept going back to time and time again was DragonQuest.  This was the 2nd Edition softcover and looked really different than anything I had played so far.  The barbarian proudly holds the severed head of a dragon. 

The game intrigued me so much. I flipped through it many times and even it got to the point that I annoyed the owner, Paula Belobrajdic, that she told me I should buy it.  In retrospect, I wish I had.  Though had I I likely would not have picked up the great-looking first edition boxed set next to me now.

My history with the first edition is not as long or as storied. I bought it a while back and it has sat on my shelves for a bit. I did do a character write-up last year, Phygor, for DragonQuest and I really liked how the character came it. 

For this month of D&D, I figure a look into the game that tempted me so much would be neat to look into.

DragonQuest, First Edition (1980)

This game was published by SPI in 1980.  SPI had been a wargame publisher and decided to get into the RPG market. I am sure they were seeing their market share being eaten away by RPGs, and D&D in particular.  This is important since this game does feel very wargamey. This includes how the rules are presented and even how combat is run. While D&D/AD&D at this time was open to minis and terrain maps this game requires them. Or at least chits and the included maps. 

DragonQuest 1st Edition Boxed Set

The boxed set I have contains three soft-cover books. Some chits. Some ads, a comment card, and a tactical hex map.  My set does not have dice, but I also don't think it originally came with dice.  I added two d10s myself.

The First Book of DragonQuest: Character Generation, Combat
The First Book of DragonQuest: Character Generation, Combat

Our first book is the smaller of the three at 32 pages.  The format is three-column and the rules are all presented in "wargame" style.  So Adventure Rationale can be coded as II.1.A.1.  I won't be using this much but it does make it easy to find any rule. A little cumbersome at first and then it gets really easy. 

This was an interesting time. The Introduction (I.) and How to Play the Game (II.) don't spend a lot of time with the "This is a Roleplaying Game" and instead gets down to business. Requirements for play are discussed as well as Game Terms (III.).

We get into Character Generation (IV.) This is not a completely random affair as D&D was at the time.  You roll and get a pool of points. Though with a high number of points, your maximum is low, likewise a small amount in a point pool will give you a higher maximum.  The traits are Physical Strength, Agility, Magical Aptitude, Manual Dexterity, Endurance, Willpower, and Appearance. Scores are 5 to 25 for the human range.  So you roll a 4d5 (1d10/2) which will generate a score from 4 to 20.  Compare this to the table under 5.1. This table gives you your point pool (82 to 98) and a Group (A to G) These groups refer to the maximums. A = 25, B = 24 and G =19.-

There are even some rules for developing other types of abilities if the Game Master desires them. After this other details are figured out; Gender (or even genderless), handiness, human or non-human (such as Dwarf, Efl, Giant, Halfling, Orc or Shape-changer), various Aspects, and Heritages.  It can be a complex character system all for what is nominally an 18-year-old.   This all covers the first dozen pages.  There are no classes (rather famously so) and more to your character from the next books.

The last half+ of this book covers combat. All movement and combat is done on a hex grid, not a square one. Gives it an interesting twist and again a holdover of their wargame roots. Plenty of diagrams and examples are given. Combat rounds are 10 seconds and can be made up of an undefined increment of time called a Pulse. There are Strike Zones, Fire Zones, and all sorts of fun bits.  I am reminded of combat in D&D 3rd Edition here to be honest. 

Damage is an equally detailed affair with damage affecting Fatigue and Endurance. When Fatigue is 0 damage starts happening to Endurance, there is a similar idea here in D&D 4th edition. Maybe when TSR bought SPI DragonQuest didn't entirely disappear.  There is also Grievous injury which is much worse. 

Personally, I feel any D&D player could get a lot out of reading this combat section, at least give it a play-through once.  

The Second Book of DragonQuest: Magic
The Second Book of DragonQuest: Magic

Ask anyone that has ever played both DragonQuest and D&D about what sets the two games apart the most and you are likely to hear "Magic."  In 1980 DragonQuest took an approach to magic that would not be seen in other games until much later.  What made it different then? Three pretty good reasons. Mana, different kinds of spells, and Colleges.

Mana in DragonQuest fuels the magic an Adept can use. Spell casting can be tiring and there is never a guarantee that the spell will work. It could fail or backfire. Even when it works the target can be resistant to it.  And Adepts can never wear metal to top it all off. This notion is pretty commonplace now, but then it was new and exciting. I have lost track of how many "spell points" and "mana" systems I have seen applied to AD&D over the years and that is not counting systems like Mage and WitchCraft that use some form of Essence or Quintessence. Ass expected Magical Aptitude is important here, but so is Willpower and even Endurance. 

The different sorts of spells the adept has access to. Nearly every adept has access to at least one magical talent (I'll get to that). These talents can be thought of as a power that can always be used and they are related to the Adept's college.  Then there are "normal" spells. These are the most "D&D" like and each college has its own lists and there is very little crossover, though each college has something going for it. The limiting factors here are how many spells you know.  Finally, there are rituals. These are like spells that take longer, usually much longer, require more components but have a far better chance of success.  

I have talked a bit about them already, but DragonQuest's adepts learn their magic from distinct Colleges. There are twelve colleges: Ensorcelments & Enchantments, Sorceries of the Mind, Illusions, Naming Incantations, Earth Magics, Air Magics, Fire Magics, Water Magics, Celestial Magics, Black Magics, Necromancy, and Greater Summonings.  Each college has its own requirements.  After the college descriptions, we get [xx.1] restrictions, [xx.2] modifiers, [xx.3] Talents, [xx.4] Spells, [xx.6] General Rituals and [xx.7] Special Rituals.  There are 30 pages of these.

This should all sound familiar. AD&D 2nd adopted the college idea in their schools of magic; though there is more overlap in spells.  D&D 4th Ed gave us at-will, encounter, and daily spells that mimic this setup.  All have been recombined one way or the other in 5th Edition. Again, this was all brand new in 1980.

Also, something that flies in the face of all things of the 1980s is the last 25 pages. Here we get a listing of demons straight out of the Ars Goetia of The Lesser Key of Solomon. Who they are and how to summon them. And the Christians were going after D&D. 

The Third Book of DragonQuest: Skills, Monsters, Adventure
The Third Book of DragonQuest: Skills, Monsters, Adventure

Overtly the Game Master's book. 

Skills can be roughly thought of as professions or even, dare I say it, classes. You get professional skills like Alchemist, Assassin, Astrology, Beast Master, Courtesan, Healer, Mechanician, Merchant, Military Scientist, Navigator, Ranger, Spy, Thief, and Troubador.  Each one is covered in detail along with what each profession allows the character to do. 

Each "profession" skill gets a listing [xx.1] to [xx.9] that covers what is needed to learn each skill (prereqs), what it does, and how it does it. For example, according to 53.1, a Beast Master must have a Willpower of at least 15. In 54.1 we learn that while Courtesans do not have minimum scores there is an XP penalty if they don't meet certain requirements (Dexterity, Agility, Physical Beauty) and a bonus if they have higher scores.   The back cover of this book gives the XP expenditure to go up a rank in each. 

Personally. I think this should have been part of the Characters' book.

The next section is all about Monsters. They are divided by like types. So all the primates, apes and pre-humans are in one section, cats in another, birds and avians, land mammals, aquatics and so on all get their own sections. Dragons get their own section, naturally, but wyverns are part of reptiles.  The usual suspects are all here, but not much more than that. There are however enough points of comparison that converting an AD&D monster to DragonQuest would be easy enough. There are some differences too. Nymphs have the lower half of a goat, like that of a satyr. Gnolls are dog-faced. Kobolds look like tiny old men, neither dog nor lizard-like, and tend towards good.  Medusa and Gorgons are the same creatures. Not much in the way of "new" monsters, even for 1980.

The last section covers Adventure. For a game that has such tactical wargame DNA, I expected a little more here, but I guess I am not surprised, to be honest. We also get a few tables.

--

There is so much packed into this box. I can really see why this game, more than 40 years later, still has such a following. While I lament that TSR (and by extension Wizards of the Coast and Hasbro) have let this IP fall into disuse, I do see where bits of it live on in nearly all the post-1990 (AD&D 2nd ed Ed in 1989 too) versions of D&D. Schools of magic, tactical battle movement, mini use, all of these became standard.  I can't say that all of these directly came from DragonQuest, but they are certainly all headed in the directions that DragonQuest started. 

My issue right now is not counting D&D and its various forms, editions, and offsprings, I have a lot of Fantasy RPGs.  Many of my favorites are more or less dead.

Dead Fantasy RPGs

They are all great fun but with DragonQuest I am right where I was back in 1984; It's a great-looking game, but no one around me is playing it.  If I Am going to play like it was 1984 I am going to pull AD&D 1st Ed off my shelf.

The obvious reason to choose one over the other is how well does it play? Well, DragonQuest is above and beyond many of the others in terms of rules and playability. Also as I mentioned there is a huge amount of online support, informal as it is. 

There is also the idea that with DragonQuest, and adding in SPI's Demons, I could create a fun demon summoning game.  But again I have to ask, can't I do this with D&D now?

DemonQuest

Maybe DemonQuest is a game I could try out!

What are your thoughts and memories about this game? 

Friday, April 15, 2022

Kickstart Your Weekend: Adventure! Romance! Chaos! Horror!

Lots of new Kickstarters out there.  So many in fact. Let's have a look!

Mini-Adventure #1: Shadow of the Necromancer 1E/5E & Box Set

Shadow of the Necromancer


https://www.kickstarter.com/projects/marktaormino/mini-adventure-1-shadow-of-the-necromancer-1e-5e-and-box-set

Mark Taormino and Dark Wizard Games has another gonzo adventure for us, this time for both 1st Ed and 5th Ed D&D. As always it looks like great fun.

Swords & Chaos

Swords & Chaos

https://www.kickstarter.com/projects/blackspirefantasy/swords-and-chaos

Swords & Chaos is powered by the SIEGE Engine, the same system in Castles & Crusades. Looks like it is cut from the same cloth as AS&SH or Barbarians of Lemuria.

Tome of Adventure Design

Tome of Adventure Design

https://www.kickstarter.com/projects/adventuredesigntome/tome-of-adventure-design

A revised and updated Tome of Adventure design for 2022.  I have the original and it is really useful to whip up something in a pinch.

An Unexpected Wedding Invitation (5e)

An Unexpected Wedding Invitation (5e)

https://www.kickstarter.com/projects/midnight-tower/an-unexpected-wedding-invitation

A bit of change here is a Jane Austin-ish-inspired wedding mystery for 5e. Looks like a lot of fun.

Shield Maidens: A New Viking/Cyberpunk Tabletop RPG

Shield Maidens: A New Viking/Cyberpunk Tabletop RPG

https://www.kickstarter.com/projects/1990654819/shield-maidens-a-new-viking-cyberpunk-tabletop-rpg

Ok, this one sounds interesting.  Mixing cyberpunk, pre-apocalypse, and Norse myth.  There is also a free preview to get your first shield maiden built.  It is its own system, but it still looks fun.

The Art of Ménage à 3

The Art of Ménage à 3

https://www.kickstarter.com/projects/pixietrixcomix/the-art-of-menage-a-3

Now for something completely different.  Ménage à 3 was a fantastic webcomic about three roommates hopelessly in love with each other.  But that did not mean things worked out! It also launched the career of  Gisèle Lagacé.  This has art from the comic and new pieces.

Old Gods of Appalachia Roleplaying Game

Old Gods of Appalachia Roleplaying Game

https://www.kickstarter.com/projects/montecookgames/old-gods-of-appalachia-roleplaying-game

Dark weird folk horror from Monte Cook? YEAH! Sign me the hell up! It is the Cypher system and you know the production values will be high.

FAST Core Rulebook - Multi-Genre RPG System

FAST Core Rulebook - Multi-Genre RPG System

https://www.kickstarter.com/projects/563681582/fast-core-rulebook-multi-genre-rpg-system

A new multi-genre system that looks like it has a LOT of potential.  I like multi-genre systems since I tend to mix a lot of things together in one game. 


Swords of Cthulhu

Swords of Cthulhu

https://www.kickstarter.com/projects/brwgames/swords-of-cthulhu

Another cool one from Joseph Bloch who has a stellar Kickstarter track record.  This one brings the Lovecraftian mythos back (or back again) to AD&D/OSRIC.


Lots of choices!