Showing posts with label witch. Show all posts
Showing posts with label witch. Show all posts

Thursday, June 29, 2017

Fundraiser for Mona Dowie

I met Mona Dowie online, via Facebook.  We bonded over our shared love of witches, Stevie Nicks, and coffee.

We were paired up on Petty Gods and she produced the art for my characters Nox and Syla.



I loved these so much I HAD to have her do some art for my then upcoming Swords & Wizardry projects.  I sent her some basic ideas and she sent me some art of my iconic witch Larina.


She was sick then and things have only gotten worse.

+R.J. Thompson let me know of a GoFundMe going for her.  You can find that here:
https://www.gofundme.com/Mona-Shaffer-Dowie

Please donate what you can.
+Erik Tenkar over at the Tavern is going to match the first $250 donated by the OSR crowd.
http://www.tenkarstavern.com/2017/06/follow-up-osr-artist-mona-dowie-has.html

So until further notice, I am donating ALL profits from my Green Witch for Swords & Wizardry (which features the Larina art) will be donated to her GoFundMe page.
It's not much, but it is something I hope.

Whether you buy my book or donate directly please help her out.
The OSR is full of some great, generous people.

Monday, June 26, 2017

Witches are (Still) the New Vampires!

A quick pop into RPGNow this afternoon and I noticed this.


Not too bad really!

You have my Green Witch for Swords & Wizardry.
My Strange Brew: Magic Items for Pathfinder.
And Zenith Games' Paragon Hags.

Great time to pick up a new witch book!

Wednesday, June 21, 2017

The Green Witch Now Available

Only running a few hours late on this one!

Now for your Swords & Wizardry pleasure, the next book in my series of witch traditions.

The Green Witch for Swords & Wizardry



A witch never fears the wood. 
Because she knows, deep in her heart, that the most dangerous thing in the wood
Is her.

Secrets.

Only the Green Witch knows the true secrets of the wood and the worlds that lie beyond, under and through it.  But is she protecting us from the wood or the wood from us?

Inside you will find answers to these secrets:
  • The Green Witch tradition 
  • The Green Knight and Huntsman classes
  • New race for S&W Complete: Forest Gnomes 
  • 200+ witch spells
    • 91 Druid Spells
    • 61 Magic-User spells
    • 43 Cleric spells - Places of Power for Witches and other Spellcasters 
  • Monsters  
  • Magic Items
  • The Grand Coven of the Earth Mother for Witches and Druids
All for your Swords & Wizardry games!
With a Forward by +Elizabeth Chaipraditkul

On Sale Now!

100% compatible with:


and "Clone" compatible with:

Friday, June 16, 2017

Kickstart Your Weekend: Interview with Kris Lippert

Today I want to share an interview I had with Witches Trine creator Kris Lippert.

His Kickstart, Witches Trine, is now up and looks like a lot of fun, but it has a bit to go yet.



Tim:  Hello, my name is Tim Brannan and this is my blog The  Other Side.
If there is one thing I love talking about its witches.  If there is a second thing it’s comics.  So when a new witch comic book comes around, well you have my attention.  So today it is my pleasure to talk with Kris Lippert creator of the new comic Witches  Trine.
So Kris, please introduce yourself and tell us about your creation.

Kris: Hello everyone, and thank you for this opportunity, Tim.
Born and raised in Hungary, I started my career in banking and risk management, eventually founding and building two successful companies of my own in the field, before moving on to my lifelong passion: films.
I currently live in Perth, Western Australia, and work as a writer/producer, focusing my efforts on thriller/horror projects, with an eye towards fantasy and supernatural elements.
My feature credits include horror comedy Gingerclown, featuring Tim Curry, and supernatural thriller Foreshadow made entirely in WA (Western Australia).

Witches Trine is my first graphic novel, and it's the centuries-spanning story of three immortal witches: Olivia, the Scholar; Eva, the Healer; and Victoria, the Warrior.


I usually write feature films, but when I started working on Witches Trine, it felt like the story called for a different medium. I considered writing it as a TV series first, but then I realised that it would work great as a comic. And ultimately it’s always been about telling my story, no matter the medium. I've found that actually there are a lot of similarities between moviemaking and creating a comic book: both rely on visual storytelling and both are extremely collaborative. I've managed to put together a professional and experienced creative team that includes penciler Hugh Vogt, inker Jeff Austin, colorist Teo Gonzalez and letterer Bram Meehan.

This project is a labor of love that I have nurtured for the past two years and it feels great to have the chance to share it with others.

Tim: Witches Trine features some great characters. Tell me a bit more about your witches.

Kris: My witches are three young women at first glance, but what makes them unique is that they are witches with mystical powers, who don’t grow old and die.

VICTORIA is the oldest, born in ancient Babylon. She is well-travelled and has martial arts skills second to none. She is a physical being using her seductive skills, sexual prowess and fighting ability to overcome problems. Her beauty is legendary and she has a body to die for. When we first meet in her in present day L.A., she seems like a wild girl hanging with her biker boyfriend Sean, but she soon has to step up and get her act together.

OLIVIA is the youngest of the three women at 150. Born and raised in a small rural community in Northern England, she fled to the US with Victoria when a mob lynched Eva. She currently works at UCLA researching medieval occult history and while she has a keen intellect, when it comes to people her skills are somewhat lacking. She has immense knowledge of spells and mythology, and approaches problems intellectually. She is ‘Spock’ to Victoria’s ‘Kirk’.

EVA, a master of potion making and a healer from Byzantine Greece, missed the last 100 years on account of being dead. She does play a part in their past lives, though, where we see that she provides emotional support for Olivia and a moral compass to Victoria.

Tim: I think Olivia is my favorite so far, but I have a feeling that Victoria might give her a run for her money later on.  What inspirations did you draw on from for your characters and story?

Kris: Monika, my wife, was actually the inspiration behind Witches Trine in a way. She is deeply immersed in the world of holistic healing and nutrition, and astrology. She is also always on the lookout for new methods and ideas, some of which she would adopt after much research. And in turn, she tries to educate me in the ways of the “witch doctors”. One of her accounts about discovering an interesting herbalist shop gave me the idea to write about modern day witches.



But since my daughter’s favorite comic book is The Walking Dead, my perception about the preferences of female audiences and heroes is slightly skewed. I wanted to have kick-ass witches who are sexy, smart, courageous, and full of attitude, and a story that balances fast-paced, visceral action with character development.

And as I usually played magic user characters in D&D growing up, magic was always going to be a significant part of the world.

Tim: Same here, I played a lot ow magic-users, wizards and witches over the years. What can readers hope to see in Witches Trine?

Kris: My goal has always been to keep the story grounded and more of a thriller rather than a superhero story. Witches Trine combines supernatural vibe with modern kick-ass action. Witchcraft, martial arts, and sexual seduction are all parts of the equation.
The narrative spans two time frames as we watch the witches deal with life in 19th century England, and a whole different set of perils in modern day L.A.

The witches have minimal magical abilities in the beginning and will have to achieve ‘unity’ and become Trine to attain their full powers. You want magic to be present in a story about witches, of course, but if your protagonist can use it with a flick of the wrist, it lessens its impact. I wanted magic to be present in Witches Trine without being overwhelming, and it is a fine balancing act.
The women’s struggles are mostly realistic, they rely more on wits, cunning and physical prowess than magic to solve problems.


Tim: Having read the first two comics I love the shift between the two times. What are your future plans for this story?

Kris: I wanted to rethink the modern-day witch genre by making it less soapy, more thriller-like, darker, and more grounded in reality. I want readers to feel that what they see could be happening in their own backyards.
The first four chapters set up the three main characters and their world, and the next four will have them deal with an immediate threat, and test their abilities and ‘unity’.

Tim: I can't wait to read it. And finally, where can we find you on the internet?

Kris: Our Kickstarter campaign is currently live: http://bit.ly/2qEDoLo
You can also check out the Witches Trine website at http://www.witchestrine.com
like us on Facebook at http://www.facebook.com/witchestrine/
or follow us on Twitter http://www.twitter.com/witches_trine

Tim: Last question, something I always ask.  Who is your favorite witch, wizard or magic-user and why?

Kris: It has to be Gandalf for me.
As English is not my first language, I will always have fond memories of the first English language book I ever read, Lord of the Rings.

Tim: Excellent choice!

The Witches Trine Kickstarter is happening right now.

Wednesday, June 14, 2017

Willow & Tara: Blue Rose 2nd Edition

Yesterday I posted the first part of my conversion of the Buffy the Vampire Slayer universe to Blue Rose.  Today I want to post the second part.  In this post, I'll look at Blue Rose versions of my two favorite witches, Willow & Tara.
I had posted some conversions for these two using the Blue Rose/True 20 system, but those were modern versions of what I call the "Dragon and the Phoenix" timeline.  They were not Aldean versions of the characters.  Honestly given their treatment in the main continuity, they will be more respected in Aldea than in Sunnydale.

Like with Bethan I am starting with what is the essence of the characters and adapting that to a Aldean/Blue Rose background.  So I am pleased to introduce Helyg (Willow) and Brynn (Tara).

Helyg & Brynn, Rose Adepts
In my games, and in much popular fan fic, Willow and Tara have been reincarnated many times and in each life they have been lovers.

Helyg, Adept of the White Rose

Helyg was born to a not-very-rich merchant and his University schooled wife.  She had expected she would join the service of the Church of Pure Light in Jarzon like so many other intelligent, but not wealthy, girls living in Jarzon.  Helyg knew though she was different. Very different.
She knew the thoughts of others, even when she didn't try. She could "see" when things were about to happen and avoid them.  As her magical power grew so did her realization that she also was caria daunen and preferred other girls. She had been in a relationship with boy who was a childhood friend because this was expected of her.  When she was with him she could avoid the questions her mother had, but only voiced in her mind.  Helyg planned to escape to Aldis where she could, at least, be away from a country that did not approve of her love or her magic.  Somehow she managed to convince her parents, and to this day she believes she used Arcana to do this, to allow her to attend University in Aldis.
Here she met the Darkfiend Slayer, Bethan and learned of her battles.
She also met Brynn.
When she met Brynn she felt a deep connection to her from the start. She thought at first it was because she had met another young adept and a potential "study buddy" and friend. It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.



Name:
Helyg
Race:
Human
Background:
Jarzoni (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
2
INTELLIGENCE
5 4 Historical Lore, Arcane Lore
PERCEPTION
2
STRENGTH
1
WILLPOWER
3

Combat
AR 0
Defense 12
Health 32
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Shaping (J), Psychic (N)
Mundane Talents: Lore (N), Linguistics (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight
Shaping: Move Object, Arcane Weapon, Wind Shaping, Wind Walking

Persona
Calling: The Adept, Mastery of the Arcane
Destiny/Fate: Seven of Chalices, Practical/Deluded
Goals: Keep Brynn safe, help Bethan, Learn the secrets of the Rose Adepts.
Corruption: None, but she thinks she might have unduly influenced her parents with Psychic Arcana. This is something she has only shared with Brynn.

Relationships
Brynn (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (2). She is my best friend. To everyone else, she is the indestructible Slayer but we have shared fears, sorrow, and happiness. I know the true Bethan.
Gwawr (2). She is my best friend's sister. I sense power from her, but she doesn't know it yet herself. She loves Brynn so much I can't help but be protective of her.

Brynn, Adept of the White Rose

Living in the great forests of the Pavin Weald is not an easy life.  Living under the shadow of sorcery makes it much tougher.  Brynn grew up in such an environment. Her father and brother were both stern military men that took the point of view that women need to remain at home.  He wanted to rais his daughter the same way, her mother, Meghan, would have nothing to do with that. While many girls in this part of the Pavin Weald did not bother to learn to read, Brynn was taught by her mother. She also learned that she, her mother and grandmother, were all part of a great legacy of Reznan Witches. Her father, Riobard, had rescued Meghan from a Darkfiend attack many years ago.  Riobard always felt it was the trace of Vata blood in Meghan, her mother and now in Brynn that had attracted the Darkfiends.  After Meghan had died Brynn learned that a sizable sum of money had been saved for her to attend University in Aldis.
She left her home and entered the wide world for the first time.
She also met Helyg.
When she met Helyg she felt a deep connection to her from the start. She knew Helyg had power, she had felt the same around her mother and grandmother.  It was not till they touched, physically and mentally, that she learned the truth.  Helyg and Brynn had been part of each other's Eternal Dance since the dawn of time. Always together, always finding each other. Thousands of lives and names. Names like Bodhmal and Liath, Sallie and Teamhair, Will and Tamara, Willow and Tara, flooded their minds. Sometimes the love was romantic, other times familial, but always in love. They knew they were Anamchara.
They have had no time to reflect on this though. They have encountered a new Shadowgate and more Darkfiends pour out.  Helyg and Brynn have also learned that they might be the first Rose Adepts in nearly one-hundred years.

Name:
Brynn
Race:
Human (some Vata heritage)
Background:
Forrest Folk (living in Aldis)
Class: Adept Level: 3

ABILITY
Score Focus
ACCURACY
3 2
COMMUNICATION
2 Psychic
CONSTITUTION
2
DEXTERITY
2
FIGHTING
1
INTELLIGENCE
4 3 Natural Lore, Arcane Lore
PERCEPTION
2
STRENGTH
2
WILLPOWER
4

Combat
AR 0
Defense 12
Health 35
Weapon Groups: Brawling, Staves

Staff, Attack 3, Damage 1d6+1
Athame, Attack 1, Damage 1d6

POWERS, TALENTS, AND SPECIALIZATIONS
Armor Training: None
Talents: Arcane Training: Psychic (J), Healing (N)
Mundane Talents: Animal Training (Horses) (N), Medicine (N)

ARCANA
Psychic: Psychic Contact*, Psychic Shield, Second Sight, Calm, Sense Minds
Healing: Cure, Sleep

Persona
Calling: The Moon, Discovery of Secrets
Destiny/Fate: Six of Rods, Confident/Apprehensive
Goals: Protect Helyg from Corruption, help Bethan and Gwawr, Learn the secrets of the Rose Adepts.
Corruption: None.

Relationships
Helyg (4). She is the love of my life. My soulmate, my anamchara. I see a better version of myself in her eyes and she makes me want to be that person. I will always find her.
Bethan (1). She is Helyg's best friend and she treats me like I am family. If I can help her in anything I will.
Gwawr (2). She is my best friend, even though she is younger. She also has powerful psychic potential, but it is untested. I will protect her as my mother protected me.

*When using Psychic Contact between each other, neither Helyg nor Brynn suffer fatigue.  Contact is made at +5 to their rolls.

WOW. I am so, so pleased with these stats. I can't wait to play these two!

Anamchara
“The only thing more frightening than meeting a Celt in battle is meeting a Celt in battle with his wife at his side.” 
- Attributed to Pliny the Elder, 1st Century CE

Anamchara (“on-um-kor-ah”), or soul-mate, is the Gaelic term used to describe a deep and powerful bound shared between two people. This goes beyond mere companionship and even beyond love; the souls of the two people are connected at a deep and fundamental level. Some occult scholars even speculate anamchara share one soul between two physical people.
The anamchara (singular and plural) are often aware of each other on a preternatural level. While this not a full blown telepathy or even empathy it is beyond what the normal senses would allow. This manifests itself in mundane ways as two lovers humming the same song at the same time with no outside influence, husband and wife completing each others sentences, separated twins living parallel lives, or even one sibling knowing her other sibling is about to walk into a room before the event happens.
Anamchara can be, and often are, lovers, but they are not limited to that alone. Some anamchara can also be very close siblings or very deeply devoted friends. Sometimes the connection can be forged in battle, giving rise to a “brothers-in-arms” effect. The Anamchara can also have a deep connection resulting from life times of being together, often both having been in the Eternal Dance together for centuries.
The only prerequisites for this are the two characters must love each other, as represented by a relationship intensity of 3 or greater.


        ANAMCHARA STUNTS
SP      Stunt
5      I Will Always Find You. This acts like a mild form of Empathy or Awareness that extends only to their anamchara. This grants +2 to locate their anamchara via mundane, magic or psychic means. This also gives each anamchara a broad sense of the other’s health and well being.
5        I’ll Stand By You. When anamchara are together even dire situations do not seem as grim. With a soothing word or even a knowing look a character can grant her anamchara +5 on any one test. Best of all, she can do it after the player has already made this test. The granting character spends her Action explaining she is doing this to aid her beloved. This can only be done once per game session per character.


Monday, June 12, 2017

Witch & Witchcraft Reading Challenge: Gretel: A Fairytale Retold

"It takes more that a little fire to kill a witch," Maeve whispered to Gretel.

I love retellings of classic fairy tales. I do.  I ESPECIALLY love ones where the witch is not the monster, but the hero of the tale.

I get such a tale from Niamh Murphy in her retelling of "Gretel: A Fairytale Retold".  In this, we have an older version of Hansel and Gretel. Here they are in the woods, hungry and chased by wolves.
That is till the Witch shows up to scare way the wolves and take Hans and Gretel back to her home.
The tropes are all here. She fattens them up, she lives alone. But that is where the similarities end.
The "witch", Maeve, lives alone because she dared to love someone her village did not approve of.
While Hans does not trust her, Gretel is taken with her charm, her intellect, and her independent nature.  Maeve knows the secrets of the forest and in her own words she was not exiled but set free.
Maeve is easy to like.
I thought the relationship between Maeve and Gretel felt natural. Afterall, Gretel knew she was missing something, she just didn't know it was this.
I was disappointed, but not surprised, in Hans' reaction. I had hoped for more, but it does set up the final act.

The story is a quick read, but a lot of fun and you can grab it for free from her website.  I lament that the story was too short, to be honest, but it is a fairy tale retold, so it can't be too long.
Of course there is a happily ever after, it's a fairytale still.  OR as we used to say to my kids when reading fairytales to them "they all went home and had tea."

She has other stories too, I just grabbed one that is longer.

Niamh Murphy can be found on the web at her website, http://www.authorniamh.com/ and on Facebook at https://www.facebook.com/AuthorNiamh/


2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 15
Level: Mother
Witches in this book: Maeve. She might not be a "real" spell-casting witch, but I choose to think she is.
Are they Good Witches or Bad Witches: Good!
Best RPG to Emulate it: Blue Rose is a good choice.  Maeve lives inside the  Pavin Weald.  She very much fits with my idea of a Green Witch.  I would use my new Witchcraft Specialization for her.  I'd make about a 4th level witch.
Use in WotWQ: I plan on using all sort of fairy tales in my War of the Witch Queens.  A Fairytale re-told is also good material if that re-telling is good.  This is a good retelling.

Something like this would also make for a good Blue Rose adventure.
Much like the Frog Princess is a retelling, this would make a great adventure.  Hans and Gretl can be part of an adventuring party sent to investigate the so-called Witch of the Woods and determine her true intent.   But it turns out she is not evil, but the nearby village is making it look like she is.  She does control the wolves, but not magically, they just treat her as their Alpha.
Gretel, or some other female character, ends up falling in love with Maeve.

And they all go home and have tea.

Friday, June 9, 2017

The Warlock goes Copper!

I just logged onto and noticed that just at six weeks that The Warlock for Swords & Wizardry has gone Copper Best Seller at RPGNow!



I am so pleased!

The Warlock joins such worthies as The Witch (Silver on DriveThru), Eldritch Witchery (Copper), Sisters of the Aquarian Order (Copper), and Ghosts of Albion (Gold on DriveThru and Silver on RPGNow).

Thank you all for supporting me over the years.

I hope my next book, The Green Witch, is just as welcome.

Wednesday, June 7, 2017

Blue Rose: Witchcraft Specialization

Blue Rose is the new game on my table these days.  I am planning a full on review, but before I do that I want to actually try something out. Push the system a little and see what makes it tick, what makes it break.

This is something I toyed around with under the True20 version of Blue Rose.  I think I like this version much better.


WITCHCRAFT

You have been initiated into the secret arts of Witchcraft and are now considered a "Witch".  Witchcraft is very much misunderstood in many parts of Aldea and many confuse it with Sorcery, though it is a separate practice.  Witches are most common among the Rezean people. It has been known in Lar'tya, Roamer and Aldean lands, though not as common.  Witches are hunted in both Kern and Jarzon and for similar reasons; they threaten those in power.

Witches do not typically announce their membership to others, save for maybe in Rezea, but witches seem to instinctively know each other.


WITCHCRAFT TALENT
CLASS: Adept (or Mage in Fantasy AGE)
REQUIREMENTS: You must have Willpower 2 or higher, the Inteligence (Healing) focus, and the two of the three talents at Novice or higher: Animism, Healing, or Psychic. Visionary is also a welcome talent, but not required.

You become part of the larger community of witches. You will gain mastery of the Witchcraft Arcana: Animism, Healing, and Psychic arcana.

Novice: You gain a Familiar (p. 148).  Arcana that list a range or target of Self may instead use the familiar as the source. The witch can target a line of sight effect through the eyes of her familiar. The Scrying Arcana can be taken as a Psychic talent instead of Visionary.

Journeyman: You gain a +2 bonus to fatigue tests when using Animism, Healing, or Psychic arcana. Also, pick one arcane stunt. You may use it with arcana from those three for –1 SP.

Master: You add 2 to the Outcome of any successful use of the "Witchcraft Arcana". You may also pick another arcane stunt to use at –1 SP with these arcana.

A witch who learns Sorcerous Arcana is known as a "Warlock".
Many witches worship Selene, whom they believe taught the first witches.

I'll have to give this a try.  It needs something to make it feel "witchier", but not sure what that is just yet.  Sure there are plenty of role-playing ways to do this, but I am still messing around with the mechanics of the game.
Something with potions maybe.

Monday, June 5, 2017

Witch & Witchcraft Reading Challenge: The Hero and the Crown

"They call you Witch's Daughter - and so you are, and more."
- Agsded addressing Aerin, "The Hero and the Crown"

The Hero and the Crown by Robin McKinley is a bit of an older book (1984) and one I recall from back then.  I had read the "Blue Sword" ages ago and this was it's prequel.  I actually liked this one better, though I am re-reading Blue Sword now.
The story centers on Aerin Sol, the princess and only daughter of the King of Damar.  Aerin, also known as Aerin Fire Hair and Aerin, Lady Dragon Killer (more on that) is shy, awkward and generally clumsy.  Pretty much the archetype of what would later become a trope of female characters in "Romantic Fantasy".  This story gets a huge pass because it helped establish this trope.
In Damar all those of royal blood have a "gift" or some magical power, Aerin's doesn't appear to have manifested cause some (but not her father or her cousin Tor) to suspect she is not really of royal blood. They called Witch Woman's Daughter since the suspect the queen's second wife of being a witch.
Aerin learns to move through life trying to be unnoticed, which is hard because of her fire-red hair (she claims it is orange) and the fact she is as tall as most men.  She hides away in books, where she happens on an ointment to protect one from the fire breath of dragons.  Dragons in this book are small things and are more annoyance than a threat.  So she imparts on a career of killing dragons.  A useful task but one with no honor. It also earns her no friends in court.

In her travels and quests she learns of a "Great Dragon" whom she later kills and is nearly killed in return. Hears the summons of a "not quite mortal" mage. Recovers two lost artifacts, the aforementioned Blue Sword and the Crown of Heroes.

The book, like the Blue Sword, starts out slow. But this one builds quickly.  Of course you know that Aerin will succeed since she is legendary in Blue Sword,  but that doesn't mean things will be easy for her.  I have to admit I forgot this when I was on the part where she was laying in a river with burns covering half her body.

The book is older and for a younger audience than me. But I am reminded that we still need more Aeirn Sols (and Hermoine Grangers) and fewer Bella Swans and Anastasia Steeles.

Robin McKinley can be found on the web at http://www.robinmckinley.com/

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 14
Level: Mother
Witches in this book: Aerin's mother. Her uncle, Agsded and maybe Aerin is a witch too. Witches seem to have red-hair in this world.
Are they Good Witches or Bad Witches: Half and half.
Best RPG to Emulate it: This one is easy. Blue Rose is the best. In fact this is one of the books most often mentioned as an inspiration for Blue Rose.
Use in WotWQ: I love the idea of historical legends being brought to life.  I might want to have the players start out by playing the Witch Queens first.

Friday, June 2, 2017

Kickstart Your Weekend: Comics Edition

Only 12 and half hours to go before Wonder Woman tonight! Been looking forward to this for years and have had my tickets for weeks.

Let's look at some new comic kickstarters that feature powerful women or created by powerful women!

First up is Witches Trine: Rebirth.


https://www.kickstarter.com/projects/1986208350/witches-trine-rebirth

Issue #0 was given out at GenCon 2016 and there are other issues out on DriveThruComics.
The story covers the lives of three immortal witches and the threats they deal.
The issues I have read so far are great and this should be a fantastic looking book.
Eva, Olivia, and Victoria are a group of witches I could really get to like. Hell, I liked Victoria from the first page I saw her on.

I can also confirm that the book is complete. So it should ship right away.


Up next is the WONDERFUL Gisèle Lagacé and Ménage à 3 Volume 8 & more!


https://www.kickstarter.com/projects/pixietrixcomix/menage-a-3-volume-8-and-more

While you can follow the adventures of Zii, Didi and Gary online, these collected volumes have so much more to them.

While these are "adult" comics, they are more "Benny Hill" than "Fanny Hill".

There is more than just the sexcapades of a bunch of young adults in Toronto.  You also get the misadventures of Chole, the not-really-evil Succubus of Dangerously Chloe.



I say support both of these worthy Kickstarters.  This is exactly what Kickstarter was made to to do, help small publishers get the capital to start.

Tuesday, May 30, 2017

Methyn Sarr, Witch Queen of the Fire Coast

I spent some time over the long weekend reading through Barbarians of Lemuria: Mythic Edition. I have the previous editions and this one captures the same feel of the pulp-era adventures.  It is a fun game in it's own right but in truth, I am not at a point anymore where I want to learn a bunch of systems.
I am very, very happy with my world of OSR and B/X so I set out to convert BoL over to B/X D&D.   I also quickly discovered that a one-to-one conversion is not always the best idea.

Barbarians of Lemuria: Mythic Edition is a low-magic, and dare I even say low-powered game.  Even the main antagonist would not really convert to a very high level given most of the advice I have seen online.

I went into Barbarians of Lemuria with two goals.  First, I want to get some more information on Lemuria for my own games and add this feel to my current "Second Campaign" game.   Secondly, I want to convert the main antagonist, Methyn Sarr, into something I can use for my "War of the Witch Queens" game.   I'll detail the first as it happens, but I can talk about the second now.

Barbarians of Lemuria, along with Crypts & Things, share an ethos and a feel with another favorite game of mine, Astonishing Swordsmen & Sorcerers of Hyperborea.  In my mind, all three can be combined to make a Pulp-fantastic, old-school D&D like-game worthy of any mighty thewed barbarian or crafty sorcerer. Mix in a little DCC or Lamentations of the Flame Princess and you have a heady brew.   There is a lot to love here, I just wish I had the time to do all of these games the justice they deserve.

Of course, the antagonist, Methyn Sarr, caught my eye.  She is described as "the Witch Queen of the Fire Coast" and the devoted agent of Zaggath, Lord of Fire.  She is fierce, cruel, beautiful and deadly. Everything I love about an evil witch.  A direct conversion didn't feel right.  No one is afraid of a 3rd level witch*.  (*the suggestion that 1 HD = 5 LB has been thrown out on the internet.  So her 12 LB would be 2.4 HD).

Instead, I looked at her Arcane Power (16) and her careers.   She can cast Third Magnitude spells which I figure are about 6th-8th level for witches.  Since I was looking at AS&SH that puts her 11th level (or 12th).  I wanted something a little more impressive, so I also looked at my own Witch stats for 13th level.

Methyn Sarr, Witch Queen of the Fire Coast


Methyn Sarr, Witch Queen of the Fire Coast
Female Witch 11th level (Astonishing Swordsmen & Sorcerers of Hyperborea, +Jeff Talanian)
Chaotic Evil

Race: Human
Secondary Skill: Torturer

Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 18
Wisdom: 16
Charisma: 17

Casting Ability: 11
Fighting Ability: 5

Hit Points:  24
Alignment: Chaotic Evil
AC: 5 (battle harness)

Powers
1st level: Brew Potions, Familiar
3rd level: Brew Philtre
5th level: Dance of Beguilement, Effigy
7th level: Animate Broom
9th level: Witch's Apprentice

Spells (due to her connection to Zaggath she may also cast Pyromancer spells)
First: (5) Burning Hands, Charm Person, Influence Normal Fires, Shocking Grasp, Sleep
Second: (5) Cause Blindness, Flame Blade, Flaming Sphere, Infernal Tongues, Ray of Enfeeblement
Third: (4) Black Cloud, Explosive Runes, Fireball, Witch Fire
Fourth: (3) Fire Shield, Mirror Mirror, Transfer Wounds
Fifth: (2) Magic Jar, Produce Bonfire
Sixth: (1) Disintegrate

Magic Items
Battle Harness (provides AC 5)
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood)


Methyn Sarr, Witch Queen of the Fire Coast


Methyn Sarr, Witch Queen of the Fire Coast
Female Witch, Malefic Tradition 13th level (The Witch)
Chaotic

Abilities
Strength: 10
Dexterity: 12
Constitution: 10
Intelligence: 17
Wisdom: 16
Charisma: 18

Hit Points: 29
AC: 5 (battle harness)

Occult Powers
Familiar: Raven
7th level:  Evil's Touch
13th level: Devil's Tongue

Spells 
Cantrips: Black Flame, Daze, Detect Curse, Object Reading, Open, Palm
First: Cause Fear, Fey Sight, Ghostly Slashing, Increase Sex Appeal, Sleep
Second: Agony, Blast Shield, Death Armor, Evil Eye
Third: Feral Spirit, Clairaudience/Clairvoyance, Tongues
Fourth: Dance Macabre, Intangible Cloak of Shadows, Phantom Lacerations
Fifth: Death Curse, Dreadful Bloodletting
Sixth: Death Blade, Mass Agony
Seventh:  Wave of Mutilation

Magic Items
Battle Harness (provides AC 5)
Blood Dagger of Zaggath (adds +1d6 damage due to dripping fire blood)

So not exact conversions by any stretch, but certainly workable ones.

Wednesday, May 24, 2017

The Judges Guild Psychic Witch

A few weeks ago I was made aware of the Judges Guild Journal. A newsprint 'zine made by JG back in the 70s "dedicated to Swords and Sorcery fantasy gaming".  In particular, I was made aware of issue 7 (p) and their witch class.

Issue 7 was published in December 1977.   For some perspective, the first Dragon Magazine witch was published in March 1977, though they claim to have received the manuscript for it 15 months prior.  OD&D Supplement III, Eldritch Wizardry was published in 1976.

I mention Eldritch Wizardry because the Judges Guild witch, like my own, was very much inspired by it.

The article is on one broadsheet or about two typed pages.  Titled "Witchcraft in Dungeons and Dragons" and Phil Benz as it's byline.

I have to give this article a lot of credit.  It really went outside the box with this class.  Seventeen levels are presented with roughly the same XP values as the Magic-User and has a d4 for hit point determination.  The 17th level is something called "Emelkartha".  I can only guess this has to do with the Demon Goddess from Gardner Fox's short stories about Niall of the Far Travels.  Which curiously enough appear for the first time in Dragon #5.  Should we call Shenanigans?

What makes this witch different is that she gains psionic powers instead of spells.
Her progression is very much like that found in later 2nd edition supplements on Psioincs and similar to the Basic Psionics book released by +Richard LeBlanc.
Indeed the author claims right away that a better name for the class is "Psionic Woman".   He also makes a good point about the Magic-User being unsatisfactory for a witch class.


The class then goes off into non-psionic and more spell-like areas, with the creation of potions and drugs.   I am also pleased to see the inclusion of talismans, something I also added to my witch class.  There are a lot of witchcraft trapping with this class, but I am not sure how well they mix with the D&D Psionics.

It certainly looks like a fun playable class.
There is a bit here about how males can only become witches under a special contract from Satan!

This article is much smaller than the one found in The Dragon issue #5, but is some ways is a lot more interesting.  I think that the Judges Guild article has the benefit of reading the Dragon magazine one first.  While I have no proof that the Dragon magazine article influenced this one I do find it difficult to believe that someone writing for a 'zine at this time had not read Dragon. Plus the inclusion of Emelkartha, which had only shown up in this one spot prior to this, is kind of a give-away.

Class Struggles: The Problem of the Psychic-Witch
While this might be the first Psychic Witch class published it is not the first one I have seen.  The first one I remember reading was the one from the Mayfair Role-Aids book Witches.  That witch was a "Deyrini" witch and while I was familiar with the stories I thought it was an odd inclusion.  First, the powers were less psychic and still more spell-like.  Also, I never got a witch or a psychic feel from that particular class.
I later made my own "Natural Witch" that was also a Psychic Witch, but again, something about it never quite jelled with me. This is one of the reasons you don't see a psychic witch in my books now. I could never get it to work right for me.

The closest thing I have been able to get to a psychic witch I really like are my Sisters of the Aquarian Order.

I think the issue is that like D&D, I grew up in the 70s and 80s.  The 70s saw the Occult Revival and the 80s saw the Satanic Panic.  This has forever locked witches, occultism, and psychic abilities together in my mind. If you read anything published in the 70s about witches they often talk about enhancing their psychic powers.  I could see a witch, instead of mixing potions or collecting herbs, empowering crystals or infusing talismans' with her own psychic power.

Maybe her familiar is not a spirit but a psychic construct of her own "Shadow Self" from Jung.  Her Patron then is a manifestation of her Mana or Higher Self as part of the Collective Unconsciousness (again, Jung).  So the Jungian archetypes of Self-Anima-Mana could map on to Maiden-Mother-Crone representations.
Jung is, and always has been, a huge influence on how I detail the witch archetype for myself. I spent a lot of time in the 80s reading Jung and it is one of the reasons I worked on a Ph.D. in psychology.

Maybe there is something here after all. Maybe it just takes 40 years to get it right!

I'll have to think about this much more.



I am also presenting this as another addition to the RPG Blog Carnival on Occult Mysteries and Magic.


Tuesday, May 23, 2017

New Releases Tuesday: Covencraft

It's Tuesday and that means new releases!

Out today the next book in the Strange Brew series for Pathfinder, Covencraft!


Strange Brew: Covencraft for the Pathfinder RPG

Witches can be--and often are--portrayed and represented as solitary individuals, practicing their craft alone in a cabin (gingerbread or otherwise) in the wilderness or in the scary house on the hill that children avoid. But what if they gathered in groups, forming a coven? What then, would be different about them, and how would those groups look and act? What tools would they craft and use in their rituals?

Strange Brew: Covencraft answers those questions for you, taking you inside covens and detailing how they work and how to integrate them into your character’s story and your campaign. Sample covens are provided, along with discussions of the benefits of a coven, types of covens and roles for characters within them, example ritual tools, ceremonies, and more.

Magic items to follow!

Monday, May 22, 2017

Witch & Witchcraft Reading Challenge: The History of Witchcraft

For this Witch & Witchcraft Reading Challenge I "read" (listened to) two shorter books that covered roughly the same topic.  The first was "The History of Witchcraft", written by Lois Martin and narrated by Brogan West.  The second was "Witch Mania: The History of Witchcraft", written by Charles Mackay and narrated by Greg Wagland. Witch Mania is actually part of the Charles Mackay's 1841 book Extraordinary Popular Delusions and the Madness of Crowds, which I covered another version of back in January as "Witch: A Tale of Terror".
So for these reasons I am going to classify this as one reading, not two.

The differences in the books are largely one of the historical perspectives.  The older 1841 "Witch Mania" book takes an interestingly pro-science approach that is congruent to the time's own growing industrialism and embrace of science.  "The History of Witchcraft" includes the findings of, subsequent dismissal of those findings of, Margret Murray's Witch Cult thesis.  History also covers the then new "The Triumph of the Moon" by Ronald Hutton.  But nothing is given in detail.

Mackay's 1841 book reads and feels like something written today to be honest.  There are only tidbits of information that would let on that it is not.  Though the perspective is still one of "those poor superstitious peasants".  Martin's 2007 book is a bit newer in it's topics, but the perspective has not shifted very much.

Both books come down on the side of this all being delusion by the participants with some mention of how to properly view historical events through the lens of the times they were in.
Both books cover many of the same horror stories that are familiar to anyone that spends time reading these tales.  A couple of interesting bits for me was the idea of how localized many of these accounts are.  These were common fears that involved local people on a global stage.  The newer "History" (2007) spent some time talking about how this was part and parcel the change over from superstition to rationalism.  Also, it seems there is a new push to see the witch trials as largely a secular issue rather than a purely ecclesiastical one. More on this when I cover the next history book on my list.



Both of these books came from Audible.
http://www.audible.com/

2017 Witches & Witchcraft Reading Challenge
2017 Witch & Witchcraft Reading Challenge
Books Read so far: 13
Level: Mother
Witches in this book: Again, millions or none.
Are they Good Witches or Bad Witches: All were innocent in my mind. At least innocent enough to not warrant a capital offense.
Best RPG to Emulate it: Again, not the best question, but I would love to play a "Burning Times" RPG using WitchCraft.
Use in WotWQ: I will bring some of these ideas to the campaign, certainly the witch hunters and the paranoia.


RPG Carnival Post
Using witches, magic and occult practices in your games.
Both of these books got me thinking about how witches and the occult could be viewed in a game that is already full of magic.

The main feature of both of these books is fear. Fear of the unknown and fear of the very real and very known Devil.  Witches, no matter the stripe, are something to be hated and feared.
This also begs another question. Are Witches really Witches without the persecution?

In most fantasy role-playing games there are wizards, clerics and a host of spellcasters. Even "grimdark" games like Dungeon Crawl Classics and Lamentations of the Flame Princess have their spellcasters and they are, despite their "otherness" still part of a social unit of adventurers.  The witch, when she is included, often becomes another type of spellcaster. In the cases of AD&D 2, D&D 3 and D&D 4 she was merely a type of wizard.  Third party books have made strides to cleave the witch class to the historical witch, or at lease the fairy tale witch.  The RPG Quest of the Ancients, despite it's "Heartbreaker" status has done some rather interesting things with witches.

One thing I have done in my own games is to set up a dichotomy of magic. There is the "state" sanctioned magic used by wizards and the "church" sanctioned magic used by clerics.  Casters will fall, mostly, into one of these two realms. It is assumed that the powers in charge of these realms will police their own.  "Witches" are those that fall outside of these realms and their magic is somehow "outlaw" or "other".

Both history books mentioned above make a point of detailing both the religious and secular nature of the witch trials. This can be emulated in many RPGs with the method I also mention, with a secular or state wizard working with the church or spiritual clerics working to stop the "Evil" witches.  I say evil in quotes since an evil cleric, in this case, would still see they have more in common with a good cleric (both worship gods) than a witch.

I have done this to great effect with witches and psychic characters in my games over the years. In fact, witches had become so numerous in my games that I had to redo how psionic characters were dealt with my games just to set up this "other".

For all of it's outward appearances, D&D and games like it are not medieval Europe. The polytheism of most worlds is really at odds with the notion of Feudalism.  This lack of a monotheist faith, and interrelated government, really makes for a lack of a designated "evil enemy" for this church/state to fight against.   If there is no enemy there is no enemy secrets, cults or conspiracies.   In my mind the best enemies of society are the ones that seek to destroy it.
Maybe there is a cabal of evil (unsanctioned) wizards or a cult of warlocks.

For me, witches are the most interesting when they are slightly outside of the norm.  In modern parlance, they can be the terrorists OR (maybe AND) the Social Justice Warriors.

But I have always been fans of the outsiders, the strange and the different.


Wednesday, May 17, 2017

Monday, May 15, 2017

Sick Days, New Year's Resolutions and Upcoming Books

Not feeling so hot today.  Some viral thing has been running through my home and at work, so I guess it was only a matter of time before it got me too.

This got me thinking about my New Year's Resolution.

Each year I try to resolve to do something new, or better, in the upcoming year.  I am happy to say I am usually pretty successful at keeping these.  This year was no different.

For 2017 I resolved to clear out a lot of the half-finished "Works in Progress" I have on my list.  Having five half-finished documents are not as good as having one finished one.  So you can see the fruits of my efforts this year with a new witch book out every six weeks so far. I also finished up a project for the DMsGuild and the Classic Modules Today group.


Now I don't want to burn out my audience so I am debating on whether or not my Summer Solstice book should be a "witch" book.  Oh if you think I don't have another witch book up my sleeves you haven't been paying attention here for long. ;)

Which gets me to today.
Since I am feeling kind of crappy I was digging around in my projects drive and found some docs I had written about the Healer Class. Actually, I have two; a Clerical healer and a Psychic healer.

The other projects I have are:

The Faerie Witch / Green Witch.  This is planned for the Summer Solstice.  It covers the Faerie Witch traditions as well as the Fey Pact Warlock.  I also will talk about "Grand Covens" and have more faerie creatures.  For Swords & Wizardry complete with conversion notes for Basic Era.

The White Witch. This is a simple book for playing good-aligned witches in Swords & Wizardry Whitebox.  Due out in August.

The Complete Necromancer. This is a much larger project. In addition to the Mara Tradition Witches and Death Pact Warlocks, I am going to comb through many OGC sources to provide a "complete" Necromancer class, an Undead Slayer class and a Death Priest. Some of the material in this book goes back to the beginning of my witch class.  This book will feature hundreds of spells and dozens, if not scores, of undead monsters.  It is a huge book.  I want to get it out for Halloween (natch) but not sure if I will get it all done.  Swords & Wizardry Complete / Basic Era.

The Healer.  Again this is a class that shares a genesis with the witch and necromancer. The Clerical Healer will have plenty of new spells and things to do. Plus rules on how to play a passivist character in a world of murder-hobos. The Psychic Healer will be similar but rely on psionic powers and manipulating chakras. Basic Era, no set date yet.

Space Truckers.  Ah. This one has been running around in my mind for years.  No witches. No magic. Think back to 1977, this is "Star Wars" meets "Smokey and the Bandit" meets "CHiPs".
An Ode to roadtrips and the strange alchemy that was the late 70s.  New classes, new races, new rules for short and long haul spacetrucks. For White Star.  No date yet, but this year is the 40th Anniversary of both "Star Wars" and "Smokey and the Bandit", so I should do it this year.

Below is a quick poll.  I am interested in hearing your thoughts.






Let me know what you think. I am on a ton of allergy drugs right now; who knows what you can convince me to do!

Friday, May 12, 2017

The Warlock, In Print!

After two failed attempts the Warlock is finally ready for print purchases!


You can now get a copy to go with other books in my Witch line.


Like Hedgewitches,


Or any Witch for that matter.


BTW, does anyone want The Witch: Aiséiligh Tradition for Swords & Wizardry in print?


Combine them all for a Complete Witch!

Thursday, May 4, 2017

This Old Dragon: Issue #114

It is not an exaggeration to say that Dragon #114 was a watershed issue for me.  But before I get into all of that I want to quickly restate what I am doing here since I have gotten a few new readers.
So the background here is I had purchased a couple of large gaming collections over the last couple of years. My brother also gave me a box of Dragons in really bad shape.  After combining, keeping some, selling off others and tossing (yeah, had too) ones that were in terrible shape I was left with about 100 or so Dragons that were in pretty bad shape.  Most were missing covers, many are missing pages and maybe one or two are fully intact.  In This Old Dragon, I am grabbing issue out at random and reviewing them.  I can only review what I have, so if it is missing I won't talk about it.  The only exception I make is the covers.  If I feel too much is missing or something important is missing I'll check my Dragon-Magazine CD-ROM.  Cool?

So,  Let's get into this issue!
Speaking of covers let's have a look at this rather infamous cover from David Martin. In future letters sections, there were plenty of complaints of the "Playboy" like cover. It is also one of the few covers I would love to have an art-print of in my game room.  I loved it then and I still do. I have never seen an art print of it though. A little more than a year later the cover was reused (with permission as I understand) for the cover of Angel Dust's "To Dust You Will Decay" album.

The Letters section covers questions about spending more than $100 on the next version of AD&D (2nd Edition).  Some things never change I guess. Some letters on Psionic in combat too.

Editor Roger Moore talks about someone impersonating him at Gen Con 19.  Don't know if the guy was ever caught.

Ok.  Let's jump in.
The Witch is the main feature of this issue.  And by main I mean I don't think I ever read anything else in the issue for many years.  I think it was 1990 before I ever looked at the Ecology article.  This article dominated the issue and the minds of many.  I know many of you reading this either knew of this article, read it or had a witch from it.   Chances are if you ran into someone playing a witch anytime after 1986 then they were using this class.  Interesting that it was designed as an NPC class.
It was another update to the venerable witch from Dragon Mags #5, #20 and #43.  While issue #43 had a great deal of information, Dragon #114 is known for the art. There was the controversial cover and also the use of Larry Elmore art as one of the witches.   It was this issue that set the desire in my mind to have Elmore art in one of my books one day.  I had made a witch class prior to this, back in July of 86.  But I remember exactly where I was and what I was doing when I first made a character using this witch.  It was in study hall, October 25, 1986.  I was a senior in High school. I was in the larger study hall because the teacher I normally had study hall with had just died. I was set to play Dr. Seward in my High School's production of Dracula.  I pulled out a sheet and rolled up my first witch.


Yes. That is my iconic witch Larina.  That binder is full of different versions of her for different games, but this is the first.

Moving into the article and class.  This witch is WAY overpowered.  It is easy to see that now, but back then I didn't care. Bonus spells, powers at nearly every level, High Secret Order Spells? Yikes. But yet I do love this witch so.  10 pages, lots of new spells.  That Elmore art.  Totally fell in love.  Limiting the witch to 8th level spells seems like a natural thing to me now.  Back then I never gave much thought.  These days I give WAY too much thought.  I have a huge Excel file filled with spells and levels to some up with the optimal levels of every spell and placement. It has informed all my writing for years.  8th level feels right.


I see the seeds of nearly every witch I have played in these pages.  Certainly, my own Witch class has been inspired by it.

After that everything else in the magazine is a little weak.  It's isn't, but it sure feels like it.

Grave Encounters is full of great random tables for monsters.  I made a copy of it and stuck into my Ravenloft boxed set.

Not to be outdone by Bill Muhlhausen, Chris Booth is up with The Elven Cavalier. In my mind, I always thought that there is someone out there that read this article and got the same joy out of it that I got from the Witch article.  It is a good article and when I finally sat down to read it in earnest I became convinced that this was someone's favorite article and class.  So much so that it later affected things I did with Larina.  At one point she became romantically involved with an elven cavalier and thus my other iconic witch Taryn, the half-elf was born.
I created a group of Elven Cavaliers called the "Moon Knights" (it was the 80s. I am allowed).

Were you that person out there that loved the Elven Cavalier?  I'd love to hear about it.

The Ecology of the Remorhaz took me till 1990 or so before I read it.  Not that it is a bad article, far from it, it always got eclipsed by the witch.

Robert Kelk is up with Combined Generation or another attempt to put all the tables needed for character generation in one place.  It's a good article in theory. In practice I can't say.  At the time I never needed it, by 86 I had been playing for 7 years and pretty much knew where everything was without thinking about it. Today, rereading it, I can't say since I am too far removed from those days.  I can say that if I ever play 1st ed again I will have these handy.

Class Struggles (yup, but let's be honest an obvious name) from Mark Kraatz details things characters can do between leveling up times.   Some good ideas here that can be easily ported over to any version of *D&D or OSR.

The next article was part of a rash of articles and products to "better define" D&D.  It's a hit-but where? by Alex Curylo is another hit-location article. There are lots of example creatures, including the Flumph, on random hit locations.  It's a level of detail I never cared for and when it came up in game we usually either hand waved it or decided where the hit must be depending on the damage caused.

Moving on to more modern games and sci-fi we have an article from Russell Droullard on creating adventures for Top Secret; A Recipe for Espionage.  I am sure it would for other spy games as well like James Bond.  Thomas Kane follows up with the legal process in Top Secret in Guilty as Charged.

The Marvel-Phile deals with some details that didn't quite make it into the Advanced version of the game and a DS al Coda of the Moon articles from Ares. The only hero I recognize here is Medusa.

Neat, full color ad for the Immortals set.

Role of Computers covers the game Wizard's Crown for the Apple II, Commodore 64 and Atari XL.  The screen shots look like the Atari version. It looks fun, in a retro sort of way.  I know by this time I Was feeling a left out on my little 16k Color Computer 2.  But no fear the 128k Color Computer 3 was coming out and I was going to be rocking!

Ad for the Palladium Fantasy RPG.  Really wanted to play that back in the day.

High-Tech Hijinks by Randal S, Doering covers adding technology to your FRPG and AD&D in particular.  I will be honest. I never read it. I don't mix tech and magic in my games. It's a thing.  Though rereading it now, I am sure I at least glanced at it. A lot of it feels familiar.

We end with Wormy (which was getting stranger all the time to me), Dragonmirth and SnarfQuest (which was totally about tech in D&D).

It is very difficult to classify this issue for me.  The Witch article drowns out everything else in my mind to the point that I think only of it.  Yet there is a lot of othr good things in this issue.
It is easily one of my top 5 issues. Maybe even my most favorite.

I know for a fact that while I would have done the witch class, I would not have been able to do it as well had it not been for this.  If nothing else it gave me ideas to use, ideas to avoid and something to playtest against to see how it all works.  The roots of my own game design are right here.

The fruits of 30 years:

The Witch: For Basic-era games The Warlock for Swords & Wizardry


Which one is next?



If this was a watershed issue of Dragon, White Dwarf was doing the samething in October of 1986.  Check out what I said about Issue #82 in White Dwarf Wednesday.