Saturday, September 12, 2020

Zatannurday: Prime 1 Studio Zatanna Statue

Anyone have a spare $1500.00 they can give me?

Prime 1 Studio is releasing a "museum quality" deluxe Zatanna statue.

She comes in two versions, the "Regular" version which goes for the budget price of $1099.00, and the deluxe version which goes for $1499.00.

Here are some pictures of the Standard Version:










And the Deluxe one,








Gorgeous. But I don't think my wife will be happy with me if I get it.

Friday, September 11, 2020

Thursday, September 10, 2020

This Old Dragon: Retrospective, The Wizards Three

Getting back into the "This Old Dragon" frame of mind. I thought I might try something new here and instead of looking at one issue, I would look at one feature across many issues. A few easily come to mind but I want to start with the one that gave me the idea in the first place. The feature in question is "The Wizards Three."

The concept is a bit silly. The great sage and mage Elminster has guests over to his place for dinner and light chat. The guests are typically other wizards. Most often Mordenkainen of Oerth (World of Greyhawk) and Dalamar of Krynn (Dragonlance). Later Dalamar was replaced by Mordenkainen's, young apprentice Rautheene. Hiding in a suit of armor and trying to remember it wall was out helpless scribe Ed Greenwood.

Like so many, Dragon was my first introduction to the Realms and to Elminster. Throughout my AD&D 1 and 2 years, I was focused largely on Greyhawk and then Ravenloft. I didn't even pay much attention to the Realms at all until later in the 3.x days and it was not even an option I took seriously until 4e.


Even so, I always enjoyed this series because I love the idea of the multiverse and that travel between the world can sometimes be done. Sometimes it is easy, as this series shows, and sometimes impossible; as this series also shows.

So without further ado. Let's grab a drinking jack, see if we can squeeze into Ed's old armor and spend a nice evening, or a dozen, with some old friends.

"The Game Wizards" by Jeff Grubb, Dragon #153
This one is not really part of the series, but it fits the mold well enough to be a proto-version of the tale. In this case, Elminster has come to our world and is imparting wisdom on Jeff Grubb.

"Magic In the Evening", Dragon #185 (56), September 1992
This is the first piece of the series before it was the Wizards Three. Here Elminster and Mordenkainen meet on Earth (with Ed hiding away). A lot of the conceits of the series are established here. Elminster with his typically archaic speaking. Mordenkainen always feeling like he is about an hour or two away from some cosmic victory or equally cosmic defeat. Some good-natured fun poked at each character, plenty, but never enough to make them actual caricatures. I did sometimes wonder how Gary, who had been long gone from TSR at this time, felt about Ed's portrayal of Mordenkainen.
I did enjoy how the characters did seem rather fond of each other. Maybe not friends exactly, but certainly more than co-professionals.
Also, the rules of their meetings are established. So this is the first meeting of this sort between the master mages.
One thing I get now, that I didn't then, was how Realms and Oerth lore was weaved into the conversations. Nice little treat that must have been for people reading all the novels at the time. The spells that were later presented we also worked into the discussions.

In the game mechanics bit at the end Ed let's know what discussions were connected with which novels and which adventures. I usually more up on the adventures than the novels.

This episode included the spells "Curse of the Grinning Skull", "Thundaerl's Universal Taster", "Lesser Spelldream", "Greater Spelldream", and "Moonweb". Anytime I could get more spells the better. I figure these spells have been out for a bit so no need to detail them all here.

This one also included Samader's Ring and the Alhoon creature, or the Illithid Lich.

"The Wizards Three", Dragon #188 (26), December 1992
This one is a proper Wizards Three since it now includes Dalamar the Dark. The Master of the Black Robes Tower of High Sorcery in Krynn. Elminster's power was unknown to me, and Mordenkainen was always a guess I safely put them both in the "above level 20" area. I knew Dalamar was below level 20 thanks to the hardcover Dragonlance book.


Moving on to the tale, tragedy has struck Mordenkainen, of which I had been vaguely aware of thanks to the Greyhawk books that had been coming out in the end of 1st ed and the start of 2nd ed. Most of the Circle of Eight had fallen to the hand of Vecna leaving only Mordenkainen himself. I know it was a tale, with characters that were not real, but I was always happy with the exchange between Elminster and Mordenkainen here. It seemed, well, heartfelt. This is contrasted well with the near come to magical blows that Dalamar gets into with the other mages when he is introduced. If Elminster and Mordenkainen are beginning to act like something akin to friends, the Dalamar has a long way to go before even trust is part of the relationship. But at least he agrees to stay for dinner.

The inclusion of Dalamar changes the tenor of the meetings and the nature of some of the spells.

Our spells include "Blastbones", "Double Spell", "Whip of Pain", and "Manshoon’s Xorn Talons."
Magic items include a "Ring of ESP", "Cloak of Healing", and a "Fleeting Fail." And some undead monsters.

"3 Wizards Too Many", Dragon #196 (82), August 1993
Dalamar relaxes enough to have some fun with Mordenkainen and he gives as good as he gets now. It is easy to forget that on Krynn, Dalamar is the big badass evil mage. I just never read him as really being evil I guess. Not in the Dragonlance stories and not here either. Selfish, sure, but not really evil. I am sure I just missed some of his darker exploits.

The spells include "Bloodglass", "Fistandantilus's Firequench", "Thultaun's Thrust", "Barrier Reaver" and "Dragon Breath". Magic items include "Helping Hands" and "Spell Mirror".

"The Wizards Three", Dragon #200 (20), December 1993
I recall this one quite well. The Dragon magazine had the then way cool hologram cover, and this Wizards Three features the Simbul. This entire exchange with the Three Wizards and A Witch Lady was reproduced in the Forgotten Realms book "Pages from the Mages". I liked this one, even if Dalamar did go back to acting like a petulant child. But I can overlook all that. This was not the first time I had ever heard of The Simbul, but it was the first time I had read about the character and really grew to like her. Here are the three greatest mages of three worlds and they all pay deference to HER.


I mean look. Mordenkainen is bowing to her. That's impressive.

This one has the most spells, which includes "Shadow Bolt", "Slowspell", "Acid Bolt", "Mordenkainen's Involuntary Wizardry", "Bonebind", "Bloodstars", "Lightning Storm", "Alamanther's Return", and "Tempestcone".

I didn't spend a lot of pixels on it, but this might be my favorite of the lot.

"The Wizards Three", Dragon #211 (82), November 1994
Now we are getting into ones a little less familiar to me. Some I read when they came out, but only briefly, others I did not encounter at all until I bought the Dragon Magazine CD-ROM Archive.

This installment finds Elminster with a burning tongue from chili and a Mordenkainen in a jovial mood. So much so he even pranks Dalamar. See I find this totally in-character for Mordenkainen, knowing what I know of Gary. Though I don't pretend to be an expert on either Mordenkainen or Gary. The three share reminiscences of "Nights of Shadows" past, or essentially Halloween. The text seems to suggest that Dalamar is a Drow, but he isn't, he is a "Dark elf" which is something very different on Krynn.
Their spell trades have moved now into subtle contests of who can impress the others more. It seems less about power and more about the story behind the spell; a bit I really liked. Who cares how powerful a spell is, how interesting is it? Though there is less sharing of the stories behind each spell.
This is the shortest one to date, but it has a lot of spells.
For those interested, Elminster contributed "Falling Wall", "Jonstal's Double Wizardry", and "Jonstal's Improved Double Wizardry"; Mordenkainen presented "Argaster's Cloak of Shadows", "Belsham's Mace", and "Othnal's Spectral Dagger"; and Dalamar set forth "Battlecurse", "Sphere of Eyes", and "Valiancy".

"The Wizards Three", Dragon #219 (90), July 1995
The subtitle of this one is "Warmer than Expected" which is appropriate. In July 1995 I got married and came home to the largest (and deadliest) heat wave Chicago had seen in decades (though we would surpass it many times later) and our AC was dead.
There is more "plot" in this story with the introduction of Shaan the Serpent-Queen. This whole set-up to trap the Serpent-Queen.
In the end we are introduced, sort of, to Mordenkainen's thee new young apprentices.
Spells featured here were "Handfangs" (turns your hand into a venomous viper), "Farscry", "Dauntra's Cloak", "Translocation Shift", "Temporal Freedom", and "Brainblaze".

"The Return of the Wizards Three", Dragon #238 (42), August 1997
The biggest gap of time between installments so far just occurred. Elminster even comments about the last installment noting reading about it on "the Net". Something about "gamers with dirty minds." I checked a little on the Usenet group rec.games.frp.dnd and there does seem to be some complaining. Was this the reason? Most likely it had more to do with the fact that this was a very dark time at TSR and Wizards of the Coast had either bought them at this time or was close. I just checked, this was one of the first Dragons to be published by the newly acquired TSR.
This installment tries to walk back some of the implied ribaldries of the last episode. We get nearly a page and a half of this before any other wizard shows up.
In something of a manifestation of this, we are introduced to Rautheene, one of the new apprentices of Mordenkainen. She was introduced to keep the number at three. Dalamar will not be joining the group this night, nor any other night, nor any other night for the next 10 years. I have to admit I was always curious about why exactly Dalamar was excluded. I know it had something to do with the relationship WotC now had with the Dragonlance properties. But for me, this was the big issue that overshadowed whether or not Mord and Elm went frolicking with young apprentices.
The addition of Rautheene also adds something akin to a Doctor Who companion; a younger, less learned character whose job is to ask "What is that Doctor?" or in Rautheene's case "What is that Lord?"
The spells shared were, "Spell Echo", "Scourage of Stars", "Firedart", "Turnblade", "Backshift" and the evocatively named "Mystra's Unraveling".

"Jest the Wizards Three", Dragon #242 (48), December 1997
This one comes a mere four months after the last. I know I said that I didn't care about the implied ribaldry between the old mages and young apprentices, but now I can't read about Elminster and Rautheene as nothing but really creepy flirting. Ah well. Thought maybe because of this Rautheene is also becoming a more developed character, though she is still something of a walking stereotype at the moment. But she is getting there.
The mages trade spells and strange flavor combinations (smoked salmon and ice-cream, which is something I think my youngest son has also done).
The spells include "Coinsharp", "False Ioun Stone", "Hither", "Wizard Gong", "Echo", "Fingerblade", "Nextremity", "Sortil's Aqueous Transfer", and "Spy".

"The Wizards Three", Dragon #246 (86), April 1998
This installment has the first full-color interior art. The artist, David Day has been with us since the start.



More discussion on how they can't reach Krynn. This installment is also fairly short, but there are some interesting spells. "Beneath the Surface" (looks beneath the surface of something), "Blade of Memory", "Brester's Beam of Light", "Onsible's Key", "Runefinger" (allows the mage to draw in mid-air), "Smahing Stike", "Standfast", "Tanatha's Melt", and "Tentacled Visage".

"The Wizards Three", Dragon #344 (56), June 2006
Previously we got three installments in eight months. Then eight years till this one! What changes happened to our trio of wizards? For me I went from being married and living in my brand new home to being married, having two kids, living in my second home, and having published a few of my own RPG materials. Soon I'll pick up the tattered remains of my old website and recreate it as this blog. This was also the time I had a subscription to Dragon.
Ed is still the author, but we get a new illustrator in Tom Fowler. Dragon is now published by Paizo, the system is now 3.0 D&D and TSR is almost 10 years gone.
Some other changes. Mordenkainen is now in his new "Anton Le Vey" look (ok that is not really a fair comparison, but he is bald with a goatee). Rautheene no longer seems to be his apprentice (though she is still called such), but a full mage in her own right, and she is sporting some new tattoos. Seems she was a college student in the 90s! Again, more lip service given to looking for Dalamar, this time it is Rautheene doing the looking. It occurs to me that an epic quest to find a completely lost world might be fun.
Interesting change in tone here. I attribute it to all the novels Ed had written since, but Rautheene is less the "giggling coed" and now more capable young mage. She is aware of the power difference between her and the two older mages, more so than Dalamar was, but for her, it is less "I am not as good as them" and more "that's going to be me if I learn from these two." I'd like to see if there is more about her out there.
The spells are now in 3e format, so they are for wizards and sorcerers. They include "Battle Tentacles", "Mailed Might", and "Wymcone". I would have liked some more discussion on the arrival of Sorcerers to these two worlds, but that has been discussed elsewhere.

"The Wizards Three", Dragon #359 (78), September 2007
This is the end of our journey. This is the last published, print copy of Dragon Magazine. I have not checked to see if any were published in the 4e online Dragon or Dragon+ for 5e. So let's see what this rather special installment has for us.
Dalamar has returned for this final meeting which I admit is a really nice surprise for the other wizards and myself. Rautheene now holds her own against Elminster.
This time Ed is outed, in a manner of speaking, as to why he hosts this gathering of wizards and the Wizards Four decide to let him live if he continues to show off their brilliance. Dinner is shared, but no spells this time.



The Wizards Three was a sometimes delightful, sometimes amusing little romp of the important worlds of classic D&D; Toril, Oerth, and Krynn and not to mention Earth.



I will admit I was disappointed in the end that Mystara was never represented, especially since the feature would share issues with such Mystara-centric features as "Voyages of the Princess Ark" and even an article about Mystara's wizards from Bruce Heard himself.

The spells were always welcome and I could never get enough new spells to be honest.

The series is also one of the few that is covered in both the Greyhawk online wiki and the Forgotten Realms one. The closest thing the online Dragonlance wiki has is an Ed Greenwood category.

Through these outside sources and from the articles I gathered that The Year of the Turret, 1360 DR marked the first meeting between Elminster and Mordenkainen on Earth (1992). On Oerth, this was shortly before the year 581 CY. I am unsure of what the date would have been on Krynn.

I am curious to know what the fans of the various worlds think of this series. Did it do your favorite mage justice? What else would you have liked to have seen? Who else? Ringlerun? Kelek?

I also wonder if this was re-done today what other wizards and worlds would be included. Would Dark Sun? Birthright? Eberron?

Edited to Add: Ed has weighed in on this!



Wednesday, September 9, 2020

What's So Innovative about Night Shift: VSW?

My NIGHT SHIFT co-author Jason Vey has a bit to say on the design and innovation of our Modern Supernatural RPG. 


You can read it about it all here: https://wastedlandsfantasy.blogspot.com/2020/09/whats-so-innovative-about-night-shift.html

Jason makes a lot of fantastic points. So many in fact that I do not feel the need to reiterate them here and now.  Save where I want to talk about why I wanted to make this game.  And even here I am going restate something Jason already said.

NIGHT SHIFT: Veterans of the Supernatural Wars was designed to be familiar. 

For me though not just in terms of game design, in terms of the types of games I have been playing over the last 20 some odd years.

In 1999 I was facing something of a crisis of my RPG playing. I had been playing D&D for 20 years solid by that point, with minor breaks due to college, grad school, and getting married.  I had bought a house and had a kid on the way. Plus in 1999 D&D was feeling tired and old.  I had played some other games, namely World of Darkness and other horror games. I had recently picked back up Chill, but none of these had lit the spark the way D&D had.

That is until I found CJ Carella's WitchCraft RPG.  Now here was a game I loved and it relit the long dormant fires of RPG creativity.  From here I picked up Kult, found more and more games. Soon I was freelancing at Eden. Then Jason and I were working together on Buffy, Angel, Army of Darkness, and more. But D&D was still that first love.   At the same time the d20 boon was happening and there were a lot of new great games coming out based on the d20 OGL and more still based on the principles of the OGL.  I went from a "dark time" to a new Golden Age in just a couple of years.

NIGHT SHIFT hooks into that familiarity. 

The rules are a streamlined version of the d20/OGC with an "old-school" bend. 
The situations are modern supernatural, so there feels like there is a "world continuity" with games I was playing using Chill, Kult, CoC, Mage, WitchCraft, and Buffy.

I want a game that can take me to the next 20 years of gaming and I truly think this one is it.

You can get hardcovers of NIGHT SHIFT from my publisher's webpage or PDFs via DriveThruRPG.

Tuesday, September 8, 2020

BlackStar: Star Trek Dark & Scary

I am gearing up for Halloween (what you might call "October"), getting all my DVDs, Blu-Rays and yes, maybe even a VHS or two, ready for my nights. I am also getting a bunch of reviews lined up for my days.  But I have not forgotten that I am still only in September and there are things going on right now.

Today is September 8 and that is Star Trek day.  It was on this day that Star Trek premiered in 1966.



So to combine my love of horror and Trek here are some lists of dark and scary Trek episodes.







And a reminder from Dr. Leonard "Bones" McCoy that you really don't need to create a lot of horror for space. It's pretty damn scary as is.



Happy Star Trek Day!

Monday, September 7, 2020

Monstrous Monday: Galley Beggar

My thoughts are still on Halloween.  So time to bring back another monster from my younger days.

Galley Beggar

Medium Undead (Incorporeal)
Frequency: Very Rare
Number Appearing: 1 (0)
Alignment: Chaotic (Chaotic Neutral, Chaotic Evil)
Movement: 120' (40') [12"] (Limited to 100' from bones)
Armor Class: NA [NA]
Hit Dice: 1d8 (1 hp)
Attacks: 1 scream
Damage: NA (see below)
Special: Can't be hit by physical weapons (Mundane or Magical); immune to charm, hold, and sleep spells.
Size: Medium
Save: Monster 1
Morale: 12
Treasure Hoard Class: See Below
XP: 5 (50 if bones destroyed)

The Galley Beggar, also known as a Bull Beggar, is a type of ghost found in crypts, dungeons, and even old cellars.  They appear as a thin, skeletal looking ghoul in the poor light of dungeons, but are semi-transparent.  They are incorporeal (ghost-like) and are immune to physical attacks of any sort and any mind-affecting magics.

The Galley Beggar has only one attack, a scream that causes fear (as per the spell) in all who hear it.  Everyone with 100 feet of the screaming monster must make a Save vs. Spells or come under the effects of the fear.  Creatures greater than 6 HD are immune.  A favorite trick of the Galley Beggar is to pull it's own head off of its body and then scream.

The only ways to defeat a Galley Beggar are with Clerical Turning, they will turn as Skeletons (1 HD) or via any magic like Bless, Remove Curse, Dispell Magic, or similar enchantments.  If the bones of the Galley Beggar are found and destroyed (with fire or given a proper burial) then the creature is also destroyed. 

It is believed that the Galley Beggar is formed when a novice spell caster is killed on an adventure and their bodies are not returned for burial.  The Galley Begger will not form until the body has decayed to bones.

Friday, September 4, 2020

Mail Call: The Hero's Journey 2nd Edition

Got a nice little mail call last week.

Going to have to see how this one plays!

Kickstart Your Weekend: Abracadabra: A Guide to Becoming a Magical Games Master

Well, this one looks like it will be fun!

Abracadabra: A Guide to Becoming a Magical Games Master

https://www.kickstarter.com/projects/thegrinningfrog/abracadabra-rpg?ref=theotherside

Described as "an art book that educates. Something to flick through for inspiration, guidance and assistance."  This book combines the author's areas of expertise of RPGs, training coach and graphic designer into one whole.

The art is very attractive and this looks like a "coffee-table" or what we like to call a "luxury book" though it has more value than just looking good.

I was pleased that the author mentioned Michael Shea's "The Lazy Dungeon Master" as the go-to guide for learning how to run your games better.  This book looks like it is not competing with that and would either supplement or complement Shea's books.

The art in this looks fantastic and there are hardcover and PDF options for the book.

At the current rates, £22 is about $29.20 US (PDF).  £32 is $42.22 US (Hardcover) and the combined bundle is £42, or $55.42, not factoring in any shipping.

Considering what you are getting those prices sound good.

Thursday, September 3, 2020

Featured Artist: Wylie Beckert

I am not going to lie. I am really excited about the new Tasha’s Cauldron of Everything.  One of the things about this book that really grabbed my attention was the cover art of the special edition version of the book.


Dragon+ has a featured article on her now, so please check that out to learn more.


I love her artistic style.  Kind of dream-like.







I'd love to see her do Elric of Melniboné some day.

She is also currently auctioning off the underdrawing for Tasha's Cauldron.
https://www.facebook.com/wylie.beckert/posts/10108311523986137

Please check out her links and especially her Patreon and website.

Links

Wednesday, September 2, 2020

Review & Class Struggles: BX Options: Class Builder

Over the Summer Erin D. Smale released his BX Options: Class Builder book as a guide to how to build custom classes for the B/X, Basic-era, style games.  Of course, I had to grab it. I love making new classes and anything that involves a little number crunching is great in my opinion.  

Though I will admit I was at the same time worried that this would just be a rehash of the formulas used in Dragon Magazine #109.  Well, I am happy to report it is not, and there is more to this book than just that.  In fact, the author even points out in the book the original system.   My back-of-the-napkin calculations tell me that for levels 1-14 they both should give you the same numbers.  But more on that in a bit.

I am going to break this up into a normal review and then follow with a Class Struggles.

Review BX Options: Class Builder

The BX Options: Class Builder was released originally has a special edition print version via The Welsh Piper's website over the early part of Summer 2020.  The book later came to DriveThruRPG in a 2nd Editon mid Summer 2020. I will be covering the DriveThruRPG version only today.

The PDF is 82 pages, full-color art covers, with black, white, and blue color inside.  The interior art is all b/w from various stock art publishers from DriveThruRPG.  The advantage of this is the style of the book is very likely to fit into all the other books you might have in your collection.

The book is broken down into two larger sections. First is the class builder itself and the calculations for it. Second is a collection of Classes and Sub-classes for B/X D&D and clones, with the math worked out.  There are also a few Appendicies.

The layout of the book is very, very clean, and easy to read.  The PDF is bookmarked and the table of contents is hyperlinked.

After the Introduction, we get right into the builder itself.  There is a single page of explanatory notes (that is all that is needed) and then a worksheet (a plus for the PDFs!).  


After this, there are descriptions of basic abilities (armor, weapons, prime requisites), special abilities (thief abilities, spells, powers), restrictions and "Locked" abilities.  All with associated XP costs.

These numbers are then added up.  The Base XP is then plugged into one of the four base classes (Cleric, Fighter, Magic-user, Thief) for experience levels 1 to 14 (B/X standard).

Simple really.  And that is only the first dozen pages.

The rest of the book is dedicated to "rebuilding" each of the four base human classes and the three demi-human classes.  All seven also include various sub-classes.    For example, the Cleric is built first and the numbers match those found in most clones and the original sources.  Class variants cover new variant classes that add, change and/or remove abilities from the Base class.  In the case of the cleric different types of Gods they can worship are covered.  These are designed not to differ too wildly from the base class.  

After the Base class and Variant classes the Sub-classes, with calculations and full XP tables, are covered.  Again in the case of the cleric there is a Crusader (more combat, less spells) and a Shaman.

This is repeated for the Dwarf (Elder), Elf (Archon), Fighter (Barbarian, Beast-talker, Beserker) , Halfling (Warden), Magic-User (Necromancer, Sorcerer), and Thief (Assassin, Bard, Scout) classes. 

This covers the bulk of the book (some 50 or more pages) and really is a value-add in my opinion.  Some of those classes we have seen in other sources, but others are new or have new ideas.  The Necromancer for example can create golems.  Great if you think that the golems have the spirits of the dead in them or created Frankenstein-style.

Since this system is aimed at B/X level play, the obvious clone to support it is Old-School Essentials.  It is not an "Old-School Essentials Compatible" product as in with a logo, but acknowledgments to OSE are made.  So it would be fair really to compare the overlap of classes between this and OSE-Advanced.

The overlap is where you expect it to be, what I call the common Advanced classes (minus a couple); the Assassin, the Barbarian, and the Bard. There are some "near" overlaps as well. 

The OSE Assassin compares well to the BXO-CB Assassin.  Their XP values do differ, but not significantly so. BXO-CB Assassins have more HP. Both classes have the same skills. 
The Barbarians compare well enough with the BXO-CB Barbarian having more HP again.
Bards have the most differences.  BXO-CB Bards have more XP per level, less HP, and fewer overall spells.   I don't consider any of this to be "game-breaking" or even "game-stretching", just different flavors of the class.  Rename one "Bard" a "Skald" and there you go. 

Shamans are a little bit like Druids and Crusaders are bit like Paladins, but different enough to provide some nice flavor to the game.

The Appendicies cover a number of topics like adding various thief abilities, a break down of the core seven B/X classes, skills, equipment, spell failure, home terrain, animal special abilities and abilities for higher-level characters.

The book is very high quality and has a lot of utility for all sorts of B/X uses.  Working through the numbers it works great for levels 1-14.  If you extend it to level 20 this would affect the numbers for spell casters.  For example, Magic-users in BX/OSE gain spells to level 6, for a 2,400 XP addition.  If you take this to level 20 Magic-users gain up to 9th level spells, this would be 3,600 XP added to the base.  GRANTED this book does not claim to support above level 14, or more to the point, spell levels beyond level 6.

Class Struggles

How does this work in the real world? Or more to the point can it work with classes I have worked on.


Printing out the sheet, which is great thanks to the PDF, I worked out what my own Witch Classes would end up.  Now please keep in mind I am going to do some things beyond the scope of this book so any issues I might encounter are not due to the Class Builder but more likely my use of it.

I already mentioned there are differences in the Bard class. The author even points out that these differences are really expected and that is OK because it will vary on how each group decides to use a particular class.  So with that now as a given, going deeper into this and expecting some variation is fine.

I went through the math on this for my witch class.  I will not go into the details here because I created a Google Sheet you can see for yourself.  Note you will need the Class Builder book to know what these numbers actually mean.  I am going to talk about the cases that vary.




Long time readers might recall I did something similar using the Dragon #109 system a while back.  In fact the spreadsheet is the same with the Dragon #109/Thoul's Paradise test on the first tab and the BXO:CB test on the second tab.

If the Thoul's Test tab is displayed, click on the next tab arrow to go to the Class Builder Test tab.


The "Thoul's Test" goes back to a couple of posts made by Thoul's Paradise that I discussed: 
So a couple issues right away.  Witches cast arcane spells, but they are not quite the same as those a Magic-user can use, there are more divine spells really.  Especially for the Pagan Witch.  
What I opted to do was make the "Witchcraft" spells worth 200xp to 300xp per level. A nice split between what the Divine (100xp) and Arcane (400xp) spellcasters have.

The witch also has Occult Powers. These are spell-like abilities. Since they can be used more often I gave them a cost of 250xp each.  Though 300xp per would have been fine too.

In the end I came up with something pretty close to the numbers I have been using forever and published for close to 20 years.   The differences are so trivial as to be considered error or even "noise."

These are also very, very close to the numbers I got using the Dragon #109 system.   I have not compared it to the system used in ACKS Player's Companion, but my memory of the system and playing with it when it first came out tells me that I should also expect similar numbers.  Especially since the ACKs system and the Class Builder System both use the same BX base and assumptions of 1-14 (or so) levels of play.

Going back to a source the author and I both have used, Breeyark: Building the Perfect Class, I realized that the author of that resource IS the author of this book. The systems are different but are built on similar premises. Also, they should grant the same or very similar results.

The BX Options Class Builder is a very fun book with some great class choices as an added bonus of some worked out classes.   There are no spells offered for the new spell casting classes, but that would have been way beyond the scope of the book anyway.

Review: Path of Horror Cards

I am a sucker for anything to add to my games. Cards. Stange dice to use only special occasions (not required to use like a d7), board games, props.  I know I don't *need* any of those things, but I like them and they are fun.  I'm going to spend some time talking about some of these items and how I am using them in the next couple of months.  

Up first is something I grabbed at the recent Free RPG Day.  

Path of Horror is a Story Path Card collection From Nocturnal Media.  

They retail for $11.99. DriveThruRPG also has them as PDFs you can print or POD for $3.99 and $11.99 respectively.

These cards in particular have a horror theme. 

The Game Master keeps the "Theme" cards and then deals out 2-3 cards to each player. The play can then play their cards at appropriate times.   In the end the Game Master can play the Climax cards.

The theme cards include things like "Lost Cause" or "Hint of Madness."  Other cards are "Remembered Dream" or "Found Item" or "Lurker."  The cards are all numbered, so lower number cards are played before higher ones.   They add a bit of color to your game and a bit more roleplaying and input from the players.  They also require the Game Master to think a little more on their feet than usual since not everything can be planned out.


Currently, my son is using them in his "Curse of Strahd" D&D 5 game and I am planning on using them in my "Ordinary World" for Night Shift and "War of the Witch Queens" for Basic-era D&D. 

There is quite a lot that can be done with these cards and since they rely on player input they can also be reused a lot. 

What attracted me to them originally was the cover of course.  The art reminded me of this card deck I had as a kid.  

Certainly worth giving them a try in your games.

Tuesday, September 1, 2020

Welcome September! Night Shift and Mages

It's September.  The start of Meteorological Fall; the actual Autumnal Equinox is still three weeks away. But change is in the air and there is a change at the Other Side as well.

I have a new banner up. I am planning to do a lot more with Night Shift in the coming months.  

Night Shift was designed to replace many games in my library, but that doesn't mean I am ready to stop playing or talking about those games yet. 

In fact last night I was reminded about a game I really love and I really should do more with.  

Satyros Phil Brucato had posted about a book he had done and it really reminded me how much I love Mage.  Both Mage: The Ascension and Mage: The Awakening.  Though I lean more towards Mage: The Ascension.   But the post was about his book, Mage Made Easy: Advice from That Damn Mage Guy.

Part of the Storytellers Vault (a bit like DMSGuild, but for White Wolf/Onyx Path games) this book is about...well...Mage, made easy.

Now. Anyone who has ever played any version of Mage is likely to be incredulous about now.  I mean, Mage is many, many, many things. Sometimes too many.  But easy?  No. Easy is never a word used with Mage.  But Phil is the Mage expert.  Mage: The Ascension 20th is close to 700 pages and he wrote the bulk of that.  So if he is telling me that MME is something I can read in 60 pages, well I am going to pay attention.

And I am glad I did.  

While I am conversant in most Mage matters, I do not by any stretch consider myself an expert, or even an advanced player.  I am quite enthusiastic though.  I found Mage Made Easy to be a nice breeze guide of solid advice that did two things right away for me.  First, it made me want to play Mage: The Ascension again and secondly it gave me solid advice that is good for many modern supernatural games. 

The book is very heavily focused on Mage and Mage: The Ascension 20th Anniversary in particular.  

It shows you how to use the vast Mage meta-plot OR discard it altogether (that's me!).  It gives you some fantastic archetypes to try out and even solid advice on Mage's biggest issue, Paradox.

Plus the art, as expected, is fantastic.

While I do say there is good advice for any modern supernatural game, the advice is also very Mage specific.  This means to use this book it helps to have a basic working knowledge of the Mage RPG.  Once you have that then translating this advice to your own game, be it Mage or something else, is pretty easy.  BUT that is going beyond the scope of the book and not the fault of this book if it doesn't work out.  But advice like "start small" or "start with the characters" is ALWAYS good advice.

While the focus is on Mage: The Ascension 20th Anniversary Ed. (Mage20), I found there was good advice here to apply to my particular favorite flavor of the game in Mage The Sorcerers Crusade

Makes me wish I had a Mage game going, to be honest!

Monday, August 31, 2020

Monstrous Monday: Apple Tree Man

It might still be August, but tomorrow is September and for my family, that means trips to the apple orchards. 

Apple Tree Man

Apple Tree Man © Andy Paciorek

Large Fae

Frequency: Very Rare (Unique per orchard)
Number Appearing: 0 (1)
Alignment: Neutral (Neutral Good)
Movement: 60' (20') [6"]
Armor Class: 3 [16] (should always sum to 19)
Hit Dice: 10d8+10* (55 hp)
Attacks: 2 limbs (bash)
Damage: 1d8+1, 1d8+1
Special: Double damage from fire and cold iron, immune to charm, hold and sleep spells. Awaken trees.
Size: Large 
Save: Monster 11
Morale: 11
Treasure Hoard Class: See Below
XP: 2,400

Similar to treants, the Apple Tree Man is an ancient fae that lives in orchards. They are often the oldest apple tree in the orchard. It is not completely clear if these creatures are fae that have become tree-like or a tree that has awakened.  It could even be that the spirit of the apple tree man is present in the oldest tree in the orchard and he passes from orchard to orchard making him effectively immortal and unique.

The Apple Tree Man will not attack unless provoked or if his orchard is in peril. 

The EpimÄ“lides (q.v), dryads of apple trees, are considered to be his daughters and granddaughters.  He can summon 2 to 8 (2d4) EpimÄ“lides to aid him in protecting the orchards.  Additionally, he can "awaken" 1-4 (1d4) normal apple trees to fight as 6HD Treants to fight.

If a party though respects the orchard, does not harm any trees, and only eats the apples they need, the Apple Tree Man will be obliged to show them the quickest path out of the orchard.   

If they offer him hard apple cider, especially cider made for Apple Wassailing, then the Apple Tree Man will tell the party where they can find buried gold in the orchard. Usually 1d6x100 gp worth.

If a witch is present then the Apple Tree Man will hide their tracks and make the party undetectable by foes.  A witch may also be gifted a special apple wand that will cast one 1st level spell just once. The wand can be used later for other magics if desired. 

The Apple Tree Man will appear as a treant with apples growing from his hair, an old man or some combination of the two.

#RPGaDAY 2020: Day 31 Experience

And here we are at the end of another #RPGaDAY for August.   What new Expeiences has this given me?

From the start, this month has been about my reflection of a Summer with the BECMI rules and Basic-era rules in general.  I spent a lot of time here thinking about what these rules do that is different than what I have been used too over the last few years (read: Modern D&D) and what I was used too back in the 80s (read: Advanced D&D).

My lens for this #RPGaDAY was these experiences. Because of that reading what others had posted gave me a very different viewpoint.  It was not 2-3 blog posts and 5-7 tweets that were all identical and everyone talking about the same thing.  This was nice.  While I was not as responsive as I would have liked to have been to others on this, reading them all was fun.

Since I also spent a lot of time talking about my BECMI/BX campaign, War of the Witch Queens, maybe I'll use that map as a simple dungeon crawl.  Maybe using ideas from my various posts here and when those don't work, well, I am sure I'll think of something. 

Hopefully, next year when this starts I'll be at Gen con again with my kids. That would be really great.

Sunday, August 30, 2020

#RPGaDAY 2020: Day 30 Portal

 There are all sorts of portals to be found in RPGs and D&D in particular, but one was the most important to me.


In these 16 pages, I got a glimpse of something more.  More worlds than I knew existed out there and they could be mine...all I needed was more paper-route money.


Here I first learned the differences between D&D and AD&D, though it would be a longer before I really knew.  Other games I have heard about but had not seen. Games like Dungeon! and Vampyre.   I learned of Gen Con and I wanted one of those T-Shirts.


I am a little sad we don't have these anymore, but there are far too many products these days to make it practical. 

I see Archive.org has a copy archived if you want to take a look.