Have some great Old-School influenced Kickstarters today so get to it!
First up is +Stacy Dellorfano's Swords & Wizardry 3rd Printing
https://www.kickstarter.com/projects/froggodgames/swords-and-wizardry-complete-rulebook-3rd-printing
Now. I have been on record before about not liking this cover. I have over the last two weeks had a change of heart. But the bottom line is I am NOT the target audience for this.
Besides I love the idea of this book, I really want it to succeed. The team that Stacy is rock solid and I am just dying to see what +Elizabeth Chaipraditkul will be doing for this. She is great.
So yeah, they might not need my support at this point, but they have it.
In more old-new-Old School news we are also are getting a new edition of Astonishing Swordsmen & Sorcerers of Hyperborea.
https://www.kickstarter.com/projects/1806106772/astonishing-swordsmen-and-sorcerers-of-hyperborea-0
I really, really love this game. Just such an awesome vibe about it. +Jeff Talanian did a fantastic job with the first edition boxed set and this new 2nd Ed hardcover is something I have been wanting for years.
I mentioned this one earlier in the week, but it can be repeated.
https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr
Chill 3rd Edition Monsters. This should also be a great book.
Friday, October 21, 2016
Thursday, October 20, 2016
October Horror Movie Challenge: The Unwanted (2014)
The Unwanted came up in my search for different sorts of vampire movies. This one is a retelling of Sheridan Le Fanu's "Carmilla". In this one Carmilla is the daughter of Millarca and it takes place in Georgia and not Austria.
Of course given that I should have guessed the ultimate fates of both Carmilla and Millarca, but no such luck. True it is closer to the original story this way but would it kill us to make something a little different once in a while?
William Katt plays the father in this with much creepiness.
Christen Orr and Hannah Fierman are both rather good as Carmilla and Laura respectively.
I was hoping for much better to be honest.
2016 Movie tally
Watched: 20
New: 15
Of course given that I should have guessed the ultimate fates of both Carmilla and Millarca, but no such luck. True it is closer to the original story this way but would it kill us to make something a little different once in a while?
William Katt plays the father in this with much creepiness.
Christen Orr and Hannah Fierman are both rather good as Carmilla and Laura respectively.
I was hoping for much better to be honest.
2016 Movie tally
Watched: 20
New: 15
Reviews: The Children of Chill
For years now Goblinoid games has been rolling out Pacesetter branded products thanks to their acquisition of the Pacesetter rights. In fact, they have been publishing Time Master longer than Pacesetter did. Time Master was fun, but the Pacesetter game that I enjoyed the most was Chill. But you all knew that.
Goblinoid Games has faithfully recreated the horror feel of Chill in three different and compatible games. I am actually going to talk about these with the newest one, Cryptworld first.
Ethics in reviews statement: I purchased the PDFs and softcover versions of these books myself. Though I was given special thanks in Cryptworld for some advice I gave on some early drafts of the game. All links are affiliate links which allows me to buy more games.
Cryptworld
90 pages, black & white interior, color cover.
Authors: Daniel Proctor (+Dan P) and +Tim Snider.
Cryptworld is the spiritual and brand successor to the first edition Chill game. In many ways it represents what Chill could have become if it had not gone down the path of 2nd Edition and Mayfair games. The Jim Holloway cover is very much in line with the original Chill boxed set. In truth it is less "iconic" but I like it better.
The rules for the game are distilled down to their very essence. This is for all purposes a "retro-clone" of Chill. But it is more than that too. Where Chill 2 was about fighting all sorts of creatures organized into the Unknown and Chill 3 is a modern monster hunting tale of SAVE; Cryptworld takes it back to basics of humankind versus the monsters. This Kolchak the Night Stalker, Tales from the Crypt, Friday the 13th (TV Series), and all the wonderful tales of monsters and horror from the 80s.
Character creation is faster than I recall it being in Chill 1 or 2. There are still plenty of options to create anytime of character you might want. Like all versions of Chill you are not going to make Harry Dresden style characters (that's for Majus), but making the Winchesters is easy.
Goblinoid Games did not get the rights to SAVE, but that is fine really. There is a section in the book covering other organizations that characters can belong too and all are worthy replacements for SAVE. In particular, I want to run a game where all the characters are reporters for the Weekly Inquisitor. That would be a blast really.
There are plenty of monsters, especially all the old favorites. There is also not a lot of duplication of monsters from other products so that is a nice value add.
There is also a great section on running games for the "Crypt Master" or CM. One of my favorite names for a Game Master ever.
Crypt Master is not just a spiritual successor to Chill, it is a worthy one. If you have any materials from 1st or 2nd edition of Chill you will find them largely compatible with this game.
Monsters Macabre
64 pages, black & white interior, color cover.
This is a monster book. For use with Cryptworld, but also compatible with Majus, Rotworld and yes even Timemaster and 1st ed Chill.
There are so many good and new monsters here that it is worth it just for this alone. Really, there are such great things as the Mongolian Death Worm, the Batsquatch and plenty of old favorites.
The book is more than just monsters. There are plenty of great ideas on how to play and use these monsters in your game. These sections are great for nearly any modern horror or urban fantasy game.
I rank it right up there with "Chill Things" in terms of utility for my games.
Majus
100 pages, black & white interior, color cover.
Author: Michael Curtis
Majus came out before Cryptworld and after Rotworld. It uses the same Pacesetter system that all three games share with Time Master and 1st Edition Chill. Majus though takes a different path and gives us a world of mages, magicians and high magic. So in sense, everything I have always wanted in my own Chill games. Like Cryptworld and Rotworld, the Pacesetter system is revised here to be quite easy to use.
What seperates Majus from the Cryptworld is not just the magic the characaters can now wield, but also the tone. This is described as "Magic Noir" so think hardboilded detective stories mixed with a global magic conspiracy. Whether you want to use this or not is upto the individual CM (in this case "Cabal Master") but I think you would be missing out on a really great feature of the game.
This game can also provide new background, magic and ideas for your Cryptworld games as well.
The monsters in this game are largely a different sort that what is found in Cryptworld, so buying both games will give you extra monsters and features. There is some overlap, but that is mostly system related material.
Rotworld
64 pages, black & white interior, color cover.
Author: Daniel Proctor
Rotworld is one of the first of the modern horror games using the Pacesetter system from Goblinoid Games. It is very much of the vien of humans vs. zombies found in All Flesh Must Be Eaten and shows like the Walking Dead.
Rotworld uses the old Time Master system that Proctor bought from Pacesetter. He did not however buy Chill, so he can't say it is compatible with Chill 1st Edition. But with some work it is and that is why I picked it up. I love Chill and plan to see what sort of goodness Rotworld could add to a Chill game. OR the other way around. Either way this small game (65 pages) packs a punch and shows that "Old School Gaming" is more than just making the next retro-clone of Holmes Basic or AD&D 1st ed.
There are not a lot of monsters in this book, outside of zombies, but there is plenty of text on character creation, combat and skills. There is a good Game Master section (Corpse Master, CM again) about how to setup and run a game. Rotworld is a fine game. It won't unseat AFMBE as the premiere Zombie survival game out there, but it is a lot of fun and great for an evening's distraction or even gathering up a bunch of friends with fond memories of gaming in the early 80s. For the price it really can't be beat. Actually it would still be a steal at twice the price.
I have the softcovers of these books but I am thinking of printing out the PDFs to put into a binder so I have everything I need in one place.
Goblinoid Games has faithfully recreated the horror feel of Chill in three different and compatible games. I am actually going to talk about these with the newest one, Cryptworld first.
Ethics in reviews statement: I purchased the PDFs and softcover versions of these books myself. Though I was given special thanks in Cryptworld for some advice I gave on some early drafts of the game. All links are affiliate links which allows me to buy more games.
Cryptworld
90 pages, black & white interior, color cover.
Authors: Daniel Proctor (+Dan P) and +Tim Snider.
Cryptworld is the spiritual and brand successor to the first edition Chill game. In many ways it represents what Chill could have become if it had not gone down the path of 2nd Edition and Mayfair games. The Jim Holloway cover is very much in line with the original Chill boxed set. In truth it is less "iconic" but I like it better.
The rules for the game are distilled down to their very essence. This is for all purposes a "retro-clone" of Chill. But it is more than that too. Where Chill 2 was about fighting all sorts of creatures organized into the Unknown and Chill 3 is a modern monster hunting tale of SAVE; Cryptworld takes it back to basics of humankind versus the monsters. This Kolchak the Night Stalker, Tales from the Crypt, Friday the 13th (TV Series), and all the wonderful tales of monsters and horror from the 80s.
Character creation is faster than I recall it being in Chill 1 or 2. There are still plenty of options to create anytime of character you might want. Like all versions of Chill you are not going to make Harry Dresden style characters (that's for Majus), but making the Winchesters is easy.
Goblinoid Games did not get the rights to SAVE, but that is fine really. There is a section in the book covering other organizations that characters can belong too and all are worthy replacements for SAVE. In particular, I want to run a game where all the characters are reporters for the Weekly Inquisitor. That would be a blast really.
There are plenty of monsters, especially all the old favorites. There is also not a lot of duplication of monsters from other products so that is a nice value add.
There is also a great section on running games for the "Crypt Master" or CM. One of my favorite names for a Game Master ever.
Crypt Master is not just a spiritual successor to Chill, it is a worthy one. If you have any materials from 1st or 2nd edition of Chill you will find them largely compatible with this game.
Monsters Macabre
64 pages, black & white interior, color cover.
This is a monster book. For use with Cryptworld, but also compatible with Majus, Rotworld and yes even Timemaster and 1st ed Chill.
There are so many good and new monsters here that it is worth it just for this alone. Really, there are such great things as the Mongolian Death Worm, the Batsquatch and plenty of old favorites.
The book is more than just monsters. There are plenty of great ideas on how to play and use these monsters in your game. These sections are great for nearly any modern horror or urban fantasy game.
I rank it right up there with "Chill Things" in terms of utility for my games.
Majus
100 pages, black & white interior, color cover.
Author: Michael Curtis
Majus came out before Cryptworld and after Rotworld. It uses the same Pacesetter system that all three games share with Time Master and 1st Edition Chill. Majus though takes a different path and gives us a world of mages, magicians and high magic. So in sense, everything I have always wanted in my own Chill games. Like Cryptworld and Rotworld, the Pacesetter system is revised here to be quite easy to use.
What seperates Majus from the Cryptworld is not just the magic the characaters can now wield, but also the tone. This is described as "Magic Noir" so think hardboilded detective stories mixed with a global magic conspiracy. Whether you want to use this or not is upto the individual CM (in this case "Cabal Master") but I think you would be missing out on a really great feature of the game.
This game can also provide new background, magic and ideas for your Cryptworld games as well.
The monsters in this game are largely a different sort that what is found in Cryptworld, so buying both games will give you extra monsters and features. There is some overlap, but that is mostly system related material.
Rotworld
64 pages, black & white interior, color cover.
Author: Daniel Proctor
Rotworld is one of the first of the modern horror games using the Pacesetter system from Goblinoid Games. It is very much of the vien of humans vs. zombies found in All Flesh Must Be Eaten and shows like the Walking Dead.
Rotworld uses the old Time Master system that Proctor bought from Pacesetter. He did not however buy Chill, so he can't say it is compatible with Chill 1st Edition. But with some work it is and that is why I picked it up. I love Chill and plan to see what sort of goodness Rotworld could add to a Chill game. OR the other way around. Either way this small game (65 pages) packs a punch and shows that "Old School Gaming" is more than just making the next retro-clone of Holmes Basic or AD&D 1st ed.
There are not a lot of monsters in this book, outside of zombies, but there is plenty of text on character creation, combat and skills. There is a good Game Master section (Corpse Master, CM again) about how to setup and run a game. Rotworld is a fine game. It won't unseat AFMBE as the premiere Zombie survival game out there, but it is a lot of fun and great for an evening's distraction or even gathering up a bunch of friends with fond memories of gaming in the early 80s. For the price it really can't be beat. Actually it would still be a steal at twice the price.
I have the softcovers of these books but I am thinking of printing out the PDFs to put into a binder so I have everything I need in one place.
Wednesday, October 19, 2016
October Horror Movie Challenge: Full Circle / The Haunting of Julia (1977/1981)
So with a book by Peter Straub and starring Mia Farrow you would think this would have been a hit. It actually did quite poorly in the UK as "Full Circle" in 1977 and equally poorly in the US as "The Haunting of Julia" in 1981.
I remember this movie and thought I had seen it, but I didn't. It came up while I was doing a serach about the ghosts of children for the Chill RPG.
Mia Farrow was, well, Mia Farrow in this. The story is spooky, but could have been a lot more scary. Though if it were made today there would have been more victims of the child ghost, Oliva.
In an interesting bit of trivia, Samantha Gates who plays Olivia is the same girl that appears on the cover of Led Zeppelin's "Houses of the Holy" album.
The daughter of Mia Farrow's character was played by a young Sophie Ward who later went on to be in "Young Sherlock Holmes".
This might a good one to read one day, but the movie is a little slow by today's standards.
2016 Movie tally
Watched: 19
New: 14
I remember this movie and thought I had seen it, but I didn't. It came up while I was doing a serach about the ghosts of children for the Chill RPG.
Mia Farrow was, well, Mia Farrow in this. The story is spooky, but could have been a lot more scary. Though if it were made today there would have been more victims of the child ghost, Oliva.
In an interesting bit of trivia, Samantha Gates who plays Olivia is the same girl that appears on the cover of Led Zeppelin's "Houses of the Holy" album.
The daughter of Mia Farrow's character was played by a young Sophie Ward who later went on to be in "Young Sherlock Holmes".
This might a good one to read one day, but the movie is a little slow by today's standards.
2016 Movie tally
Watched: 19
New: 14
Vampyres: Chill 3rd Edition
Back in the earliest days of this blog I did a week-long deep dive into the characters of Fran and Miriam from the 1974 version of Vampyres. I worked them for a number of games, including Chill 1st Edition.
Well 2015 gave us not only a new edition of Chill but a new version of the Vampyres. I thought it might be fun to update them.
For starters, we see some more "classic" vampire abilities from both women. No fangs, but they can't be photographed. Fran also shows that she is very strong, stronger than humans, and can jump or fall from very high distances. Both women are also really fast. We see them avoiding sunlight and mirrors, but not sure if these cause them harm or not.
These vampires also do not seem to have a supernatural form, but one could argue that they can shift into a black mist. Also, there is a sequence at the end where Miriam's eyes glow and Fran looks like she has wings, but this could also be part of a dream that Harriet has.
Fran
EWS: 105 (Deadly)
REF: 70
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Dreamsend, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving
Fran must rest eight hours to regain Stamina. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.
Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.
In combat, Fran uses a straight knife. She can attack once per round.
Miriam
EWS: 100 (Deadly)
REF: 75
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving
Miriam must rest eight hours to regain Stamina. Like Fran, she prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can wake herself at the slightest noise.
Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she prefers to do so.
In combat, Miriam uses a straight knife. She can attack once per round.
Well 2015 gave us not only a new edition of Chill but a new version of the Vampyres. I thought it might be fun to update them.
For starters, we see some more "classic" vampire abilities from both women. No fangs, but they can't be photographed. Fran also shows that she is very strong, stronger than humans, and can jump or fall from very high distances. Both women are also really fast. We see them avoiding sunlight and mirrors, but not sure if these cause them harm or not.
These vampires also do not seem to have a supernatural form, but one could argue that they can shift into a black mist. Also, there is a sequence at the end where Miriam's eyes glow and Fran looks like she has wings, but this could also be part of a dream that Harriet has.
Fran
EWS: 105 (Deadly)
REF: 70
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Dreamsend, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving
Fran must rest eight hours to regain Stamina. Fran prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold.
Fran needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she often does.
In combat, Fran uses a straight knife. She can attack once per round.
Miriam
EWS: 100 (Deadly)
REF: 75
STA: 80
Injury: Superficial, Minor –10, Serious –20, Major –30, Critical –50, Lethal
Disciplines: Change Form (fog), Confuse, Influence, Time Stop (Unique - Chill Core)
Aspects: Bane (mirrors), Parasitic, Special Weakness (sunlight, wood), Supernatural Speed, Sustenance, Unkillable, Unliving
Miriam must rest eight hours to regain Stamina. Like Fran, she prefers to be underground when resting. She appears to be dead when resting; she does not breathe, has not heartbeat and her body is cold. Miriam is a light sleeper and can wake herself at the slightest noise.
Miriam needs to feed on least 2 quarts of fresh blood a week. She does not have to kill to get this blood, but she prefers to do so.
In combat, Miriam uses a straight knife. She can attack once per round.
Figuring out their stats is difficult since they don't do much to separate themselves into proper characters. As the nominal "leader" I gave Fran the Dreamsend EWD since she is more often the lure for their victims. Both get the unique (uhh...ok) power of Time Stop, but I am going to rule that they can only use it together.
They avoid sunlight and sleep in a wine cellar, but I am unsure if sunlight harms them. I will say they can not use any of their of EWD while in sunlight. They are still fast and strong, but can't use any other disciplines.
Given the upped level of violence in the new film I am not sure if my "Mayfairs" concept would work for them. BTW a lot of people online are saying the newer movie has "upped the eroticism" over the 1974 version. I disagree. I think those people have only seen the edited version of the 1974 film.
In the 1974 version, Fran and Miriam are more than just two women with a shared goal, they very much were partners. In the 2015 version, I am not getting that vibe at all.
I am certain we will get more Evil Way Disciplines in the upcoming Chill Monster book.
Tuesday, October 18, 2016
October Horror Challenge: Vampyres (2015)
It is not often I get to watch a horror movie when they first come out. Let alone on the day they are released. But this is my day today (tonight). The remake of the notorious 1974 José Ramón Larraz cult classic Vampyres was released on video today. To my knowledge, this never was released in the US in the theaters, just in Spain. The movie was also filmed in Spain, though it is supposed to be set in England.
Marta Flich and Almudena León take on the roles of Fran and Miriam respectively. Now maybe it is just my nostalgia speaking, but I find the original actresses, Marianne Morris and Anulka Dziubinska, more attractive.
The movie starts out in a similar fashion to the original. Our heroes (Fran and Miriam are the heroes right?) Our new Harriet is a photographer and not a painter as in the original.
Also at nearly 70 Caroline Munro still looks good and having her in movie gives it an air of authenticity, it is too bad that her talents are wasted here. She is a better actor than most of this cast. Though to be 100% fair I am pretty sure that English is not their first language save for Munro.
The movie doesn't really get going in terms of our Vampyres till about 20 minutes in. The dialog is very similar to the original as well. Sadly though many of the plot problems have also been retained. Not to say it is a scene by scene remake, there are some differences and some improvement. The shower scene from the first movie has been replaced with a bath-tub and a Bathory-esque shower.
This Fran and Miriam are much crueler than in the original. In the original film you got the feeling that two innocent women had been killed and cursed to come back as vampires. These two new ones are just killers. Plus Marianne Morris and Anulka Dziubinska had more on-screen chemistry than these two actresses.
One could almost, almost, see this as a sequel of sorts to the first. The fact that history is repeating itself some 40 years later is just one of those things that happen when you have a lot of vampires around.
In the end, I didn't like it as much as the original, but again it is more to do I think with nostalgia for me and maybe giving the edge out to the 1974 version only because I first saw it at a very impressionable age.
On it's own merits the movie is still fun. Plus when was the last time we had a good female vampire movie? Feels like forever. If you are a fan of the original then see this one too.
I could not help but notice that one of the production companies for this film is "The Other Side Films".
http://theothersidefilms.com/portfolio-items/vampyres
2016 Movie tally
Watched: 18
New: 13
Marta Flich and Almudena León take on the roles of Fran and Miriam respectively. Now maybe it is just my nostalgia speaking, but I find the original actresses, Marianne Morris and Anulka Dziubinska, more attractive.
The movie starts out in a similar fashion to the original. Our heroes (Fran and Miriam are the heroes right?) Our new Harriet is a photographer and not a painter as in the original.
Also at nearly 70 Caroline Munro still looks good and having her in movie gives it an air of authenticity, it is too bad that her talents are wasted here. She is a better actor than most of this cast. Though to be 100% fair I am pretty sure that English is not their first language save for Munro.
The movie doesn't really get going in terms of our Vampyres till about 20 minutes in. The dialog is very similar to the original as well. Sadly though many of the plot problems have also been retained. Not to say it is a scene by scene remake, there are some differences and some improvement. The shower scene from the first movie has been replaced with a bath-tub and a Bathory-esque shower.
This Fran and Miriam are much crueler than in the original. In the original film you got the feeling that two innocent women had been killed and cursed to come back as vampires. These two new ones are just killers. Plus Marianne Morris and Anulka Dziubinska had more on-screen chemistry than these two actresses.
One could almost, almost, see this as a sequel of sorts to the first. The fact that history is repeating itself some 40 years later is just one of those things that happen when you have a lot of vampires around.
In the end, I didn't like it as much as the original, but again it is more to do I think with nostalgia for me and maybe giving the edge out to the 1974 version only because I first saw it at a very impressionable age.
On it's own merits the movie is still fun. Plus when was the last time we had a good female vampire movie? Feels like forever. If you are a fan of the original then see this one too.
I could not help but notice that one of the production companies for this film is "The Other Side Films".
http://theothersidefilms.com/portfolio-items/vampyres
2016 Movie tally
Watched: 18
New: 13
Review: Chill 3rd Edition
Readers here will know of my love for Chill. It was one of the first non-D&D games I ever played and to this day I have a soft spot in my art for it. So it was with great pleasure that I purchased the 3rd edition of Chill last year.
Chill may not be the grand-daddy of horror games (that really is Call of Cthulhu) but it is certainly early in the parentage of all horror games. Chill was doing things with monsters in the 80s that White Wolf would later get so much credit for in the 90s. Unlike CoC, the characters of Chill had reasons to believe that they could defeat the monster. There was more hope in Chill.
So what can we say about this new edition?
Let's start with the basics. I am reviewing both the PDF and the Hardcover book.
The books are 288 pages with full-color covers and full-color interior art. The art is great mixing in photographs with art for full creepy effect. This is the "real-world" only beset by monsters. The art has always been a central feature of Chill and this edition really has some great art. Even my wife, who is not really a gamer, was looking at and said it looked cool.
The hardcover is a nice hefty tome that would also look good on the coffee table, but the real fun is when it is on the game table.
(Note: This is another book where I would have liked a cheaper "spiral-bound" copy to lay flat on table)
The PDF is fully bookmarked and comes with a printer-friendly character sheet. Though I prefer the heavy art sheet because they look so good.
The Forward details a little history of Chill. Nothing new to longtime readers of my blog. This is followed by a comic. This gives an example of the Chill world. It's not bad, but I usually skip over these sorts of things. Besides, Chill and I are old friends.
Introduction is the obligatory "this is a roleplaying game" bit, but it also gives you a brief overview of the game system.
If you are familiar at all with Chill then the system here is very familiar. Percentage dice roll, roll under a target number. This number is usually a function of attributes, skills, and edges or drawbacks. Rolling doubles "33" or "55" is a really good or a really bad thing, depending on whether or not it was under the score you needed. The more you roll under the better. This gives the game a different feel than most. There feels like there is more randomness (even though there isn't) and more drama (and there is). This is a crunchy "cinematic" game. IF there can be such a thing.
There are simple, pass/fail tests, and tests that have levels of success.
There are also Tokens that can be used that represent tempory states. These are used in a similar fashion to other games "drama points" but have a more game-mechanical focus here.
I like that this information is right upfront and read first. It sets the tone for the game to come.
Chapter 1 deals with Character Creation. This is important because Chill is a character focused game. In some games you fight monsters because they have the treasure and XP. In Chill you fight the monsters because ever since you were a child you saw ghosts. You thought they were harmless till one of them killed your older brother...
There three character creation options. First pick a pre-made character, many are provided. Secondly you could pick a template such as "Anthropologist", "Detective" or "Thief" and modify them. I expect to see more templates in future books. Third, is of course, roll up your own character. Roll up your attributes, skills and pick any Edges or Drawbacks you want.
Note to players of the 1st and 2nd editions. There are some changes here. Among other things the Luck attribute is gone.
There is a discipline known as "the Art" that gives some characters a magical edge, but don't expect to play someone of Harry Dresden's ability here. This is more Sam & Dean Winchester levels. Which is perfect in my mind.
Chapter 2 covers SAVE. SAVE or the Societas Albae Viae Eternitata, or The Eternal Society of
the White Way, named for their dedication to the good “white” force and opposition to the evil “dark” force. SAVE is a central focus of Chill and all characters are considered to belong to it. There is a lot of history here, both in the game world and in the real world. There are even subtle nods to the history of the game itself here. "1990: Going Dark" is as much about SAVE as it is the Chill game itself. "1998: The Renaissance of the Art" reflects also the growing popularity again of modern paranormal fiction in books, TV and movies. For me I'd also add in some failed attempts at getting SAVE up an running again to parallel the failed attempt of Chill 3.0. I love how the communications SAVE sends out adapt to the times. Hand written letters give way to typewriters to early emails to modern texting and chat software. While the system maybe the heart of Chill, this is the soul.
Chapter 3 is dedicated to The Art, or is simple language Magic. Given here are the different schools of the art and their disciplines. While Chill 3rd Ed has more Player Character magic than the previous versions, the characters are still not going to be at the levels of say "Mage" or "WitchCraft" RPGs. But this is fine really. These are supposed to be normal humans for the most part. Also unlike CoC the Art here is mostly harmless. Note I say mostly, there are still dangers and magic always has a price.
Chapter 4 covers the Game System. This details the material from the Introduction. If you have played Chill before you will find a lot here that is familiar and somethings that are completely new. There are plenty of good working examples. This is the clearest version of the Chill rules to date.
Chapter 5 is for the Chill Master. This covers how to run the game, setting the mood and tone of the games. If you have played any horror game before there is a lot here that is familiar, but there is also plenty that is new. My own 2 cents here: Don't run Chill like you would run D&D or even Call of Cthulhu. This game has it's own feel to it. Yes the stories you tell and the adventures you run can be done under a variety of systems and ways. To get the most out of Chill, play it like Chill.
Chapter 6 is a favorite of mine, Creatures of the Unknown. I will admit that when I picked up my copy at Gen Con last year I turned right to this chapter first to see if all my old favorites made the cut for the new edition. Not all of them did, but there are plenty of old faves and new monsters here to keep any CM busy. The "Mean Old Neighbor Lady" is now properly a Hag, but most of the Vampires made it over including the "North American Vampire" and it's representative Jackson Jammer.
This chapter also includes the monster version of the Art, the Evil Way.
Finally, we end with Kickstarter backers.
Chill 3rd Edition is a great game and an improvement in pretty much every way over it's predecessors. The book is great to look at, great to read and easier to play. While parts of Chill still feel like they are stuck in the 80s or 90s in terms of tone and game design, there is enough new material here and enough refinements to bring this game into the 21st century. Will it repalce Chill 1st Ed and 2nd ed in my heart? No, I don't think it will. Will it replace Chill 1st Ed and 2nd Ed on my game table? Absolutely! I'll use these rules from now on and supplement older material until Growling Door gets around to replacing them. Though I have my doubts they will replace Chill Vampires in my heart!
Time I think to dust off my "Spirit of '76" game.
Full disclosure: All links are affiliate links. I bought both the PDF and Hardcopies of this game. No free copies were given and no reviews were solicited.
Chill may not be the grand-daddy of horror games (that really is Call of Cthulhu) but it is certainly early in the parentage of all horror games. Chill was doing things with monsters in the 80s that White Wolf would later get so much credit for in the 90s. Unlike CoC, the characters of Chill had reasons to believe that they could defeat the monster. There was more hope in Chill.
So what can we say about this new edition?
Let's start with the basics. I am reviewing both the PDF and the Hardcover book.
The books are 288 pages with full-color covers and full-color interior art. The art is great mixing in photographs with art for full creepy effect. This is the "real-world" only beset by monsters. The art has always been a central feature of Chill and this edition really has some great art. Even my wife, who is not really a gamer, was looking at and said it looked cool.
The hardcover is a nice hefty tome that would also look good on the coffee table, but the real fun is when it is on the game table.
(Note: This is another book where I would have liked a cheaper "spiral-bound" copy to lay flat on table)
The PDF is fully bookmarked and comes with a printer-friendly character sheet. Though I prefer the heavy art sheet because they look so good.
The Forward details a little history of Chill. Nothing new to longtime readers of my blog. This is followed by a comic. This gives an example of the Chill world. It's not bad, but I usually skip over these sorts of things. Besides, Chill and I are old friends.
Introduction is the obligatory "this is a roleplaying game" bit, but it also gives you a brief overview of the game system.
If you are familiar at all with Chill then the system here is very familiar. Percentage dice roll, roll under a target number. This number is usually a function of attributes, skills, and edges or drawbacks. Rolling doubles "33" or "55" is a really good or a really bad thing, depending on whether or not it was under the score you needed. The more you roll under the better. This gives the game a different feel than most. There feels like there is more randomness (even though there isn't) and more drama (and there is). This is a crunchy "cinematic" game. IF there can be such a thing.
There are simple, pass/fail tests, and tests that have levels of success.
There are also Tokens that can be used that represent tempory states. These are used in a similar fashion to other games "drama points" but have a more game-mechanical focus here.
I like that this information is right upfront and read first. It sets the tone for the game to come.
Chapter 1 deals with Character Creation. This is important because Chill is a character focused game. In some games you fight monsters because they have the treasure and XP. In Chill you fight the monsters because ever since you were a child you saw ghosts. You thought they were harmless till one of them killed your older brother...
There three character creation options. First pick a pre-made character, many are provided. Secondly you could pick a template such as "Anthropologist", "Detective" or "Thief" and modify them. I expect to see more templates in future books. Third, is of course, roll up your own character. Roll up your attributes, skills and pick any Edges or Drawbacks you want.
Note to players of the 1st and 2nd editions. There are some changes here. Among other things the Luck attribute is gone.
There is a discipline known as "the Art" that gives some characters a magical edge, but don't expect to play someone of Harry Dresden's ability here. This is more Sam & Dean Winchester levels. Which is perfect in my mind.
Chapter 2 covers SAVE. SAVE or the Societas Albae Viae Eternitata, or The Eternal Society of
the White Way, named for their dedication to the good “white” force and opposition to the evil “dark” force. SAVE is a central focus of Chill and all characters are considered to belong to it. There is a lot of history here, both in the game world and in the real world. There are even subtle nods to the history of the game itself here. "1990: Going Dark" is as much about SAVE as it is the Chill game itself. "1998: The Renaissance of the Art" reflects also the growing popularity again of modern paranormal fiction in books, TV and movies. For me I'd also add in some failed attempts at getting SAVE up an running again to parallel the failed attempt of Chill 3.0. I love how the communications SAVE sends out adapt to the times. Hand written letters give way to typewriters to early emails to modern texting and chat software. While the system maybe the heart of Chill, this is the soul.
Chapter 3 is dedicated to The Art, or is simple language Magic. Given here are the different schools of the art and their disciplines. While Chill 3rd Ed has more Player Character magic than the previous versions, the characters are still not going to be at the levels of say "Mage" or "WitchCraft" RPGs. But this is fine really. These are supposed to be normal humans for the most part. Also unlike CoC the Art here is mostly harmless. Note I say mostly, there are still dangers and magic always has a price.
Chapter 4 covers the Game System. This details the material from the Introduction. If you have played Chill before you will find a lot here that is familiar and somethings that are completely new. There are plenty of good working examples. This is the clearest version of the Chill rules to date.
Chapter 5 is for the Chill Master. This covers how to run the game, setting the mood and tone of the games. If you have played any horror game before there is a lot here that is familiar, but there is also plenty that is new. My own 2 cents here: Don't run Chill like you would run D&D or even Call of Cthulhu. This game has it's own feel to it. Yes the stories you tell and the adventures you run can be done under a variety of systems and ways. To get the most out of Chill, play it like Chill.
Chapter 6 is a favorite of mine, Creatures of the Unknown. I will admit that when I picked up my copy at Gen Con last year I turned right to this chapter first to see if all my old favorites made the cut for the new edition. Not all of them did, but there are plenty of old faves and new monsters here to keep any CM busy. The "Mean Old Neighbor Lady" is now properly a Hag, but most of the Vampires made it over including the "North American Vampire" and it's representative Jackson Jammer.
This chapter also includes the monster version of the Art, the Evil Way.
Finally, we end with Kickstarter backers.
Chill 3rd Edition is a great game and an improvement in pretty much every way over it's predecessors. The book is great to look at, great to read and easier to play. While parts of Chill still feel like they are stuck in the 80s or 90s in terms of tone and game design, there is enough new material here and enough refinements to bring this game into the 21st century. Will it repalce Chill 1st Ed and 2nd ed in my heart? No, I don't think it will. Will it replace Chill 1st Ed and 2nd Ed on my game table? Absolutely! I'll use these rules from now on and supplement older material until Growling Door gets around to replacing them. Though I have my doubts they will replace Chill Vampires in my heart!
Time I think to dust off my "Spirit of '76" game.
Full disclosure: All links are affiliate links. I bought both the PDF and Hardcopies of this game. No free copies were given and no reviews were solicited.
Monday, October 17, 2016
Kick Start Your WEEK: Monstrous Monday Edition
Today let's Kickstart Your Week and have out Monstrous Monday all in one.
Up on Kickstarter is Monsters - A Sourcebook for Chill Third Edition Horror RPG.
Spend any time here and you know there are two things I REALLY love. The Chill RPG and Monster books.
This gives me both in one great book.
https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr
The new Chill is a joy to read and it is visually stunning. I am expecting no less from this book. A quick look at the art also assures me this will be the case.
Chill Vampires remains one of my most favorite sourcebooks to this day. If this book is half as good as that, then it is well worth the price.
Up on Kickstarter is Monsters - A Sourcebook for Chill Third Edition Horror RPG.
Spend any time here and you know there are two things I REALLY love. The Chill RPG and Monster books.
This gives me both in one great book.
https://www.kickstarter.com/projects/playattentiongames/monsters-a-sourcebook-for-chill-third-edition-horr
The new Chill is a joy to read and it is visually stunning. I am expecting no less from this book. A quick look at the art also assures me this will be the case.
Chill Vampires remains one of my most favorite sourcebooks to this day. If this book is half as good as that, then it is well worth the price.
Sunday, October 16, 2016
October Horror Movie Challenge: Under the Skin (2013)
Under the Skin is a 2013 art film with sci-fi and horror overtones. The film is notable for starring Scarlett Johansson. She spends the first few scenes completely nude and most of the movie with little to no lines.
The movie deals with an alien (ScarJo) who seduces men and lures them to her home in Scotland. Here she strips while walking, having them do same where they slowing disappear into the floor. Later we see what happens to them. Their organs are sucked out of their skin leaving only their still living skin.
As the movie (slowly) progresses ScarJo (none of the characters have names) begins to act more and more human.
The movie is very arty and there are some very obvious nods to 2001: A Space Oddeysey. Of course, there is another movie people have been comparing it too; Lifeforce. Like Lifeforce this movie features an alien woman walking around, mostly nude, and killing men. Though the aliens of Lifeforce are mostly vampires (based on Colin Wilson's "The Space Vampires") this alien, as far as I can tell is something different.
There are some genuinely scary moments but not as many as I thought there should be.
2016 Movie tally
Watched: 17
New: 12
The movie deals with an alien (ScarJo) who seduces men and lures them to her home in Scotland. Here she strips while walking, having them do same where they slowing disappear into the floor. Later we see what happens to them. Their organs are sucked out of their skin leaving only their still living skin.
As the movie (slowly) progresses ScarJo (none of the characters have names) begins to act more and more human.
The movie is very arty and there are some very obvious nods to 2001: A Space Oddeysey. Of course, there is another movie people have been comparing it too; Lifeforce. Like Lifeforce this movie features an alien woman walking around, mostly nude, and killing men. Though the aliens of Lifeforce are mostly vampires (based on Colin Wilson's "The Space Vampires") this alien, as far as I can tell is something different.
There are some genuinely scary moments but not as many as I thought there should be.
2016 Movie tally
Watched: 17
New: 12
Saturday, October 15, 2016
October Horror Movie Challenge: Victor Frankenstein (2015)
It's a retelling of the Frankenstein story. Well, not the book really, but the movies.
It has lots of call outs and Easter-eggs to other Frankenstein movies.
Daniel Radcliffe's makeup at the beginning of this reminded me a lot of the very first Frankenstein movie ever made.
"People will never remember the man, only the monster."
Loved the little Frankenstine-Frankenstein nod.
"It's alive?" "It's alive!"
Flat head. Bolts in the neck.
Victor shouting "You are not alive" instead of the expected "It's alive!" when the monster is walking.
Much better than I thought it would be.
2016 Movie tally
Watched: 16
New: 11
Friday, October 14, 2016
October Horror Movie Challenge: The Black Hole (1979)
The Black Hole is a movie that scared the crap out of me when I first saw it. Granted I was 10 and it was at a drive-in theater.
I saw it again on VHS about 20 years ago and then again this past weekend with my wife and son.
Connor: "This is boring and not scary at all. I knew the 'robots' were people from the start. He didn't have an materials to make robots."
I have to concur. There are some frightening elements and the story really is a mad scientist in an old, maybe haunted castle. Even the images of hell make this more horror in space than sci-fi.
The version I watched looked fantastic, but that doesn't make up for some glaring errors in this movie. I remember back when I was 9 thinking the robots should not have psychic powers and I still think that.
2016 Movie tally
Watched: 15
New: 10
I saw it again on VHS about 20 years ago and then again this past weekend with my wife and son.
Connor: "This is boring and not scary at all. I knew the 'robots' were people from the start. He didn't have an materials to make robots."
I have to concur. There are some frightening elements and the story really is a mad scientist in an old, maybe haunted castle. Even the images of hell make this more horror in space than sci-fi.
The version I watched looked fantastic, but that doesn't make up for some glaring errors in this movie. I remember back when I was 9 thinking the robots should not have psychic powers and I still think that.
2016 Movie tally
Watched: 15
New: 10
Review: Special Edition - Paternoster Investigations
I imagine that one day in the not too distant past, like 2015 or some exotic time like that Andrew Peregrine (Victoriana 2nd ed) and Walt Ciechanowski (Victoriana 3rd ed) were sitting on tops of the mounds of money that Cubicle 7 makes and discussing how they could get in on some of the Doctor Who fun. They spoke to Dave Chapman (who was sitting on top of an equally obscene pile of cash) and convinced him to let them do a Victorian era book for the Doctor Who game.
The result is Doctor Who - Paternoster Investigations.
This book is a source guide to the Doctor Who universe's Victorian England. The Doctor has been here many times and he is seriously running the risk of running into himself more often here than in 21st Century England.
The book is 128 pages, full color and done in the new "12th Doctor" trade dress. The main conceit of the book revolves around the Paternoster Gang which includes Silurian warrior, Madame Vastra, her maid turned lover turned wife Jenny Flint, and Sontaran Commander turned nurse turned man-servant Strax. I have featured Vastra and Jenny many times on my blog and worked out my own stats for them for the Doctor Who RPG and for Ghosts of Albion. I have not bothered to see if my stats and the official stats are similar though.
This is a GREAT book, not just for the Doctor Who game but for Victorian games in general.
You will not see the depth of talking about Victorian times here as you would with the author's Victoriana books, but there is still plenty here.
The book breaks down into expected sections.
First, we have a chapter on the Victorian world and how it works. This includes a bit of history, culture and important happenings. There is also a section on how this all exist in the Doctor Who universe.
The second chapter/section is devoted to the specifics of the Doctor Who version of this time. This features a "driving" geography of London (useful for anygame) and some personalities that can be interacted with. A pause while I point out how pleased I am to see "Alice Shield" AKA Ashildr AKA "Me" from the ninth season of Doctor Who. No, we never saw her in Victorian times, but we know from her accounts that she was there. We even get a first generation version of Torchwood.
A++ to both Gentlemen Authors for putting together such a fun chapter for the game.
Third, we get to Victorian Adventures which is exactly what is says on the tin. So many great ideas here. I could not help but feel a little Victoriana entering here. The jewels in this chapter are of course the descriptions of the PPaternoster Investigations Gang, the "Further Adventures of Jackson Lake" (the Man Who Would Be Lord) and my absolute favorite, Jago and Litefoot Investigations. Right there is worth the price of the book alone.
The fourth section moves into what they call the Paternoster Campaign.
Ok let's push pause for a sec. One of the big issues of Doctor Who, any Doctor Who RPG, is playing without the Doctor or Other Timelords. UNIT helps this a little, Torchwood does it a little better, but the Paternoster Gang does it the best. With this structure you may never need, or even may never want, to use a Time Lord in your game again. This details setting up and running your investigative teams or using one of the ones from the book.
The final chapter, "A Study in Flax" is an adventure for your Victorian investigative team.
The final pages are various characters from different Victorian episodes of Doctor Who. Included are Vastra, Jenny, Strax, Jackson Lake, Rosita "Rose" Farisi, Henry Gordon Jago (!), Prof. Litefoot (!), another version of Clara, and Victoria Waterfield.
Who should get this? Everyone!
Seriously though, if you enjoyed the Vastra/Jenny episodes of the 11th and 12th Doctors, the 4th Doctor classic "Talons of Weng-Chiang" or it's spin off "Jago and Litefoot", then this is for you.
If you love Victorian games, then this is for you.
If you love the Doctor Who game, then this is for you.
Just buy it. You'll love it.
The result is Doctor Who - Paternoster Investigations.
This book is a source guide to the Doctor Who universe's Victorian England. The Doctor has been here many times and he is seriously running the risk of running into himself more often here than in 21st Century England.
The book is 128 pages, full color and done in the new "12th Doctor" trade dress. The main conceit of the book revolves around the Paternoster Gang which includes Silurian warrior, Madame Vastra, her maid turned lover turned wife Jenny Flint, and Sontaran Commander turned nurse turned man-servant Strax. I have featured Vastra and Jenny many times on my blog and worked out my own stats for them for the Doctor Who RPG and for Ghosts of Albion. I have not bothered to see if my stats and the official stats are similar though.
This is a GREAT book, not just for the Doctor Who game but for Victorian games in general.
You will not see the depth of talking about Victorian times here as you would with the author's Victoriana books, but there is still plenty here.
The book breaks down into expected sections.
First, we have a chapter on the Victorian world and how it works. This includes a bit of history, culture and important happenings. There is also a section on how this all exist in the Doctor Who universe.
The second chapter/section is devoted to the specifics of the Doctor Who version of this time. This features a "driving" geography of London (useful for anygame) and some personalities that can be interacted with. A pause while I point out how pleased I am to see "Alice Shield" AKA Ashildr AKA "Me" from the ninth season of Doctor Who. No, we never saw her in Victorian times, but we know from her accounts that she was there. We even get a first generation version of Torchwood.
A++ to both Gentlemen Authors for putting together such a fun chapter for the game.
Third, we get to Victorian Adventures which is exactly what is says on the tin. So many great ideas here. I could not help but feel a little Victoriana entering here. The jewels in this chapter are of course the descriptions of the PPaternoster Investigations Gang, the "Further Adventures of Jackson Lake" (the Man Who Would Be Lord) and my absolute favorite, Jago and Litefoot Investigations. Right there is worth the price of the book alone.
The fourth section moves into what they call the Paternoster Campaign.
Ok let's push pause for a sec. One of the big issues of Doctor Who, any Doctor Who RPG, is playing without the Doctor or Other Timelords. UNIT helps this a little, Torchwood does it a little better, but the Paternoster Gang does it the best. With this structure you may never need, or even may never want, to use a Time Lord in your game again. This details setting up and running your investigative teams or using one of the ones from the book.
The final chapter, "A Study in Flax" is an adventure for your Victorian investigative team.
The final pages are various characters from different Victorian episodes of Doctor Who. Included are Vastra, Jenny, Strax, Jackson Lake, Rosita "Rose" Farisi, Henry Gordon Jago (!), Prof. Litefoot (!), another version of Clara, and Victoria Waterfield.
Who should get this? Everyone!
Seriously though, if you enjoyed the Vastra/Jenny episodes of the 11th and 12th Doctors, the 4th Doctor classic "Talons of Weng-Chiang" or it's spin off "Jago and Litefoot", then this is for you.
If you love Victorian games, then this is for you.
If you love the Doctor Who game, then this is for you.
Just buy it. You'll love it.
Reviews: Victoriana 3rd Edition Supplements
To wrap up my week of Victoriana I want to focus a little now on the supplements for the 3rd edition. Now per the 3rd Edition Core Rules supplements for the 2nd Edition game can be used with the newer 3rd edition game. One would also suppose and visa-versa. That really ups the utility of any of these supplements in my mind.
I am reviewing the PDF versions of these books. No idea if there are print versions or not. I bought these on my own so no expectation of review from Cubicle 7.
Liber Magica
144 Pages. Color cover, B&W interior
Liber Magica is the supplement I ALWAYS want for my games. A book on more magic? Yes please!
This book features a lot of familiar names from both 2nd and 3rd edition. This is good given the changes to magic between the editions. There is a section (half-a-page) about bringing over 2nd ed style magics to 3rd ed. It is really easy stuff and most GMs will do it on the fly really.
This book contains a lot more magical options than the core book had. The first five cover the types of magic detailed in the core book (Thaumaturgy, Sigil Magic, Conjuration, Psychodumany/Magentism, and Maleficium). The last two chapters cover magical items and curiosities and magical societies. There are a lot of new spells.
I have the PDF of this book, but I really want a print copy next time I hit Gen Con. It is one of the single most useful Victoriana PDFs I own. I adapt ideas from this for a variety of game including converting all these to Magical Philosophies in Ghosts of Albion or Traditions for the Witch. This morning, in fact, I was rereading this for use in Leagues of Gothic Horror.
A supremely useful book.
Streets of Shadow
144 Pages. Color cover, B&W interior
Streets of Shadow is an adventure path (to borrow a term) for Victoriana that has a lot of history. Three of the adventures, Dragon in the Smoke (Chapter 1), The Hound of Hate (Chapter 3) and Rise of the Red God (Chapter 5) have been published previously for 1st edition Victoriana. Here they have been updated and tied together in a longer story. A "shilling shocker" according to the book.
This adventure also ties in to other Victoriana adventures, The Devil in the Dark (3rd ed) and The Marylebone Mummy (2nd ed).
This is a great example of both an adventure campaign and of a game honoring (and using) it's past.
Sure these are useful for other games too, but really there is something very "Victoriana" about these. If you are planning on running any Victoriana games at all I say get these.
NOTE: Rise of the Red God for Victoriana 1st ed is still available. I am thinking of grabbing it and my copy of Amazing Adventures Rise of the Red God and do a mega-adventure of two times, two games and one threat.
The Devil in the Dark
23 Pages. B&W cover and interior.
A beginning adventure for characters that have been through at least one or two other adventures but are still low rank. This is an expanded and updated version of a 1st Ed adventure. This adventure in 3 acts feels a lot like a mix of gothic horror and Sherlock Holmes. Great for the price.
The Spring Heeled Menace
14 Pages. B&W cover and interior. FREE
Can't complain about this price. I fun little introductory adventure with some pre-gen PCs/NPCs.
One Spring-Heeled Jack is bad enough, what about an entire gang of them? Great adventure to introduce 3rd Ed Victoriana to new players.
The Concert in Flames
160 pages. Color cover, B&W interior
Part gazetteer of Europe of 1865, part adventure campaign. What is great about this book is that covers a number of lands that are often ignored in most Victorian-era games. There are not a lot of details, it's not Wikipedia after all, but plenty for your game. The adventure (or Penny-Dreadful in Victoriana-speak) is a continent hoping adventure in the pure adventure vein as "Around the World in 80 Days" or the last part of "Dracula". It is done in a way that only can be done in the Victorian-era. The world is still big enough that other lands can be mysterious, but small enough that travel (thanks steam!) is quicker, easier and an adventure all it's own. Again, this makes this book not just essential for Victoriana but also a good buy for anyone running any Victorian-era game.
There are also four new races near the end.
I don't know about all of you, but I want to do some Victorian-era gaming!
I am reviewing the PDF versions of these books. No idea if there are print versions or not. I bought these on my own so no expectation of review from Cubicle 7.
Liber Magica
144 Pages. Color cover, B&W interior
Liber Magica is the supplement I ALWAYS want for my games. A book on more magic? Yes please!
This book features a lot of familiar names from both 2nd and 3rd edition. This is good given the changes to magic between the editions. There is a section (half-a-page) about bringing over 2nd ed style magics to 3rd ed. It is really easy stuff and most GMs will do it on the fly really.
This book contains a lot more magical options than the core book had. The first five cover the types of magic detailed in the core book (Thaumaturgy, Sigil Magic, Conjuration, Psychodumany/Magentism, and Maleficium). The last two chapters cover magical items and curiosities and magical societies. There are a lot of new spells.
I have the PDF of this book, but I really want a print copy next time I hit Gen Con. It is one of the single most useful Victoriana PDFs I own. I adapt ideas from this for a variety of game including converting all these to Magical Philosophies in Ghosts of Albion or Traditions for the Witch. This morning, in fact, I was rereading this for use in Leagues of Gothic Horror.
A supremely useful book.
Streets of Shadow
144 Pages. Color cover, B&W interior
Streets of Shadow is an adventure path (to borrow a term) for Victoriana that has a lot of history. Three of the adventures, Dragon in the Smoke (Chapter 1), The Hound of Hate (Chapter 3) and Rise of the Red God (Chapter 5) have been published previously for 1st edition Victoriana. Here they have been updated and tied together in a longer story. A "shilling shocker" according to the book.
This adventure also ties in to other Victoriana adventures, The Devil in the Dark (3rd ed) and The Marylebone Mummy (2nd ed).
This is a great example of both an adventure campaign and of a game honoring (and using) it's past.
Sure these are useful for other games too, but really there is something very "Victoriana" about these. If you are planning on running any Victoriana games at all I say get these.
NOTE: Rise of the Red God for Victoriana 1st ed is still available. I am thinking of grabbing it and my copy of Amazing Adventures Rise of the Red God and do a mega-adventure of two times, two games and one threat.
The Devil in the Dark
23 Pages. B&W cover and interior.
A beginning adventure for characters that have been through at least one or two other adventures but are still low rank. This is an expanded and updated version of a 1st Ed adventure. This adventure in 3 acts feels a lot like a mix of gothic horror and Sherlock Holmes. Great for the price.
The Spring Heeled Menace
14 Pages. B&W cover and interior. FREE
Can't complain about this price. I fun little introductory adventure with some pre-gen PCs/NPCs.
One Spring-Heeled Jack is bad enough, what about an entire gang of them? Great adventure to introduce 3rd Ed Victoriana to new players.
The Concert in Flames
160 pages. Color cover, B&W interior
Part gazetteer of Europe of 1865, part adventure campaign. What is great about this book is that covers a number of lands that are often ignored in most Victorian-era games. There are not a lot of details, it's not Wikipedia after all, but plenty for your game. The adventure (or Penny-Dreadful in Victoriana-speak) is a continent hoping adventure in the pure adventure vein as "Around the World in 80 Days" or the last part of "Dracula". It is done in a way that only can be done in the Victorian-era. The world is still big enough that other lands can be mysterious, but small enough that travel (thanks steam!) is quicker, easier and an adventure all it's own. Again, this makes this book not just essential for Victoriana but also a good buy for anyone running any Victorian-era game.
There are also four new races near the end.
I don't know about all of you, but I want to do some Victorian-era gaming!
Thursday, October 13, 2016
October Horror Movie Challenge: May (2002)
Here is an interesting bit of trivia. One of the first movies I EVER saw on Netflix was May. It was back in 2003 or so, back when Netflix was still only shipping out DVDs. I saw this under Horror and thought it sounded really cool.
May is a horror movie, but not like others. May, played wonderfully creepy by Angela Bettis, is not your typical horror villain/monster. Yes, she does have a body count, but in some ways, she is also the victim.
It also features an early role for horror movie regular Anna Farris and a younger Jeremy Sisto.
I watched again to see if held up to my memories of it. It did, but the film seems more like something from the 90s than the 2000s. Maybe it is indie-vibe of the movie or the soundtrack. Or maybe I am getting old.
People describe this as a take on the Frankenstein tale. It's not. It's really more of a slasher flick. A sympathetic slasher.
2016 Movie tally
Watched: 14
New: 10
May is a horror movie, but not like others. May, played wonderfully creepy by Angela Bettis, is not your typical horror villain/monster. Yes, she does have a body count, but in some ways, she is also the victim.
It also features an early role for horror movie regular Anna Farris and a younger Jeremy Sisto.
I watched again to see if held up to my memories of it. It did, but the film seems more like something from the 90s than the 2000s. Maybe it is indie-vibe of the movie or the soundtrack. Or maybe I am getting old.
People describe this as a take on the Frankenstein tale. It's not. It's really more of a slasher flick. A sympathetic slasher.
2016 Movie tally
Watched: 14
New: 10
Review: Victoriana 3rd Edition
While Victoriana 1st edition first caught my attention and 2nd edition became a favorite, it is 3rd edition that might be the best version of the Victoriana game. My deepest apologies to all the people that worked on the first two editions, some who I now consider friends.
Full Disclosure: I bought my own hardcover and pdf copies of these books. While I consider many of the fine folks at C7 to be friends, they did not solicit or expect a review.
Victoriana 3rd Edition uses the same system that powered Victoriana 2nd edition, but cleans up the game and gives it some new life. Led by Walt Ciechanowski, Victoriana 3 became something a little different than before, but uniquely more "itself". You can use all the supplements, adventures and characters in 3rd edition that you did with 2nd edition with now issues. Vic 2nd edition has a conversion guide to 1st in case you need that. There are sidebars to let you know where the major differences are between 3rd and 2nd edition. There are even a couple of places where specific 2nd Edition books are mentioned.
Now set in 1856 (ten years earlier) we get a different feel for the age. The world of Victoriana 3 is a little darker, a little more dangerous and a lot bigger. So if you are using any of the supplements, such as the India one, you will need to adjust some events and tone, but not mechanics. There are also sidebars that mention the differences between Victoriana world and the real world. For example the Bolshivik revolution is getting started earlier here and Charales Darwin is now a "Dr." (he "only" had a Master's degree in real life).
This version of Victoriana puts more emphasis on technology. It is fantasy tech and steampunk tech, but there is more of it. Not to say magic has taken a backseat here, but it is not as prevalent in the writing as it was before. Also, the gothic horror elements have been turned up a bit in this as well. Magic, when it is there, is scary.
Victoriana (any version, but especially this one) is the game where you can take anything from any other Victorian-era game, use it here and it works. Eldritch horrors from Cthulhu by Gaslight? yup. Investigations from Baker Street? of course. Superhumanity from Victorious? Sure, why not!
In fact, this kitchen sink mentality works really well in Victoriana.
The system is the same. You get a dice pool of s6s. Roll them, explode the "6"s, count the successes. If you have enough great. The rules in this version read better. I mentioned in my review of 2nd edition that the only way to truly review a game is not just to read it but to play it. I have played Victoriana now for almost 10 years. Despite that, and even more years of World of Darkness and ShadowRun, I am not a fan of dice-pool games. I have tried play Victoriana using the Ghosts of Albion system. It worked, and it was fun. But it wasn't Victoriana anymore. The Heresy game system is very much a part of what makes this game what it is. Much like the Basic Roleplaying System works for Call of Cthulhu and d20 for D&D, this system imparts a feel to Victoriana. The black dice, the exploding 6s, all of it is part and parcel of the game experience.
Character creation is a bit easier, or at least a bit more guided in this version. Emphasis is not placed more on social class than whether or not you are an orc, Eldren or human. By the way, the Eldren (Elves) in this version get really strange. You can be an elf, but be prepared to have some weird quirks or even some mental illness. Personally, I loved this idea and would like to try it in other games where I have elves/Eldren. Really, it is that cool. There are some changes to gnomes and Huldufolk (halflings) that make them more different than each other and more interesting. Nocturnal academics vs. rustics with a keen interest in one area.
Note: This would be a great template on how to bring Castles & Crusades elves, gnomes, and halflings into a Victorious game.
The book is huge at 320 pages. Again the cover is color and interior is black and white. And again this is how it should be. The hardcover is sturdy and looks great. The PDF is bookmarked. While I loved the mix of art in 2nd edition, the art in 3rd edition is more consistent.
The character sheet from 3rd edition is one of my favorites. It just looks so cool. A color option though would have also been nice for those special characters.
The rules include a great collection of items from the age and various forms of entertainment. There are also clarified rules on various chases (coach, boat, airships) and the effects of drinking and drugs.
Victoriana is one of the games with a quiet, but steady and dedicated following. The fact that the games are always sold out in minutes at Gen Con is a testament.
For me, I will say this. If there is anything you have ever wanted to do in a Victorian-era game then Victoriana has a way for you to do it.
Full Disclosure: I bought my own hardcover and pdf copies of these books. While I consider many of the fine folks at C7 to be friends, they did not solicit or expect a review.
Victoriana 3rd Edition uses the same system that powered Victoriana 2nd edition, but cleans up the game and gives it some new life. Led by Walt Ciechanowski, Victoriana 3 became something a little different than before, but uniquely more "itself". You can use all the supplements, adventures and characters in 3rd edition that you did with 2nd edition with now issues. Vic 2nd edition has a conversion guide to 1st in case you need that. There are sidebars to let you know where the major differences are between 3rd and 2nd edition. There are even a couple of places where specific 2nd Edition books are mentioned.
Now set in 1856 (ten years earlier) we get a different feel for the age. The world of Victoriana 3 is a little darker, a little more dangerous and a lot bigger. So if you are using any of the supplements, such as the India one, you will need to adjust some events and tone, but not mechanics. There are also sidebars that mention the differences between Victoriana world and the real world. For example the Bolshivik revolution is getting started earlier here and Charales Darwin is now a "Dr." (he "only" had a Master's degree in real life).
This version of Victoriana puts more emphasis on technology. It is fantasy tech and steampunk tech, but there is more of it. Not to say magic has taken a backseat here, but it is not as prevalent in the writing as it was before. Also, the gothic horror elements have been turned up a bit in this as well. Magic, when it is there, is scary.
Victoriana (any version, but especially this one) is the game where you can take anything from any other Victorian-era game, use it here and it works. Eldritch horrors from Cthulhu by Gaslight? yup. Investigations from Baker Street? of course. Superhumanity from Victorious? Sure, why not!
In fact, this kitchen sink mentality works really well in Victoriana.
The system is the same. You get a dice pool of s6s. Roll them, explode the "6"s, count the successes. If you have enough great. The rules in this version read better. I mentioned in my review of 2nd edition that the only way to truly review a game is not just to read it but to play it. I have played Victoriana now for almost 10 years. Despite that, and even more years of World of Darkness and ShadowRun, I am not a fan of dice-pool games. I have tried play Victoriana using the Ghosts of Albion system. It worked, and it was fun. But it wasn't Victoriana anymore. The Heresy game system is very much a part of what makes this game what it is. Much like the Basic Roleplaying System works for Call of Cthulhu and d20 for D&D, this system imparts a feel to Victoriana. The black dice, the exploding 6s, all of it is part and parcel of the game experience.
Character creation is a bit easier, or at least a bit more guided in this version. Emphasis is not placed more on social class than whether or not you are an orc, Eldren or human. By the way, the Eldren (Elves) in this version get really strange. You can be an elf, but be prepared to have some weird quirks or even some mental illness. Personally, I loved this idea and would like to try it in other games where I have elves/Eldren. Really, it is that cool. There are some changes to gnomes and Huldufolk (halflings) that make them more different than each other and more interesting. Nocturnal academics vs. rustics with a keen interest in one area.
Note: This would be a great template on how to bring Castles & Crusades elves, gnomes, and halflings into a Victorious game.
The book is huge at 320 pages. Again the cover is color and interior is black and white. And again this is how it should be. The hardcover is sturdy and looks great. The PDF is bookmarked. While I loved the mix of art in 2nd edition, the art in 3rd edition is more consistent.
The character sheet from 3rd edition is one of my favorites. It just looks so cool. A color option though would have also been nice for those special characters.
The rules include a great collection of items from the age and various forms of entertainment. There are also clarified rules on various chases (coach, boat, airships) and the effects of drinking and drugs.
Victoriana is one of the games with a quiet, but steady and dedicated following. The fact that the games are always sold out in minutes at Gen Con is a testament.
For me, I will say this. If there is anything you have ever wanted to do in a Victorian-era game then Victoriana has a way for you to do it.
Wednesday, October 12, 2016
October Horror Movie Challenge: Haunter (2013)
Saw this one on Netflix and thought I would give it a try. It reminded me of The Others in a lot of ways. Abigail Breslin is really good in this. We kept thinking she looked like Amy Pond. Well my wife and son did. I did think she kind of a Doctor Who Companion vibe about her.
I don't want to reveal too much about the movie (it's worth watching) but it does give me an idea.
One day I'd love to run a game where the characters are dead, but don't know it yet. The players will have to work it out as part of the adventure.
Could be fun with the right group.
The movie had a good if a little predictable, ending.
2016 Movie tally
Watched: 13
New: 10
I don't want to reveal too much about the movie (it's worth watching) but it does give me an idea.
One day I'd love to run a game where the characters are dead, but don't know it yet. The players will have to work it out as part of the adventure.
Could be fun with the right group.
The movie had a good if a little predictable, ending.
2016 Movie tally
Watched: 13
New: 10
Review: Victoriana 2nd Ed Supplements
Victoriana has some of the best-looking supplements I have seen for a game line. This is largely in part due to Cubicle 7 and the general feel of the game. What I love about these books is the fact that I can use them with a wide variety of Victorian-era games. They are all heavy on style and light on the "Crunch" for the most part.
The Marylebone Mummy
56 pages. An update to an earlier adventure. This adventure is really designed not just for starting players (5 to 6) but also starting GMs. All the materials you need to play are at your fingertips. There is not enough of the rules to make it a "Quick Play" but if you bought the core rules then this should be your next purchase. The adventure deals with, appropriately enough, a mummy. It FEELS very Victorian too. Ancient curses conflicting with scientific discovery. Superstition vs Science. All within Victoriana's own hedy brew of magic-is-real and so-is-science world. It makes for a lot of fun.
The adventure also follows the now familiar 3-act format of all Victoriana adventures. So if you have any desires to plan your own then this is a good model to follow. It is, in a very real sense the Keep on the Borderlands for Victoriana.
Marvels of Science and Steampunk
152 pages. This is the book that makes Victoriana more Steam-punk, or at least more steam- and magic-tech. The biggest, and coolest, new feature of this game are new rules for Airships. Now I have to say that for me, Airships are a quintessential element for not only Steampunk games but of Victoriana in particular. You also get Victorian age computers (Babbage machines) and robots (metal men). This is the fantastic future of science that the Victorian era promised with a chapter on magic and technology. Grabbing this book really sets your Victoriana game apart from the rest of the crowd.
The author, Walt Ciechanowski, would later go on to author the 3rd Edition of Victoriana and shape where that version of the game went. Like books from the Victoriana line there is a great collection of inspirational reading and viewing.
The Havering Adventures
This is a collection of three adventures that have appeared in one form or another in various conventions; notably Gen Con. All deal with the wonderfully eccentric Havering family. I played "Lost Luggage" at one Gen Con and really enjoyed myself. I got to play "Patterson".
These are adventures, so I am not going to spoil what is going on here. I will say that these are perfect adventures to really give someone the feel of Victoriana. They highlight what makes the system work and what makes this time and world so much fun. As players, you will be playing members of this family; ie. Pre-Gens, but it works. A good GM can also get players to create their own characters, all members of a family and use them instead.
In particular I enjoyed the horse racing rules since we did something similar for Ghosts of Albion.
If you are looking to run Victoriana games OR need a ready to go adventure-idea for other Vicotrian games then this is where I would start. Keep in mind that various details of the "real world" have been changed to reflect the Victoriana world.
Faulkner's Millinery and Miscellanea
192 Pages. Every Victorian-era game needs to have a book like Faulkner's Millinery and Miscellanea. If they don't then buy this one instead. Actually buy this one if they do. At 192 pages it is full of items, clothing, gadgets, vehicles and even magical supplies for every need. The currency is British Pound and the economy is set in 1867, so if you do use it for other games you will need to adjust. There is more here than just price lists. The items may (or may not) be very familar to readers today so descriptions are given.
There is a great section on the economy and one worth reading. Here in the 21st century we are used to easy access to everything. We are also (in general) wealthier than any other time before ours. This was not the case int he Victorian age, even in Victoriana's fantastical magical Victorian age. So this frame of reference helps.
In addition to equipment, there are common prices of travel and their various means. Prices for various entertainments. Alos you will need to know how much to pay your household staff and where to find them in the first place. Some notable NPCs are also detailed.
This really is a must have book for any fan of Victorian RPGS and Victoriana in particular.
Faces in the Smoke Volume One
140 pages. What a cool supplement. This details all the secret societies in the Victorana game. The societies are grouped largely by role. Are they benign watchers? Are they conspirators of a dark cult? Each group is given a role, a detailed history, and information on how they can interact with the characters and other organizations. Of course, multiple NPCs are detailed as well. An index of NPC, sorted by Rank, is also given.
Faces in the Smoke Volume Two
140 pages. Like Vol.1, this covers all sort of societies and organizations the characters can interact with or join. This volume focuses more on the adventuring activities and thus represent a number of clubs based on real-world Victorian societies.
Lots of great and colorful NPCs are included here.
Darwin's Catalogue: Beastmen of Britain
16 Pages. One of the smaller Victoriana books. This book details a number of additional Beastmen and their traits. Both as a "monster" and as a Player Race.
Following the guidelines in this book you could create more, but the list is pretty exhaustive.
Darwin's Catalogue: The Outsiders
14 Pages. One of the smaller Victoriana books. This details five races for PCs; Giant, Karakon, Oni, Orc and Steppegoblin. Also covered are Corporeal Mediums.
Jewel of the Empire
228 Pages. This is a hefty tome. It covers India and it's place not just in the British Empire, but in the Victorian world.
We get the requiste lands, geography, people and relgion of India in 1867, but also some discussion on the various religions. Like all religions in Victoriana this is through the lens of the world. So license was taken with some of these. Obviously this was not meant to offend Hindus any more than the Core book was meant to offend Catholics or Anglicans. So keep in mind these are the religions of a game world, not the real world.
Some new races are included including some new and changed Beastmen.
There are new magics, spells, monsters and plenty of NPCs to populate this huge country.
Enough detail here to make you want to run nothing but India-based Victoriana games for a long time. I know I want to do exactly that!
Great for Victoriana and at least 2/5ths of it is also great for any other Victorian game as well.
The Marylebone Mummy
56 pages. An update to an earlier adventure. This adventure is really designed not just for starting players (5 to 6) but also starting GMs. All the materials you need to play are at your fingertips. There is not enough of the rules to make it a "Quick Play" but if you bought the core rules then this should be your next purchase. The adventure deals with, appropriately enough, a mummy. It FEELS very Victorian too. Ancient curses conflicting with scientific discovery. Superstition vs Science. All within Victoriana's own hedy brew of magic-is-real and so-is-science world. It makes for a lot of fun.
The adventure also follows the now familiar 3-act format of all Victoriana adventures. So if you have any desires to plan your own then this is a good model to follow. It is, in a very real sense the Keep on the Borderlands for Victoriana.
Marvels of Science and Steampunk
152 pages. This is the book that makes Victoriana more Steam-punk, or at least more steam- and magic-tech. The biggest, and coolest, new feature of this game are new rules for Airships. Now I have to say that for me, Airships are a quintessential element for not only Steampunk games but of Victoriana in particular. You also get Victorian age computers (Babbage machines) and robots (metal men). This is the fantastic future of science that the Victorian era promised with a chapter on magic and technology. Grabbing this book really sets your Victoriana game apart from the rest of the crowd.
The author, Walt Ciechanowski, would later go on to author the 3rd Edition of Victoriana and shape where that version of the game went. Like books from the Victoriana line there is a great collection of inspirational reading and viewing.
The Havering Adventures
This is a collection of three adventures that have appeared in one form or another in various conventions; notably Gen Con. All deal with the wonderfully eccentric Havering family. I played "Lost Luggage" at one Gen Con and really enjoyed myself. I got to play "Patterson".
These are adventures, so I am not going to spoil what is going on here. I will say that these are perfect adventures to really give someone the feel of Victoriana. They highlight what makes the system work and what makes this time and world so much fun. As players, you will be playing members of this family; ie. Pre-Gens, but it works. A good GM can also get players to create their own characters, all members of a family and use them instead.
In particular I enjoyed the horse racing rules since we did something similar for Ghosts of Albion.
If you are looking to run Victoriana games OR need a ready to go adventure-idea for other Vicotrian games then this is where I would start. Keep in mind that various details of the "real world" have been changed to reflect the Victoriana world.
Faulkner's Millinery and Miscellanea
192 Pages. Every Victorian-era game needs to have a book like Faulkner's Millinery and Miscellanea. If they don't then buy this one instead. Actually buy this one if they do. At 192 pages it is full of items, clothing, gadgets, vehicles and even magical supplies for every need. The currency is British Pound and the economy is set in 1867, so if you do use it for other games you will need to adjust. There is more here than just price lists. The items may (or may not) be very familar to readers today so descriptions are given.
There is a great section on the economy and one worth reading. Here in the 21st century we are used to easy access to everything. We are also (in general) wealthier than any other time before ours. This was not the case int he Victorian age, even in Victoriana's fantastical magical Victorian age. So this frame of reference helps.
In addition to equipment, there are common prices of travel and their various means. Prices for various entertainments. Alos you will need to know how much to pay your household staff and where to find them in the first place. Some notable NPCs are also detailed.
This really is a must have book for any fan of Victorian RPGS and Victoriana in particular.
Faces in the Smoke Volume One
140 pages. What a cool supplement. This details all the secret societies in the Victorana game. The societies are grouped largely by role. Are they benign watchers? Are they conspirators of a dark cult? Each group is given a role, a detailed history, and information on how they can interact with the characters and other organizations. Of course, multiple NPCs are detailed as well. An index of NPC, sorted by Rank, is also given.
Faces in the Smoke Volume Two
140 pages. Like Vol.1, this covers all sort of societies and organizations the characters can interact with or join. This volume focuses more on the adventuring activities and thus represent a number of clubs based on real-world Victorian societies.
Lots of great and colorful NPCs are included here.
Darwin's Catalogue: Beastmen of Britain
16 Pages. One of the smaller Victoriana books. This book details a number of additional Beastmen and their traits. Both as a "monster" and as a Player Race.
Following the guidelines in this book you could create more, but the list is pretty exhaustive.
Darwin's Catalogue: The Outsiders
14 Pages. One of the smaller Victoriana books. This details five races for PCs; Giant, Karakon, Oni, Orc and Steppegoblin. Also covered are Corporeal Mediums.
Jewel of the Empire
228 Pages. This is a hefty tome. It covers India and it's place not just in the British Empire, but in the Victorian world.
We get the requiste lands, geography, people and relgion of India in 1867, but also some discussion on the various religions. Like all religions in Victoriana this is through the lens of the world. So license was taken with some of these. Obviously this was not meant to offend Hindus any more than the Core book was meant to offend Catholics or Anglicans. So keep in mind these are the religions of a game world, not the real world.
Some new races are included including some new and changed Beastmen.
There are new magics, spells, monsters and plenty of NPCs to populate this huge country.
Enough detail here to make you want to run nothing but India-based Victoriana games for a long time. I know I want to do exactly that!
Great for Victoriana and at least 2/5ths of it is also great for any other Victorian game as well.
Tuesday, October 11, 2016
October Horror Movie Challenge: The Frozen BrainS that Wouldn't Die (1962 & 1967)
Every year I like pulling out an MST3k version of a movie. This year it was 1962's "The Brain that Wouldn't Die". I saw this years ago of course and I had forgotten parts of it. For example, I remember the ending being different. Turns out the movie I was remembering was "The Frozen Dead" from 1967. Both feature the head of a woman in pan. The Frozen Dead head gains the psychic powers that apparently all heads or brains get when removed from a body.
Neither movie is particularly scary, but the image of Jan asking to be killed or Elsa begging to be buried is quite a haunting image. One that stuck with me for years.
Frozen Dead
2016 Movie tally
Watched: 12
New: 9
Neither movie is particularly scary, but the image of Jan asking to be killed or Elsa begging to be buried is quite a haunting image. One that stuck with me for years.
Frozen Dead
2016 Movie tally
Watched: 12
New: 9
Review: Victoriana, 2nd Edition
Victoriana and I have a long and complicated relationship. I find it interesting that to date I have not done a review for this game. So let me fix that now. I discovered Victoriana, 1st Edition around the time I was writing Ghosts of Albion. I picked up the game, but since I was deep into working on and playing Ghosts at the time I didn't look at it much. Finally, I did and then learned a 2nd Ed was going to come out.
I spent some time reading the 1st Edition rules and thought it was interesting, if odd. For starters, I am not sure why there was no U.S. Civil War. I was also not a fan of the Fuzion system. I liked all the odd races for the game (even if it did lead to the infamous Orc from Africa debate) and felt like it was, as it has been later described as Victorian Age Steampunk.
The thing that struck me though is how similar that cover is to the Ghosts of Albion BBC logo. In particular the silhouettes of William and Tamara. I am sure it is nothing but coincidence, but I could not help but notice it all the same. Save for the pointy ears on the Victoriana cover that *could* be Tamara and William from Ghosts.
I went into the 2nd edition with a lot of preconceived notions of what the game was. That is until Gen Con 2007. Friday night I ran a Ghosts of Albion game and a lot of the authors and playtesters for Victoria 2nd Ed came. I later joined them on a 8:00am Saturday morning game. I was hung over, battling the oncoming con crud. I played an Ogre butler with a Wits (intelligence) score of two whose saving grace was a giant shotgun that he wielded like a pistol. I had a GREAT time.
Victoriana is a perfect example of why you need to play a game instead of just reading it to do a full and proper review. Reading through the rules the first few times gave me a bit of headache, but playing it was a snap.
Victoriana, 2nd Edition is a 286 page book. Color covers, black and white interior. A couple of words about that. The art for this book moves between D&D-esque fantasy races and vintage photographs. Many of the photos are of author Andrew Peregrine's own family. I think this gives the game a unique touch. Personally, I do not want color art in my Victorian-era games. This is a world in black and white.
Vic is best described as a Victorian "cyberpunk" game; not just in terms of ethos, game design and play but also mechanics. The game is based on d6 dice pool with the extra advantage of a "black dice" to add more random flavor. Roll your pool of Characteristics, Skill, and Specialties and see how many successes you have.
The system that powers Victoriana is known as the Heresy system. Maybe an allusion to the game company that published Victoriana 1st ed.
The real feature of this game is the ability to play a number of fantasy races in a magic-is-real and in-the-open Victorian London 1867. The similarities to ShadowRun continue here. You can play dwarves, ogres, elves (Eldren) and other fantasy races. It could also be described as Steampunk ShadowRun or even Steampunk D&D. To call it that would really be selling the game a little short to be honest. I often described it as most Victorian games turned up to 11.
The game won a Silver Ennie for Best Writing and there is a ton of great material in this game, if viewed from Victoriana's own lens.
Appendix 3 Source Material is a great read for any fan of the Victorian era. Six pages of great and pretty exhaustive material.
The supplements for Victorana are all top notch with the same artistic style and flare of the core book.
Victoriana is one of those games I always seek out to play at conventions when I can. I have always had a great time.
If this sounds fun to you there is a free preview of the game here.
I spent some time reading the 1st Edition rules and thought it was interesting, if odd. For starters, I am not sure why there was no U.S. Civil War. I was also not a fan of the Fuzion system. I liked all the odd races for the game (even if it did lead to the infamous Orc from Africa debate) and felt like it was, as it has been later described as Victorian Age Steampunk.
The thing that struck me though is how similar that cover is to the Ghosts of Albion BBC logo. In particular the silhouettes of William and Tamara. I am sure it is nothing but coincidence, but I could not help but notice it all the same. Save for the pointy ears on the Victoriana cover that *could* be Tamara and William from Ghosts.
I went into the 2nd edition with a lot of preconceived notions of what the game was. That is until Gen Con 2007. Friday night I ran a Ghosts of Albion game and a lot of the authors and playtesters for Victoria 2nd Ed came. I later joined them on a 8:00am Saturday morning game. I was hung over, battling the oncoming con crud. I played an Ogre butler with a Wits (intelligence) score of two whose saving grace was a giant shotgun that he wielded like a pistol. I had a GREAT time.
Victoriana is a perfect example of why you need to play a game instead of just reading it to do a full and proper review. Reading through the rules the first few times gave me a bit of headache, but playing it was a snap.
Victoriana, 2nd Edition is a 286 page book. Color covers, black and white interior. A couple of words about that. The art for this book moves between D&D-esque fantasy races and vintage photographs. Many of the photos are of author Andrew Peregrine's own family. I think this gives the game a unique touch. Personally, I do not want color art in my Victorian-era games. This is a world in black and white.
Vic is best described as a Victorian "cyberpunk" game; not just in terms of ethos, game design and play but also mechanics. The game is based on d6 dice pool with the extra advantage of a "black dice" to add more random flavor. Roll your pool of Characteristics, Skill, and Specialties and see how many successes you have.
The system that powers Victoriana is known as the Heresy system. Maybe an allusion to the game company that published Victoriana 1st ed.
The real feature of this game is the ability to play a number of fantasy races in a magic-is-real and in-the-open Victorian London 1867. The similarities to ShadowRun continue here. You can play dwarves, ogres, elves (Eldren) and other fantasy races. It could also be described as Steampunk ShadowRun or even Steampunk D&D. To call it that would really be selling the game a little short to be honest. I often described it as most Victorian games turned up to 11.
The game won a Silver Ennie for Best Writing and there is a ton of great material in this game, if viewed from Victoriana's own lens.
Appendix 3 Source Material is a great read for any fan of the Victorian era. Six pages of great and pretty exhaustive material.
The supplements for Victorana are all top notch with the same artistic style and flare of the core book.
Victoriana is one of those games I always seek out to play at conventions when I can. I have always had a great time.
If this sounds fun to you there is a free preview of the game here.
Monday, October 10, 2016
October Horror Movie Challenge: Honeymoon (2014)
I will admit it, I am huge fan of Rose Leslie. Honeymoon is a creepy little flick about what happens if something replaces someone you know. It starts out and builds tension with each moment.
Rose is great as Bea, the new bride that may or may not be what she says she is.
The movie supremely creepy and the ending, while not a surprise, was still satisfying in a horror way.
The only thing that would have made this scarier is if it had been a couple celebrating their 10 year wedding anniversary. Made the "otherness" of one of them seem even more out of whack.
There are moments in the film where Rose's Scottish accent comes out a bit. But you could almost excuse it since she is supposed to be Canadian (I think) in this.
2016 Movie tally
Watched: 10
New: 9
Rose is great as Bea, the new bride that may or may not be what she says she is.
The movie supremely creepy and the ending, while not a surprise, was still satisfying in a horror way.
The only thing that would have made this scarier is if it had been a couple celebrating their 10 year wedding anniversary. Made the "otherness" of one of them seem even more out of whack.
There are moments in the film where Rose's Scottish accent comes out a bit. But you could almost excuse it since she is supposed to be Canadian (I think) in this.
2016 Movie tally
Watched: 10
New: 9
Sunday, October 9, 2016
October Horror Movie Challenge: The Offspring (2009)
I am not really into cannibal movies. Too many contrivances to make them work, not to mention I just really don't care for them. But the movie "The Woman" came up in a list of must see horror films and it is a sequel to this one. So what the heck.
The film covers a group of feral human cannibals living in the Pacific Northwest (are we sure they just haven't had their Starbucks?) who kidnap and eat humans. There is also some bit about needing a baby, which is where the title comes from. The acting is not great really, but the story is better than I thought. It is likely then that the book is even better.
It has some scary bits but not as much as I had expected there would be.
2016 Movie tally
Watched: 9
New: 8
The film covers a group of feral human cannibals living in the Pacific Northwest (are we sure they just haven't had their Starbucks?) who kidnap and eat humans. There is also some bit about needing a baby, which is where the title comes from. The acting is not great really, but the story is better than I thought. It is likely then that the book is even better.
It has some scary bits but not as much as I had expected there would be.
2016 Movie tally
Watched: 9
New: 8
Larina Nix by LadyDeddelit
One of the things I *LOVE* is getting art of my characters. Art is one of those things I can't do. But I know lots of great artists. One of my favorites is LadyDeddelit. In fact, I stalked her for a long time till her commission slots opened up. She specializes in character art, in particular, RPG style characters.
For a few Euros I was able to get another one of my iconic witch Larina.
Commission 75 Larina part 2 by LadyDeddelit on DeviantArt
I am so pleased with how this turned out.
She does great work. I love these "character sheets".
For a few Euros I was able to get another one of my iconic witch Larina.
Commission 75 Larina part 2 by LadyDeddelit on DeviantArt
I am so pleased with how this turned out.
She does great work. I love these "character sheets".
Saturday, October 8, 2016
October Horror Movie Challenge: Eyes of Fire (1983)
This is one I was sure I had seen back in the day. In fact, there is a lot I do remember about it. But it wasn't until it wasn't recently covered by House of Self-Indulgence that I remembered it. Or. More to the point I remembered I hadn't seen it.
There are bits I do remember. I think it is due to seeing it on Showtime or Cinemax late at night.
Leah, the witch from the woods, certainly is a character I would have remembered. In fact I think I do. For my 3rd edition game I had a cleric character fall in love with a witch. Granted this is not something strange for me, but there are a of lot similarities.
I love the idea of the devil-haunted woods/valley. Keep an eye out for all the faces. Expert tip: if the local Shawnee tribe is too afraid to go into a place...maybe don't go into that place. Just saying.
What I like about this film is it mixes bits of witchcraft lore with Irish myths and local Indian legends. A heady brew for someone that grew up in the mid-west not far from some of the most famous burial mounds in the country.
The final battle was cool, but really dark. Dark as in a lack of light to see what was going on really.
Naturally, I am going to compare this to The Witch. This covers the same time period (roughly) and the same area of the country (close enough). Where the Witch is visually stunning and relies on mood and atmosphere. Eyes of Fire is more dream-like and tests what we consider reality (in the film). Comparing them on a visual level though is not fair. The Witch was filmed in HD and I watched it on a Blu-ray. Eyes of Fire wasn't and the copy I watched was a poor VHS to DVD transfer. Both were, and are, stunning for their times.
I fear that Leah and Thomasin would not get along.
2016 Movie tally
Watched: 8
New: 7 (I am counting it as new)
There are bits I do remember. I think it is due to seeing it on Showtime or Cinemax late at night.
Leah, the witch from the woods, certainly is a character I would have remembered. In fact I think I do. For my 3rd edition game I had a cleric character fall in love with a witch. Granted this is not something strange for me, but there are a of lot similarities.
I love the idea of the devil-haunted woods/valley. Keep an eye out for all the faces. Expert tip: if the local Shawnee tribe is too afraid to go into a place...maybe don't go into that place. Just saying.
What I like about this film is it mixes bits of witchcraft lore with Irish myths and local Indian legends. A heady brew for someone that grew up in the mid-west not far from some of the most famous burial mounds in the country.
The final battle was cool, but really dark. Dark as in a lack of light to see what was going on really.
Naturally, I am going to compare this to The Witch. This covers the same time period (roughly) and the same area of the country (close enough). Where the Witch is visually stunning and relies on mood and atmosphere. Eyes of Fire is more dream-like and tests what we consider reality (in the film). Comparing them on a visual level though is not fair. The Witch was filmed in HD and I watched it on a Blu-ray. Eyes of Fire wasn't and the copy I watched was a poor VHS to DVD transfer. Both were, and are, stunning for their times.
I fear that Leah and Thomasin would not get along.
2016 Movie tally
Watched: 8
New: 7 (I am counting it as new)
Friday, October 7, 2016
October Horror Movie Challenge: The Church (1989)
Another Dario Argento flick. The first 5-10 minutes was like Monty Python and Holy Grail that someone decided to play straight. Seriously. Many points I was going "we are the Knights that say Ni!", "Burn her she's witch" and "Bring out your dead!". Someone even looked like Patsy there was even a duck.
The rest of the movie is in modern times. And there it slows down to a crawl. A church is built on the site where the Teutonic Knights killed a bunch of witches and in the modern day the church, now in disrepair is the home of a legion of demons. The demons look kinda cool though. Especially the last one.
There are some neat hallucination/possession scenes.
It does feature a very young Asia Argento as the last girl.
Not a great movie, but it have some really neat looking effects.
2016 Movie tally
Watched: 7
New: 6
The rest of the movie is in modern times. And there it slows down to a crawl. A church is built on the site where the Teutonic Knights killed a bunch of witches and in the modern day the church, now in disrepair is the home of a legion of demons. The demons look kinda cool though. Especially the last one.
There are some neat hallucination/possession scenes.
It does feature a very young Asia Argento as the last girl.
Not a great movie, but it have some really neat looking effects.
2016 Movie tally
Watched: 7
New: 6
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