Monday, March 15, 2010

Black Rose, Replies

It's reader participation day at The Other Side.  Here are some replies to my "Black Rose" posts.


Rhonin84 said...


The land that the Queen rules over is the last bastion of light besieged on all sides by the encroaching darkness, all of her allies are gone defeated in the wars to stave off the darkness.

Her dreams at night are haunted by a figure that is intoxicating and terrifying, this Dark Lord wants her for his queen, it's a dream that she has had for some time and the fortune tellers tell her that she has lived this before....

Just a thought with some imagery for you to chew on!

Greg: I agree. Aldea is the last bastion of light in an otherwise dark world.  But more importantly to the plot it is something for the characters to fight for, as opposed to fighting against the darkness.  Of course I like the idea of the Dark Lord haunting her dreams.  It can easily be anyone, but the best choice is obviously Strahd.

seaofstarsrpg said...


Very interesting, sounds like a good match.

Though I think I would make dark dreams and nightmare a constant sub-theme in this campaign

Agreed.  In order to do this well there would need to be a slow build up of darkness. Punctuated by increasingly dark dreams and nightmares.  There is so much that can be done with this.

 Ka-Blog! said...

I'm not that familiar with Blue Rose (I was more intrigued with the True 20 aspect), but I understood the romance influence on it.

I am a fan of Ravenloft, but was always stymied by:
- what the PCs do during the day time (sleep, I suppose); and
- isn't it monotonous to know that the big bad is someone you can't defeat (because he's a dark lord) and you live on his land?

The merging of the two gives some space for PCs to retreat and recuperate, and allows greater contrast when PCs must fight the dark lord on his own turf..
Yes.  Though in most cases I do not want them to fight the Dark Lord of the land, instead maybe figure out how to undermine their power.   In some cases I would want them to "free" the land's Dark Lord, to find out what is the source of the evil and stop it.  Thus freeing the lord to go on to whatever afterlife awaits them while their lands slowly dissolve back into the mists.  I want this to be more of a thinking game than a fighting one.  Not that there won't be fighting. There will.  The big issues are going to need a different tactic.
Like Rhonin said above, Aldea would be a "safe haven" for the PCs, but the mists might not always let them return.

 P. S. Mangus said...

This is a very cool idea. Personally, I never gave Blue Rose a proper chance. In hindsight I should have taken a harder look at the system, and over looked the problems I had with the background of the game. Ravenloft has always been a favorite of mine. I especially liked Masque of the Red Death, and felt it was a stroke of genius when it came out. Of course I could never get anyone to actually play it. Looking back at it now, MotRD was ahead of its time.

I never had the problems others did with Blue Rose.  I always felt it was like a dreamscape setting.  Yes there was this too-good-to-be-true kingdom with modern sensibilities and an extremely accepting culture.  But everything around them was dark and sinister.  They thing is that is a perfect backdrop for a Ravenloft game.  I am not wanting to do "Grim Dark Blue Rose", I am keeping pretty much everything in Blue Rose intact and I want characters to explore interpersonal relationships.  I want loves and loss and love again.  I think that this is an important part of what makes Blue Rose a good game.  Ravenloft though gives me something else and something that is not wholly incompatible with Blue Rose.  The Dreamscape is still there, but now it is tainted, a blacker on the edges.  This is done to make "Blue Rose" parts of the game shine even more.
The fictional tradition behind Blue Rose is struggling to discover yourself in the world and your own inner strength.  The tradition behind Black Rose would be struggling to discover yourself in the world, beset by horrors, and your own inner strength to defeat them.

BlUsKrEEm said...



I'm very impressed with how well thought out the setting / rules for this idea are. I would play or run this in a heart beat (if my player would give it a chance that is.) Thanks for sharing.
Thanks,  It is something I have been thinking about pretty much ever since I picked up Blue Rose years ago.  I never liked the feel of the d20 mechanics for Modern games, and True 20 seemed to be a better fit.  Likewise I was not thrilled with the d20 Ravenloft, though I did enjoy both Ravenloft and D&D 3 a lot.  True 20 (and Unisystem for that matter) seemed to be a better fit for the kinds of things I wanted to do in Ravenloft.  Same with Blue Rose.


Thaumiel Nerub said...


Idea is good. I personally think, that Blue Rose is way too cheesy for me. Adding a bit "black" to the palette would suit me well. You could concider also characters. They must aswell melt in the world. Otherwise it's just this background story where heroes do their job. Character's must also represent this "Black Rose" theme. Character's aren't necessarily those knights in shining armors or they even could be, but in every character there must be something tragic. Sounds a bit emo, but well, goth is that. Dark secrets, revenge, lust, depression.
I think that usually in fantasy games character's biggest goal is to "win" the plot GM gives for players like killing the evil dude or something. But even if in this Black Rose setting there is that "big evil", I think you could get more out of it, if there is also personal problems within characters. Some might be touched by darkness what is infecting him slowly and he is hiding it realising, he would be Shadowspawn soon (no cure, or it wouldn't be tragic). Knight who was not betrayed but was betrayer himself. Wizard who is eager for power, and knows the best mojo is in evil magic.
They all are heroes, they save the world, but in the same time they are tragic characters and the line between good and evil is thin.
Again, I liked Blue Rose from the start, but I do see why others didn't.
You are correct about the characters.  But I think instead of darkness, the characters need to harbor that self-doubt and humility that is often absent from characters.  Yes it does tend to skew things towards Emo, but I am not trying to play a game full of self-doubts and dark personal secrets.  Characters should be more fully flushed out than a "barbarian, and I hit things".   For example a member of the Royal Guard trying to live up to her father's expectations.  Or a witch, pretending to be something else so she is not discovered practicing "foul" magics, even though she is Light aligned.

I think the take away from all of this is players in a Black Rose game would need to spend quite a bit of time thinking about who their characters are, what are their hopes and fears, and then ask the important question of "when the Queen calls on you to fight the darkness how will you respond?"

The other half of this though is also finding players that would want to play this style of game.  My kids are too young really to do this now and my semi-regular group might not find this all that interesting.  Plus we get a full amount of horror RPGing in with our Ghosts of Albion games.

Maybe I should try it as a one-shot someday.  Or use it as a prototype for some other games I have in mind.

Sunday, March 14, 2010

Black Rose, Part 4

What sort of stories do we tell in a this mash-up of Romantic Fantasy and Gothic Horror?

Well lets start with the obvious.  Evil is out there and it needs to be stopped.  In the Gothic Horror tradition, the evil is always more powerful than the heroes and rarely if ever fully stopped.  Black Rose would to follow suit. The evil is out there and it must be stopped (because that is what heroes do) even if the odds are stacked against them.

In Romantic Fantasy and in Blue Rose in particular, we expect there to be more character driven plots than monster of the week ones.  Not to say we can't do both, but the plot must be focused on defeating the "Evil", whatever it might be, but at the same time growing the characters.



So what are the games about then?

I could start with the death or injury of the Golden Hart.  This is the catalyst that brings the characters together.  I think more so than any other game I would want the players to spend a lot of time telling me who their characters are and what they want.  Riches and Glory are fine for most D&D games, but for Black Rose, I think there needs to be something more.

I would then spend some time slowly building up the lpot elements.  Have encounters with the Vistani/Roamers, or even a run in with a wrongly accused Night Person/Caliban/Half-Orc.  Yeah that is a little cliched I know, but I think there is value in going over some of these tropes that make up the game.

Of course plenty of undead for the characters to fight, though not names dead.  In Ravenloft back in the 2e days the authors really took the time to, pardon the pun, flesh out the monsters.  A wight was not simply a monster from a barrow, it was an ancient warrior that was once a human and some of that human might remain.  Vampires are not just high level threats (they are)  but also characters in their own right.  Blue Rose/True 20 supports this type of play since all monsters are built as characters more or less.

So what is the ultimate goal?
"Defeat evil" is too vague to build a campaign on.  I think the first step is to find out who tried to kill the Hart and find out way the land is creeping into darkness.  These are related of course.  The ultimate goal then is to discover that the Dark Lord Sayvin is not dead (sort of) and behind all of this.  To do this there would need to be a lot of exploring of the lands to gather information.  The heroes would be the lone bringers of light and justice in a world creeping into darkness.  Sounds like it has a cool 70's genre vibe to it.

In Ravenloft there is no chance the heroes could defeat a Dark Lord.  In Black Rose though, I might let them. Or at least Sayvin.  But they can't do it with combat alone, given the feel of Blue Rose, there needs to be something more.  Something that the characters have to do to show growth and ultimate sacrifice for what they believe is right.   Not sure how to do that one yet that doesn't involve railroading the players.

If it works it would make for a great campaign only game, where after defeating the Dark Lord Aldea is pulled back into the light.  I think that is a good ending.  It's not a fairy tale one, the Queen is still a widow and the deaths that happened are just as real as before.

Personages
I think one thing is obvious.  I would have to include Strahd.  I would also like to see Azalin, Harkon Lukas and some of the other Dark Lords.  I would avoid the ones that are too far removed from the Quasi- Renaissance Europe.  I would also have to figure out how the weakening of the barriers keeping them in their own lands would work out.  Some of these Dark Lords hate each other more than anything.  That is a good place to put the heroes in between.  Maybe it is the presence of Aldea that is weakening the laws of Raftenloft.  Sayvin did not complete the ritual 100% (and he is still trying) so Aldea was not pulled all the way into Ravenloft.  That has the borders of the lands become weaker and maybe the Dark Lords want to use that as a means out.  Certainly Azalin would.  Strahd is more concerned with finding his Tatyana, so maybe this freedom is something he is only using to get to her.  All the time Sayvin is making attempts on the Queen's life, but only during the night when he is active.

Lots of potential here I think.

I picked up Troll Lords Tainted Lands in hopes that it might give me some ideas.  But they seemed to have taken Ravenloft and ran in the opposite direction than I want to go.  Too bad really.  But I think there are still some ideas I can use here.

Now to find a group that would want to play this.

Friday, March 12, 2010

Black Rose, Part 3

Sorry for the delay here.  Been really sick.

Now I want to look at the mechanics of how Black Rose will work.  I want to include as much of the Ravenloft feel as possible, so that means fear and horror checks.  To accommodate both Blue Rose and Ravenloft I also want to keep magic low.  In this respect I think the Adept role from True20 will work out fine.



Rules
I'll use the Revised True20 (T20-R) rules for this game.  I love the simplicity of the system and it "just works" well for me. Plus the Revised version allows you to craft roles to better suit your game world.  This would let me create a "Lesser Adept" that still has some spell casting, but also more skills or even combat.  I would use this for clerics and hedge witches or even PC magic-users.  Some of the Roles in the "Horror Adventures" chapter are a good choice.  I would in a sense try to re-create the roles found in Masque of the Red Death for Black Rose.

Magic is known, but rare.  This would not be D&D where you can go to the local "magic shop" to buy magic items or even get them appraised.  So to use the T20-R this would be a "Rising Tide" game.  I would make necromantic powers more difficult to obtain.

With less magic I can see more gun powder being used.  But hardly anything beyond a flint-lock.  I am thinking this is 16th or 17th century at the most, with places still around 14th or 15th, in terms of technology.  I like this idea because it also builds up the struggle of tech vs. magic as well as good vs. evil.  In Dracula, the heroes all were using "state of the art technology" in order to defeat Dracula, a creature of darkness and magic.  It is a pillar of the Gothic tradition.   Of course the other pillar of the Gothic tradition is Frankenstein, or how technology has lead humans to even greater evils.

Fear, Sanity and Dark Powers
Sanity and Fear checks have been part and parcel of horror games forever.  Black Rose would be no different.  I would use the Mental Health track from T20-R since it is very, very close to what characters would experience in Ravenloft.  In this case I would use Sanity as it's own Save.  Give the game it's own feel.

I would not however do Dark Powers checks.  I never really liked them in Ravenloft and feel they have less of a place in Black Rose.  The PCs are supposed to be heroes, and heroes of the highest caliber. Now I know sometimes PCs (and players) mess up, so for that I will use the True 20 Conviction mechanic.  Evil acts result in less conviction, but heroic acts can build more.

Feel
So far everything I describe could be done in games that already exist.  Witchhunter, Solomon Kane, Rippers or even Ghosts of Albion, could all do this and do it well.  What then does Black Rose do for me these other games don't.
Well foremost there is the battle of good vs an unrelenting evil.  But this is not a fight alone in the darkness, the heroes have a home, Aldea, and it is good and worth fighting for.    If nothing else I need to instill in the players or the characters that an attack on Aldea or their Queen is worse than attack against themselves.
Also in Black Rose, everyone knows about magic and the supernatural.  It is an accepted part of life.  People don't fear the bogeyman because he has magic, people fear him because he is evil.

If this were an on-going game I would like to come up with something for the heroes to work towards.   Maybe the eventual defeat of the Dark Lord?  Or finding a way to keep Ravenloft from seeping into Aldea.  No idea yet.  But I would want it to be big and worthy of characters than have been heroes to the land for s long.

Monday, March 8, 2010

Black Rose, Part 2

Continuing on one of the things I need to figure out is how Ravenloft and Aldea come together.  This is a two-parter really.  I need to figure out game-wise how the fit; is Aldea pulled into Ravenloft, is Ravenloft slowly seeping into Aldea?  And I need to figure it out story-wise; what event caused this to happen.

To start with I want to go back into Aldea's shadowed past.



Dread Exiles
We have all been told the tale of how the Exarchs of Shadow had been defeated at the hands of the Gods of Light. We were told that they were locked away with their only means of accessing the world was via the Shadowgates or through subtle influences in the world. This is mostly true, but there is much that is unknown. Even in Kern, the greatest scholars of the Lich King had not discovered all of the Exarch's secrets, nor were they willing to give them up so easily.
But it is not the end of their story, but only the beginning.

So I have decided is that the Dark Powers of Ravenloft are the Exarchs of Shadow.
Sure it removes some of the mystery. I have them trapped here, physical forms destroyed, they can only pull in other creatures that have a significant amount of evil/shadow to them.
They are not able to be selective though, nor wish too, so they end up scoping all sorts of innocents in with them.

Their Goal? Escape of course. There are Shadowgates that lead to Ravenloft (often Mist shrouded), but very few that lead out. And even then the Exarchs have an even more difficult time leaving than do the Dark Lords. What is their plan? Use the likes of Strahd and Azalin to replace them in their prison? Or are they experiments on how to escape? Maybe even the Exarchs are no more than spoiled children and are pulling others to share their prison because they can? Who knows. Just because I have ID'ed the Dark Powers doesn't mean I need to detail their motives.

So now that I have established that the Dark Powers are part of Aldea, this opens me up to lot of tinkering. Since this is their "native" land they should be a bit more powerful and that power is translated down to the Dark Lords. Regardless of how Aldea and Ravenloft come together one of the side effects will be that Dark Lords can now leave their realms. They are not as powerful in other Realms and often at the mercy of the other Dark Lords, so even though they can "move about" few of them rarely do.

Now the in-game event that caused this.

The Lady and the Captain
Queen Jaellin in her first five years as Sovereign has become known as Queen Jaellin, The Beloved (3 years before the present day of the Core Book). Her temperament has been easy, her laws just and fair and her rulership everything that Aldisians would want. Though talk began, most likely rumors spread by the agents of Lord Sayvin that the Queen may be unfit to rule since she had not produced an heir to her legacies or even named her Consort. While an heir had no extra claim to the throne, as Sayvin himself could attest, it was considered to be proper behavior. In a dark jest she became known in some circles as “Queen Jaellin, the Unloved”.
The Queen was no fool. Her calm and rational demeanor disarmed most people and lead others to assume she was still a simple girl. Her mind was sharp and she knew of these rumors, the trouble was she was beginning to believe them herself.
During one of her outings to visit the outlying communities, she was joined by her royal guard. The Captain of the Guard, a young dashing rogue of a man that felt his duties to protect the Queen included disobeying her orders. They spend a long trek where they infuriate each other for days until their party is attacked by agents of Lord Sayvin. Her guard defend her heroically, but to no avail. She is though taken by her Captain and they are pursued through out the forest. They fight, fear and eventually come to fall in love. She is brought back safely, to surprise of Lord Sayvin and then to shock of all she names her Captain as her Beloved and Consort. They were happy for many years.
In this romance think Victoria and Albert. The young queen and the dashing prince consort. As their love grew, the land prospered and Sayvin grew darker. In a few years he discovered the means to get what he wanted.

Blood and Roses
Lord Sayvin had made a deal with the Dark Powers based on a scroll he found in Kern. The scroll gave him the means to enchant a crossbow arrow that would kill instantly whomever it struck (and deliver that soul to the Dark Powers) and give Sayvin what he most desired. This is Ravenloft, his displeasure at not being chosen Sovereign has turned into a blinding hate and jealousy.

Sayvin chooses the night of the Queen and her Consort's Anniversary, he crept into their bedchambers and prepared to kill the Queen. As fate would have it he missed the Queen in her lover’s embrace (yeah total symbolism here, but the ultimate horror in Aldea would be the horror of your beloved dying in your arms) and the arrow hit her Captain (yeah…I need to name the guy) instead. Jaellin screamed, Sayvin roared, and the Dark Powers laughed. Jaellin in a fit of insane rage summoned every ounce of power she had as an emerging Adept and as the Sovereign of the Land and struck down Lord Sayvin, blowing his body with blast of pure eldritch power. His body was never found with most claiming he escaped. Most claim that because the alternate choice was their Queen, Jaellin the Beloved, murdered him in a sorcerous rage.

That night the pact formed by Sayvin and the Dark Powers failed to complete. Jaellin was supposed to die but did not. The Dark Powers savored her pain and were allowed to come into the world just very slightly. As his reward, Sayvin was given what he desired. He was made the Dark Lord of Aldea and was cursed to the form of a Shadow.

During the day, when the sun is bright, Jaellin’s ministers rule the land in her name. But at night the land is ruled by Dark Lord Sayvin, only most people do not know this. They only know that the lands are more dangerous and evil seems to have the world in its grip. And the Queen? In the years since the attack she has said little and is rarely seen in court, and never outside the castle. She mourns and it seems the land mourns with her.

Today the Queen is still loved by her people and older residents remember the bright young girl she was and what promise she held for the land. But many feel like she has abandoned her duties and even life itself. Some, though not many but loud enough to be heard, say the Queen is a witch and this current situation is her fault.
There is unease in the land, monsters that were once only found in fairy tales are now found on the roads between towns. Strangers walk the lands now, with odd customs and accents. Once, such people would have been welcomed in Aldea, given a place to sleep in exchange for their stories of other lands. Now people turn their heads and no one is welcomed.

This in and of itself would be enough to get any character invested in the idea that Aldea is a beacon of light and hope motivated to find out what was going on, but this is Ravenloft and I have one more nasty dagger hidden in my sleeve.

The Company of the Hart
To do this I want characters deeply invested in what is going on. This is an "oncoming darkness" tale and things are not going to get better, they are going to get worse. Unless the PCs can do something about it. What can they do? That is the mystery to be solved. In the meantime they are also tasked with ridding the night of all the foul creatures of Shadow now invading the lands. I am imaging a small company of adventurers chosen by destiny to to Aldea's Champions. How? Here comes that dagger.

The characters are thrown together because some are in the Queen's court and others have found the Golden Hart in the woods with a black arrow in it's heart. They bring this to the Queen who immediately recognizes the arrow as of the same kind that killed her Beloved. The first task of the new group is to find the magical Rose that will heal it. After this quest they become an elite group answering only to the Queen and their job is to stop the oncoming darkness.

This allows me the court intrigue that I think/feel will be needed for this game, allow the Heroes to have access to various parts of the country they might need and give them first hand observation to the Queen's depression and the key to unlocking the truth; that this really began with the murder of the Queen's Consort by Lord Sayvin AND the fact that the Queen has withdrawn not just because of her lover's death, but because she herself feels tremendous guilt over using her own power to "kill" Sayvin.

That's where I am at so far.

Sick

Hey all.  Updates are going to be slow, I am really, really sick.

I have Part 2 of "Black Rose" ready so maybe I can post that here soon.

Thursday, March 4, 2010

Black Rose, Part 1

I had no idea people would like this one so much.  I mean to me it seems a no-brainer.   Let me roll back a bit and talk about why I think so.


I love Ravenloft.  It was *my* world for all of 2nd Ed.  I loved the Gothic horror feel, I loved that there were all these worlds and this was some sort of cosmic dumping ground of evil.  But mostly I loved the atmosphere, there was something about it that was different than all the other AD&D worlds out at the time.  Greyhawk was basically dead, I hated the Forgotten Realms, Planescape was cool but I hate stupid made up slang.
But I had a basic problem with Ravenloft.  A world drowning evil is not always the best one to play in.  Or as I used to say, Ravenloft was great at night, but during the day it was lacking.

Well I put Ravenloft away when I did my great D&D break of the late 90s.  When D&D 3 came out I purchased one of the limited editions Ravenloft core books.  After all it was being done by White Wolf and they know horror.  While it did make me interested in the lands again, the spark was gone.  Besides at this time the Kargatane was breaking up and Ravenloft was not as fun as before.

Then a new game came into my life.  Blue Rose.   In Blue Rose I felt there were a lot of the same things I liked about Ravenloft.  Emphasis on character development and story telling, less on combat.  One by nature the other by choice.  I know a lot of people disliked Blue Rose, but it did give us True 20.  And in True 20 I saw the answer to a lot of the problems I had with Ravenloft.  Ravenloft as an idea was Gothic Horror stapled on to a fantasy action adventure game.  True 20 was systemless.  It was much easier to represent more people with combinations of the Expert, Warrior and Adept classes than the standard D&D ones; or worse the 36 some odd classes we had in the d20 Masque of the Red Death.



Blue Rose also took on some of the same issues that Ravenloft did.  That of being an outsider for one, or working for a cause of light vs. darkness.  People criticized BR's morality, but that is a perfect morality for Romantic Fantasy or Gothic Horror.

In the last couple of years we have seen a surge of books that fall under the term "Urban Fantasy" or "Horror Romance" and even "Chick-Lit".   Typically these books feature a strong willed female protagonist who sometimes makes mistakes but in the end finds her own inner strength.  Sometimes she gets the guy (or girl, or both) all in a world where magic, vampires, werewolves and other horrors are real.  Maybe she is even one of those horrors herself.  Plus many of the authors of those early Ravenloft novels are now "names" in this market such as Elaine Bergstrom, Christie Golden, P. N. Elrod and Laurell K. Hamilton.  Modern urban gothic fantasy is in Ravenloft's DNA.   Blue Rose as a concept supports this type of roleplaying very well.

So I sat down with my Blue Rose book and my d20 Ravenloft book and I started to notice too all sorts of places where they were the same.  So I had this idea, blasphemous as it sounds, to mix in Ravenloft with Blue Rose. I wanted to cast a shadow of Aldea, something is not right any longer. The Queen still holds court, lovers still walk hand in hand, and there are still adventures to be had.   But I had questions I needed to answer. Why has Aldea and Ravenloft "merged"? Or were they always together?
If they merged what was the catalyst? Why now?
What is the effect on the populace with this new influx of evil and dread?

One of the things I have wanted to do is bring Ravenloft out of "mists" and into a real world. Yeah I know that looses someof what makes Ravenloft unique, but I also like the idea of "horror is everywhere" and not needing to go someplace remote to find it.
By bringing Aldea and Ravenloft together I can have "days" and "nights" covered.  Aldea becomes a near perfect landscape with some deep seated malaise over it.  A dark cloud on the horizon.  Or as I call it in my games, "the oncoming darkness"

Here are my first thoughts.

The Races and other Groups
Humans are humans and remain untouched.

I plan to keep Sea Folk for now, but given my Lovecraftian background I will certainly introduce some dark spawn that plauges them. Something like the Shadows out Innsmouth or something.

Night People are the easiest to deal with since their creation is basically to fill that game playing niche of half-orcs. But they also serve other purposes as well, as a constant reminder of the dangers of dark magics and in the case of good and noble Night People, to remind the players and characters that you cannot judge a person by their birth. In all these regards they are nearly identical to the Ravenloft Calibans.

Both games describe these ersatz Half-Orcs much in the same manner. They are products of dark sorcery; they are feared, hulking brutes. I will use the Night People racial modifiers from the BR Core and the backgrounds of both races into one since there is no conflict between them.

Roamers will be replaced by the Vistani from Ravenloft. There is just so much information on the Vistani that it makes sense to use them in place of the Roamers. I will keep the Roamer name, that is what native Aldeans still call them. I will still use most of the information on Roamers from the World of Aldea book, in particular the sayings. Where they contradict is simple. The Vistani are a large group with many Tasques, something that is true for one in not true for the other. Or true depending on where they are. Or, let’s face it, neither group is very forthcoming with information to the giorgios. I have to decide whether or not to use the “Half-Vistani” race. In the Vistani lore there is ample evidence that these children are different than their full blooded cousins. And not using them robs me of a plot device where a young half-blooded Vistani goes on an epic quest to discover “her father’s people” and ends up discovering herself instead. Plus I love the Tarot work on backgrounds. So I will see if it can be adapted to use the Tarokka deck. Maybe when adventures get ready to go on their first epic quests a Vistani vardo comes to town and reads their fortunes to them (using the Ravenloft rules) and then shows them their character (Blue Rose rules).

Vata are still more or less Elves, or more to the point, the Sidhe of Aldea. Ravenloft has elves and half elves, but not a lot of them. My solution then is to go with Blue Roses’ idea and have all the Elves (Sidhe, Vata) be extinct. I have not decided with domains to pull in, but I have figured out that the Ravenloft Domain of Sithicus was the last Vata/Elf country before they were destroyed. Now it is a sad, haunted land.
I might remove the Vata’an and Vata’sha as races and instead use a feat to represent “Vata Touched”. Still thinking about that one really.

Dwarves, Halflings and Gnomes exist as rumors or fairy tales only. They might have existed somewhere in the past, but no longer.

More on the lands and bringing these worlds together later.

Wednesday, March 3, 2010

Unfinished topics/projects

I have a 4Gig USB drive I carry around with me.  It is full of half finished projects that I really need to get done.

Here is what is on the far back burners:

BASH
Got this on New Year's and have not done anything with it since.  It looks great and I follow a bunch of BASH related blogs and newsgroups, but to date I have stated up one character.

Secret Sci-Fi Project
I am holding on to the name of this one.  But the idea struck me while clearing snow off of my drive for like the 12,000 time this winter.  I went from making it's own system (which I plan on using somewhere else now) to thinking I should just use the open Traveller stuff.  Seems fitting to me anyway since Traveller was my first Sci-Fi RPG.

Black Rose
A Blue Rose / Ravenloft crossover.  Ravenloft I think works much better under the True 20 system than the d20 one for a variety of reasons.  Blue Rose is an under-appreciated game that I think shares a lot in common with the feel of Ravenloft.   Together they are greater than the sum of their parts.

These are closer to the front:

Dinosauria! for Ghosts of Albion
An Intro adventure for Ghosts of Albion that I'll be running at Gen Con.  Need to get Act 2 finished.

Obsession for Ghosts of Albion
A more experienced adventure for Ghosts of Albion.  Done, just need to go back and tweak a section or two.

Eriú - Celtic Role Playing
Started out as Unisystem, then True 20, now using Spellcraft and Swordplay, which I think is the best fit for it.  Adventure not just in the Celtic age, but Ireland in particular.

And on the front burners:

Eldritch Witchery
Witch supplement for Spellcraft and Swordplay.

Vampire Queen
An adventure for Spellcraft and Swordplay.

OGL/Savage Worlds Project
Working on something for hire here.  Has not been mentioned yet so I don't want to do that here.

Plus some other projects I can't even talk about yet.

Various Blog Posts:
I'd like to post a "follow-up" to some of the comments I have gotten over the last few weeks.  You took the time to respond so I feel I should take the time to answer questions and the like.

I still have stats I want to do for teenage Zantanna, the girls from Kim Harrison's Rachel Morgan series and even delve into some of my favorite Hammer films.


I guess what I need to do is prioritize these and then just get them all done.

Tuesday, March 2, 2010

Drow should be Lawful Evil, among other things

I have been thinking about the Drow of late.  We are going through some of the classic modules and I really am looking forward to doing the GDQ series again.  Now I have every faith in DM to make it interesting and new to me while keeping the same thrill I originally had for me and the kids.

But I have a problem with Drow.  Actually, I have had a lot of problems with drow for a long time.  Let's work backward.  In the GDQ series, Drow are the "secret enemy" the big reveal is they are elves! who are evil!  It was like when we first saw Romulans in "The Balance of Terror".  Elves, especially to those who lived on a steady diet of Tolkien, were light and good.  The drow were evil and dark.  And that is the other problem.
Why are drow dark skinned?  Really shouldn't they be albino?  And let's not even go with the dark = evil meme.  I am not suggesting any sort of racism on the part of the creators here; this is something that has appeared in fantasy and fairy tales for thousands of years, but that still doesn't mean it has to be that way in my games. I prefer the "Shadow Elves" from Mystara in many respects over the Drow.  They are described as smaller and pale.

You can see a visual evolution of the Drow through the eyes of fellow bloggers, James Maliszewski and Eiglophian Press.

The next problem is frankly Drizzt.  He is a symbol of everything I felt was wrong with 2nd Edition and uber-munchkin playing in general.  Since his advent, the drow went from hidden secret evil to S&M fetish elves.  Now I am not against S&M or fetish of any sort, but what makes for an interesting diversion does not make for an interesting enemy.

Finally Drow are nearly universally described as an oppressive, hierarchal society ruled by the Priestess of Lolth in an iron-fisted dictatorship with harsh laws of behavior.  That sounds positively Lawful Evil to me.   This is not a new idea, it was mentioned in Mongoose's "Drow War" books (which I do not have). They are described here as being like Nazis. That works for me.  Plus if elves are freedom loving do-gooders (Chaotic Good) then the ultimate expression of evil to them must be an evil, rigid society of absolute laws.  Lolth then needs to be closer to a devil than a demon;  she was a Goddess then was "cast down" by her fellow gods.  That sounds more devil like to me.  Plus unlike demons, which are manifestations of anger, destruction and hate, devils have agendas.  So does Lolth.

So combining features of my "The Church of Lolth Ascendant" and "Going (Up) to Hell?" I think I have a way to work the Drow into my world.

Drow and Lolth in Mystoerth
The story of the fall of Lolth has been detailed by many.  Regardless of the reasons for her fall one thing is known for sure, she and her children the Night Elves were cursed.
The Night Elves were regarded by many to be the most beautiful of the elven races.  They were as Lolth herself was before the fall; described by Corellon as a "piece of pure midnight and her hair reflected the light of the stars above".  When Lolth fell her sons and daughters were cast out as well (Well there was that business with the Elven Civil War, but that is another lesson).  They resided in a place they called "The Abyss" and it eventually became known as the Demon-Web as Lolth's new form attracted spiders and arachnids of all sorts.
While the Church of Lolth Ascendant maintains that their Goddess awaits only the chance to reunite with the other Elven Gods, the Drow, as the Night Elves became to be known, decided that the only means of reunification was by violent take over to the point of killing all the other elven races.  For this they train. Their society is everything elven society is not.  Elves are free with equality to all; all drow are slaves to the hierarchy or cast above them, with the priestesshood of Lolth at the top.  Drow males are second class citizens, a concept most elves can't understand.  But like their cousins above Drow excel at magic.  Maybe they are even a little better.

Lolth does not reside in the Abyss.  That was an error from a mistranslated document.   Lolth resides on the first layer of Hell.  Here lair is still called the Demon Web and she does have some demons in her employ, but Lolth herself is not a demon but a fallen Goddess.  This makes her closer in nature to the Devils whose prison she shares.  In Dante's Inferno Lolth occupies the area of Pagans.  As can be expected she has great enmity  with Beelzebub, the Lord of Flies.  She is on well enough terms with Glassya, having supported her rise to power, but Lolth maintains her neutrality and her own agendas.

The Drow
The Drow of the underdark live close, not just in word but in relative proximity, to their Goddess.  With the Underdark as the Antechamber to Hell, the Drow are as cast out as race as one could hope to find.  Due to their prolonged sojourn in the darkest places of the world their one dark skin is now pale.  Some Drow are nearly white and others maintain a pale blue coloration.. Oddly enough it is Drow that make regular trips to the surface world that find their natural coloration returning.    These are the Drow that most surface dwellers are most common with.  It is no coincidence then that surface dwellers and Drow have prejudices regarding Drow skin color.  Surface dwellers see a dark skinned Drow and automatically think "evil elf".  While a Drow associate the darker color with a Drow that has become more "surface" or "elf" like and thus "good".
All Drow are born darker in color, but still no where near what their Night Elf ancestors looked like.  As they age their skill becomes more and more pale.  Since like elves they tend to alway look young the one true way to guess a Drow's age is to look at her skin.  The lighter the skin the older and usually the more evil the Drow.
Generally speaking Drow are smaller than elves or humans.  Shorter, smaller build.

Drow and Evil
Drow are completely lawful evil.  But they do not see themselves as being evil.  They are harsh because the survival of their race demands it.  There are rules and hierarchies because they live in a harsh, deadly environment.  The pogroms and breeding programs are in place for the good of the Drow species.  They are doing what they must do to survive.  They survive because they demand revenge on the wrongs committed on them by the elves. Killing a non-Drow is not a crime.  Killing a lower caste Drow is not a crime IF there is reason for it, but even the lowest Drow is more worthy of life than any elf.  Drow do not ally themselves with orcs under any circumstance.  They will work with like minded evil dwarf races, devils, demons or giants but Drow do not have allies, they have servants and minions.
Their ultimate goal is to retake the surface world from the elves killing them all (they are no longer satisfied with mere reunification). This way the gods would have to take them back as the only elven race.
Though there is something standing in their way and they are not quite sure how to deal with it. Humans.

So that's a start on my little pointy eared, underdark Nazis.

Monday, March 1, 2010

Read an RPG in Public week

Today is the start of "Read an RPG Book in Public Week".  A worthy gesture I think.  If our hobby is going to survive then we need more new players.  Now I am done having kids, so I have affected all the people I can locally (ie at home), so I figure I might drum up some more support.

Since it is sitting here next to me, I am going to take my new Pathfinder Bestiary.  It's a great looking book so that should get some attention.

Links
http://www.theescapist.com/readrpgsinpublic/
http://www.facebook.com/pages/Read-an-RPG-Book-in-Public-Week/316050748718?ref=ts

Sunday, February 28, 2010

Pathfinder, Keep on the Borderlands and witches

So Saturday we started what we call "the kids game", this is our D&D game that includes me, my two sons (6 and 11), my regular DM and his sons (10, 10 and 5).
We started out as a 4e game and it went rather well.  This weekend though we switched over to Pathfinder.

And it was awesome.

It is not really saying much, but Pathfinder is closer to old school D&D than D&D 4 is.  We entered the goblin cave and had four encounters with goblins and "the big guy", an ogre helping them out.  It was a blast.  Our group consisted of a human witch (me), a human dragon-blooded sorcerer, a dwarf cleric, a half-elf ranger, a human ranger, and a human thief.   We figure that we need to make some tweaks, the sorcerer needs some different spells and I think my witch needs a cure light wounds spell to help out the cleric some.

So Greg (my DM) and I figured that under 4th Ed the characters would have been killed with these encounters.

We are going to keep going with 4th Ed in our "Big Kids" group.  So I am going to get a chance to do both games.

I like 4e, I do.  It is fun and the material for it is top notch.  But Pathfinder is a lot of fun too and those books are really nice.  Picked up the monster book for it.  If Pathfinder had something like DDI I would be all over that too.

So where do I stand with my "D&D" games?

I am running a 3.x (mostly 3.0) game with my two boys.  I am playing in a Pathfinder game and a D&D 4 game.  And it looks like I might be running another 4e game here soon.

For doing all my old school stuff, well it looks like we are going to be doing that as part of Pathfinder and doing something different for 4e.

All in all it sounds like a win all around for me and everyone else.

Now on to my witch.
She has a cantrip, Daze, that she kept using in combat.  Worked out nice really.  Was able to keep a goblin distracted (and the Ogre once) pretty much every round.  Not getting hit goes a long way to help keep the party alive.  Found a scroll of "cure light wounds", since I have that spell on my list I could read it and use it.  So game-wise a nice mix of witchy offensive power with some good defensive buffs of a divine nature.  I totally under-used my familiar however, but that is the same as my last 4e game, so those are even.
Comparing her to her 4e counterpart, Daze was my "bread and butter" spell where "Arcane Blast" is in 4e.  Arcane Blast has the advantage of causing some damage.  And my 4e warlock has those teleports which are very nice.  Both characters had the about the same feel in terms of hitpoints for the foes they were up against and I compensated the same way; I hid behind tougher characters and fired off spells from a distance.

The Pathfinder witch uses Intelligence though as her main stat.  I am not buying that.
Warlocks use Charisma and I can see that and see it for the witch.  In the end though I still think that it would be best for the witch to use Wisdom as her main stat for spell casting.  In this respect the Pathfinder does come up short.

So in my judging for combat playability, Pathfinder Witch vs. 4e Warlock, it's a draw.
In terms of spell casting mechanics, the Pathfinder has more "witchy" spells, but the warlock spells do fit that concept well and work well in the game.  So in the end I am giving the nod to 4e.

Looking forward to the new Pathfinder book that has the witch in it.  Is there still time to have switch the spellcasting stat to Wisdom?  Anyone know if we are going to see some witch prestige classes?

Saturday, February 27, 2010

Pathfinder

Played Pathfinder today.

Loved it.

WE now have a new family game for are larger group.  Love my witch.

More later.

Friday, February 26, 2010

Mirror, Mirror

So tomorrow I play my first Pathfinder game.
I am playing it with the kids, so it is not the same group as my 4e game.

But I am going to play the same character.

This of course will raise a cry from my GM saying "but you always play the same character".  This is true, to a degree.  Most often I am "playtesting" the same character and I hold it as my constant amid a sea of variables.  In this case I am not playtesting, but I am testing something, or somethings.

First I want to know exactly how this two versions of D&D differ from each other.  There are factions on both sides claiming that "Game X" is "Teh one true way!!"  I feel rather that they are two different interpretations of the same thing (that will get me comments).  But the only way I am going to get that is to play the same (or very similar) characters.  But which character to choose.

IF I were paying attention and planned this out I might have chosen a Paladin or Cleric.  Both have had rather large changes to them over the years and it would be a nice bit a symmetry to my first D&D character, who was a cleric and then I played his son, a paladin, as my first AD&D character.  
But in truth I wanted to play my witch.

I have written a lot about witches over the years and with me through all of that has been one character.  I use her in all my playtest and I have been using her a lot lately.  Plus both games offer, for the first time, a witchy-like character as a published choice and not something I have had to make up on my own.

In Pathfinder she is a witch, using the new witch class from their playtest.  Now I have a 3.x witch class and it is different than what Pathfinder has.    But I think it will work out well enough.

In D&D 4 she is a Fey-Pact Warlock.  Not a perfect fit mind you, but it is working out well enough too, for different reasons.

I am working making their skills similar to each other, taking similar spells, powers and feats.  Since these are all being driven from a central character concept this is really not that big of deal.  See, I can do high-level "role-playing" and the rules are only a manifestation of how my concept appears.

So if I am judging these games on how well they fit a concept I guess I could start now.
I am not ready to get into a lot of detail yet (no time today), but here are the basics.
- Pathfinder witch:  Has the mystery and background concept to fit the character well.
- D&D 4 warlock: Fey pact is a bit of a stretch really, but none of the other pacts are any better.  The powers though of the warlock are a better fit in some cases.  Maybe I need a new pact to make this work, but that violates the "rules" and making up for this (create nothing new).

So concept-wise the initial round goes to Pathfinder with only a slight lead, but D&D4 is rather close.
If I add some of the stuff from the newer books such as backgrounds then it is very, very close.  The biggest flaw in D&D4 is the Fey Pact is not what I wanted exactly.

Tomorrow is the true test.

Thursday, February 25, 2010

Returning to the Keep

Playing a Pathfinder game this weekend and I am pretty psyched about it.

Even more psyched now that I know we are going to the Keep on the Borderlands!
I guess it has filled up with monsters again.

"Bree-Yark" is goblin for "I surrender" right?

Should be a blast.

Wednesday, February 24, 2010

Gods, Demigods and Heroes

I have been thinking about Gods and the like in my games for some time now.  Now that I am going to be playing Pathfinder as well as 4e I thought I would look into some gods for my Mystoerth world.

Now Mystara didn't have gods, but Greyhawk does and so do all the other worlds I am using here.
A few I know I am going to use and where they all fit.

Gods
Ancient beings of great power.  The next generation after the Titans and Primordials.  Gods differ from humans and the others in many respects.  Gods can have Aspects and Avatars, which are semi-independent versions of themselves that can interact in the world.  Demons and Devils can have Aspects too, but generally only one at a time and for them it is more like Astral Projection.
Gods also have the power of creation.  They created their specific races, or the lands, or even the world.

Bahmut and Tiamat -Bahmut (and his Dragonlance cousin Paladine) has become the god of Lawful Good paladins since the 3.0 days.  This is only reinforced in 4.0.  Plus he is a very D&;D god, with ties back to the first Monster Manual and featured in the Dragonlance sagas.

Tiamat is a given for the same reasons, but she was also a god in myth in her own right.  Though given that in Babylonian myth she was the god of Chaos, I would change her alignment from LE to CE and put her in the Abyss.  In fact the Abyss is there there because she was tossed into it.


 Sehanine / Selûne / Shar - Three aspects of the same moon goddess. Represent the Maiden, Mother and Crone aspects of the Triple Goddess. Neutral.

Wee Jas - Goddess of Magic and Death. The Witch Queen.  Worshiped by the Suel. Mix in bits of Hecate, Cardea, Isis and Mystra to her.  Her student was Ioun.  LN.

Others
Bast Egyptian - Goddess of Cats and the hunt. CG
Blibdoolpoolp (Greyhawk) - Goddess of the Kuo-toa and other deep see nasties. Maybe a daughter of Dagon and consort of Demogorgon (ick). CE
Camazotz (Aztec) - the Bat God, I like having him as the god Vampires too, great rivalry exists between him and Orcus. Camazorz doesn't control vampires, but some vampires and vampire cult pay him homage. CE
Celestian (Greyhawk)-  God of the stars.  Have to include him. Neutral
Corellon - God of Elves.
Gruumsh - God of Orcs. Neutral Evil.
Istus (Greyhawk) - Goddess of Fate. Neutral
Lovitar (Realms/Finnish) - Everyone needs a crazy S&M chick.
Set - God of Evil.
Surtur - Fire Giants and Thrym - Frost Giants, both from Norse myth, but folded into the D&D myths.
Vaprak, the Destroyer - God of Trolls and Ogres. Though I have considered having this just be an aspect of Demogorgon.

I plan to use Earth myths when I can.  For example my Desert Elves worship elven versions of the Egyptian Pantheon.  Isis is an elf, but Set is human since according to these elves humans are the greatest evils in the world.

Devils
The new editions of D&D (3.x, Pathfinder and 4) have Asmodeus listed as a god.  Now I have no issues with that per se.  I even think the back story of Asmodeus rising to power that started with the Dragon Mag article "Politics of Hell", on through the Blood War stuff and finally his triumph at becoming a Dark God is an interesting one.  But it does't work for me.   See I would rather set Devils up as the alternatives to Gods.  The devils temp mortals away from the "proper" religions to worship them.  Why would a mortal worship a lesser beign like a Devil?  Simple, the devils provide a quick avenue to power.  Gods, even evil ones, require faith and worship and service, the rewards then are given based on that faith.  Devils tell the mortals "hey, why do all that work when you can work with us and get all those benefits now."  Devils also side with mortals against the Gods.  They will remind mortals that the Gods have it easy while they work and toil.  They even try to promote kinship, "hey the Gods cast us out, so we are on your side."  Of course these are all lies, but situated in enough truth that mortals keep falling for them.   Asmodeus then is not a Dark God, but the most power Arch Duke there is and his power is equal to that of a god or goddess.  The Devils will even point out that one of their own rose to such power that is should be possible for everyone to do it.
The devils now have moved beyond the "Blood War" of 2nd ed and are now going to engage in a "Gods War" with the battlefield the mortal realms.  I think a good story for the PCs would be to become part of this "Gods War".  I alluded to it a little in my Buffy adventure, The Dragon and the Phoenix.
Afterall what would be more climatic than all the heroes, each representing their God, on the field of battle against the greatest foe in humanity.    I might drop my "Vs. Orcus" idea for this instead.

Demons
The Abyss is the sewer of the multi-cosm.  Everything that gets flushed, thrown out, discarded and forgotten ends up here.  Of courses there were plenty of things here to start with.  Demons are legion.  There are thousands of types, races, and varieties.  Some, like Orcus, are "dead" Gods.  Others, like Demogorogn, used to be Titans.   Others still are cast out gods (not sent to Hell), forgotten powers or even monsters that have become very, very powerful.  There are even ones that were spawned by the Abyss itself.  If the ultimate purpose of the Devils is the destruction of all the Gods, then for Demons it is just destruction.
The Blood War, the war between the Demons and the Devils, was a minor skirmish in the long range plans of the Devils.  In fact prior to the Blood Wars, demons and devils had been on working terms.  The devils would often use demons as grunts in their battles.  This went on for so long that some species of demon were once considered to be devils and visa-versa.   Graz'zt, the Demon lord, had been an Duke of Hell, till he went native.  Succubi are constantly switching allegiances between demons and devils that they are difficult to properly classify.


Demogorgon - Older than the gods.  A Titan that has become more demonlike.  Hates Orcus.  Only worshiped by non-humans and insane cultists.  Just wants to destroy everything. CE.

Jubilex - Demon lord of slimes.  Created from the Abyss itself.  It is as if all the waste and runoff of the Abyss collected into a conscious form.  Deeply, deeply insane.  Wants the entire multcosm covered in acidic slime.

Orcus - Was a god, then demonized, killed, came back as undead, became a demon again.  GEnerally just an angry dude.  Hates undead, but hates them less than he hates everything else.  Wants to become the God of the Dead.  CE.


Primordials and Titans
Like in Greek myths, the Titans were the "parents" of the Gods.   Some gods from other games might end up here.  I prefer to figure these out as I need them.  The Scarred Lands books from Sword and Sorcery Studios were good for this concept as well.  They had a lot of interesting titans.  Theirs though were outright evil, I prefer to have my titans more uncaring about humans.  The world was theirs, now it isn't anymore and they are not happy about it.  Most of the titans are dead, others are imprisoned or converted to demons.

Primordials came even before the Titans and represent raw nature or natural aspects of the world.  Earth, Sky, Night, Death.  These things are hard to personify into human terms so Primordials are not really like the gods or titans at all.  Primordials do not care about worship or humans although some are aware of such actions.  In some cases my "Titans" are what other games "Primordials" are and my Primordials are something different.

Mad Gods
Have to include these. Things like Leviathan, Cthulhu and the rest certainly will have a place in my game.

For me Gods need to be complicated.  The characters live in a world where they can travel to the planes, commune or other wise get "evidence" for their faith.  I think I might make this a bit tougher is some cases and even out right prohibit in others.

Tuesday, February 23, 2010

New Releases Tuesday

It's book release day and two of favorite authors have new books out in the modern urban supernatural fantasy section.

 Amber Benson is letting us back into the weird world of Calliope Reaper-Jones in the second book of the Death's Daughter series, "Cat's Claw".


This one promises to be very interesting.  The first book dealt with the disappearance of her father, The Grim Reaper.  In this one Callie needs pay back the debts she amassed doing it.

Here is the Amazon link, http://www.amazon.com/Cats-Claw-Amber-Benson/dp/0441018432/ref=ntt_at_ep_dpi_3

As I mentioned yesterday the next book Hollows Series by Kim Harrison is also out.   The new book, Black Magic Sanction, has Rachel doing what Rachel does best; getting into trouble WAY over her head.  Like Callie, I didn't like Rachel at first.  I thought she was, well, stupid.  She did things all the time that got her into trouble.  But soon I figured out that Rachel isn't stupid.  She is impulsive and being drawn into plots she would rather not have to deal with herself.  Like Calli, Rachel has powers and that doesn't mean she knows what she needs to do with them.  Rachel can be a total flake, but it works for her and now I love this character.


The Amazon link, http://www.amazon.com/Black-Magic-Sanction-Rachel-Morgan/dp/0061138037/ref=pd_sim_b_1

Both books are fun reads with interesting and engaging heroines.  I am going to try to get both books today.  I like to support authors when I can during their first week of release.

Sunday, February 21, 2010

Taking a new path

So. I had a plan. It was a good plan as far as these things go. That is till my regular DM decided to do something unexpected.

We have a few games going, I have one with my kids (3.x), he has one with his (4.0), we have one together with some friends (4.0) and one with both families (4.0).   I was going to finish out my game with my boys and start up a 4.0 game with them to go through all the classic modules.

That is till last night.  Turns out that my DM now wants to use Pathfinder.

Now don't get me wrong, I like Pathfinder, it is a nice book and really a good looking game.  I also happen to think that there is some life left in the D&D 3.x game too.  But this does mess up my master plan. ;)

We were talking today about what adventures he wants to do with this group (him, his three boys, me and my two) and it was very, very similar to my plan I had for 4th Ed.

Last night I was less than thrilled about "going back" to 3.x, but today I am actually quite excited about it.

I have been on Paizo's website and there is a ton of fun stuff there. And the Pathfinder stuff is compatible with all my other 3.x stuff.   Plus I am going to get to play their witch (which is not exactly like mine for 3.x, but close enough).  So this could be very fun to be honest.  I can still use all my 4.0 stuff with my boys, I just might need a new plan on adventures.

So it looks like I'll be playing D&D 4.0 AND Pathfinder/D&D 3.65 (or something like that).
Anyone else playing Pathfinder? Any tips or advice?

Thursday, February 18, 2010

Magic in Cortex, Savage Worlds and Witch Girls Adventures


This is part two of my deep delve into the magic systems of some of the games I like, in particular Cortex, Unisystem and Savage Worlds.


So. I am currently re-doing the magic system for an RPG and trying not to plagiarize myself from other games and it has me thinking.


Why don't Savage Worlds or Cortex have better magic systems?


I'll be 100% honest here, I am not a huge fan of Savage Worlds, but I do see the attraction and why it is a good game. So it is likely that there is something out there and I just haven't found it yet. I do however own every Cortex book there is (and I love the Supernatural RPG) and I usually left feeling a little underwhelmed when it comes to magic. This seems a touch odd really, given the people that worked on it and games that have come out for it. Ok, to be fair, none of the games are trying to be the next Mage or WitchCraftRPG.

Reading over both games I am struck with many of the similarities (yes there are lots of differences too, but I want to talk about them in general) they share. No surprise really. Both are products of post-d20 game design and both take the best aspects (in their author's opinions) of games that came before. Both attempt to fill the same need that GURPS, True 20 or Unisystem fills for others. Maybe that is why I am not all "ZOMG THIS IS TEH BEST GAEM EVAR!!!!" about them. Yeah they are really, really good. But they are missing something critical for me. A good magic system.


Now Savage Worlds presents a system that is designed to be used with Magic, Psionics, Mad/Weird Science or Supers. It does work and it has a nice streamlined design that I do like. In fact it really is the first game where I felt Mad Science was a great option (I disliked it in both Mage and Buffy). Cortex is more of toolkit approach in the core where the author actively supports you building a system on your own. Why thank you Jamie! I think I might just have to do that. ;)

I have made attempts over the last year to port the Ghosts of Albion magic system over to varying degrees of success (and failure). The process is simple really. Pick an attribute (typically a mental one), add an Edge (SW: such as "Arcane Background") or Asset (Cortex), combined with a skill (Savage Worlds suggests "Spellcasting" or "faith") and compare that to some target number, usually modified by the spell difficulty. Not really that hard. The system out of the box for Savage Worlds is most similar in concept to WitchCraft, where Arcane Background functions as The Gift. Then this allows you to buy more powers (Edges) that are used as spells. In Ghosts of Albion spells are not Edges, Assets or Qualities, they are things you can buy or acquire, typically via the Occult Library Quality. This frees up those character creation points, but makes for very specific effects. "Fireball" does just that, but a "Fire Manipulation" power can be at low levels effecting a normal flame or a fireball at higher ones. Arcane books then in this system then become more how-to-guides and training rather than recipes for spells. Good for WitchCraft RPG and Witch Girls Adventures, bad for Charmed, Buffy and Ghosts of Albion.


So I have to take a different approach.


So should "Spells" be Powers? Yes. I think that much is clear. Given the point economies of both systems spending a ton of points on individual effect spells will take forever. Of course that is if I am doing something like Charmed. If I stick with something like Supernatural then maybe that is fine.

There needs to be a trait (Edge, Asset, Quality or even Attribute) that grants power to perform magic. Like the Gift or Magic. It is tied to a skill, called Spellcasting or Arcana maybe. The skill then can be how you increase your personal power. Of course the Magic trait can also have levels to represent raw power and even something like Mana/Essence points. Currently neither game offers something exactly like this. But Witch Girls Adventures does.


Witch Girls Adventures is fun game I picked up over the summer and have been having quite a bit of fun with. So before I build a new magic system, let's see how one ported over might work.

WGA has a Magic attribute that typically starts out at d8 for most characters, though some have d10. Remember, this is a magic heavy game. Let's translate that to a Magic Edge/Asset. The first level you can buy is d4 and it can move up. WGA also has the Spellcasting skill. Let's move that over as well.
The basic Cortex formula then is Magic + Spellcasting and compare vs Target number. It's a simple system. WGA also various spells/powers that can be bought or learned. We can also use the basic Zap Point mechanic.


Savage Worlds is a bit different. It's power system compares your level (Novice, Seasoned, Veteran…) and then subtracts power points. In WGA every spell has a level, 1 to 6 typically, and those might correspond to SW levels. So Novice can be levels 1-2, Seasoned 3, Veteran 4, Heroic 5 and up. The power Points loss is equal to twice the WGA level. You can still take the different magical "Schools" and break them out into skills. It might even make sense to create a Magic Attribute (just like WGA) and have it ranked d4 and up and purchase the magical skills (WGA schools) just like one does normally in SW. A magic roll then is a Skill roll (plus the Wild Die for Wild Cards) compared to the TN, and then add in any raises. I would also give magic using characters power points equal to twice their Magic Attribute die. So a d4 has 8, a d8 has 16 and so on, just like Witch Girls Zap points.


I like this for Cortex, but not convinced it is any better or worse than what Savage Worlds already has now. What is does give Savage Worlds is more variety to its magic system. Like Unisystem, Savage Worlds has carved out a niche for itself and it works well in that niche. It's Pulpy with "Bigger Than Life Heroes!" and maybe not the high magic hijinks one would see in Ghosts of Albion or Mage.


I have a couple more ideas to test this out, maybe finally bringing to life that Charmed RPG I have been dying to do for years.

Wednesday, February 17, 2010

Wait? Is it 1982 again? More anti-D&D crap.

So the old "Dungeons and Dragons causes violence" meme has reared it's ugly head again.  This time from the particularly lazy journalism of Ms. Laurel J. Sweet and the Boston Herald.  Ms. Sweet put forth that golden chestnut that somehow playing the game Dungeons and Dragons is somehow linked to violent murder. In particular the ones Amy Bishop is accused of.

Now let me be clear here.  What ever Amy Bishop did or didn't do in her personal life is unimportant when dealing with the fact that she murdered three people, supposedly because she didn't get tenure.  We could just as easily blame the University tenure track or the pressures of a publish or perish environment.  I am sure people will blame the gun companies too.
Here is a novel idea.  Let's blame Amy Bishop.  She is the one that pulled the trigger after all.  Apparently she kept pulling till the gun jammed.

But my ire is not directed at Amy Bishop.  We have a court system, juries and a judge for her.  No mine is on the lazy, so called journalism of  Laurel J. Sweet.  Yeah I linked her name again.  Wonder why.

To make the claims or even allusions she is making are either laziness, a misguided attempt to push copy or a hidden conservative agenda.   She published not just one, but two articles on this.  At the risk of giving her exactly what she wants here are the links.  Use a browser that blocks ads if you wish to make a statement:

http://www.bostonherald.com/news/regional/view/20100215oddball_protrait_emerges_suspects_family_pals_offer_clues/srvc=home&position=0
and
http://news.bostonherald.com/news/regional/view.bg?articleid=1233150

So. why do I get so worked up about these things?  Well frankly stupid people piss me off, but smart people enabling stupid people to do more stupid things is worse.

See here is how it works.  Lazy journalist looking for a good byline writes fluff piece about D&D leading to murder.  Next thing you know some shit-for-brains religious fuck-wit then quotes the article as "expert testimony", then that person gets quoted as "reading up on all the latest literature", then it is used as "evidence" in a Wikipedia article and you get a snowball of stupid rolling down hill.

Next thing you know someone is digging up old Pat Pulling again and TLN is showing "Mazes & Monsters" in heavy rotation.

Ok to be fair I have no idea if TLN has ever shown "Mazes & Monsters".

It irritates me because it is lazy, and stupid.  Obviously the Boston Herald is trying to push copy and Ms. Sweet is only too happy to help.  But it is bad journalism.

I had my run ins with the D&D Satanic Panic of the 80's.  I was lucky to have had parents that were smart enough to know better than to listen to fundies and to trust their children.  Later on I dealt with Jack Chick personally and, if I may be so bold, came out the winner in that one.

The time I now spend playing D&D with my own children has been fantastic.  I have met some of the coolest people through this game and others like it.  It is a great past time full of great people who deserve better than being painted by the sloppy brush of Laurel J. Sweet.

Agree with me?  Why not let Laurel J. Sweet know yourself.  Reasonable, intelligent emails only.  Or even just something to convey your disappointment in a polite manner.

Don't give her anything else to write about.

Tuesday, February 16, 2010

Delay

So I have a post on magic in Cortex, but that is going to be delayed a bit.

I burned my hand this weekend making Pad Thai so typing is slow.
I am also not feeling too well today (cold).  So the post will be on it's way.  Just later than I wanted it.

Sunday, February 14, 2010

Witches for D&D4

So a pause on my Cortex/Savage Worlds magic discussion for something that has been in the back of my mind for a while now.

Witches in D&D 4.
I go back and forth a lot on this.  Part of me feels that i don't need to do this, the Warlock sorta does what I would want in a witch, but not everything.  I am also of the frame of mind that characters in D&D4 play a certain role in the game and maybe the witch is not a good fit.

But then I come to the point where I am combing classes as hybrids, multiclasses and very specific feats to get what I want, and that is not what I want either.

So I am left with the conclusion that I come to time and time again in D&D.
If I want a witch I am going to have to make her myself.

I am currently doing that now for Spellcraft & Swordplay and looking to do it for Basic D&D clones and Advanced ones as well.  I already did it for 2nd Ed AD&D and 3.x D&D and each one felt a little different.
A witch in 4th Ed would have to feel different too.

Like the effort I went through for these previous editions I have to think about what role the witch would serve in this new game.  Here are my thoughts.

1. New Warlock pact
This is the easiest.  I come up with a new Warlock pact that is "witchy" enough for me.  The pros are there are already some very witch-like elements to the warlock and I am not inventing something new, just modifying something already out there.  I could call it something like an Occult Pact.  The would be warlock makes a pact with ancient Occult (hidden) beings that can be good, evil or otherwise.  The pact is something like a devotion so I have the "religion" angle and there are still reasons for clerics and wizards to mistrust them.  One of the criticisms of my 2nd ed witch book was there were really no wicked witches in it.  This I felt, after some reflection on my part,  was a reasonable criticism. With 4e then I have my cake and eat it too with the Dark, Infernal and even the Star pacts covering the wicked and/or mysterious witch.
While there are a lot of pros to this solution, there are some cons as well.
First, the warlock-as-a-witch is stuck in the striker role.  Not too bad really, but the witch in my mind has always been more of a controller.  Yes, yes I am using the new terms from the new game in the past tense.  It is easier to say that than say I have always seen the witch employing certain techniques like charm, mass blindness, controlling others, and polymorphs, all powers that the current Arcane Controller (wizard) does now.
It is enough of a mismatch that I am considering option 2.

2. Witch as her own Class
I have been thinking of the witch as her own class for some time now.   There are a lot of reasons to do this.  First it allows me to do what I want with her.  I can make her a controller for example.  Would I keep her Arcane?  I am thinking not, we have an arcane controller, the wizard, so maybe she should be something else.  The 4e Blackmoor book has the Wokan, which is an update of the old Wokanni class witch had been called the witch in previous editions of Basic D&D.  It has it's own power source.  So taking that as an example, maybe what I really want is a new power source.  The Occult Power source sounds cool.  Either that or Eldritch.  In any case these are ancient magics that bridge the gaps between Arcane, Divine, Primordial and Shadow.
The witch then is an Occult Controller.
I can also move the warlock over to become an Occult Striker.  We already have two Arcane Strikers, the Sorcerer and the Warlock.  This would limit the Paragon paths for the Warlock though.
I would still need an Occult Leader and an Occult Defender.  The Witch Knight from my 2nd Ed book and the Witch Guardian from my 3rd Ed book would combine to make an armor wearing, sword wielding Occult Defender.  No ideas yet on an Occult Leader.
The Pros are obviously I get exactly what I want.  The cons now though are pretty big.  Not only do I need to create a new class, but a whole new set of classes, paragon paths and associated magic items, feats and rituals.

Do I really want to do all that work?
Well. Chances are I am going to eventually.  But I don't need to do everything.  I am not planning on publishing this, so I am free to borrow what I need.
I have looked at several other witch classes for 4e and while they are ok, they don't really work for me.
But the 4e Blackmoor book seems to cover some of my bases.
I already decided that the Monk comes from Blackmoor, I guess I will be using the other classes as well.

The Arcane Warrior is perfect (nearly) as my Occult Defender, Witch Knight.  So I can use him as is.
There are two controllers, the Elderkin and the Idolater that also could work.  But that makes three controllers.  The Wokan is an interesting witch-like character, but it is also not perfect.  It is a "hybrid" role, which I don't care for, but I see the logic in.

I do have this other product, The Witch, from Svalin Games by Richard Lewis.  It's not a bad product, it's not perfect either.  But it does something rather interesting.  It makes the witch a Leader.  I could live with that.  A lot of her powers are Intelligence based, I would change that Charisma or Wisdom to be honest.  Most likely Wisdom.  While I can live with her in the Leader role, the Controller is still my preferred choice.

So where does this leave me now?

Well I can use all the above classes as part of an Occult Power grouping.  Each would need tweaks and edits to make them work well together.  And I might end up rewriting the witch all-together anyway.  But this is not a bad place to start I guess.  It does allow me to get more bang out of my Blackmoor buck and I like that.

Think I am going need to print out my PDFs and do some edits in pencil for these.  That's the other thing.  None of this (except the warlock) in in DDi and that is a pain.

Thursday, February 11, 2010

The Future of D&D?

Could this be the future of D&D?

Surfacescapes



http://vimeo.com/7132858
http://www.koboldquarterly.com/k/article4080.php

http://www.etc.cmu.edu/projects/surfacescapes/

Surfacescapes uses Microsoft Surface (an input device and software) to emulate an hybrid table-top / CPRG environment for playing D&D 4th ed.

Granted I don't have 10 grand to dump into gaming right now (but I bet if I added up all the money I have spent in the last 30+ years...) and I am not sure how this would advance, but the ideas are limitless really.  Pre-configured adventures and monsters.  DDI already has some of this now.

I am going to keep an eye on this one.

This could be D&D 5th edition folks.

Wednesday, February 10, 2010

Cortex and Unisystem

I have a few posts about Cortex coming up and I am actually putting them on hold to put this one up first.

Cortex is a system I have talked about off and on. I like it. It has some neat things going for it. I have described it before as the funky love child of Unisystem and Savage Worlds and that is still a fair comparison. Cortex though is closer in nature to Unisystem I think. Like Unisystem, Cortex is designed to be a universal core rules system. Like Unisystem it has some very cool licensed properties; Supernatural being my favorite, but I have to admit I like Demon Hunters too.

So. Why don't I like Cortex more? Well. For starters I am not a fan of its thin magic system. Or rather, it's overly thin magic system. I will discuss that in a later post, but mostly outside of magic and dealing with normal humans, Cortex and Unisystem are roughly equal. In fact there is a lot overlap between the games.

Attributes are roughly the same. Strength = Strength, Dexterity = Agility, Constitution = Vitality, Intelligence = Intelligence, Willpower = Willpower and Perception = Alertness. Even the ranges are roughly the same. 1 = d2, 2=d4, 3=d6, 4=d8, 5=d10 and 6=d12, with the proper human mins and maxs lining up. Cortex even assumes the human average to be about d6, similar to Unisystem's 3. With the point buy systems Cortex's Veteran is roughly equal then Experienced Heroes in many Unisystem games. Life points are calculated differently, so I would stick to the system used in each game rather than a full conversion.

Skills are likewise roughly equal. Cortex has more skills and offers skill specializations, something that might work very nice ported over to Unisystem as a bridge for the Cinematic to Classic gap. I like the Skill Specializations. Nice way for more powerful characters to spend their points. I like it quite a lot to be honest, so much that I would consider it for a Cinematic/Classic Unisystem hybrid. Have Cinematic skills up to a certain point (say maybe 3) and then anything after that (4 and up) have to be specializations.

Unisystem characters get Qualities and Drawbacks. Cortex characters get Traits and Complications; and they get a few of those. This is fine really when dealing with normal humans. In the core rules there are still a few to choose from and there are others in the other, licensed material cores. In this respect it is closer to Savage Worlds. All three games have some overlap here, but each has something here and there to offer the others. Demon Hunters and Supernatural can get a boost from the likes of Buffy, Angel and Ghosts of Albion, while Unisystem gamers can get a different feel for their games from Demon Hunters and Supernatural. Adding Battlestar Galactica to the mix extends this even more. Ghosts of Albion/Angel/Buffy, Supernatural and Demon Hunters all live under the same basic idea; the supernatural is real and you need to fight it, though they all differ in approach. Mixing the games up a bit would be perfect for that Urban Fantasy genre that is so popular these days, with a perfect balance of fluff and crunch and rules-lite cinematic fun. While conversions are easy, some would be harder to convert. For example, a Cortex Vampire costs d6, in Unisystem Vampires are 15 pts. Granted they are different sort of vampires. But something like a Slayer or Protector would cost quite a bit in Cortex, and for the current games they have not really appropriate. I'd have to go through all the Demon and Supernatural creation rules (in Angel and Ghosts respectively) to see if they would convert fine to Cortex.

Magic though is an issue. Not surprising (and really nothing against the other games) I like Unisystem's magic the best. But looking over Cortex's base system, there is a lot of room to improve on what they have, adapt something else or grow something new! The magic system in Ghosts would work fine more or less as is. I would need to create a "Spellcasting" skill, to represent basic understanding and then specialize it out into various forms; say Kabalistic, Solomonic, FamTrad Witchcraft to go one route or even Alteration, Necromancy, Illusion for another or even more basic, Arcane, Divine, Psionic. Lots of choices really. Just need to sit down pen to paper one day and do it. But this one sounds the best to me so far, though I have a lot of ideas.

Cortex has at least one thing going for it that I do like over Unisystem; the step-die mechanic. Not that I don't like Unisystem's 1d10 (or even my 2d6 variant), I do. But the die + die gives a nice set of probability curves over die + fixed numbers.

So now all that is left is to test my conversions. So what is a good choice? Well I need a good Unisystem character that could also exist in a Cortex world. Sounds like a great excuse for me pull out Vampire Tara! In my Unisystem games Tara and Willow are still alive and together, and in one adventure they came across a vampire version of Tara, from another reality. Well. Amber Benson played a vampire named Lenore in Supernatural. Sounds like a perfect choice. You can see her Unisystem stats here, http://edenstudiosdiscussionboards.yuku.com/forum/viewtopic/id/3558. You can use these stats for Vampire Tara or Vampire Lenore as you like.


Vampire Tara
Agi d10 Str d12 Vit d10 Ale d12 Int d6 Wil d10

Init d10 + d6 LP 20
Endurance d10 + d10

Traits Allure d4, Amorous d4, Sharp Senses d6

Skills Athletics d6/Acrobatics d10, Drive d6/Horses d8, Influence d4, Knowledge d6/Occultism d12, Melee Weapons d6, Perception d6, Science d2, Unarmed Combat d6

Comparing these stats to those of "Kate" in the Supernatural Corebook I am fairly pleased. Conversions seem to work out very nice.

So, given this, maybe I should run a Vampire Willow and Tara game using Cortex. I think it could be really fun and work. Play a couple of vampires on the run various hunters, sort of the opposite of most Unisystem fare, but not quite World of Darkness.

Tuesday, February 9, 2010

Tolkienesque Fantasy

So. I had this dream last night. It was basically a 60s British sit-com called “Tolkienessque Fantasy”.

The idea is that all the things that Tolkien wrote about were actually real. There is a real “Middle Earth” and Hobbits and all that. He would “go down there” and report his findings in books. Silly? Yes. It gets sillier.

So you have Professor Tolkien circa 1960-1965, and he has two college students. William, his studious grad student, Polly, a ditzy undergrad and his secretary/housemaid Donna, who for reasons I am not clear on, was called “Dondo”. Polly and William were both very Mod.

So this lot would adventure every week down to Middle Earth. William would approach Professor Tolkien about some minor detail about Middle Earth history (I suppose there are courses in Middle Earth history at Oxford in 1961) and Tolkien (who seemed very Hobbit like) would declare “I don’t know. Shall we go down to ask Bilbo?” and off they would go on one madcap adventure after the next.

Did I mention that all my dreams are usually this detailed?

Anyway, I thought it might make a fun game model. It’s one part “The Hobbit”, one part “The Chronicles of Narnia”, a tiny part “Doctor Who”, and a little bit of “Are You Being Served?” and “Faulty Towers”. Approach Middle Earth from a modern frame of reference. Played totally as a farce mind you. This wouldn’t be Tolkien’s Middle Earth, or even Jackson’s or Bashi’s. Maybe it would be Rankin-Bass, but there is an obvious cartoon element here.

So if I ever get the desire to run a 60s game and don’t want to get into all the drug culture or psychedelica of the time, I might try this.