Tuesday, January 11, 2011

True Spell Casting: True 20

True Spellcasting – an Alternate Spellcasting Rule for True20

I have been enjoying playing with True20 off and on and it has really met my needs in a game, but there are still some things about it that I miss from other games. In particular is magic.

The True20 powers system is a very good one and it can emulate almost any magical system I have wanted to try, but there is one area where it falls short and that is in terms of spells. By spells I mean magical effects that are typically written down and can be learned or taught. Yes, very similar to D&D, but also spells that could be found in Call of Cthulhu or the Buffy the Vampire Slayer RPGs.

Why Spells?
Part of it is one of storytelling, sometimes I need a one-time magical effect and I don’t really need a new power to describe it or I need a way of transmitting the knowledge of magical effects in a portable means; ie. in books.
The other the is one of necessity. I have dozens of D&D 3.x/d20 books, many are filled with spells, so all in all hundreds if not thousands of spells.
Wouldn’t powers-as-spells work just as well? Well yes, and in fact it would work for I guess 80% or more of all the spells. With a limited power selection the difference between Adepts are often mostly cosmetic.
Also there are spells that there are not True20 Power equivalents, wish is a good example, and most of the spells in d20 Call of Cthulhu.
And finally, I like to run a magic-rich game. True20 is perfect for this low-magic game I am working on now, but less so to emulate say D&D or my modern horror/supernatural game.

How to Do it?
I do not want to abandon the Power structure in True20, nor do I want to adopt the d20 Spell system wholesale either, but a simple compromise seems to work out well.

To do this I have created a new Supernatural Power called simply enough, Spellcasting. An adept can take Spellcasting up to nine (9) times.
To actually cast the spell the adept uses the Spellcasting power just like any other power.

Spellcasting 1
Concentration
You can cast spells of the First Level. Read the spell description for effects and it the spell needs to be Maintained and if it is Fatiguing.

Spellcasting 2
Concentration
Prerequisite: Spellcasting 1
As Spellcasting 1 except now the caster can cast spells of Second Level.

And so on…

Learning Spells
Taking the power at a new level is not enough to cast spells. The adept must first take the power then learn the spell. This allows the Gamemaster to control which spells can be entered into the game. It also allows which spells can or can’t be learned. For example the Gamemaster can restrict Wizard spells or even “Ranger” spells to a particular group of casters, or even by schools or descriptors (Necromancy or “Fire”).
Spells could be learned via enrollment in specialized “Wizard schools” (D&D or Harry Potter), from occult libraries (Buffy) or found in ancient tomes (Army of Darkness, Call of Cthulhu).

To learn a spell requires a difficulty check.

DC = 15 + Spell Level (in magic rich games) or 20 + Spell Level (in magic rare game)

The bonus for this check is like a skill check. A d20 + Bonus
Bonus = Power Level (Adept Level + 3) + Key Ability (Intelligence, Wisdom, Charisma)

Alternately you can make this a true skill check with Knowledge (Supernatural) or even bringing in the Spellcraft skill.

If the spells can be found the Adept can learn 3 + Key Ability number of spells per Spell level in total, though they can have as many spells in their library as they can.

For example, Taryn, a 1st level Charisma-based Adept takes Spellcasting 1 as a power. She has Charisma +2. She can cast 1st level spells and can learn up to 5 total 1st level spells (3 + 2). Even though she has a library full of 2nd level spells from her mother, they cannot be learned until she takes Spellcastng 2.

Casting Spells
To cast a spell the Adept needs to have appropriate level of the Spellcasting Power.

Casting a spell is not quite the same as using a Power. They often do require the movement of hands, saying special words and the use of material components. Because of this anytime a spell is cast, a spellcasting check needs to be made.

Spell Casting DC = 10 + Spell level
Bonus = Adept Level +3 + Key Ability.

So in our example Taryn our 1st level adept casts Color Spray, a 1st level spell.
The DC for her to cast this spell is 11 (10 + 1) this represents her getting her colored sand and saying the words.
Her bonus is +6 (Adept level 1, +3, +2 for Charisma). So she needs to roll a 5 or more on a d20.

To Save Against a Spell
DC = 10 + Key Ability + Spell’s Level

Converting Spells
D20 spells are not written like True20 powers, but there is enough similarity to allow conversion, for the most part the conversions are dealt with in the True20 book.

Healing or Damage that does 1d6 per caster level has a damage bonus of +1 per level of the Adept.
For the odd case where damage is 1d8 or more then use the follow conversions.
1d6 per caster level = +1 per adept level
1d8 per caster level = +1 per adept level then +1
1d10 per caster level = +1 per adept level then +2
1d12 per caster level = +1 per adept level then +3

Damage the effects abilities is dealt with the conversions below
1d3, 1d4 = 1
1d6 = 2
1d8 = 3
1d10 = 4
1d12 = 5

Converting Spells, Part 2: d20 Call of Cthulhu
The spells in the d20 Call of Cthulhu are mostly d20 compatible. What they lack are spell levels and most cause some sort of damage to the caster, usually damage to an ability, but often damage in terms of sanity loss.

For ability damage divide the listed damage by 2.
For HP damage use the conversions above.
For Sanity use the Mental Health track from the True20 Companion. Sanity damage effects the base Sanity Bonus (page 88, T20C).

To convert Sanity damage take the amount the of d6’s rolled as the loss. For example if sanity damage is 3d6 then the damage to the Sanity Bonus is -3. For any die other than a d6 then add +1. So Sanity Damage in d20 CoC that causes 2d8 would be 2+1 or -3.

Spells in d20 Call of Cthulhu are all considering to be 1st level in terms of learning and casting. But do not let that fool you. The CoC spells are all difficult to cast and often dangerous to both friends and enemies alike. The DCs to learn the spells are often given not with the spell itself, but the books in which they are written in (the Necronomicon, Nameless Cults, etc.)

Alternately you can consider CoC spells to be of level 10, thus requiring another level of Spellcasting in order to cast, but that removes the ability of the regular investigator to cast these spells.

Converting Spells, Part 3: BESM d20 Advanced Magic
Spells in BESM d20 Advanced Magic were another attempt to overhaul the magic system. Instead of levels the spells are given in terms of DCs.
To find the level of any spell take the DC divide by 10 and round up.

Fortune Cards, Critical Hit Decks, Tarot Cards all in my game!

Heck with it.

One day I am going to going to let my players in whatever D&D-type game I am playing at the time use WotC's Fortune Cards, Paizo's Game Mastery card decks and maybe I'll through in some Tarot/Tarokka Cards and the Deck of Many things all in the same game.

And I'll let my "Boss" or "Big bad" monsters have the same.

What the hell right?  It should be a blast.

Monday, January 10, 2011

For Vancian Spell systems: Signature Spells

Playing with the idea of Signature Spells in various Vancian spell systems.

A Signature spell is one that once memorized can be cast up to three times per day.

I Am thinking that Magic-Users (and not clerics) gain 1 Signature Spell per spell level.  So they can have a First Level Signature Spell, a Second Level One and so on.  They could not gain this spell till the level after they gain the spell.  So if a Magic-User wants to use Lightning Bolt as a signature spell, he would need to take the spell at 5th level (the first time he can take a 3rd level spell) and then make it his signature spell at 6th level.

He could not take lightning bolt at 5th and then make Fireball (another 3rd level spell) his signature spell at 6th.

I don't think it would terribly upset play.

Thoughts?

Sunday, January 9, 2011

The Kitten Board and The Trevor Project!

Reposting from Amber Benson's blog, http://amberbensonwrotethis.blogspot.com/2011/01/kitten-board-and-trevor-project.html.

I helped in the first Kitten Board Trevor Project fundraiser back in 2002 and it was a smash success.
So I am happy to see that they still are working for such a great cause.

I don't own a Triangle Tara myself yet, so I am going to wait till the next charity to get one.

Congrats to Amber, Xita, Triangle Tara and all the Kittens who made this a success!

My favorite things about the OSR

In my effort not to add to the negativity of a spate of recent blog postings and discussions I have had I wanted to talk a bit on what I like best about the whole OSR movement/phenomena.

DIY D&D
Back in the paleolithic days of the internet TSR was the big bully on the block.  There were plenty of great email lists (MPGN) and sites (The Great Netbook Site, Morpheus') that had a ton of great content.  Not all of it was good, in fact most of it was bad, but there was an honestness about it all that I liked.  When WotC came around they opened up the game with the OGL and even had a pretty open web-site license as well.  D&D was no longer in the dark corners of the web.  Everyone was now a "publisher".  The OSR takes the best of both worlds really.  There is a gritty honestness about all the products and they are not hidden in some dark site or list that you can't get access too (STILL waiting on my password to Morpeus' site).
The products are high quality and fun.  And damn some of them look really great.  I am not a fan of LotFP but it is a sweet looking set.

What Ifs and the Path Not Taken
Playing D&D in the early 80's was often a guessing game.  You could get a game going at school and have 5 guys show up each with a different rulebook (LBBs, Holmes, Moldvay, AD&D, some homebrew).  Sometimes this was an issue, most times it was not a problem at all.  The OSR captures that feel well.  Spellcraft & Swordplay is a great OD&D "what if", Basic Fantasy RPG is a great example of how many of us actually played D&D when we sat at a table with Basic and Advanced books in hand. The various S&W books are like watching OD&D morph into AD&D if it had all been done with a solid plan in mind.  *I* may not ever need another retro-clone ever again, but I can't begrudge anyone for wanting to try to make their own particular version.  I do think we have reached the maximum amount of clones, near-clones and forgotten half-brothers the market can stand.

It's like having everything I always wanted, all at once
When growing up there were a lot of things I wanted for my game that I never got.  Most times it was because the things I wanted were not sold in my area (though talking to friends now I see I had it better than most), could not afford what I wanted, or it simply didn't exist.  I had to make my own Witch class when I was not 100% satisfied with what I found available to me.  Same with the Hearler class I made back in the day.  But now all of that is out there somewhere.  Part of this is because of the 'net obviously, but there are others out there that felt like did and are now making those things.  B/X Companion is a great example and one I'll continue to praise for a long time. Basic Fantasy RPG is another one and there are countless more out there.  It is like having a subscription to Dragon, White Dwarf and Dungeoneer circa 1978-1983 all at once.

Old School games, new school aesthetics
I have had the chance to be part of some of the most awesome publications in the RPG biz.  The old books are fun, but production wise, art wise, style AND writing most can't stand up to newer books.  The OSR applies that same aesthetic to their works.  Even a one shot with clip art still has the aesthetics of a modern book.  It is what people expect.  Now this is something of a stickler.  I love my beat up worn out copy of Eldritch Wizardry, but have you looked at it with modern eyes?  Not only is the art cartoony it is poorly edited and difficult to read.  I can't fault the original books for their production values, it is just easier and faster to do a better looking product today.   But the OSR can make an old school book AND give it the readability and look of books of today.  Afterall wasn't that what OSRIC was all about?

There is so much cool stuff going on that I wonder why anyone even has the time to complain about what someone else or what other edition is doing?

Saturday, January 8, 2011

This is why we don't have nice things...

To the 4-Haters, 3-haters, the 3.5-but-still-like-3-haters, the OSR-haters, the Orcs-with-lasers-haters, the Orcs-with-lasers-haters-haters, the ones that like Orcs but not Orks and that One Guy.  And to all one-true-wayers and anyone that thinks that it is part of a company's business plan just to screw you over.

This is all for you.



I have seen fewer cat-fights and bitching in a Spanish soap-opera.

Look, I like some of the points made by the blog-cognoscenti but the constant complaining about "that other game" (whatever that is for them) is getting old again.

Tell me why you like you game, but try to do it without resorting to "it is the only true way to play because the new/old/different way sucks."

Friday, January 7, 2011

ChicagoWiz's RPG Blog: Where's our EPT and Blackmoor? Is the "OSR" doomed to retreads?

Some good discussion over at ChicagoWiz's blog.

And there is a good point here. Can we continue to keep cranking out clone after clone? The truth is we can't and maybe we all should have stopped a bit back, but that being said what is next for the OSR?

ChicagoWiz's RPG Blog: Where's our EPT and Blackmoor? Is the "OSR" doomed to retreads?

Willow and Tara: Season of the Witch


So what is "Willow and Tara: Season of the Witch"?

Well for starters Season of the Witch had three major purposes. First was to show that Willow and Tara could hold a series on their own. I think I showed that well enough in "The Dragon and the Phoenix", but I really wanted to emphasize that here. So to that end there was a format change from the Original Series. To force our hand I decided that we could not even say the words "Buffy" or "Vampire", though vampires I was not so successful with. I have a cut scene near the end of the series when a witch hunter comes to town. She is surrounded by a pack of vampires, then with out a word at all she cuts them all down. I figured in that case I was also further distancing myself from the Original Series since I showed that slaying vampires was no big deal. The other was one I just couldn't help doing and that was Vampire Tara. More on those two though when the time is right.

The second major purpose of this series was to have no big bad.

That's right, none. The Big Bad formula was getting old. Every season on the Original Series was a Big Bad that had to up the ante on the last one. What was next? Galactus? So instead I came up with this idea of the Awakening. Now I kept the Awakening vague for most of the series simply because I also didn't know what it was! I knew it was something that all the magical factions in the world were looking upon with fear, uncertainty and doubt. I knew that Tara's parents discovered the most recent clues about it in 1976. And I knew it dealt with Willow and Tara directly.

In the end, like some of these kinds of things it was a convergence of many ideas into a whole. Which gets to my third major purpose.

The third thing I wanted to do with the series, and this is mostly tangential, is I wanted to work in features from other games. You saw this as my big conversion efforts. Season of the Witch began with elements from WitchCraft and Ghosts of Albion, but I began working in the concepts from other, mostly supernatural horror, games into it. This was not part of the plot, only as a means to give a fuller experience of a much larger world. The Original Series was very narrow in it's focus, something I did not realize till I started to take the series apart. Like in The Dragon and the Phoenix, I wanted the players to feel they were part of a larger world and they did not live in a vacuum. In Season of the Witch there are other things going on, there are other factions, other players and other threats and allies. To help me out I borrowed from other games. There are factions from Mage the Awakening, SAVE from Chill. The Bureau is loosely based on various government bodies found in Conspiracy X, DarkMatter, Bureau 13 and Delta Green. This helped shape the world they lived in, not just some small corner of Southern California.

But this got me thinking, how is that all these games where "magic is real but hidden" work? How is it that magic can stay hidden when there are so many vampire related killings? Are all cops on the take? What is happening? How can this keep going on? And then the answer became clear. It can't. If you read Chill and WitchCraft you get the idea that long ago magic was more common. Then something happened that caused it to be less common. Now something is happening again to make more common. Both Chill and WitchCraft say supernatural occurrences are on the rise. But even the average 2-3 games of WitchCraft have more supernatural things going on than an entire campaign of Chill. Which is fine IF you consider there is 20 years separating them. Then look at Armageddon, 2018 magic and the supernatural are out and in the open. I had my answer.

The Awakening is the falling of the Veil between our world and the magical one. After the awakening we will be living in a world were magic is real and everyone knows about it.

The characters have to decide whether or not this is a good thing and which of the factions working for/against them they can trust if any.

But I also needed to stay true to my first major purpose; Willow and Tara. So if the world was going to go full on magic, or not, something needs to happen to these two as well. Given the research I was doing, and again taking an idea from my contributor and playtester Lisa Countryman, I decided that Willow and Tara were also going to become the first Mages.

Exactly what a Mage is will detailed soon.

Characters

Obviously Willow and Tara, but that is almost too small of a group. But still all I had them in was Bob's '67 Ford Thunderbird. I needed to be very clever or lucky. I was both.

The other main character was Robert Maclay, Tara's father. He was a ghost ala Ghosts of Albion (I'll post his stats soon). He had been the team leader back in '76 so his insight was needed. He also had the whole repentant thing going, he needed to prove to his daughter that he was not really a heartless bastard. Well. He was, but he had his reasons, and those reasons are the same ones why he did not want Tara in Sunnydale, that he lied to her for years and inventiblly why her mother died.

Plus if you were a young lesbian on a road trip with your girlfriend who is the last person you want tagging along? That's right the ghost of your strict and very conservative father! He made it in on comedy alone!

I also needed another character. For this I needed someone with fighting ability. I love Willow and Tara, but in physical combat they suck. Bob is fine, as long as whomever he is hitting is also a supernatural creature. A mundane can't be hit by him, hell they can't even see him. So I needed some one with some firepower, some physical ability to fight, and someone that could fit in a convertible with two other people.

I considered using Ms. Kitty as High Bast, but truth be told, I dismissed it as soon as came up with it. No good reason, and even while typing this now I can't think of a reason not to do it. But it wasn't what I wanted really.

In the end I went with another character I felt got shafted, Cordelia, as a Charmed style White Lighter. It fit really. I had a Charmed crossover coming up. I had already used her once in "Will We Burn in Heaven?" and the Ascension quality I gave her was not very different than the White Lighter one. She could pop in and out as needed and then didn't have to be in the car the whole time. I gave Cordy other "charges" to explain why she could not get them out of every mess. And the girls needed to drive to recreate Bob and Megan's (Tara's mother) original mission. Plus, and lets be really honest here, Charisma Carpenter is hot.

Willow and Tara get Bob's car and Megan's journal/Book of Shadows (things that can help them or be stolen if I need them to be) and the adventure is ready to begin!

Here is my original outline for the season:

Main plot is witchcraft and magic. With seasonal issues of family.

Season of the Witch - Cinematic game set in 2003-2005. Set in the same universe as "The Dragon and the Phoenix". Heavy WitchCraft RPG elements (with many elements from "Ghosts of Albion").

Willow and Tara travel back to Tara's home town for the funereal of her father. While there they discover that Robert and Megan Mclay (Tara's parents) were involved with a secret society of hunters of the supernatural. Visited by Robert's ghost, Willow and Tara retrace the steps of Robert and Megan's failed 1976-1980 mission. Tara's mom had a vision of the world in Chaos, magic open and running amok. Thousand's kill themselves in crises of faith, others began to hunt down and kill witches.

Watching them are the Government (the Bureau), SAVE, the Daughters of the Flame, the Witches Committee and Lilith. All know about the "Awakening", or a fundamental change in the nature of magic. Most believe it means magic will be exposed (it has already begun).

The Awakening: Magic is going to be exposed. The various groups, Cleaners, Guardians, Protectors all know this and there is nothing they can do to stop it. But Willow and Tara are going to give it a try.

This will certainly throw society into chaos. To stop it the girls need to shut down several key portals. Willow & Tara stumble on this reality and learn that Tara's mother and father, while working for a small team of psychic investigators discovered this in 1976. Now 30 years later the prophecies are coming true.

FACTIONS:

The Witches' Committee wants this to happen and are poised to take control in the ensuing chaos. Human witches.

Lillith wants to keep the status quo since she knows that the mundanes will turn on witches and slaughter them. Lillith runs "L Enterprises". (have a report of how W&H were destroyed by her). She is running the auction in San Francisco. Approached by Lillith. Anya is there, she is now divorced and working for Lillith. Lillith does not reveal all her plans yet.

Governmental Bodies. The Bureau (introduced last season) is working on a "final solution" for the problems with magic and demons. Bob knew of them, but never trusted them. Of course they want to stop the awakening as well, but have other plans too.

Daughters of the Flame. This group of witches has a different view on what the Awakening means and they are convinced it has to do with Willow and Tara specifically.

RESOURCES: Cordy, Bob Mclay, Megan's journal.

NOTE: I do not remember who originally did that image above. It was a desktop image that I most certainly downloaded from the Kitten Board. I added the text myself later. If the creator sees this then please contact me for your proper credit or removal of the pic.

Thursday, January 6, 2011

Google Analytics - One Year Later

Last year at this time I remembered something cool.  I remembered I had a Google Analytics account.  I put the code on my Blog and watched the hits come in.

All 25 of them.

My first day tracking hits and pages gave me a whopping 25 visitors.  I am sure three of them were me (home, work and phone).



On Tuesday, Jan 4, 2011 my hits for the day were 425.  Not too shabby.   Sure nothing like some of the big name blogs, but quality not quantity right!

But in general I am trending up and that is good. I deleted the code in July by mistake and went to 0 hits on July 6th.

Here is to seeing me break 500 daily hits in 2011!

Blog updates

So if you are reading this via a newsfeeder or on Facebook then there is not much in the this post.  But if you come to my site I have made a couple of minor changes.

New Banner: The "very metal" Orcus from Dragon Mag #42 graces my new banner for 2011.  I liked my "Chicago" one a lot, but I have not played my Chicago game in a very long time.

Characters and Builds:  I have a new page to the right of this post called Characters and Builds.  If there is a character I have stated up you can find the links here.

Enjoy!

It's all in the (Fortune) cards

Back when I was experimenting with d20 games to play with my son I spent some time with Big Eyes, Small Mouth d20.  In that game there is a character class call Pet Monster Hunter, which is supposed to mimic the anime tropes of various monster fighting shows. Think Pokemon, Yugi-oh! and others.  My son, being a huge Pokemon fan opted for this class right away, and since he was very young at the time most of his pet monsters were various Pokemon critters.  Now I am not sure about you, but I have not run into many stats for cute fuzzy fighting monsters.  To me it was just easier to use Pokemon.  One day my son wanted to bring his actual Pokemon cards and use them in play, sort of a game within the game.  I knew that A. it would work, but B. I needed to limit the cards he brought to the table.  So based on the power level of his character (the book tells you how many monsters you can have) I said he could bring in X number of cards.  It worked out well.
We later discovered that it worked just as well for his small collection of Yugioh cards, some deck of monster cards I got free at a Con sometime back and nearly everything.  The cards did their own damage (as dictated by their own game) to each other it worked great.

When playing C. J. Carella's WitchCraft I have a deck of Tarot cards I use sometimes in place of dice.  The cards are shuffled and drawn instead of rolling a d10.  If a suit card comes up then we play it like the "Rule of 10" plus something extra.  If a Major Arcana comes up then something weird and special happens.

Where am I going with this?

Well WotC has announced that they are going to start implementing a new set of "Fortune Cards" to D&D. And of course people are complaining.

Man, somedays I swear dealing with gamers is worse than dealing with 3-year olds.

Fortune cards, briefly, are sold in packs of 8 for about 4 bucks.  The cards basically detail something that can happen in an encounter.  The example they give is when you or an ally adjacent to you fails a save, you can pull a card for a re-roll.  Game shattering to be sure.

I also should point out that these cards are designed to be used with "Wizards Play Network programs and other D&D organized play games in 2011" and "It's important to point out that Fortune Cards are not a requirement for D&D play".
But that has not stopped the cries of "Oh noes! Its teh death of D&D!  Wizards is ruining it!!"

I hope Wizard's makes an absolute ton of money on these.

I might allow them in my game, I might not.  I'll have to buy a couple packs to be sure (see there, WotC is at least getting 8 bucks from me and I am not even sure I'll use them).  It's just a funky little edition to the game.

Who knows the text on the cards might even be worded generically enough that they can be used with ANY version of D&D.  Miss a saving throw in the Tomb of Horrors?  Not now! I have my "Re-roll a save card" who is to say that save is a D&D4 style death saving throw,  a D&D3 Fortitude save or a Save vs. Poison?

Just like Pokemon, I'd limit the number of cards a player could bring to the table.  And is this such a big deal? I mean who am I talking about here?  My "players" are my kids and I have control what they the rest of the time as well and that includes what they buy and how often they get to the game store.  But even if someone new comes in I can still say "house rules are no Drow and only 1 Fortune card for every 3 levels".

And it is nothing new. Paizo has their Plot Twist Cards and didn't Torg have some sort of fate card as well? And according to some, Dave Arneson even used something very similar.

Much ado about nothing I say.

Wednesday, January 5, 2011

Tarot Witch of the Black Rose for Mutants and Masterminds 2nd Edition

Continuing on my Tarot builds, I wanted to take a step back and see how the character would shape up as a PL9 using M&M 2nd ed.  I am hoping it will be similar enough to the 3rd Ed build I did last week.  Plus I got some feedback on the build, so I'd like to give her a go.

Here is Tarot for M&M 2nd Ed.

Tarot, Witch of the Black Rose

Real name: Rowan
Gender: Female
Age: mid-20s
Height: 5'9"
Weight: 140 lbs
Hair: Red
Eyes: Green
Group Affiliation: The Black Rose Coven.
Base of Operation: Witches' Hollow, Salem, MA

PL: 9 (135 pp)

ABILITIES
STR: 14 (+2) DEX: 14 (+2) CON: 16 (+3)
 INT: 16 (+3) WIS: 14 (+2) CHA: 18 (+4)

SKILLS
Acrobatics 4 (+6), Bluff 4 (+8), Climb 2 (+4), Concentration (+2), Diplomacy 4 (+8), Disguise (+4), Escape Artist (+2), Gather Info 4 (+8), Handle Animal 4 (+8), Intimidate (+4), Investigate 2 (+5), History 8 (+11), Arcane Lore 10 (+13), Theology and Philosophy 8 (+11), Medicine 3 (+5), Notice (+2), Search 2 (+5), Sense Motive 4 (+6), Sleight of Hand 6 (+8), Stealth 2 (+4), Survival 6 (+8), Swim (+2)

FEATS
All-out Attack, Power Attack, Prone Fighting, Weapon Bind, Benefit (1), Attractive (2), Artificer, Equipment (2), Diehard, Minions (3), Ritualist, Connected, Contacts

POWERS
*Magic [5], (Eye bite (Blast, does not require hands) [2], Dazzle [2], Flight [5], Impervious Toughness [3], Teleport [5]),
Magickal Senses [3],
Telekinesis [5],
Device [3] (Sword)

COMBAT
Attack 9 [Sword 3 (Lethal), Magic Blast 5 (Bruise)]
Defense 10 (10 flat-footed) Init 2

SAVES
Toughness 6 (6 flat-footed) Fortitude 5 Reflex 6 Will 5

DRAWBACKS
Rival: Raven Hex (sister), Enemy: Dragon Witches, Prejudice: Wiccan, Relationships: Jon "Skeleton Man" Webb (lover), Boo Cat (lover), Mother (mother)

Abilities 32 + Skills 19 (75 ranks) + Feats 17 + Powers 41 + Combat 18 + Saves 9 – Drawbacks -1 = 135 / 135

I noticed that I had more points to play with in this version, so some skills are higher than her 3rd Ed counterpart.   All in all, this was an easier build for me, since I have more experience with 2nd ed obviously, but it was very, very similar to building her in 3rd Ed.

As before I am also posting this on The Atomic Think Tank.

New Favorite Webcomic

I am not yet sure what this is going to be about.


But I can already say it is going to be my favorite web comic.
Info here: http://www.magickchicks.com/

Tuesday, January 4, 2011

Tom Moldvay on Witches

When it comes to Basic D&D, the Basic set edited by (even created by I'd say) Tom Moldvay is my favorite.  Holmes has it's charm (and was my first exposure to D&D) and Mentzer has it's legions of fans (so the new D&D4 starter sets lead me to believe), but it is Moldvay's Basic (and the Cook/Marsh Expert) set that gets my geek-nostalgia into overdrive.  Most of it is because this was my first proper D&D game ever.  Also though, long before I knew of Arneson or really even Gygax, tom Moldvay was the "Name" for me.  His was the names on these boxes and on the adventure X1.  Later I would pick up Castle Amber and there he was again.  To me Moldvay is very much what D&D of 1980-1981 is.   I guess this is one of the reasons I was so geeked about the B/X Companion.


While I have been ruminating on playing a witch again in a B/X era game I could not but help recall somewhere in the deep dark parts of my memory an article that tom Moldvay had done on witches in D&D.  Sure enough, Dragon 43 from Nov. 1980 on page 8 had what I was looking for.

Tom Moldvay was a bit of scholar as well as a game designer.
Here are a few brief lists of his work.


He had a Master degree in Anthropology and was certainly acquainted with works of Margaret Murry.  Even if her ideas and theories have been discounted by modern anthropologists, they were still in vogue at the time Moldvay was in school and writing for TSR, and you can see this in his Dragon article about witches.

According to Moldvay a witch class should include the following:
1. The ability to use herbs for healing and magic.  2. The power of fascination, like a super-charm ability.  3. A combination of both Clerical and Magic-User abilities. 4. The ability to practice sympathetic magic.  5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era. 6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.

I want to look at each of these in turn.

1. Ability to use herbs.  Well to me this reads like a skill, but certainly at the time it was meant to be a class-feature.  How would a witch do this in game?  I would say herbal healing is a natural ability.  The witch would need to find the herbs and then prepare them in a way to heal, say 1-4 hp +1 hp every other level.  She could have some healing balms prepared ahead of time, say no more than 3 plus her INT or WIS modifier (4 to 6 for most PCs).   I would argue that these balms are also of a nature that they can spoil if not used.  So no matter how many are made the witch can only start the game with this number, never more.  When these are exhausted she could look for herbs in the wild (requiring an INT check) and prepare them (requiring a WIS) check  Game mechanics wise we don't want to rob what is a central element of the Cleric class, the ability to heal.  Herbal healing needs to be non-magical; so great for wounds, not great for magical afflictions.  Witches can take cure and healing type spells for that, but not so much to negate the need for a cleric.
I would extend this to include brewing of potions too and other forms of alchemy.

2. The power of fascination, like a super-charm ability. Again, this could be a spell, but it is worded like a class ability. If the ability is greater than the spell Charm, then it also needs to be a spell.  The witch should be able to add her Charisma modifier to any charm-like spell.  If this is a class ability then it behooves the witch to have a high Charisma.

3. A combination of both Clerical and Magic-User abilities. Again, not so much to make either class obsolete.  The Basic Magic-User is as much Morganne le Fey and Circe as it is Merlin and Gandalf. The trick is not to give the witch powers that the Magic-User already has, but to highlight how they can be similar and still different.  If you can be a class that can throw magical spells around and still heal like a cleric then why be a magic-user?  The trick is to have enough overlap, but not too much.  They will all have some spell in common, but keep some signature ones to themselves.  Which I think is a good tie in to point 4.

4. The ability to practice sympathetic magic.  Witches need to have something to make their magic more "witchy" and what is better than "Wool of bat" and "eye of newt"?  Witches, regardless of what magic-users might be doing, HAVE to use material components.  This can even be a good in-game difference.  Clerics need their faith, Wizards rely on their intellect, but a witch needs something, either a small piece of the object she wants to affect or something that was in contact with it or somehow related to it.  She wants it to rain? She needs to pour out a little bit of water to stimulate the elements to do her bidding.  So control dolls, fetishes, strange and sometimes hard to some by items are needed by the witch to make her magic work.  You can imagine that Clerics and Wizards look down on the witch and her "low magic" for needing such "props".  I think that regardless of what is used as a spell component this will make the casting time of any witch spell longer than a similar wizard or cleric spell.

5. Be worshipers, in secret, of a religion otherwise forbidden in a particular era.  This one is harder to pull off as it is written. Think about it, the D&D worlds are FULL of gods. Good ones, bad ones, greater ones, lesser ones, new gods, old gods, gods everywhere.  One faith's cleric is another's witch if you get right down to it.  So who are the witches worshiping?  They need to go with things that are not gods.  Demons, devils, ancient primordials, titans,  even lords and ladies of the Fey courts, or maybe they believe in one Goddess and one God and all others gods and goddesses are only aspects of this great pair.  This is what makes the witch different than a cleric.  Clerics are granted power because they serve their deities purposes in the world.  Witches are granted power, though not the same way, because they serve their patrons directly.  While the origin of these power may be extra-planular or even divine, witches are essentially arcane spellcasters.  They just don't learn this in mage schools.
This is something I tried to do in the 3rd Ed version of my witch class and what WotC does fairly well with their 4th Ed version Warlock.  I called them Patrons, they call them Pacts.  Pacts with Patrons.  Works, more or less, but the idea is the same.  You are giving up something of yourself to serve a "higher" power in exchange for magical power.

6. Powers based on nature and the cycle of seasons, similar to Druidic* powers.  Now here is a tricky one.  What Druid is Moldvay talking about?  Do we mean the popular neo-pagan druids that most people think of when the word "druid" is mentioned?  Does he mean the AD&D Druid with it's animal shape abilities? Or the semi-historical druid of legend that we still only know a little about?  I have seen it mentioned that Druids are male and Witches are female, which is fine if one only is thinking of the neo-pagan versions of each.  This would preclude archetypes like the Bandrui and Warlock.  Plus when you look at it, the AD&D druid had some elemental focused spells, but nothing really on the cycle of seasons.  I would conclude though from this that like the druid the witch would never have access to a Raise Dead spell, but only Reincarnate.  Raise Dead would break the cycle of Life-Death-Rebirth and thus be an taboo.   I would argue undead are the same way, but witches of Orcus would have little to do.

I think this is a good list and certainly one to consider if ever building a Witch class for any version of the game.  But there are couple I think I would like to add.

7. Covens.  While some witches have appeared by themselves there are others that have always appeared together. The weird sisters of Macbeth, the Stygian Witches all the way up to Piper, Phoebe and Paige, witches work together in a coven.  Usually three, sometime more.  A game mechanic needs to be in place to allow this to happen.   It can even be as simple as some spells requiring three or more witches in order to work, or other spells that work better if more than one witch is casting.  Not quite the Ritual Magic of d20 or even Ghosts of Albion, but something.

8. Ritual Magic. I think this is also a must.

I'll be posting more thoughts soon.

Monday, January 3, 2011

Justice is Blind

One of my favorite comic series is Kingdom Come.  It deals with the future of the DC Universe and the growing violence of the new heroes compared with the older heroes of the past like Superman, Batman and Wonder Woman.  There are a tons of great nods to comics of old and the art is fantastic.  One thing it did though was have a widowed Superman get involved with Wonder Woman at the end of the story.  It was all "off page" but Bruce was able to tell that Wonder Woman was pregnant.  I had often wondered since reading it what would the child of Superman and Wonder Woman be like?  What would she be like if she were raised by Bruce Wayne?  Well last year my normal group got together to make new heroes for a supers game.  One of my fellow players, a fan of the old "Spider-man and his Amazing Friends" cartoon, came up with the son of Firestar and Iceman.  I came up with Astra aka Justice.

The basic idea was to come up with a next generation hero that would be living in Freedom City.  Gotham, Metropolis, Empire City, and all the superhero cities would be there from Marvel, DC and games we had all played in the past.  So it was quite a mash-up.  But we never got to play.  Maybe we will one day.  But in any case here is the introduction to Justice.  I'll have some stats for her soon.

JUSTICE
Issue 1, Vol. 1
"Justice is Blind"

When Lois Lane-Kent was murdered not just Metropolis was in shock, but so was the world. Not that anyone was surprised when the Pulitzer Prize winning journalist was targeted for murder, Lois had a way of making enemies, but that Superman, the man who had been a constant at her side since he arrived in Metropolis couldn't save her.

After Lois' funeral Superman met with members of the Justice League and told them that Clark Kent was dead. He would never assume the role of Clark Kent again. He left for the Fortress of Solitude where he spent the next five years in self imposed exile. Over the years various heroes attempted to contact him, even try to go to him. Batman was rebuffed. Steel was sent home with a broken arm. Finally one day Wonder Woman returned from the Fortress saying that Kal-El was leaving Earth, maybe forever.

Nine months later she gave birth to a daughter.

Diana had passed the mantle of Wonder Woman over to her sister Donna, she was now the UN Ambassador of Themyscira. The birth of her daughter made her return home. She named the girl Astra after the Goddess of Justice Dike Astraea, but also for its meaning, from the stars. Astra grew strong, tall and proud like any Amazon. Though it was obvious from the beginning she was not an ordinary Amazon. She was much stronger and faster than her sisters, though unlike them she had difficulty with magical weapons. Even in close proximity to her aunt's Lasso of Truth effected her.

When Astra turned 12 her grandmother Hypolata died in battle. Diana became queen of the Amazons. She decided that her daughter, already finding life among the Amazons difficult, would live among humans to learn their ways. She sent her to the only person she could trust with the thing most precious to her in life. Bruce Wayne.

Bruce accepted Astra Kal-El as she was known and crafted a human name and identity for her, Astra Kent, daughter of the late Clark and Lois Kent. Bruce was a good father and teacher to Astra, teaching her history, civics, law and most importantly justice and the value of a human life. She had received training in various combat styles from the Amazons, but Bruce took it to the next level. He taught her not only to how fight, but how to more effectively use her own powers. Where she excelled though was in her studies of the criminal justice system.

She entered Gotham University as a Justice Studies major with a minor in Ancient History. She graduated and was set to enroll in the prestigious Gotham Center of Legal Studies at GSU to get her degree in law. Bruce even arranged for her to work as an intern with State Attorney General Barbara Gordon. This is when Astra met her destiny.

She had been helping Barbara with a case to put away a known mobster. Carlos "the Shark" Diaz was the leader of Diaz crime cartel in Gotham. To date he had been arrested on hundreds of charges but never had they been able to make any of them stick. Then one night he was in his nightclub when in a fit of bravado he pulled out a chrome .44 and shot randomly into the night. His shot hit and killed a single mother of three coming home from working a double shift at a local drug store. A shift she was not supposed to have been working. The police were all over Carlos in an instant. He had been seen not only by dozens of witnesses, CCTV, his finger-prints were also all over the bullet. When he was let off on yet another technicality, Gotham raged. But Astra knew she had to do more.

She went home and crafted a costume similar to that of her father's and mother's, and with speed born in her Kryptonian blood she went after Carlos. It did not take her long to find his car which she blasted with her heat vision. She tore the car apart with her bare hands to get to Carlos. She grabbed him by the nap of his neck and flew so high ice formed on their skin. She dropped him, only to catch him moments before he hit the ground.

"Please!" the mobster begged. "I'll give you anything you want! Power, money! Please!"

"I want…" Astra began.

"Yes, I'll give it to you!" screamed Carlos.

"I want…I want Juanita Washington's children to have their mother back!" she yelled at him, she pulled him to her face and her eyes began to glow red with heat vision.

"ASTRA!" came a shout. It was Bruce.

"Bruce. I have too. He just keeps getting away. He kills, he murders, he gets kids addicted to drugs. We need justice!" She called back to him, tears in her eyes.

"This is not justice. This is revenge. Do this and you become him." Bruce said quietly.

She looked at the mobster a long time and finally tossing him to the ground, breaking his legs. She took off with such force that the sonic concussion broke windows eight blocks away.

Bruce called the police and returned home.

There he found Astra in the Bat-cave crying.

"I failed you Bruce." She said.

"No. I failed you. I forgot to teach you that the most important lesson is never too loose yourself. Your mother sent you to me not for my skills as a detective, or our past, but for something I still struggle with."

He looked over her costume. It was crude, but it had a certain style and flair.

"Who are you supposed to be?" he finally asked.

She looked up with an ironic half-smile, "Justice".

Bruce went to her cape and tore off a strip that had come loose. He took the strip and fashioned, not a mask, but a blindfold. He tied it around her eyes.

"Justice is blind." He said. "In the courtroom or the streets you must be fair and impartial. Pursue the guilty, protect the innocent and uphold the law."

After that night Astra packed her bags. Bruce didn't tell her she had to go, but he did not stop her either. She wrote a letter to Attorney General Gordon, apologizing for her actions and submitting a letter of resignation. She dropped out of GSU and by morning had already made arrangements to move to Freedom City. She feared she would not get into FCU so late in the term, but letters from the Gotham Attorney General, the US Ambassador to Themyscira, and not to mention a sizable endowment from Wayne Enterprises with a personal letter from Bruce Wayne brought her in as a mid-semester new grad student.

Astra has spent the last few weeks catching up on her Law School courses making up lost time. But it is rumored that a new hero has been spotted in Freedom City. Her blue, red and gold costume is reminiscent of a Greek tunic, or of superheroes that have not been seen in over two decades.

Though the oppressed, the downtrodden and criminals know…Justice has come to Freedom City!

JUSTICE
PL: 10 (150 pp)

ABILITIES: STR: 30 (+10) DEX: 12 (+1) CON: 19 (+4) INT: 16 (+3) WIS: 10 (0) CHA: 16 (+3)

SKILLS: Acrobatics 4 (+5), Bluff 2 (+5), Climb (+10), Computers 4 (+7), Concentration 2 (+2), Diplomacy 4 (+7), Disguise (+3), Escape Artist (+1), Gather Info 4 (+7), Handle Animal (+3), Intimidate 2 (+5), Investigate 4 (+7), Civics 6 (+9), History 6 (+9), Notice 4 (+4), Search 4 (+7), Sense Motive 4 (+4), Stealth 2 (+3), Swim (+10)

FEATS: All-out Attack, Attractive (2), Power Attack, Defensive Attack, Connected, Benefit (1)

POWERS: Enhanced Strength [20], Enhanced Constitution [6], Flight [8], Blast (Distracting) [7], *Super Senses [4], Extending Sight, , Acute Hearing, , Extended Hearing, , X-Ray Vision, , Super Strength [2], Protection [6]

COMBAT: Attack 10 [Unarmed +10 (Bruise)] Defense 10 (10 flat-footed) Init 1

SAVES: Toughness 10 (10 flat-footed) Fortitude 9 Reflex 2 Will 5

DRAWBACKS: Vulnerable: Magic (High Freq, Low Severity) -2, Disability (Total) Kryptonite (Low Freq, High Severity) -3

Abilities 43 + Skills 14 (53 ranks) + Feats 7 + Powers 76 + Combat 4 + Saves 11 – Drawbacks -5 = 150 / 150

--
Notes

I figure the blindfold is cooler than a mask. With her X-Ray vision she could easily see through it. Plus she is 6'2", brunette and looks like a super-model, she is going to need something more than glasses to disguise who she is. Plus it is also used as a reminder to her not to use her heat vision, something she almost killed someone with. That Bruce is a thinker.

I liked the idea of Babs being the AG and Astra working for her.

One of the first things I had to figure out was the compelling reasons for Superman not to be in her life (he is gone) and he never knew she was there. Wonder Woman would see it as it being better with Astra living her life away with mortals. Plus as the new Queen of the Amazons she would be busy. Of course if supes ever found out he had a daughter he would be back on Earth as quickly as he could.

I had Donna Troy become the new Wonder Woman when Astra was born, but that is not to say that Cassie Sandmark is not the Wonder Woman now.

I wanted to remove her from Bruce's influence a little more than just she moves to FC. Nearly killing a mobster in revenge would put a big strain on their relationship.

The Bruce here is more of the Batman Beyond Bruce Wayne than the Kingdom Come one.  We initially thought that this would make Terry McGinnis the current active Batman (though that would make this series sometime after 2040 and I don't think we thought of it that far head).

Her costume looks like the statues of "Blind Justice", the Goddess whose name she shares, with elements of her mother's and father's costumes as well. I figure Supes has been out in space (or wherever he was during the whole DC 1,000,000 series) and would not have been around, Wonder Woman is retired so no one has seen the likes of her for a long time.

Shadow Girls Hardcover

One of my favorite webcomics Shadow Girls, is producing a Season 1 hardcover collection of the first round of comics that appeared on their site.

This massive 240 page comic deals with the story of Charon and Rebecca McKay and the powers they discover they have.  And none too soon really, since an ancient God is bent on rising and destroying the world.

The comic is described as "H.P. Lovecraft meets the Gilmore Girls" but there is a lot more to it than that.

One of the nice things about having a blog like this is my chance to introduce others to things I have found very cool.  Shadow Girls is very cool.

I have talked about them here before, but do yourself a favor and check out the collected works.  I get nothing from this, I just think they are cool and would love to have this myself.


Regular Edition: http://th3rdworld.com/store/index.php?main_page=product_info&cPath=29&products_id=199
Artist Edition: http://th3rdworld.com/store/index.php?main_page=product_info&cPath=29&products_id=200

Sunday, January 2, 2011

2011: What's New Pussycat?

So here is the first blog post of 2011 for the Other Side.   I saw a lot of growth here over 2010 and hope to have more interesting things to show you and talk about throughout 2011.

On tap I have some Mutants and Masterminds 3rd Edition stats I want to post, some more about my upcoming 4th Edition D&D game with my kids, and certainly more OSR stuff.  I plan to post the next Season of my Willow and Tara game "Season of the Witch" and maybe even have some all new stuff.

I pulled out BASH, Icons and Villains and Vigilantes 2.1 again to do some write-ups of some other characters including Willow, Tara, Tarot and some new ones like Justice.  I want to give the Smallville RPG another go as well and pull out Doctor Who again.  Maybe I'll do that when the new Matt Smith branded box comes out.

If you are reading this on my blog or Google Reader (or some other RSS feed) then I am very happy to have you!  If you are reading this on Facebook, then that is great too, stop by the Blog proper sometime at http://timbrannan.blogspot.com/ to see the site as it is meant to be.

Of course if there is any topic, game or whatever you want me to cover I am always open to ideas.

So here is to a great 2011.

Wednesday, December 29, 2010

Tarot Witch of the Black Rose for Mutants and Masterminds 3rd Edition

As many of you know I have been in "research mode" on Tarot, Witch of the Black Rose for some time. And you may also know I just picked up Mutants and Masterminds 3rd Edition. Well I felt it was time to give them both a spin and see what I can come up with.

Tarot, Witch of the Black Rose

Real name: Rowan Gender: F Age: mid-20s Height: 5'9" Weight: 140 lbs Hair: Red Eyes: Green
Group Affiliation: The Black Rose Coven. Base of Operation: Witches' Hollow, Salem, MA

Power Level: 9


Abilities
STR: 2AGL: 3FGT: 4AWE: 4
STA: 3DEX: 2INT: 3PRE: 5

Dodge: 6
Parry: 6
Fortitude: 5
Toughness: 6/3
Will: 5
Armor +3

Advantages
All out attack, Artificer, Attractive 2, Benefit (Witch of the Black Rose), Connected, Contacts, Diehard, Equipment (Sword and Armor), Extraordinary Effort, Languages (English, Latin), Minion 3 ("Pooka" her flying Goblin Cat), Power Attack, Precise Attack (all), Prone Fighting

Skills

Acrobatics +7, Athletics +6, Close combat (sword) +12, Deception +7, Expertise (Magic) +11, Insight +6, Intimidation +5, Investigation +5, Perception +6, Persuasion +7, Sleight of Hand +5, Stealth +5, Treatment +5

Powers
Healing 2
Magic 5 (Dynamic)
 Eye bite (Blast, does not require hands) 2
 Dazzle 2
 Flight 5
 Forcefield 5
 Impervious Toughness 3
 Teleport 5
Magickal Senses (Awarness: Magic, Precognition (limited to Tarot's loved ones and to tarot card images)) 3
Telekinesis (Move Object) 5

Complications
Rival: Raven Hex (sister)
Enemy: Dragon Witches
Prejudice: Wiccan
Relationships: Jon "Skeleton Man" Webb (lover), Boo Cat (lover), Mother (mother)

Power Points
Abilities: 52 Powers: 34 Advantages: 21 Skills: 20 Defenses: 8 = 135 pp

This version of Tarot focuses on her fighting ability. She admits herself that she is not the most powerful witch, magic wise, around, but she has had quite a bit of training with the sword and in combat as a Swordmaiden of the Goddess. I also wanted to focus on the magical nature of her armor. Sure she goes to the same armorsmith as Red Sonja, but there is a magical aura about it that protects her all the same.

I opted for PL 9 here. She could not stand toe to toe with the likes of Zatanna or even Willow and Tara magic wise, but still has some room to grow her abilities.

ETA: I am also posting this on The Atomic Think Tank.

My First New Game of 2011: Mutants and Masterminds 3

Well, it's still 2010, but 2011 is starting off like 2010 did , with a new Supers game.
In this case the new supers game is Mutants and Masterminds, 3rd Edition.

M&M 3rd Edition first off looks a lot like the DC Adventures RPG also from Green Ronin out earlier this year.

What are the big changes from 2nd Edition?  Well GR is moving more and more away from the d20 3.0 standards and more into True20 land.  That is the Abilities (and there are now 8 of them) are the pluses.  So instead of Strength 18 (+4) like you see in other d20 games, M&M3 just uses Strength 4.  Easy enough and a logical extension of their line of thought with True20.

I mentioned there are 8 abilities now; Strength, Agility, Dexterity, Stamina, Intellect, Awareness, Presence and Fighting.  Agility and Fighting are the big new ones.  Agility had been part of Dexterity and does some of the things Dex used to do.  Agility relates more to "bodily dexterity" and dexterity is more like "hand-eye coordination".  Fighting is now the close combat ability. Now while I rather see this more of a skill than an ability, this is a comic book world and it works here.  There are "close combat" and "ranged combat" skills as well.  So Fighting I suppose is more of a natural aptitude towards combat.

Skills are given greater coverage and are streamlined from the d20 3.0 base, but not quite as streamlined as say D&D 4.  They are closer to Cinematic Unisystem in nature really.  Skills are still linked to a specific ability like d20, but are also now detailed on what sort of action they are, move, standard or free.  Much more detail is given for skills and how to use them in a variety of situations.

Feats have become more Unisystem/GURPS like and renamed Advantages. They are ranked and used very much like a Advantage or Quality would be used in another game.  I can see the next evolution of True20 doing something like this too since they are organized in a similar manner to True20's powers.

Powers come next.  Powers are similar to Advantages, but have a much greater effect on various game systems.  An Advantage might boost a skill or change an aspect of combat.  Powers go above an beyond that.  In general the Powers are much more detailed than earlier editions.  There are a lot of Extras and Flaws to add to Powers for a lot of customization.  Gadgets and Gear are separated from Powers in this edition.

Damage is handled differently in this game.  The Damage Track is gone replaced by a very Marvel Superheroes looking chart.   The results are basically No Effect, some penalty all the way up to incapacitated.  It is simple enough to use.  I am of two minds on this.  First, while I never really warmed to the damage track in M&M/True20 it was easy to use and innovative. The damage chart here is also very, very easy to use as well and works on similar principles. The chart has some Old School "feng shui" about it without it being an "endless chart".

Green Ronin has always produced top notch products.  This one is no exception.  I didn't notice much in the way of recycled text from earlier editions or even from DCA, but it very well could be there.  I would be surprised if there wasn't really;  I only really noticed one or two bits of recycled art and that was from their Magic book and Powers book for 2nd Ed.  There were few other bits here and there and there might have been others, but if I didn't notice it that is the same as it not being there right?

All in all this looks like a great game and it might even be superior to M&M 2nd ed aka "The World's Greatest Superhero Game", which I notice M&M 3 does not say on the cover.

The big issues for me of course are conversions.  How easy will it be to convert to/from M&M2 or Unisystem?  Converting actually looks pretty easy.  To/from M&M2 might even be trickier than Unisystem.  I am going to have to give it a try in the next few days.

Well I just put away all my M&M 2 books.  Looks like it was only to make room for my new cache of M&M 3/DCA books.

Tuesday, December 28, 2010

Year End Review?

Last year I did a "Best" and "Worst" of the year.

This year I have seen so much more that it is hard to quantify and qualify it all.
So here are some random highlights of the year.

D&D Essentials
D&D Essentials became basically what 4e should have been.  I think if WotC had waited and not done D&D4 like they did and came out with Essentials....well people still would have bitched and moaned cause that is how gamers are.

God we suck.

D&D Essentials boiled down D&D 4 to its, well, Essentials.  Presented in a format that certainly owes something to the old-school vibe (note I don't say Renaissance or movement here), Essentials does an end run around edition wars by focusing on being fun.
Interestingly enough WotC seems to be acknowledging the old-schoolers out there with the release of the Red Box Starter set and the revamp to their website.

DriveThruRPG Reviewer
I became a featured reviewer at DriveThruRPG this year.  My plan to have more reviews up next year.  At least a couple a week.

Blogs
Lots of great blogs out.  Just look down the side of my blog here.  Many of them have very interesting things to say.

Stats
I am a stats junkie.  I love seeing what people are reading here, what pages people go back too the most and which ones are the most popular.
While this will skew my data,  here are my most popular pages of the last year.


My top referring sites were:


Games
A lot of really fun games came out this past year as well.  I have not had a chance to catch up on last years even yet though!  Pathfinder was a big hit this year in addition to all the new D&D 4 and OSR games I scored.

For me though the highlight was the release of B/X Companion.  A really well done book and a lot of fun too. Best release of the all the OSR games this year.
B/X Companion as well as some nice buys at this years's game auction at Games Plus, has gotten me really interested in Basic Era D&D again.  It is very much nostalgia, no two ways about it, but it is still very fun.





The Bad
Still no Ghosts of Albion in print format.

I guess the Worst part of the year, gaming wise, was getting hit by another driver coming back from Gen Con this year.  I on the plus side, everyone was fine and now the van is back to running fine too.

What will 2011 bring?

Monday, December 27, 2010

How much Fantasy in your FRPGs?

I am still thinking about world building in my game and I was thinking about Oerth, the Greyhawk world.  In Greyhawk the sun goes around the world, as it did in some dark ages beliefs.

Now here is the thing.  Or two rather.  First, in today's age we tend to think of ourselves as very progressive and smart and forget that a lot of the things we know now, people also knew then.  Sure there are some "fantasy" style beliefs.  After all the Greeks knew a lot about Astronomy and even knew the size of the Earth (and the fact that it was round) as far back as the 4th century BC.  Sure today some people still think the world is flat or created by magic, but for the most part people are and were smart.
Secondly I like my universe to make some sort of sense.  Afterall I still would like to play a Greyhawk 3000 game someday and that might be harder if  my sun is really just a burning mountain going around a flat earth.

So yeah, I like magic, vampires and ghosts in my games, but draw the line at Earth-centered cosmologies.
Maybe I can have parallel cosmologies.  If one goes to the sun via magic, they find the realm of Pelor there, but if you launch a probe, it is just a ball of nuclear fusion.

What do you all do in your FRPGs?  Do you even bother?   What is your cosmos like?

Sunday, December 26, 2010

Sometimes Wikipedia really irritates me

I have a love/hate relationship with Wikipedia.
As an academic I like it because it is a nice starting point for any topic, but hate it for anything close to "real" research.   As a  teacher I would never accept Wikipedia as a source unless there were plenty of other sources to back that up.

As a gamer I like it since it usually gives me what I need fairly quickly. 

I also like the "every one works together" aspect.  But that also gets on my nerves.

Today though the wikipedia community is getting on my nerves.  Long story short, some articles I worked on are up for deletion.  Not only that, the editor that put nominated them for deletion chose to do it over Christmas where it is likely that he will get them deleted since no one can help me "save" them.

I used to be a very active editor on wikipedia.  I even donated money.  But it seems more and more that there are some people there with personal agendas to have articles they don't like deleted.  I just spent a a couple years waiting for one such person to get banned, and now others want to take up his crusade.

Maybe I'll just post stuff here instead.  The audience is smaller, but at least I get the feeling that it would be better received.   Though some of the stuff I work on wouldn't fit even the broad range of topics I cover here.

Saturday, December 25, 2010

Merry Undead Christmas!

So Christmas has come to the Brannan house.  Electronics were had by all.  But I wanted to talk about what I got RPG related this year.

Castle Ravenloft Board Game
I got this as my "big" RPG gift.  It looks like a lot of fun and we are going to play it later today I am sure.  I grabbed my Strahd mini that I got a while back and put it into the box to replace the weak looking vampire it came with (he is fine for the "young vampire" they also have you use him for).  Tons of skeletons, ghosts and other things were included.  Got a dracolich and a zombie dragon too.

"Orcus" Modules
I got the last titles in the P and E series I needed.  E2 and E3 and P2.  I now have all nine of the "Shadowfell/Orcus" modules.
I know the reviews of these are mixed, but I wanted them all.

Beholder Gift Set
I also got the D&D Beholder Gift set, which comes with 4 beholders.  A regular one, an shadow beholder, a ghost and a frost beholder.  They are very cool and I can't wait to use them somewhere.

Now on to the other gifts!

Forgot to mention!  I also got a new book, "Vampyre Kisses" and a bunch of "Tarot Witch of the Black Rose" comics.

Friday, December 24, 2010

Merry Christmas!!!

Happy Hanuka, Merry Yule, Joyous Solstice, Happy Festivus, Happy Kwanza and any other number of holidays I have forgotten.

And Happy New Year!!

Wednesday, December 22, 2010

Played some AD&D 2nd Ed today.

Got home from half-day at work today and sat down and played some old-school AD&D 2nd Ed today.  My oldest wanted to try it out (I bought him a 2nd ed Monstrous Manual years ago so he wouldn't mess up mine).

Odd how it happened really, we were going to play D&D 4e Red Box, then it was going to be D&D Basic Red Box.  Finally landed on 2nd Ed.  Spent some time, though not as much as I thought, looking up some rules.  Spent more time just figuring out where I put the XP table for my witch.

It was a fun quick little dungeon crawl, no plot, no backstory, just kicking in doors and killing monsters.  Used some 4e minis and the map from the Dungeons & Dragons' Black Box.

All in all a good bit of fun. Doubt we will continue with 2nd Ed, but it was nice to give is a another try.

Jenny Everywhere

I was reading Old School Heretic's post on Jenny Everywhere the other day and thought it was a great concept.

Jenny Everywhere is a shifter, that is she can shift between the realities and interact with who knows who.  Whether there is one Jenny Everywhere that is very mobile or multiple Jenny's that have a vague awareness of each other is left to the individual authors.

Jenny Everywhere is also a public domain character.  Meaning anyone can use her in what ever project they have. You just need to include her license, as below:

"The character of Jenny Everywhere is available for use by anyone, with only one condition. This paragraph must be included in any publication involving Jenny Everywhere, in order that others may use this property as they wish. All rights reversed."
It is such a cool concept, not just the open source of it (that is cool also) but a character that exists in every-single reality there is and can shift between them.

Regular readers should by now know of my love for the multi-verse.  It is a very cool concept I enjoy on principle but also how it has been employed in various sci-fi and fantasy publications.  My favorite might be the great Micheal Moorcock stories of Elric, Corum and the other Incarnations of the Eternal Champion.  Jenny would be a bit different I think.  While the Eternal Champion feels the combined weight of all his incarnations as it were, Jenny is freed by hers.  Reality is hers to roam because that is what it is there for.  In one of the comics I saw she fights against a force known as Chaos, but I don't think that makes her an agent of Law as we would have seen in say the Corum books.   Jenny is more like the Doctor really.
I have done something like this before. I have a witch character that is aware of all of her own past lives and future ones.  All within the same reality, but it gives her some insight to what is going on around her.

Of course the openness of Jenny is very appealing.  Something everyone can use and share and just a promise not to break her.

Here are a bunch of links I have been collecting to help explain who Jenny is.

http://jennyeverywhere.net/
http://www.jennyeverywhereday.com/
http://en.wikipedia.org/wiki/Jenny_Everywhere
http://www.barbelith.com/topic/14484/from/35
http://www.barbelith.com/topic.php?id=15206
http://www.bjccreations.com/jenny/  The Jenny Everywhere Chronicles webcomic
http://exclaim.ca/Features/Comics/jennys_everywhere-hero_for_people_no_strings
http://theshifterarchive.com/ART/DianaNock.htm

What does all this mean for you the gamer?  LOTS!
Jenny, by definition is perfect in every game.  Jenny, by definition, is already in every game, she just needs to be stated out and given a plot.

For Ghosts of Albion I would imagine her as an american girl of possible Japanese lineage living in London.  She would be some sort of Steampunkish tech wiz (must be the goggles) and constantly speaking anachronistically.  So for example, even though she is not a time traveler per se I'd have her say things like "it sucks we have to wait 170 years for descent cell phone signal here." and then totally not explain why she says such things either in-game or out.  For her I'd use the super-science quality from the Magic Box, but limit it to steam-punk style tech.

Her "shifter-ness" comes form her ability to remember/know of her other incarnations and her ability to create high tech gadgets out of steam-age materials.

Jenny Everywhere

Attributes
Strength: 2
Dexterity: 3
Constitution: 4
Intelligence: 5
Perception: 4
Willpower: 4

Life Points: 40

Qualities
Attractive 1
Hard to Kill 2
Superscience (Steampunk tech, from the Magic Box book) 3
Nerves of Steel

Drawbacks
Honorable 1
Minority (woman, Asian looks (it is the 19th century after-all))
Mental Problem (Mild Recklessness)
Out of Time (like Archaic, but in reverse)

Skills
Armed Mayhem 2, Art 2, Athletics 3, Engineering 6, Fisticuffs 1, Knowledge 7*, Languages 3 (English, French, Japanese), Marksmanship 1,  Notice 2, Occultism 1, Physician 1, Science 6

The create a steam punk item Jenny rolls her Intelligence + Engineering or Science  + Superscience or 5 + 6 + 3 = 14.
A success means she has made something, the SLs tell us how well she has done it and if it does what she wants it too.

Tuesday, December 21, 2010

Could my Answer be in the Realms?

I am moving my 3.x game over to a 4e one soon.    I have been buying up the Essentials books and some modules and I generally have what I think is a cool idea for campaign.  The world is fleshed out and I know what I am going to use and what I am not.

Except there is one little-bity problem. So much of what was true in my 3.x world no longer "works" under 4e.  Or rather it works so differently now that it is hard to see it working the same way when I was playing 3.x.  Then there are other issues.  My kids want to play the children of their D&D 3.x characters and these characters have some serious magic.  And there is the whole killing Tiamat thing they want to do.   How do I explain the changes?

Turns out the answer was under my nose this whole time.  In the Forgotten Realms Player's Guide.

I was never a fan of the Realms.  I considered it to be a pretender to Greyhawk and not a very worthy one at that.  I picked up the 3.0 Realms Guide when it came out and I liked it.  I felt it was a good book and all it really was missing was monsters.  The new 4e campaign books are a good model too.

But what I like the most about the Realms book is how completely gonzo it is.  Smash two planets together to get one world! I love that!  Spell plagues? Bring it on!

I know I have talked around all of this before in many posts, but it is time to make it more real I think.

So what will I include from the Forgotten Realms book in my Game World?

First, well, it is going to be in the future.  I am going to say about 25 to 30 years.  Not 100% sure, but long enough to have the world changing events happen at least a generation ago.  The Characters of this game have only know the world as it is now, never the world before.

Next, there will be a Spellplague.  The defeat of Tiamat and the Ascension of Asmodeus are just parts of that.  I am also going to have Raven Queen in my game and she just killed Nerull.  There will other things of course, but it was a series of Cosmos-shaking events that left the world changed.  The Fey-wild is now easier to get too, as is the Shadowfell (previously only known as the Plane of Shadow).  The main effect for the PCs is that some of the old magic no longer works.  So there is a quest for sources of "Old Magic" or even "True Magic".  With this, some older magic items are now useless.  Of course the spellplague was chaotic so some normal items are now magical.  There is still magic to be found out there "New" and "Old".
Living things touched by it have been altered.  There will be spell scarred.

The ancient Astral empire of the Tieflings, Bael-Turath, has crashed into the world.  Here I am taking inspiration from the 90's TV show "Alien Nation".  Though this is a "magical crash" so there are now lands where there are ruins of the Tiefling society that seem ancient and always part of the land.  Bael-Turath had warred against Asmoedeus and the devils for countless centuries.  Part of Asmodeus' ascension was to reclaim the power that emperors of Bael-Turath had stolen from the Nine Hells.  The tieflings are now a broken, homeless race with members now fond all over the world and many still in the Astral Sea.

The Blood War is over.  With Asmodeus' Ascension and the Reckoning of Hell, the long war with the demons is over.  Asmodeus even managed to conscript entire demonic species under the auspices of Hell.  With the the power he gained Asmodeus broke the paths through the Astral that the demons and devils used to attack each other, effectively blocking demons from being able to enter the Prime Material.  If a demon wants to get to the Prime Material plane it has to go through Hell first.  By the time of the new game the distinction between "demon" and "devil" is a loose one in most peoples minds.  Plus the entire race of yugoloths were sacrificed in the process, with many seeking refuge in either the Abyss or Hell.
Asmodeus covets the Material World and wanted to bring Hell into it.  Here he failed, but managed to get it much "closer" metaphysically speaking.

One repercussion of this though is demons now focus on the Prime Material.  While it is harder for them to reach it now, many still do and with out the Blood War to contend with it is possible that more demons than ever are now attacking mortals.   This is something Asmodeus wants.  He has placed members of his cult in areas to fit demons and rally humans to his cause.  As the game progresses the influence of this cult will be more readily felt. To combat this the Gods will be using the mortal realm as their battlefield.

I think this is a good start and gives me a good idea of what my end game needs to be too.  Lolth, in one form or another will have hand in all of this too.  Events that began in my Shadow War of 1st Ed are now coming to a head.

Now I need to figure out who the main bad guys are and what they want to get out of all of this.

Monday, December 20, 2010

ChicagoWiz's RPG Blog: Using my DM skills for "good"?

Please read this!

Use your D&D skills to fight real world evils.

ChicagoWiz's RPG Blog: Using my DM skills for "good"?: "This is an odd post to write because it's not as much about gaming as it is about the exercise of my skills in creating alternate realities ..."