Note: I am cross-posting this on the Wonder Woman blog, Amazon Princess as well.
Today is International Woman's Day.
While I think that is great thing I have to ask why more than half of the population only gets one day? Shouldn't women get Spring and Summer and men get Fall and Winter? Anyway I am not here to debate. William Moulton Marston envisioned a world where women would be more highly regarded than they were in his own time (and even than they are now), but failing that at least we can honor his ideals on this day with a picture of one his greatest creations; Wonder Woman.
From the DC Women Kicking Ass and Girls Gone Geek.
Don't see Fire, Ice or Zatanna in the pic though. Oh well it is still awesome.
Tuesday, March 8, 2011
Monday, March 7, 2011
Finally got my Expert Set!
So here is a story and it is a familiar one. Young boy in the early 80's playing Atari and listening to Thomas Dolby gets the gift that will change everything, the D&D Basic set. Later, with his well earned and saved money he buys the D&D Expert set. Life is pretty good. Advanced books follow. Boy becomes a young man and moves away to college. Books are taken in some moves, left at parents in others, many years later that milk crate of D&D books, including those once prized Basic and Expert sets (and a crap ton of AD&D hardcovers) have disappeared.
Sad tale to be sure.
Well no more, because after years of looking (albeit not very hard) I finally got a decent looking Expert set.
The box has some wear, yes, but let's look inside.
The books themselves are in fantastic shape. Almost mint I would go as far to say.
Much better than the one I had (bought a couple years back),
The box also had a near mint AD&D 1st ED DM's screen and a full booklet of AD&D NPC record sheets.
Of course now I have four copies of X1, Ilse of the Dread; three of them in near mint condition.
This was pretty much the last thing I wanted to buy. Now my long lost collection is complete again. Well, I don't have the Dungeon or Wilderness Survival Guides, but that's fine.
Sad tale to be sure.
Well no more, because after years of looking (albeit not very hard) I finally got a decent looking Expert set.
The box has some wear, yes, but let's look inside.
The books themselves are in fantastic shape. Almost mint I would go as far to say.
Much better than the one I had (bought a couple years back),
The box also had a near mint AD&D 1st ED DM's screen and a full booklet of AD&D NPC record sheets.
Of course now I have four copies of X1, Ilse of the Dread; three of them in near mint condition.
This was pretty much the last thing I wanted to buy. Now my long lost collection is complete again. Well, I don't have the Dungeon or Wilderness Survival Guides, but that's fine.
They Don't Write 'em Like that Anymore
Back when I was in college I got a call from my mom, she was at a yard sale and someone was selling all their old Dragon magazines. It was a box just full of stuff from like issue #35 on to #140 or so. Most were there, but a couple were missing, all in all about 100 issues. Asking price, 10 bucks.
A while later I was able to get my hands on some old White Dwarf magazines, issues #1 through #50. Most of them were there as well but not all of them were in great shape.
But beyond the quality of the magazines and how much (or rather how little) I paid for them, reading them was pure joy. Even if I was not actually playing the versions of the games they were talking about (this was during the 2nd Ed era and into the 3rd Ed one) they were still fantastic. Some stuff was good, some was bad, but all of it was earnest and just plain fun to read.
I get that same feeling while reading Oubliette.
I just picked up Issue #5 and I have others, but this issue really gave me the same feeling as reading a newly discovered fan magazine from the late 70s. There is nothing that stands out as special to me in this issue, it is just the whole package that I enjoy. It was interesting to see the Monstermark system again, having seen it in my collected issues of White Dwarf and still not getting it. I liked the "advanced" vampires too.
The art is very evocative of the old school style seen in Dragon, White Dwarf and The Dungeoneer magazines.
I hope we can see more from The Oubliette!
A while later I was able to get my hands on some old White Dwarf magazines, issues #1 through #50. Most of them were there as well but not all of them were in great shape.
But beyond the quality of the magazines and how much (or rather how little) I paid for them, reading them was pure joy. Even if I was not actually playing the versions of the games they were talking about (this was during the 2nd Ed era and into the 3rd Ed one) they were still fantastic. Some stuff was good, some was bad, but all of it was earnest and just plain fun to read.
I get that same feeling while reading Oubliette.
I just picked up Issue #5 and I have others, but this issue really gave me the same feeling as reading a newly discovered fan magazine from the late 70s. There is nothing that stands out as special to me in this issue, it is just the whole package that I enjoy. It was interesting to see the Monstermark system again, having seen it in my collected issues of White Dwarf and still not getting it. I liked the "advanced" vampires too.
The art is very evocative of the old school style seen in Dragon, White Dwarf and The Dungeoneer magazines.
I hope we can see more from The Oubliette!
Sunday, March 6, 2011
Exploring Characters
So one of the latest (or am I two weeks too late on this one) mantra is "We explore dungeons, not characters." In the immortal words of Tony Stark from Iron Man "is it too much to ask for both?"
I like exploring characters. I guess this means I am a "role-player" more than I am "Dungeon Crawler". I like to explore my characters, figure out what makes them tick. I'd rather loose to a monster in way that advances the plot or characterization than kill the monster and get the treasure in what was otherwise a roll of the dice.
I guess that is just one more hit to my old-school street cred.
I like exploring characters. I guess this means I am a "role-player" more than I am "Dungeon Crawler". I like to explore my characters, figure out what makes them tick. I'd rather loose to a monster in way that advances the plot or characterization than kill the monster and get the treasure in what was otherwise a roll of the dice.
I guess that is just one more hit to my old-school street cred.
Saturday, March 5, 2011
Reviews: Can't Sleep, Clown Will Eat Me edition
Some reviews while I can't sleep.
Legends of Excalibur: Arthurian Adventures HC
I picked this up at the same time I did the True20 version.
This is one of the best Arthurian legends games I have read in a good long time. The text is very readable, the layout is very well done and the maps are fantastic.
The use of the d20 system here is nice, but lacks the elegance of the True20 version.
You do get a number of very good feats and prestige classes here though so that evens it out some.
If you are a fan of Arthur in any of it's many re-tellings then this is a fantastic game to own.
5 out of 5 stars.
Fantasy Women Clipart JPEG 7
20 clip art images to use in your games. All are 3D "poser" style computer images, so their utility for certain styles of play might be limited. But all in all they are not bad and the price is fine.
4 out of 5 stars.
Solid! The d20 Blaxploitation Experience
A very interesting take on a little traveled genre in RPGs. While the rules are firmly within the d20 Modern ruleset, there are bit of interesting crunch here and there to make it worthwhile. But where this game shines really is as a guide to the Blaxplotation film genre and history. If you want to run any type of game, regardless of the system, set in the 70’s then this is a good place to start.
Damnation Decade
I have a love/hate relationship with the 70s. I grew up in the 70s and have good memories of them. Loved classic rock, hated disco. Loved the new age occult revival, could have cared less about some of the other stuff. I grew up then, but consider myself a child of the 80s.
Damnation Decade though is the pure raw distillation of everything 70s, good and bad, into one awesome game. It is a historical game, in the same way Ghosts of Albion is about 1839. Damnation Decade takes a wrong turn in 1974 down a dead end. The world is sort of like ours, yet also very different in some key respects. Damnation Decade is also quite possibly the one RPG product to ever tacitly or implicitly illustrate that things under President Ford could have been a lot worse that what we really got. Reading through Damnation Decade is at the same time a trip down memory lane and an exercise in identifying puns and analogues to our real world. Green Ronin: did we really need a world where folk singer Edmund Fitzgerald sings about the Wreck of the Gordon Lightfoot? But I guess you are forgiven by giving us the first RPG product to feature a real Fantasy Island.
It reminds me of Solid!, which is also about the 70's. If Solid! is Parliament, then Damnation Decade is Grand Funk Railroad. Damnation Decade though gives something that Solid lacks; memorable NPCs. Sure if you can get past that most of them are amalgams of 4 or 5 70s figures, for example Humboldt Suede is not just a bad Hugh Heffner rip-off, he is part Hugh Hefner, Bob Guccione AND the Son of Satan. Though some are original enough to be useful outside the 70s atmosphere; Theramin Hunker for example could work well (maybe even better) in 21st Century games full of conspiracies.
Damnation Decade works great as a d20 game AND it has a True20 appendix that might even be better.
Plus that cover rocks.
5 out of 5 stars.
Bunnies And Burrows
The premier RPG of playing something other than a human or anything humanoid. It is basically "Watership Down" the role-playing game, but there is much more to it than that.
It would be disingenious to review it with modern eyes (it is nearly 35 years old now) but it has a very good skill system, and one of the first to be honest. Since the characters are rabbits, there is not much in the way of combat and instead a focus is placed on solving problems and role-playing.
5 out of 5 stars.
Dreaming Cities: Tri-Stat Urban Fantasy Genre
Dreaming Cities was one of the first attempts I had seen of putting together a good Urban Fantasy game that was not also trying to do horror. Sure we had Urban Arcana for d20 and a few others, but this one felt a bit different to me. At least at first. So the real feature of this game is the background information and how they make Urban Fantasy work for them.
The game system itself is Tri-Stat which at this point was mostly the same as BESM 2nd Ed-Revised and SAS. If you know the powers and rules for those you have the same things here.
The real meat for this game comes in only around page 70 when we see how to apply these character rules into archetypes to work in Urban Fantasy. Many seem cribbed from other versions of Tri-Stat/BESM/SAS games, but that is fine.
The rest of the book talks about how to make an Urban Fantasy game work. Like the treatment SAS gave the 70+ year history of comic book heroes, DC tells about the modern urban fantasy genre. There is a quite a bit of crunch mixed in with text on how a modern society deals with things like magic, pixies, zombies, demons and dragons and visa versa.
GoO and Tri-Stat are gone, sad to say, but this game is still worthwhile and has a lot going for it. If you play a modern horror game or a modern supernatural one where magic and supernatural are still hidden, then this is a refreshing little breather.
IT’s not D&D with guns and computers mind you. It is however something very fun.
The rules suffer the same pros and cons as SAS, BESM and the rest of the Tri-Stat family. There is not a lot here that is new in terms of rules, just new ways to use them.
The text is clear and the art is very good.
4 out of 5 stars.
ION Guard
Bash! Edition
ICONS Edition
If you need a reason to buy BASH or ICONS then this is it. At just about 60 pages this supplement presents the Intergalactic Ordinance Network Guard or ION Guard, an intergalatic police force defending the universe from all sorts of bad guys.
Yes we have seen this before, but the the presentation in this book is so enduring you ignore the obvious DNA of this product and just pull on your ION Fist, say your Oath and protect the Galaxy. NPCs are detailed as well as bad guys for you to fight. The layout of the book is awesome and I honestly can't say enough good about it.
Dislike: would have liked to see more bad guys.
5 out of 5 stars.
Legends of Excalibur: Arthurian Adventures HC
I picked this up at the same time I did the True20 version.
This is one of the best Arthurian legends games I have read in a good long time. The text is very readable, the layout is very well done and the maps are fantastic.
The use of the d20 system here is nice, but lacks the elegance of the True20 version.
You do get a number of very good feats and prestige classes here though so that evens it out some.
If you are a fan of Arthur in any of it's many re-tellings then this is a fantastic game to own.
5 out of 5 stars.
Fantasy Women Clipart JPEG 7
20 clip art images to use in your games. All are 3D "poser" style computer images, so their utility for certain styles of play might be limited. But all in all they are not bad and the price is fine.
4 out of 5 stars.
Solid! The d20 Blaxploitation Experience
A very interesting take on a little traveled genre in RPGs. While the rules are firmly within the d20 Modern ruleset, there are bit of interesting crunch here and there to make it worthwhile. But where this game shines really is as a guide to the Blaxplotation film genre and history. If you want to run any type of game, regardless of the system, set in the 70’s then this is a good place to start.
Damnation Decade
I have a love/hate relationship with the 70s. I grew up in the 70s and have good memories of them. Loved classic rock, hated disco. Loved the new age occult revival, could have cared less about some of the other stuff. I grew up then, but consider myself a child of the 80s.
Damnation Decade though is the pure raw distillation of everything 70s, good and bad, into one awesome game. It is a historical game, in the same way Ghosts of Albion is about 1839. Damnation Decade takes a wrong turn in 1974 down a dead end. The world is sort of like ours, yet also very different in some key respects. Damnation Decade is also quite possibly the one RPG product to ever tacitly or implicitly illustrate that things under President Ford could have been a lot worse that what we really got. Reading through Damnation Decade is at the same time a trip down memory lane and an exercise in identifying puns and analogues to our real world. Green Ronin: did we really need a world where folk singer Edmund Fitzgerald sings about the Wreck of the Gordon Lightfoot? But I guess you are forgiven by giving us the first RPG product to feature a real Fantasy Island.
It reminds me of Solid!, which is also about the 70's. If Solid! is Parliament, then Damnation Decade is Grand Funk Railroad. Damnation Decade though gives something that Solid lacks; memorable NPCs. Sure if you can get past that most of them are amalgams of 4 or 5 70s figures, for example Humboldt Suede is not just a bad Hugh Heffner rip-off, he is part Hugh Hefner, Bob Guccione AND the Son of Satan. Though some are original enough to be useful outside the 70s atmosphere; Theramin Hunker for example could work well (maybe even better) in 21st Century games full of conspiracies.
Damnation Decade works great as a d20 game AND it has a True20 appendix that might even be better.
Plus that cover rocks.
5 out of 5 stars.
Bunnies And Burrows
The premier RPG of playing something other than a human or anything humanoid. It is basically "Watership Down" the role-playing game, but there is much more to it than that.
It would be disingenious to review it with modern eyes (it is nearly 35 years old now) but it has a very good skill system, and one of the first to be honest. Since the characters are rabbits, there is not much in the way of combat and instead a focus is placed on solving problems and role-playing.
5 out of 5 stars.
Dreaming Cities: Tri-Stat Urban Fantasy Genre
Dreaming Cities was one of the first attempts I had seen of putting together a good Urban Fantasy game that was not also trying to do horror. Sure we had Urban Arcana for d20 and a few others, but this one felt a bit different to me. At least at first. So the real feature of this game is the background information and how they make Urban Fantasy work for them.
The game system itself is Tri-Stat which at this point was mostly the same as BESM 2nd Ed-Revised and SAS. If you know the powers and rules for those you have the same things here.
The real meat for this game comes in only around page 70 when we see how to apply these character rules into archetypes to work in Urban Fantasy. Many seem cribbed from other versions of Tri-Stat/BESM/SAS games, but that is fine.
The rest of the book talks about how to make an Urban Fantasy game work. Like the treatment SAS gave the 70+ year history of comic book heroes, DC tells about the modern urban fantasy genre. There is a quite a bit of crunch mixed in with text on how a modern society deals with things like magic, pixies, zombies, demons and dragons and visa versa.
GoO and Tri-Stat are gone, sad to say, but this game is still worthwhile and has a lot going for it. If you play a modern horror game or a modern supernatural one where magic and supernatural are still hidden, then this is a refreshing little breather.
IT’s not D&D with guns and computers mind you. It is however something very fun.
The rules suffer the same pros and cons as SAS, BESM and the rest of the Tri-Stat family. There is not a lot here that is new in terms of rules, just new ways to use them.
The text is clear and the art is very good.
4 out of 5 stars.
ION Guard
Bash! Edition
ICONS Edition
If you need a reason to buy BASH or ICONS then this is it. At just about 60 pages this supplement presents the Intergalactic Ordinance Network Guard or ION Guard, an intergalatic police force defending the universe from all sorts of bad guys.
Yes we have seen this before, but the the presentation in this book is so enduring you ignore the obvious DNA of this product and just pull on your ION Fist, say your Oath and protect the Galaxy. NPCs are detailed as well as bad guys for you to fight. The layout of the book is awesome and I honestly can't say enough good about it.
Dislike: would have liked to see more bad guys.
5 out of 5 stars.
Zatannurday: Killing Joke
There are pivotal comics in in world. Ones that change everything. One such comic is "The Killing Joke". It is the story of Batman and the Joker. But it is also the story of Barbara Gordon and how everything changed for her in one day. How Batgirl was no more and paved the way for Oracle.
But take any game changing moment like that and it is ripe for others to want to look at it anew.
The "Brave and the Bold" banner is for various team ups from across the DC line. One of last year's best was The Brave and the Bold #33, a team up of Z, Wonder Woman and Batgirl (Barbara Gordon). OR My three top comicbook loves of all time. Of course it is a powerful piece, but not in the way you expect.
Now I was never a fan of Babylon 5, but I have always sorta liked J. Michael Straczynski as a writer. He has given me reasons not to like him in the past, but this does not disappoint.
It takes place the day before Barbara's shooting and Zatanna has a vision. We don't know that though. We just know it Z and WW and they want to take Barbara for a girls night out of dancing.
You can see more here: http://scans-daily.dreamwidth.org/1855423.html
Obviously if you have not read The Killing Joke then the emotional impact will not be the same, but if you have then...well, you will have to read it for yourself I think.
-- Spoilers --
Honestly that is some pretty powerful stuff there.
Close up, http://www.dadsbigplan.com/2010/04/comic-rack-the-brave-and-the-bold-33/
Here are some reviews I found interesting, each having a slightly different take
http://allthiscrap.blogspot.com/2010/04/brave-and-bold-33-ladies-night-review.html
http://www.comicbookresources.com/?page=user_review&id=2155
http://acomicbookblog.com/channel/dc-comics-blog/the-brave-and-the-bold-33-review/
I had no problems with Zee and Wonder Woman not being able to help Babs. Afterall Zatanna doesn't know when it will all happen anyway and she is sure that if she interferes it will only make things worse. I also don't have an issue with her precognition; she is magical and weird stuff like that happens sometimes.
And because I can, here is a pic of Batgirl and Zatanna reading the comic.
But take any game changing moment like that and it is ripe for others to want to look at it anew.
The "Brave and the Bold" banner is for various team ups from across the DC line. One of last year's best was The Brave and the Bold #33, a team up of Z, Wonder Woman and Batgirl (Barbara Gordon). OR My three top comicbook loves of all time. Of course it is a powerful piece, but not in the way you expect.
Now I was never a fan of Babylon 5, but I have always sorta liked J. Michael Straczynski as a writer. He has given me reasons not to like him in the past, but this does not disappoint.
It takes place the day before Barbara's shooting and Zatanna has a vision. We don't know that though. We just know it Z and WW and they want to take Barbara for a girls night out of dancing.
You can see more here: http://scans-daily.dreamwidth.org/1855423.html
Obviously if you have not read The Killing Joke then the emotional impact will not be the same, but if you have then...well, you will have to read it for yourself I think.
-- Spoilers --
Honestly that is some pretty powerful stuff there.
Close up, http://www.dadsbigplan.com/2010/04/comic-rack-the-brave-and-the-bold-33/
Here are some reviews I found interesting, each having a slightly different take
http://allthiscrap.blogspot.com/2010/04/brave-and-bold-33-ladies-night-review.html
http://www.comicbookresources.com/?page=user_review&id=2155
http://acomicbookblog.com/channel/dc-comics-blog/the-brave-and-the-bold-33-review/
I had no problems with Zee and Wonder Woman not being able to help Babs. Afterall Zatanna doesn't know when it will all happen anyway and she is sure that if she interferes it will only make things worse. I also don't have an issue with her precognition; she is magical and weird stuff like that happens sometimes.
And because I can, here is a pic of Batgirl and Zatanna reading the comic.
Friday, March 4, 2011
Review: Haunts and Horrors
Haunts and Horrors
I love horror games. I love reading new ones, trying new ones and each time I try to do or learn something new. So it was is with great interest that I got the new “Haunts and Horrors” RPG (H+H RPG).
H+H RPG is a 126 page book. The art is predominantly public domain with some other pieces that are newer, but all are black and white. I bring this up for two reasons, first off the art is sparse which gives the book a “less than polished look” but the art is also thematically appropriate for the tone of the game. While I like newer art in a game, I think this works well for this game. The layout looks like a simple affair with clip-art borders.
H+H RPG is a fairly typical RPG, it starts out with “What is an RPG?” to Character Creation. I like the starting age effects starting XP section. It is an interesting take on how to deal with starting at different ages.
Points are given to buy attributes, skills and edges and disadvantages dependent on starting age.
Attributes are mentioned (Strength, Size, Willpower…) and then abbreviations are used (STR, SIZ, WIP) but nothing connecting the two. Granted a semi-experienced gamer could figure it out, but a novice will be scratching their head for a second or two. There are some generated secondary attributes as well, including something called “Killing Power Adjustment” which seems a bit off in a horror game; not that things don’t kill things, but often killing is not the focus, but I am fine with it. There is a section of previous experience which is interesting.
Lots of disadvantages (not sure why hay fever is worth more than partially deaf or partially blind, or why it was not just folded into Allergy). Though it does a much better job with the mental drawbacks than most games (eg it makes Multiple Personality Disorder different from Schizophrenia, a pet peeve of mine). Disadvantages are bought with points, any extra disadvantage points have to be bought off with experience points. I like that to be honest. It casts disadvantages in a different light. Instead of using disadvantages as a means to gain extra points, but rather as something that must be bought off. For a horror game it is a good model.
The skill system reminds of me a bit of Chill. Some will find this refreshingly “old school” others might find it “old” or “out moded”. I think given the atmosphere the game is trying go with I am going with “Classically oriented” and think it works fine for this game. There are a lot of skills too, which is also very old school in feel as opposed to more “cinematic” games that try to get more done with less skills.
There is a good section on Weapons which deals with a lot of standard weapons (guns, sticks, and archaic stuff).
The next section is on Psychic abilities and mention they can be bought by anyone with a high Perception, so a little different than saying buying a “psychic edge” and then buying the abilities.
The psychic abilities seem work fine and feel right here. Again, I am feeling a bit of Chill here, though the magic and psychic powers are not the same as Chill’s magic, it’s the overall vibe; more magic than Call of Cthulhu, less than C.J. Carella’s WitchCraft.
Next up is magic.
(Speaking of magic, on page 41 the formatting shifts down by an inch or so for the rest of the magic secction. Nothing is unreadable, but looks odd.)
Magic is divided up into traditions (like that) and talks about what a tradition is and how they have access to some spells, but not all (like that too). Each tradition also has various mechanical things that can happen to them via their magic, so each one does feel different than the other.
Spells are supposedly bought like Psychic abilities, but I have not found a guide anywhere in my reading.
Combat is next (odd that it is not with Weapons) along with misadventures, healing and diseases.
The chapters on creatures and their powers are next and it is full of the horror show mainstays and a few new ones. I like that there are multiple types of vampires for example.
A section on curses is also provided which would be useful for any game with curses.
All in all there are some interesting things in this game, though nothing terribly unique. I like some of the character creation options. The magic system has some neat points but not quite unique in and of itself really. My biggest issue with the game is that I expected more, and the layout is far below what I would have expected from an established game company. There are also a number distracting typos, while I normally would ignore these, but some made it difficult to understand the text.
The game itself looks like it would fun with the right mindset. There is a darker tone to it that puts it somewhere between Chill and Call of Cthulhu. Though it lacks a bit of focus; is it Victorian, is it Modern? And what do characters do in the game? The motivations of the characters are unclear too. What do they do, why are they doing it? I think this needs to be better defined.
I would have liked to see some character write-ups so we could see how characters look when done.
I love horror games. I love reading new ones, trying new ones and each time I try to do or learn something new. So it was is with great interest that I got the new “Haunts and Horrors” RPG (H+H RPG).
H+H RPG is a 126 page book. The art is predominantly public domain with some other pieces that are newer, but all are black and white. I bring this up for two reasons, first off the art is sparse which gives the book a “less than polished look” but the art is also thematically appropriate for the tone of the game. While I like newer art in a game, I think this works well for this game. The layout looks like a simple affair with clip-art borders.
H+H RPG is a fairly typical RPG, it starts out with “What is an RPG?” to Character Creation. I like the starting age effects starting XP section. It is an interesting take on how to deal with starting at different ages.
Points are given to buy attributes, skills and edges and disadvantages dependent on starting age.
Attributes are mentioned (Strength, Size, Willpower…) and then abbreviations are used (STR, SIZ, WIP) but nothing connecting the two. Granted a semi-experienced gamer could figure it out, but a novice will be scratching their head for a second or two. There are some generated secondary attributes as well, including something called “Killing Power Adjustment” which seems a bit off in a horror game; not that things don’t kill things, but often killing is not the focus, but I am fine with it. There is a section of previous experience which is interesting.
Lots of disadvantages (not sure why hay fever is worth more than partially deaf or partially blind, or why it was not just folded into Allergy). Though it does a much better job with the mental drawbacks than most games (eg it makes Multiple Personality Disorder different from Schizophrenia, a pet peeve of mine). Disadvantages are bought with points, any extra disadvantage points have to be bought off with experience points. I like that to be honest. It casts disadvantages in a different light. Instead of using disadvantages as a means to gain extra points, but rather as something that must be bought off. For a horror game it is a good model.
The skill system reminds of me a bit of Chill. Some will find this refreshingly “old school” others might find it “old” or “out moded”. I think given the atmosphere the game is trying go with I am going with “Classically oriented” and think it works fine for this game. There are a lot of skills too, which is also very old school in feel as opposed to more “cinematic” games that try to get more done with less skills.
There is a good section on Weapons which deals with a lot of standard weapons (guns, sticks, and archaic stuff).
The next section is on Psychic abilities and mention they can be bought by anyone with a high Perception, so a little different than saying buying a “psychic edge” and then buying the abilities.
The psychic abilities seem work fine and feel right here. Again, I am feeling a bit of Chill here, though the magic and psychic powers are not the same as Chill’s magic, it’s the overall vibe; more magic than Call of Cthulhu, less than C.J. Carella’s WitchCraft.
Next up is magic.
(Speaking of magic, on page 41 the formatting shifts down by an inch or so for the rest of the magic secction. Nothing is unreadable, but looks odd.)
Magic is divided up into traditions (like that) and talks about what a tradition is and how they have access to some spells, but not all (like that too). Each tradition also has various mechanical things that can happen to them via their magic, so each one does feel different than the other.
Spells are supposedly bought like Psychic abilities, but I have not found a guide anywhere in my reading.
Combat is next (odd that it is not with Weapons) along with misadventures, healing and diseases.
The chapters on creatures and their powers are next and it is full of the horror show mainstays and a few new ones. I like that there are multiple types of vampires for example.
A section on curses is also provided which would be useful for any game with curses.
All in all there are some interesting things in this game, though nothing terribly unique. I like some of the character creation options. The magic system has some neat points but not quite unique in and of itself really. My biggest issue with the game is that I expected more, and the layout is far below what I would have expected from an established game company. There are also a number distracting typos, while I normally would ignore these, but some made it difficult to understand the text.
The game itself looks like it would fun with the right mindset. There is a darker tone to it that puts it somewhere between Chill and Call of Cthulhu. Though it lacks a bit of focus; is it Victorian, is it Modern? And what do characters do in the game? The motivations of the characters are unclear too. What do they do, why are they doing it? I think this needs to be better defined.
I would have liked to see some character write-ups so we could see how characters look when done.
Season of the Witch: Episode 8
Episode 8: Heart of Light
Winter 2005
Area 51
Cordelia voice over: Previously on “Willow & Tara: Season of the Witch”
The Thunderbird rolls into Roswell, NM.
Willow and Tara on the bed making out, Bob walks in.
Tara yelling at Bob, then following him outside.
Willow following Coyote out of the hotel room.
Tara panicking asking where Willow is, blows up the TV.
Scrying crystal landing on Area 51, Tara peels out in the Thunderbird and driving into the night.
Coyote turns into Oz.
Tara driving, but falling asleep. Bob yelling at her to wake up she crashes the Thunderbird into an invisible wall. See Tara bleeding and unconscious.
Coyote-in-Oz’s-form telling Willow “You are going to destroy the world and there is nothing you can do about it.”
Tara, Bob and Cordy in military custody. The base commander speaks to them. "Everyone knows what happened in Roswell New Mexico in 1947. But I am here to tell you ladies and gentlemen, that everyone is wrong."
While speaking pan to the hanging angel. Hear Cordy say “Oh. God. It’s Uriel.”
Roswell, 1947
Scene changes. Black and white, a man in uniform, an Air Force Captain, looks into a room were electrical charges can be seen reflecting on the wall along with sounds of electrical discharge and a high pitched screaming. He looks on in horror then turns away to a General examining some debris on the floor of the office. The material looks shiny, like flexible metal. There are the remains of a long sword, shattered and covered in runes.
“General! We can’t keep him here, this office is in no way equipped to deal with…with that!”
“I know son. That is why he is being transferred to a more secure facility.” Off the captain’s look. “No worries son, we have dealt with his kind before. Well maybe not exactly like his kind, but close enough.”
“Is he? Is… What is he?”
“He is a threat, a threat to the sovereignty of the United States of America. And we do not deal with threats, we eliminate them.” A pause. “This entire fiasco will covered up and forgotten. Is that understood?”
Snaps to attention. “Yes sir!” a pause. “But sir, what do we tell the press, they will be here shortly.”
The General looked over the silvery material on the ground, it was light and flexible like cloth, but nothing they had could even tear it a little. “Tell them.” Pause. “Tell them it was a weather balloon.”
Present Day
Lieutenant General Ashby informs them that this “monster” was shot down by the U.S. Air Force and that is what crashed in Roswell. The metal everyone thought was “Spaceship metal” was really his armor. The Lt. General takes them to their own cells and tells them not to worry, that a solution to the Supernatural Menace has been discovered and will be used shortly. The doors close on them. Bob cannot phase out and Cordy can’t orb out. But they have larger concerns. Tara has blacked out again and is muttering in Gaelic, more gaelic than she actually knows. Her tempature is spiking and Cordy guesses it must be at least 107. She has been trying to heal her, but her magic is not working due to the cell. Tara does come around and asks about the angel upstairs. Cordy (with the Director’s help) explains that he is Uriel and he has been missing for 60 years. A long time for humans, but for angels a blink of the eye. What is so important is that Uriel stands in front of the gates of Hell and keeps the demons from getting out. Since he has been missing the demons have been getting to Earth. Tara feels Willow is near, Cordy does not. Feeling stronger Tara uses her own heat to focus on the lock and melt it. They are able to leave their cell, but still can’t use magic. They manage to get up a level before being captured again. Ashby decides that some time in the common area with the other prisoners is what they need. So they are all locked up with various other supernatural monsters. We see demons of all sorts, a werewolf and other things. All the creatures approach them.
Willow has subdued her guards (Director Fiat, I just said she did it) and is walking around the facility. She sees the Lt. General, but not Tara. At this point Willow’s player asks if she can use magic to talk to the computer the system. There is no spell so I set a SL for her to hit and asked her to use an Int + Magic + Computers + d10 and treat it like a spell of PL 5 or 6 I think. She rolls, made it of course and communicates with the base main frame. This is the first use of her mage powers. The ability to make on the fly magical effects using a variety of skills. I let her do this one now, but another one, jumping up a few dozen feet with STR + Magic + Acrobatics I did not (even though that would have been the way to do it as a Mage. She is not all the way there yet.) She does discover that the government has a plan. They have created a virus that will kill all supernaturals, angels, demons, vampires, werewolves, and witches.
Willow finds Uriel, is mostly left alone, and manages to talk to him. She tells him she will free him. He agrees, but it won’t be now. Uriel tells her that he has been waiting for her for a very long time. She quips that is the Coyote only told her last night. Uriel warns her not to trust the Coyote, he doesn’t lie, but he hardly ever tells the whole truth. Willow tells Uriel that Coyote said she was going to destroy the world. Uriel stops and then says that may be the one time when Coyote has told the whole truth. Uriel tells Willow her path is before her, but she will not walk it alone, that her Anamchara is here, and she must find her and then they will free him. But like her, he has his love, and Willow must find her as well. Willow asks who it is and Uriel says Sherazza. He tells her there is a plan for them all to escape, they were waiting for the sign. The sign of course is the arrival of the Cast.
Back at the common cell, all the creatures are approaching Bob, Cordy and Tara. A female voice shouts stop and the creatures stop and look over their shoulders. Approaching is a tall, beautiful red skinned demoness, a Lilim. Her wings are tattered and she has obviously not been well treated, but she still has a commanding presence here. She looks at each cast member in turn. Growling at Cordy. She approaches Tara. She begins to sniff her, looking her all over. She places her clawed hands on Tara’s stomach and before Tara can say anything or react, the Lilim turns to the others and says “It is her! She has the Allaidh!” The other creatures roar in triumph. Finally asking what the hell is going on, the Lilim tells them that it had been foretold to them by the Seer that they would be freed by the one possessing the Allaidh. The demoness only smiles and says “Mother said you have questions. But I don’t have to answer them.” Mother of course is Lilith, and the Lilim tells them that they will honor the pact made by her sisters the Mormo and the one made by their mother. As long as she is here, there will be no harm to the cast. But the Lilim wants Tara to break them out now. Tara tries but she can’t do it like she did before.
Willow shows up, drawn to her Anamchara. Together the girls manage to melt the locks on the door (my players wanted to blow it up, but were talked out of it by Bob). The meet, the lilim touches Willow’s face and smiles, saying “Two? Two with the Allaidh? What engines of destruction you will become!” Willow gets ranty about no destroying anything. Tara tells her they have to go and get Uriel. Willow says they will once they rescue Sherazza. The lilim laughs and tells them they already have.
The Cast and the demons are running helter skelter through the base. Willow tells them about the virus, but the military is starting to open fire. Sherazza, flies into the crowd and begins to subdue, but not kill they notice, the airmen. The other demons do not show the same restraint.
Sherazza, goes to Uriel to free him, but she can’t. I now let Willow use a Strength + Magic + Kung-fu +d10 to rip the locks off. It works (but I give her a penalty to her magic rolls next, seeing right away that mages can be game breaking) and have her take some damage.
The rush to the room where the virus is kept to encounter Lt. General Ashby. Sherazza grabs the virus and a stand off begins.
For this I had Willow and Tara’s players take on the role of Uriel and Sharazza respectively and hit them with the Prisoner’s Dilemma. Ashby asks Sharezza for the virus, he has a gun pointing at her. He tells her he can shoot her and kill her, shoot the virus and kill them all (except him) or she can give it to him. It is the only sample. Ashby eludes to a supposed double cross where she was supposed to be freed only to betray Uriel. She denies this (I told Tara’s player it wasn’t true, but not Willow’s player). Basically then I gave both players a choice. Turn in themselves, or turn in their lover. If they turned in a lover and the other turned in themselves then that one would go back and the other would be free. So if Uriel turned in Sharezza and Sharezza turned in herself, then Ashby would shoot Sharezza dead and Uriel would go free. If they turned in each other, then Ashby shoots them both, if they turned in themselves, they went back to prison. Leave it to my Tara player to find the other option. She flies into Ashby, burning a drama point and kills him, but is killed herself.
Uriel seeing this weeps for his lost love and before “sterilizing” the base he teleports the Cast back to the Thunderbird. The cast watches as the base is destroyed. They are sure it is Uriel. Cordy “heals” the car (Whitelighter thing) and they drive on. It is late in the day now.
Willow tells Tara about Coyote. We end the episode with car driving on and entering California.
Notes: We are introduced now the fourth and last faction dealing with the Cast, the Government. Like S.A.V.E. their primary goal is to protect humanity. But of course unlike S.A.V.E. good old Uncle Sam adds, “by any means necessary”. Now one thing we didn’t want to do was paint the government as a one sided, one dimensional entity. In fact their cause is in fact noble. They just have their facts a little wrong and tend to be a bit paranoid. They make other appearances later, but mostly as a threat.
There are also other clues here to the girls oncoming mage powers. Tara blows up a TV is the obvious one, Willow talking to gods and super hacking are others, but the subtle one are the girls themselves. I told my players that they were much more amorous with each other. They ran with it and had them having sex at every chance. Which is fine, not what I had in mind 100%, but hey when life hands you hot girl-on-girl action….make lemonade and watch I guess. (????) Of course my players, who were involved in the in-world-myths, knew what was happening. This is the start of their powers growing. In game this was dubbed “Allaidh” (the “wilding” in Gaelic) by my Tara player. Sharezza makes note of it. Again another Charmed influence…the Seer is mentioned. I don’t say which one, the Charisma Carpenter or the Debi Morgan one. As much as I like Charisma Carpenter I am inclined to say it’s Debi Morgan. http://charmed.wikia.com/wiki/Seer
Ever wonder why in the 50’s we had some many UFO stories and then nothing. Then next thing you know, little bit by little bit we get flooded with tales of demons, vampires, and other supernatural baddies? Well that’s because we were being visited by angels more often then, we thought they were UFOs, and then the big bad ass angel that guards the gates to Hell and keep demons away was shot down by the U.S. Air Force. While he is in a cell for almost 60 years (not long enough for the side of Good to notice, but Evil sure did!) demons run amok. Buffy is busier than any other Slayer before, the Charmed Ones have more work to do than all the Warren Witches combined and we get thousands of supernatural themed TV shows. Of course it doesn’t help that the Veil is weakening.
One way or the other the fit is going to hit the shan.
The Uriel/Sharezza was going to play out differently. She was going to be redeemed and go to Heaven with Uriel. But we thought that that was not as interesting. Plus there is the issue of the government base. They needed to be weakened and only Uriel was strong enough to do that and he wouldn’t if he were all happy. But as the Angel of Vengeance, well that is different. Originally then Sharezza was going to be shot while they were making their escape, but I couldn’t let them get to the virus without Ashby being there. So there he was. I also was going to have him die from the virus, but that would imply he was also a supernatural, and I have seen that too many damn times in X-men, so I figure he was human with a gun that could kill supernaturals.
Another subtle nod to what will happen in the finale is here. Can you spot it? ;)
Next up… The girls are home and stars of their own X-Rated web show???
Plus the return of Amy and Beth.
Area 51
Cordelia voice over: Previously on “Willow & Tara: Season of the Witch”
The Thunderbird rolls into Roswell, NM.
Willow and Tara on the bed making out, Bob walks in.
Tara yelling at Bob, then following him outside.
Willow following Coyote out of the hotel room.
Tara panicking asking where Willow is, blows up the TV.
Scrying crystal landing on Area 51, Tara peels out in the Thunderbird and driving into the night.
Coyote turns into Oz.
Tara driving, but falling asleep. Bob yelling at her to wake up she crashes the Thunderbird into an invisible wall. See Tara bleeding and unconscious.
Coyote-in-Oz’s-form telling Willow “You are going to destroy the world and there is nothing you can do about it.”
Tara, Bob and Cordy in military custody. The base commander speaks to them. "Everyone knows what happened in Roswell New Mexico in 1947. But I am here to tell you ladies and gentlemen, that everyone is wrong."
While speaking pan to the hanging angel. Hear Cordy say “Oh. God. It’s Uriel.”
Roswell, 1947
Scene changes. Black and white, a man in uniform, an Air Force Captain, looks into a room were electrical charges can be seen reflecting on the wall along with sounds of electrical discharge and a high pitched screaming. He looks on in horror then turns away to a General examining some debris on the floor of the office. The material looks shiny, like flexible metal. There are the remains of a long sword, shattered and covered in runes.
“General! We can’t keep him here, this office is in no way equipped to deal with…with that!”
“I know son. That is why he is being transferred to a more secure facility.” Off the captain’s look. “No worries son, we have dealt with his kind before. Well maybe not exactly like his kind, but close enough.”
“Is he? Is… What is he?”
“He is a threat, a threat to the sovereignty of the United States of America. And we do not deal with threats, we eliminate them.” A pause. “This entire fiasco will covered up and forgotten. Is that understood?”
Snaps to attention. “Yes sir!” a pause. “But sir, what do we tell the press, they will be here shortly.”
The General looked over the silvery material on the ground, it was light and flexible like cloth, but nothing they had could even tear it a little. “Tell them.” Pause. “Tell them it was a weather balloon.”
Present Day
Lieutenant General Ashby informs them that this “monster” was shot down by the U.S. Air Force and that is what crashed in Roswell. The metal everyone thought was “Spaceship metal” was really his armor. The Lt. General takes them to their own cells and tells them not to worry, that a solution to the Supernatural Menace has been discovered and will be used shortly. The doors close on them. Bob cannot phase out and Cordy can’t orb out. But they have larger concerns. Tara has blacked out again and is muttering in Gaelic, more gaelic than she actually knows. Her tempature is spiking and Cordy guesses it must be at least 107. She has been trying to heal her, but her magic is not working due to the cell. Tara does come around and asks about the angel upstairs. Cordy (with the Director’s help) explains that he is Uriel and he has been missing for 60 years. A long time for humans, but for angels a blink of the eye. What is so important is that Uriel stands in front of the gates of Hell and keeps the demons from getting out. Since he has been missing the demons have been getting to Earth. Tara feels Willow is near, Cordy does not. Feeling stronger Tara uses her own heat to focus on the lock and melt it. They are able to leave their cell, but still can’t use magic. They manage to get up a level before being captured again. Ashby decides that some time in the common area with the other prisoners is what they need. So they are all locked up with various other supernatural monsters. We see demons of all sorts, a werewolf and other things. All the creatures approach them.
Willow has subdued her guards (Director Fiat, I just said she did it) and is walking around the facility. She sees the Lt. General, but not Tara. At this point Willow’s player asks if she can use magic to talk to the computer the system. There is no spell so I set a SL for her to hit and asked her to use an Int + Magic + Computers + d10 and treat it like a spell of PL 5 or 6 I think. She rolls, made it of course and communicates with the base main frame. This is the first use of her mage powers. The ability to make on the fly magical effects using a variety of skills. I let her do this one now, but another one, jumping up a few dozen feet with STR + Magic + Acrobatics I did not (even though that would have been the way to do it as a Mage. She is not all the way there yet.) She does discover that the government has a plan. They have created a virus that will kill all supernaturals, angels, demons, vampires, werewolves, and witches.
Willow finds Uriel, is mostly left alone, and manages to talk to him. She tells him she will free him. He agrees, but it won’t be now. Uriel tells her that he has been waiting for her for a very long time. She quips that is the Coyote only told her last night. Uriel warns her not to trust the Coyote, he doesn’t lie, but he hardly ever tells the whole truth. Willow tells Uriel that Coyote said she was going to destroy the world. Uriel stops and then says that may be the one time when Coyote has told the whole truth. Uriel tells Willow her path is before her, but she will not walk it alone, that her Anamchara is here, and she must find her and then they will free him. But like her, he has his love, and Willow must find her as well. Willow asks who it is and Uriel says Sherazza. He tells her there is a plan for them all to escape, they were waiting for the sign. The sign of course is the arrival of the Cast.
Back at the common cell, all the creatures are approaching Bob, Cordy and Tara. A female voice shouts stop and the creatures stop and look over their shoulders. Approaching is a tall, beautiful red skinned demoness, a Lilim. Her wings are tattered and she has obviously not been well treated, but she still has a commanding presence here. She looks at each cast member in turn. Growling at Cordy. She approaches Tara. She begins to sniff her, looking her all over. She places her clawed hands on Tara’s stomach and before Tara can say anything or react, the Lilim turns to the others and says “It is her! She has the Allaidh!” The other creatures roar in triumph. Finally asking what the hell is going on, the Lilim tells them that it had been foretold to them by the Seer that they would be freed by the one possessing the Allaidh. The demoness only smiles and says “Mother said you have questions. But I don’t have to answer them.” Mother of course is Lilith, and the Lilim tells them that they will honor the pact made by her sisters the Mormo and the one made by their mother. As long as she is here, there will be no harm to the cast. But the Lilim wants Tara to break them out now. Tara tries but she can’t do it like she did before.
Willow shows up, drawn to her Anamchara. Together the girls manage to melt the locks on the door (my players wanted to blow it up, but were talked out of it by Bob). The meet, the lilim touches Willow’s face and smiles, saying “Two? Two with the Allaidh? What engines of destruction you will become!” Willow gets ranty about no destroying anything. Tara tells her they have to go and get Uriel. Willow says they will once they rescue Sherazza. The lilim laughs and tells them they already have.
The Cast and the demons are running helter skelter through the base. Willow tells them about the virus, but the military is starting to open fire. Sherazza, flies into the crowd and begins to subdue, but not kill they notice, the airmen. The other demons do not show the same restraint.
Sherazza, goes to Uriel to free him, but she can’t. I now let Willow use a Strength + Magic + Kung-fu +d10 to rip the locks off. It works (but I give her a penalty to her magic rolls next, seeing right away that mages can be game breaking) and have her take some damage.
The rush to the room where the virus is kept to encounter Lt. General Ashby. Sherazza grabs the virus and a stand off begins.
For this I had Willow and Tara’s players take on the role of Uriel and Sharazza respectively and hit them with the Prisoner’s Dilemma. Ashby asks Sharezza for the virus, he has a gun pointing at her. He tells her he can shoot her and kill her, shoot the virus and kill them all (except him) or she can give it to him. It is the only sample. Ashby eludes to a supposed double cross where she was supposed to be freed only to betray Uriel. She denies this (I told Tara’s player it wasn’t true, but not Willow’s player). Basically then I gave both players a choice. Turn in themselves, or turn in their lover. If they turned in a lover and the other turned in themselves then that one would go back and the other would be free. So if Uriel turned in Sharezza and Sharezza turned in herself, then Ashby would shoot Sharezza dead and Uriel would go free. If they turned in each other, then Ashby shoots them both, if they turned in themselves, they went back to prison. Leave it to my Tara player to find the other option. She flies into Ashby, burning a drama point and kills him, but is killed herself.
Uriel seeing this weeps for his lost love and before “sterilizing” the base he teleports the Cast back to the Thunderbird. The cast watches as the base is destroyed. They are sure it is Uriel. Cordy “heals” the car (Whitelighter thing) and they drive on. It is late in the day now.
Willow tells Tara about Coyote. We end the episode with car driving on and entering California.
Notes: We are introduced now the fourth and last faction dealing with the Cast, the Government. Like S.A.V.E. their primary goal is to protect humanity. But of course unlike S.A.V.E. good old Uncle Sam adds, “by any means necessary”. Now one thing we didn’t want to do was paint the government as a one sided, one dimensional entity. In fact their cause is in fact noble. They just have their facts a little wrong and tend to be a bit paranoid. They make other appearances later, but mostly as a threat.
There are also other clues here to the girls oncoming mage powers. Tara blows up a TV is the obvious one, Willow talking to gods and super hacking are others, but the subtle one are the girls themselves. I told my players that they were much more amorous with each other. They ran with it and had them having sex at every chance. Which is fine, not what I had in mind 100%, but hey when life hands you hot girl-on-girl action….make lemonade and watch I guess. (????) Of course my players, who were involved in the in-world-myths, knew what was happening. This is the start of their powers growing. In game this was dubbed “Allaidh” (the “wilding” in Gaelic) by my Tara player. Sharezza makes note of it. Again another Charmed influence…the Seer is mentioned. I don’t say which one, the Charisma Carpenter or the Debi Morgan one. As much as I like Charisma Carpenter I am inclined to say it’s Debi Morgan. http://charmed.wikia.com/wiki/Seer
Ever wonder why in the 50’s we had some many UFO stories and then nothing. Then next thing you know, little bit by little bit we get flooded with tales of demons, vampires, and other supernatural baddies? Well that’s because we were being visited by angels more often then, we thought they were UFOs, and then the big bad ass angel that guards the gates to Hell and keep demons away was shot down by the U.S. Air Force. While he is in a cell for almost 60 years (not long enough for the side of Good to notice, but Evil sure did!) demons run amok. Buffy is busier than any other Slayer before, the Charmed Ones have more work to do than all the Warren Witches combined and we get thousands of supernatural themed TV shows. Of course it doesn’t help that the Veil is weakening.
One way or the other the fit is going to hit the shan.
The Uriel/Sharezza was going to play out differently. She was going to be redeemed and go to Heaven with Uriel. But we thought that that was not as interesting. Plus there is the issue of the government base. They needed to be weakened and only Uriel was strong enough to do that and he wouldn’t if he were all happy. But as the Angel of Vengeance, well that is different. Originally then Sharezza was going to be shot while they were making their escape, but I couldn’t let them get to the virus without Ashby being there. So there he was. I also was going to have him die from the virus, but that would imply he was also a supernatural, and I have seen that too many damn times in X-men, so I figure he was human with a gun that could kill supernaturals.
Another subtle nod to what will happen in the finale is here. Can you spot it? ;)
Next up… The girls are home and stars of their own X-Rated web show???
Plus the return of Amy and Beth.
Thursday, March 3, 2011
The Sheen
This might be the coolest product I have seen in a long time.
Totally worth the price.
http://rpg.drivethrustuff.com/product_info.php?products_id=88778&affiliate_id=10748
This one is for Scot!
Totally worth the price.
http://rpg.drivethrustuff.com/product_info.php?products_id=88778&affiliate_id=10748
This one is for Scot!
Review: Witch Hunter: the Invisible World
Witch Hunter: the Invisible World
I have a real love-hate relationship with this game. I played it right after it first came out at Gen Con and thought the game was great. The rule system was easy to pick up in game and I liked the dark history feel of it. It felt like one of the modern horror games that I loved to play set in the 17th century. I bought a copy then and there and took it home. Once I started reading through it all I was less enamored with it. The funky alt-history never worked for me, and as a player that likes to play witches in many games I disliked the vibe of the game that all witches were evil and had to be hunted.
Also on future playing I began to dislike the system. I sold the book to a friend about 6 months later. I wanted to give it another chance so I picked it up at DriveThruRPG about a year after I bought it in hardcover. I have given the game it's due attention (bought it twice in fact) and still could not make it work for me. To be 100% fair I think that has much more to do with me than this game.
I think there is a lot of really good material here. A lot of things I would love to use elsewhere, maybe running it under WitchCraft or True20. The book itself is well laid out and just a cool book to look at. The PDF here comes in both the full version and a printer friendly one. There is a vague World of Darkness feel about it and it does remind me a bit of Mage the Sorcerers Crusade. I do like the magic system here and I do keep coming back to the game wanting to do more with it.
Character creation is very good, I like the spells and the magic system. The overview of the world is very nice and I like the background information on the Orders of Solomon.
There is an odd mix of new and old thought in this book, some of them contradictory. Examples: The Sumerlands are mentioned (from Wicca) but witches are supposed to be all evil. Werewolves are shown with a pentagram etched into their hand/paw but that is something that only came out in the movies. The Aztecs are still around, even if other parts of history depicted here could not have happened unless the Spanish had had a firm hold on the New World.
The book has a ton of atmosphere, and you know right away what this game is all about.
A few things I like:
- Atmosphere. Like I said it has oodles and gobs of it. Solomon Kane left feeling "eh", but this one, you know right away what you are doing.
- Closest thing I get to a WoD-like game set in a period I really wanted to try.
- Support, the Paradigm Concepts website has tons of cool things, in fact seeing the website made want to seek this game out when it was first available at GenCon (2007 was it?) I bought a book there and then later bought the PDFs.
- Solomonic-based magic systems always rock.
- Beautiful book.
- The Orders, I can see why the exist, what they do in the world and why someone (the PC) would be part of one.
Things I didn't like, but could easily live with:
- Very WoD in feel and execution.
- Dice pools. Don't like them, but I can live wit them.
- Talents seem very "Feat" like. I like feats mind you, just not everywhere.
- would have liked more monsters.
- "Satanists". Too many modern conotations. I would have prefered to see "Diaboloists" (which the book does also use) or "Luciferians".
Things I didn't like:
- Some of the alt history doesn't make sense, even with magic. But that can be an opinion.
- I dislike the entire black & white-ness of the good and evil here. If it were just that I would say it is an artifact of the times they are trying to emulate and be fine with it. But I like to play "good" witches also and the rules (or my interpretation of them) didn't support that.
And by good witches I don't mean spiritualists or animists or alchemists. I mean witches. That practice witchcraft, worship the Goddess and all that. Granted that is MY bias and maybe this is not really the game for this.
- Along with good witches (and the spells for them). I'd would have liked to see evil members of the Church. Sure their are "foils" in the shape of the Jesuits. But I work for a couple of Jesuit universities, I was not buying it as a real attempt to make them evil. Rather just overly dogmatic in their views.
In the end, I am going to give it 4 stars out of five. I think it does what it does well, even if it leaves me scratching my head at times. It is an attractive book and the online support and community for it is really top notch. I would have given it 3, but everything I think is "Wrong" with it is really my own bias.
I have a real love-hate relationship with this game. I played it right after it first came out at Gen Con and thought the game was great. The rule system was easy to pick up in game and I liked the dark history feel of it. It felt like one of the modern horror games that I loved to play set in the 17th century. I bought a copy then and there and took it home. Once I started reading through it all I was less enamored with it. The funky alt-history never worked for me, and as a player that likes to play witches in many games I disliked the vibe of the game that all witches were evil and had to be hunted.
Also on future playing I began to dislike the system. I sold the book to a friend about 6 months later. I wanted to give it another chance so I picked it up at DriveThruRPG about a year after I bought it in hardcover. I have given the game it's due attention (bought it twice in fact) and still could not make it work for me. To be 100% fair I think that has much more to do with me than this game.
I think there is a lot of really good material here. A lot of things I would love to use elsewhere, maybe running it under WitchCraft or True20. The book itself is well laid out and just a cool book to look at. The PDF here comes in both the full version and a printer friendly one. There is a vague World of Darkness feel about it and it does remind me a bit of Mage the Sorcerers Crusade. I do like the magic system here and I do keep coming back to the game wanting to do more with it.
Character creation is very good, I like the spells and the magic system. The overview of the world is very nice and I like the background information on the Orders of Solomon.
There is an odd mix of new and old thought in this book, some of them contradictory. Examples: The Sumerlands are mentioned (from Wicca) but witches are supposed to be all evil. Werewolves are shown with a pentagram etched into their hand/paw but that is something that only came out in the movies. The Aztecs are still around, even if other parts of history depicted here could not have happened unless the Spanish had had a firm hold on the New World.
The book has a ton of atmosphere, and you know right away what this game is all about.
A few things I like:
- Atmosphere. Like I said it has oodles and gobs of it. Solomon Kane left feeling "eh", but this one, you know right away what you are doing.
- Closest thing I get to a WoD-like game set in a period I really wanted to try.
- Support, the Paradigm Concepts website has tons of cool things, in fact seeing the website made want to seek this game out when it was first available at GenCon (2007 was it?) I bought a book there and then later bought the PDFs.
- Solomonic-based magic systems always rock.
- Beautiful book.
- The Orders, I can see why the exist, what they do in the world and why someone (the PC) would be part of one.
Things I didn't like, but could easily live with:
- Very WoD in feel and execution.
- Dice pools. Don't like them, but I can live wit them.
- Talents seem very "Feat" like. I like feats mind you, just not everywhere.
- would have liked more monsters.
- "Satanists". Too many modern conotations. I would have prefered to see "Diaboloists" (which the book does also use) or "Luciferians".
Things I didn't like:
- Some of the alt history doesn't make sense, even with magic. But that can be an opinion.
- I dislike the entire black & white-ness of the good and evil here. If it were just that I would say it is an artifact of the times they are trying to emulate and be fine with it. But I like to play "good" witches also and the rules (or my interpretation of them) didn't support that.
And by good witches I don't mean spiritualists or animists or alchemists. I mean witches. That practice witchcraft, worship the Goddess and all that. Granted that is MY bias and maybe this is not really the game for this.
- Along with good witches (and the spells for them). I'd would have liked to see evil members of the Church. Sure their are "foils" in the shape of the Jesuits. But I work for a couple of Jesuit universities, I was not buying it as a real attempt to make them evil. Rather just overly dogmatic in their views.
In the end, I am going to give it 4 stars out of five. I think it does what it does well, even if it leaves me scratching my head at times. It is an attractive book and the online support and community for it is really top notch. I would have given it 3, but everything I think is "Wrong" with it is really my own bias.
Am I a 2nd or 3rd Generation gamer?
I was thinking about generations of gamers today and wondering where it is I fit in.
I am an old school gamer, I started in 1979 with a copy of the Holmes Basic set (Blue Book) and the AD&D Monster Manual. I kicked my gaming into high gear the next years though with the Moldvay Basic.
I learned from guys that learned from their older brothers. I played with a guy that had learned how to play from Gary himself using the White Box.
I am certain I am not a 1st Gen. Those are the luminaries of our hobby. The 2nd Gen either learned at their feet as Plato did from Socrates. OR are they all part of the 1st generation? I guess I must be the 2nd generation removed from the source.
I know plenty of "old school" players that were not even alive when even the first Red Box was out. I know plenty of just plain "old" players that love the newest games. So age is not the issue I think.
Where are you? Can you trace your gaming lineage back to one of the Old Great Masters? Should that even matter?
ETA: Cyclopeatron has a nice list of the Generation of Gamers.
http://cyclopeatron.blogspot.com/2011/03/defining-six-generations-of-d-players.html
I am an old school gamer, I started in 1979 with a copy of the Holmes Basic set (Blue Book) and the AD&D Monster Manual. I kicked my gaming into high gear the next years though with the Moldvay Basic.
I learned from guys that learned from their older brothers. I played with a guy that had learned how to play from Gary himself using the White Box.
I am certain I am not a 1st Gen. Those are the luminaries of our hobby. The 2nd Gen either learned at their feet as Plato did from Socrates. OR are they all part of the 1st generation? I guess I must be the 2nd generation removed from the source.
I know plenty of "old school" players that were not even alive when even the first Red Box was out. I know plenty of just plain "old" players that love the newest games. So age is not the issue I think.
Where are you? Can you trace your gaming lineage back to one of the Old Great Masters? Should that even matter?
ETA: Cyclopeatron has a nice list of the Generation of Gamers.
http://cyclopeatron.blogspot.com/2011/03/defining-six-generations-of-d-players.html
Wednesday, March 2, 2011
Justice is Blind, Issue 3: M&M3 / DCA
I have mentioned before about how pleased I have been that Mutants and Masterminds 3 and DC Adventures share the same system. Here is one of those reasons.
My latest super-hero character Justice.
Justice, as she is known is a Paragon, of the likes not seen since Superman left he Earth and Wonder Woman retired. Many know she is the newest force for Truth, Justice and the American Way, but not many know that she shares more with the those paragons of old than a costume design.
Justice is also Astra Kal-El, daughter of Superman (Kal-El) and Wonder Woman, Diana of Themyscira.
I have detailed Justice in previous posts. Her introduction and Mutants and Masterminds 2nd Ed stats, and stats for the BASH! RPG.
I like her M&M 3.0 stats as well and think this is the best system for her. Issue 3 of "Justice is Blind" would deal with her current troubles of establishing herself as her own hero with some flashbacks of her time on Themyscira.
Justice - PL 10
Strength 11, Stamina 10, Agility 4, Dexterity 2, Fighting 5, Intellect 3, Awareness 3, Presence 4
Advantages
All-out Attack, Attractive 2, Benefit, Alternate Identity (Astra Kal-el, Astra Kent), Benefit, Wealth (well-off), Connected (Bruce Wayne), Defensive Attack, Languages 1
Skills
Athletics 1 (+12), Close Combat (Grab) 2 (+7), Deception 2 (+6), Expertise (Law) 4 (+7), Insight 1 (+4), Investigation 4 (+7), Perception 3 (+6), Persuasion 2 (+6), Ranged Combat (Heat Vision: Blast 8) 3 (+5), Stealth 4 (+8)
Powers
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Heat Vision: Blast 8 (DC 23; Distracting)
Invulnerability
Immunity: Immunity 10 (Life Support)
Impervious Defense: Impervious Toughness 5
Super Senses: Senses 8 (Acute: Vision, Hearing, Distance Sense, Extended: Vision, Hearing 2 (x100), Penetrates Concealment: Vision; Limited (Lead))
Super Speed: Quickness 4 (Perform routine tasks in -4 time ranks)
Super Strength: Enhanced Strength 2 (+2 STR; Limited (Lifting only))
Offense
Initiative +4
Grab, +7 (DC Spec 21)
Heat Vision: Blast 8, +5 (DC 23)
Throw, +2 (DC 26)
Unarmed, +5 (DC 26)
Complications
Power Loss: Exposed to Kryptonite
Secret: Is the daughter of Wonder Woman and Superman. Raised by the Batman.
Secret: Secret ID, Astra Kal-El, aka Astra Kent.
Weakness: Magic
Languages
English, Greek
Defense
Dodge 4, Parry 5, Fortitude 10, Toughness 10, Will 3
Power Points
Abilities 80 + Powers 49 + Advantages 8 + Skills 13 (26 ranks) + Defenses 0 = 150
What I like about Justice is she has power, she has a pedigree even (daughter of Wonder Woman and Superman, trained by the Batman) but she is still young and she does not always know what she is doing or what she needs to do. She only knows that she sees injustice and suffering in the world and she needs to do something about it. She is not an brooding, agnsty hero, but she is a dedicated one and maybe even a bit of a naïve one. She just knows she has to do something. No existential struggles with her, just action.
Now here is to seeing if my regular GM will let me use her in one of his adventures one day.
ETA: I updated her based on some conversations
My latest super-hero character Justice.
Justice, as she is known is a Paragon, of the likes not seen since Superman left he Earth and Wonder Woman retired. Many know she is the newest force for Truth, Justice and the American Way, but not many know that she shares more with the those paragons of old than a costume design.
Justice is also Astra Kal-El, daughter of Superman (Kal-El) and Wonder Woman, Diana of Themyscira.
I have detailed Justice in previous posts. Her introduction and Mutants and Masterminds 2nd Ed stats, and stats for the BASH! RPG.
I like her M&M 3.0 stats as well and think this is the best system for her. Issue 3 of "Justice is Blind" would deal with her current troubles of establishing herself as her own hero with some flashbacks of her time on Themyscira.
Justice - PL 10
Strength 11, Stamina 10, Agility 4, Dexterity 2, Fighting 5, Intellect 3, Awareness 3, Presence 4
Advantages
All-out Attack, Attractive 2, Benefit, Alternate Identity (Astra Kal-el, Astra Kent), Benefit, Wealth (well-off), Connected (Bruce Wayne), Defensive Attack, Languages 1
Skills
Athletics 1 (+12), Close Combat (Grab) 2 (+7), Deception 2 (+6), Expertise (Law) 4 (+7), Insight 1 (+4), Investigation 4 (+7), Perception 3 (+6), Persuasion 2 (+6), Ranged Combat (Heat Vision: Blast 8) 3 (+5), Stealth 4 (+8)
Powers
Flight: Flight 8 (Speed: 500 miles/hour, 1 mile/round)
Heat Vision: Blast 8 (DC 23; Distracting)
Invulnerability
Immunity: Immunity 10 (Life Support)
Impervious Defense: Impervious Toughness 5
Super Senses: Senses 8 (Acute: Vision, Hearing, Distance Sense, Extended: Vision, Hearing 2 (x100), Penetrates Concealment: Vision; Limited (Lead))
Super Speed: Quickness 4 (Perform routine tasks in -4 time ranks)
Super Strength: Enhanced Strength 2 (+2 STR; Limited (Lifting only))
Offense
Initiative +4
Grab, +7 (DC Spec 21)
Heat Vision: Blast 8, +5 (DC 23)
Throw, +2 (DC 26)
Unarmed, +5 (DC 26)
Complications
Power Loss: Exposed to Kryptonite
Secret: Is the daughter of Wonder Woman and Superman. Raised by the Batman.
Secret: Secret ID, Astra Kal-El, aka Astra Kent.
Weakness: Magic
Languages
English, Greek
Defense
Dodge 4, Parry 5, Fortitude 10, Toughness 10, Will 3
Power Points
Abilities 80 + Powers 49 + Advantages 8 + Skills 13 (26 ranks) + Defenses 0 = 150
What I like about Justice is she has power, she has a pedigree even (daughter of Wonder Woman and Superman, trained by the Batman) but she is still young and she does not always know what she is doing or what she needs to do. She only knows that she sees injustice and suffering in the world and she needs to do something about it. She is not an brooding, agnsty hero, but she is a dedicated one and maybe even a bit of a naïve one. She just knows she has to do something. No existential struggles with her, just action.
Now here is to seeing if my regular GM will let me use her in one of his adventures one day.
ETA: I updated her based on some conversations
Review: White Plume Mountain Dungeon Tiles
White Plume Mountain 3D Dungeon Tiles
I love the old-school modules, I love the new school systems. The trouble is that one of the things I enjoy about the newer systems is the use of minis. I love mins, my kids love minis. But I don't have enough dungeon tiles to always run these classic adventures or the time to make my own. That is where Red Pub Games comes in. I was searching for some material on White Plume Mountain, which I plan on running soon, and to my pleasure I found this product.
At 37 pages and 50 cents this will save me hours of either looking for the right dungeon tile or trying to make my own. I just print them out. IF I need to write on them, no problem, I can print out a new one later.
I am quite pleased with this product and want more.
I love the old-school modules, I love the new school systems. The trouble is that one of the things I enjoy about the newer systems is the use of minis. I love mins, my kids love minis. But I don't have enough dungeon tiles to always run these classic adventures or the time to make my own. That is where Red Pub Games comes in. I was searching for some material on White Plume Mountain, which I plan on running soon, and to my pleasure I found this product.
At 37 pages and 50 cents this will save me hours of either looking for the right dungeon tile or trying to make my own. I just print them out. IF I need to write on them, no problem, I can print out a new one later.
I am quite pleased with this product and want more.
Tuesday, March 1, 2011
Epic Dragonslayers
A couple of the Dragonslayer characters hit 19th level over the weekend.
I let my boys play two characters each, but sometimes the characters can vary. My oldest has a cast of 6-7 that he uses two at a time. Well both boys now have a character each that are 19th level. The lowest ones are still 15.
I am planning to let them take ALL their characters for the final battle with Tiamat. Yeah, yeah I know, not really a good role-playing experience for them and more of a roll-playing one, but it is the final battle and the last time they will be able to use any of these characters.
Plus I have a couple more adventures I want them to do before that big battle.
So I am considering using the Epic Level rules.
Anyone have any insights, tips, suggestions?
I let my boys play two characters each, but sometimes the characters can vary. My oldest has a cast of 6-7 that he uses two at a time. Well both boys now have a character each that are 19th level. The lowest ones are still 15.
I am planning to let them take ALL their characters for the final battle with Tiamat. Yeah, yeah I know, not really a good role-playing experience for them and more of a roll-playing one, but it is the final battle and the last time they will be able to use any of these characters.
Plus I have a couple more adventures I want them to do before that big battle.
So I am considering using the Epic Level rules.
Anyone have any insights, tips, suggestions?
Sunday, February 27, 2011
The Message
That is the name of this story my oldest son has been writing. His teacher is very proud of him and so are his mom and dad! But beyond how cool that is, today during our Dragonslayer session he ran "The Message" for the very, very first time as a game. This was his very first time running a D&D game and frankly I thought he did really well.
We took the Dragonslayers, including his own character as a quasi DM-PC (I'll help run him) and I got a chance to play my witch again. The one I rolled up back when D&D 3.0 was new and my witch book was in playtest.
The adventure was simple enough. We (the characters) had to cross Druid Woods and deliver a message (thus the name) to a Baron on the other side of the forest. Simple right? What could go wrong? Well we were attacked many times in the woods by kobolds, hobgoblins and (much to my joy) a rogue druther and an evil treant. Of course the Baron had been kidnapped and we needed to save him from being the main event in a sacrifice to Tiamat. We saved the Baron (who turned out to be a Neutral Blue Dragon in human form) and we were attacked by a huge adult red Dragon (in my boy's world Reds and Blues hate each other so much that they will work with anyone to defeat the other).
Baron saved, returned home and the message delivered. It really was great fun. Liam (my oldest) said he toned down the Red. We got the initiative on him and dealt what I felt was a respectable 64 hp damage to it. Then he turned around and did a 48 to all of us on his first attack (and that was with the elemental protection my witch set up). He toned the dragon down a touch and we all came out of it more or less intact.
It was really, really fun. Liam did a great job and it was nice to not only see him running a game and doing a good job, but also running an adventure he wrote all on his own.
Connor (my youngest) also got in some good playing too. We found a gold necklace and I said his character could have it for his girl-friend, to which he replied "What girlfriend? I am too busy adventuring to have time for one of those!" And when we fought a fire elemental he told us that "I hate these guys, when I was younger they attacked my village and killed my mother." No idea where that came from.
Maybe next time we will hit the mountains.
We took the Dragonslayers, including his own character as a quasi DM-PC (I'll help run him) and I got a chance to play my witch again. The one I rolled up back when D&D 3.0 was new and my witch book was in playtest.
The adventure was simple enough. We (the characters) had to cross Druid Woods and deliver a message (thus the name) to a Baron on the other side of the forest. Simple right? What could go wrong? Well we were attacked many times in the woods by kobolds, hobgoblins and (much to my joy) a rogue druther and an evil treant. Of course the Baron had been kidnapped and we needed to save him from being the main event in a sacrifice to Tiamat. We saved the Baron (who turned out to be a Neutral Blue Dragon in human form) and we were attacked by a huge adult red Dragon (in my boy's world Reds and Blues hate each other so much that they will work with anyone to defeat the other).
Baron saved, returned home and the message delivered. It really was great fun. Liam (my oldest) said he toned down the Red. We got the initiative on him and dealt what I felt was a respectable 64 hp damage to it. Then he turned around and did a 48 to all of us on his first attack (and that was with the elemental protection my witch set up). He toned the dragon down a touch and we all came out of it more or less intact.
It was really, really fun. Liam did a great job and it was nice to not only see him running a game and doing a good job, but also running an adventure he wrote all on his own.
Connor (my youngest) also got in some good playing too. We found a gold necklace and I said his character could have it for his girl-friend, to which he replied "What girlfriend? I am too busy adventuring to have time for one of those!" And when we fought a fire elemental he told us that "I hate these guys, when I was younger they attacked my village and killed my mother." No idea where that came from.
Maybe next time we will hit the mountains.
Next up: At the White Plume Mountains of Madness
The next adventure for the Dragonslayers (my kids' group) is to go to the White Plume Mountain. They know they need to recover another relic of the Cult of Tiamat, this time the tooth of the largest red dragon that ever lived. They have heard rumors that what they seek is in a volcano.
The idea of this adventure was to go to a mountain in snowy area. So I using the 3.x conversion of S2 White Plume Mountain (and the original) and I am going to set it in a near Arctic area. I am also going to fill it full of Lovecraftian Horrors since my boys both know who Cthulhu is. Meld the two together a bit for some good old fashioned dungeon crawl of horror fun.
The adventure is actually very short; shorter than I remembered it. Plus my youngest has been asking about the most powerful swords in D&D so I think it is time he sees Blackrazor.
The idea of this adventure was to go to a mountain in snowy area. So I using the 3.x conversion of S2 White Plume Mountain (and the original) and I am going to set it in a near Arctic area. I am also going to fill it full of Lovecraftian Horrors since my boys both know who Cthulhu is. Meld the two together a bit for some good old fashioned dungeon crawl of horror fun.
The adventure is actually very short; shorter than I remembered it. Plus my youngest has been asking about the most powerful swords in D&D so I think it is time he sees Blackrazor.
Saturday, February 26, 2011
Zatannurday: What is Zatanna Reading?
What does Zatanna read before going to bed after a long night of performances? We go to "Catwoman #57" for that answer.
Looks like Aleister Crowley's The Book of the Law on her bed and the Necronomicon on her nightstand.
Gotta love the poster of her Dad over her bed.
Friday, February 25, 2011
Art and Content thief Jim Shipman back
You all might remember Jim Shipman; the thief that has been stealing art all over the internet and putting them on Tunnels and Trolls products and selling them as his own.
Well he is back at it.
http://www.outlawpressinc.com/
Now he is trying to lie behind some bullshit disclaimer that the items are "second hand" and not published by him and he therefore has not responsibility over their content.
Can we please shut this asshole down once and for all?
Thanks to Tran Eskoor an Doon for this information.
http://quietdayinheimdall.blogspot.com/2011/02/breaking-news-shipman-is-still-asshole.html
Well he is back at it.
http://www.outlawpressinc.com/
Now he is trying to lie behind some bullshit disclaimer that the items are "second hand" and not published by him and he therefore has not responsibility over their content.
Can we please shut this asshole down once and for all?
Thanks to Tran Eskoor an Doon for this information.
http://quietdayinheimdall.blogspot.com/2011/02/breaking-news-shipman-is-still-asshole.html
Mutants and Masterminds 3
I love Mutants and Masterminds.
The third edition is out, and I have talked about it before, but flipping through the pages fills me with such geek-related glee that I can barely contain it. Then you add my favorite comics on top of that, DC Comics, in a 100% compatible system then I wonder why I play anything else at this point. Well maybe that is a stretch.
But not by much.
Mutants and Masterminds is by far one of the the best examples of how and why the OGL works so well. It is the same basic d20 system, stripped down to the bare bones and then fine tuned, just enough, to be exactly what it needs to be.
Is it the best RPG ever? No, not by a long shot.
Is it the best Super Hero RPG ever? Yeah, it probably is.
Third Edition has gone a long way to fixing a lot of the issues I had with 2nd Edition. Mind you those were "issues" not "problems" and many could have been solved had played a few more games of it really.
I am looking forward to playing some with my boys at Gen Con. I just hope I can get in to them this year.
The third edition is out, and I have talked about it before, but flipping through the pages fills me with such geek-related glee that I can barely contain it. Then you add my favorite comics on top of that, DC Comics, in a 100% compatible system then I wonder why I play anything else at this point. Well maybe that is a stretch.
But not by much.
Mutants and Masterminds is by far one of the the best examples of how and why the OGL works so well. It is the same basic d20 system, stripped down to the bare bones and then fine tuned, just enough, to be exactly what it needs to be.
Is it the best RPG ever? No, not by a long shot.
Is it the best Super Hero RPG ever? Yeah, it probably is.
Third Edition has gone a long way to fixing a lot of the issues I had with 2nd Edition. Mind you those were "issues" not "problems" and many could have been solved had played a few more games of it really.
I am looking forward to playing some with my boys at Gen Con. I just hope I can get in to them this year.
Season of the Witch: Episode 7
Episode 7: Desert Rose
Winter 2005
Roswell, NM
The Cast rolls into Roswell, NM. They decide to stay and check out the cheesy tourist traps and even get a “tUFO” Burger (made of Tofu). Bob complains that this is distracting them from the mission, Tara reminds him they are not on a mission but a vacation. A couple of times during the day Willow notices a coyote, first in the road (no surprise) but then again at the restaurant.
They check into a local motel (“where all the aliens visiting our galaxy stop!”) and proceed to get down to some very hot and heavy sex. Hot being the operative word, since the air is out. Bob materializes in the room interrupting Tara’s demonstrating what she can do with that mouth other than sing. Tara blows up and begins yelling at Bob. He leaves, she feels bad and goes to follow him.
Willow, the moment now gone, decides to get her clothes back on when she sees the coyote in her room. Scared at first she watches as the coyote grabs her new boots and runs out the door. Willow chases after it.
Tara returns with Bob in tow. He feels bad and agrees not to do that again (his player though is less enthused!) then they notice Willow is gone. Nothing has been moved and there is no struggle. A quick search shows nothing. Tara calls on Cordy, who takes a long time to respond. She says something is up with this place. Like it is in some metaphysical fog. She also asks Tara why her body temperature is so high. Tara asks Cordy to find Willow. She tries for a bit and says that see can’t find her anywhere. It is like she has been removed from this plane. Tara freaks, Cordy says to try scrying, see if that helps. Tara scrys and nothing comes up. She gets angry at Cordy for not finding her and Bob for making her run out, she waves her arm and the TV in the room catches fire. Tara runs to get the fire extinguisher to put it out. Cordy asks her what the hell is going on and Tara can’t explain it. In fact the only difference she has noticed with herself is she has been more excited than usual, and in the carnal way.
Tara tries to scry again, this time the crystal lands on Area 51, some 900 miles away. Tara asks Cordy to orb them all there. She can’t. She doesn’t know why herself, but the area is off limits to supernaturals, and Angels and Whitelighters are forbidden to go there. Tara tells her fine. She will go by herself then. She packs up the car and gets ready to drive out there with Bob protesting all the way. He tells here how it is the most heavily guarded military base there is and there is no way she could get in. Tara says that is they are holding Willow then that is the only thing that might stop her, but she doubted it. Slamming the car into drive she heads out into the night.
Willow meanwhile is still following the coyote. She either lost track of her steps and of time cause she finds herself in the middle of the desert. The coyote stops, drops her boots and then gets up on its hind legs and shifts (but not shape shifts) into Oz (complete with clothes). Willow tells it that she knows he is not Oz. Coyote tells her he took a shape she would trust and he admitted, he thought Oz was cool. He says he is only borrowing this visage. Willow asks if that means Oz is dead. Coyote does not answer that. She asks him what he wants. He tells her, ”you.”
Tara is still driving, but her adrenaline is now running out and she is falling asleep at the wheel. Bob tries to keep her awake, but even though he can touch her (she is magic) he is having trouble. Something about the desert is effecting him. At this point to stay awake I have the two players both tell me stories about Tara and Bob as they see them. They story is one of when Tara was in an equestrian contest and she wanted to ride a horse that was much too spirited for her (she was 7 or 8). She rode the horse anyway and did well, but soon lost control and was thrown and hit her head. She talked about how bad she felt because she lost, and Bob talked about how he sat with her night after night until she regained consciousness. This is an expanded version of a brief outline I had given both Bob and Tara’s players back in Episode 2. I gave them quite a few extra drama points for this. They continued driving until Tara finally did fall asleep at the wheel. Bob tried to wake her but the car smashed into an invisible barrier around the base. Tara hit the steering wheel hard and was knocked out. Bob was even thrown out of the car due to the magical nature of the barrier. We cut to a scene of Tara falling out of the car, bleeding from several deep cuts on her head.
Willow instantly feels the pain and wants to go back to Tara. Coyote says she can’t, not yet, because there are still things she needs to learn. Coyote explains that the world is about to change. It changes all the time, but this time will be big, maybe too big. He tells Willow she is the agent for change and that she is destruction. Willow denies this saying that future won’t happen now, Leviathan won’t enter this realm. Coyote says Leviathan was only the blunt tool of change, it was always Willow that was going to change it. He tells her that whether it was Leviathan or the time after Tara was killed, she was destined to destroy the world. She argues saying no, that won’t happen, besides she has Tara and every reason to remain in the world. Coyote just laughs. He says “Like it or not Willow Rosenberg. You will destroy the world and There. Is. Nothing. You. Can. Do. About it!”
Bob has gotten to Tara, who is in really bad shape. He calls for Cordy, but she has trouble orbing in. Bob, desperate, uses some of Tara’s own blood and calls for Cordy. She materializes, though it is obviously painful. (Player asked if in Bob’s past he would have seen “blood magic”). Cordy tries to heal Tara, but it is taking longer than it should. She doesn’t know if it is because of all the magical interference or something else. She says it is almost like Tara is not a witch anymore. They get her stabilized only to have a group of soldiers surround all three of them. They are arrested and taken to the base.
Willow is still arguing with Coyote. He tells her not to feel bad, he is also an agent of change and change is good. He asks her if she has even noticed the changes within herself over the last few days. She says nothing. But finally she asks, if she is change, what is Tara? Coyote only says, that is something she will need to find out. She tells Coyote she wants to see Tara now. He pauses and finally says, “ok. Just go over that ridge, there will be people expecting you.” Willow walks on and Coyote has shifted back to a coyote. She gets to the ridge and sees the base of Area 51. There are soldiers there who seem surprised she snuck up on them. They arrest her as well.
Tara, Bob and Cordy are all handcuffed (yes even the ghost) and lead into the base. The base CO, a Lieutenant General Ashby. He laughs at them, saying he has been expecting them for some time since they fouled up their Bureau business last year. He looks at Bob and says to him a Marine should know better than to drag his little girl into a fight that will get her killed. But he laughs anyway and says they might as well come on down and see what it is they came all this way to see since they were never going to leave this base ever again. The Lt. General goes on about Roswell and how everyone knows what happened in Roswell and how there are thousands of conspiracy nuts out there spreading this tale in sixteen thousand different ways. He stops and laughs, and says “do you know how much money a snow job like that would cost Uncle Sam? And I got every idiot Fox Mulder-wannabe with a camera and a website keeping my secrets for me.” He goes on.
“Everyone knows what happened in Roswell New Mexico in 1947. But I am here to tell you ladies and gentlemen, that everyone is wrong.”
He flips the switch for lights and bunch of high watt halogen-lamps fire up to show a holding area with one prisoner. He is trapped, spread out like a butterfly in an insect collection. His skin is bruised and his long wings are tattered and torn. Once they must have been magnificent and white as snow.
Tara gasps. Bob says “dear lord”. Finally Cordy says “Oh God! It’s Uriel.”
To Be Continued…
(Notes after I post Episode 8: Heart of Light)
Winter 2005
Roswell, NM
The Cast rolls into Roswell, NM. They decide to stay and check out the cheesy tourist traps and even get a “tUFO” Burger (made of Tofu). Bob complains that this is distracting them from the mission, Tara reminds him they are not on a mission but a vacation. A couple of times during the day Willow notices a coyote, first in the road (no surprise) but then again at the restaurant.
They check into a local motel (“where all the aliens visiting our galaxy stop!”) and proceed to get down to some very hot and heavy sex. Hot being the operative word, since the air is out. Bob materializes in the room interrupting Tara’s demonstrating what she can do with that mouth other than sing. Tara blows up and begins yelling at Bob. He leaves, she feels bad and goes to follow him.
Willow, the moment now gone, decides to get her clothes back on when she sees the coyote in her room. Scared at first she watches as the coyote grabs her new boots and runs out the door. Willow chases after it.
Tara returns with Bob in tow. He feels bad and agrees not to do that again (his player though is less enthused!) then they notice Willow is gone. Nothing has been moved and there is no struggle. A quick search shows nothing. Tara calls on Cordy, who takes a long time to respond. She says something is up with this place. Like it is in some metaphysical fog. She also asks Tara why her body temperature is so high. Tara asks Cordy to find Willow. She tries for a bit and says that see can’t find her anywhere. It is like she has been removed from this plane. Tara freaks, Cordy says to try scrying, see if that helps. Tara scrys and nothing comes up. She gets angry at Cordy for not finding her and Bob for making her run out, she waves her arm and the TV in the room catches fire. Tara runs to get the fire extinguisher to put it out. Cordy asks her what the hell is going on and Tara can’t explain it. In fact the only difference she has noticed with herself is she has been more excited than usual, and in the carnal way.
Tara tries to scry again, this time the crystal lands on Area 51, some 900 miles away. Tara asks Cordy to orb them all there. She can’t. She doesn’t know why herself, but the area is off limits to supernaturals, and Angels and Whitelighters are forbidden to go there. Tara tells her fine. She will go by herself then. She packs up the car and gets ready to drive out there with Bob protesting all the way. He tells here how it is the most heavily guarded military base there is and there is no way she could get in. Tara says that is they are holding Willow then that is the only thing that might stop her, but she doubted it. Slamming the car into drive she heads out into the night.
Willow meanwhile is still following the coyote. She either lost track of her steps and of time cause she finds herself in the middle of the desert. The coyote stops, drops her boots and then gets up on its hind legs and shifts (but not shape shifts) into Oz (complete with clothes). Willow tells it that she knows he is not Oz. Coyote tells her he took a shape she would trust and he admitted, he thought Oz was cool. He says he is only borrowing this visage. Willow asks if that means Oz is dead. Coyote does not answer that. She asks him what he wants. He tells her, ”you.”
Tara is still driving, but her adrenaline is now running out and she is falling asleep at the wheel. Bob tries to keep her awake, but even though he can touch her (she is magic) he is having trouble. Something about the desert is effecting him. At this point to stay awake I have the two players both tell me stories about Tara and Bob as they see them. They story is one of when Tara was in an equestrian contest and she wanted to ride a horse that was much too spirited for her (she was 7 or 8). She rode the horse anyway and did well, but soon lost control and was thrown and hit her head. She talked about how bad she felt because she lost, and Bob talked about how he sat with her night after night until she regained consciousness. This is an expanded version of a brief outline I had given both Bob and Tara’s players back in Episode 2. I gave them quite a few extra drama points for this. They continued driving until Tara finally did fall asleep at the wheel. Bob tried to wake her but the car smashed into an invisible barrier around the base. Tara hit the steering wheel hard and was knocked out. Bob was even thrown out of the car due to the magical nature of the barrier. We cut to a scene of Tara falling out of the car, bleeding from several deep cuts on her head.
Willow instantly feels the pain and wants to go back to Tara. Coyote says she can’t, not yet, because there are still things she needs to learn. Coyote explains that the world is about to change. It changes all the time, but this time will be big, maybe too big. He tells Willow she is the agent for change and that she is destruction. Willow denies this saying that future won’t happen now, Leviathan won’t enter this realm. Coyote says Leviathan was only the blunt tool of change, it was always Willow that was going to change it. He tells her that whether it was Leviathan or the time after Tara was killed, she was destined to destroy the world. She argues saying no, that won’t happen, besides she has Tara and every reason to remain in the world. Coyote just laughs. He says “Like it or not Willow Rosenberg. You will destroy the world and There. Is. Nothing. You. Can. Do. About it!”
Bob has gotten to Tara, who is in really bad shape. He calls for Cordy, but she has trouble orbing in. Bob, desperate, uses some of Tara’s own blood and calls for Cordy. She materializes, though it is obviously painful. (Player asked if in Bob’s past he would have seen “blood magic”). Cordy tries to heal Tara, but it is taking longer than it should. She doesn’t know if it is because of all the magical interference or something else. She says it is almost like Tara is not a witch anymore. They get her stabilized only to have a group of soldiers surround all three of them. They are arrested and taken to the base.
Willow is still arguing with Coyote. He tells her not to feel bad, he is also an agent of change and change is good. He asks her if she has even noticed the changes within herself over the last few days. She says nothing. But finally she asks, if she is change, what is Tara? Coyote only says, that is something she will need to find out. She tells Coyote she wants to see Tara now. He pauses and finally says, “ok. Just go over that ridge, there will be people expecting you.” Willow walks on and Coyote has shifted back to a coyote. She gets to the ridge and sees the base of Area 51. There are soldiers there who seem surprised she snuck up on them. They arrest her as well.
Tara, Bob and Cordy are all handcuffed (yes even the ghost) and lead into the base. The base CO, a Lieutenant General Ashby. He laughs at them, saying he has been expecting them for some time since they fouled up their Bureau business last year. He looks at Bob and says to him a Marine should know better than to drag his little girl into a fight that will get her killed. But he laughs anyway and says they might as well come on down and see what it is they came all this way to see since they were never going to leave this base ever again. The Lt. General goes on about Roswell and how everyone knows what happened in Roswell and how there are thousands of conspiracy nuts out there spreading this tale in sixteen thousand different ways. He stops and laughs, and says “do you know how much money a snow job like that would cost Uncle Sam? And I got every idiot Fox Mulder-wannabe with a camera and a website keeping my secrets for me.” He goes on.
“Everyone knows what happened in Roswell New Mexico in 1947. But I am here to tell you ladies and gentlemen, that everyone is wrong.”
He flips the switch for lights and bunch of high watt halogen-lamps fire up to show a holding area with one prisoner. He is trapped, spread out like a butterfly in an insect collection. His skin is bruised and his long wings are tattered and torn. Once they must have been magnificent and white as snow.
Tara gasps. Bob says “dear lord”. Finally Cordy says “Oh God! It’s Uriel.”
To Be Continued…
(Notes after I post Episode 8: Heart of Light)
Thursday, February 24, 2011
DriveThruRPG: New Zealand Red Cross Earthquake Relief
Once again DriveThruRPG / RPGNow is running a relief fund. This time the donations are to the Red Cross to help the victims of the recent New Zealand earthquake.
For a mere $20 you can get over $330 worth of material including Supernatural, Armageddon, Cthulhu Tech and Scion. That's $72 right there.
http://rpg.drivethrustuff.com/product_info.php?products_id=88713&affiliate_id=10748
and
http://www.rpgnow.com/product_info.php?products_id=88713&affiliate_id=10748
It is a good cause and the price it great.
For a mere $20 you can get over $330 worth of material including Supernatural, Armageddon, Cthulhu Tech and Scion. That's $72 right there.
http://rpg.drivethrustuff.com/product_info.php?products_id=88713&affiliate_id=10748
and
http://www.rpgnow.com/product_info.php?products_id=88713&affiliate_id=10748
It is a good cause and the price it great.
Wednesday, February 23, 2011
Last night we stormed Castle Ravenloft
Or at least we did in the board game.
I got the Castle Ravenloft board game for Christmas and I had not played it all yet. The boys wanted to play some D&D last night (so much so they they were each writing their own adventures when I told them I had nothing ready) but I have something like 65,000 courses to work on before the term starts back up on Monday (out that might be a stretch...48,000). So we compromised a bit. I pulled out the Ravenloft Board Game.
I knew we could set up it up and run it in under an hour and my boys love the old "Dungeon" game so I figured what the heck.
We had a great time.
The mere fact that one of the characters is blue colored Dragonborn is enough for my oldest. I let my youngest use the new elf-archer mini I got for him over the weekend to be the ranger. I played the Dwarf cleric and we went after the Dracolich. Since I also have the dracolich mini we used that instead of the non-painted version that came in the box. The game is D&D4-ish and moves really fast. Game play is about like Dungeon. The boys loved that the monsters were random and that combat was fast. We all liked the "build you own dungeon" feel of it too.
The thing that gets me though...why Ravenloft? Other than vampires, hags some undead and things like that I see no reason why this had to be set in Castle Ravenloft. I get the dungeon-crawlyness of it, and I understand the desire to tie it in with a Classic product; but the game could have just as easily been the Tomb of Horrors Board Game or Expedition to the Barrier Peaks Board Game. Frankly, I could swap out Strahd for Acererak and kept everything else the same (hear that WotC, your next boxed Board Game can be Tomb of Horrors and I want a cut!). Of course their is obvious reason. I got this pretty much sight unseen and wanted it largely because it was Ravenloft. Now that I do have I am much more interested in Wrath of Ashardalon and the Legend of Drizzt one coming out in the Fall.
Yeah, yeah I hear the peanut gallery out there already smirking and saying they thought D&D$ was already a board game...whatever, that argument is old and no longer has any interest to me. This was more akin to other adventure board games, like Dungeon really. Plus it was fun.
Looking forward to taking on Strahd sometime soon. Though I am torn. If I ever run the original Castle Ravenloft for my boys I don't want the experience to be lack-luster for them. I mean if they kill Strahd once in the board game, defeating him in his proper element might not have the same weight.
I got the Castle Ravenloft board game for Christmas and I had not played it all yet. The boys wanted to play some D&D last night (so much so they they were each writing their own adventures when I told them I had nothing ready) but I have something like 65,000 courses to work on before the term starts back up on Monday (out that might be a stretch...48,000). So we compromised a bit. I pulled out the Ravenloft Board Game.
I knew we could set up it up and run it in under an hour and my boys love the old "Dungeon" game so I figured what the heck.
We had a great time.
The mere fact that one of the characters is blue colored Dragonborn is enough for my oldest. I let my youngest use the new elf-archer mini I got for him over the weekend to be the ranger. I played the Dwarf cleric and we went after the Dracolich. Since I also have the dracolich mini we used that instead of the non-painted version that came in the box. The game is D&D4-ish and moves really fast. Game play is about like Dungeon. The boys loved that the monsters were random and that combat was fast. We all liked the "build you own dungeon" feel of it too.
The thing that gets me though...why Ravenloft? Other than vampires, hags some undead and things like that I see no reason why this had to be set in Castle Ravenloft. I get the dungeon-crawlyness of it, and I understand the desire to tie it in with a Classic product; but the game could have just as easily been the Tomb of Horrors Board Game or Expedition to the Barrier Peaks Board Game. Frankly, I could swap out Strahd for Acererak and kept everything else the same (hear that WotC, your next boxed Board Game can be Tomb of Horrors and I want a cut!). Of course their is obvious reason. I got this pretty much sight unseen and wanted it largely because it was Ravenloft. Now that I do have I am much more interested in Wrath of Ashardalon and the Legend of Drizzt one coming out in the Fall.
Yeah, yeah I hear the peanut gallery out there already smirking and saying they thought D&D$ was already a board game...whatever, that argument is old and no longer has any interest to me. This was more akin to other adventure board games, like Dungeon really. Plus it was fun.
Looking forward to taking on Strahd sometime soon. Though I am torn. If I ever run the original Castle Ravenloft for my boys I don't want the experience to be lack-luster for them. I mean if they kill Strahd once in the board game, defeating him in his proper element might not have the same weight.
Tuesday, February 22, 2011
The new edition "They Will RUIN it!!!!"
And other things your are not hearing from Call of Cthulhu fans right now.
Chaosium has announced that they are going to produce a new Seventh Edition of their flagship game, Call of Cthulhu.
In many ways I am with James over at Grognardia, http://grognardia.blogspot.com/2011/02/how-to-do-new-edition.html
The edition changes for CoC have never been a jarring as the ones for D&D. Even the relatively minor changes between 3.0 and 3.5 were met with more angst and yelling than the changes to 6th ed CoC. It could be that D&D has a much larger market share and thus more people to either complain or applaud the changes.
But it does make for an interesting point.
For the longest time the collective wisdom of the game industry has said that core books are what fuels the company coffers (and make no mistake this is about making money and that is NOT a bad thing). This wisdom is reflected in many realities. The price I get paid for X Core vs. Y Splat freelancing gigs and what you see reflected in sales numbers on such sites as DriveThruRPG or Amazon. It means that new core rulebooks are necessary to keep a business afloat.
I for one am looking forward to CoC 7 and I am sure it will work well with my CoC 5th ed.
Chaosium has announced that they are going to produce a new Seventh Edition of their flagship game, Call of Cthulhu.
In many ways I am with James over at Grognardia, http://grognardia.blogspot.com/2011/02/how-to-do-new-edition.html
The edition changes for CoC have never been a jarring as the ones for D&D. Even the relatively minor changes between 3.0 and 3.5 were met with more angst and yelling than the changes to 6th ed CoC. It could be that D&D has a much larger market share and thus more people to either complain or applaud the changes.
But it does make for an interesting point.
For the longest time the collective wisdom of the game industry has said that core books are what fuels the company coffers (and make no mistake this is about making money and that is NOT a bad thing). This wisdom is reflected in many realities. The price I get paid for X Core vs. Y Splat freelancing gigs and what you see reflected in sales numbers on such sites as DriveThruRPG or Amazon. It means that new core rulebooks are necessary to keep a business afloat.
I for one am looking forward to CoC 7 and I am sure it will work well with my CoC 5th ed.
New Release Tuesday
One year later two of my favorite authors have new books out again for their kick-ass supernatural heroines; Callie Reaper-Jones and Rachel Morgan.
Amber Benson takes us back to hell, heaven and everywhere in between with Callie, the Daughter of Death in Serpent's Storm.
Kim Harrison gives book 9 (nine! already?) of the Rachel Morgan series, Pale Demon.
There is a really good review of this book up on All Things Urban Fantasy now that say buy two copies, one for you and one for a friend.
Looking forward to both of these!
Amber Benson takes us back to hell, heaven and everywhere in between with Callie, the Daughter of Death in Serpent's Storm.
Kim Harrison gives book 9 (nine! already?) of the Rachel Morgan series, Pale Demon.
There is a really good review of this book up on All Things Urban Fantasy now that say buy two copies, one for you and one for a friend.
Looking forward to both of these!
Monday, February 21, 2011
April Blogging Challenge, Part 2
I did a bit of quick work today between meetings on campus and have about 20 posts I can do right now out of 26. So I think I am in good shape for this!
I also see the idea is catching on, there are a few other RPG/OSR/Cool blogs out that I follow and they follow me that are also taking up the challenge.
So here they are:
Porky's Expanse! This is the blog that first signed up that I got the idea from.
Axe & Hammer, a new one to me, but love what I read so far.
Sea of Stars, an Other side regular!
Places to Go, People to Be. One of my favorite names for a blog ever.
Calvin's Canadian Cave of Coolness. Still not sure what this one is all about, but I like it.
I plan to follow them during April to see what they do all month long.
A to Z blog challenge.
Blogging A to Z
I am going to be taking part in the BLOGGING FROM A TO Z APRIL CHALLENGE 2011 this April. Everyday will be a new letter of the alphabet, A to Z, that will form the base of my daily post. I'll post something everyday, save Sunday, for a total of 26 posts.
Topics will stick to topics I have done here in the past and possibly others that the letter would give me the excuse to post something different.
It should be interesting and fun and I am looking forward to the challenge.
I am going to be taking part in the BLOGGING FROM A TO Z APRIL CHALLENGE 2011 this April. Everyday will be a new letter of the alphabet, A to Z, that will form the base of my daily post. I'll post something everyday, save Sunday, for a total of 26 posts.
Topics will stick to topics I have done here in the past and possibly others that the letter would give me the excuse to post something different.
It should be interesting and fun and I am looking forward to the challenge.
Weekend Recap
Had our first Northlands game group on Saturday. It was fun. We are playing Pathfinder and have a good group. I am looking forward to more. The world we are in is one the GM has made, so there are some familiar names mixed in with some that are not, so I am looking forward to seeing how this all works out.
Speaking of Pathfinder. I went to one of the closing Borders books here in the Chicago area and picked up a new Pathfinder core book for my kids to have. It was 30% off.
Mike Mearls has a new column up on WotC's D&D page called "Legends and Lore" which is designed to talk about D&D and it's past, present and future.
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20110208
Of course, as expected the OSR glitterati have weighed in, most with predictable comments.
http://grognardia.blogspot.com/2011/02/legends-and-lore.html
http://platinumwarlock.blogspot.com/2011/02/in-which-warlock-has-bone-to-pick.html
http://akraticwizardry.blogspot.com/2011/02/mike-mearls-plea-for-unity.html
http://moldyvale.blogspot.com/2011/02/mike-mearls-whines-for-solidarity.html
http://wondrousimaginings.blogspot.com/2011/02/oh-yeah-mearles-then-put-your-money.html
http://batintheattic.blogspot.com/2011/02/wizards-needs-to-take-leadership.html
I am one of those people that sees more similarities in the games than I do differences, so Mearls' post, while written toward me is not actually directed at me if you know what I mean. Nor is it really directed at the OSR (which is frankly too small to be a concern). While most of the reaction is the same knee-jerk stuff I'd expect, there is a point that nearly everyone makes that I think is worth WotC's time to look in to. Bringing back older edition in PDF form. Yes the cynic in me says why should they bother to sell rules to people who already own them, the deeper cynic in me knows that people will buy them anyway (I have) and make money for WotC.
I think a perfect world in WotC's eyes would be that people play what they want, but still buy a DDi subscription.
Gonna be a busy week. Posting might be light.
Speaking of Pathfinder. I went to one of the closing Borders books here in the Chicago area and picked up a new Pathfinder core book for my kids to have. It was 30% off.
Mike Mearls has a new column up on WotC's D&D page called "Legends and Lore" which is designed to talk about D&D and it's past, present and future.
http://www.wizards.com/dnd/Article.aspx?x=dnd/4ll/20110208
Of course, as expected the OSR glitterati have weighed in, most with predictable comments.
http://grognardia.blogspot.com/2011/02/legends-and-lore.html
http://platinumwarlock.blogspot.com/2011/02/in-which-warlock-has-bone-to-pick.html
http://akraticwizardry.blogspot.com/2011/02/mike-mearls-plea-for-unity.html
http://moldyvale.blogspot.com/2011/02/mike-mearls-whines-for-solidarity.html
http://wondrousimaginings.blogspot.com/2011/02/oh-yeah-mearles-then-put-your-money.html
http://batintheattic.blogspot.com/2011/02/wizards-needs-to-take-leadership.html
I am one of those people that sees more similarities in the games than I do differences, so Mearls' post, while written toward me is not actually directed at me if you know what I mean. Nor is it really directed at the OSR (which is frankly too small to be a concern). While most of the reaction is the same knee-jerk stuff I'd expect, there is a point that nearly everyone makes that I think is worth WotC's time to look in to. Bringing back older edition in PDF form. Yes the cynic in me says why should they bother to sell rules to people who already own them, the deeper cynic in me knows that people will buy them anyway (I have) and make money for WotC.
I think a perfect world in WotC's eyes would be that people play what they want, but still buy a DDi subscription.
Gonna be a busy week. Posting might be light.
Saturday, February 19, 2011
Friday, February 18, 2011
Season of the Witch: Episode 6
Episode 6: Deep in the Heart
Fall 2004
San Antonio, Texas.
Willow and Tara encounter a young Native-American woman (Lisa) possessed by the ghost of dead shaman. The ghost, a buu-kha, is stronger than other ghosts they have encountered before. It can effect physical objects and normal people. Magical people and the Iquanni can see it.
The girls attack it, but magic only makes it stronger. They scry for it (more Charmed influences) and finally learn that they can trap it in a “soul jar”.
The Iquanni do not trust the cast and they do not want to help Lisa.
Finally they get a soul jar, Willow and Tara perform the ritual and Bob fights the buu-kha.
They trap the ghost, but the damage to Lisa’s soul was too much and she dies.
NOTES: This was a fast one. This adventure was actually the first one written for the old “Road Stories” season and it does have a different feel than some of the others. DitH was also written by my friend Kirk Baldridge, who is not a gamer but a writer. He has credits in “Slayer’s Handbook”, “Magic Box” and “Ghosts of Albion” as a playtester and was instrumental in “The Dragon and the Phoenix”.
Deep in the Heart is more Willow focused, even if it is less “arc” focused. The Buu-kha is a new creature that later gave me ideas for Oblis in Ghosts. The Iquanni are a made up tribe, so we didn’t have to worry about making mistakes about a real native American tribe and allowed us some freedom.
As per other adventures I stole from a lot of books. This one had some White Wolf new World of Darkness stuff in it, or least the little I could learn from the web at the time. I also used some GURPS (as I had in “Under a Cajun Moon”) but GURPS has no soul and there was very little I could grab there in terms of style. GURPS Horror though was a good read for this.
Lisa does die in the end. Now it is well known I don’t like to kill characters, including NPCs. But this is dangerous stuff and Kirk wanted the players to be reminded that there are innocents out there and they can get hurt. Lisa was in the wrong place at the wrong time.
There are some nice scenes here though. Willow and Tara buy cowboy hats and boots. We did a quick mention about Dark Magic and that was it.
Next Time: Everyone knows what happened in Roswell New Mexico.
Everyone is wrong.
Fall 2004
San Antonio, Texas.
Willow and Tara encounter a young Native-American woman (Lisa) possessed by the ghost of dead shaman. The ghost, a buu-kha, is stronger than other ghosts they have encountered before. It can effect physical objects and normal people. Magical people and the Iquanni can see it.
The girls attack it, but magic only makes it stronger. They scry for it (more Charmed influences) and finally learn that they can trap it in a “soul jar”.
The Iquanni do not trust the cast and they do not want to help Lisa.
Finally they get a soul jar, Willow and Tara perform the ritual and Bob fights the buu-kha.
They trap the ghost, but the damage to Lisa’s soul was too much and she dies.
NOTES: This was a fast one. This adventure was actually the first one written for the old “Road Stories” season and it does have a different feel than some of the others. DitH was also written by my friend Kirk Baldridge, who is not a gamer but a writer. He has credits in “Slayer’s Handbook”, “Magic Box” and “Ghosts of Albion” as a playtester and was instrumental in “The Dragon and the Phoenix”.
Deep in the Heart is more Willow focused, even if it is less “arc” focused. The Buu-kha is a new creature that later gave me ideas for Oblis in Ghosts. The Iquanni are a made up tribe, so we didn’t have to worry about making mistakes about a real native American tribe and allowed us some freedom.
As per other adventures I stole from a lot of books. This one had some White Wolf new World of Darkness stuff in it, or least the little I could learn from the web at the time. I also used some GURPS (as I had in “Under a Cajun Moon”) but GURPS has no soul and there was very little I could grab there in terms of style. GURPS Horror though was a good read for this.
Lisa does die in the end. Now it is well known I don’t like to kill characters, including NPCs. But this is dangerous stuff and Kirk wanted the players to be reminded that there are innocents out there and they can get hurt. Lisa was in the wrong place at the wrong time.
There are some nice scenes here though. Willow and Tara buy cowboy hats and boots. We did a quick mention about Dark Magic and that was it.
Next Time: Everyone knows what happened in Roswell New Mexico.
Everyone is wrong.
Thursday, February 17, 2011
Playing D&D with Kids, Part 3 New Old or Old New?
So I am going to chat with my regular DM this weekend (the start of our new Northlands game) and he has run tons of games for kids.
But I wanted to catch the opinion/pulse of all of you.
What "D&D" should I play?
I kinda want to run old Moldvay/Cook Basic/Expert to be honest. I'd make the characters, and do a old timey dungeon crawl. But truthfully other than my want there is no reason why is has to be B/X.
Should I run it as a newer Retro-Clone (something the kids can go buy)? As D&D 4 (something they could buy and I know is fun for kids)? Or keep it as B/X?
Basic Fantasy is my current favorite retro-clone, but Labyrinth Lord runs a very close second.
Spellcraft and Swordplay is also a huge fave of mine for Original D&D feel, but I think for this I want to go with something in the Basic realm (which is why I am also not opting for OSRIC).
Thoughts?
But I wanted to catch the opinion/pulse of all of you.
What "D&D" should I play?
I kinda want to run old Moldvay/Cook Basic/Expert to be honest. I'd make the characters, and do a old timey dungeon crawl. But truthfully other than my want there is no reason why is has to be B/X.
Should I run it as a newer Retro-Clone (something the kids can go buy)? As D&D 4 (something they could buy and I know is fun for kids)? Or keep it as B/X?
Basic Fantasy is my current favorite retro-clone, but Labyrinth Lord runs a very close second.
Spellcraft and Swordplay is also a huge fave of mine for Original D&D feel, but I think for this I want to go with something in the Basic realm (which is why I am also not opting for OSRIC).
Thoughts?
Wednesday, February 16, 2011
Playing D&D with Kids Follow-up and Question
This is directed specifically to the parents of D&D playing kids.
What do you all think of a classic-style Dungeon Crawl that features a lot of undead, wolves and a big bad vampire to kill at the very end?
What would this be age-appropriate for?
My boys (ages 11 and 7) know all about zombies, vampires and werewolves and they know that if they defeat them then they will get their characters instead.
They are cool with it. Have you ever run these horror tropes with young kids?
What do you all think of a classic-style Dungeon Crawl that features a lot of undead, wolves and a big bad vampire to kill at the very end?
What would this be age-appropriate for?
My boys (ages 11 and 7) know all about zombies, vampires and werewolves and they know that if they defeat them then they will get their characters instead.
They are cool with it. Have you ever run these horror tropes with young kids?
Playing D&D with Kids
There have been a lot of posts in the blogs and on the net about playing D&D with younger kids.
From WotC: http://www.wizards.com/DnD/Article.aspx?x=dnd/4tut/kids2#73004
and this classic article, http://www.wizards.com/dnd/Article.aspx?x=dnd/4news/april2010
Of course there is my kids' group, The DragonSlayers.
Well I am thinking about running some games at Gen Con for kids this year.
I am also thinking of using the Moldvay/Cook versions of Basic and Expert for it as well. Nothing is set in stone yet, I am going to chat about it over the weekend with my regular group. But this might be a chance a debut my long delayed "Return to the Cavern of the Vampire Queen" old school dungeon crawl.
At the moment to make it really old school I need to include more treasure. There is not really enough of that.
From WotC: http://www.wizards.com/DnD/Article.aspx?x=dnd/4tut/kids2#73004
and this classic article, http://www.wizards.com/dnd/Article.aspx?x=dnd/4news/april2010
Of course there is my kids' group, The DragonSlayers.
Well I am thinking about running some games at Gen Con for kids this year.
I am also thinking of using the Moldvay/Cook versions of Basic and Expert for it as well. Nothing is set in stone yet, I am going to chat about it over the weekend with my regular group. But this might be a chance a debut my long delayed "Return to the Cavern of the Vampire Queen" old school dungeon crawl.
At the moment to make it really old school I need to include more treasure. There is not really enough of that.
Tuesday, February 15, 2011
Like Alexander, I weep...
My FLGS is having their next auction in March. It is a great time to go and get some games that you didn't buy when they were new, buy games cheap or even pick up something you have never heard of before.
Last October I went to the auction and got some really awesome deals (see here and here). The trouble is that my successes have been so good of late, both at the auctions and finding books online and at cons, that I have nothing I want to buy anymore.
Zip. Zilch. Nothing.
I have hundreds of books, thousands of PDFs and who know how many printed out play-test documents.
If there is a game out there, chances are I have or didn't want it.
Sure I am missing a lot of Star Wars books, need more Traveler and could always expand my Star Frontiers library a bit. But none of those are "needs" or even "wants" at this point.
So I sit on my mountain of books and weep over lands I can never conquer again.
Or something like that, till the next new thing excites me.
When is D&D 5 due out again? ;)
Last October I went to the auction and got some really awesome deals (see here and here). The trouble is that my successes have been so good of late, both at the auctions and finding books online and at cons, that I have nothing I want to buy anymore.
Zip. Zilch. Nothing.
I have hundreds of books, thousands of PDFs and who know how many printed out play-test documents.
If there is a game out there, chances are I have or didn't want it.
Sure I am missing a lot of Star Wars books, need more Traveler and could always expand my Star Frontiers library a bit. But none of those are "needs" or even "wants" at this point.
So I sit on my mountain of books and weep over lands I can never conquer again.
Or something like that, till the next new thing excites me.
When is D&D 5 due out again? ;)
Subscribe to:
Posts (Atom)