How do you do divine intervention in your games?
Following up on the post about Clerics I have thought about how Gods interact with mortals. Typically I give any character a base 1% chance to get divine intervention when they ask for it. This is modified by how well they adhere to the tenets of their faith, the nature of their god, and even level (higher level characters can do more). Of course nothing comes without a price.
In my 4e game coming up I am thinking that that the players will be visited often by the Raven Queen's avatar, in the form of a young girl ala Death from DC's Vertigo line and borrowing heavily from Amber Benson's "Death's Daughter" books. I might even introduce her in the current adventure arc.
Presently the Dragonslayers are going after Tiamat. While they acknowledge that she is the "Goddess of Evil Dragons" to them that just makes her bigger and more powerful to kill. I am thinking I am ok with that for the most part. It could be that Gods in my game are beings that just got really, really powerful.
If that is the case why do they need worshipers? What purpose then is divine intervention for?
I had a character once who I took briefly into the Planescape setting. Basically he was a jerk and didn't think that gods were anything special (sound familiar?), just powerful humans (or humanoids). I later expanded his belief into an entire Plansescape faction, The Hermetic Order of Sigil, though he was not a member.
Interesting that all these years later I am still going back to the basic assumptions of my games and trying to figure out the underlying realities.
Tuesday, May 17, 2011
Monday, May 16, 2011
I'm with D&D
This is not a big surprise.
I saw this banner again today on Christian Lindke's Cinerati blog about to uselessness of edition wars. The image is from TheWeem.com and it is to support D&D, any D&D, any edition. Even if your D&D is actually called Basic Fantasy, S&W or Pathfinder.
Enjoy your game!
I saw this banner again today on Christian Lindke's Cinerati blog about to uselessness of edition wars. The image is from TheWeem.com and it is to support D&D, any D&D, any edition. Even if your D&D is actually called Basic Fantasy, S&W or Pathfinder.
Enjoy your game!
Labels:
2nd ed,
3.x,
4e,
basic,
old-school
Spell Lists, by level or Alphabetical?
I was reading over the newest version of Swords &Wizardry over my brief lunch break today.
It is neat and has some cool ideas but one thing struck me.
Like Basic Fantasy and some others and most notably D&D 3rd Ed and Pathfinder, S&S IV lists all the spells in alphabetical order and not by class and level. While I get this is very good way to organize the spells, it doesn't quite feel old school to me.
For me I guess it is one of tone. If this were a 3.x era book then I would want the spells in that format. If it were an OSR book, then do it like they did it when Gary and Dave were still rollin' 'em.
What are your preferences?
Do you like books were the spells are divided up by cast then level or do you like the alphabetical approach?
It is neat and has some cool ideas but one thing struck me.
Like Basic Fantasy and some others and most notably D&D 3rd Ed and Pathfinder, S&S IV lists all the spells in alphabetical order and not by class and level. While I get this is very good way to organize the spells, it doesn't quite feel old school to me.
For me I guess it is one of tone. If this were a 3.x era book then I would want the spells in that format. If it were an OSR book, then do it like they did it when Gary and Dave were still rollin' 'em.
What are your preferences?
Do you like books were the spells are divided up by cast then level or do you like the alphabetical approach?
Sunday, May 15, 2011
Sorry, I was OUTSIDE!
Yeah it's springtime in Chicagoland, which means it is just as cold as winter, but we have a few more hours of daylight. I wanted to do some more White Plume Mountain today, but yardwork calls.
Though while cleaning out gutters today I did think of how first contact happened between the dwarves and human of my world. Much better than the first contact between dwarves and elves.
Going out to fertilize the lawn now. Who knows what I'll come up with then.
Though while cleaning out gutters today I did think of how first contact happened between the dwarves and human of my world. Much better than the first contact between dwarves and elves.
Going out to fertilize the lawn now. Who knows what I'll come up with then.
Saturday, May 14, 2011
Friday, May 13, 2011
13 Magazine for WGA
Just in time for Friday the 13th comes the newest supplement for Witch Girls Adventures.
13 Magazine
This is a fun little product.
Designed to be a magazine for young witches in the WGA world, it looks like any number of tween and teen mags that talk about fashion, boys and school. 13 is no different except the advice section deals with how to deal with your vampire boyfriend to a bunch of new spells no young witch should be without. IT looks like there will be regular features such as Aimee the Alchemist, Cryptid Database, advice from Denora the "Wicked Witch of the West Coast" and dating advice from Desdemond. Everything is presented with a little sidebar of notes for the Director of a WGA game on how to use.
I particularly liked the "First Jobs" article which dealt with baby sitting, but provided material to play or run younger witches than the core book had.
The layout is really good, full color and looking like a glossy fashion magazine. There are a few typos I noticed, but nothing that distracted me from the text or the fun.
If you like Witch Girls Adventures (and I do), then this is a good buy.
5 out of 5 stars
Again, I am inordinately fond of this game so anything new for it is great in my mind.
13 Magazine
This is a fun little product.
Designed to be a magazine for young witches in the WGA world, it looks like any number of tween and teen mags that talk about fashion, boys and school. 13 is no different except the advice section deals with how to deal with your vampire boyfriend to a bunch of new spells no young witch should be without. IT looks like there will be regular features such as Aimee the Alchemist, Cryptid Database, advice from Denora the "Wicked Witch of the West Coast" and dating advice from Desdemond. Everything is presented with a little sidebar of notes for the Director of a WGA game on how to use.
I particularly liked the "First Jobs" article which dealt with baby sitting, but provided material to play or run younger witches than the core book had.
The layout is really good, full color and looking like a glossy fashion magazine. There are a few typos I noticed, but nothing that distracted me from the text or the fun.
If you like Witch Girls Adventures (and I do), then this is a good buy.
5 out of 5 stars
Again, I am inordinately fond of this game so anything new for it is great in my mind.
Happy Friday the 13th!
Hey! It is Friday the 13th which is usually pretty good for me. We will see if that holds today. ;)
On the down side all my posts since Wednesday are gone, but I think I can bring them back if I want.
Hope your Friday is a good one.
On the down side all my posts since Wednesday are gone, but I think I can bring them back if I want.
Hope your Friday is a good one.
Thursday, May 12, 2011
Monster High
I blog about horror, monsters, vampires, witches and stuff like that. I enjoy webcomics like Eerie Cuties, Magick Chicks, School Bites and Shadow Girls. One of my favorite games is Witch Girls Adventures.
So it should be no surprise really that I know about the Monster High Dolls from Mattel. No, I don't own any of them (they don't have any witches from what I can tell) but I do get emails about them from readers letting me know about them.
But that is not why I am talking about them today.
I was reading this post from OUR VALUED CUSTOMERS about a father that wouldn't buy his daughter a Usagi Yojimbo doll. Being a parent myself I have spent a lot of time in the toy stores (really that is my honest reason!) and I have seen a lot of parents do some really dumb things and say some really stupid shit about toys their kids wanted to buy.
Though there is one that will always stick in my mind. I was at Target one day this last month or so. I forgot what it was I getting, but I was walking past the cash registers and there was this little boy, no more than 3 or 4 really. In his hand was one of these Monster Dolls. The look on his face as he looked down at his new doll and hugged it was priceless. He was so in love with his little monster girl. The mother, as any parent who has ever been in a Target, looked tired but she was obviously getting the toy for the little guy.
It really made me smile to see this little guy so happy and it made me feel good that this mother wasn't bowing to the pressure of buying a "Girl's Toy" for a little boy.
So it should be no surprise really that I know about the Monster High Dolls from Mattel. No, I don't own any of them (they don't have any witches from what I can tell) but I do get emails about them from readers letting me know about them.
But that is not why I am talking about them today.
I was reading this post from OUR VALUED CUSTOMERS about a father that wouldn't buy his daughter a Usagi Yojimbo doll. Being a parent myself I have spent a lot of time in the toy stores (really that is my honest reason!) and I have seen a lot of parents do some really dumb things and say some really stupid shit about toys their kids wanted to buy.
Though there is one that will always stick in my mind. I was at Target one day this last month or so. I forgot what it was I getting, but I was walking past the cash registers and there was this little boy, no more than 3 or 4 really. In his hand was one of these Monster Dolls. The look on his face as he looked down at his new doll and hugged it was priceless. He was so in love with his little monster girl. The mother, as any parent who has ever been in a Target, looked tired but she was obviously getting the toy for the little guy.
It really made me smile to see this little guy so happy and it made me feel good that this mother wasn't bowing to the pressure of buying a "Girl's Toy" for a little boy.
Wednesday, May 11, 2011
More reviews
A few reviews sitting in my queue.Find this at DriveThruRPG.
Fantasy Heroines Set
I love these paper minis from Arion games and this package is no different. I bunch of little paper people for your game. There are heroines of every class type here and the "cheese cake" factor is minimal (the paladin for example is in head to toe armor). Some mounted and some tri-folded versions as well.
There is only one thing missing from this package are full sized (or even half sized) page versions of the characters to print out and use with a character sheet. That would make these perfect in my mind.
4 of 5 Stars
Greek Woman
Two hi-res pieces of art (the same, one in b/w, the other in sepia) to be used with any project personal or comerical.
A very good piece.
5 of 5 Stars
Doctor Who: Aliens and Creatures
An excellent source of new things to run away from!
Actually this is a great product, full of all sorts of monsters, aliens and other creatures primarily from the new version of Doctor Who (but some old favorites are still there).
There is also an adventure book with two ready to go adventures using these new creatures; and plenty of ideas of how to use the others.
Some printing will be required for the cards, but that is minimal.
The same level of art, design and layout given to the core game is here, making it one of the more attractive games out these days. Perfect for the Doctor Who gamer and the Doctor Who fan alike.
5 of 5 Stars
Eden Studios Presents: Volume 3
While it doesn't come out as often as I would like, each issue of ESP is worth the wait. In particular here are Jason Vey's conversions of WitchCraft Gifted to be used in the Cinematic lines like Buffy or Ghosts of Albion.
More Cinematic Unisystem spells for Buffy/Angel (and Ghosts of Albion or Army of Darkness).
If you play Unisystem games then this is a great resource for you.
5 of 5 Stars
Book of Races
This book is filled full of new and interesting races, many of which are not your typical fantasy fare. While not all are great there are some gems and I appreciate the overall effort. There are races, new feats and paragon paths for 4e (not Essentials, but easily updated).
The art does tend to be all over the place and some of it is not great. But for half price and the chance to do something very different than the typical elf-dwarf-halfling trifeca, this is a good choice.
4 of 5 Stars
F-211 Copperhead
This is actually pretty awesome and one of the best things about PDFs. For one price (and lot of printer ink) I can have a fleet of little paper spaceships.
The design is very cool, brings to mind both the Vipers of BSG and the X-Wings of Star Wars, so that is a plus.
My suggestion is to take your time and let the paper dry before gluing. I smudged my first one.
5 of 5 Stars
Enjoy!
Fantasy Heroines Set
I love these paper minis from Arion games and this package is no different. I bunch of little paper people for your game. There are heroines of every class type here and the "cheese cake" factor is minimal (the paladin for example is in head to toe armor). Some mounted and some tri-folded versions as well.
There is only one thing missing from this package are full sized (or even half sized) page versions of the characters to print out and use with a character sheet. That would make these perfect in my mind.
4 of 5 Stars
Greek Woman
Two hi-res pieces of art (the same, one in b/w, the other in sepia) to be used with any project personal or comerical.
A very good piece.
5 of 5 Stars
Doctor Who: Aliens and Creatures
An excellent source of new things to run away from!
Actually this is a great product, full of all sorts of monsters, aliens and other creatures primarily from the new version of Doctor Who (but some old favorites are still there).
There is also an adventure book with two ready to go adventures using these new creatures; and plenty of ideas of how to use the others.
Some printing will be required for the cards, but that is minimal.
The same level of art, design and layout given to the core game is here, making it one of the more attractive games out these days. Perfect for the Doctor Who gamer and the Doctor Who fan alike.
5 of 5 Stars
Eden Studios Presents: Volume 3
While it doesn't come out as often as I would like, each issue of ESP is worth the wait. In particular here are Jason Vey's conversions of WitchCraft Gifted to be used in the Cinematic lines like Buffy or Ghosts of Albion.
More Cinematic Unisystem spells for Buffy/Angel (and Ghosts of Albion or Army of Darkness).
If you play Unisystem games then this is a great resource for you.
5 of 5 Stars
Book of Races
This book is filled full of new and interesting races, many of which are not your typical fantasy fare. While not all are great there are some gems and I appreciate the overall effort. There are races, new feats and paragon paths for 4e (not Essentials, but easily updated).
The art does tend to be all over the place and some of it is not great. But for half price and the chance to do something very different than the typical elf-dwarf-halfling trifeca, this is a good choice.
4 of 5 Stars
F-211 Copperhead
This is actually pretty awesome and one of the best things about PDFs. For one price (and lot of printer ink) I can have a fleet of little paper spaceships.
The design is very cool, brings to mind both the Vipers of BSG and the X-Wings of Star Wars, so that is a plus.
My suggestion is to take your time and let the paper dry before gluing. I smudged my first one.
5 of 5 Stars
Enjoy!
This is why I enjoy reading blogs
James at GROGNARDIA has posted a bit on his thoughts on White Plume Mountain. As many of you know I am currently running my kids through WPM as part of their Dragonslayers campaign.
Well reading the comments I see that there is another add-on for this called Outside the Mountain. Which has another legacy weapon, Frostrazor (don't like that name though).
It doesn't add a lot to what I already have, it's list Dragotha as a Black Dragon Dracolich rather than the Red Dragon Dracolich as everywhere else, but it is still fun to have.
I suppose one day I could run "Return to White Plume Mountain" but I think that when the Dragonslayers are done here then the old volcano will fade back into the mists and the local will not speak of the horrors of the mountain, but of the brave adventurers that conquered it.
Now if work would just let up I can get back to finishing this with my boys.
Well reading the comments I see that there is another add-on for this called Outside the Mountain. Which has another legacy weapon, Frostrazor (don't like that name though).
It doesn't add a lot to what I already have, it's list Dragotha as a Black Dragon Dracolich rather than the Red Dragon Dracolich as everywhere else, but it is still fun to have.
I suppose one day I could run "Return to White Plume Mountain" but I think that when the Dragonslayers are done here then the old volcano will fade back into the mists and the local will not speak of the horrors of the mountain, but of the brave adventurers that conquered it.
Now if work would just let up I can get back to finishing this with my boys.
Tuesday, May 10, 2011
Review: Vornheim
Notice: I am not taking down this post because I feel it is more important to leave it up, but also update everyone on what is happeing now as February 11, 2019. Please see this newer post first. http://theotherside.timsbrannan.com/2019/02/i-am-going-to-talk-about-zak-today-and.html |
Vornheim the Complete City kit is a massively huge city setting so strange, exotic and new that your players might not ever want to leave. Designed by artist Zak Smith/Zak Sabbath (of "I Hit it With My Axe" and "D&D With Porn Stars" fame) and playtested in his rather unique blend of oldschool D&D and 3rd edition with his equally unique group it is not too much to state that you have not seen a city like this before.
Vornheim reads like a city designed by M.C. Escher and H.P. Lovercraft on a bender. Streets bend and twist on each other and I swear so do the inhabitants. This comes I feel from Zak being a artist first and a game designer second. Compared to other city books there is a lot that this book doesn't do and lot of other things it does.
What doesn't it do. Well for starters no where is it defined where this city is. It could be anywhere, from anywhere. Secondly do not expect a lot of details. The author has very specifically left a lot to the designs of the individual DMs out there. So while some people are mentioned (I rather likes the three witches) there are a lot of details left to you.
What does it do. It is a framework and notes of a great city. There is a fantastic set of superstitions listed and there are NPCs, monsters. Stats are given in a simplified version of the d20 rules, favoring an old-school bent, but there are plenty of conversion notes for every edition of the Worlds Oldest FRPG.
There are tables after tables of things that can happen in the city beyond just random monsters, but also legal issues, things you might find, people you could encounter. The place is huge.
The layout is simple and dense. There is a lot of text in the 70+ pages and the whole thing has this real cool retro vibe to it. Almost like it had been published in the 70's (was Zak even alive then?) and it works great.
The art is Zak's own and it has it's own surreal weird style that really sets the stage for this place. The city map itself is massive and reminds me of an old medieval tapestry. Yes, that does appear to be Mandy Morbid on the cover too.
Visit the Immortal Zoo of Ping Feng, or the Library of Zorlac or just "crawl" across the city.
Vornheim the City is not for the faint of heart and Vornheim the book is not for the DM that is afraid of a little prep time (though with the tables you can be using it in minutes) or bringing his/her own ideas to the table.
I have to admit I am rather impressed.
5 out of 5 stars.
Monday, May 9, 2011
Tale of the tape...er Story of the Stats
Going over my visit stats for April. Looks like the A to Z blogging deal did pay off.
In general my visits were much higher for April compared to previous months.
Maybe I am just getting better at writing.
In general my visits were much higher for April compared to previous months.
Maybe I am just getting better at writing.
All things witchy
Started on the most recent Rachel Morgan book today, Pale Demon. Just a bit into it and Rachel is already in a mess not of her choosing. So it was with witches on the mind that All Things Urban Fantasy posted their top 10 favorite witches, http://allthingsurbanfantasy.blogspot.com/2011/05/top-10-list-mk-hobsons-favorite-witches.html.
Oddly enough I only agree with some of them. I liked Howl (of Howl's Moving Castle), Endora (Bewitched) and Angelique (Dark Shadows) but the rest were only ok. Well, Maleficent and Baba Yaga are cool.
Have a lot of work to do tonight, so this is a brief one.
Oddly enough I only agree with some of them. I liked Howl (of Howl's Moving Castle), Endora (Bewitched) and Angelique (Dark Shadows) but the rest were only ok. Well, Maleficent and Baba Yaga are cool.
Have a lot of work to do tonight, so this is a brief one.
Saturday, May 7, 2011
Zatannurday: Mother's Day
Tomorrow is mother's day. And for Zatanna that means dressing weird and finding out her memories had been messed with thanks to dad. She must have learned that trick from him.
Anyway, what do we really know about Zee's mom? Not much. Her name was Sindella and she was one of the Homo Magi race; an offshoot of Humans that can perform magic at will more or less. In DC that means that Zee is a magician (father's side) and a witch (mother's side). Here is the costume that she showed up in one day when she went to join the Justice League.
This is from right around 1978-79 I think, Justice League of America #161. This may be the worse costume I have ever seen Zee in. Normally turning evil makes you hotter, but I think she got it wrong here. Maybe she was stoned again. Anyway.
Turns out it was the same costume that her mother wore when Zatara met her. We find out later (#163-165) what was going on that her mother wasn't really dead, but a super powerful magic battery and being used as such. Now she really is dying and Zee is a good replacement.
You can tell he is evil by the beard and calling Zee a half-breed.
Zee is only about 20 or so here and spent her life without a mother, her mother does what any mother in this situation would do. She sacrifices herself so that her daughter may live free.
Course she grows up and gets involved with John Constantine a lot, but hey.
This does bring up an interesting idea. Let's say Zee was in her 20s at the end of the 70s (that would make her a HUGE Ramones fans in my mind) and use the Constantine idea that she ages at the same rate as the real world, then she would be in her early 50s now. Since she is a member of the Homo Magi race, a notoriously long lived one, then she could still appear to be in her early 30s easy.
Let's hope John Zatara II has better luck with his mom.
Anyway, what do we really know about Zee's mom? Not much. Her name was Sindella and she was one of the Homo Magi race; an offshoot of Humans that can perform magic at will more or less. In DC that means that Zee is a magician (father's side) and a witch (mother's side). Here is the costume that she showed up in one day when she went to join the Justice League.
This is from right around 1978-79 I think, Justice League of America #161. This may be the worse costume I have ever seen Zee in. Normally turning evil makes you hotter, but I think she got it wrong here. Maybe she was stoned again. Anyway.
Turns out it was the same costume that her mother wore when Zatara met her. We find out later (#163-165) what was going on that her mother wasn't really dead, but a super powerful magic battery and being used as such. Now she really is dying and Zee is a good replacement.
You can tell he is evil by the beard and calling Zee a half-breed.
Zee is only about 20 or so here and spent her life without a mother, her mother does what any mother in this situation would do. She sacrifices herself so that her daughter may live free.
Course she grows up and gets involved with John Constantine a lot, but hey.
This does bring up an interesting idea. Let's say Zee was in her 20s at the end of the 70s (that would make her a HUGE Ramones fans in my mind) and use the Constantine idea that she ages at the same rate as the real world, then she would be in her early 50s now. Since she is a member of the Homo Magi race, a notoriously long lived one, then she could still appear to be in her early 30s easy.
Let's hope John Zatara II has better luck with his mom.
Friday, May 6, 2011
Clerics in D&D
There has been a lot of talk of clerics and their value in a D&D game. This ranges from the the old school of whether or not the Cleric is an appropriate trope for a fantasy game to the new school of whether a cleric is needed in a game that also has healing surges.
Here are some posts to illustrate what I mean,
http://www.wizards.com/dnd/article.aspx?x=dnd/4ll/20110426
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20110503#74170
http://lawfulindifferent.blogspot.com/2011/04/god-i-hate-clerics.html
http://daegames.blogspot.com/2011/04/who-wants-to-play-cleric_26.html
http://theresdungeonsdownunder.blogspot.com/2011/05/making-cleric-cleric-blank-religion.html
I am firmly in the camp of Clerics are as much a part of D&D as Fighters, Wizards and Thieves.
My first character ever was Father Johan Weper, Cleric of the God of the Sun, Hunter of the Undead. He was a bit of a generic cleric to be honest, and I choose the sun god because I thought that as a quasi-medieval priest the sun would be a major feature of all the is holy, bright and good. Plus I had been reading a bunch of Greek Myths and I though Apollo would make for a good god. But the real reason I choose the cleric; Turning Undead. That was an AWESOME power in my pre-teen mind. So that has colored my views of the cleric ever since.
In real life I am an atheist, but I like the play the religious character. So clerics, witches, druids, all fascinate me. But clerics are where it all started.
Clerics as Occult Researchers
In nearly every other game I have ever played there have been occult researchers. There is usually someone that is the pary's muscle, the magic-guy, the sneaky guy and then the smart guy. Sometime the magic guy and smart guy are the same, sometimes though they are not. The Cleric takes on the roll of the Smart Guy or the Occult Researcher. The books, the ill fitting glasses, and the wisdom to know what to do is the roll of the cleric.
It is fairly well known that the idea behind clerical undead turning came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films. Why not extend the metaphor to include the rest of Van Helsing's portfolio. As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Magic-User / Wiazard, but the cleric's input should not be understated.
In D&D 3 and 4 knowledge of the undead fall within the Knowledge (Religion) or just Religion category. These characters tend to have more training in this area than other characters. While wizards are typically the font of magical knowledge, clerics should be the source of knowledge beyond the ken of mortal man and into the realm of the gods.
Clerics as the Party Leader
The cleric also can serve the roll as the leader. While the cleric can run the gamut of influential high priest to crazy street prophet to diabolic cult leader, players typically take on the roll of the cleric of the local church, usually good. Certainly that is what D&D4 wants you to do and that is fine. This type of cleric also works as the default leader, whether he/she is or not. So if this is the hand you are dealt, then play it because clerics make great leaders. Under most circumstances they access to power, money, a hierarchy and can expect a modicum of respect from the locals. All this adds up to instant authority figure. Even if they are not.
Cleric as the Party Medic
The obvious role. Clerics have healing magic in earlier editions of the game, have spontaneous healing spells in the 3.x era and can activate healing surges in 4th. The role of the cleric cannot be overstated. Parties with out a cleric die.
During my run between 1st and 2nd Ed I created a Healer class. It shared a number of features that my Witch class did including the ability to heal by touch as she went up in level. Completely unneeded in 3.x of course, but in 2nd Ed it was quite a game changer. I also made an NPC healer a pacifist. She would never raise a weapon to any creature, unless of course it was undead and then she went all Peter Cushing on them. But running that class and character (she was the only character I ever made for that class) showed me how important the healing aspect was. There was not just the regaining hit points, there was the player morale. Also since the character was an NPC it was easy not to have her fight, but the Players really did everything they could to protect her.
BTW. Her name was Celene Weper and she was the youngest daughter of Father Werper above. Yes clerics in my world get married and have kids, since it is a life affirming thing.
Plus keep in mind that Clerics as Healers has a long tradition even in our own world. If ever a character decided to become a pure healing cleric and take an oath of non violence then I would give them XP for every hitpoint cured and a share of combat XP. I would also give them 2x the starting funds (even though they would give what they don't spend back to the church) to represent the investment their churches/hospitals have made in them. After all, can't send a healer out into the world with shoddy armor. Reflects bad on their organization.
Clerics as Combatants?
It almost seems counter to the above, but clerics are the second best major class when it comes to fighting. Only fighters (and their related classes) are better. The get good saves vs. magic due to their high wisdom, or Will saves for the same reason and their saves are pretty decent to start with. Plus they have one thing fighters don't have, the ability to use magic. So what you say, so can Wizards and even your favorite witch. Yes, but can they do it in field plate armor? Clerics can. Sure they do not get the combat spells the wizard gets, but they have a few good ones too. Creeping Doom is a nasty little spell for Druids. Finger of Death and reversed Heal spells can also ruin someone's day.
In games without Paladins, Clerics are the "righteous fist of (their) god". Wizards don't smite.
Clerics can also be one of the few character types that can actually kill monsters with out the moral hnagups. Even fighters, who get paid, and thieves, that might be working as assassins, don't get the same kind of "get out of jail free card" as do clerics operating within the doctrines of their faith and church. Think back to the Crusades and the Inquisition, the faithful got away with murder, torture and even more horrible crimes in the name of their God and the law had little to say about it or were in collusion with them.
Clerics might then be one of the more well rounded characters in the group.
Here are some posts to illustrate what I mean,
http://www.wizards.com/dnd/article.aspx?x=dnd/4ll/20110426
http://www.wizards.com/DnD/Article.aspx?x=dnd/4ll/20110503#74170
http://lawfulindifferent.blogspot.com/2011/04/god-i-hate-clerics.html
http://daegames.blogspot.com/2011/04/who-wants-to-play-cleric_26.html
http://theresdungeonsdownunder.blogspot.com/2011/05/making-cleric-cleric-blank-religion.html
I am firmly in the camp of Clerics are as much a part of D&D as Fighters, Wizards and Thieves.
My first character ever was Father Johan Weper, Cleric of the God of the Sun, Hunter of the Undead. He was a bit of a generic cleric to be honest, and I choose the sun god because I thought that as a quasi-medieval priest the sun would be a major feature of all the is holy, bright and good. Plus I had been reading a bunch of Greek Myths and I though Apollo would make for a good god. But the real reason I choose the cleric; Turning Undead. That was an AWESOME power in my pre-teen mind. So that has colored my views of the cleric ever since.
In real life I am an atheist, but I like the play the religious character. So clerics, witches, druids, all fascinate me. But clerics are where it all started.
Clerics as Occult Researchers
In nearly every other game I have ever played there have been occult researchers. There is usually someone that is the pary's muscle, the magic-guy, the sneaky guy and then the smart guy. Sometime the magic guy and smart guy are the same, sometimes though they are not. The Cleric takes on the roll of the Smart Guy or the Occult Researcher. The books, the ill fitting glasses, and the wisdom to know what to do is the roll of the cleric.
It is fairly well known that the idea behind clerical undead turning came from Peter Cushing's Van Helsing characters in the various Hammer Dracula films. Why not extend the metaphor to include the rest of Van Helsing's portfolio. As a class that puts a high value on Wisdom then the cleric should be a font of knowledge. Sure, this can also be done by the Magic-User / Wiazard, but the cleric's input should not be understated.
In D&D 3 and 4 knowledge of the undead fall within the Knowledge (Religion) or just Religion category. These characters tend to have more training in this area than other characters. While wizards are typically the font of magical knowledge, clerics should be the source of knowledge beyond the ken of mortal man and into the realm of the gods.
Clerics as the Party Leader
The cleric also can serve the roll as the leader. While the cleric can run the gamut of influential high priest to crazy street prophet to diabolic cult leader, players typically take on the roll of the cleric of the local church, usually good. Certainly that is what D&D4 wants you to do and that is fine. This type of cleric also works as the default leader, whether he/she is or not. So if this is the hand you are dealt, then play it because clerics make great leaders. Under most circumstances they access to power, money, a hierarchy and can expect a modicum of respect from the locals. All this adds up to instant authority figure. Even if they are not.
Cleric as the Party Medic
The obvious role. Clerics have healing magic in earlier editions of the game, have spontaneous healing spells in the 3.x era and can activate healing surges in 4th. The role of the cleric cannot be overstated. Parties with out a cleric die.
During my run between 1st and 2nd Ed I created a Healer class. It shared a number of features that my Witch class did including the ability to heal by touch as she went up in level. Completely unneeded in 3.x of course, but in 2nd Ed it was quite a game changer. I also made an NPC healer a pacifist. She would never raise a weapon to any creature, unless of course it was undead and then she went all Peter Cushing on them. But running that class and character (she was the only character I ever made for that class) showed me how important the healing aspect was. There was not just the regaining hit points, there was the player morale. Also since the character was an NPC it was easy not to have her fight, but the Players really did everything they could to protect her.
BTW. Her name was Celene Weper and she was the youngest daughter of Father Werper above. Yes clerics in my world get married and have kids, since it is a life affirming thing.
Plus keep in mind that Clerics as Healers has a long tradition even in our own world. If ever a character decided to become a pure healing cleric and take an oath of non violence then I would give them XP for every hitpoint cured and a share of combat XP. I would also give them 2x the starting funds (even though they would give what they don't spend back to the church) to represent the investment their churches/hospitals have made in them. After all, can't send a healer out into the world with shoddy armor. Reflects bad on their organization.
Clerics as Combatants?
It almost seems counter to the above, but clerics are the second best major class when it comes to fighting. Only fighters (and their related classes) are better. The get good saves vs. magic due to their high wisdom, or Will saves for the same reason and their saves are pretty decent to start with. Plus they have one thing fighters don't have, the ability to use magic. So what you say, so can Wizards and even your favorite witch. Yes, but can they do it in field plate armor? Clerics can. Sure they do not get the combat spells the wizard gets, but they have a few good ones too. Creeping Doom is a nasty little spell for Druids. Finger of Death and reversed Heal spells can also ruin someone's day.
In games without Paladins, Clerics are the "righteous fist of (their) god". Wizards don't smite.
Clerics can also be one of the few character types that can actually kill monsters with out the moral hnagups. Even fighters, who get paid, and thieves, that might be working as assassins, don't get the same kind of "get out of jail free card" as do clerics operating within the doctrines of their faith and church. Think back to the Crusades and the Inquisition, the faithful got away with murder, torture and even more horrible crimes in the name of their God and the law had little to say about it or were in collusion with them.
Clerics might then be one of the more well rounded characters in the group.
Thursday, May 5, 2011
Happy Birthday Adam Hughes
Today is Adam Hughes birthday. I have posted his Zatanna pics before, but here is an awesome Batwoman.
How cool is that. I love the pic of The Question/Renee at the bottom.
How cool is that. I love the pic of The Question/Renee at the bottom.
Noble Knight Games is really Awesome
I love my FLGS. I do. I would rather buy from them for just about everything.
But every once in a while I find something somewhere else I want and I go with that store.
9 times out of 10, I get what I want. But sometimes I take a risk and it doesn't pay off.
But then sometime the company I buy from makes it right and everything is great again.
Recently I have been going on about Quest of the Ancients. I have a 1st Edition but not the 2nd Ed. I saw Noble Knight Games had one for sale at a great price so I grabbed it. Normally I wouldn't have, QotA is fun, but it's not great and I have the 1st ed. Getting the 2nd ed would only be worth the satisfaction of my curiosity. If I had seen at the store, I would have just spent a couple minutes flipping.
So I bought it anyway, knowing the risk. And I ended up with a 1st Edition.
I contacted them and they bent over backwards to make it right. They didn't have a 2nd ed in stock, but they were completely awesome with want I did get.
I had ordered from them in the past and ALWAYS got great service and exactly what I wanted. This aberration did nothing to make me think less of them. Just the opposite, it made think more highly of them and I am more likely to order from them in the future.
I have a great local game store that can get me anything. But those are planned purchases or stop in at the store and impulse buys. Noble Knight is great when I am browsing on the net, come across a game I have never heard of or had forgotten about and then go over and see what it would cost. If I like the price then I can get it.
So if you are unlike me and don't live within easy distance of a fantastic game store, then please give Noble Knight Games a look.
But every once in a while I find something somewhere else I want and I go with that store.
9 times out of 10, I get what I want. But sometimes I take a risk and it doesn't pay off.
But then sometime the company I buy from makes it right and everything is great again.
Recently I have been going on about Quest of the Ancients. I have a 1st Edition but not the 2nd Ed. I saw Noble Knight Games had one for sale at a great price so I grabbed it. Normally I wouldn't have, QotA is fun, but it's not great and I have the 1st ed. Getting the 2nd ed would only be worth the satisfaction of my curiosity. If I had seen at the store, I would have just spent a couple minutes flipping.
So I bought it anyway, knowing the risk. And I ended up with a 1st Edition.
I contacted them and they bent over backwards to make it right. They didn't have a 2nd ed in stock, but they were completely awesome with want I did get.
I had ordered from them in the past and ALWAYS got great service and exactly what I wanted. This aberration did nothing to make me think less of them. Just the opposite, it made think more highly of them and I am more likely to order from them in the future.
I have a great local game store that can get me anything. But those are planned purchases or stop in at the store and impulse buys. Noble Knight is great when I am browsing on the net, come across a game I have never heard of or had forgotten about and then go over and see what it would cost. If I like the price then I can get it.
So if you are unlike me and don't live within easy distance of a fantastic game store, then please give Noble Knight Games a look.
Wednesday, May 4, 2011
Hunting trolls should be like this...
Trolls are ubiquitous in FRPGs. Just go to Chapter 2 of The Hobbit and you will see why.
The trouble is they are so ubiquitous that they often get forgotten as a real threat. Not surprising really. When you live in a world of dragons, demons and other horrors, the simple troll can seem, well, quaint.
Well they shouldn't be. Trolls were once the "demons" of the world. They were the monsters.
To help us remember that there is a new film out of Norway (where Trolls still sleep) called "Troll Hunter"
http://www.trollhunterfilm.com/
http://monsterbrains.blogspot.com/2011/05/troll-hunter-directed-by-andre-vredal.html
And here is one of the trolls,
That's a troll worthy of your characters.
I have always preferred the the more Scandinavian Troll over the green rubbery one from the Monster Manual. I like trolls that look like they are made out of rock and earth. So for that, here is the Troll I have used in Basic Era format.
Earth Troll
Armor Class: -1 [20]
Hit Dice: 10d8* (50 hp)
No. of Attacks: 2 claws / 1 bite
Damage: 1d6 / 1d6 / 1d8+3
Special: Darkvision 90 ft., regeneration, vulnerability to sunlight
Movement: 30 ft., burrow 40 ft.
No. Appearing: 1 (1-3 in lair)
Saves: Fighter 10
Morale: 8
Treasure: None
Alignment: Chaotic
XP:
Earth Trolls are relatives of the normal troll and make their lairs deep within the subterranean realms of the earth or in dense forests where the sunlight is easily avoided. Most creatures avoid Earth Trolls, as they are completely malign and evil, attacking any living creature, especially when hungry. They are quite fond of humanoid flesh and usually stage raids upon surface dwellers every month. Because of this, they are often encountered in large surface caves in the sections well outside the reach of sunlight.
Earth Trolls are 10 feet tall and weigh about 1,200 pounds with females being slightly larger. They resemble their smaller relatives in most respects, but some accounts have them appearing as rather large and misshapen gnomes. The Earth Troll’s hide is stone gray or brown, its hair is black or brown, and its eyes are dull brown. Like its counterpart, the Earth Troll’s arms and legs are long and thin. Its arms end in sharpened talons, and its legs sport great three-toed feet. Earth trolls will attempt to dress or adorn themselves in whatever rags, hides and bits of clothing they can find.
Earth trolls are a little smarter that their more common cousins. While they still do not have concept of strategy, they are smart enough to speak and to use some simple weapons.
Earth trolls speak the language of all trolls, some have been known to speak orc or goblin as well.
Earth Trolls attack any living thing that enters their territory, usually doing so for food. They will band together for very simple ambush tactics but that is about the extent of their strategy and planning. Most of the time an earth troll will flail relentlessly at its foes with its powerful claws until either it or its opponent is dead, but some have been known to use a large club and others even a spear or sword.
Regeneration: An earth troll heals only if it is underground and touching dirt or earth. If in contact with the earth it heals 3 hit-points per round. If contact is lost, say the troll is levitated or flying, then the healing stops. Trolls turned to stone heal hit points (but not lost limbs).
Vulnerability to Sunlight: An earth troll exposed to natural sunlight (not merely a spell or magical item that replicates sunlight) is instantly turned to stone (as if by the flesh to stone spell) if it fails a Petrify save. This effect is permanent, but can be dispelled if the earth troll is removed from the sunlight and stone to flesh is cast on it.
--
Section 15 Copyright Notice
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright ©2003, Timothy S. Brannan and the Netbook of Witches Team.
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.
"Earth Troll" Copyright ©2011, Timothy S. Brannan
The trouble is they are so ubiquitous that they often get forgotten as a real threat. Not surprising really. When you live in a world of dragons, demons and other horrors, the simple troll can seem, well, quaint.
Well they shouldn't be. Trolls were once the "demons" of the world. They were the monsters.
To help us remember that there is a new film out of Norway (where Trolls still sleep) called "Troll Hunter"
http://www.trollhunterfilm.com/
http://monsterbrains.blogspot.com/2011/05/troll-hunter-directed-by-andre-vredal.html
And here is one of the trolls,
That's a troll worthy of your characters.
I have always preferred the the more Scandinavian Troll over the green rubbery one from the Monster Manual. I like trolls that look like they are made out of rock and earth. So for that, here is the Troll I have used in Basic Era format.
Earth Troll
Armor Class: -1 [20]
Hit Dice: 10d8* (50 hp)
No. of Attacks: 2 claws / 1 bite
Damage: 1d6 / 1d6 / 1d8+3
Special: Darkvision 90 ft., regeneration, vulnerability to sunlight
Movement: 30 ft., burrow 40 ft.
No. Appearing: 1 (1-3 in lair)
Saves: Fighter 10
Morale: 8
Treasure: None
Alignment: Chaotic
XP:
Earth Trolls are relatives of the normal troll and make their lairs deep within the subterranean realms of the earth or in dense forests where the sunlight is easily avoided. Most creatures avoid Earth Trolls, as they are completely malign and evil, attacking any living creature, especially when hungry. They are quite fond of humanoid flesh and usually stage raids upon surface dwellers every month. Because of this, they are often encountered in large surface caves in the sections well outside the reach of sunlight.
Earth Trolls are 10 feet tall and weigh about 1,200 pounds with females being slightly larger. They resemble their smaller relatives in most respects, but some accounts have them appearing as rather large and misshapen gnomes. The Earth Troll’s hide is stone gray or brown, its hair is black or brown, and its eyes are dull brown. Like its counterpart, the Earth Troll’s arms and legs are long and thin. Its arms end in sharpened talons, and its legs sport great three-toed feet. Earth trolls will attempt to dress or adorn themselves in whatever rags, hides and bits of clothing they can find.
Earth trolls are a little smarter that their more common cousins. While they still do not have concept of strategy, they are smart enough to speak and to use some simple weapons.
Earth trolls speak the language of all trolls, some have been known to speak orc or goblin as well.
Earth Trolls attack any living thing that enters their territory, usually doing so for food. They will band together for very simple ambush tactics but that is about the extent of their strategy and planning. Most of the time an earth troll will flail relentlessly at its foes with its powerful claws until either it or its opponent is dead, but some have been known to use a large club and others even a spear or sword.
Regeneration: An earth troll heals only if it is underground and touching dirt or earth. If in contact with the earth it heals 3 hit-points per round. If contact is lost, say the troll is levitated or flying, then the healing stops. Trolls turned to stone heal hit points (but not lost limbs).
Vulnerability to Sunlight: An earth troll exposed to natural sunlight (not merely a spell or magical item that replicates sunlight) is instantly turned to stone (as if by the flesh to stone spell) if it fails a Petrify save. This effect is permanent, but can be dispelled if the earth troll is removed from the sunlight and stone to flesh is cast on it.
--
Section 15 Copyright Notice
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Liber Mysterium: The Netbook of Witches and Warlocks is Copyright ©2003, Timothy S. Brannan and the Netbook of Witches Team.
Basic Fantasy Role-Playing Game Copyright © 2006-2008. Chris Gonnerman.
Labyrinth LordTM. Copyright © 2007, Daniel Proctor. Author Daniel Proctor.
"Earth Troll" Copyright ©2011, Timothy S. Brannan
DriveThru May deals
Here are the products you can get from DriveThru RPG for 20% off.
Weird War II Player's Guide [Pinnacle Entertainment]
Adventurer's Guide to Cthonia [Alea Publishing]
ArcheTech Special Report: An Assortment of Armor [Cracked Mirror Publishing]
Wu Xing: The Ninja Crusade [Third Eye Games]
Martial Cultures: the Daikort Pack [Chaotic Shiney Productions]
Legend of the Five Rings (4th Edition) [AEG]
Fuzzy Heroes (2nd Edition) [Inner City Games]
Ave Molech (2nd Edition) [Morbidgames]
Book of Alignment (OGL/Pathfinder) [Emerald Press]
The 20% Code is: MayDaysAtTheDriveThru2011
ALSO I have a special code so you can get every game on the list above for FREE.
To get that code here is what I need:
In the comments section please post an adventure idea that uses elements from all these games.
Please include your contact in the post (such as email if it is not on your profile) so I can email you the code.
AND to make it more interesting, I am going to give the code out to TWO people that post their ideas to my blog.
Have fun!!
Weird War II Player's Guide [Pinnacle Entertainment]
Adventurer's Guide to Cthonia [Alea Publishing]
ArcheTech Special Report: An Assortment of Armor [Cracked Mirror Publishing]
Wu Xing: The Ninja Crusade [Third Eye Games]
Martial Cultures: the Daikort Pack [Chaotic Shiney Productions]
Legend of the Five Rings (4th Edition) [AEG]
Fuzzy Heroes (2nd Edition) [Inner City Games]
Ave Molech (2nd Edition) [Morbidgames]
Book of Alignment (OGL/Pathfinder) [Emerald Press]
The 20% Code is: MayDaysAtTheDriveThru2011
ALSO I have a special code so you can get every game on the list above for FREE.
To get that code here is what I need:
In the comments section please post an adventure idea that uses elements from all these games.
Please include your contact in the post (such as email if it is not on your profile) so I can email you the code.
AND to make it more interesting, I am going to give the code out to TWO people that post their ideas to my blog.
Have fun!!
Tuesday, May 3, 2011
Updates and something to read.
Been away from my blog for a bit, with a bunch of the posts I had on auto-post.
First thanks for the replies on the A to Z post yesterday.
I enjoyed posting these. It was a challenge to come up with some of the letters, but most were fairly easy and worked into my regular posting habits to be honest.
I have some reviews coming up, some thoughts I have on the Cleric class and some more ideas.
I also want to take this time to point out something my friend Jason Vey is doing over at his Blog, the Wasted Lands. He going over the 1st Ed AD&D rules in detail, starting with the DMG. If you want some insight to what many consider the greatest RPG ever, then please read go over to his blog, http://wastedlandsfantasy.blogspot.com/ and have a look and post.
Here are the first 6 parts.
Part 1, http://wastedlandsfantasy.blogspot.com/2011/04/advanced-dungeons-dragons-first-edition.html
Part 2, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeons-dragons-part.html
Part 3, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeons-dragons-first.html
Part 4, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeond-dragons-part.html
Part 5, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeond-dragons-part_29.html
Part 6, http://wastedlandsfantasy.blogspot.com/2011/05/reading-advanced-dungeons-dragons-part.html
I had wanted to do something similar, where I read all the DMGs over the last few years. But I want to see what Jason does first. His point of view is a bit different than my own; he is very much into the history of the game and comes from a very pro-Gygax point of view (not that I don't). I think he has a good insight to the game and his posts are interesting to read.
So have a look while you are waiting for me to post something of substance.
First thanks for the replies on the A to Z post yesterday.
I enjoyed posting these. It was a challenge to come up with some of the letters, but most were fairly easy and worked into my regular posting habits to be honest.
I have some reviews coming up, some thoughts I have on the Cleric class and some more ideas.
I also want to take this time to point out something my friend Jason Vey is doing over at his Blog, the Wasted Lands. He going over the 1st Ed AD&D rules in detail, starting with the DMG. If you want some insight to what many consider the greatest RPG ever, then please read go over to his blog, http://wastedlandsfantasy.blogspot.com/ and have a look and post.
Here are the first 6 parts.
Part 1, http://wastedlandsfantasy.blogspot.com/2011/04/advanced-dungeons-dragons-first-edition.html
Part 2, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeons-dragons-part.html
Part 3, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeons-dragons-first.html
Part 4, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeond-dragons-part.html
Part 5, http://wastedlandsfantasy.blogspot.com/2011/04/reading-advanced-dungeond-dragons-part_29.html
Part 6, http://wastedlandsfantasy.blogspot.com/2011/05/reading-advanced-dungeons-dragons-part.html
I had wanted to do something similar, where I read all the DMGs over the last few years. But I want to see what Jason does first. His point of view is a bit different than my own; he is very much into the history of the game and comes from a very pro-Gygax point of view (not that I don't). I think he has a good insight to the game and his posts are interesting to read.
So have a look while you are waiting for me to post something of substance.
Monday, May 2, 2011
Question for the Regular Readers
So.
Did you like the A to Z blogging Challenge?
Why did you like it/not like it?
If you were avoiding it, then why?
Thanks!
Did you like the A to Z blogging Challenge?
Why did you like it/not like it?
If you were avoiding it, then why?
Thanks!
Sunday, May 1, 2011
Gen Con Registration is live
And has been for a about 100 minutes now.
I was here, of course and still did not get into three of the games I really wanted.
My Gen Con tradition is to play Victoriana, but that game was sold out, and I tried to get into the Dresden Files game, but they were all booked too.
I did not see anything that looked "OSR Sponsored" (whatever that means) so if you are running an old-school game then let everyone know.
Here are my games, they are selling pretty fast.
RPG1120388 Obsession (Revised) Thu @ 7:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm D :: 8 Cost: $4
RPG1120389 Dinosauria! Fri @ 1:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm D :: 6 Cost: $4
RPG1120390 Dinosauria! Fri @ 7:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm C :: 3 Cost: $4
Dinosauria! is completely new with new characters designed to get people up and going fast. The 1:00 pm will be "kid friendly" and the 7:00pm one will be more older kids and adults.
Obsession is revised version of the adventure I ran last year. If you played last year then this one is not very different except for some details and the starting of the adventure.
Hope to see you all there!!
I was here, of course and still did not get into three of the games I really wanted.
My Gen Con tradition is to play Victoriana, but that game was sold out, and I tried to get into the Dresden Files game, but they were all booked too.
I did not see anything that looked "OSR Sponsored" (whatever that means) so if you are running an old-school game then let everyone know.
Here are my games, they are selling pretty fast.
RPG1120388 Obsession (Revised) Thu @ 7:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm D :: 8 Cost: $4
RPG1120389 Dinosauria! Fri @ 1:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm D :: 6 Cost: $4
RPG1120390 Dinosauria! Fri @ 7:00 PM 4 hrs
Location: Crowne Plaza :: Grand Central Blrm C :: 3 Cost: $4
Dinosauria! is completely new with new characters designed to get people up and going fast. The 1:00 pm will be "kid friendly" and the 7:00pm one will be more older kids and adults.
Obsession is revised version of the adventure I ran last year. If you played last year then this one is not very different except for some details and the starting of the adventure.
Hope to see you all there!!
Saturday, April 30, 2011
A to Z. I did it.
I survived the A to Z challenge.
It took a bit and maybe I'll do a more indepth retrospective later. Today's Z post was the one that made want to do this. When I saw Z landed on Saturday, the day I do my Zatannurday posts then I figured what the hell.
Y was the hardest one. I also almost didn't make my self-imposed deadline of 8:00am for this post.
Thank' to all the new visitors and followers. I hope I give you plenty of reasons to keep coming back.
And I got another award in the process.
See all the winners at http://elizabethmueller.blogspot.com/2011/04/z-is-for.html
It took a bit and maybe I'll do a more indepth retrospective later. Today's Z post was the one that made want to do this. When I saw Z landed on Saturday, the day I do my Zatannurday posts then I figured what the hell.
Y was the hardest one. I also almost didn't make my self-imposed deadline of 8:00am for this post.
Thank' to all the new visitors and followers. I hope I give you plenty of reasons to keep coming back.
And I got another award in the process.
See all the winners at http://elizabethmueller.blogspot.com/2011/04/z-is-for.html
Zatannurday: Z is for Zatanna and Zullo

I also posted her versions of Wonder Woman and Red Sonja too.
So a quick trip over to her Deviant Art page, and I find these fantastic Zatanna pieces.
There is an anime quality to this one I really like. I wonder what she is thinking of. Given how young she looks and that the hat looks too big on her, most likely she is thinking about her dad.
And this one is cute and sexy at the same time without needing to resort to cheesecake to do it.
And some more.
Friday, April 29, 2011
Y is for YAFGC

I "found" YAFGC one night and spent the next few hours reading all the comics to get caught up. I think I was done at something like 4:00 in the morning. I was dragging hard that day, but very amused.
YAFGC, true to it's name, is a Fantasy Gamer comic and there are tons of gamer related jokes in the almost 1800 pages of the comic. Too many to even recount honestly. Each page is rough, but it is also daily comic, and a free one at that. The stories are pretty clever, starting with a group of monsters (goblins, orcs, a crazy lich, drow and a beholder named Bob) and their extended family of friends, enemies and what ever Cap'n Fang is supposed to be to them.
It is gamer humor, but there are also pop cultural refs (but not too many to make it look dated in a s couple years) and a positive message about friends and family and the people you love. Speaking of love, it you find inter-species love to be a bit squicky, then avoid this comic. If you find the occasional same-sex relationship bothers you, then you might want to find other fare. If you like good humor and occasionally poking a bit of fun at some of the tropes we use in a fantasy game, then this is a great place to be.
Favorite characters are Gren, the little goblin girl from the first strip. Arachne, the drow who has little patience for anyone and Cap'n Fang ("My sandbox is crunchy!"). But there are a lot of great characters too and a lot of different story arcs since 2006, many based on Rich's own 2nd Ed AD&D games.
Rich does a great job with this and I have not even talked about his other comics including on going Doctor Who ones!
So if you have a couple hours to kill and need a brain-break, then stop by, and read it.
Thursday, April 28, 2011
Fortune favors the bold
A while back I mentioned that I had gotten paid to write a some D&D material for WotC, well that article is now up. http://www.wizards.com/DnD/Article.aspx?x=dnd/drdd/20110427#viewSingle116268921
In it I talk about how my boys and I used the new D&D Fortune Cards while playing Moldvay/Cook D&D (Basic and Expert).
Also posted are other uses for Fortune Cards by other bloggers, all of which are pretty cool.
Have a look at their pages as well and see what they are saying.
http://www.sarahdarkmagic.com/
http://greywulf.net/
http://critical-hits.com/2011/04/27/i-am-fortunes-fool/
In it I talk about how my boys and I used the new D&D Fortune Cards while playing Moldvay/Cook D&D (Basic and Expert).
Also posted are other uses for Fortune Cards by other bloggers, all of which are pretty cool.
Have a look at their pages as well and see what they are saying.
http://www.sarahdarkmagic.com/
http://greywulf.net/
http://critical-hits.com/2011/04/27/i-am-fortunes-fool/
X is for X-Files

In the 90s everything was conspiracy theories, don't trust the government and the Truth was Out There.
On TV we had the X-Files.
There was a paranoia in the 90s. Today it has boiled over into disgust about our government (believe I know, I live in Illinois, we have one ex-Governor in prison and another headed there). But back then it was a general low hum of paranoia, suspicion and doubt. It started with Iran-Contra, and moved on to movies like "JFK". It was the climate that allowed the X-Files to grow.
It began on a start up station called Fox, long before they became synonymous for killing shows, good or bad, too early. X-Files was their hit, their main show outside of the Simpsons really, and they kept it on for 9 years.
Let be honest here, the X-Files did more for genre TV than anything else. It was a cultural phenomena and most shows that we enjoyed in the 2000s and on are a result of this little show by Chris Carter. People go on about Whedon, but Carter and the X-files has been nominated for more Emmys and the show had won more collective awards. Even in it's "worst" season X-files still had 3 times the views of Buffy.
Plus there is not an episode of Supernatural that doesn't in some way or another recall the X-files. The Winchesters are this decade's Mulder and Scully.
I came to the show late. I was working on my thesis at the time and I rarely watched TV. Once I graduated I became a fast convert. It became my Friday night ritual (I was watching them with my then girlfriend, so that is ok). It was also one of the shows I did not invest in any of fandom. I have an X-files CD and Mulder and Scully action figures, but I got them as gifts. I really got into it the show all the same. One of the first desktop "themes" I had for my brand spanking new copy of Windows 95 was an X-files one.
I loved the season long and multi-season long story arcs, I loved the characters, I didn't even care when my then girlfriend (and now wife) would go on about how hot Mulder or Skinner were. That was fine with me. I got to see Scully; hot and smart.
The trouble with X-Files is it was doomed from the start. You can't keep the characters or the audience in the dark all the time and have a god show, and the more secrets you reveal the less the characters have to uncover. They kept it up though for a good long run.
The same is true for any conspiracy game. Conspiracy X, also by Eden Studios, is a great example. You can totally run an "X-Files" game with it, but how often can you keep the players in the dark when they are looking for secrets?
The Godfather of the X-files is "Kolchak" and Darrin McGavin even made some guest spots on the show. X-Files, while the "mythos arc" is lauded, sometimes worked the best on the "monster of the week" episodes. Sure the aliens were great and those were the ones I got excited about, but the ones I recall the best, Flukeman, "Theef", the freaky weird family, the hallucinogenic fungus, the chupacabra. Like Kolchak, X-files did it's best job when it dealt with "small stories"; episodes that dealt with a local myth, legend or monster and came at it with Mulder the one ready to believe anything and Scully looking the reasoned explanation. I also liked the "spin-offs" Millennium and the Lone Gunmen.
One day I am going to go back to the world of the X-Files. Back when Clinton was still president, freaky half-worm/half-man things lived in chemical toilets, cigarette smoking men and well manicured men sat in dark rooms with darker purposes, aliens kidnapped little girls and the Truth Was Out There
Wednesday, April 27, 2011
Post 626
Todays post is brought to you by a monster.
Ok, just a little one.
I have a rather good relationship with the movie "Lilo and Stich". It came out at a time when my kids were really little and loved to watch it over and over. But I was working on a lot of game stuff then too, so watching the movie is very much part of the genesis of "The Dragon and the Phoenix" and even later "Ghosts of Albion". So much so that Marion "Cobra" Bubbles made a guest appearance in one of my games.
Plus you have to give props to Disney on several points here. First they used AC/DC in ads for this movie, I think that is a first ever for a Disney cartoon flick. And Lilo is not your skinny little pale princess that Disney seems so fond of. She is a normal shaped little Hawaiian girl, with issues. And the soundtrack is full of Elvis songs. How cool is that? My boys loved this move and I can't say that I blamed them.
Ok, just a little one.
I have a rather good relationship with the movie "Lilo and Stich". It came out at a time when my kids were really little and loved to watch it over and over. But I was working on a lot of game stuff then too, so watching the movie is very much part of the genesis of "The Dragon and the Phoenix" and even later "Ghosts of Albion". So much so that Marion "Cobra" Bubbles made a guest appearance in one of my games.
Plus you have to give props to Disney on several points here. First they used AC/DC in ads for this movie, I think that is a first ever for a Disney cartoon flick. And Lilo is not your skinny little pale princess that Disney seems so fond of. She is a normal shaped little Hawaiian girl, with issues. And the soundtrack is full of Elvis songs. How cool is that? My boys loved this move and I can't say that I blamed them.
W is for WitchCraft RPG

WitchCraft is, hands down, my favorite game. Period. Picking up a copy of this book back in 1999 was just like picking up a copy of the Monster Manual in 1979. Everything I ever wanted in a game was right there.
Everything.
WitchCraft had such a profound effect on my gaming that I can draw a rather clean line between what came before and what came after it. Granted a lot was going on in 1999/2000 both gamingwise and personal that may have added to the this effect, it was an effect all the same.
Back in 1999 I was really burned out on D&D. I was working on my Witch netbook and reading a bunch of different games when someone, I forget where, must have been the old RAVENLOFT-L that TSR/WotC used to run, told me I really need to check out WitchCraft. At first I balked. I had tried Vampire a couple years ago and found I didn't like it (and I was very much out of my vampire phase then, see yesterday's post), but I was coming home from work and the my FLGS was on the way, so I popped in and picked up a copy. This must have been the early spring of 2000.
I can recall sitting in my office reading this book over and over. Everything was so new again, so different. This was the world I had been trying, in vain, to create for D&D but never could. The characters in this book were also all witches, something that pleased me to no end, it was more than just that. Plus look at that fantastic cover art by George Vasilakos. That is one of my most favorite, is not my favorite, cover for a game book. I have it hanging in my game room now.
WitchCraft uses what is now called the "Classic" Unisystem system. So there are 6 basic attributes, some secondary attributes (derived), skills and qualities and drawbacks. Like I mentioned Monday, skills and attributes can be mixed and matched to suit a particular need.
WitchCraft uses a Point-Buy Metaphysics magic system, unlike Ghosts of Albion's levels of magic and spells system. Think of each magical effect as a skill that must be learned and you have to learn easier skills than harder ones first. In D&D it is possible to learn Fireball and never have learned Produce Flame first. In WitchCraft you could not do that. But also WitchCraft is not about throwing around "vulgar magics". WitchCraft is a survival game where the Gifted protect humanity from all sorts of nasty things, from forgotten Pagan gods, to demons, fallen angels and the Mad Gods; Cthulhoid like horrors from beyond. WitchCraft takes nearly everything from horror and puts all together and makes it work.
The Eden Studios version was the Second Edition, I was later to find out. The first one was from Myrmidon Press. I manged to find a copy of that one too and it was like reading the same book, from an alternate timeframe. I prefer the Eden Edition far more for a number of reasons, but I am still happy to have both editions.
The central idea behind WitchCraft is the same as most other Modern Supernatural Horror games. The world is like ours, but there are dark secrets, magic is real, monsters are real. You know the drill. But WitchCraft is different. There is a Rekoning coming, everyone feels it, but no one knows what it is. Characters then take on the roles of various magic using humans, supernatuals or even mundane humans and they fight the threats. Another conceit of the game (and one I use a lot) is that supernatural occurances are greater now than ever before. Something's coming. (dogs and cats living together, mass hysteria).
It is most often compared to World of Darkness, but I think it is vastly superior in nearly every respect. Unlike (old) Mage there is no war between the (good) Mages and the (evil) Technocracy. There is a war certainly, but nothing so cut and dry. And unlike new Mage there are rarely clean divisions between the factions. Yes, yes Mage players, I am being overly simple, but that is the point, on the simple levels new Mage dives everything into 5 because that is how the designers want it. There are factions (Associations) and there are different metaphysics for each, but also overlap, and sometimes no clear and defined lines are to be found or given. It feels very organic.
C. J. Carella may be one of the best game designers out there. WitchCraft is a magnum opus that few achieve. I took that game and I ran with it. For 2000 - 2002 it was my game of choice above and beyond anything. The Buffy RPG, built on Cinematic Unisystem took over till I wrote Ghosts of Albion also using Cinematic Unisystem. I mix and match the systems as I need, but WitchCraft is still my favorite.
I ran my very first Willow & Tara games using WitchCraft and I still feel in many ways they are more at home there than anywhere else. I also used it for various other media and book adaptations of witches, such as the Owens from Practical Magic (movie and book), Elizabeth Bathory (who was going to be the Big Bad) and the girls from Vampyres.
WitchCraft was also one of the first Wikipedia articles I ever worked on. The images of the covers are scans of my own books.
But you don't have to take my word for it, Eden Studios will let you have it, sans some art, for free.
http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748
Download it. If you have never played anything else other than D&D then you OWE it yourself to try this game out.
My thing is I wish it was more popular than it is. I love the game, I even wanted to do Ghosts of Albion as a WitchCraft game, but there were other, better reasons to go Cinematic with that.
Back in the day I did work on the Wicce Association book. I would love to see that printed. I also have on my hard drive "WitchCraft 3rd Edition". Not complete mind you, but it takes the rules and re-organizes them and improves on what little I can improve on.
Links
Eden Studios WitchCraft Page, http://edenstudios.net/witchcraft.html
Mixing WitchCraft with Witch Girls Adventures, http://timbrannan.blogspot.com/2009/06/witch-girls-adventures-witchcraft-rpg.html
Get WitchCraft RPG for free, http://rpg.drivethrustuff.com/product_info.php?products_id=692&it=1&affiliate_id=10748
Tuesday, April 26, 2011
V is for Vampire

Not many people know this, but it was vampires and not witches that were my first love in horror. Maybe it was my steady diet of Hammer Horror, Dark Shadows and the Night Stalker in the 70's that would later influence how I approached my games and later horror games.
My first character was a Cleric (an odd choice for an atheist gamer I know) but he described as a hunter of the undead. I thought clerical turning was about the coolest thing ever back then. I had written a number of "house rules" on vampire based on the books I would get from my local library and all the old Dracula movies I'd watch. It also helped to have a mother and father that liked that sort of stuff too.
I recall one summer during high school, I had bought myself a VCR and hooked it up to my parents VCR and I did nothing but rent vampire movies and make copies. Bad, I know. But in my defense...well I have no defense really I was just a kid. But I copied everything I could and watched and rewatched them all. I still have them oddly enough, 13 VHS tapes in black plastic cases with no names on them. I would watch whatever I popped in. I have versions of Dracula that have never made it to DVD as far as I know and some that maybe shouldn't have. The tapes are nearly worn out now and my faves I have on DVD. But that was not the end of my obsessions.
Read tons of books, most of questionable literary quality, and pretty much played nothing but Ravenloft all through college. Yes I did wear a lot of black, had a black trench coat and liked to hang out at the only thing that passed for a goth bar in town.
And then one day I got tired of it all. I kept the books, the clothes and the game stuff, but I was not as obessesed with it anymore. In fact by the time that Vampire the Masquerade came around it barely got a notice from me.
Every so often I get that old itch. I watched nothing but vampire movies for the first few weeks of October back in my Horror Movie Challenge. I still post a lot of vampire related material here including the stats of the girls from Vampyres and Dracula, nothing like the stuff I was doing in the 80's. Most of that is not even suitable to be re-read by me, let alone re-post for the public at large to see. But maybe if I find something good.
Monday, April 25, 2011
U is for Unisystem

The system itself is rather simple. Attribute + Skill +/- some Mod + 1d10 and compare that to a list of Success Levels. Typically you want higher than a 9. Simple right? Well that is the point, Unisystem is designed to be simple and get out of the way.
Unisystem is divided into two basic types, Classic (which is used in WitchCraft, Armageddon, All Flesh Must Be Eaten, Terra Primate and Conspiracy X) and Cinematic (which is used in Buffy, Angel, Army of Darkness and Ghosts of Albion). Though all are 90% compatible system wise.
What I like most about it is that the system does get out of the way rather easily and allows you to focus on the story at hand. Character creation is a snap and most people new to the game can get up and running in seconds.
One thing I think it has over d20 is that skills can be combined with any attribute and not just linked to certain ones. Take "Art" for example. To paint might be Dexterity + Art, to identify a particular painting might Perception + Art and to know something about that painting or painter might be Intelligence + Art. All the other skills work the same way.
Skills, Qualities, and Drawbacks are bought much, in the same way, has GURPS and other point-buy systems. But that is not what I think makes Unisystem so special. It's the magic.
WitchCraft (which I'll get into later) has one of the best magic systems I have ever played. I love how it works, how each "type" of magic is dealt with. Conspiracy X uses a similar system but bent more towards the mythos of the game. Buffy uses a simplified system for magic, but if I may be so bold, the magic system really shines in Ghosts of Albion. I spent a lot of time thinking about what I like, what I don't like and how I want it to all work. In GoA you have your spells, but you also have magical philosophies that say how you learn your magic and even restricts you from what you can or can't learn. Magical defenses give you exactly that, a defense roll against certain magical effects. And what I might be most proud of the magical duel system. Now your wizards and witches can stand 20 paces apart and duel like the Arch Magi they are.
The biggest flaw though in Unisystem is I own everything there is and the new material comes out at a snail's pace. I can't fault Eden for this, they are doing all they can, but that doesn't mean I have to like it.
I do know there is a new Zombie (AFMBE) book coming out for Free RPG day. Hack/Slash is on the horizon and Beyond Human is all but done.
Maybe we will see more from Eden Studios and Unisystem this year. Here's hoping!!!
Saturday, April 23, 2011
T is for TROGDOR!!

If you don't know who Trogdor is (and to that I say "what?") then check out all his majesty here.
http://www.homestarrunner.com/sbemail58.html
and for more background, here, http://nodwick.humor.gamespy.com/trogdor/trogdor.htm.
Trogdor is dragon (or was he a dragon man? or maybe just a dragon) created by Strong Bad over at Homestar Runner (it's the "Dot Com!") while showing how to draw a dragon. Since that time Trogdor has invaded video games such as Guitar Hero, Super Smash Brothers and Strong Bad's Cool Game for Attractive People.
Trogdor has even made his way back into D&D with this custom made Trogdor Mini.
The natural thing to do then, given Trogdor's ode to 80's metal and 8-bit gaming, would be some OSR-inspired stats for him.
The trouble though, how would you do it? Trogdor is fire breathing, wing-a-ling dragon, with a huge beefy arm coming out of the back of his neck, but how powerful should he be?
Any stats would be viewed as too weak to the fans and too strong to anyone not familiar with the character.
So here is my suggestion. Take a wyvern, give it a breath attack similar to a red dragon and then put an ogre's arm on his back. While we have only seen Trogdor "burninate" I suppose he could punch things too. Also Trogdor can use his breath weapon as much as he wants. So maybe make the damage a bit less than a Red Dragon. Plus you need to be running a certain kind of game to allow Trogdor in. I could see a serious game mash-up of LL and Mutant Future where Trogdor would work now that I think about it.
Ah what the hell.
Trogdor
No. Enc.: 1
Alignment: Chaotic
Movement: 90' (30')
Fly: 210' (70')
Armor Class: 1
Hit Dice: 10*
Attacks: 3 (bite, burninate, big beefy arm)
Damage: 2d8, 5d6, 2d6
Save: F10
Morale: 10
Treasure: None, Trogdor burninates everything.
Now send him after the peasants.
Zatannurday: Sdrawkcab t'nsi ysae!
One of the complaints I hear about Zee as that she can do anything she wants, all she needs to do is say it backwards.
That's a lot harder than is sounds as this page from Zatanna #12 out this past week shows.
Yup, even Earth's Sorceress Supreme has to use flash cards to practice her magic.
That's a lot harder than is sounds as this page from Zatanna #12 out this past week shows.
Yup, even Earth's Sorceress Supreme has to use flash cards to practice her magic.
Friday, April 22, 2011
S is for Strahd

Strahd is an interesting character for D&D, or at least D&D back in those days. This is pre-Drizzt, pre-Lestat (well, Pre-Lestat popularity) and pre-Vampire the Masquerade. Strahd was one of the first fully realized monsters as a character. We were given his stats, his backgrounds, his motivations. We knew more about him that the characters going through the adventure!
Strahd has been considered one of the greatest D&D villains by more than one source (Topless Robot, Dragon mag in it's final print edition). I think it is because his story, forbidden love turned to dark obsession, is one that resonates with people. People always want something they can't or shouldn't have. Most never go to great lengths to get it, and hopefully none go to the lengths that Strahd did, but you can pick up the paper any day and read about someone that came close.
Motives aside, in D&D before you can kill the monster you need to stat him up. Thankfully you don't have to be a complete obsessive compulsive type to collect everything ever made for Ravenloft (but it helps) to use Strahd in your games, you can go to Wizard's site where they keep Strahd hidden away for just such occasions.
You can see his original 1st Ed stats here, http://www.wizards.com/default.asp?x=dnd/alumni/20061027a
His 3.5 stats are here, http://www.wizards.com/default.asp?x=dnd/ex/20061006a&page=2
and in 4e he is found in Open Grave and is a Level 20 solo skirmisher.
Even looking at these you can see some power creep. Each edition of the rules he had to be more powerful. He wasn't just a powerful vampire, he had to be the most powerful vampire in the game. I think that is a disservice to the character really. Strahd was about power, but that was not everything he was.
I also stated him up for Ghosts of Albion, where I pictured him being played by Timothy Dalton.
Strahd von Zarovich
Motivation: To escape Ravenloft; to be reunited with his love, Tatyana.
Creature Type: Vampire
Quote: "I am The Ancient. I am The Land"
Attributes: Strength 9, Dexterity 6, Constitution 7, Intelligence 7, Perception 6, Willpower 6
Life Points: 98
Drama Points: 10
Qualities
Acute Senses
Age 5
Attractiveness +3
Hard to Kill 8
Hypnosis 3
Nerves of Steel 2
Magic 7
Magical Philosophy: Necromancy
Mesmerize
Protector of Barovia
Scale Walls
Soldier, Officer (Retired)
Supernatural Form (Bat, Wolf, Mist)
Vampire
Drawbacks
Adversary (all other Darklords, monster hunters, rival vampires, some gypsies) 8
Cruel 3
Haunted
Home Soil
Honorable 3
Love, Tragic
Natural Barrier (Cant leave Barovia)
Obsession (Tatyana) 6
Obsession (leaving Ravenloft) 6
Secret 2 (many, including a tome of his history; locals think he is human)
Skills
Acrobatics 7
Art 2
Computer NA
Crime 7
Doctor 2
Driving 2 (Coaches)
Getting Medieval 7 (Bastard Sword 9)
Gun Fu NA
Influence 6
Knowledge 9 (he has done nothing for the last few centuries but read)
Kung Fu 6
Languages 6, though all are "Ravenloft" languages.
Mr. Fix-It 2, limited to dark ages technology.
Notice 10
Occultism 9
Science 4
Sports 5
Combat Maneuvers
Name Score Damage Notes
Punch 12 18 Bash
Break neck 16 36 Special
Sword 13 36 Slash/stab
Sword, bastard 15 40 Slash/stab
Bite (vampire) 14 22 Must Grapple first; no defense action
Bat 20 -- +8 to Crime when hiding
Bite (bat) 14 8 Slash/stab
Wolf 20 -- Double movement; +3 to Crime at night
Bite (wolf) 14 15 Slash/stab
Claws (wolf) 14 15 Slash/stab
Dodge 13 -- Defense action
Grapple 15 -- Resisted by Dodge
Magic 22/24 Varies By spell
Using the Ghosts of Albion rules, Strahd becomes a Protector of Barovia, with the Drawbcak that he can never leave his lands. I upped his occultism and knowledge, but he is not really an occult scholar, just a very well practiced amateur.
Thursday, April 21, 2011
Quest of the Ancients Follow-up
I totally caved.
I bought the 2nd Edition copy of Quests of the Ancients.
I plan on reviewing it, coming up with characters and then maybe, just maybe, come up with a bunch of adventures for it based on Stevie Nicks songs.
Maybe I have been doing too many curriculum edits this week.
Watch this space.
I bought the 2nd Edition copy of Quests of the Ancients.
I plan on reviewing it, coming up with characters and then maybe, just maybe, come up with a bunch of adventures for it based on Stevie Nicks songs.
Maybe I have been doing too many curriculum edits this week.
Watch this space.
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