Wednesday, March 7, 2012

Designers & Dragons

I have been wanting to pick up Designers & Dragons now for sometime.  With the final hours of the GM's Day Sale going on, I figured that today was that day.

This book is everything you need to know about the history of RPGs.  Shannon Appelcline, of RPG.Net fame


This is massive (440+ pages), well researched tome is perfect for reading straight through, picking up a year or company at random or even looking things up.

The style is easy to read and it's almost informal in tone.  One can easily picture Appelcline sitting down ans saying "let me tell you a story, you see it all started 1974..."  Like a storyteller the story takes turns and twists and doesn't follow a chronology,  but that is fine since it does follow a narrative.
They layout is clean and simple.  The story is the key here, and there are plenty of color photos of the games being talked about, though not all games have photos.

While there is a lot of information there is a lot of material to cover too.  So sometimes some topics get a little shorted, but I can't blame the author for this to be honest.  There is just so much to cover.   That been said there is a lot that is in this book.  I consider myself very knowledgeable about RPGs and I was nodding along with the text going "yes I remember that" but I still found myself going "wow, I didn't know that!" quite often.

In a nice feature each chapter/part ends in a "What to Read Next" that can lead you in many different directions.  Like coming to a crossroads in a dungeon do you go right, left or straight ahead.  The choice is yours.

This book is so full of information that it will take me weeks to digest it all and I am sure I'll be coming back to it often.

This book is the most comprehensive history of RPGs and the companies that produce them to date.  I was even happy to see my own name in these pages (even if is spelled "Brannon" and not "Brannan").

One thing I am looking forward to doing is use this as another source to help out the Wikipedia articles on RPGs.  For the longest time the RPG articles on Wikipedia were the target of an editor on a crusade.  I am not sure what his motivation was, but it was obvious he had no clue what he was talking about.  In any case it did lead to the improvement of many articles.

You can also see what Kurt Wiegel has to say about it at Game Geeks.

White Dwarf Wednesday...oops!

Sorry folks!!

I just realized that today is Wednesday and I forgot to post my White Dwarf Wednesday post.

I'll do a special run of it tomorrow.

Ghosts of Albion: Batman

This made it's rounds last week, but I am just getting caught up.

Clips from a proposed Gotham by Gaslight video game.




Might make for some good Ghosts of Albion fodder.

Monday, March 5, 2012

Tale of Two Games

It has been a busy week.

So busy that I have not had the chance to game (and next weekend is not looking good for that either).  I had a lot of things planned to talk about, to do.  Just none of those happened.

But one thing I do want to talk about, two games I just picked up. And really they could not be more different.

Adventurer Conqueror King System and Marvel Heroic Roleplaying

 

Let me talk about why they are similar first.
Both are highly praised games that have been well received by players and designers.
Both owe something of their popular due to the legacy of games produced by TSR in the 80s.
Both, now during the GMs sale, are under $10.   So for a Hamilton, you can get a new game.
I was eagerly waiting for both. Was slightly disappointed when I finally got them (expected more from one,

But there the similarities end.

Designwise, Adventurer Conqueror King System (ACKS) has defined beginning, middle and end.  Marvel Heroic Roleplaying (MHR) is open ended. In deed things on character sheet (Milestone) change as the game goes on. In the case of milestones, something that gave you experience last year, might not this year.

Greg, my friend and GM for myself and one of the games my kids play in described MHR as the "Antithesis" of the OSR, whereas ACKS is a synthesis of all the OSR embraces.

Character design in ACKS is straight-forward, roll your dice assign (in order) your scores.  Then see what you are going to be?  Rolled high in Strength? Congrats you are a fighter!  But don't worry about much else, in fact roll up four more characters, you might need them.

Character design in MHR starts with a concept, and a fairly well articulated concept at that.  Who is your hero, what does he do? How does he work in teams or with a partner? What are his goals, his issues?  Once you have that THEN you assign values to them, but in truth these values can be about anything.  It doesn't matter to MHR that the Hulk and Thor are both strong, we don't even need numbers for that.  If the hulk wants to pick up a tank and hit you with it, he does.  What matters instead is what motivates the Hulk to do that.  How does he perform in a group.  What are the things that are important to his story.

Character design then are two very different things in both games.  Given that overlap one could stat up the Howard version of Conan (from the books) and the Marvel Comics version of Conan, but come at it from completely different mindsets.   In ACKS we would be interested in his level (depending on when we read the tale), his strength and prowess with a blade.  When the Player's Companion comes out we might even be better able to mimic him.  In MHR we are interested in his ability to work in a team, partnership or solo.  We would also be interested in who his enemies are, what his goals are.   How close is he to regaining his throne? His loves?

On a personal note. It took Greg and I a couple of hours to detail Justice and Zatanna in MHR.  Earlier in the day he, my son and 4 other 12 year olds rolled up 5 characters each for ACKS.

ACKS is a D&D clone that attempts to mimic the great stories of the pulp age.  Conan rose to power from humble beginnings. As did John Carter and the Grey Mouser.

MHR is social game that attempts to mimic comic books, not supers games.  Comic book writers don't keep track of such things as how much can the Hulk or Spidey can bench press, only that they are as strong as they need to be for a particular scene.  MHR is the same way.  Can Spidey lift 1 Ton?  No idea, can he lift enough to save Mary Jane?  That is a more important question.

ACKS will run like any number of D&D games, but maybe a little grittier, a little more deadly.
MHR will run like any number of supers games, but while you might not ever die in this game, you can loose everything important to you.  Which is sometimes worse.

I guess there is one other area where the games are the same.
Both are great fun.

It took me a bit to see the value of each game.
After all I have tons of D&D clones and Supers games.  In the end it is not about what these games do that is the same as their "cousins", but rather what they do that is different.

ACKS is about the Short Game, or rather the game that is like a story with a beginning, middle and end.
MHR is about your hero and their story, their struggles and stress.  What makes them get up and keep fighting.  To me it is no wonder that the unofficial mascot of MHR is Captain America.  In fact I think I "get " Cap a little bit better now thanks to this game.

I normally would put a "Which Game Should I Buy" section here, but I won't.   I think you know already which one is right for you.  I say that you take the time to look at the other game too.

Please expect more detail on each game in the next week.

Sunday, March 4, 2012

Delay

Don't you hate it when you get everything ready to game and the DM says you can't play today because of other issues (family, work...)

What makes this worse is I am the DM.

Crazy hectic week and I had hoped that the 12+ hour days I had been pulling this week would have given me some time to play today.  No such luck.

Friday, March 2, 2012

Victorian Games for Sale


There are plenty of sales at the GM's Day sale at DriveThruRPG. At the time of this writing I found over 8,000 pdfs. Some I didn't even know about.

Here are a list of my favorite Victorian Era games that are not Ghosts of Albion.

Castle Falkenstein - the original weird Victoria.  Great game.
Cthulhu by Gaslight - the horror classic.  Gothic horror + Lovecraftian horror = win.
Gaslight Victorian Fantasy (OGL Edition) and
Gaslight Victorian Fantasy (Savage Worlds Edition)  - Victorian game that you can shape how you wish.  Compatible with 1000s of other products.
Rippers - Savage Worlds Victorian horror tech
Victoriana: 1867 Edition - the original version
Victoriana 2nd Edition Core Rulebook - the updated and far superior version
Abney Park's Airship Pirates - alt Victorian high concept based on the albums and Victoriana's rules
Space: 1889 - The original trip to space, based on H.G. Welles and Jules Verne stories/
Space 1889: Red Sands - the new updated Savage Worlds version
The Kerberos Club (Savage Worlds Edition) - your characters need a place to go
Etherscope - and a way to tie all these worlds together.

All of these games are great fun in their own right, but I like them all and combine bits and pieces of them with Ghosts of Albion.

Grab them all while they are on sale.

What does D&D Sound like?

What does D&D sound like?

This is what it sounds like to me.











D&D sounds like Rush.

Thursday, March 1, 2012

Dragonslayers: An Epic Epic of Epicness

So after my Book of Vile Darkness enhanced version of S4:The Lost Caverns of the Tsojcanth, the characters all for the most part hit 20th level and frankly I don't want to stop.

So I am pouring over the Epic Level Handbook now.  This is not something I used back when I was play 3.x, and it has taken this long for the boys to get to this level.  I have some issues with it, for example the editing seems bad in places. But man this book is just full of great ideas.  Some of which would be great for Epic Level Play in D&D4 or 20+ level in D&D Bacic/BECMI.
Really it is kind of a fascinating book.  It takes the rules into places the original designers I don't think expected, but yet there is such an enthusiasm for it that it makes the reality of a 30-level D&D4 a no brainer.

They have not leveled up yet, they are still in the caves.  I am merging the 3.x rewrite of the LSotT with the Forgotten Temple of Tharizdûn.  I now have the temple far, far underground where the dengerate Norkers dwell and keep millennia old rituals alive to a God no one remembers.  There will be demons, monsters of pure chaos and all sorts of evil.  Maybe even a rogue Brain Collector.  Love those guys.

To keep the sense of evil, dread and most importantly fear, I am still going to use the Book of Vile Darkness (both the 3.0 and 4.0 versions) but I'll also include some elder scariness from the Epic Level Handbook too.

The idea here is to build to something big, apocalyptic even.  That is why I bought this thing.


The Mage Knight Apocalypse Dragon to stand in for the full Goddess form of Tiamat.  That is the 3.x era Aspect of Tiamat and the 4e Orcus.   I am not sure how powerful she is going to be, but I am expecting HP in the low 1000 area, at least 30-35 HD and enough magic the stomp a small city-state.  I want it to be so epic that the boys will tell their own kids one day.  Just like the time that my characters had to defeat Orcus in the original H4 Throne of Bloodstone back in that far off time of 1987 and that mystical land sages once spoke of, Southern Illinois.

But since I also want to make all the battles leading up to this one epic in feel I am also reading other's play experience with these two modules.

Beedo over at Dreams of the Lich House has a great post on his group's battle in the Temple of Tharizdun.  This is a great run down and shows that all in not quiet in this so-called Forgotten temple.  James of Grognardia gives us his retrospective as well.  What both bloggers offer me is something I already knew, but was glad to see it all spelled out again.  The Forgotten Temple is not a simple dungeon crawl. Sure it looks like one, but it isn't one. This is alien horror.  This is Lovecraft meets the Satan Pit.
There is no over ridding goal to this adventure.  This is uncovering a plot and then running the hell away. I'll give them chances to acquire some magic items, even face some ancient, eldritch evils.

If I ever do Tharizdûn it will have to be even bigger than the Tiamat battle.


Tharizdun. Now there is name.  You don't need to know anything else about this guy other than his name to know he is up to no good.

In Gygax's Oerth he is the next best (worst) thing to Satan.  He is the Source of All Evil, to borrow a page from Charmed.  He is the biggest baddie there is.  I'll take his "Satan" aspects and his "Thasaidon" aspects and maybe even pepper in a bit of Lovecraft for good measure.

Links I am currently reading for "inspiration".
http://en.wikipedia.org/wiki/The_Forgotten_Temple_of_Tharizdun
http://en.wikipedia.org/wiki/Tharizdun
http://en.wikipedia.org/wiki/Clark_Ashton_Smith_deities#Thasaidon
http://en.wikipedia.org/wiki/Ghaunadaur#Ghaunadaur
http://en.wikipedia.org/wiki/Elder_Evils
http://forgottenrealms.wikia.com/wiki/Tharizdun
http://www.canonfire.com/wiki/index.php?title=Tharizdun
http://www.canonfire.com/wiki/index.php?title=Elder_Elemental_Eye
http://www.canonfire.com/cfhtml/modules.php?name=News&file=article&sid=968
http://grognardia.blogspot.com/2008/11/retrospective-forgotten-temple-of.html
http://grognardia.blogspot.com/2010/08/pulp-fantasy-library-dark-eidolon.html
http://ulmo.mux.net/greyhawk/tharizdun.html

Anyone else run an Epic level game?  Or take on the Temple of Tharizdun.

Beware the Sales of March

Today is the first day of March.  The beginning of March is always a good time in the gaming world for me.

It means spring and spring mean that Cons are coming up.  It also means the Games Plus spring game auction.  If you have never been please make the effort to go.

It also means the GM's Day sale at DriveThruRPG.


There are a lot of deals this time around.  I noticed more that a few that were at 40% or more off.

Great time to grab that game you always wanted.


Wednesday, February 29, 2012

Old Maps

I love old maps.  Especially ones from the dawn of discovery when map makers had equal parts of skill, imagination and daring.  Sure I would not want one in my GPS car system, but for my game table?  Yes Please!

Here is one I was reading today while waiting for something else.


That's Taprobana.  An island in the Indian Ocean.
Sure we have an island there now anyway, Sri Lanka, but Taprobana is cool.  It is an island of wizards, fakirs and shamans.  A place to go to learn the highest magics, the most ancient of all arcane secrets.

They also have tea.  Which is a plus.
I just need to find a place for it in my own world.

White Dwarf Wednesday Issue 7

Sorry for the interruption.  Here we are back to Issue 7 with the start of the new full color covers.

White  Dwarf covers always had a "Heavy Metal" feel to them for me.  The magazine not the musical style, though both are accurate.  This cover was no exception.
Plus this cover, half naked girl with sword and space helmet riding a dinosaur just screams OD&D to me.  I love the little lizard dude pointing the way.

This issue is larger than the past ones by 4 pages.  Growth it good, even if it looks like most of those new pages are ads.  But ads are good too, since to me the ads of WD and Dragon were just as good of an indication as to what was popular or at least had the money to buy the space.  There were many games I looked at the ads and later HAD to have.

We have bit on feudal economics in Chivalry and Sorcery (by one of the authors of the game), but certainly fine for any FRPG.

Next up is a huge update to the Fiend Factory.  This feature is about to hit it's apex and there a plenty of new but familiar creatures to be found here.  We have the Necrophidius, the Rover (a large round creature that, um, rolls), a Living Wall (which later became the Stun Jelly) , Volt, the Gluey (which thankfully later became the Adherer), Squonk, Eye Killer, Witherweed, and the Withra.  All are complete with Monstermark ratings too.  What I find interesting here are not the ones that made it in to the Fiend Folio, but the ones that didn't. They don't seem any worse or better than the others.

Ripped from the blog posts of last week are carrying capacities in Treasure Chest.  They are split out by male and female.  Oddly enough they are listed in terms of kg (kilograms) instead of pounds or even "coins".  Though they do state at 1kg = 100 gp.

Yet more on the Asbury system of experience rewards.

Open Box reveiws "The Warlord Game", "The Thieves of Fortress Badabaskor", "Bifrost, Vol. 1", "Lords and Wizards" (Overall 6), "The Sorcerer's Cave", and "Cosmic Encounter" (Overall 8).

WD gives us a section of the Greenlands Dungeon called Lair of the Demon Queen.  Which is a just a quick encounter really with a couple rooms.  Perfect to add into a game or "collect them all!"  Though I can't recall if there ever were more articles on this.

A special guest in the form of Gary Gygax writes about the Proliferation of Magic Items in D&D.  If you didn't know already, old school games are typically low-magic affairs.  None was more low magic than Gary himself it seems.  While his advice is good, and certainly germane to any old school blog, it's not my tastes since I tend to run a magic rich game.

The issue ends with some ads.

All in all the future is looking good for WD.  It has found a nice stride here in's toddlerhood.

Blogroll broken

Like many of you, my blogroll seems to be broken.

I can't add or remove blogs from it.  Shame really, I had found some new blogs I hoped would be nice additions.   Anyone figure out how to fix it yet?

Tuesday, February 28, 2012

Conspiracy Y?

Reading a book about conspiracy theories and how they can be easily debunked.
But it has me in the mood for a serious Conspiracy X game with heave doses of paranoia, subjective reality and black ops every where.

Might have to try that sometime.

Monday, February 27, 2012

Marvel Heroic Roleplaying

Well unless you have been living under a rock this last week the newest, hottest game on the market right now is Marvel Heroic Roleplaying from Margaret Weis Productions.



It is kinda-sorta billing itself as the spiritual heir to TSR's old Marvel Superheroes Game  (aka FASERIP).
The new book out is called "The Basic Game" , obviously meant to recall the "Basic Game" of MSH and there is even a forward from Jeff Grubb.  So MHR has a pedigree, of sorts, but how does it stack up to it's forefather?

Well...

I will be100% honest here.  The rules took me a bit of reading, re-reading, asking other players and spending some time on RPG Net to understand.  AND I Am still not 100% sure I got it right.

I have played around with Cortex+ before.  I like ti for what it is and I'll admit I was a little concerned when I heard that the Marvel Game was going to use Cortex+.  I like it for Smallville and Leverage where drama is important. I even suggested using it for a Modern Supernatural game, but I was not sold on it as a Supers game.

At this point I should point out that "Supers" might not be a good genre for this game.  After all, "Supers" is not even in the title at all and the assumption here that everyone has powers of some sort.

In many ways this game is exactly as my friend Greg describes as the "Antithesis of the OSR".
This game is about building characters, the relationships between them and the drama.  Which, if you think about it, is kinda what Marvel Comics is about.   Does it matter really what the Hulk's strength is?  No.  Just that he is really damn strong.  Can he pick up a tank and throw it?  Sure if the Watcher (the GM, I kinda like that) says he does then he does.  That simple.  If it is a challenge, say can he out punch The Thing or Thor, then that is a different matter.

I think back to a scene I remember reading years ago.  Spider-man teamed up with the Ghost Rider to catch a common foe.  They are obviously very different kinds of heroes and they have their own way of doing things.  The bad guy was actually not essential to the story, so much so that I can't even recall him.  But the issue was more about their contrasting styles and more about how Spidey was horrified when Ghost Rider used Hell Fire on a bad guy.    This sort of thing is perfect for these rules.

So I am going spend some time this week with this game and looking at the support information out there and how one can use this game.

My opinion of the game has gone up since I first picked it up.  So who knows where I'll be by this Friday.

Sunday, February 26, 2012

Undead: I Don't Like Level Drain

I don't like level draining attacks from Undead.


I have never liked them.  I also don't like 3.x "Negative" levels solution either, although it is getting closer.

See "Level" to me has always been an abstraction, a short hand way of saying you are of a certain skill and power.  But the level itself doesn't mean anything.  Loosing them is not even properly scary. Really it isn't.
Play some Call of Cthulhu or Kult where there is no such thing and I can tell you, things are scary enough.

I also don't like them since it has nothing to do with why an undead needs them or even would be able to do this.  If you say the undead "feed" on levels I counter with "ok, why do they even bother with 0-level humans?" OR more to the point, how do 0-level humans survive as long as they can/could/need-to-for-plot-reasons?

Take the example of Dracula.  Are you saying Lucy, who we can assume was attacked by Dracula multiple times, but let's just say three, was at least 6-level?  6th level in what? Mina and Harker too?

Lets look at this from the perspective of a low-level character.  Loosing a level is bad news.  How about from a higher level one, well...bad yes, but not as bad.
Look at the example of the Magic-User.  At 8th level they can cast 2 4th level spells, but after a vampire attack they...forgot them?  Ok so memory loss is not an uncommon thing after an attack, but something that specific?  Ok, so maybe you can stretch and justify it there, what about a Cleric.  He doesn't memorize spells, he prays for them. Now after an attack from a vampire he is no longer worthy for these magics?  Lost me there.

For me, level drain never made much sense at all.  If it is an abstraction of "Life Force" then we already have that in something much more precious than a level and it fits better.  Ability Scores.

Constitution is listed in the AD&D 1 Player's Handbook as:
"Constitution is a term which encompasses the character’s physique, fitness, health, and resistance. Since constitution affects the character‘s hit dice and chances of surviving such great system shocks as being changed by magic spell or resurrected from the dead, it is of considerable importance to all classes."
Instead of levels I say Vampires (and I'll get to other undead) should drain 2 points of Constitution.  It fits better.  The more blood loss you have the weaker you become.  The less likely you will survive a system shock.

Let's say the average Constitution Score for everyone is 10.  Some one like Lucy, described as frail and weak might only be an 8 or even a 6.  Certainly enough to survive multiple attacks, not more than say oh... three.  Mina, who is described as robust and full of life survives more attacks.

The draining attack needs to be tied into the type of undead, how it was made and what it needs.  We already have a precedent for it; the AD&D Shadow drains Strength.  Vampires, who feed on blood (or was that forgotten in AD&D?) should feed on Constitution.  Other undead then fall in line.

The Monsters

Skeletons, Zombies, Ghouls and Ghasts
The various members of the "Walking Dead" typically do not have drain attacks, though some could have fear based ones.  Zombies, Ghouls and Ghasts can also number among the "Hungry Dead" where they eat the flesh, living or dead, of others.

Ghosts, Banshees, Poltergeists
These creatures feed on fear for the most part, so causing fear is their primary goal.  The Banshee can kill with her scream and the Ghost can prematurely age a victim.
Drain: None.
Restore: Damaging, HP restored as normal, aging can be reversed

Lich
The mere touch of a Lich is a paralyzing cold attack that has less to do with actual temperature and more to do with the chill beyond the grave.
Drain: None. Paralyzing
Restore: Damaging, HP restored as normal

Mummy
The rotting disease of the mummy is well known, but mummies can also attack via a draining attack.  This attack, sometimes known as the Mummy's Curse, will drain the victim of Dexerity and Charisma.  Worse yet, the curse is applied after only 1 successful attack and the the abilities are drained at the rate of 1 point each per day till one of them reached 0.  At this point the victim dies and can not be raised.  They will then on the next full moon become a zombie.
Drain: 1 point of Dexterity and Charisma.
Restore: Remove Curse, Heal or Wish only.


Shadows
Shadow already drain Strength.  As intangible, incorporeal creatures they lack the physicality needed to interact with the world.  Draining Strength then makes them feel more alive, but it is temporary.
Drain: 1 point of Strength.
Restore: Natural healing, 1 point per hour of rest.

Spectres

These frightful ghostly shades are the result of a curse. They are removed from the physical world, but loathe it.  Like the Shadow, the Spectre drains away Strength, but it can also drain Wisdom.  Strength is lost much the same way and for the same reasons as a Shadow.  Wisdom, the center of reason, is drained because it was something the Spectre lacked to get itself cursed in such a way.
Drain: 1 point of Strength or Wisdom
Restore: Magical healing via Restoration or Heal spell.


Vampires
These apex undead predators feed on the life force of their victims.  They drain the blood (and thus the Constitution) from their victims.  A vampire can choose to drain 2 points of Constitution per attack, but many will toy with their victims, draining only once per night.
Drain: 2 points of Constituion
Restore: Natural healing, 1 point per week of complete bed-rest.

Wights
Most wights were soldiers or fighters in their lives.  Some of that keen intelligence lives on in undead flesh.  Since their lives were cut short due to their physical prowess, or lack thereof, the wight jealously steals Strength from it's victims.  It does this with a cold touch from beyond the grave.
Drain: 1 point of Strength
Restore: Magical healing via Restoration or Heal spell.

Wraith
The Wraith is a more power incorporeal undead than the shadow, but not quite the twisted evil of the Spectre.  The wraith attempts to drain any ability score it can, targeting the lowest score and draining it till the victim reaches 0.  They do this not so much out of malice, though that is certainly true, but because they need the life force the ability provides.
Drain: 1 point of lowest Ability Score.
Restore: Magical healing via Restoration or Heal spell.

Succubus
The kiss of the succubus is as deadly as it is desirable.  Men (and women) who have survived it can barely describe it, but all agree that no mortal embrace can ever compare again.  While the succubus can withhold the draining feature of her amorous attack at will, she won't often do so.  This is because the attack of the succubus will drain Wisdom as well as Constitution.  Any victim that has lost more than 1/3 of their total Wisdom score becomes hopelessly in the thrall of the succubus. Only a Wish or similar magic can save them.  Once the succubus has used up her pawn she may opt to drain Constitution as well or only to finish of the hapless mortal and return to her master with their soul.

Drain: 1 point of Wisdom and Constitution, or 2 points of Wisdom or 2 points of Constitution
Restore: Magical healing, till 1/3 is lost then only via a Wish

Guidelines for Abilities Drained
Other undead or other demons may also have a level draining attack, here is how to convert those attacks to  Ability Draining and how to choose which ability is the most appropriate.

Strength or Dexterity: Any attack where the creature is incorporeal, lacking a true body or is otherwise reminded of their own past physical life. Ex. Shadows and Wraiths lack true physical forms and Wights were mostly fighters.

Constitution: The basis of life-force.  It is used in system survival roles and adds to hitpoints.  Any creature that drains life will drain Con.

Wisdom: The basis of willpower and the desire to continue on.  Also the "mature" side of our minds. People with less wisdom give in to temptation easier.

Intelligence: The domain of the mind. Anything to do with mental prowess, psychic awareness or magical talent lies here.  Ex. Mind Flayers feed on the minds of others, they "eat" Intelligence.

Charisma: The personality of the character.  Also tied to willpower.  Some faerie creatures will drain the life and personality out of a person by draining their Charisma.  Ex. The Leanan Sidhe or Psychic vampires.


There are certainly other ways to do this and we can even argue which ability various undead can drain.  But I think ability drain is far superior to level drain.

Friday, February 24, 2012

20 Questions

The latest OSR Blogger meme is making it's rounds.
This one comes from Untimately, http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html

Here are mine.
  1. Ability scores generation method?
  2. 4d6, drop the lowest arrange as desired.  I am not interested in average people, I want heroes in my games.

  3. How are death and dying handled?
  4. Dying at 0hp, death at -CON

  5. What about raising the dead?
  6. Only clerics can do it.  Elves and Witches can't be raised, only reincarnated.

  7. How are replacement PCs handled?
  8. I keep a stack of sheets handy.  I can always work a new PC into the ongoing story.

  9. Initiative: individual, group, or something else?
  10. Individual

  11. Are there critical hits and fumbles? How do they work?
  12. Yes.  Critical hits on natural 20s, double damage.  Fumbles on a 1 and attack is lost and "something bad" happens.

  13. Do I get any benefits for wearing a helmet?
  14. For AC, no.  For role-playing effects yes.  So if a character is wearing a helmet and a shot misses I'll say it glanced off their helmet.

  15. Can I hurt my friends if I fire into melee or do something similarly silly?
  16. I give players the benefit of the doubt that they have worked together and know what works and what doesn't.  I am more interested in drama and story than whether or not they hit each other.

  17. Will we need to run from some encounters, or will we be able to kill everything?
  18. Oh, HELL YES.  Sometimes the only recourse is to run away.

  19. Level-draining monsters: yes or no?
  20. Not really.  Undead drain abilities like STR, CON, CHA or WIS as needed.  Trust me, my undead are plenty scary even with no draining ability.

  21. Are there going to be cases where a failed save results in PC death?
  22. No.  Bad rolls should NEVER dictate a game's outcome. Yes bad things happen, but we have that, it's called "Real Life".  The game is about heroes and their struggle, not a bad roll or a bone-headed DM that can't see past that.  Besides, there is enough to kill you in my games that I don't have to resort to passive/aggressive ways to kill characters.

  23. How strictly are encumbrance & resources tracked?
  24. Eh.  If I think the players have too much then I mention it.  With magic anything is possible.

  25. What's required when my PC gains a level? Training? Do I get new spells automatically? Can it happen in the middle of an adventure, or do I have to wait for down time?
  26. No new levels until the characters can get trained, and that means in between adventures.  Spells have to learned.  Most wizards have schools as sources. Which means I get to limit which spells they have access too.

  27. What do I get experience for?
  28. Good role-playing, defeating (which is not the same as "killing") monsters, treasure, completing an adventure.

  29. How are traps located? Description, dice rolling, or some combination?
  30. Traps are left where traps would be located.  NO random death traps.

  31. Are retainers encouraged and how does morale work?
  32. I use old D&D Basic morale (1-12).  Retainers are group NPCs and have to paid and taken care of.

  33. How do I identify magic items?
  34. Wizards have a basic chance based on level.  Otherwise a spell.

  35. Can I buy magic items? Oh, come on: how about just potions?
  36. There is exactly ONE place where you can in my world and it is very famous.

  37. Can I create magic items? When and how?
  38. Yes. Of course. Where do all the magic items in the world come from.  It takes research and craft and years of work though.

  39. What about splitting the party?
  40. No.  That's suicide in my dungeons.  Former party members tend to come back as flesh eating undead.

Here are some others:
http://untimately.blogspot.com/2012/02/20-quick-questions-rules.html
http://dungeonsddx.blogspot.com/2012/02/20-quick-questions.html
http://lasgunpacker.blogspot.com/2012/02/utimately-20-questions.html
http://backtothekeep.blogspot.com/2012/02/another-20-questions.html
http://daddygrognard.blogspot.com/2012/02/untimatelys-20-questions-and-my-answers.html
http://the-city-of-iron.blogspot.com/2012/02/20-quick-questions.html
http://d20dialectic.blogspot.com/2012/02/untimate-quiz.html

Others to be posted I am sure.

Prestige Class: Witch Priestess

Continuing with my new witch Prestige Classes for d20/3.x/Patherfinder.
Earlier I posted the Queen of Witches, today I want to post something I feel lacking in the Patherfinder witch; A connection to the divine.

One thing I felt the early batch of witch books for the d20 game did well was the inclusion of a good amount of Prestige Classes.  There were all sorts really, but the ones I liked the best allowed the witch to take an aspect of what made her a witch and explore it in detail.  The Witch Priestess is one such class.    I suppose to fill out the mix I would also include an Arcane Witch, an Occult Witch, maybe some sort of expert on Charms and another on Potions.  But that would be for another day.

Here is the Witch Priestess.  All content below this point is consider Open.

Section 15:  Witch Priestess, Copyright 2012, Timothy. S. Brannan.
OGC Declaration: The following text content is considered Open Content for term of the OGL.

Witch Priestess
To a witch religion and witchcraft are the same thing and worship is a fairly private affair; it is something she does with (or even without) her Patron in her own way.  To the Witch Priestess though, religion, witchcraft and worship are far more important and she is considered to be a leader in the witch’s religious community and life. Not all witches are called to become a Witch Priestess and the sacrifice is great one.  The witch becomes more like a cleric in many respects.  She gives up advancing in her arcane spellcasting and begins divine spell casting as a cleric of the same level.  The Witch Priestess does have healing powers, but she cannot convert spell energy into healing energy as a cleric can.

Hit Dice: d6

Requirements To qualify to become a Witch Priestess, a character must fulfill all of the following criteria:
Knowledge (Religion) 8 Ranks
Knowledge (Witchcraft): 10 Ranks
Feats: At least one Witch feat.
Special: A Witch Priestess must belong to a coven.
 A Witch Priestess typically has a high wisdom.


Class Skills The Witch Priestess class skills (and the key ability for each skill) are Concentration (Con), Craft (Alchemy) (Int), Craft (any) (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (nature), Knowledge (religion), (Int), Knowledge (witchcraft) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Skill points at Each Level: 4 + Int modifier

Class Features All of the following are class features of The Witch Priestess prestige class.

Weapon and Armor Proficiency: The Witch Priestess gains no proficiency with weapons or armor.
  Special: The Witch Priestess gains special powers at each level of her progression.

  Spells per Day: The Witch Priestess begins gaining Divine spells as a cleric of the same level.  The Witch Priestess can though add her levels to levels of witch for determination of DCs or level based effects.  Levels of witch do not however add to her levels of Witch Priestess when casting divine Witch Priestess spells.  For example a character with 10 levels of Witch and 3 levels of Witch Priestess will cast witch spells as a 13th level witch, but Witch Priestess spells as a 3rd level caster. NOTE: A Witch Priestess with levels in a divine spellcasting class may opt to continue to progress with those spell levels, they will not however add to her casting of witch spells.  So a character with 10 levels of Witch, 3 levels of cleric and 3 levels of Witch Priestess can cast as a 10th level witch and as a 6th level divine spell caster.

  Divine Spells: The witch may cast spells as a cleric of the same level. She uses the same list of spells as does the cleric.  She still cannot use spells that are contrary to her alignment or beliefs; that is  no Raise Dead spells. Domain: The Witch Priestess gains access to a clerical domain of the appropriate type.  They gain the spells and associated powers as a cleric with this domain.  At 8th level the Witch Priestess gains a 2nd domain.
   Occult Powers (Su): At 3rd level the Witch Priestess gains additional occult powers as if she were a witch of that Tradition.  The Witch Priestess will choose occult powers form her own Tradition first always at 3rd  level, then branching out to the other Traditions for her next Occult power. Note: Some witches call their Occult Powers “Hexes”.  These witches may choose a new Witch Hex at these levels.  The first Hex must be of the Minor sort. The second Hex may be Major or Grand as appropriate.
  Bonus Feat: The Witch Priestess gains an additional feat.  She may choose from Witch or Cleric/Divine feats if she meets the requirements.
  Form Coven: The Witch Priestess can form a new coven. If she is part of a coven now she will leave, with no ill will, to form her own coven.  The number of witches she gathers is equal to 1d6+ her Charisma modifier.  These witches will be under 6th level for a total number of levels equal to the Witch Priestess level + her level as a Witch.  For example a witch with a 17 Charisma can have a maximum of 9 (3 + 6) witches.  If she is a 10th level witch and a 5th level Witch Priestess the she can have a maximum of 15 levels of witches in her coven. So possibly 8 1st level and 1 7th level or any combination thereof.
  Drawing Down the Moon (Su): Once per day the witch priestess can recall a number of spell levels equal to half her level (witch and witch priestess combined) rounded down.  The witch must complete a ritual to regain her spell levels that takes a full round.  Once complete the witch regains the knowledge of the spells lost.
   Charge of the Goddess (Su): The witch at this point is such a force for her Patron that she can summon the Goddess’ own power into herself.  The witch radiates an aura of Fear at 15’ to all her enemies.  She gains a bonus of +2 to all her saves and AC.  She also gains +3 to all offensive attack forms, spells (spellcasting and DCs) or weapons.  This charge lasts for a number of rounds equal to the witch’s Wisdom score. It may be performed only once per day and takes one full round to perform.

Level BAB Fort. Ref. Will Special Divine Spellcasting*
Save Save Save 1 2 3 4 5
1st +0 +0 +0 +2 Divine Spells, Healing 1
2nd +1 +0 +0 +3 Domain (1st Domain) 1+1
3rd +1 +1 +1 +3 Occult Power / Hex 1+1 1
4th +2 +1 +1 +4 Bonus Feat 2+1 1+1
5th +2 +1 +1 +4 Form Coven 2+1 1+1 1
6th +3 +2 +2 +5 Drawing Down the Moon 3+1 2+1 1+1
7th +3 +2 +2 +5 Occult Power / Hex 3+1 2+1 1+1 1
8th +4 +2 +2 +6 Domain (2nd Domain) 4+1 3+1 2+1 1+1
9th +4 +3 +3 +6 Bonus Feat 4+1 3+1 2+1 1+1 1
10th +5 +3 +3 +7 Charge of the Goddess 5+1 4+1 3+1 2+1 1+1

*A Witch Priestess may choose to continue advancing as any divine spellcasting class she also has.

Thursday, February 23, 2012

New Releases Thursday

So each year I let everyone know about the new releases of some of my favorite women in Urban Horror from two of my favorite authors.
Here are the previous posts, 2010 and 2011.  Here I am only a couple days late.

First up is the new Calliope Reaper-Jones book from Amber Benson, How to Be Death.


When we last left CRJ she was assuming the role as the new Death.  Don't pretend that just because she has the power and station means she has anything figured out yet.  I think this is my favorite cover of all the books so far.  Out on Feb 28.

Also new is Rachel Morgan's latest adventure from author Kim Harrison, A Perfect Blood.


If Calliope is Death, then Rachel is Dead.  Or at least that is what they keep telling her.  She was declared dead at the end of the last book and now no one from the FIB, to her Demon teacher Al or even the DMV can do anything about it.  Maybe Callie could help her...

I like this cover too.  We get to see more of Rachel.  This one is out now.


Sorry for the interuption

Been kind of a bad week you know.
Thanks to everyone that posted here, G+ and Facebook about my brother Mike.  The world certainly is a poorer place with out him in it.

I have some posts to get back too; I have had the Blog on auto-pilot this week. Well sorta, the post from last night was supposed to post today.

What do I know?

Well. My Basic Era witch book "The Witch" is done.  I just need to get all the art in.

I am doing the A to Z challenge in April.  More on that soon.

The new hotness right now is the new Marvel Heroic Roleplaying game from MWP.
I have it, I have read parts of it, but I am no where near ready for a review yet.

Wednesday, February 22, 2012

Reviews. Books of the Dragonslayers

The great thing about a long game like I have been playing with my boys is I have had the chance to try out a LOT of different things.

Here are some of the books I have used to date.

Children of Wyrms
My oldest son loves dragons.  One of the things he loved the most about D&D4 was the ability to play a Dragonborn.  But we didn't get to play that much D&D4, he does get to play a lot of Pathfinder.  So Children of Wyrms is a great product.

Let's start with the obvious.  You get to play half-dragons, quarter-dragons and dragon-bloodied (not their word) characters.  So dragon plus some other race.  The details for the race creation is detailed.  The bonuses are detailed as expected and follow from the Pathfinder source.  So nothing is unexpected here.  All four "races" are detailed and special attention is give to Draconic Sorcerers.
Plenty of feats are included as are magic items.
For the old-schooler there is even a table of random physical traits varying by generation.
Part 2 deals with the "Birds and the Bees" aspect of dragons and birth.  It is assumed for the most part that the father is dragon and the female is humanoid.  I suppose the reverse does not pose as many problems for a dragon female.

The book is only 30+ pages, but packs it full.

The artwork and layout is top notch, what I have come to expect from FG actually.  And works as good companion piece to Sisters of Rapture.  I am guessing from the point of view of both books the Sisters spend a lot time with dragons.

I am not 100% sure I'll use the entire book.  But I do plan to use the feats next time my son's "3.x Dragonborn" levels up and it really has a lot of potential.

My only con in this book?  No rules for playing 1/2 Chromatic dragons.  Not that I can't figure it out from all of this, but the assumption here is that only good dragons do this.  I get that and I understand where the authors are coming from, but the option would have been nice.
5 out of 5 stars

17 Archer Feats
My youngest son loves to play archers.  So this was a no-brainer really.

This collection of 18 (not just 17!) feats really help highlight what a good archer should be able to do.
What is good?  Well I like the names, feats (and often times spells) don't have evocative names.  Not so here, "Ring the Bell", "Until You see the Whites of their Eyes" are cool sounding and you want to take them as feats!  The sound more like super-powers really.  They are though what feats should be, something extra special you can do that others can't because of your training.

There are several here my son has used including his favorite at lower levels, Instill Arrow.
Obviously there is a bias her towards elves and rangers, but since he is a half-elven Ranger/Bard he is perfect for this book, or it is perfect for him.

The art is above the normal standards of The Le books, which is nice.  Really in a book like this I would prefer to see old woodcuts of archers.  I think it adds to the feel that the feats are adding to the game, no need for "cartoony" art (of which there is only one piece and it is not really that bad).

The feats work, and they work well.  What more do you need?
Printer and screen versions.  Works great with 3.x and Pathfinder.  Some even look like they would work well in D&D4 (but I have not tried).
4 out of 5 stars

Demon Hunter's Handbook
As we moved later in my 3.x/d20 games, Demons became major antagonists for the characters.  This book was one of many I bought on the subject, but one of the better ones.  The book begins with a a couple of new races for PCs based on Monster Manual/SRD races, the Steward Archon and the Aasimar.  Next we go to a discussion on how each of the core classes can be a "Demon Hunter" using what they already have.  I lked this part since it also encourages better role-playing.
We follow up with demon-hunting prestige classes, which are a better sort than other books like this one.  My favorite was the Righteous Sword and his power "A Good Man's Wrath".  Very nice.
Chapter two gives us the options; new feats, new uses for skills and new spells.  As well as new equipment. All of which have had a place in my game at one time or another.
Chapter Three gives up campaign advice and how to keep a demon hunting game going.  I particularly like the Urban adventures parts since I love to play in cities and there is not much in the way of good material out there.
Chapter Four (which thematically could have been just more of Three) gives us the organizations that fight demons.  After years and years of playing horror games this was less useful for me, but good for someone just getting into the demon-hunting RPG biz.
Chapter five gives us the monsters.  Not very many here and other books do have better choices, but I don't think that a huge list of demons was the prime motivator of this book; so that is fine.

All in all a good book and a very nice collection of demon hunting ideas for any group of characters.
4 out of 5 stars

[PFRPG] Player’s Options: Aasimars, Tieflings, and Elemental Templates
One thing I think Pathfinder players miss out on are the number of races that the 4E players have.   4 Winds Fantasy Gaming though knows how to solve that.  Presented here are various racial templates for new player character races for use with Pathfinder.  Now these are not "copies" of the 4e ones, but they are "influenced" by them.  Taking races from the SRD we have some very interesting new choices for players.  We get 3 types of Aasimars, 12 elemental types and 3 types of Tieflings.  With this there is certainly enough ideas to figure out other Plane-descended races.  What I felt was nice, and glad to see it was not omitted, was how these different racial templates mix with the various types of Sorcerers.
There are also plenty of good feats here for the various bloodlines.

While this is not a long book, it is packed and for the price it is an absolute bargain.
I have come to have a high opinion of the 4 Winds products.  I have not been disappointed and I am glad to have gotten this one.
5 out of 5 stars

Fantastic Maps: The Dragon's Lair
Sometimes I don't need a module, all I need is a good map.  "The Dragon's Lair" is a good map.  My kids love to play with minis and while I can scribble on graph paper, a good scale map for minis is more than I want to do.
This product, plus some printer ink and little imagination became "The Lair of the Stinky Dragon" for my kids one rainy afternoon.

Give yourself some time to print, cut and put this together, but in the end it is worth it.
I love the cutaway view of the dungeon to know what is where in three dimensions, after all the mins are.

I'll be honest here.  I grabbed this one over all the others because it had lava in it.
5 out of 5 stars


White Dwarf Wednesday

Hello all.

No White Dwarf Wednesday today.  I am out of town on a family emergency and I am not back yet.

You can read about it here.
http://www.buchanancody.com/fh/obituaries/obituary.cfm?o_id=1399499&fh_id=12328

Back when I can.