Eldritch
I love that word. So much cooler than "magic" or even "arcane". Eldritch implies something old, even occult. If you put the word Eldritch in your book's title, chances are not just good I'll look at it, it is nearly a guarantee.
Eldritch Wizardry
This is one of the first books I ever got for OD&D. It took me a bit to realize that OD&D was essentially the same as Holmes Basic D&D (I had not gotten my 3 LBBs yet). But I loved this book all the same. It introduced Druids (which I played like a witch), psionics and demons to D&D. I had of course already seen all of these in AD&D, but to have this little book was like finding some lost, eldritch even, treasure.
Of course I could never buy this one near me. The cover prevented that, heck even the game store I ordered it from (which would late go on to become my Favorite Local Game Store) even kept it behind their counter. Thankfully I had parents that didn't mind me spending my hard earned money on this stuff and I think I paid 18.00 for my old copy. Which at the time seems insane for such a small book! (1985).
Today, good copies are much more expensive and even fair quality ones go for more than twice what I paid.
Despite the fact that the "D&D" I play now is fairly far removed from this book, and other books have super-ceded and surpassed it, I still like to pull it out every so often and remind myself of the wonder it used to bring me and how can I capture that same feeling for others. Plus I am convinced that this cover inspired this newer picture of Demogorgon (who was introduced in this book) from Hordes of the Abyss.
Eldritch Secrets Vol 1.
This extremely attractive book is full of all sorts of new spells, feats and magic items for all the spell-casting classes in Pathfinder (or the 3.x product of your choice).
The vast majority of this book is devoted to spells and there a spells here for every need and situation. There a few new feats and some magic items, but the spells here are the main course.
There are several useful Appendices including Spells by Descriptor, School and use.
At 12 bucks this product is not exactly a steal, but really, really close. The art and layout is fantastic and you get a printer friendly version as well.
Eldritch Witchery
This is the only book in my list here I have not bought. That is because I wrote it!
It is due out from Elf Lair Games sometime (it's still in editing and layout).
With this book I wanted to capture everything eldritch about the witch class. So unlike some of my other books, this book also has a Warlock class. It is also different from my Basic D&D book "The Witch". Though all three classes together would make a nice full picture of the witch as she has appeared through out the history of RPGs.
Plus this book is designed to be used with the Spellcraft & Swordplay game. It *can* be used with OD&D/S&W, but you would need to modify somethings a touch.
Obviously this is my homage to Eldritch Wizardry, though there is plenty more to my EW. No psionics.
Other "Eldritch" Games
I also bought these games based on the title alone.
Monte Cook's Book of Eldritch Might and The Complete Book of Eldritch Might.
The definitive sources for magic in the 3.x game. I have these, but never really used them very much. They were great reads though.
Eldritch Role-Playing System
I agree with what some others have said, cool concept, cool game, bad layout. Still though. There is some very cool ideas here. I enjoyed it and can mine it for ideas for other games.
Eldritch Ass Kicking
This is a rather cool game of magical battles. I got it when it first came out, but forgot about it. I looks like a very fun game or maybe even ideas for a sub-game in a larger magical based one. I do like how the skills were used and how it is expected that wizards do everything with magic. So this not a magic-lite game!
I also love the art work, but I have been a fan of Thomas Denmark's art for a long time.
There are even some add-ons for the game.
Thursday, April 5, 2012
Wednesday, April 4, 2012
White Dwarf Wednesday #11
It's still Wednesday!
White Dwarf issue #11 has the magazine continuing it's stride. We are getting close to the time when I had started playing, so I am coming into territory I find a little more familiar.
First off, is that a spacesuit she is wearing? I am not sure, but I know this is not Dragon.
Getting right in to the articles, we have some new firearms for Traveller. I think I had a bad photo copy of this article cause I remember trying to convert it to Star Frontiers some years later. I remembered it because of the Stormtrooper on page 7. Try doing that these days!
The Fiend Factory introduces us to some familiar to us now; the Witherstench, Sheet Phantom, and the Berbalang. The others were also interesting and I am getting more curious on how the monsters were chosen.
What might be the highlight of the issue is the one page rules (and 2 page map) on the D&D bar fight. I wonder if Lew Pulsipher has updated this at all? Challenge to the OSR: Come up with rules for a bar fight, accounting for all the things found in a bar and make it easy and fun to use! Right now I could print thi sout and use it in 3.x or 4e without much work.
Open Box gives us a review on Runequest (9/10) and SPI's Middle-Earth (5/10).
Also we are treated to a review of D1, D2 and D3 in their original format. Don Turnbull gives it a rare 10/10. But this is a classic, reading the review gives you the sense of when this was all new. AD&D has arrived and the RPG hobby will never be the same.
We are treated(?) to an April Fools class, the Weakling. We will see something similar in a future Dragon article, the Hopeless Character.
More of Four Winds and ads.
Speaking of which this the first issue where we are treated to this ad:
I have heard that this is Gary Gygax's daughter. This ad is so 70s. The future is silver hot pants and big laser guns.
White Dwarf issue #11 has the magazine continuing it's stride. We are getting close to the time when I had started playing, so I am coming into territory I find a little more familiar.
First off, is that a spacesuit she is wearing? I am not sure, but I know this is not Dragon.
Getting right in to the articles, we have some new firearms for Traveller. I think I had a bad photo copy of this article cause I remember trying to convert it to Star Frontiers some years later. I remembered it because of the Stormtrooper on page 7. Try doing that these days!
The Fiend Factory introduces us to some familiar to us now; the Witherstench, Sheet Phantom, and the Berbalang. The others were also interesting and I am getting more curious on how the monsters were chosen.
What might be the highlight of the issue is the one page rules (and 2 page map) on the D&D bar fight. I wonder if Lew Pulsipher has updated this at all? Challenge to the OSR: Come up with rules for a bar fight, accounting for all the things found in a bar and make it easy and fun to use! Right now I could print thi sout and use it in 3.x or 4e without much work.
Open Box gives us a review on Runequest (9/10) and SPI's Middle-Earth (5/10).
Also we are treated to a review of D1, D2 and D3 in their original format. Don Turnbull gives it a rare 10/10. But this is a classic, reading the review gives you the sense of when this was all new. AD&D has arrived and the RPG hobby will never be the same.
We are treated(?) to an April Fools class, the Weakling. We will see something similar in a future Dragon article, the Hopeless Character.
More of Four Winds and ads.
Speaking of which this the first issue where we are treated to this ad:
I have heard that this is Gary Gygax's daughter. This ad is so 70s. The future is silver hot pants and big laser guns.
Willow and Tara: Doctor Who Adventures in Time & Space
I think it is an obvious conclusion, but if Willow and Tara had been characters during Russel T. Davies run of Doctor Who, they would have fared far, far better than they did on some other show. Heck even under Steven "Tipping the Scales" Moffat they would have been better off.
But that is the fantastic thing about RPGs. They let us go places and do things we otherwise never could.
So what you have Willow and Tara been like as companions to the Doctor?
Well let's take them back a bit to when they were younger, maybe when Tara first showed up on the show. Given that it is tempting then to use my WitchCraft RPG stats as a point of origin. But there is an issue with that. There is no magic really in the Doctor Who universe. There are plenty of things that look like it and there are psychic abilities, but nothing like the magic I typically have the girls doing. So for completeness sake I am going to look at stats I did about the same time the 10th Doctor was doing his thing. Something like my Fudge, Chill or Mutants and Masterminds stats. So maybe instead I'll go with their ages then.
So here is an idea. Play up Willow's tech back ground a lot more. She becomes, what is known in the game is a Boffin. Some one that can argue with the Doctor on tech and science. Sort of like what River Song can do now or how Romana was. Tara is still shy and quiet, but she has a very good reason, she is psychic. Like scary psychic. Makes for some great plots and gives me something weird and alien to work with, maybe even giving her some Carrionite ancestry.
I like it.
Willow Rosenberg (circa 2006)
Story Points: 12
Attributes
Awareness 2
Coordination 2
Ingenuity 6
Presence 3
Resolve 4
Strength 2
Skills
Athletics 1
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 0
Medicine 2
Science 4
Subterfuge 0
Survival 1
Technology 4
Transport 1
Traits
Ambidextrous (not in the book, but in my reality), Attractive, Boffin, Photographic Memory, Technically Adept, Insatiable Curiosity
Equipment
Laptop, Smart Phone (PDA Phone)
Home Tech Level: 5
Nationality: American
Profession: Software Engineer
Education: B.S. in Computer Science, 2003 University of California, Magna Cum Laude
Tara Maclay (circa 2006)
Story Points: 10 (2 points used)
Attributes
Awareness 4
Coordination 2
Ingenuity 4
Presence 2
Resolve 3
Strength 3
Skills
Athletics 1
Convince 0
Craft 1
Fighting 1
Knowledge 3
Marksman 0
Medicine 1
Science 2
Subterfuge 1
Survival 1
Technology 2
Transport 1
Traits
Attractive, Animal Friendship, Empathic, Psychic, Telekinesis, Telepathy, Code of Conduct, Eccentric
Equipment
Cellphone
Home Tech Level: 5
Nationality: American
Profession: Part time QMHP.
Education: B.A. in Art History, 2003 University of Southern California, Cum Laude,
M.A. in Psychology, Counseling emphasis, 2005 University of Southern California.
Looks good to me. Now to see if they will ever run into Vastra and Jenny.
But that is the fantastic thing about RPGs. They let us go places and do things we otherwise never could.
So what you have Willow and Tara been like as companions to the Doctor?
![]() |
| Willow, the Doctor, Tara and the Dodecahedron (my clock-face d12) |
So here is an idea. Play up Willow's tech back ground a lot more. She becomes, what is known in the game is a Boffin. Some one that can argue with the Doctor on tech and science. Sort of like what River Song can do now or how Romana was. Tara is still shy and quiet, but she has a very good reason, she is psychic. Like scary psychic. Makes for some great plots and gives me something weird and alien to work with, maybe even giving her some Carrionite ancestry.
I like it.
Willow Rosenberg (circa 2006)
Story Points: 12
Attributes
Awareness 2
Coordination 2
Ingenuity 6
Presence 3
Resolve 4
Strength 2
Skills
Athletics 1
Convince 1
Craft 2
Fighting 1
Knowledge 4
Marksman 0
Medicine 2
Science 4
Subterfuge 0
Survival 1
Technology 4
Transport 1
Traits
Ambidextrous (not in the book, but in my reality), Attractive, Boffin, Photographic Memory, Technically Adept, Insatiable Curiosity
Equipment
Laptop, Smart Phone (PDA Phone)
Home Tech Level: 5
Nationality: American
Profession: Software Engineer
Education: B.S. in Computer Science, 2003 University of California, Magna Cum Laude
Tara Maclay (circa 2006)
Story Points: 10 (2 points used)
Attributes
Awareness 4
Coordination 2
Ingenuity 4
Presence 2
Resolve 3
Strength 3
Skills
Athletics 1
Convince 0
Craft 1
Fighting 1
Knowledge 3
Marksman 0
Medicine 1
Science 2
Subterfuge 1
Survival 1
Technology 2
Transport 1
Traits
Attractive, Animal Friendship, Empathic, Psychic, Telekinesis, Telepathy, Code of Conduct, Eccentric
Equipment
Cellphone
Home Tech Level: 5
Nationality: American
Profession: Part time QMHP.
Education: B.A. in Art History, 2003 University of Southern California, Cum Laude,
M.A. in Psychology, Counseling emphasis, 2005 University of Southern California.
Looks good to me. Now to see if they will ever run into Vastra and Jenny.
D is for Doctor Who
One of my favorite TV shows ever is Doctor Who.
I discovered it back in the 80s on PBS and was hooked. Of course my dream was always to have a Doctor Who RPG. There was a Doctor Who by FASA, and I liked it, but I never got a chance to play it much.
Well 2005 rolls around and we got a new Doctor Who on TV! Yeah! and A few years later we also got a new Doctor Who RPG! Double Yeah! And I got to play-test it!!
And I know I am not the only one excited about it. Doctor Who related posts are some of my most viewed.
Well there is a new version out and I wanted to let you all know about it.
Doctor Who Adventures in Time and Space is a great and worthy game to bear the name of the highly acclaimed "restart" of the Doctor Who series.
Using a simple 2d6 + attribute + stat + mod, roll over target number system, DW:AiTaS though goes beyond what is typically since in RPGs. Talking and Running are preferable to fighting, just like in the show and there many ways to measure success.
The system is really, really simple. In fact once you get the hang of it it "disappears" much like Unisystem does.
The system is similar to Unisystem and even GURPs, but not as "crunchy". This is a game of normal humans and the occasional alien battling foes that out match them, out gun them and out "tech" them. You are going to need to be very clever or lucky (or both!). While this could have fell into the Call of Cthulhu end of the spectrum on hero survival, heroes are expected to survive and even win.
There are two versions of this game out. The Original or 10th Doctor version and the new 11th Doctor version.
For the 11th Doctor edition what do have? Well the trade dress and artwork is all from the 11th Doctor/Moffat era. But if that were all then there would not be much need to buy this. There is an easy to use "Read This First" file, all the important stuff in two pages. There are characters from the Matt Smith run, so The Doctor, River, Amy and Rory. All the new monsters (and the old faves) like the Atraxi, Cybermen, New Paradigm Daleks, and the Silurians. In fact there is quite a bit of "new stuff" that feel this is much more of an update than a simple re-edit and design.
Note: If you have the 10th Doctor version then C7 has the files you need for free.
Now the game is supposed to be played with 2 6-sided dice (2d6 in RPG parlance), but I have this cool 12 sided die with clock faces instead of numbers that is so perfect for Doctor Who that I can't not use it! Plus as many Who fans know, the d12 is important to Who history.
I have done some character write-ups for Doctor Who: AiTaS, check them out.
I discovered it back in the 80s on PBS and was hooked. Of course my dream was always to have a Doctor Who RPG. There was a Doctor Who by FASA, and I liked it, but I never got a chance to play it much.
Well 2005 rolls around and we got a new Doctor Who on TV! Yeah! and A few years later we also got a new Doctor Who RPG! Double Yeah! And I got to play-test it!!
And I know I am not the only one excited about it. Doctor Who related posts are some of my most viewed.
Well there is a new version out and I wanted to let you all know about it.
Doctor Who Adventures in Time and Space is a great and worthy game to bear the name of the highly acclaimed "restart" of the Doctor Who series.
Using a simple 2d6 + attribute + stat + mod, roll over target number system, DW:AiTaS though goes beyond what is typically since in RPGs. Talking and Running are preferable to fighting, just like in the show and there many ways to measure success.
The system is really, really simple. In fact once you get the hang of it it "disappears" much like Unisystem does.
The system is similar to Unisystem and even GURPs, but not as "crunchy". This is a game of normal humans and the occasional alien battling foes that out match them, out gun them and out "tech" them. You are going to need to be very clever or lucky (or both!). While this could have fell into the Call of Cthulhu end of the spectrum on hero survival, heroes are expected to survive and even win.
There are two versions of this game out. The Original or 10th Doctor version and the new 11th Doctor version.
For the 11th Doctor edition what do have? Well the trade dress and artwork is all from the 11th Doctor/Moffat era. But if that were all then there would not be much need to buy this. There is an easy to use "Read This First" file, all the important stuff in two pages. There are characters from the Matt Smith run, so The Doctor, River, Amy and Rory. All the new monsters (and the old faves) like the Atraxi, Cybermen, New Paradigm Daleks, and the Silurians. In fact there is quite a bit of "new stuff" that feel this is much more of an update than a simple re-edit and design.
Note: If you have the 10th Doctor version then C7 has the files you need for free.
Now the game is supposed to be played with 2 6-sided dice (2d6 in RPG parlance), but I have this cool 12 sided die with clock faces instead of numbers that is so perfect for Doctor Who that I can't not use it! Plus as many Who fans know, the d12 is important to Who history.
I have done some character write-ups for Doctor Who: AiTaS, check them out.
- Madame Vastra and Jenny: Everyone's favorite katana wielding, Victorian lesbian Silurian/Humans consulting detectives/warriors for hire.
- And Count Dracula
- And something special later on today!
Tuesday, April 3, 2012
C is for Cthulhu by Gaslight
What do you get if you mix the horror of H.P. Lovecraft with the Gothic Horror tradition of the Victorian age? You get today's C post, Cthulhu by Gaslight.
I love Victorian era games. They are my favorite actually. Cthulhu by Gaslight has always been one of those rare hard to find treasures. Whether or not you play it as a gothic game, a period horror game, a darkly inspired Sherlock Holmes meets Dracula game, or as a Call of Cthulhu game there is something here for all sorts of horror game fans. It is the chocolate peanut butter cup of horror games; two great tastes that taste great together.
The book is divided up in terms of creating your Victorian age character, the Victorian world, Strange Britain, Gaslight Adventures and an a very nice Appendix on Victorian literature and some handouts.
The Victorian Age Character chapter is typical of a Call of Cthulhu game. Skills and professions are discussed. Some familiarity with Call of Cthulhu is helpful here since this book assumes you have a copy of Call of Cthulhu. Te times assumed here are 1890 to 1900. No discussion on Victorian Age characters is complete, or really can even begin without a discussion on social class, which we get during character occupations. This section is expanded over the 2nd Edition with inclusion of common terms from the age.
The Victorian World covers the world of the British Empire including it's place in the world, a time line of important dates and biographies of important people from the time. My favorite part is the locations in and around London. This chapter is well researched and great for any Victorian era RPG.
Strange Britain is a great overview of the occult scene in Britain in the 1890s. Lodges, Fortean events, and a gazetteer of strange sites in the British isles. All of these are great for all sorts of games. The Cthulhu mythos portion comes later and has some new ideas for old monsters, both mythos monsters and classic ones from the British Isles. The chapter continues with some fictional characters from the time. Though one might want to figure out how some authors can appear with their fiction creations. My favorite part though is the Martian Invasion. H.G. Wells meets H. P. Lovecraft. Some Victorian adventure campaigns are then discussed.
Gaslight Adventures helps Keepers (Game Masters) with some ready to run adventures; "Night of the Jackals" and "The Burnt Man".
The Appendix is full of great information about various sources of information on Victorian England, Sherlock Holmes, Jack the Ripper and Britain in general. Though if I have a quibble it is that the sources are a bit dated, nothing for example from the last few years.
All in all the 3rd edition is a great update of this great game.
You can buy Cthulhu by Gaslight from Noble Knight Games or DriveThruRPG for older editions and DriveThruRPG for the new 3rd ed.
I love Victorian era games. They are my favorite actually. Cthulhu by Gaslight has always been one of those rare hard to find treasures. Whether or not you play it as a gothic game, a period horror game, a darkly inspired Sherlock Holmes meets Dracula game, or as a Call of Cthulhu game there is something here for all sorts of horror game fans. It is the chocolate peanut butter cup of horror games; two great tastes that taste great together.
The book is divided up in terms of creating your Victorian age character, the Victorian world, Strange Britain, Gaslight Adventures and an a very nice Appendix on Victorian literature and some handouts.
The Victorian Age Character chapter is typical of a Call of Cthulhu game. Skills and professions are discussed. Some familiarity with Call of Cthulhu is helpful here since this book assumes you have a copy of Call of Cthulhu. Te times assumed here are 1890 to 1900. No discussion on Victorian Age characters is complete, or really can even begin without a discussion on social class, which we get during character occupations. This section is expanded over the 2nd Edition with inclusion of common terms from the age.
The Victorian World covers the world of the British Empire including it's place in the world, a time line of important dates and biographies of important people from the time. My favorite part is the locations in and around London. This chapter is well researched and great for any Victorian era RPG.
Strange Britain is a great overview of the occult scene in Britain in the 1890s. Lodges, Fortean events, and a gazetteer of strange sites in the British isles. All of these are great for all sorts of games. The Cthulhu mythos portion comes later and has some new ideas for old monsters, both mythos monsters and classic ones from the British Isles. The chapter continues with some fictional characters from the time. Though one might want to figure out how some authors can appear with their fiction creations. My favorite part though is the Martian Invasion. H.G. Wells meets H. P. Lovecraft. Some Victorian adventure campaigns are then discussed.
Gaslight Adventures helps Keepers (Game Masters) with some ready to run adventures; "Night of the Jackals" and "The Burnt Man".
The Appendix is full of great information about various sources of information on Victorian England, Sherlock Holmes, Jack the Ripper and Britain in general. Though if I have a quibble it is that the sources are a bit dated, nothing for example from the last few years.
All in all the 3rd edition is a great update of this great game.
You can buy Cthulhu by Gaslight from Noble Knight Games or DriveThruRPG for older editions and DriveThruRPG for the new 3rd ed.
Monday, April 2, 2012
The "New" Conan movie
Hey all. Quick one.
I am over at Jason Vey's blog talking about the newest Conan movie. Anyone else see this? Come by and let me know what you thought.
http://overpricedpopcorn.blogspot.com/2012/03/review-marcus-nispels-conan-barbarian.html
I am over at Jason Vey's blog talking about the newest Conan movie. Anyone else see this? Come by and let me know what you thought.
http://overpricedpopcorn.blogspot.com/2012/03/review-marcus-nispels-conan-barbarian.html
B is for Basic Clones
I was going to do Bunnies and Burrows today, but I wanted to stick a little closer to my home turf for this one.
BTW if you like, check out Bunnies and Burrows. It really is a classic and a piece of RPG history.
But today I want to talk about Basic Clones.
In the OSR (Old School Renascence) a Basic Clone is a game that emulates the rules of Basic D&D, or about the time frame of 1978 to 1984. I talked about the D&D Basic Game last year and ACKS yesterday. In fact I talk so much about it here it has it's own label, Basic.
D&D Basic was always my favorite system for quick and fast play. D&D Basic has been long out of print and usually can only be found at places like Noble Knight Games or Ebay. So I was thrilled when the Basic clones began to come out.
Basic Fantasy is one of my favorites. It is a simple game that covers the Basic D&D feel, but incorporates ideas from the later Advanced D&D game. Namely is splits up race (elf, human, dwarf) and class (fighter, cleric, magic-user). In other words it was D&D like how I used to play Basic D&D anyway. It is flexible, easy to use and totally free.
Labyrinth Lord is the biggest and arguably the most popular Basic clone. It is closer to Basic D&D than BFRPG is, but for me it lacks a little of the charm. Not to say that LL isn't great, it is and both lovingly sits on my shelf.
Dark Dungeons is another Basic clone aimed at emulating the old Rules Cyclopedia. It is a good effort but feels a bit off to me. Can't quite figure out why though.
Last year I also talked about the Companion rules. When the B/X version of Basic came out we were promised a book called the Companion rules that would take characters from 14th level to 36th level. We did get one, but is was part of the BECMI version of Basic and thus not 100% compatible and you would have to be a HUGE D&D geek like me to even care about the differences. Or you have to be these guys, since they wrote their own.
B/X Blackrazor came out with his B/X Companion which I have talked about extensively here and is currently sold out. But it is a great book.
Another book is called the Companion Expansion by Barrataria Games. It didn't get the same level of hype as the B/X Companion, but it covers much of the same ground. I have not looked at them together to see how they cover similar topics, but they seem very compatible. You can get the PDF of Companion Expansion for free at DriveThruRPG and a print copy for 16 bucks at Lulu.
My love for Basic D&D and the Basic clones is what prompted me to make my new witch book, The Witch, for Basic Era Games. Look for that later this month!
BTW if you like, check out Bunnies and Burrows. It really is a classic and a piece of RPG history.
But today I want to talk about Basic Clones.
In the OSR (Old School Renascence) a Basic Clone is a game that emulates the rules of Basic D&D, or about the time frame of 1978 to 1984. I talked about the D&D Basic Game last year and ACKS yesterday. In fact I talk so much about it here it has it's own label, Basic.
D&D Basic was always my favorite system for quick and fast play. D&D Basic has been long out of print and usually can only be found at places like Noble Knight Games or Ebay. So I was thrilled when the Basic clones began to come out.
Basic Fantasy is one of my favorites. It is a simple game that covers the Basic D&D feel, but incorporates ideas from the later Advanced D&D game. Namely is splits up race (elf, human, dwarf) and class (fighter, cleric, magic-user). In other words it was D&D like how I used to play Basic D&D anyway. It is flexible, easy to use and totally free.
Labyrinth Lord is the biggest and arguably the most popular Basic clone. It is closer to Basic D&D than BFRPG is, but for me it lacks a little of the charm. Not to say that LL isn't great, it is and both lovingly sits on my shelf.
Dark Dungeons is another Basic clone aimed at emulating the old Rules Cyclopedia. It is a good effort but feels a bit off to me. Can't quite figure out why though.
Last year I also talked about the Companion rules. When the B/X version of Basic came out we were promised a book called the Companion rules that would take characters from 14th level to 36th level. We did get one, but is was part of the BECMI version of Basic and thus not 100% compatible and you would have to be a HUGE D&D geek like me to even care about the differences. Or you have to be these guys, since they wrote their own.
B/X Blackrazor came out with his B/X Companion which I have talked about extensively here and is currently sold out. But it is a great book.
Another book is called the Companion Expansion by Barrataria Games. It didn't get the same level of hype as the B/X Companion, but it covers much of the same ground. I have not looked at them together to see how they cover similar topics, but they seem very compatible. You can get the PDF of Companion Expansion for free at DriveThruRPG and a print copy for 16 bucks at Lulu.
My love for Basic D&D and the Basic clones is what prompted me to make my new witch book, The Witch, for Basic Era Games. Look for that later this month!
Sunday, April 1, 2012
A is for Adventurer Conqueror King System
Welcome to the April A to Z blogging Challenge for 2012.
My name is Tim Brannan and this is my blog, The Other Side. This month I am going to review Role Playing Games. I am going to give you my opinions, overviews, reviews and maybe even some fluff or crunch.
For my "A" post I want to talk about Adventurer Conqueror King System.
ACKS (as it is also known) is what is known as a "Retro Clone", that is it takes a modern rule system (the d20 SRD) and make it emulate an older game. In this case Basic/Expert era (1980-1982) D&D. I discussed Basic D&D during last years A to Z challenge.
ACKS though is more than that. Part of the game's premise is it has a definite beginning and end. In game play characters are limited to 14th level.
Unlike other "Basic" retro-clones (like Basic Fantasy or Labyrinth Lord), ACKS also uses a skill system and complete rules for running and maintaining a kingdom of your own. Typically these kind of rules have shown up in later "Companion" rules.
Depsite the fact that there is nothing here I haven't seen before, I really like ACKS. My son has been playing in a weekly ACKS game and I helped contribute to the Witch class in the upcoming Player's Companion.
Speaking of witches, my own witch classes from "The Basic Witch" and "Eldritch Witchery" are compatible with the ACKS witch. You can use the same spells, traditions and magic with all three. In fact having all three gives you a more complete class.
I have spoken about ACKS before here and here, but the one thing I haven't mentioned is that of the recent batch of retro-clones, ACKS is the best looking one.
Player's Companion promises to be very interesting and hopefully it will take the game to new areas.
Follow my posts for more games!
My name is Tim Brannan and this is my blog, The Other Side. This month I am going to review Role Playing Games. I am going to give you my opinions, overviews, reviews and maybe even some fluff or crunch.
For my "A" post I want to talk about Adventurer Conqueror King System.
ACKS (as it is also known) is what is known as a "Retro Clone", that is it takes a modern rule system (the d20 SRD) and make it emulate an older game. In this case Basic/Expert era (1980-1982) D&D. I discussed Basic D&D during last years A to Z challenge.
ACKS though is more than that. Part of the game's premise is it has a definite beginning and end. In game play characters are limited to 14th level.
Unlike other "Basic" retro-clones (like Basic Fantasy or Labyrinth Lord), ACKS also uses a skill system and complete rules for running and maintaining a kingdom of your own. Typically these kind of rules have shown up in later "Companion" rules.
Depsite the fact that there is nothing here I haven't seen before, I really like ACKS. My son has been playing in a weekly ACKS game and I helped contribute to the Witch class in the upcoming Player's Companion.
Speaking of witches, my own witch classes from "The Basic Witch" and "Eldritch Witchery" are compatible with the ACKS witch. You can use the same spells, traditions and magic with all three. In fact having all three gives you a more complete class.
I have spoken about ACKS before here and here, but the one thing I haven't mentioned is that of the recent batch of retro-clones, ACKS is the best looking one.
Player's Companion promises to be very interesting and hopefully it will take the game to new areas.
Follow my posts for more games!
Saturday, March 31, 2012
A to Z Challenge
Tomorrow begins the April A to Z blogging challenge.

This year I am doing it not just once, but twice.
I have signed up my other blog, The Freedom of Nonbelief, to the challenge as well.
I felt that my other blog could also gain from the exposure and it would help me collect my thoughts some on what I think that blog should be about.
So please join me over there as I go through the A to Z of atheism, skepticism and free thought.
Here at the Other Side, I am going to be doing the A to Z of RPGs. I am going to pick a game for each letter and talk about it. I am though having trouble with the letter I. I am thinking I should do In Nomine, but not sure yet.
I am open to suggestions!
If you are coming here from the Challenge, then please leave a link back to your own blog.

This year I am doing it not just once, but twice.
I have signed up my other blog, The Freedom of Nonbelief, to the challenge as well.
I felt that my other blog could also gain from the exposure and it would help me collect my thoughts some on what I think that blog should be about.
So please join me over there as I go through the A to Z of atheism, skepticism and free thought.
Here at the Other Side, I am going to be doing the A to Z of RPGs. I am going to pick a game for each letter and talk about it. I am though having trouble with the letter I. I am thinking I should do In Nomine, but not sure yet.
I am open to suggestions!
If you are coming here from the Challenge, then please leave a link back to your own blog.
Zatannurday: Marvel Heroic Roleplaying
Continuing my exploration of the new Marvel Heroic Roleplaying game. So here is everyone's favorite Sorceress Supreme, it's Saturday it must be Zatanna!
We worked this the same night as Justice. Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats. Both have a place in my world.
Name: Zatanna
ID: Zatanna Zatara (public)
Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)
Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)
Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack
Specialties
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8
Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.
Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.
We worked this the same night as Justice. Again, I am happy with this build and see it as a nice compliment to the DCA/M&M3 stats. Both have a place in my world.
Name: Zatanna
ID: Zatanna Zatara (public)
Affiliations: Solo d10, Buddy d8, Team d6 (Zee is not a team player, but she has teamed up with John Constantine, Hawkman and Batman)
Distinctions:
Most Power Magician in the World (she is. And all the supernatural baddies know it too)
Celebrity in the Spotlight (Everyone knows who she is and she likes that)
Shades of Grey (Zee sees more grey than most Supers, even ones in the Marvel-verse)
Power Sets
Magic/Sorcery d12
Magical Spells d12, Blast d10, Senses (magical) d10, Teleport d10
Limit: Must be spoken backwards
SFX: Tantric Healing (can reduce stress)
SFX: Area Attack
Specialties
Mystic d10 (pretty much knows it all)
Cosmic d10
Menace d8
Psych d8
Milestones
"Every Little Thing She Does Is Magic"
1xp You uncover some plot that is magical in nature.
3xp You discover some new magical tome or artifact.
10xp You defeat the main villain without magic.
Daddy Issues
1xp You meet someone from your father's past.
3xp You take trauma from one of your father's old enemies or friends.
10 xp You must send your father's soul back to the afterlife to defeat the bad guy.
Friday, March 30, 2012
Thursday, March 29, 2012
Justice: Marvel Heroic Roleplaying
Earlier this week I mentioned I spent some time over the last month with Marvel Heroic Roleplaying. One of the first characters I though about was my paragon character "Justice".
The great thing about Justice is I have a great grasp on who this character is, what motivates her and what she wants to be. So a game like MHR is really a good fit. Plus is gives me the chance to compare her "Marvel" universe counterpart with her "DC Universe" counterpart.
For Issue 5 I spoke to my regular GM Greg, the guy likely to be the GM of any supers game I'll play in and my go to guy for Marvel questions, suggested an adventure where Kara travels to Madripoor. Kara is there as part of a delegation with one of her law professors. Her role here is of course to be quiet and learn. Bet you know how that is going to turn out.
Since we are going to focus on the drama here Greg wanted to give her a love interest, one of the local criminals (whose name escapes me at the moment, but I think it was Wolverine's son).
So with out further ado, here is Justice.
Name: Justice
ID: Astra Kal-El / Astra Kent (secret)
Affiliations: Solo d10, Buddy d6, Team d8 (Kara is still trying to figure out who she is and she is doing that on her own.)
Distinctions: Uncompromising (sees the world in mostly black & white; good guys and bad guys)
Heroic Ambition (wants to be a hero)
Struggling with Identity (is she Amazon? Kryptonian? something new? How can she fit into a human world?)
Power Sets
Amazonian Heritage d10
Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10
Limit: Exausting
SFX: Multipower
SFX: Second Chance (reroll)
(she is still coming into her power)
Kryptonian Heritage d8
Superhuman Senses d8, Flight (subsonic) d8, Blast (heat vision) d8
Limit: Kryptonite - Shutdown
SFX: Second Wind (move power up to d10)
SFX: Invulnerable (spend 1pp)
Specialties
Combat d10 (training from the Amazons and Bruce/Batman)
Cosmic d10
Crime d8
Science d8
Milestones
Just like Mom and Dad...
1xp You encounter someone that knew your father
3xp You defeat one of your father's or mother's old enemies.
10xp You join or leave a team that your parents were on.
"Justice will Prevail!"
1xp You save an innocent life
3xp You must make a choice between the Law and Justice
10 xp You choose to see justice done at the expense of your own personal happiness.
I think this describes her rather well to be honest. And it is something I could use to help drive the character in any other Supers game she might be in.
The great thing about Justice is I have a great grasp on who this character is, what motivates her and what she wants to be. So a game like MHR is really a good fit. Plus is gives me the chance to compare her "Marvel" universe counterpart with her "DC Universe" counterpart.
For Issue 5 I spoke to my regular GM Greg, the guy likely to be the GM of any supers game I'll play in and my go to guy for Marvel questions, suggested an adventure where Kara travels to Madripoor. Kara is there as part of a delegation with one of her law professors. Her role here is of course to be quiet and learn. Bet you know how that is going to turn out.
Since we are going to focus on the drama here Greg wanted to give her a love interest, one of the local criminals (whose name escapes me at the moment, but I think it was Wolverine's son).
So with out further ado, here is Justice.
Name: Justice
ID: Astra Kal-El / Astra Kent (secret)
Affiliations: Solo d10, Buddy d6, Team d8 (Kara is still trying to figure out who she is and she is doing that on her own.)
Distinctions: Uncompromising (sees the world in mostly black & white; good guys and bad guys)
Heroic Ambition (wants to be a hero)
Struggling with Identity (is she Amazon? Kryptonian? something new? How can she fit into a human world?)
Power Sets
Amazonian Heritage d10
Superhuman Strength d10, Superhuman Durability d10, Superhuman Stamina d10
Limit: Exausting
SFX: Multipower
SFX: Second Chance (reroll)
(she is still coming into her power)
Kryptonian Heritage d8
Superhuman Senses d8, Flight (subsonic) d8, Blast (heat vision) d8
Limit: Kryptonite - Shutdown
SFX: Second Wind (move power up to d10)
SFX: Invulnerable (spend 1pp)
Specialties
Combat d10 (training from the Amazons and Bruce/Batman)
Cosmic d10
Crime d8
Science d8
Milestones
Just like Mom and Dad...
1xp You encounter someone that knew your father
3xp You defeat one of your father's or mother's old enemies.
10xp You join or leave a team that your parents were on.
"Justice will Prevail!"
1xp You save an innocent life
3xp You must make a choice between the Law and Justice
10 xp You choose to see justice done at the expense of your own personal happiness.
I think this describes her rather well to be honest. And it is something I could use to help drive the character in any other Supers game she might be in.
Wednesday, March 28, 2012
White Dwarf Wednesday #10
I little late, but still Wednesday!
Issue 10 starts us off with some fantastic cover art. Maybe the best we have seen so far. It unites the two themes of Sci-fi and Fantasy well.
The editorial is a mix bunch, attendance at Game Day and the release of the new AD&D Player's Handbook and the late release date of the new "AD&D Referee's Guide". Doesn't really have the same ring to it as DMG does it.
Plus the shipping costs of WD overseas is going up due to the fall of the Dollar. Must have been the Carter Era.
We have some new magic items for Tekumel.
Nine new monsters for Fiend Facotry, of which only one graduated to the Fiend Folio. The others though are worth looking at. In particular a couple of interesting skeletons and a couple of cats.
Some traps sent in by readers. I have never been over enamored with traps. They have their place, but I never fetishized them like other players/game masters.
As promised we have a collection of letters on realism in the game. These are the same arguments that we have today, so I guess we will always have them.
Next up is a combat simulation/duel game called "Light Sword". Which were light sabers with the serial numbers filled off. It looks interesting enough and could be used with any sort of melee combat. The thing I thought was odd was the art. The first is a man's face with a nondescript sword next to it, the next one is a topless woman in a loin-cloth with two "light daggers". The artist took the time to make sure her breasts were properly shaded, but her hair is just an outline. Not sure what was the though process on this one.
Open Box this issues gives us the boxed set of Gamma World (9/10) and the AD&D Player's Handbook (10/10). Worth the read just get that feeling again when everything was new.
More on the Experienced Traveller by Mike Ferguson. Chapter 3 of the Valley of the four Winds follows.
We end the issue with 7 pages of ads. The most so far.
Not a stellar issue, but a solid one. The Fiend Factory continues to give me entertainment and I am thinking a Fiend Folio 2 of updated monsters that didn't make the cut would be a fantastic fan-book.
Issue 10 starts us off with some fantastic cover art. Maybe the best we have seen so far. It unites the two themes of Sci-fi and Fantasy well.
The editorial is a mix bunch, attendance at Game Day and the release of the new AD&D Player's Handbook and the late release date of the new "AD&D Referee's Guide". Doesn't really have the same ring to it as DMG does it.
Plus the shipping costs of WD overseas is going up due to the fall of the Dollar. Must have been the Carter Era.
We have some new magic items for Tekumel.
Nine new monsters for Fiend Facotry, of which only one graduated to the Fiend Folio. The others though are worth looking at. In particular a couple of interesting skeletons and a couple of cats.
Some traps sent in by readers. I have never been over enamored with traps. They have their place, but I never fetishized them like other players/game masters.
As promised we have a collection of letters on realism in the game. These are the same arguments that we have today, so I guess we will always have them.
Next up is a combat simulation/duel game called "Light Sword". Which were light sabers with the serial numbers filled off. It looks interesting enough and could be used with any sort of melee combat. The thing I thought was odd was the art. The first is a man's face with a nondescript sword next to it, the next one is a topless woman in a loin-cloth with two "light daggers". The artist took the time to make sure her breasts were properly shaded, but her hair is just an outline. Not sure what was the though process on this one.
Open Box this issues gives us the boxed set of Gamma World (9/10) and the AD&D Player's Handbook (10/10). Worth the read just get that feeling again when everything was new.
More on the Experienced Traveller by Mike Ferguson. Chapter 3 of the Valley of the four Winds follows.
We end the issue with 7 pages of ads. The most so far.
Not a stellar issue, but a solid one. The Fiend Factory continues to give me entertainment and I am thinking a Fiend Folio 2 of updated monsters that didn't make the cut would be a fantastic fan-book.
Tuesday, March 27, 2012
My Month with Marvel
I have now had Marvel Heroic Roleplaying now for about a month. I have read it. Re-read it. Watched games, read reviews and even detailed some characters. Here are my thoughts.
First, I have to be honest, I am still and probably always be a DC fan foremost. I "dabbled" in Marvel back in the 80's like others. I enjoyed the X-Men, loved Spider-Man, enjoyed Doctor Strange and Ghost Rider...and that was about it. I didn't have any dislike for Marvel, I just like DC better.
I enjoyed the old TSR Marvel game, but I also liked DC Heroes from Mayfair and Villains and Vigilantes.
Secondly, MHR is about as far away from the OSR as you can possibly get and still use the same set of dice.
Ok. So there are a lot of reviews out for this now, and there is really nothing new I can add to all of that. Here is though less of a review and more of a bunch of my opinions and insights on the game.
The most notable feature of this game is there is nothing in the way of comparing ability to ability really. Yes there are things like "combat expert" and there levels of that, but nothing along the lines of Strength vs. Strength So there is no way to tell really who would win in an arm wrestling Thor or Thing. But the deal is that this not something that is likely to happen UNLESS it was part of the plot, then the winner is decided by other things.
MHR is more of a game where the players are providing the framework. You need to create your character with the other characters and players in mind. Maybe not as much as Smallville or Leverage, but still. It is also a game where the main drama is about heroes, not really supers. It really is a "comic book" RPG, not a cartoon, supers or even super hero movie RPG. 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.
The game moves well from what I have seen in play and after working with your character you get the hang of the game quickly.
The book itself is great to look at, but I was expecting more to be honest. Compare to Green Ronin's DC book. The DCA is overflowing with art. Everywhere. MHR has art, but it seems to use it more sparingly. Plus I swear it was the same characters over and over. I could easily name dozens of character I didn't see, but that is not the point, I would have liked some others.
I would have liked to Dr. Strange or some other magical/mystical types since that is my favorite part of any game and Marvel in particular. Strange at least is important enough that he should be included in the Basic rules.
Will I play this game?
That is really the only question right? Yes, I love to try it out with the right group. To me the right group would be people who are willing to invest in their characters and be able to "play the drama". So yes, with the right group of people.
Still I might want to dual stat characters with MHR and some other traditional supers game, maybe even DCA/M&M3.
I'll be posting some characters here soon.
Monday, March 26, 2012
Saturday, March 24, 2012
Zatannurday: Fred Hembeck
Today I have a special treat. Not only something original, but something inspired by Zatannurday!
Look at what I got!
It's a Fred Hembeck original!
I got this as a gift from George Vasliakos, the editor and Zombie Lord at Eden Studios. He got this for me because he knows I am a big Zatanna fan and this weekly feature!
That is really awesome!
So thanks George and thanks Fred!
Look at what I got!
It's a Fred Hembeck original!
I got this as a gift from George Vasliakos, the editor and Zombie Lord at Eden Studios. He got this for me because he knows I am a big Zatanna fan and this weekly feature!
That is really awesome!
So thanks George and thanks Fred!
Friday, March 23, 2012
Vastra and Jenny
Been thinking some more about Vastra and Jenny.
I did some posts back when "A Good Man Goes to War" first aired.
Introduction and Ghosts of Albion stats.
Doctor Who RPG stats
I have found some very cool links recently that expand their story more.
Vastra and Jenny
I have a Ghosts of Albion game coming up and I'd love to work them in somehow. Just not sure how to do that yet. Especially since the idea I have in mind is already dangerously close to "The Hungry Earth" except I am basing it of of a real riot that happened in London in 1846.
I did some posts back when "A Good Man Goes to War" first aired.
Introduction and Ghosts of Albion stats.
Doctor Who RPG stats
I have found some very cool links recently that expand their story more.
Vastra and Jenny
I have a Ghosts of Albion game coming up and I'd love to work them in somehow. Just not sure how to do that yet. Especially since the idea I have in mind is already dangerously close to "The Hungry Earth" except I am basing it of of a real riot that happened in London in 1846.
Thursday, March 22, 2012
Walking to Mordor
Go to Google Maps.
For your starting point enter "The Shire", for your destination enter "Mordor".
Change to Walking and get directions.
It works for Rivendell too.
For your starting point enter "The Shire", for your destination enter "Mordor".
Change to Walking and get directions.
It works for Rivendell too.
Blog Roll Fixed
The simple solution was to split up my blog rolls.
You will now see I have an RPG one and an Everything Else one that has all the writing, horror, comic and other stuff I read.
My RPG one though is now just as full as it was before, so even if it is an RPG site chances are I'll have to add you to the other blog roll.
You will now see I have an RPG one and an Everything Else one that has all the writing, horror, comic and other stuff I read.
My RPG one though is now just as full as it was before, so even if it is an RPG site chances are I'll have to add you to the other blog roll.
Another new Blog on the block
Jason Vey of Spellcraft & Swordplay, has a new blog out for movie reviews.
Overpriced Popcorn: Film Reviews for the Rest of Us!
http://overpricedpopcorn.blogspot.com/
You can read his introductory post on what he plans to do with and why.
It promises to be very interesting. Jason and I talk about movies all the time and while we don't always agree, the conversation is never dull.
So check out this new blog and tell your friends.
Overpriced Popcorn: Film Reviews for the Rest of Us!
http://overpricedpopcorn.blogspot.com/
You can read his introductory post on what he plans to do with and why.
It promises to be very interesting. Jason and I talk about movies all the time and while we don't always agree, the conversation is never dull.
So check out this new blog and tell your friends.
Blog Roll
You might notice my blog roll is gone.
I am attempting to fix it and add the new blogs I am following and maybe even arrange them in some sort of order.
I am attempting to fix it and add the new blogs I am following and maybe even arrange them in some sort of order.
Wednesday, March 21, 2012
White Dwarf Wednesday Issue 9
Issue 9 of White Dwarf nearly finishes up the transitional year of 1978. We saw a lot of changes int he magazine in the last year and there are still more to come.
In another editorial that seems taken from today's blogs or posting boards is the amount of "Realism" people want in their game. So much so in fact that they opted to withhold their letters page till next issue since so many were on the topic of realism.
Mike Ferguson gives us some new skills and rules for Traveller. The Fiend Factory is up and running again with FF faves such as the Svart and Umpleby. Ok, faves might be too strong of a word. There are half a dozen monsters here that didn't make the cut for the Fiend Folio and I have been wondering if there is enough here to make a "Fiend Folio 2" that never was. Let me think about that one.
Another instalment of "Valley of the Four Winds".
A mini-dungeon "The Lichway" for 6-8 1st level characters which looks like a blast. Interestingly enough one of the monsters introduced is the Susurrus. This monster will also later go on to join his Fiend Factory cousins in the Fiend Folio. The art used is identical (what what I can remember). And later go on to influence this author on a magic item.
Kalgar is back and takes an odd twist. The adventures of Kalgar are no more than the dreams of some man and watched on some sort of high-tech viewscreen by another man and woman. Not sure where this is going yet.
Open Box gives reviews on Superhero 44 by Lou Zocchi and Legions of the Petal Throne from TSR. We are also treated to reviews of G1, G2 and G3 which get a 9/10 from Don Turnbull. Finally Judges guild gives us Citadel of Fire (6/10).
We get a new class in the form of the Foresters for Chivalry & Sorcery.
Treasure Chest is a mixed bag of some traps, useless items and instant ability scores for monsters.
The issue wraps up with a couple pages of ads.
In another editorial that seems taken from today's blogs or posting boards is the amount of "Realism" people want in their game. So much so in fact that they opted to withhold their letters page till next issue since so many were on the topic of realism.
Mike Ferguson gives us some new skills and rules for Traveller. The Fiend Factory is up and running again with FF faves such as the Svart and Umpleby. Ok, faves might be too strong of a word. There are half a dozen monsters here that didn't make the cut for the Fiend Folio and I have been wondering if there is enough here to make a "Fiend Folio 2" that never was. Let me think about that one.
Another instalment of "Valley of the Four Winds".
A mini-dungeon "The Lichway" for 6-8 1st level characters which looks like a blast. Interestingly enough one of the monsters introduced is the Susurrus. This monster will also later go on to join his Fiend Factory cousins in the Fiend Folio. The art used is identical (what what I can remember). And later go on to influence this author on a magic item.
Kalgar is back and takes an odd twist. The adventures of Kalgar are no more than the dreams of some man and watched on some sort of high-tech viewscreen by another man and woman. Not sure where this is going yet.
Open Box gives reviews on Superhero 44 by Lou Zocchi and Legions of the Petal Throne from TSR. We are also treated to reviews of G1, G2 and G3 which get a 9/10 from Don Turnbull. Finally Judges guild gives us Citadel of Fire (6/10).
We get a new class in the form of the Foresters for Chivalry & Sorcery.
Treasure Chest is a mixed bag of some traps, useless items and instant ability scores for monsters.
The issue wraps up with a couple pages of ads.
Tuesday, March 20, 2012
Itching for the Tomb of Horrors
As I posted yesterday my son is going to get to play some of the classic greats, B1, B2, and X1. This along with the idea that 4e is on the wane and 5e coming up, I don't really need to complete my 3.x game just yet. Plus there are still so many classics I want to play again.
So my kids' characters are at 20th level. I was thinking that I could take the Tomb of Horrors (3.5 revision), link in some of the ideas (and maps) from the 4e version. Add some monsters from the Tome of Horrors complete edition and just through it all together in a meat grinder.
They have already gone through S2 and S4 (not sure about S3 yet)
It really could be awesome.
It is one of the all time greats. And even though the characters are twice the level, I would make it a little deadlier. Plus a lot of this adventure is really based on Player skill and not Character skill. My kids are still younger than the average player of this adventure, so the greater power characters might be offset by that alone.
Interestingly enough, this is the only adventure I know of that has has official products for each edition of D&D.
So kind of a no-brainer really.
So my kids' characters are at 20th level. I was thinking that I could take the Tomb of Horrors (3.5 revision), link in some of the ideas (and maps) from the 4e version. Add some monsters from the Tome of Horrors complete edition and just through it all together in a meat grinder.
They have already gone through S2 and S4 (not sure about S3 yet)
It really could be awesome.
It is one of the all time greats. And even though the characters are twice the level, I would make it a little deadlier. Plus a lot of this adventure is really based on Player skill and not Character skill. My kids are still younger than the average player of this adventure, so the greater power characters might be offset by that alone.
Interestingly enough, this is the only adventure I know of that has has official products for each edition of D&D.
So kind of a no-brainer really.
Monday, March 19, 2012
Kinda jealous of my son right now...
My oldest son, in addition to playing a 3.x game with me and my younger son, plays "D&D" every Saturday for about 3 hours.
He is playing with my sometimes DM, sometimes player, Greg, his sons and a couple of other kids all between the ages of 11 and 12.
You can read about those games on Greg's blog: http://rhoninsramblings.blogspot.com/
They are playing ACKS right now and my son loves it. He likes that it is so old school and there are not a bunch of rules he needs to play. But they are going to do B1 and B2 and maybe even X1.
How much better can that be really?
Anyway, go to Greg's blog and you can be jealous too.
He is playing with my sometimes DM, sometimes player, Greg, his sons and a couple of other kids all between the ages of 11 and 12.
You can read about those games on Greg's blog: http://rhoninsramblings.blogspot.com/
They are playing ACKS right now and my son loves it. He likes that it is so old school and there are not a bunch of rules he needs to play. But they are going to do B1 and B2 and maybe even X1.
How much better can that be really?
Anyway, go to Greg's blog and you can be jealous too.
Marvel Maybe??
I'd love to get some posts in this week about Marvel Heroic Roleplay.
I have a bunch of things ready to go, I just need to post them.
In the meantime, here is another review.
http://stuffershack.com/make-mine-marvel/
I have a bunch of things ready to go, I just need to post them.
In the meantime, here is another review.
http://stuffershack.com/make-mine-marvel/
Saturday, March 17, 2012
Game Day
Well. I went to game day today but only had one person show up.
Still though I had a good time. Got to chat with some people, got to buy some minis and check out some new games.
I am looking forward to the next EN World game day and I hope tosee you all there.
Still though I had a good time. Got to chat with some people, got to buy some minis and check out some new games.
I am looking forward to the next EN World game day and I hope tosee you all there.
Zatannurday: Justice League Dark, the first 5
Switching from Young Justice Zatanna to the more mature and tattooed Justice League Dark Zatanna.
Justice League Dark concluded it's first story arc, the threat of Enchnatress and the mystery of June Moon.
To be honest I liked it. I like the idea that sometimes there is crap out there so scary that even the Justice League is incapable of dealing with it. That it takes a misfit group like this to deal with it.
Lets be honest here. This is a messed up group. I am not sure if Enchnatress will be a regular, but there are signs pointing to that. If so she might be more powerful than Zee.
Zatanna, in this incarnation seems to be bit over her daddy issues. Course that doesn't mean she is all healthy either. She tells Constantine that she wants to erase his memory when he uses one of her own spells, which of course gets to predictable response. She is not wearing her classical outfit and she has more than one tattoo on her.
Speaking of John. He seems younger here, but we assume that everything about him that was true before is still true now. He doesn't have any magic himself, but knows a couple of tricks. Still smokes. I am not a fan of smoking, but I am glad they didn't take that away. This is not the Hellblazer Constantine, but he is close. My fear is he will become the "Spike" of this bunch.
I am not sold yet on Shade or Mindwarp. But man do they have potential. I like how Shade, who's power is to reshape reality, only has a basic grip on reality himself. Mindwarp is just a couple shades of grey away from being a villain himself I think.
Deadman is really the only "hero" in the bunch. I liked his character more here than any other time I have read him (mostly in Batman).
Madame Xanadu is a treat. She has power and sees the future. I like how she sees it all the time and has to numb herself with pills just to get through the day.
As a book, well I am enjoying writer Peter Milligan's work but think he needs to do a better job with why this group has to deal with the problems they have and will face. The art by Mikel Janin is actually top notch. So few comic book artists draw women well, though they do keep on doing it. These are not the paragon of superpowers, so they are drawn like normal people (well except Deadman). Plus the scenes are great. When Shade looses his grip on reality and his M-vest reacts it is just cool to see.
My hope is that JLD will become something more akin to the supernatural and occult comics from the 70s.
I also have to admit that this group would be a fun one to stat up for Marvel Heroic Roleplaying.
If I have a complaint it is that the story building was so slow. I understand that there were a lot of characters we had to be introduced too and give enough of their back story, but I think the pace should have been faster. That being said it was all still a great read and now that we have the characters in place I am hoping for even more.
I have not read #6 yet, but I understand the next big story is building.
Justice League Dark concluded it's first story arc, the threat of Enchnatress and the mystery of June Moon.
![]() |
| Tattoos and a chain wallet? |
Lets be honest here. This is a messed up group. I am not sure if Enchnatress will be a regular, but there are signs pointing to that. If so she might be more powerful than Zee.
Zatanna, in this incarnation seems to be bit over her daddy issues. Course that doesn't mean she is all healthy either. She tells Constantine that she wants to erase his memory when he uses one of her own spells, which of course gets to predictable response. She is not wearing her classical outfit and she has more than one tattoo on her.
Speaking of John. He seems younger here, but we assume that everything about him that was true before is still true now. He doesn't have any magic himself, but knows a couple of tricks. Still smokes. I am not a fan of smoking, but I am glad they didn't take that away. This is not the Hellblazer Constantine, but he is close. My fear is he will become the "Spike" of this bunch.
I am not sold yet on Shade or Mindwarp. But man do they have potential. I like how Shade, who's power is to reshape reality, only has a basic grip on reality himself. Mindwarp is just a couple shades of grey away from being a villain himself I think.
Deadman is really the only "hero" in the bunch. I liked his character more here than any other time I have read him (mostly in Batman).
Madame Xanadu is a treat. She has power and sees the future. I like how she sees it all the time and has to numb herself with pills just to get through the day.
![]() |
| She doesn't look dangerous. |
My hope is that JLD will become something more akin to the supernatural and occult comics from the 70s.
I also have to admit that this group would be a fun one to stat up for Marvel Heroic Roleplaying.
If I have a complaint it is that the story building was so slow. I understand that there were a lot of characters we had to be introduced too and give enough of their back story, but I think the pace should have been faster. That being said it was all still a great read and now that we have the characters in place I am hoping for even more.
I have not read #6 yet, but I understand the next big story is building.
Friday, March 16, 2012
I think I need one of these
A pop-o-matic d20.
You can get yours here:
http://www.etsy.com/listing/95300176/pop-able-d20?utm_source=OpenGraph&utm_medium=PageTools&utm_campaign=Share
I might need to get one of these.
You can get yours here:
http://www.etsy.com/listing/95300176/pop-able-d20?utm_source=OpenGraph&utm_medium=PageTools&utm_campaign=Share
I might need to get one of these.
Thursday, March 15, 2012
Dark Shadows
Oh Angelique...still doing bad things to bad people. It looks campy as all hell, but damn I want to see it.
New Blog
I have started up a new blog.
I wanted a place where I could talk about some things that really would not be in place here. Namely my views on various world political topics, science advocacy and my atheism.
The Freedom of Nonbelief
http://freedomofnonbelief.blogspot.com/
You can read what it is all about in the posts there, but here is the selling blurb.
I wanted a place where I could talk about some things that really would not be in place here. Namely my views on various world political topics, science advocacy and my atheism.
The Freedom of Nonbelief
http://freedomofnonbelief.blogspot.com/
You can read what it is all about in the posts there, but here is the selling blurb.
A blog about skepticism, atheism and the freedom of not believing in irrational or magical thoughts. I am not going to use this blog to attack religions, but instead talk about how throwing of the mental shackles off belief has been a freeing experience.I seriously doubt there will be crossover between The Freedom of Nonbelief and The Other Side. But one never really knows.
Wednesday, March 14, 2012
Don't Forget!
EN World Game Day Chicago is this weekend!
Celebrate St. Patrick's Day by coming to the the aid of Ireland in her darkest hour.
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
And because I can.
One of my favorite Irish "rebel" songs.
Celebrate St. Patrick's Day by coming to the the aid of Ireland in her darkest hour.
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
And because I can.
One of my favorite Irish "rebel" songs.
White Dwarf Wednesday Issue 8
Back at it! Sorry for that.
White Dwarf #8 came out Aug/Sept of 1978. The cover art for this is really cool. I am not sure what is going on here, but it is cool and very evocative of what I feel was D&D at the time.
The editorial laments that there are so few gaming companies overseas, especially in England and Europe.
There is a neat article on making your own monsters. Not stats, but making models of monsters. They skew heavy on recent additions from the Fiend Factory, but the Carrion Crawler is rather cool. I personally never had the skills for these "arts and crafts" sort of articles.
The Fiend Factory introduces to future Fiend Folio entries such as the Tween and the Coffer Corpse.
Lew Pulsipher gives us a simple critical hit system.
The Man-Beast is a new class/race of half-human/half-animal characters. It is very reminiscent of the Wolf Man or Jekyll and Hyde. It is an interesting class, and one that as far as I know never had any traction.
In Open Box we have a rare treat. A review of the first AD&D book ever, the AD&D Monster Manual. It is described as hard cover, but with the option of getting a soft cover in the UK. Had anyone else ever heard this before? Don Turnbull gives it the highest praise. This was the game changer. The review is joined by "Space Marines" by Fan Tac Games, "Starships & Spacemen" by Fantasy Games Unlimited and "War of Wizards" by TSR.
Kalgar is down to half a page, while the letters are now a full page.
Rowland Flynn gives us our first bit of fiction in the form of "Valley of the Four Winds". It is par for the time. Fiction in White Dwarf and even Dragon was never my thing really. A few pages later we get a line of miniatures based on the story. There is more here than I know obviously.
We are given a couple of pages of classified ads and more ads.
All in all this a larger issue, but like issue 7 most of the new space is given over to ads. Again, this is not a bad thing. Then as now, I like to look at the ads. The ads of Dragon have been loving detailed by James at Grognardia. Someone really should do the same for the ads of WD.
For example have you seen this one before in Dragon?
Maybe you have, I haven't. It looks awesome!
I think that is what enjoy the most going through these old White Dwarfs. Everything was so new, so exciting.
White Dwarf #8 came out Aug/Sept of 1978. The cover art for this is really cool. I am not sure what is going on here, but it is cool and very evocative of what I feel was D&D at the time.
The editorial laments that there are so few gaming companies overseas, especially in England and Europe.
There is a neat article on making your own monsters. Not stats, but making models of monsters. They skew heavy on recent additions from the Fiend Factory, but the Carrion Crawler is rather cool. I personally never had the skills for these "arts and crafts" sort of articles.
The Fiend Factory introduces to future Fiend Folio entries such as the Tween and the Coffer Corpse.
Lew Pulsipher gives us a simple critical hit system.
The Man-Beast is a new class/race of half-human/half-animal characters. It is very reminiscent of the Wolf Man or Jekyll and Hyde. It is an interesting class, and one that as far as I know never had any traction.
In Open Box we have a rare treat. A review of the first AD&D book ever, the AD&D Monster Manual. It is described as hard cover, but with the option of getting a soft cover in the UK. Had anyone else ever heard this before? Don Turnbull gives it the highest praise. This was the game changer. The review is joined by "Space Marines" by Fan Tac Games, "Starships & Spacemen" by Fantasy Games Unlimited and "War of Wizards" by TSR.
Kalgar is down to half a page, while the letters are now a full page.
Rowland Flynn gives us our first bit of fiction in the form of "Valley of the Four Winds". It is par for the time. Fiction in White Dwarf and even Dragon was never my thing really. A few pages later we get a line of miniatures based on the story. There is more here than I know obviously.
We are given a couple of pages of classified ads and more ads.
All in all this a larger issue, but like issue 7 most of the new space is given over to ads. Again, this is not a bad thing. Then as now, I like to look at the ads. The ads of Dragon have been loving detailed by James at Grognardia. Someone really should do the same for the ads of WD.
For example have you seen this one before in Dragon?
Maybe you have, I haven't. It looks awesome!
I think that is what enjoy the most going through these old White Dwarfs. Everything was so new, so exciting.
Tuesday, March 13, 2012
DriveThruRPG March Sale
Time for the DriveThruRPG monthly sale.
Here are the products you can get 20% off of:
SAWS+ Character Sheet [Dire Giraffe Publishing]
SAWS+ Character Sheet for Pathfinder [Dire Giraffe Publishing]
HELLAS: Princes of the Universe [Khepera Publishing]
Bard's Tales [Raging Swan Press]
Iconic Characters [Raging Swan Press]
So What's That Shiny Thing Like, Anyway? [Raging Swan Press]
Caladon Falls [Savage Mojo]
Castle Builder Volume 1: Strongholds [Skirmisher Publishing]
And here is the code to use: WhenIrishDiceAreRollin
This code is good until April 10th, 2012.
Enjoy!
Here are the products you can get 20% off of:
SAWS+ Character Sheet [Dire Giraffe Publishing]
SAWS+ Character Sheet for Pathfinder [Dire Giraffe Publishing]
HELLAS: Princes of the Universe [Khepera Publishing]
Bard's Tales [Raging Swan Press]
Iconic Characters [Raging Swan Press]
So What's That Shiny Thing Like, Anyway? [Raging Swan Press]
Caladon Falls [Savage Mojo]
Castle Builder Volume 1: Strongholds [Skirmisher Publishing]
And here is the code to use: WhenIrishDiceAreRollin
This code is good until April 10th, 2012.
Enjoy!
Random links
On the run today. Many meetings and much ado to do.
So here are some links I have found useful in the last couple of days.
Running an alt-history game? Thinking of writing one? Well here are some things to keep in mind.
IO9: 10 Worst Mistakes That Authors of Alternate History Make,
http://io9.com/5884879/10-worst-mistakes-that-authors-make-in-alternate-history
Want to learn more about the Marvel Heroic Roleplaying system?
Well here is the site to go to.
Exploring Infinity: Marvel Heroic Roleplaying: Collected Miscellanies
http://atminn.wordpress.com/2012/03/12/marvel-heroic-roleplaying-collected-miscellanies/
Elizabeth J Kolodziej is working on getting her next book published.
Send her a buck or two for "The Last Witch Series"
http://www.kickstarter.com/projects/1960643778/help-publish-the-last-witch-series
Speaking of which (or witch), Strange Music has a witch class up for B/X
http://strangemagic.robertsongames.com/2012/03/witch-for-bx-d.html
And speaking of Kickstarters, here is a blog that keeps track of all the RPG Kickstarter projects out there.
http://rpgkickstarters.tumblr.com/
I know posted this one before, but it is really cool.
Hi-res maps of the Caves of Chaos.
http://www.theweem.com/2012/02/01/caves-of-chaos-reimagined-by-weem/
Don't forget to sign up for Ghosts of Albion at Chicago Game Day!
http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
So here are some links I have found useful in the last couple of days.
Running an alt-history game? Thinking of writing one? Well here are some things to keep in mind.
IO9: 10 Worst Mistakes That Authors of Alternate History Make,
http://io9.com/5884879/10-worst-mistakes-that-authors-make-in-alternate-history
Want to learn more about the Marvel Heroic Roleplaying system?
Well here is the site to go to.
Exploring Infinity: Marvel Heroic Roleplaying: Collected Miscellanies
http://atminn.wordpress.com/2012/03/12/marvel-heroic-roleplaying-collected-miscellanies/
Elizabeth J Kolodziej is working on getting her next book published.
Send her a buck or two for "The Last Witch Series"
http://www.kickstarter.com/projects/1960643778/help-publish-the-last-witch-series
Speaking of which (or witch), Strange Music has a witch class up for B/X
http://strangemagic.robertsongames.com/2012/03/witch-for-bx-d.html
And speaking of Kickstarters, here is a blog that keeps track of all the RPG Kickstarter projects out there.
http://rpgkickstarters.tumblr.com/
I know posted this one before, but it is really cool.
Hi-res maps of the Caves of Chaos.
http://www.theweem.com/2012/02/01/caves-of-chaos-reimagined-by-weem/
Don't forget to sign up for Ghosts of Albion at Chicago Game Day!
http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
Monday, March 12, 2012
EN World Game Day Chicago
I am going to be running a game at EN World Game Day Chicago!
I'll be running Ghosts of Albion: Blight. Seems appropriate given that Game Day this year in March 17.
Here is the blurb for the game:
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
I have an afternoon slot 3:30pm to 8:30pm on Saturday, March 17 at Games Plus in Mount Prospect, IL.
Hope to see you there.
If you let me know that you found out about this by reading my blog then your character will get a free drama point!
I'll be running Ghosts of Albion: Blight. Seems appropriate given that Game Day this year in March 17.
Here is the blurb for the game:
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/319338-chicago-gameday-31-3-17-sign-up-play.html
I have an afternoon slot 3:30pm to 8:30pm on Saturday, March 17 at Games Plus in Mount Prospect, IL.
Hope to see you there.
If you let me know that you found out about this by reading my blog then your character will get a free drama point!
Question to OSR publishers and authors
I have been getting a couple of products ready to go for release and I am not getting the look and feel I want.
So a question to OSR publishing community from the professionals all the way over to the enthusiastic amateurs.
What desktop publishing/layout program do you all use?
I have tried a few myself including picking up a new one this weekend. I am hoping to get some better results than what I have had been getting.
So a question to OSR publishing community from the professionals all the way over to the enthusiastic amateurs.
What desktop publishing/layout program do you all use?
I have tried a few myself including picking up a new one this weekend. I am hoping to get some better results than what I have had been getting.
Sunday, March 11, 2012
Sherlock Holmes
So I have been on a Sherlock Holmes kick of late.
I downloaded the recordings from Librivox.org. Grabbed some radio shows starring Sir John Gielgud, and I picked up a DVD of old TV shows starring Peter Crushing .
I am rather looking forward to all of these.
Saturday, March 10, 2012
Zatannurday: Young Justice returns
So last week marked the return of Young Justice and young Zatanna.
Interestingly enough is not that she was back, or even made a permanent part of the team, but that YJ now airs on a Saturday morning. Yup no longer a prime time Cartoon Network show like Adventure Time, it has been moved to that slot of our youth. I am of mixed feelings about that. First I think it is cool that the new DC toons are all in a block during the times I was watching The Super Friends and Batman. But I also can't help that the show will get ignored a little here. Time will tell I guess.
So Zee is back in "Misplaced" and it is a magic filled epsiode. We have Zatara, Klarion, Felix Faust, Wizard, Wotan and even the return of Dr. Fate. I liked the attention to detail in this episode too. They had Klarion casting his spell at a crossroads for example. I also like how it was Captain Marvel that could move between the different realities. Not just because he could be both an adult and a kid, but but because so much of Capt. Marvel is about being in between worlds; adult/child, magic/mundane, mortal and god.
There is a nice bit of dialog between Batman and Zatara and it made me for the first want to see more about him. I should spend some time learning more about Giovanni Zatara.
Long story short (and there are spoilers ahead) all the adults disappear from the world due to magic (yes we saw this before in Justice League Unlimited) and Young Justice has to figure it out.
One part I felt was particularly good was when Zatanna had to use her father's locator spell. She talked about how it wasn't as easy as just talking backwards, that was just the end part. There was prep and power and she didn't think she was up to her father's level of skill to do it. Of course she does do it, easily in fact. The animators did a great job of showing the disappointment on her face when the spell worked. Why? Because it was proof that she was up to Zatara's level now. She was growing up. It was the theme of the episode, but it hit home with her then and there.
We discover that there are two worlds, one of kids and the other of adults. Both sides debate on whether or not it is time to use the Helm of Nabu and call on Dr. Fate. Both sides agree that it is not yet that desperate.
Each side battles the magical baddies in their respect dimensions. Klarion and Zatanna have it out, but Klarion is much more powerful, that is till Zee pulls out the Helm of Nabu, unknown to all her teammates. She puts it on and Dr. Fate is back.
They manage to destroy the magic whatzit holding the worlds apart with Fate/Zatanna and Zatara working together to destroy it. Once the world is together again though Fate doesn't want to give up Zatanna's body.
Zatara pleads with Fate to let his daughter go, stating that he will don the Helm of Nabu. Batman promises to look after Zee. Zatara dons the helm of Nabu and without a word flies away.
Zatanna moves into Mount Justice in to a room next to Miss Martian. We end the episode with Zee asking to be alone.
There is more going on in this episode than just this of course. There is the ongoing "Light" arc (which I won't detail here) and more details of what was going on.
This was a watershed episode in Zatanna's development. We see for the first time that she may in fact be up to Zatara's power level. Both in terms of her magic and Zatara's own assessment of her. We also get a Doctor Fate that is more powerful than anything we have seen before. Kent Nelson in the YJ universe was just a normal human, albeit a long lived one. Giovanni Zatara was already a master of magic and world class magician. His power, plus that of Nabu would make Fate very, very powerful.
It also ties up one little issue. How do we separate Zatanna from her father. In the comics he was just "missing" and then later dead. Here we have a clean (cleanish) break. Zatara could always come back of course.
Again, like I said this episode really makes me want to read more about Zatara. Maybe even put up some M&M3/DCA stats for him.
Later today (depending on when you read this) we will have a Wally West focused episode, but I am sure there will be some Zatanna bits in it.
In other Zatanna news, DC Adventures, Heroes & Villains Vol. 2 is now out with write-ups of Zee and Zachary Zatara.
Interestingly enough is not that she was back, or even made a permanent part of the team, but that YJ now airs on a Saturday morning. Yup no longer a prime time Cartoon Network show like Adventure Time, it has been moved to that slot of our youth. I am of mixed feelings about that. First I think it is cool that the new DC toons are all in a block during the times I was watching The Super Friends and Batman. But I also can't help that the show will get ignored a little here. Time will tell I guess.
So Zee is back in "Misplaced" and it is a magic filled epsiode. We have Zatara, Klarion, Felix Faust, Wizard, Wotan and even the return of Dr. Fate. I liked the attention to detail in this episode too. They had Klarion casting his spell at a crossroads for example. I also like how it was Captain Marvel that could move between the different realities. Not just because he could be both an adult and a kid, but but because so much of Capt. Marvel is about being in between worlds; adult/child, magic/mundane, mortal and god.
There is a nice bit of dialog between Batman and Zatara and it made me for the first want to see more about him. I should spend some time learning more about Giovanni Zatara.
Long story short (and there are spoilers ahead) all the adults disappear from the world due to magic (yes we saw this before in Justice League Unlimited) and Young Justice has to figure it out.
One part I felt was particularly good was when Zatanna had to use her father's locator spell. She talked about how it wasn't as easy as just talking backwards, that was just the end part. There was prep and power and she didn't think she was up to her father's level of skill to do it. Of course she does do it, easily in fact. The animators did a great job of showing the disappointment on her face when the spell worked. Why? Because it was proof that she was up to Zatara's level now. She was growing up. It was the theme of the episode, but it hit home with her then and there.
We discover that there are two worlds, one of kids and the other of adults. Both sides debate on whether or not it is time to use the Helm of Nabu and call on Dr. Fate. Both sides agree that it is not yet that desperate.
Each side battles the magical baddies in their respect dimensions. Klarion and Zatanna have it out, but Klarion is much more powerful, that is till Zee pulls out the Helm of Nabu, unknown to all her teammates. She puts it on and Dr. Fate is back.
They manage to destroy the magic whatzit holding the worlds apart with Fate/Zatanna and Zatara working together to destroy it. Once the world is together again though Fate doesn't want to give up Zatanna's body.
Zatara pleads with Fate to let his daughter go, stating that he will don the Helm of Nabu. Batman promises to look after Zee. Zatara dons the helm of Nabu and without a word flies away.
Zatanna moves into Mount Justice in to a room next to Miss Martian. We end the episode with Zee asking to be alone.
There is more going on in this episode than just this of course. There is the ongoing "Light" arc (which I won't detail here) and more details of what was going on.
This was a watershed episode in Zatanna's development. We see for the first time that she may in fact be up to Zatara's power level. Both in terms of her magic and Zatara's own assessment of her. We also get a Doctor Fate that is more powerful than anything we have seen before. Kent Nelson in the YJ universe was just a normal human, albeit a long lived one. Giovanni Zatara was already a master of magic and world class magician. His power, plus that of Nabu would make Fate very, very powerful.
It also ties up one little issue. How do we separate Zatanna from her father. In the comics he was just "missing" and then later dead. Here we have a clean (cleanish) break. Zatara could always come back of course.
Again, like I said this episode really makes me want to read more about Zatara. Maybe even put up some M&M3/DCA stats for him.
Later today (depending on when you read this) we will have a Wally West focused episode, but I am sure there will be some Zatanna bits in it.
In other Zatanna news, DC Adventures, Heroes & Villains Vol. 2 is now out with write-ups of Zee and Zachary Zatara.
Friday, March 9, 2012
What Does "The Dragon and the Phoenix" sound like?
What does the first season of my Willow & Tara game, "The Dragon and The Phoenix" sound like?
Episode 0
Episode 1
Episode 2
Episode 3
Episode 6
Episode 7
Episode 8
Episode 9
Episode 10
Episode 11
Episode 12
A little like that.
Episode 0
Episode 1
Episode 2
Episode 3
Episode 6
Episode 7
Episode 8
Episode 9
Episode 10
Episode 11
Episode 12
A little like that.
Random updates, links and posts
Hey. It's been a crazy couple of weeks with home, work and stuff. I have been neglecting you, my blog audience and that is not fair.
But don't expect it change yet today. ;)
I am though posting some half baked posts I have started over the last two weeks into one big random update. Might not be the best post ever, but it lets you know I am still here.
• First up my friend Elizabeth J. Kolodziej has a kickstarter up for her new book. She is the author of the "The Last Witch" series and I reviewed the first book here a year ago today. Kickstarter seems to be the way to go these days for starting authors.
http://www.facebook.com/events/200302106741659/
http://www.kickstarter.com/projects/1960643778/help-publish-the-last-witch-series
• Need a demon? Demonicpedia then is the internet's version of the Demoniomicon of Iggwilv.
http://www.demonicpedia.com/
It is still a little new and not very full yet, but like all -pedias out there based on the media wiki software this one can be edited by you. My readers here are diverse, but horror is something most of you have in common. So I see you all as being more contributor types than just passive readers.
• A couple years back I got a book of Sherlock Holmes stories from my friend Greg Littlejohn. I am finally getting around to reading it and I am enjoying the hell of it. Watch out Ghosts of Albion players my mind is boiling over with ideas!
• Thanks to the recent GMs day sale at DriveThruRPG I bought a bunch of stock art for my upcoming books. Now I just need to make enough money off of these to cover all the costs!
• Speaking of Kickstarters and ongoing works in progress. The Player's Companion to Adventure Conqueror King is underway. I can confirm now I did a little bit of work on the Witch class. The author of the class also drew on my 3.0 witch as inspiration. The ACKS Witch is very different from either my withes in "The Witch" or from "Eldritch Witchery" but all three are largely compatible. Once all three are out expect a post.
More soon!
But don't expect it change yet today. ;)
I am though posting some half baked posts I have started over the last two weeks into one big random update. Might not be the best post ever, but it lets you know I am still here.
• First up my friend Elizabeth J. Kolodziej has a kickstarter up for her new book. She is the author of the "The Last Witch" series and I reviewed the first book here a year ago today. Kickstarter seems to be the way to go these days for starting authors.
http://www.facebook.com/events/200302106741659/
http://www.kickstarter.com/projects/1960643778/help-publish-the-last-witch-series
• Need a demon? Demonicpedia then is the internet's version of the Demoniomicon of Iggwilv.
http://www.demonicpedia.com/
It is still a little new and not very full yet, but like all -pedias out there based on the media wiki software this one can be edited by you. My readers here are diverse, but horror is something most of you have in common. So I see you all as being more contributor types than just passive readers.
• A couple years back I got a book of Sherlock Holmes stories from my friend Greg Littlejohn. I am finally getting around to reading it and I am enjoying the hell of it. Watch out Ghosts of Albion players my mind is boiling over with ideas!
• Thanks to the recent GMs day sale at DriveThruRPG I bought a bunch of stock art for my upcoming books. Now I just need to make enough money off of these to cover all the costs!
• Speaking of Kickstarters and ongoing works in progress. The Player's Companion to Adventure Conqueror King is underway. I can confirm now I did a little bit of work on the Witch class. The author of the class also drew on my 3.0 witch as inspiration. The ACKS Witch is very different from either my withes in "The Witch" or from "Eldritch Witchery" but all three are largely compatible. Once all three are out expect a post.
More soon!
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