Friday, June 15, 2012

World of Darkness and Mage the Awakening

World of Darkness and Mage the Awakening

One of the most influential games to ever hit the market was Vampire the Masquerade.  I have talked about this game quite a bit in the past, but never addressed directly.   Well a while back they “rebooted” the entire universe and now we have the “New World of Darkness” and with it a revised vampire game, Vampire the Requiem.

Let’s start basic; both games are all perfectly playable as they are.  All the games cover much of the same ground and allow you to play similar types and styles of games.  All the games have similar backgrounds, realities and even to some degree futures.  Characters created in one game can easily be thought of as having an analogue in the other game.  In fact recently White Wolf created a “Translation Guide” to allow you to move characters from Vampire the Masquerade to the newer Vampire the Requiem.  It was an insanely popular book spending many months in DriveThruRPG's top 10.   They also now have a Werewolf Translation now.  I am waiting for them to do one for Mage.

The same could be thought of when comparing *WoD with Unisystem.  For every Unisystem character there is an analogue in the World of the Darkness (either).    Both games cover a lot of the same ground, just in different ways.

Translations between the two different systems it bit hard than between oWod and nWod, but it can be done.  So the question then is why would I want to?

Well there are many reasons.  Maybe you want something new a unique to spring upon your players.  Zombies with more “life” in them, vampiric ghouls, conspiracies from either game.    Given that the in-game realities allow many permutations the question become more of Why not?
Maybe you have tons of books of one system, but want the new challenge of a new system, but don’t want to loose your investment in a world.

Or, lets face it SOME ONE out there want’s to see what happens when a Slayer goes up against the Ordo Dracul, or who really is more powerful, a Mage or a Witch.

For the sake of this post I am going to concentrate on nWod or new World of Darkness and the "Storytelling" system and the WitchCraft and Ghosts of Albion flavors of Unisystem.  Given that, I am going to focus mostly on Mage the Awakening.

Worlds of Darkness
What is different between the two WoD games and why should I care?  To start with the rules have been cleaned up to allow greater playability across all the lines and a new focus has been placed on “normal” humans; something the old World of Darkness sorely lacked.  All in all the rule changes are an improvement.  They are, if I dare say it, more Unisystem-like. Also the meta-plot and background has changed.  In many respects the meta-plot of old is gone, this allows Storytellers great freedom.  But it also seems they purposefully did what they could to make differences more pronounced.  In Vampire this is a good thing, in Mage I am less pleased with the results.

Mage: So What’s New?
Well in many ways much is the same.  Characters are still magic wielding humans that can change the nature of reality through the effort of their will and a butt-load of d10s.  There are still traditions of sorts (now called Paths) and there are still spheres of control (10 total).
The authors really took time to think about the myths of Mage. The results will vary in the eyes of the beholder, but there is no doubt that they craft an interesting world.  It is almost like they took all the myths of the world and thought “what are the root truths to all of these”.  The result is something I describe as looking at the world from a perpendicular or a sideways glance; it looks familiar and yet oddly strange.  Everything is familiar and still new and different. Also there seems to be a general fondness for the 70’s occult revival or the trippy acid-induced hangover of the 60’s. For example the five mages of the watchtowers look like something out of a Black Sabbath album.

Mage the Awakening system wise is much closer to WitchCraft.  Mage: The Ascension is more compatible with WitchCraft thematically.

nWoD: Second Sight
In many ways this the Mystery Codex of the new World of Darkness.  It is also the new “Sorcerer: The Hedge Wizard’s Handbook”. It deals primarily with psychic powers and phenomena as well as “low magic”.  It is a good addition to any WoD game and a decent enough primer of psychic ability for any game if you can’t get your hands on the Time-Life Books series. It does do something that the old WoD was never able to do adequately for me, and that is answer the question of what happens if an already powered character gains vampire, werewolf or mage powers.  Full of ideas of new Supernatural Qualities, Seer Metaphysics, and even Taint based powers.  This book is actually quite useful as is for Unisystem gamers.

What Do Users of Each Game Get?
For the Unisystem player the answer should be quite obvious, a variety new and interesting powers for Vampyre characters. Most Vampire powers can be converted to Qualities.  But beyond mere crunchy stuff, there is the thing that makes both games so appealing; the back stories.  Both the new WoD and the old WoD had very interesting back stories and meta plots to their game, it really gave the feeling of living in a real, living (unliving?) world.
Unisystem Games are not as detailed for another good reason, to allow players the freedom to make the worlds their own.  WitchCraft also assumes that there are many different kinds of magic, not just paths to one ultimate truth.  These magics can coexist with each other and the world.

Conversions to Unisystem
Normally when doing a game to game conversion I like to think these are the same characters in the same world, with just a different way of looking at things. Conversions between Unisystem, d20, BESM, Chill,  and even Kult have worked out fine in this regard. Sure there are some differences in world mythos and ways and means of magic, but all in all conversions can be (and have been) done.

This one is a little more tricky.  While converting the actual numbers is not a difficult task really, it is determining if the numbers mean the same thing.  Then there is the dice pool mechanic vs. the stat+roll compare to a target number mechanic of games mentioned above.
In most cases a direct conversion may not be possible so instead one should try to stat the character using the same concepts.  So my Wicce Seeker of Knowledge ends up being a witch on the Thyrsus Path and a member of the Mysterium.  Not exactly the same thing really, but close.
I am viewing this then as separate but equal (which, thanks to the Kansas Board of Education we know really isn’t) characters; alternate universe versions of each other. So the characters are largely the same, just the worlds are different.

Points to Points
We can look at conversions two ways; a point for point conversion or some external correlation.  In WoD (most) everything is on the same 1 to 5 point scale.  In Unisystem everything is also on an equal pointing scale.
This is good, so let’s start with the Attributes. The new WoD still has nine Attributes in 3x3 categories, with Willpower which is removed from the attribute list and has it’s own scoring.  Unisystem has 6 attributes in 2 categories (mental and physical). So not everything is going to convert nicely.
Intelligence, Strength, Dexterity and Stamina (WoD) line up well to Intelligence, Strength, Dexterity and Constitution (Uni).  Willpower and Perception in Unisystem are slightly different in WoD.
The Social triad, Presence, Manipulation and Composure can best be handled by Qualities and Skills.  In particular Charisma (which can be positive or negative in Unisystem) can handle Presence and Composure to some extent.  Others Qualities and Skills include Influence and Attractiveness, as well many supernatural qualities.

If we count the “free” point everyone gets in WoD for all nine attributes and add the amount allocated we get 30 points total and an average of 2.333 per attribute.
In Cinematic Unisystem Heroes get 20 points for 6 attributes, this amounts to a 3.33 per attribute.  So on the average 1 point higher per attribute.

Going to the external validation let’s do what I did with the Chill conversions; compare the max lift of both games.  At a strength of 1 a character can lift 50 lbs in Unisystem or 40 lbs in WoD.  In both systems a strength of 2 will allow a character to lift 100 lbs.  But it is at Strength 3 that the systems differ. At Strength 3 a WoD character can lift 250 lbs, a Unisystem character 150lbs.  This continues and gives us the following table.

Strength nWoD Unisystem
1 40 lbs 50 lbs
2 100 lbs 100 lbs
3 250 lbs 150 lbs
4 400 lbs 200 lbs
5 650 lbs* 250 lbs
6 800 lbs 450 lbs *
7 900 lbs 650 lbs
8 1000 lbs 850 lbs
9 1200 lbs 1050 lbs
10 1500 lbs 1250 lbs

There is a built in error factor of ± 10% of the weight on Unisystem’s side.

Continuing our look at external validation let’s compare what each system calls their human maximum (* above).  In WoD this is 5 (at a higher point cost) and in Unisystem it is a 6 (also at a higher point cost).

All three of these combined point to one overwhelming conclusion:
WoD scores = Unisystem – 1

Very nice.  A quick and dirty look at skills, metaphysics, merits and flaws and this seems to hold true.

Vices and Virtues
This is new to the new WoD game and it is an interesting role-playing twist.  By having your character role-play one of the seven deadly sins and the seven virtues they gain Willpower points.  My suggestion is to retain these when converting to Unisystem and have players gain or loose Essence Points (for Classic games) or Drama Points (for Cinematic games) in place of Willpower.   In the case of following their virtue they gain a 1 to 3 Essence points or 1Drama point instead regaining all lost.
Of course Experience points can always be given, but by giving Essence or Drama points they take on a different feel.  My personal preference is to use this with Essence.
This is most similar to Kult’s Mental Balance mechanic or the Karma mechanic of other games. My trouble is often my characters do not fit well into the seven virtues or vices.

Skills
Skills seem a bit easier.  Classic Unisystem has more skills than WoD, but CineUnisystem has less.  Five dots is the human maximum in the WoD, 6 is the human max in Unisystem, but some can go to 9.
Use the same conversion formula here, WoD score = Unisystem score -1.
If converting to CineUnisystem, use a wild card for skills not covered (like politics).

Metaphysics
Ah. Now here is the meat of the matter, what makes both games unique.  Mage and WitchCraft’s magic systems are not only very different from each other, they are also largely different from most other games out there. The magic system is often one of the big reasons why people choose one of these games over the other.
In Mage one immerses themselves in a Path and learns (by spending points) Arcana.  These are then utilized by Rotes and powered by Mana (Quintessence in old Mage).   In WitchCraft one immerses themselves into metaphysics and learns the invocations (by spending points) of that area.  In some cases these are also call Aracana. These metaphysics are powered by Essence.

Converting Rotes to Classic Invocations
In Mage magic exist in Arcana and are powered by Mana.  WitchCraft invocations are likewise grouped and are powered by Essence. So they do have surface similarities.
Since invocations have mostly set effects, it is often easier to use Mage rotes as the path of conversion.  But it should be noted that purchasing 7 levels in any WitchCraft invocation often has the same effect as becoming the master of an Aracana (5 dots), again the WoD = Unisystem -1 formula (more or less) comes into play.

For WitchCraft I would take each Mage Sphere and make them a sub category under a new grouping of Metaphysics called “Mage Arcana”.  What separates these from other invocations is the only way to learn them is to be a member of one of the Mage associations.  Mage Arcana might just be a long hiden type of Atlantian Arcana (something both games have) or it might something completely new.  Lost texts from ancient Lemuria come to surface full of this new type of magic for example.
Now certainly there is (and should be) overlap. The Mind sphere should be accessible to anyone with the Sight, and Death and even some Life and Time should be available to Necromancers.

Converting Rotes to Cinematic Spells
When converting to Cinematic Unisystem, Rotes are the way to go.  The dots of the Rote add up to give the Cinematic Power Level.  In many cases this will have to be adjusted by -1.
Witches and Magicians that have more than 9 levels of Sorcery or Magic (respectively) can use the Improvised casting rules in Mage.

Up next, conversions in practice.

Thursday, June 14, 2012

Dear Gamers, We had better be doing better

I want to direct your attention to Anita Sarkeesian.  She is a blogger.
You can finder her blog here, http://www.feministfrequency.com/

She writes about a lot of things, but what got my attention is she wants to talk about games, video game specifically, but a lot can apply to Table Top games.

Well Anita had this idea.  The idea was she wanted to talk about depictions of women in video games versus various tropes.  Mind you there was initial indication on what she was going to say.  She wanted to talk about it. She set up a Kickstarter to be used to buy video games to play and to do the videos.  Perfectly reasonable if you ask me.
http://www.kickstarter.com/projects/566429325/tropes-vs-women-in-video-games

That is until the bottom feeders on 4Chan found out about it.
Now complaining about 4Chan is like complaining that shit smells bad. Yes, it does, but it's shit.

Well read what happened after that.
http://www.newstatesman.com/blogs/internet/2012/06/dear-internet-why-you-cant-have-anything-nice

So after the most despicable display of human behavior where Ms. Sarkeesian was called ugly, a man hater, threatened with violence, rape and death.  Her project is now 20x over her goal of $6,000.00 ($126,550 as of this writing).
I pledged, and I hope you do as well.

But I am not here to get you do that.  She is doing fine thanks to press coverage.
I am here to talk about what happened here.

The issue was she was going to talk about it.  The mere idea of this sent the lowest form of internet mouth breather into a fit of rage.  The fact that many of them were gamers or at least self-identified themselves as gamers is bad for all of us.  And frankly if you can't see why then it only illustrates how pervasive this problem is.

The problem is of course not just one of rampant sexism in games, both Video and Table Top, but how we treat and welcome (or fail to) the female gamer.

I don't pretend for a moment that we, the larger community of self-identified gamers, can fix all the issues we have here.  And I would also like to think that the reader of this Blog looks at this a problem.

But what can we do?  Well the best I think we can strive for is make gaming a more enlightened place. Yes, were are here to have fun, but I also think back to all the things I have learned over my years as a gamer.
I feel we can use this as a learning tool as something more than just pushing dice and papers around.  There is a solid social aspect here that Video Games can't touch and we, because of that, can and should be better.

Right now my game group consists of all guys. Boys, actually since they are my sons.  But I'll soon be adding one of my son's friends to the mix. But what I can do with them, and I feel I have some success, is point out that Role-Playing is some EVERYONE can do.  Girls like Harry Potter too (remember who my audience is) and if Hermonie can kick ass, so can they.

I think this needs to be the frontier RPGS need to move too.  Get us out of the basements and into the family rooms! Get different people involved.  IF the larger video game community is unwilling to welcome more gamer girls (and women) I say we do.  Make the games that people want to play with their families.

I am not talking watering down the games (At all!).  S&W, LL, BF, OSRIC and S&S are all perfect as they are right now, plus 100s of others, but make the space more inviting.

Table Top Gamers lament that we are loosing ground to video games.  The sales numbers certainly attest to this.  There is a place though where we can always do better than the video games, IF we choose to do and choose to make it better.

Wednesday, June 13, 2012

The Dark Druid

Something different today for the YAM Magazine LBGT Blogathon.  Today, not a character so much as characters  and an adventure.  I wanted to repost a link to the first ever Buffy adventure I ever wrote; updated to feature Willow & Tara more prominently.  Also updated with a new download link.
Originally posted here in 2010.


The Dark Druid: The Director's Cut



A bit of history.  Back in 2002 Eden was getting ready to release their newest game, The Buffy the Vampire Slayer game.  As you may know, I had already been playing a Willow/Tara focused WitchCraft game for about a year, so I was pretty excited by this.  Well I got asked by Eden to write the first Buffy adventure that would appear in "Games Unplugged" along with an interview with C.J. Carella talking about the game.

I took an idea I had been working on for my other game (tentatively called "All Soul's Night") and thus the Dark Druid was born.

I had been reading a ton of Irish myths then.  Among those were the stories of Fionn MacCumhaill ("Finn MacCool") and his foster mothers Bodhmal and Liath.  It occurred to me that Liath and Bodhmal were lovers, and to tie it more directly to my work in Buffy, they were reincarnated later on into the form of Willow and Tara.   Since that time anytime I read a story about Fionn MacCumhaill I can't help but read Bodhmal and Liath as lovers.

The original featured, rather prominently, Willow and Tara, as to be expected.  I had to make some changes to make it playable for others and to make it an "intro" or season opener type episode.  The plot dealt with an enemy from the Cast's past as a portent to greater evil in the future.  It was designed to be a opening episode of the season, but one that may or may not be directly related to the seasonal arc.  We were going to use this i n part of the great "Djinn" story, but that never happened.

Fast forward a few years and I was finishing up work on Ghosts of Albion and another adventure that sprang from "All Soul's Night" called "Blight" (which I have played at Gen Con before).  I felt it was time to bring back the Dark Druid and restore it to the mythology that I had created in my games.  Now you can have it too.  So it became a Prequel or an Episode 0 for my huge Willow & Tara series, The Dragon and the Phoenix.  This adventure and the Dragon adventures were designed to feature Willow and Tara.  My players were extremely pissed off at Tara being killed, so this was our way of getting our own way.

I updated it not only to fit better with my world-myths, and with some of the work I did on Ghosts of Albion and the adventure Blight.  In fact you can run Blight and The Dark Druid as co-adventures, separated by time.

The story is rather direct and linear.  This was partly due to the nature of the story and what is was supposed to do (introduce new players to the game) and part of just me writing for the Buffy game for the first time.  I have opted not to change that here, despite nearly 10 years of Cinematic Unisystem adventure writing since then.  It is supposed to be a quick, fun little adventure dealing with past lives.

The episode was well received and even has a bit on Wikipedia, http://en.wikipedia.org/wiki/Buffyverse_role-playing_games#Adventures

It was the first. The start of a series of adventures that led me personally down a crazy path.  It's hard to gauge the effect it has had, it was so fundamental.  From this point my writing increased maybe a 100 or 500 fold.  Hard to say really.

White Dwarf Wednesday #20

August/September 1980.
We get six pages of ads to start with.   This month's Editorial on Alignments and how they play out.  It's a fluff piece that doesn't really go anywhere,  other than to get the reader thinking.

The big article here is the famous Dungeons & ...Dragoons one on historical troops in D&D. This 4-page article by Philip Masters attempts to bring authentic troop types to D&D.  I am not sure how well it succeeds historically, but as a bit of game writing it is fantastic. Again, this is the kind of thing we could and should be seeing from the OSR.

Andy Slack gives us Star Patrol, scout services in Traveller.

A new feature, Character Conjuring, looks into various variant NPC character classes.  This issue has the Alchemist by Tony Chamberlain.  Since it is an NPC class there is no XP advancement table.  I am sure there were a few PC Alchemists though in the late summer of 1980.

Open Box has a few new reviews.  Dark Nebula from GDW gets a 9/10.  TSR's The Awful Green Things from Outer Space only fares a 7/10.  In a case of don't judge a game by it's box cover art, The Mystic Wood gets a 9/10 for play even if the art is bad.  We also have some new Traveller books from GDW, Book 5 High Guard (8/10), The (infamous) Spinward Marches (9/10) and Citizens of the Imperium (8/10).

With all this going over old Traveller books and games I really want to play some old school Traveller.

We get an AD&D Adventure from Will Stephenson, Grakt's Crag. 7-8 characters of 3rd level are suggested.

Fiend Facotry is back and we have a Creeper, which looks like a Roper mixed with a Shambling Mound.  The Water Leaper, which is a cross between a frog, a bat and a snake. The Slime Beast and the Frog Folk, which if I am not mistaken, became the Bullywugs.  The Cauldron-Born walked off the screen of the Black Cauldron and into White Dwarf.  And finally the Melodemon.
They are holding their first ever competition to come up with some monsters.  The monsters are all fly-related, Flyman, Flymage, Sandfly and so on.  No Fly-girls though.  Submit your stats and background and the best submission will get the Illustrated Inventorum Natura by Una Woodruff.  Add that one to your Appendix Ns.

A new regular column premiers this issue.  Star Base will discuss Traveller and other Sci-Fi games specifically.  This entry has setting up your Traveller campaign.

Treasure Chest has a bunch of Odd Items such as a Windbag and Lotion of Undead Repulsion.

A new clerical ability is covered, Conversion.  We would later see similar ideas in Dragon.
We end with a few more pages of adds and the first look at the cover of the Games Workshop Doctor Who game.  I wanted that so bad.

Quite a bit seems to have been tidied up in this issue.  While there are no big sweeping changes, other than the introduction of two new features,  one has the feeling of a bunch of smaller changes.

Tuesday, June 12, 2012

Batwoman: Marvel Heroic Role-Playing

Note: Here is my next post for the YAM Magazine LBGT Blogathon.  I am going to go over some of my favorite characters from TV, Books, and Movies and talk about how to use them in various games.

In some cases I'll also talk about why I picked the characters I did and why I paired them with the game I did.

Today I want to focus on a character I absolutely adore, but have not devoted many posts too.  The Kate Kane Batwoman.

Batwoman: Marvel Heroic Role-Playing

Batwoman is one of the more interesting characters to come out of DC's 52 comic from a few years back.  52 is also notable for giving us a new Question, Black Adam kind of sympathetic, and making Booster Gold actually kinda cool.  But it was Batwoman that made her debut here and the character has been crazy popular ever since.

This is not the old, original Bat-woman, set up only as a romance interest for Batman.  No. Not this one.

Kate Kane, is a rich heiress. A socialite. A member of the family that "owns everything else in Gotham that Bruce Wayne doesn't". But all of that is a façade.  Kate Kane is a lot of things. She is a daughter, once was a sister. She is soldier, she is openly gay and she it the Batwoman.

As an openly gay character in the comics Kate received a ton of publicity, and not just because of that, but because she was a "Bat".  The Batman family is royalty in the comics biz.  Do anything that close to the Batman and no matter what it is, it will be noticed.

While Kate of "52" seemed to be a somewhat closeted "lipstick" lesbian, Kate of the "Batwoman" series (one of DC's best selling female lead books) isn't.  She is openly out, she has tattoos, she is a former Army cadet with a promising career ahead of her till "Don't Ask, Don't Tell".  I talked about her backgroud a lot in my review of Elegy a while back.

One of the things I enjoy about this book is that her sexuality is part of person, not there to attract or tantalize readers. Look at the cover for the upcoming Batwoman #0.  Yes, she is very attractive, and yes you about about to get a boot to your face.  Kate is a soldier, first and always.

I choose to stat her up in Marvel Heroic Role-Playing for the same reasons I often choose this game. It is because it is a great comic-book game and a great tool for role-playing interpersonal drama.  Kate is great character and there is a lot going on in her life.  Her new relationship with Maggie Sawyer and her old relationship with Renee Montoya. Her strained relationship with her father.  Her significance to the Cult of Crime (who alternately want to worship her or sacrifice her).  Her relationships with the rest of the Bat family and here working with the D.E.O.  All of this stuff combines to make great character driven drama.  You could not for example simply replace Batwoman with Batman or Batgirl in these stories.   The are different stories.  In many cases Batgirl is too smart to get mixed up in same sort of cases and the Batman would punch out the bad guys and threaten everyone else.  Kate is not as strong as Bruce, or as smart as Barbara.  So she has to be more dedicated and more tenacious.

Here she is, in her Marvel Heroic Role-Playing format.


The Batwoman

"The bat they shine in the sky... civilians think it's a call for help. The bad guys think it's warning. But it's more than that. It's something higher. It's a call to arms... I've found my way to serve."

Name: Batwoman
ID: Katherine "Kate" Kane (secret)
Affiliations: Solo d10, Buddy d8, Team d6 (Currently she is solo, she has worked with father and Flamebird before. She is best though when she has someone to work with, even if she prefers to be alone)

Distinctions:
Found my Way to Serve - Kate sees herself as a soldier in a war against crime. She applies all her discipline and training to this service.
Out Lesbian - while not out as Batwoman, this does affect her mental attitude. She had to stay true to herself, even if it meant costing her everything she had worked for.
Rich Heiress - what Kate does costs a lot of money. Also her "role" as the rich heiress is a good cover.

Power Sets
Next Level Training d8
Kate sees herself as soldier still, this is the next level of training for her.
Enhanced Senses d8
Enhanced Reflexes d8
Enhanced Stamina d8
Speed d6

SFX: Effort.  Spend 1pp to up a die in NLT power.
SFX: Second Wind. Before using a NLT Power move physical stress to Doom Pool and step Power up +1
SFX: Immunity. Spend 1 pp to ignore stress, trauma or complications of a physical nature.
Limit: Exhausted.

Uniform of the Bat d8
This is not a costume for Kate. It is her uniform, the ideals she believes in.  And the boots do not have heals on them!
Gadgets/Utility Belt d8
Body Armor d8
Batarangs (attack) d8
Swingline d8

SFX: Focus
SFX: Area Attack. Target multiple opponents
Limit: Gear


Specialties 
Acrobatics Expert d8
Crime Expert d8
Military Expert d8
Menace Expert d8
Combat Master d10

Milestones
"I'm a Goddamned Solider!"
1xp when you first enter a mission.
3xp when your loyalties to those you serve with are called into question
10xp when you must abandon your loyalties for the sake of the mission or visa-versa.

My Past Haunts Me
1xp when you first interact with your Father, Cousin Bette/Flamebird or something to do with your sister.
3xp when a member of the Cult of Crime recognizes you as the Twice Named Daughter of Caine
10 xp  when you have to defeat Alice to accomplish the mission, or abandon the mission to save your Father or Cousin.


Compared to my Unisystem build I think this is rather nice.
I have done other builds for MHRP as well:


Monday, June 11, 2012

Xena & Gabrielle: Spellcraft & Swordplay

Note: This is my first (albeit late) post for the YAM Magazine LBGT Blogathon.  I am going to go over some of my favorite characters from TV, Books, and Movies and talk about how to use them in various games.

In some cases I'll also talk about why I picked the characters I did and why I paired them with the game I did.

Xena & Gabrielle: Spellcraft & Swordplay

I make no excuses of my enjoyment of Xena: Warrior Princess.  The show was silly, irreverent and always a fun time. Frankly, with it's mix of comedy, drama, memorable characters and a mis-mash of historical and mythological events, it really was the perfect D&D TV show.

I have discussed Xena in the past, with both M&M3/DCA stats and Ghosts of Albion/Army of Darkness. The unisystem versions has been one of my most popular posts. Xena certainly has earned a place in many game worlds, but in particular mine.  So here are some more stats.

This is Xena and her anamchara Gabrielle for the Spellcraft & Swordplay RPG.  Unlike my other stats, these assume that Xena and Gabrielle are still together and travelling the world.


Xena, Warrior Princess of Amphipolis
Warrior (Fighting Woman): 9th Level

Strength: 18
Dexterity: 18
Constitution: 17
Intelligence: 11
Wisdom: 12
Charisma: 15

Attacks: 7+5 (7 attacks per round, +5 to any one attack)
Hit Points: 40
Alignment: Neutral (Unaligned)
AC: 5
Sword: 1d6+3
Chakram 1d6+1, decapitates on "box cars" (double 6s), on any double that hits can knock out instead of doing damage.

+2 to Con-based Saves


Gabrielle, The Battling Bard of Potidaea
Bard: 7th Level (Bards are found in Monstrous Mayhem)

Strength: 14
Dexterity: 15
Constitution: 15
Intelligence: 15
Wisdom: 14
Charisma: 16

Attacks: 4+3
Hit Points: 25
Alignment: Neutral (mostly Good)
AC: 7
Sword: 1d6+3
Favored: Charisma, Intelligence
Oration: Gabrielle is a teller of tales, in particular the tales of Xena.  She is the author of the so called "Xena Scrolls" which could be a fabled magical tome in your game.

Staff: 1d6
Sais: 1d6 can attack with both hands (used later in the series)

Why Xena?
There is one thing that Xena does better than any RPG.  It attracted a huge female audience and kept them.  Granted, one could argue that "Friend in Need" might have killed that, but up until then.  I think Xena works for the same reason that other successful shows do.  Great characterizations and great characters.  You know all about Xena and Gabrielle, but they are still great to watch.  Adding them to your game might just be that spice you didn't know you were missing.

Adding Xena and Gabrielle to your Game
Given their wanderings across the world it should actually be only a matter of time before the characters would run into her.  Maybe they know of her infamy as a conqueress.  Maybe they know of her turn and desire to do good to atone.  Or maybe it is just one of those things where the PCs and Xena arrive in the same place at the same time.  Fate is funny that way.



Plus they are kick-ass characters that bring a lot of fun to the game.

Sunday, June 10, 2012

Tiamat on my Mind

Been doing some research on the end game of my kids D&D 3.x game and I have been thinking a lot about Tiamat.  The kids are going to fight her in the end, but I wanted something more than the big five-head dragon of the AD&D Monster Manual, and not exactly like the Takhisis of Dragonlance.


So I hit the "books".

http://en.wikipedia.org/wiki/Tiamat
http://en.wikipedia.org/wiki/Tehom
http://en.wikipedia.org/wiki/Tiamat_(Dungeons_%26_Dragons)
http://en.wikipedia.org/wiki/Takhisis
http://forgottenrealms.wikia.com/wiki/Tiamat (for the Forgotten Realms info)
http://www.pantheon.org/articles/t/tiamat.html

And inspirational posts:
http://gorgonmilk.blogspot.com/2012/01/tiamat.html
http://dndwithpornstars.blogspot.com/2012/05/percentile-systems-girl-voices-and.html
http://blackmoormystara.blogspot.com/2011/09/divinity-of-dragons.html


http://timbrannan.blogspot.com/2010/03/drow-should-be-lawful-evil-among-other.html
http://timbrannan.blogspot.com/2010/01/going-up-to-hell-cosmology.html
http://timbrannan.blogspot.com/2011/05/post-666.html
http://timbrannan.blogspot.com/2010/11/sohave-you-ever-killed-god.html


Well I also hit the real books too.

One thing I recall thinking up years ago was that Tiamat in the old myths was the personification of Chaos.  This idea was reaffirmed with me when I, like many others, dabbled in Chaos Math and Science (it was the 90s, all the cool grad students were doing it).   Tiamat is primordial chaos.   Well what is that in D&D?  Simple, the Abyss.  So I have placed Tiamat in the Abyss, but it is not-quite-the-Abyss.  Her realm is Tehom, the Hebrew word for abyss or deep.  It is also related to the Kabbalah, being one of the Qliphoth.  Tiamat and Tehom also are have etymological relations.

Zak even talks a bit about fighting Tiamat and the mytho-historical Tiamat near the end of his interview over at Penny Red. (1:20:00 or around there).

Tiamat and Lolth
In my games Tiamat and Lolth are strong allies (no, not like this). Mostly because I have effectively had them swap places; Lolth becoming LE and in Hell, Tiamat CE and in the Abyss.  But also because they have similar backstories.  Both were (are) gods. Both were cast out by male Gods to establish some new order.  I can see each seeing something of herself in the other, and not in a self-loathing way (Lolth in my world is full of self-loathing, no pun intended) but rather as solidarity.  Their views are radically different, but their plans for conquest do not conflict really.  So they see each other as an ally.  Not best friends or anything like that, but there is mutual trust built up over centuries.  They are evil, not stupid.   If I were to play this out then I would have an alliance between the Drow and a group of dragons.  Most likely the red dragons, like what the Githyanki do.  I might even revise that a bit and say it was a select group Drow that went to serve Tiamat and she in return had some dragons serve Lolth.  Of course they are spies, but everyone knows this.

Here is an odd entry, attributed to the Demonomicon that Lolth is the offspring of Tiamat and Alrunes, the Queen of Sorcery.   Not quite sure about that one really.  But I have conjectured that Orcus is the offspring of Tiamat.  That would give me a hook too.

Of course I had this evil thought of using  the Scales of War material for the last few adventures.

Just a little late night research.

Anything cool about Tiamat or Lolth I should know?

Saturday, June 9, 2012

Friday, June 8, 2012

Sherlock Holmes

Been on a huge Sherlock Holmes bender now for a while.  I listened to all the Sir John Gielgud radio plays, have read all of stories in the Holmes cannon, watched all the episodes of Peter Cushing Holmes I can find.  Next up is the Jeremy Brett  Granada TV series, which I have on DVD now.

Should be good!

This blog has a point but...

http://uadnd.blogspot.com/2012/05/dear-wizards-of-coast.html

But the trouble is WotC/Hasbro can't not publish a new edition.
The number of old core books that they can sell has an upper limit.  Afterall you can still get copies of most editions on ebay or your FLGS.  Some stores still have overstock of 3.x in fact.

It's a nice idea.  But I can't see it working.

I would like to see some POD myself, there are lots of things I'd like to buy, but the demand just isn't there to make it work really.

Thursday, June 7, 2012

Supporting the OSR (Sell me your game!!)

This link is making the rounds of Facebook right now, it is a good read and I am sure we have all been in the author's or the father's place before.
http://in-the-cities.com/2012/05/30/the-old-school-revolution-one-step-at-a-time/

Which go me thinking...

I like supporting the OSR.  Sure, I have bought the "same rules" dozen of times over now which would be under other circumstances insane.

Anyway not trying to ramble here (oops, failed that one so far) but I guess here is where I am at.

I plan on showing my support of the OSR at Gen Con again this year in the best way I know how.
With money.

The second way I know how is talking about it here.

So...If you are selling anything for the OSR or related products (like say dice bags with the OSR logo) at Gen Con then tell me here!  Go ahead and post something below.

IF you are not selling something at Gen Con, that's cool, post here too.  Let me know about your Kickstarter too.

I am not promising I will buy your product, I am promising though I will buy something posted here.
I'd like to buy it at Gen Con direct from you if I can.  Failing that I'll buy it from my FLGS.

Help me help you.

Wednesday, June 6, 2012

White Dwarf Wednesday #19

The summer of 1980 I turned 11, and White Dwarf published issue #19 for June/July.

Let's take a moment and look at this Les Edwards cover.  Some sort of ghoul or demon coming up out of a pit (a ghoul according to his website).  He is not here to welcome us to the dungeon or give us candy.  I love the detail of this image.  But it is not the only detail we should look at.  Note how the magazine is up 15p from last issue (and 50 cents in the US, Canada and Australia).
We are treated to some more full-page ads.  Again, I enjoy these and they are a different insight to the time and too what was popular.  Up front, Chaosium is no longer "The Chaosium".    An ad as a letter from TSR detailing what is coming to the UK this summer from TSR.  The new Deities and Demigods book as well as the  Modules GW1, S3, B2 and Q1.  Interestingly enough B2 is listed as both for D&D and AD&D.

An aside.  We are really getting into the time when I was hardcore into D&D (as opposed to the last 30+ years I guess).  I can't help but reflect on when this was all so new to me and new to everyone else.  Popping in my MP3s from Stevie Nicks "Bella Donna" (ok that was 81, but hey).

An ad for the the new Ares magazine and the new game John Carter, Warlord of Mars. (Aside #2: Must pick up John Carter on Blu-Ray today!)

The editorial this issue is about the lack of back issues (tell me about it!!) and how they will publish the White Dwarf compendiums, one "The Best of White Dwarf Articles"  and the other "The Best of White Dwarf Scenarios".  I remember wanting those both so bad back in the day.  It was not till post college, a steady paycheck and the magic of eBay that I was able to fill in my gaps.

On to the articles!

Trevor Graver gives us a criminal background for Traveller characters.  Again, I love these old mags because they were so system agnostic.  Everything was thrown in together.  Traveller, D&D/AD&D, Runequest, it was all here.

The Fiend Factory is back with some low level monsters.  The Empopath, which is like a low-level psychic frog.  The Stormbiter, a sort of air-elemental of the desert, similar to a Dust Devil.  Undead Horses (what it says on the tin), the Werefox which I think is the same the would later appear in Monster Manual II. And the Darkhawk which is an evil looking, but not evilly aligned, undead hawk.  Monsters still have Monstermark ratings.

A Runequest mini-scenario, Jorthan's Rescue, by Stephen R. Marsh & John T. Sapienza Jr. is up next.  It looks pretty solid to be honest.

Next up is a page on how there has been an interest of late of new character classes and some ideas behind the new Beserker class that follows.   Roger E. Moore then presents the Berserker as a complete class.  This is an order of magnitude above other classes in terms presentation, use and how it was written.  The class is complete on one page.

ANOTHER mini-scenario by Tom Keenes is next.  Ogre Hunt is presented as suitable for 4-7 moderate to low-level characters for C&S.  At only a page and 3/4s it is smaller, but does what it sets out to do.

Open Box is up with new games.  Starfire from Task Force Games is a tactical naval space battles game for 2-3 players.  It gets a solid 8/10.  Magic Realm from Avalon Hill has been a constant search for me at game auctions. It is described as a fantasy-adventure role-playing game with a board.  While reviewer Colin Reynolds likes the magic battles, he downgrades it for it boardgame like set up.  I get the feeling that this game was in his mind neither RPG or board-game.   It gets a 7/10.   We also have two books from Fantasy Productions Inc. The first is High Fantasy, which reminds the reviewer of D&D. It has some interesting design ideas, including a to hit vs dodge mechanic, but the rest seems uninspired. Don Turnbull gives it a 4/10.  Fortress of Ellendar is an adventure module to be used with High Fantasy, but it fares better with a 7/10.  Finally the first official adventure for Traveller, Adventure 1 The Kinunir gets 9/10 from Bob McWilliams.

Lew Pulsipher gives us an article on magical wards for AD&D. Very interesting, not just in terms of content, but as an extension of D&D scholarship; articles designed to expand some minor bit of game esoterica. This sort of thing will fill magazines for years to come and websites and blogs long after that.

The Letters section has the typical comments on Fiend Factory, but also some letters on the differences between the 1st and 2nd printings of the new MM and DMG, with one complaining that the different "editions" came too soon on the heels of the previous one.  Somethings never, ever change.

Treasure Chest gives us some pre-gen NPCs instead of magic items.

The next article is something of an archaeological find really. It discusses the future of CM gaming, that is Computer Moderated.  The Archaeopteryx of today's MMORPGs.  The game is called Starweb from Flying Buffalo Inc. The turns are still sent and returned by mail, but all the moderation is done by computer.  What is most interesting I think is not that this was the first entry into what would today become a business either adored or reviled (or both) by traditional Table Top RPG fans, but that Starweb is still going on! http://www.flyingbuffalo.com/swrules.htm.  This is what I love about these retrospectives, the archaic knowledge of a bygone time AND how it is related to today.
I suppose it should be noted that the reviewer sited a number of problems with Starweb, I don't think he foresaw it would still be running 32 years after publication.

We end with news of some new character sheet books coming from TSR and the C1 module.  The Empire Strikes Back is mentioned with the often quoted "three trilogies" idea.
We have ads. A lot of them in fact, with finally a full page ad for Top Secret again.

White Dwarf grows also to 36 pages (including covers).

This was a great issue to be honest.  Lots of great finds here.  Again, the issues and debates we today were going on then.  In one issue we get Edition Wars! Computer vs. Table Top play!  Power Creep!  Gamers of game X vs. Gamers of game Y! Fun stuff.

What else was going on in RPG history?  Well You can read about White Dwarf here.
James at Grognardia is doing a retrospective of Ares every Tuesday.
Matt over at Land of Nod is doing Dragon by Dragon every Sunday.

Tuesday, June 5, 2012

Dear Google Visitors...

I am sorry.  But despite your efforts over the last week you can not find "Supergirl Porn" here.

As a consolation, here is this image.


May you have better luck on other sites.

Victorian games. Almost there...


My Victorian games collection.
I am still missing a good copy of Castle Falkenstein; I sold mine at an auction years ago, long before I worked on Ghosts.

I am missing some others too, but have a lot on PDF.
But these are the big ones. If I ever need to run a Victorian era game, I think I have things covered.

Monday, June 4, 2012

Eldritch Witchery update

Jason has an update on Eldritch Witchery (and more!) over at the Elf Lair Games blog.
http://elflairgames.blogspot.com/2012/06/updates-eldritch-witchery-and.html

In addition to what Jason mentions, I am going over the edits and tweaking a few of the spells.

Not sure when the publication date is, but hopefully soon!

Sunday, June 3, 2012

Edits

I just got back the edits for both Eldritch Witchery and The Witch within hours of each other.

I have not looked at either yet, but I am expecting there to be some pretty extensive changes and edits to be made.

This will certainly cut into my blogging time here.  Just wanted you to know.

Saturday, June 2, 2012

Zatannurday: More Cosplay

Here are some more Zatanna cosplayers.




A photo by Brian Carter


by Duderama (I believe this is Cosplayer "Gillian", but not for sure).


One by Yumstein featuring both Zee and WW

A recent one posted to Toyriffic, Zee and Harley!


Comicpalooza Zatanna by Nadya Anton
(from Justice League Detroit)


And a couple from a favorite here at the Other Side, Jettie Monday


and few from Deviant Art.



Poker Face by *Leonie-Heartilly on deviantART


Zatanna Zatara, Revisted by ~velvetillusions on deviantART


Party time, tnellecxe! by ~strikes-twice on deviantART


Young Justice Zatanna by ~BlackRein on deviantART


FCD: ZATANNA AND PLASTIC MAN, THE HORROR by ~strikes-twice on deviantART


EVITAERC ELTIT! by ~strikes-twice on deviantART

I think I'll need to run some features on a few of these terrific cosplayers!  I admire their dedication to their hobby/obsessions. Cause I can totally relate.

Friday, June 1, 2012

Mary Pickford Blogathon

Today I am participating in the Mary Pickford blogathon hosted over at Classic Movies.


http://www.aclassicmovieblog.com/2012/04/mary-pickford-blogathon-announcement.html
Please stop by all the bloggers participating and see what they have to say about this Hollywood Legend.

Today I want to talk about the ONLY Mary Pickford movie I have ever seen.  This movie though has had such a profound impact on my gaming and later writing that I would be remiss if I didn't talk about it at least once here.

Sparrows (1926)
I saw this movie back when I was in Junior High School.  One of the great things about growing in my family is we are all movie buffs and we (dad, mom and my brothers and sisters) all have different tastes.  Sparrows is one from my Dad's collection (though I am sure my brother Daniel has seen it too). Now I don't recall if I saw it on tape or on one of those Classic Movie channels back in the early days of cable TV.  But I have very distinct memories of this movie.

First, and this might run me afoul of my blogging cohorts today, I don't like Mary Pickford.  OR rather, I should say I didn't like her in this. What I think was supposed to be a quiet reserve of faith and strength to me became a weak and ineffectual character.   But I am getting ahead of myself.

Sparrows was to me a horror movie.  That is how I was introduced to it, and those were the eyes I viewed it.  It was not though horror as I was expecting.  You can read up on the plot on Wikipedia, I want to talk about what I saw and the effect it had on me.


I guess I like and hate this movie for all the wrong reasons.  Molly (Pickford) was to me weak and spent too much time looking to God to solve her problems when I felt she should have been trying to solve them on her own.  In fact the only time she and the children in the movie are safe is when she gets up and moves them on her own.   I have (maybe because I am an atheist) always been fascinated by the "strong, silent faithful" type. I like it when they succeed, but most often I expect them to fail.   I wanted the kids to escape, but Molly seemed like a poor candidate to help them.

Then there is Mr. Grimes.  Not since the Baron and Baroness Bomburst of Vulgaria in Chitty Chitty Bang Bang had I seen a character more evil in his disregard of children (my mom ran a Day Care, in my mind the most evil thing was to hate or harm a child).  He left a lasting impression to be sure.  So lasting that to this day I have an evil necromancer character who lives in a swap (like Grimes) who hates children.

In my mind the dichotomous battle was set. Old, evil, Grimes versus the young, pure Molly.  And so help me if I didn't like Grimes better.  I really wanted the kids to rise up and just beat the living shit out that guy and his wife.  But they never did, worse, Molly keeps looking up to the sky like she is getting some private communique. Like that is going to help.

I think about this movie fairly often to be honest.  Many things I wrote after I watched it will bubble back up in things I write today.  I still used swamps as my ultimate hideout of evil (but that could also be in part to the Legion of Doom).

Reflecting back now I would like to see this again, if for no other reason than to give this film it's due with more mature eyes and sensibilities.

Though the metaphorical descendants of  Grimes (his own children if you will) will live on in my games for some more years.

Of course in the movie good triumphs over evil, but not because good was smarter/better but because evil was dumb.  I can't help but think how this movie would have been handled by Jonathan Demme and if Grimes had been more like Hannibal Lector.  Grimes was "Jr. High evil" not "world evil" to paraphrase Kim Possible (who also makes Molly look bad).  There is a movie for you.  "Sparrows 2000", the bad guy is a Lecter/Buffalo Bill like evil and the hero is a fiery red-head Kim Possible type.   Nah.  It looses a lot in the translation.  As much as Sparrows fails to measure up by my jaded standards today,  it was quite effective when it came out and when I first saw it.

So to the movie I remember I do owe a creative debt.

Wednesday, May 30, 2012

White Dwarf Wednesday #18

It's April/May 1980.  Bon Scott has been replaced with Brian Johnson in AC/DC, Ronnie James Dio is in for Ozzy in Black Sabbath and a photo of the USS Enterprise has replaced fantasy art on the cover of White Dwarf #18.

This is issue is full of big news.  First off, though in the form of an ad, we see that TSR Hobbies has arrived and is open for business in the UK.  They open their doors on March 31, 1980.  Don Turnbull will be in charge.

The next full page ad is one for Tunnels & Trolls.  Like so much else in this OSR world this ad could run right now and still work.

Ian Livingstone asks "Why do people like playing role-playing games?"  It is interesting because now we are getting more "RPGs" and less "SF/F Games".  American influence I am thinking.

Next up we get a fairly detailed minatures game for Star Trek the Motion Picture. No idea if they got the permission to do this or not, but it is a pretty detailed game (4 pages).  You do need the minis to play, but those were new from Citadel Miniatures,  so easy to get.  The game assumes you are using these, but they also state others can be used.

We have some reviews in Open Box.  A psychic battle game based on the Darkover novels (9/10).  Swordquest from the new Task Force Games gets a 6/10. Dra'k'ne Station from Judges Guild for Traveller gets 8/10.

Albie Foire gives us a very detailed (6 pages, 3 new monsters) mini-adventure for D&D, The Halls of Tizun Thane.  Oddly enough this lists 3-6 players with 6-12 characters.  This is the only adventure I have seen where the assumption is people will be playing more than one character.

Treasure chest gives us some very useful tables on weather conditions by season.  As well as some random NPC generators.

Fiend Factory gives us four also-ran monsters; Mandrake People, Hounds of Kerenos, Phung, and the Couerl.  All have Monstermark ratings and all come from various Sf/F novels.
We also get the top 10 and bottom 5 FF monsters as chosen by the readers.



Top 10
1. Necrophidius
2. Russian Doll Monster
3. Svart
4. Needleman
5. Hook Horror
6. Githyanki
7. Imps
8. Volt
9. Urchin
10. Dahdi

Bottom 5
1. Nas Nas (the worst)
2. Dahdi (both lists)
3. Withra
4. Stinwicodech
5. Pebble Gnome

The Magic Brush is back with mini painting tips.

Finally 6 pages of classifieds and ads.  Ending with a new ad for TSR's Top Secret game.

The type seems denser and the quality of the work seems better than the last couple of issues and I think we are entering another growth period for WD.  Looking forward to the rest of 1980.



BTW here is that T&T ad.  Still works today.




Amazing Adventures

As you know I have recently been turned on to the fantastic Castles & Crusades game by my son.
It is really cool and it really does feel like 1st Ed AD&D.

But does it feel like Gangbusters?

Well my friend Jason Vey aims to find out with his new game out from Troll Lords called Amazing Adventures.
http://www.trolllord.com/cnc/aa_preorder.html

Here is the sales blurb:
Amazing Adventures
Siege Engine Game for the Pulp Era
Product Type/Format & Price: Softcover; 176 pages; $24.99
Written By: Jason Vey
Ordering Info: TLG 7601, ISBN: 978-1-936822-02-7

"Pulp: Hard-boiled detectives, fedora-wearing action heroes, and steampunk gadgeteers rocketing to battle with their jet packs against bloodthirsty Thule cultists of the Third Reich." 


That's when all Hell broke loose. The back window shattered, there was a distinct "ZING!" sound, and the front window followed suit. Kate let out a yelp and jerked the wheel, sending us into a fishtail. I grabbed the door frame and held on for dear life while drawing my Colt 1911. I looked over my shoulder, and sure enough there was that pink Model T. I couldn't see if Frenchie was behind the wheel; too much sun glare off the windows. But two goons leaned out. At first I assumed they just had pistols. I leaned out the window to draw a bead, and that's when the one goon opened up with a bloody fire-spewing hand-cannon.


I ducked back into the car. "Great," I muttered. "Just my luck. The SOB's got a Tommy Gun."


Kate snorted. "Look at the bright side. He can't aim very well on full auto."


"That's a bright side?"

Another long burst of fire went wild into the air. Tires squealed as cars bootlegged around us, and the screams of bystanders rang out.

Kate jerked the wheel left, down a narrow alley, just as I pulled up to lean out again. I nearly toppled head-first out the window into a wall. My fedora flew off my head.
This was definitely turning into a bad day.

"Geez, Doll, watch it!" I said, and squeezed off a couple shots as the goon with the Thompson tried to reload. He ducked back into the car while his buddy returned fire.

Welcome to two-fisted adventure with the SIEGE engine!

Amazing Adventures, the newest core game powered by Troll Lord Games' celebrated SIEGE engine, allows you to create any type of pulp adventure hero you want, and customize them as you like! Be it arcane scholars, mentalists, tomb-raiding archaeologists, Asian martial arts masters, or gangsters and G-Men, this game has you covered. And best of all, if you're a fan of Castles & Crusades, you can pick this game up and get playing in a matter of minutes! Inside this book you'll find:
  • Eight brand new character classes: Arcanist, Gadgeteer, Gumshoe, Hooligan, Mentalist, Pugilist, Raider, and Socialite
  • Character customization options: Generic Class Abilities, Traits, Backgrounds, Fate Points, Pulp Costumes, Sanity rules, and more!
  • A streamlined presentation of the SIEGE engine, which uses a single Challenge Base
  • Rules for vehicular combat
  • Guidelines on how to run a pulp game
  • A complete Monster section with all kinds of pulp beasties from giant apes to Lovecraftian horrors
  • A complete starting adventure for 4-6 new pulp heroes
  • And tons more!
I think I am really going to enjoy this game.  It is in pre-order now (I happen to know for a fact the game is done) and there are some sweet pre-order incentives.

I also understand that it is 95% to 100% compatible with the C&C books you own right now.  So all those monster books I bought can now roam the streets of New York OR a pulp-inspired Greyhawk.  "The dame was from Urnst. My daddy always said never trust a dame from Urnst. But I don't have to trust her, just work for her." 

So please check it out and pre-order.
http://www.trolllord.com/cnc/aa_preorder.html

White Dwarf Wednesday...

Will be a touch delayed.

Have a bunch of things at work I need to do first and the long weekend threw me off.


Mary Pickford this Friday

This Friday I am participating in the Mary Pickford blogathon hosted over at Classic Movies.


http://www.aclassicmovieblog.com/2012/04/mary-pickford-blogathon-announcement.html
Please stop by all the bloggers participating and see what they have to say about this Hollywood Legend.

Now you might wonder what a silent screen star has to do with RPGs or Horror.  Well come back on Friday to find out how at least one of her films had a deep impact on a vast majority of my work.

Tuesday, May 29, 2012

Willow and Tara Digital Comics

I don't read the Buffy comics. No desire really, and the world I had created with the RPG was far more interesting to me anyway. 

But when Amber Benson and Christopher Golden team up to write a Willow & Tara based comic, well how can I possibly say no?

This month Dark Horse re-released the two (well three, two stories in three books) Willow & Tara comics.  Wanna Blessed Be and Wilderness. 

You can get them here:



I enjoyed the heck out these and went ahead and bought them again in digital format.

I ran a Ghosts of Albion adventure loosely based on these, it seemed appropriate.  The adventure still needs some work, but I do like it.  And it has a pedigree. 

So here they are.  Thought you might like to check them out.

Now if someone would make a comic of the Dragon and the Phoenix I'd be thrilled to death! 

Marvel HRP links

Quick one today.
Found some links for various builds for the Marvel Heroic Roleplaying game.

The Lost of Files of Marvel is just link after link of tons of builds.
That 70's Game also has a few, but in particular are his build builds of Zatanna, Fire and Ice from the DC world.

And only quasi-related, Tim Marchman over at the Wall Street Journal wants to know why comics aren't doing better than they are.  Actually he has a pretty good idea.

Monday, May 28, 2012

New Basic Class, The Vampire

Want to playtest something for free?

Well I want you all to have a look at my new class for Basic Era Games and their Retro Clones.

The Vampire Class
Art copyright 2012 by Jason Rainville

This is a class/race combo for the system that also had Elf, Dwarf and Halfling as a class.

From the document:
"Vampires are among the most powerful of the Undead.  But unlike other undead, the vampire can retain a bit of their own humanity. Thus a vampire can also become an adventuring class much like that of an elf or dwarf.  A vampire character still retains their original soul, trapped inside an undead body full of dark necromantic power.  Eventually even the most pure of heart will succumb to the darkness of undeath."

This is a complete class 1st to 14th level, with additional notes to 20th level for exceptional characters.
All the vampiric powers and weaknesses are detailed to allow your vampire character plenty of options to grow.

There are few things I am testing out here.  First, whether or not the word will get out about this without much fanfare.  To test Dropbox as a delivery method. Also to test my class creation algorithms.

If you can please drop me a note here (what the hell, let's call it an Open Playtest) and let me know what system you used this with and how it worked.  As my regular playtesters will attest, I don't mind it when things get broken, as long as I know why.

So. Let me know your thoughts in the replies below.

I am looking forward to seeing how this class works for everyone!

Click here to download the PDF: The Vampire Class

Sunday, May 27, 2012

More Free Downloads

In the interest of providing you, the reader of the Other Side, only the finest in gaming accessories I give you a couple more more character sheets I have used in the past.
These were designed for my "Willow & Tara RPG", which was a mix of Eden's Buffy, WitchCraft and Ghosts of Albion games.

The Character sheet is a one page deal.  The Journal is nine pages to track everything for your Unisystem character.