I picked up a copy of Dungeon Crawl Classics.
I picked it up because I am a fan of Goodman Games and they have always had a quality product in the past. It is also on sale now at DriveThruRPG.
I seriously doubt I will play this game and if I do it won't be with d7s or anything like that.
But I am enjoying the read so far and maybe there is something in this for my AD&D1 game.
There is a lot to get through.
In other news...
I picked up my Kickstarter Supporter PDF copy of the Adventurer Conqueror King System Player's Companion.
There is a lot of great stuff in this book as well. I am going to hold off on a proper review till it is released on DriveThruRPG as well. But I will say this, I am pleased with the Witch and Warlock classes (so expect to hear some more about those) and the Class Construction rules look very interesting.
I finished reading through the Swords and Wizardry Complete Rulebook from Frog God Games. Again, some neat ideas, but I am not sure if I'll every play it or run it. But it is a great toolbox for a near Editionless D&D. More on it and my third in-depth dive into Lamentations of the Flame Princess in another post.
Tuesday, November 27, 2012
Monday, November 26, 2012
Edition Neutral? Curiouser and curiouser...
There is another new product that appeared on Amazon's list of upcoming products for D&D.
Called "Storm Over Baldur's Gate" it is being touted by some as "Edition Neutral".
http://www.amazon.com/Storm-Over-Baldurs-Gate-Sundering/dp/0786964634/
I don't see it in the list of upcoming products over at WotC's site, http://www.wizards.com/dnd/catalog.aspx?sort=date-desc, so it is hard to know what it is just yet.
If so this is another interesting shift in the future of WotC's handling of the D&D brand.
Called "Storm Over Baldur's Gate" it is being touted by some as "Edition Neutral".
http://www.amazon.com/Storm-Over-Baldurs-Gate-Sundering/dp/0786964634/
I don't see it in the list of upcoming products over at WotC's site, http://www.wizards.com/dnd/catalog.aspx?sort=date-desc, so it is hard to know what it is just yet.
If so this is another interesting shift in the future of WotC's handling of the D&D brand.
Dragonfolk for the Advanced Era
Like his dad, my oldest son enjoys all versions of D&D. He plays a 3e game with me and his brother, a 4e game with some friends and a Pathfinder game with some other friends. He has also had the chance to play Castles & Crusades, ACKS and Basic Era D&D. But so far his favorite has to be 1st Ed AD&D.
Description
Dragonfolk appear as dragonlike humanoids. They share qualities with both of their parent stock. They stand taller than humans typically 6 to 7 feet in height with males and females being roughly the same height. They are warm blooded despite their reptilian appearance, though they are not as comfortable in extreme climates as are humans. Dragonfolk lay eggs like dragons, but also produce milk like a mammal. Typically only 1 to 2 eggs are laid in a clutch. The eggs develop partially inside the female and then are kept warm by the male and female once laid. Twins resulting from one egg is considered an ill omen.
Imperial Dragonfolk can claim human, elf, dwarf as well as a variety of draconic parentage. Imperial Dragonfolk are only fertile with other Dragonfolk. Non-Imperial are fertile with other Dragon-folk and their members of their humanoid parent's race (and races cross fertile with them such as orcs, trolls, goblins).
He also loves dragons. Always has. So it was a natural then that he would want to make his own dragon book and have some going back and forth we decided that an OSRIC or Labyrinth Lord Advanced compatible book would be the best.
Of course in what can only be called a bit of Generational Rebellion, according to my son there are no know Dragonfolk witches.
Of course in what can only be called a bit of Generational Rebellion, according to my son there are no know Dragonfolk witches.
So for your enjoyment here is a new player character race he has been working on for some time.
The Dragonfolk.
All text below is considered OPEN for the Open Gaming License. It is copyright 2012 Liam and Timothy Brannan.
Dragonfolk
It is well known that dragons can often take the guise of humans, elves or other humanoid species. It has been through this magic that the dragons have come into direct contact and congress with these younger species. For years these various dragon-blooded and half-dragons roamed the world often ignorant of their own heritages. It was not till the great hero Marduk, himself rumored to be the spawn of a human mother and Ea the Dawn Dragon, gathered all the dragon blooded to one one land now known as the Dragon Isles. He then became their first King.
Thousands of years later the Dragon Empires have waned, but the Dragonfolk have survived as a species in their own right. They rarely leave their Dragon Isles and are thus rare or even legend in other parts of the world.
There are two type of Dragonfolk recognized, Imperial and non-Imperial. Imperial Dragonfolk hale from the Isles of the Dragon Empire. The Empire has waned in the 700+ generations since Marduk first united the Dragonfolk into a single people, but the Imperial Dragonfolk are still just as proud as they ever were.
Non-Imperial Dragonfolk are born from the union of a humanoid (typically human, elf or dwarf) and a dragon. They are of the same general sort of their humanoid parent with the scales, coloration and temperament of their dragon parent. Non-Imperial Dragonfolk are often shunned in human committees. Any non-Imperial Dragonfolk can claim to be an Imperial Dragonfolk only if they make a pilgrimage to the Temple of Dragons on the Dragon Isle and there renounce their ties to their humanoid relatives.
There are two type of Dragonfolk recognized, Imperial and non-Imperial. Imperial Dragonfolk hale from the Isles of the Dragon Empire. The Empire has waned in the 700+ generations since Marduk first united the Dragonfolk into a single people, but the Imperial Dragonfolk are still just as proud as they ever were.
Non-Imperial Dragonfolk are born from the union of a humanoid (typically human, elf or dwarf) and a dragon. They are of the same general sort of their humanoid parent with the scales, coloration and temperament of their dragon parent. Non-Imperial Dragonfolk are often shunned in human committees. Any non-Imperial Dragonfolk can claim to be an Imperial Dragonfolk only if they make a pilgrimage to the Temple of Dragons on the Dragon Isle and there renounce their ties to their humanoid relatives.
Description
Dragonfolk appear as dragonlike humanoids. They share qualities with both of their parent stock. They stand taller than humans typically 6 to 7 feet in height with males and females being roughly the same height. They are warm blooded despite their reptilian appearance, though they are not as comfortable in extreme climates as are humans. Dragonfolk lay eggs like dragons, but also produce milk like a mammal. Typically only 1 to 2 eggs are laid in a clutch. The eggs develop partially inside the female and then are kept warm by the male and female once laid. Twins resulting from one egg is considered an ill omen.
Imperial Dragonfolk can claim human, elf, dwarf as well as a variety of draconic parentage. Imperial Dragonfolk are only fertile with other Dragonfolk. Non-Imperial are fertile with other Dragon-folk and their members of their humanoid parent's race (and races cross fertile with them such as orcs, trolls, goblins).
Dragonfolk can come from any combination of dragon and humanoid parentage. For Imperial Dragonfolk, ones that live or come from the Dragon Isles, this is not determination of potential alignment or powers. For non-Imperial Dragonfolk parentage can have an affect on coloration, powers and potential alignment.
Dragonfolk only recognize the difference between Imperial and non-Imperial Dragonfolk, with Imperial Dragonfolk claiming superiority to the non-Imperial individuals. Non-Imperial Dragonfolk can produce offspring with strong Dragonfolk traits. These straits remain strong even through many generations.
There is some questionable scholarly work claiming that Kobolds are non-Imperial crosses with gnomes or halflings. While is this largely dismissed even the most conservative scholars do believe that Kobolds may be the result of non-Imperial pairings of dragons and goblins.
Dragonfolk develop from egg to hatchling in 6 months and are weaned after 6 months. They reach maturity at 13 years. Imperial Dragonfolk are considered Citizens at 21 years of age. Their average lifespan is 250 years. A mated pair will usually mate first between 14 and 21 years old and they will stay together for life, though they may not not necessarily live with each other.
Honor and Caste
Dargonfolk have a strict code of honor. This and the Dragonfolk caste system will be detailed in the future.
There is some questionable scholarly work claiming that Kobolds are non-Imperial crosses with gnomes or halflings. While is this largely dismissed even the most conservative scholars do believe that Kobolds may be the result of non-Imperial pairings of dragons and goblins.
Dragonfolk develop from egg to hatchling in 6 months and are weaned after 6 months. They reach maturity at 13 years. Imperial Dragonfolk are considered Citizens at 21 years of age. Their average lifespan is 250 years. A mated pair will usually mate first between 14 and 21 years old and they will stay together for life, though they may not not necessarily live with each other.
Honor and Caste
Dargonfolk have a strict code of honor. This and the Dragonfolk caste system will be detailed in the future.
Requirements: CON 9
Ability Modifiers: STR +1, CHA +1, DEX -1
Ability Min/Max: STR 4/19, DEX 2/17, CON 9/18, INT 3/18, WIS 3/18, CHA 4/19
Languages: Dragonfolk learn Draconic as their primary Language and can learn the common tongue and alignment language. They may learn additional languages to these based on their Intelligence score. If Kobolds have a unique language then Dragonfolk will also know this language.
Infravision: 30 ft
Low-light vision: 120ft
Naturally Dragonfolk are a highly magical race. They gain a +2 to all saves from Spells and Spell like devices. The gain a +4 vs Dragon Breath saves.
They can see Invisible creatures and items on a 1 on a 1d6. They can find secret doors on a 1-2 on a 1d6 as well.
Dragonfolk are naturally resistant to weapons due to their tough, scaly hides. They gain an additional -1 to their Armor Class.
Permitted class options: Cleric, Fighter, Paladin, Magic-User*, Thief, Cleric/Fighter, Cleric/Paladin, Fighter/Magic-User, Fighter/Thief.
Level Limits
Cleric: 9th
Fighter: Unlimited
Paladin: 17th
Magic-User*: 11th
Thief: 8th
Dragonfolk have their own type of magic-user known as Dragon Mages. These will detailed later.
Dragonfolk Thief Skill Adjustments
Pick Locks -5%
Find and Remove Traps +5%
Climb Walls -15%
Movement Rate: 120 ft
Breath Weapon
A holdover from their draconic heritage, Dragonfolk have a limited breath weapon. Regardless of their coloration or alignment the individual Dragonfolk can choose among Acid, Cold, Gas, Electricity, or Fire.
Once per day a Dragonfolk can emit a powerful breath weapon attack. This attack does 1d6 + 1hp/level damage. The damage type is chosen at character creation and can't be changed short of a Wish spell.
Dragonfolk and Kobolds
Dragonfolk and Kobolds share a relationship similar to that of Humans and Halflings or Dwarves and Gnomes. In areas where Dragonfolk are more common Kobolds will live on the outskirts of the Dragonfolk communities. Kobolds will adjust their normal behaviors and alignments to suit that of their Dragonfolk cousins. Indeed small communities of kobolds near good aligned Dragonfolk areas have been known to be good aligned as well.
Religion
Dragonfolk follow a form of Ancestor worship where they honor the spirits of fallen warriors, kings and dragons. They claim that many of the dragon "gods" that cultures around the world worship were in fact personages in their history. Many times these gods were non-Imperial Dragonfolk that rose to great power and honor. Such dragons and Dragonfolk are Aži Dahāka (The Destroyer), Druk (thunder dragon), Ea (Dawn Dragon), Jawzahr (Moon Dragon), Karkeu (Diamond Dragon), Marduk (Dragonfolk Hero and Emperor), Quetzalcoatl (Dragonfolk Lord of the Sky), Tiamat (Mother of Monsters), Yam (Son of Ea and Tiamat, dragon god of the Sea), Zirnitra (Dragon God of Sorcerery), and Zmey Gorynych (Darkness).
Dragonfolk follow a form of Ancestor worship where they honor the spirits of fallen warriors, kings and dragons. They claim that many of the dragon "gods" that cultures around the world worship were in fact personages in their history. Many times these gods were non-Imperial Dragonfolk that rose to great power and honor. Such dragons and Dragonfolk are Aži Dahāka (The Destroyer), Druk (thunder dragon), Ea (Dawn Dragon), Jawzahr (Moon Dragon), Karkeu (Diamond Dragon), Marduk (Dragonfolk Hero and Emperor), Quetzalcoatl (Dragonfolk Lord of the Sky), Tiamat (Mother of Monsters), Yam (Son of Ea and Tiamat, dragon god of the Sea), Zirnitra (Dragon God of Sorcerery), and Zmey Gorynych (Darkness).
Section 15.
OSRIC. Copyright 2008 Stuart Marshall.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
"Dragonfolk for the Advanced Era" Copyright 2012, Timothy & Liam Brannan.
Saturday, November 24, 2012
Second Chance Weekend
Thanksgiving at my parents was great. Got a chance to talk to the guy who was my fist AD&D DM. I knew I was going to run into him so I took a copy of my Witch book.
I also grabbed my copies of Sword & Wizardry and Lamentations of the Flame Princess.
These are two games I gave passes on. S&W because I was into Labyrinth Lord and Spell craft &Swordplay, and LotFP because, well frankly, I didn't see the point of it.
I am rereading them both now and getting slightly different points of view than before.
I'll keep you all posted.
I also grabbed my copies of Sword & Wizardry and Lamentations of the Flame Princess.
These are two games I gave passes on. S&W because I was into Labyrinth Lord and Spell craft &Swordplay, and LotFP because, well frankly, I didn't see the point of it.
I am rereading them both now and getting slightly different points of view than before.
I'll keep you all posted.
Zatannuday: More Cosplay
In this Thanksgiving week I want to give thanks to the Cosplayers.
Thank you once again for raising the over social standing and average good looks of all comic book fan! ;)
Zatanna DC comics by ~KaitoEinsam on deviantART
Shine bright Zee by ~tommyish on deviantART
Dloc dniw wolb! by ~tommyish on deviantART
Go Go Homo Magi by ~tommyish on deviantART
Zatanna Cosplay 2 by *HoodedWoman on deviantART
Zatanna Mistress of Magic by *The-Cosplay-Scion on deviantART
Zatanna 1 by *neko-tin on deviantART
Zatanna by ~Itill-Sennen-Joo on deviantART
Zatanna Cosplay 3 by *HoodedWoman on deviantART
Zatanna by ~nadyasonika on deviantART
My name is Zatanna Zatara by *The-Cosplay-Scion on deviantART
Zatanna Cosplay by ~Panda-Valentine on deviantART
Zatanna Zatara 5 by *Insane-Pencil on deviantART
DC band by *Ryoko-demon on deviantART
Thank you once again for raising the over social standing and average good looks of all comic book fan! ;)
Zatanna DC comics by ~KaitoEinsam on deviantART
Shine bright Zee by ~tommyish on deviantART
Dloc dniw wolb! by ~tommyish on deviantART
Go Go Homo Magi by ~tommyish on deviantART
Zatanna Cosplay 2 by *HoodedWoman on deviantART
Zatanna Mistress of Magic by *The-Cosplay-Scion on deviantART
Zatanna 1 by *neko-tin on deviantART
Zatanna by ~Itill-Sennen-Joo on deviantART
Zatanna Cosplay 3 by *HoodedWoman on deviantART
Zatanna by ~nadyasonika on deviantART
My name is Zatanna Zatara by *The-Cosplay-Scion on deviantART
Zatanna Cosplay by ~Panda-Valentine on deviantART
Zatanna Zatara 5 by *Insane-Pencil on deviantART
DC band by *Ryoko-demon on deviantART
Friday, November 23, 2012
The Witch Appendix N
I have used many books in researching this class and all of it's related topics. Here are some of those books that I have found most helpful. I have used these books to get more at the witch of myth and history, rather than the modern witch of today.
Keep in mind that these books have nothing to do with RPGs, they are books of belief. Witchcraft is a real religion and people take their religious beliefs seriously and personally.
These books have been helpful for a variety of reasons. If for nothing else to get me to think about witches differently than other game authors have.
Encyclopedia of Witchcraft and Demonology by Russell Hope Robbins
This book has been long out of print, and I got mine at a used book store, but it is the indespensible work on witches, the witch craze and demonology. The book takes a very pro-witch point of view as it frankly discusses the murder of women, children and even men in the name of god. Not to be missed, this book has been THE source for most of my writings. Several editions are out there, mine is the 1959 edition. I have seen them on Ebay as well.
http://www.amazon.com/exec/obidos/ASIN/0517362457/
The Encyclopedia of Witches and Witchcraft by Rosemary Ellen Guiley
It would be unfair to compare this book to the work above it, because this book is very good. More a modern spin, it still deals with a variety of topics that are of interest to the witch or occult scholar. I used this book a lot when writing Eldritch Witchery. This book also has the advantage of being much newer and still available. All around a good mix of topics, witch myth is mixed in with modern Wicca, making difficult for the unlearned to know what is what. But for those who know a bosom from a common broom, then you will enjoy this book. If you have your own Bosom, then you might even find this book a little simple, but I found things there I did not know about, so I enjoyed it!
http://www.amazon.com/exec/obidos/ASIN/081603849X/
The Witch Book: The Encyclopedia of Witchcraft, Wicca, and Neo-paganism by Raymond Buckland
Another encyclopedia This one though covers less but goes deeper on it's topics. I like Buckland's writing style more than some of the others listed here. Gave me a lot of insight on various witch traditions.
http://www.amazon.com/Witch-Book-Encyclopedia-Witchcraft-Neo-paganism/dp/1578591147/
Encyclopedia of Wicca & Witchcraft by Raven Grimassi
Another encyclopedia of all things witchy. This one focuses on more modern practices, has a very large list of contacts, email and websites. Some overlap with Guiley's book. If you are interested in the nature of the religion of witches today, then this is your book. Or at least it is a good place to start.
http://www.amazon.com/exec/obidos/ASIN/1567182577/
Covencraft : Witchcraft for Three or More by Amber K
A nice a well written book for witches and lay-people (cowans) to understand what a coven is and does. This is not a primer to witches, witchcraft or wicca, this book assumes you know what you need to know and works on what you may not know. It is concise and intelligent and a good read, even for non-witches. Maybe especially for non-witches, so that others can finally learn what witches do. From Llewellyn Publications.
http://www.amazon.com/exec/obidos/ASIN/1567180183/
Witchcraft, Sorcery and Superstition by Jules Michelet, A. R. Allinson (Translator)
A good book that deals with the wicth craze of the middle ages. Discussion range from early "faerie stories" to pagan religions, to the church sanctioned murder of thousands. Sometime muddled, the book has a few rare gems. Plus it delves into the socilogy of fear, why these people did what they did. Gets as far as the Salem witch trials. Very little to do with modern witchcraft.
http://www.amazon.com/exec/obidos/ASIN/0806516860/
Cassell Dictionary of Witchcraft by David Pickering
Another in a series of encyclopedia/dictionaries about witchcraft. A very good beginners guide.
http://www.amazon.com/exec/obidos/ASIN/0304350982/
Witches by Erica Jong
More of a coffee table book than an indepth treatsie on witches or witchcraft. Heavy on the feminist side, but not man-bashing (it is an Eric "Fear of Flying" Jong book) it is visually stunning. An oversized book, so if you look for it in the library you might have to check the oversized selves. My local library cut out some of the more risque pages. So I bought my own copy.
http://www.amazon.com/exec/obidos/ASIN/0810981572/
The Modern Witch's Spellbook, Book II by Sarah Lyddon Morrison
I read this, along with Book I, years ago, towards the first drafts of my witch class. It has spells that can supposedly really cast. Never tried. But it is a good insight on how some witches view or can view magic. A picture of me reading this over the top of my glasses (Thomas Dolby style, there THAT's long ago it was!) made my High School newspaper!.
http://www.amazon.com/exec/obidos/ASIN/0806510153/
Man and His Symbols by Carl Gustav Jung
I alway's liked Jung. His psychoanalytic theory always sat better with me than Freud's. This book deals with many of the archetypes we deal thing at an uncounscious level, the witch is one of many type of female, or anima, archetypes. Jung is one of the greatest thinkers of the modern era, and this is one of his masterpieces (along with Synchronicity).
http://www.amazon.com/exec/obidos/ASIN/0440351839/
Drawing Down the Moon : Witches, Druids, Goddess-Worshipers, and Other Pagans in America Today by Margot Adler
This is the book on modern pagan practices. Since it deals with a real world religion i only used it as inspiration to the Witches Netbook I wrote. But if you want to know what is going on in the world of paganism today, then this is your first stop. It is very telling for the foresightedness of this book when you consider that it was first published in 1979!
http://www.amazon.com/exec/obidos/ASIN/014019536X/
To Ride a Silver Broomstick : New Generation Witchcraft by Silver Ravenwolf
Similar in nature to Adler's book above, this book deal with modern wicca and witchcraft. Ravenwolf is very much a witchcraft supporter and her point of view shows through in this book, for good and ill. A good place to start and then return to when you know a little more. Generally speaking I am not a huge fan of Silver Ravenwolf, but at the same time I am not really her target audience, so my opinion should be taken with a grain of salt.
She has similar fare in her other books, To Stir a Magick Cauldron and To Light a Sacred Flame.
http://www.amazon.com/exec/obidos/ASIN/087542791X/
I have enjoyed the anthologies of Marvin Kaye for years. Ghosts, Vampires, Demons & Devils, and now witches. I found this in the library and had to get a copy from Ebay. It is a collection of short stories about witches, warlocks and witchcraft. The quality varies, but gems are true gems.
http://www.amazon.com/exec/obidos/ASIN/0140149910/
I will post more soon.
Keep in mind that these books have nothing to do with RPGs, they are books of belief. Witchcraft is a real religion and people take their religious beliefs seriously and personally.
These books have been helpful for a variety of reasons. If for nothing else to get me to think about witches differently than other game authors have.
Encyclopedia of Witchcraft and Demonology by Russell Hope Robbins
This book has been long out of print, and I got mine at a used book store, but it is the indespensible work on witches, the witch craze and demonology. The book takes a very pro-witch point of view as it frankly discusses the murder of women, children and even men in the name of god. Not to be missed, this book has been THE source for most of my writings. Several editions are out there, mine is the 1959 edition. I have seen them on Ebay as well.
http://www.amazon.com/exec/obidos/ASIN/0517362457/
The Encyclopedia of Witches and Witchcraft by Rosemary Ellen Guiley
It would be unfair to compare this book to the work above it, because this book is very good. More a modern spin, it still deals with a variety of topics that are of interest to the witch or occult scholar. I used this book a lot when writing Eldritch Witchery. This book also has the advantage of being much newer and still available. All around a good mix of topics, witch myth is mixed in with modern Wicca, making difficult for the unlearned to know what is what. But for those who know a bosom from a common broom, then you will enjoy this book. If you have your own Bosom, then you might even find this book a little simple, but I found things there I did not know about, so I enjoyed it!
http://www.amazon.com/exec/obidos/ASIN/081603849X/
The Witch Book: The Encyclopedia of Witchcraft, Wicca, and Neo-paganism by Raymond Buckland
Another encyclopedia This one though covers less but goes deeper on it's topics. I like Buckland's writing style more than some of the others listed here. Gave me a lot of insight on various witch traditions.
http://www.amazon.com/Witch-Book-Encyclopedia-Witchcraft-Neo-paganism/dp/1578591147/
Encyclopedia of Wicca & Witchcraft by Raven Grimassi
Another encyclopedia of all things witchy. This one focuses on more modern practices, has a very large list of contacts, email and websites. Some overlap with Guiley's book. If you are interested in the nature of the religion of witches today, then this is your book. Or at least it is a good place to start.
http://www.amazon.com/exec/obidos/ASIN/1567182577/
Covencraft : Witchcraft for Three or More by Amber K
A nice a well written book for witches and lay-people (cowans) to understand what a coven is and does. This is not a primer to witches, witchcraft or wicca, this book assumes you know what you need to know and works on what you may not know. It is concise and intelligent and a good read, even for non-witches. Maybe especially for non-witches, so that others can finally learn what witches do. From Llewellyn Publications.
http://www.amazon.com/exec/obidos/ASIN/1567180183/
Witchcraft, Sorcery and Superstition by Jules Michelet, A. R. Allinson (Translator)
A good book that deals with the wicth craze of the middle ages. Discussion range from early "faerie stories" to pagan religions, to the church sanctioned murder of thousands. Sometime muddled, the book has a few rare gems. Plus it delves into the socilogy of fear, why these people did what they did. Gets as far as the Salem witch trials. Very little to do with modern witchcraft.
http://www.amazon.com/exec/obidos/ASIN/0806516860/
Cassell Dictionary of Witchcraft by David Pickering
Another in a series of encyclopedia/dictionaries about witchcraft. A very good beginners guide.
http://www.amazon.com/exec/obidos/ASIN/0304350982/
Witches by Erica Jong
More of a coffee table book than an indepth treatsie on witches or witchcraft. Heavy on the feminist side, but not man-bashing (it is an Eric "Fear of Flying" Jong book) it is visually stunning. An oversized book, so if you look for it in the library you might have to check the oversized selves. My local library cut out some of the more risque pages. So I bought my own copy.
http://www.amazon.com/exec/obidos/ASIN/0810981572/
The Modern Witch's Spellbook, Book II by Sarah Lyddon Morrison
I read this, along with Book I, years ago, towards the first drafts of my witch class. It has spells that can supposedly really cast. Never tried. But it is a good insight on how some witches view or can view magic. A picture of me reading this over the top of my glasses (Thomas Dolby style, there THAT's long ago it was!) made my High School newspaper!.
http://www.amazon.com/exec/obidos/ASIN/0806510153/
Man and His Symbols by Carl Gustav Jung
I alway's liked Jung. His psychoanalytic theory always sat better with me than Freud's. This book deals with many of the archetypes we deal thing at an uncounscious level, the witch is one of many type of female, or anima, archetypes. Jung is one of the greatest thinkers of the modern era, and this is one of his masterpieces (along with Synchronicity).
http://www.amazon.com/exec/obidos/ASIN/0440351839/
Drawing Down the Moon : Witches, Druids, Goddess-Worshipers, and Other Pagans in America Today by Margot Adler
This is the book on modern pagan practices. Since it deals with a real world religion i only used it as inspiration to the Witches Netbook I wrote. But if you want to know what is going on in the world of paganism today, then this is your first stop. It is very telling for the foresightedness of this book when you consider that it was first published in 1979!
http://www.amazon.com/exec/obidos/ASIN/014019536X/
To Ride a Silver Broomstick : New Generation Witchcraft by Silver Ravenwolf
Similar in nature to Adler's book above, this book deal with modern wicca and witchcraft. Ravenwolf is very much a witchcraft supporter and her point of view shows through in this book, for good and ill. A good place to start and then return to when you know a little more. Generally speaking I am not a huge fan of Silver Ravenwolf, but at the same time I am not really her target audience, so my opinion should be taken with a grain of salt.
She has similar fare in her other books, To Stir a Magick Cauldron and To Light a Sacred Flame.
http://www.amazon.com/exec/obidos/ASIN/087542791X/
The Penguin Book of Witches & Warlocks : Tales of Black Magic, Old & New editied by Marvin Kaye
I have enjoyed the anthologies of Marvin Kaye for years. Ghosts, Vampires, Demons & Devils, and now witches. I found this in the library and had to get a copy from Ebay. It is a collection of short stories about witches, warlocks and witchcraft. The quality varies, but gems are true gems.
http://www.amazon.com/exec/obidos/ASIN/0140149910/
I will post more soon.
Thursday, November 22, 2012
Happy Thanksgiving
To all my American readers, Happy Thanksgiving!
And to the rest of the world, Happy Thursday!
And to the rest of the world, Happy Thursday!
Wednesday, November 21, 2012
White Dwarf Wednesday #40
Around Issue 40 is where I really began to get into White Dwarf. At this point, I was the only one in my gaming circle reading it regularly and I felt it gave me an edge on those "just reading Dragon". Of course I had not experienced Imagine yet (though this issue had a big ad for Issue #1) and it would still be a couple more years before I got my hands on Dungeoneer mag.
Let's get into Issue 40, April 1983. First off I consider this one of the more iconic covers of WD. These odd aliens screamed SciFi/Fantasy Book Club to me, but I was 100% cool with that. Still am. I have no idea who these guys are, but my next SciFi game will have them as a race. The cover artist is listed as "Emmanuel".
Ian Livingstone's Editorial discusses a very good question. Why are Fantasy and Sci-Fi lumped together? This is a question that a younger, 12-year-old, Otherworlds Card-carrying self would have asked. Ian mentions he prefers SciFi films over fantasy, but fantasy games over Sci-fi ones. That fitted me to a tee. I loved Star Trek, Star Wars, and Doctor Who (83 was a HUGE year for me and the good Doctor) and I played AD&D far more than Traveller or Star Frontiers.
Dave Morris is up first with Zen and the Art of Gaming for RuneQuest. It is some setting material for a feudal Japan-like country for RuneQuest. Anything Japanese was all the rage in time period 82 to 85 or so. I recall reading this and thinking how cool it would be to try this out in AD&D, but never got around to it.
Alan E. Paul has an article on large scale massive battles for D&D, "Dungeon Master General". It is three pages long and I never read it back in the day. I never did massive battles till about 1987 and even then we used the "BattleSystem" rules. These rules seem easy to use, but still more complicated than I like. I would be a terrible Wargamer.
Critical Mass reviews some interesting books. First we have everyone knows about, White Gold Wielder by Stephen Donaldson. I am one of those people that put down the Thomas Covenant book after the rape scene. I saw no point to reading the rest. Only occasionally I regret that, but reading this review sets me more at easy. I am a fan of Lovecraft and of Moorcock so I like dark fantasy. That rape scene frankly left a bad taste in my mouth for the entire series. There is another book, Chekhov's Journey which is sci-fi but not about the Star Trek character. No this book is really best described as an early cyberpunk book. I will check it out based on that alone. They also cover Robert Lynn Asprin's Myth Directions, which I loved and they didn't.
Open Box is up with some more classics from TSR. Jim Bambra reviews C1, C2, S2, and I1. Giving them 8/10, 8/10. 8/10 and 5/10 respectively. He says that I1, Dwellers of the Forbidden City is rather mundane, though his own scores on the module should really put it more in the 6/10 or 7/10 region. Phil Masters reviews Steve Jackson Game's classic Illuminati. He praises the skill needed and the tone of the game. He says in the same breathe that the game "lacks elegance" and "Should do well in America". I will try not to take that personally. ;) It gets 7/10. We also get reviews for Starstone: A Mediaeval FRP Campaign by Northern Sages (9/10) and Soloquest 2: Scorpion Hall for RuneQuest by Chaosium (8/10). I am completely unfamiliar with those two.
Letters covers some Traveller, D&D and RuneQuest issues. No fighting this time. Some light critism on the Moria article a few issues back.
Marcus Rowland is back with an AD&D adventure for 1st to 3rd level characters, The Eagle Hunt. At 6-pages it is one of the larger of the adventures that WD has published to date.
RuneRites deals with Trading as a skill in RuneQuest.
Andy Slack has a new Explorer class scout ship for Traveller.
Fiend Factory is up and Phil Masters has more Inhuman Gods. We get the gods of the Firenewts, Flymen, Flinds (sorta) and Frogfolk. Also mentioned are Dire Raiders and Dire Corbies.
In what was always pure gold for me back then was Microview. This time we have a BASIC program for RuneQuest. Despite the fact I never played RuneQuest I typed this up. I made some tweaks to it and then would later write my own AD&D program for characters.
Treasure Chest is looking more and more "professional" The layout is sharp and clean and the magic items are also really good. The items are, Arrow of the Inner Planes, Druid's Flask, Cloth of the Wind Horse, Shaft of the Spider, Wand of Locking, and Wizard's Wand. I never used any of these to my knowledge.
We end with the Classifieds and some ads.
While there is nothing in this issue that stands out as stellar to me, the whole issue has the feel of more professionalism than previous issues. For me this is when White Dwarf came into it's own. The next 50-60 issues were great times.
Let's get into Issue 40, April 1983. First off I consider this one of the more iconic covers of WD. These odd aliens screamed SciFi/Fantasy Book Club to me, but I was 100% cool with that. Still am. I have no idea who these guys are, but my next SciFi game will have them as a race. The cover artist is listed as "Emmanuel".
Ian Livingstone's Editorial discusses a very good question. Why are Fantasy and Sci-Fi lumped together? This is a question that a younger, 12-year-old, Otherworlds Card-carrying self would have asked. Ian mentions he prefers SciFi films over fantasy, but fantasy games over Sci-fi ones. That fitted me to a tee. I loved Star Trek, Star Wars, and Doctor Who (83 was a HUGE year for me and the good Doctor) and I played AD&D far more than Traveller or Star Frontiers.
Dave Morris is up first with Zen and the Art of Gaming for RuneQuest. It is some setting material for a feudal Japan-like country for RuneQuest. Anything Japanese was all the rage in time period 82 to 85 or so. I recall reading this and thinking how cool it would be to try this out in AD&D, but never got around to it.
Alan E. Paul has an article on large scale massive battles for D&D, "Dungeon Master General". It is three pages long and I never read it back in the day. I never did massive battles till about 1987 and even then we used the "BattleSystem" rules. These rules seem easy to use, but still more complicated than I like. I would be a terrible Wargamer.
Critical Mass reviews some interesting books. First we have everyone knows about, White Gold Wielder by Stephen Donaldson. I am one of those people that put down the Thomas Covenant book after the rape scene. I saw no point to reading the rest. Only occasionally I regret that, but reading this review sets me more at easy. I am a fan of Lovecraft and of Moorcock so I like dark fantasy. That rape scene frankly left a bad taste in my mouth for the entire series. There is another book, Chekhov's Journey which is sci-fi but not about the Star Trek character. No this book is really best described as an early cyberpunk book. I will check it out based on that alone. They also cover Robert Lynn Asprin's Myth Directions, which I loved and they didn't.
Open Box is up with some more classics from TSR. Jim Bambra reviews C1, C2, S2, and I1. Giving them 8/10, 8/10. 8/10 and 5/10 respectively. He says that I1, Dwellers of the Forbidden City is rather mundane, though his own scores on the module should really put it more in the 6/10 or 7/10 region. Phil Masters reviews Steve Jackson Game's classic Illuminati. He praises the skill needed and the tone of the game. He says in the same breathe that the game "lacks elegance" and "Should do well in America". I will try not to take that personally. ;) It gets 7/10. We also get reviews for Starstone: A Mediaeval FRP Campaign by Northern Sages (9/10) and Soloquest 2: Scorpion Hall for RuneQuest by Chaosium (8/10). I am completely unfamiliar with those two.
Letters covers some Traveller, D&D and RuneQuest issues. No fighting this time. Some light critism on the Moria article a few issues back.
Marcus Rowland is back with an AD&D adventure for 1st to 3rd level characters, The Eagle Hunt. At 6-pages it is one of the larger of the adventures that WD has published to date.
RuneRites deals with Trading as a skill in RuneQuest.
Andy Slack has a new Explorer class scout ship for Traveller.
Fiend Factory is up and Phil Masters has more Inhuman Gods. We get the gods of the Firenewts, Flymen, Flinds (sorta) and Frogfolk. Also mentioned are Dire Raiders and Dire Corbies.
In what was always pure gold for me back then was Microview. This time we have a BASIC program for RuneQuest. Despite the fact I never played RuneQuest I typed this up. I made some tweaks to it and then would later write my own AD&D program for characters.
Treasure Chest is looking more and more "professional" The layout is sharp and clean and the magic items are also really good. The items are, Arrow of the Inner Planes, Druid's Flask, Cloth of the Wind Horse, Shaft of the Spider, Wand of Locking, and Wizard's Wand. I never used any of these to my knowledge.
We end with the Classifieds and some ads.
While there is nothing in this issue that stands out as stellar to me, the whole issue has the feel of more professionalism than previous issues. For me this is when White Dwarf came into it's own. The next 50-60 issues were great times.
Tuesday, November 20, 2012
This is the story of how we died.
When Gary and Dave sat down and designed Dungeons & Dragons they certainly had one thing in mind. That it should be a social game. It should be a time when friends got together and talked and had a good time. Then after the game they could talk about the game they had or share in other games. The cirlces were small back then in the Dawn Age; everyone knew everyone or were at least separated only by a person or two.
My degree of separation between me and Gygax is 1. The cousin of my regular DM ran us through an OD&D game one summer in 87. He (whose name was also Gary) had played some games with Gary Gygax back in the day. He told us we were playing "just like Gary did". Outside of some email communication with Gary Gygax in the late 90s and meeting him once at what would be his last Gen Con, that is the closest I ever got.
I am a member of what I like to call the Second Generation of Gamers. I began in 1979 but did not really get into it until 1980-81. I didn't learn at the feet of Masters. I learned mostly on my own and with other kids who had done the same. We may have known someone that knew someone that had gamed with Gygax or Arneson, but none of us had.
For argument sake I call the First Generation those that were the Masters or learned directly from them. The first gen gets fuzzy when dealing with people that learned from people that learned from the Masters. These are not static categories in my mind.
Presently I am commenting of one of James' latest posts on learning to DM/GM from the pre-made modules. (for the record I give James the benefit of the doubt of being First Gen even if he is the same age as me, started about the same time and is by his own admission more of my Second Generation ). He dislikes (maybe too strong of a word) the older modules as DM/GM tools. I love them.
I love my home-brew adventures as much as the next guy/gal loves his/her own. Though there is one thing that was never discussed back then that is fairly evident now. Running or playing those old adventures has given us all shared community. My readers/players or you and your player or people I run into at Cons more than likely did not play at my game table back in 83. But we can all talk about heading to the Cave of Chaos or the Barrier Peaks. We can all share stories of how we died in the Tomb of Horrors or the Forgotten Temples or Cities or even Realms. Is has been those shared experiences that have helped shape the culture of the game we all play.
It is an extension of the social circle that guys named Gary or Dave probably never thought of.
We can all share common stories thanks to these old modules. Share what we did, how we did it. How the characters achieved greatness and how they died. When I mention the Owlbear in the cave at the Caves of Chaos in B2 I could get dozens of stories from you all. I can ask did anyone ever shout "Bree Yark!" at the goblins? I can ask did you ever defeat Strahd.
When I was at Gen Con this past August I ran my boys through Module B1 using a mix (of course!) of D&D Basic and AD&D rules. We played for about 4 hours each night. I would say only about 2.5 hours were actual play time. The other 1.5 was devoted to people walking by to tell my kids how much fun they were going to have and how awesome the adventure was. I didn't mind. Quite the opposite in fact, I loved it. They loved it. They had the feeling they were about to experience something special, something that others had gone through when they were kids. I even joked with them in the adventure that the place had looked like it had seen hundreds of people go through the corridors over the last 30 years.
One day, maybe very soon, they will be at Gen Con or Gary Con or something else and they will say "You know I almost died in the Caves of Chaos" and someone, of same age between 100 and 10 will say "yeah! Me too!".
Monday, November 19, 2012
Adventures Dark & Deep Kickstarter
Adventures Dark & Deep is a new RPG that attempts to take the World's First and Biggest Fantasy RPG back to its early days. It takes the bones of the 1st edition game and imagines what it would have been like if Gary Gygax had stayed with TSR and released the 2nd edition of the game.
You can read more about it here:
http://greyhawkgrognard.blogspot.com/2012/11/adventures-dark-and-deep-players-manual.html and here:
http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual
You can see some of this in Joseph Bloch's other products that are part of the Adventures Dark & Deep line.
A Curious Volume of Forgotten Lore
Darker Paths 1: The Necromancer
Darker Paths 2: The Witch
I had mentioned a while back that 2nd Ed might be the next wave of the OSR. Looks like we are finally seeing some of that.
Go to the Kickstarter page and watch the video. Joe looks like what a I always thought Mordenkainen looked like, so that is worth a pledge from me for that alone!
The levels are good and well priced in my mind.
Good art and professional editing is not cheap. So I am thinking his goal is reasonable.
I don't need another retro-clone, near-clone or even alternate-reality clone (that is what I consider this and Spellcraft and Swrodplay). BUT I do like to support my fellow gamers.
So I putting in for a hard cover edition.
You can read more about it here:
http://greyhawkgrognard.blogspot.com/2012/11/adventures-dark-and-deep-players-manual.html and here:
http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-players-manual
You can see some of this in Joseph Bloch's other products that are part of the Adventures Dark & Deep line.
A Curious Volume of Forgotten Lore
Darker Paths 1: The Necromancer
Darker Paths 2: The Witch
I had mentioned a while back that 2nd Ed might be the next wave of the OSR. Looks like we are finally seeing some of that.
Go to the Kickstarter page and watch the video. Joe looks like what a I always thought Mordenkainen looked like, so that is worth a pledge from me for that alone!
The levels are good and well priced in my mind.
Good art and professional editing is not cheap. So I am thinking his goal is reasonable.
I don't need another retro-clone, near-clone or even alternate-reality clone (that is what I consider this and Spellcraft and Swrodplay). BUT I do like to support my fellow gamers.
So I putting in for a hard cover edition.
Return to the Dungeon!
So last month I picked up the newest version of the classic Dungeon! broad game. Now like many of the gamers my age I also had one of the earlier versions of Dungeon. The one I had is not depicted below.
How does the new one measure up?
Well quite well to be honest. The older character "classes" of Elf, Hero, Super Hero and Wizard are now gone. Replaced with Rogue, Cleric, Fighter and Wizard.
The rules really have not changed. So any house rules or mods you did back then will still work today.
The board really has changed much. It is smaller than the "1st Edition" or "3rd Edition" versions depicted above. This puts it closer to the overall feel of the "2nd Edition" version (that I originally owned, but don't have anymore) with the "RIP" cards.
So in this version you don't lay the cards on the map, you instead keep them in a stack and when a room is empty you put a little RIP marker on it.
In the older versions you could use your D&D minis on them. The newer board is slightly smaller so it makes using the D&D minis harder. There are no plastic pawns or small monochrome plastic minis, this version has heavy card stock.
It's not any closer to D&D than it ever was. The board is the same. The rules are the same and we still had a blast.
If you never played Dungeon! then you can still play it now. If you have a younger child in your family or extended family then this is a great game. And maybe just maybe it is also a good introduction to D&D.
How does the new one measure up?
Well quite well to be honest. The older character "classes" of Elf, Hero, Super Hero and Wizard are now gone. Replaced with Rogue, Cleric, Fighter and Wizard.
The rules really have not changed. So any house rules or mods you did back then will still work today.
The board really has changed much. It is smaller than the "1st Edition" or "3rd Edition" versions depicted above. This puts it closer to the overall feel of the "2nd Edition" version (that I originally owned, but don't have anymore) with the "RIP" cards.
So in this version you don't lay the cards on the map, you instead keep them in a stack and when a room is empty you put a little RIP marker on it.
In the older versions you could use your D&D minis on them. The newer board is slightly smaller so it makes using the D&D minis harder. There are no plastic pawns or small monochrome plastic minis, this version has heavy card stock.
It's not any closer to D&D than it ever was. The board is the same. The rules are the same and we still had a blast.
If you never played Dungeon! then you can still play it now. If you have a younger child in your family or extended family then this is a great game. And maybe just maybe it is also a good introduction to D&D.
Sunday, November 18, 2012
Another Review for the Witch!
Stelios over at d20 Dark Ages has a very good review up for my latest book The Witch!
http://d20darkages.blogspot.com/2012/11/review-witch-by-timothy-brannan_16.html
He gives it 4.5 out of 5 stars, so that is great!
He did mention that a bibliography would have been nice and I agree. Part of my "d20 upbringing" was being very active on the old OGL and OGF email lists and there was much discussion on whether or not a bib could be part of an OGL product. Well eventually I think it came down on the said of yes it was ok, but I err on the side of caution when it comes to these things.
That all being said I think I will post a quasi-annotated bibliography. I'll just need to put it all together.
So thank you Stelios! I am very please you liked my book.
I talked to the publisher today and the files for the print version have been sent in so we should know once the proofs come back.
http://d20darkages.blogspot.com/2012/11/review-witch-by-timothy-brannan_16.html
He gives it 4.5 out of 5 stars, so that is great!
He did mention that a bibliography would have been nice and I agree. Part of my "d20 upbringing" was being very active on the old OGL and OGF email lists and there was much discussion on whether or not a bib could be part of an OGL product. Well eventually I think it came down on the said of yes it was ok, but I err on the side of caution when it comes to these things.
That all being said I think I will post a quasi-annotated bibliography. I'll just need to put it all together.
So thank you Stelios! I am very please you liked my book.
I talked to the publisher today and the files for the print version have been sent in so we should know once the proofs come back.
Saturday, November 17, 2012
Zatannurday: For the Cosplayers!
Not sure how tuned in to geek/nerd subculture you all are.
I consider myself fairly knowledgeble and yet something still pops up that I either didn't know about or leaves me scratching my head.
This one though just irritates me.
Here are some links, you can read them. Long story short comic book illustrator Tony Harris doesn't like cosplayers.
http://www.buzzfeed.com/donnad/comic-book-illustrator-tony-harris-hates-women-co
http://dcwomenkickingass.tumblr.com/post/35644420254/tonyharris
and one from Other Side favorite Strikes Twice, http://strikes-twice.deviantart.com/#/d5l04ol
I am not going to have this conversation. Again. If there is someone in fandom and you don't like them or think they don't belong there then the trouble might be with you, and not them.
Today has been declared as Cosplay Appreciation Day!
http://sourcefednews.com/nerd-porn-google-tvs-and-sexist-geeks/
So I am going to celebrate the cosplayer today.
Thank you. To all the cosplayers out there that take the time, the money and the interest to share our fandom. Whether you are dressing up as a comic book character, game character or someone from a movie you have helped improve the total social standing of geeks and nerds (of which I am a proud member) everywhere.
Completed Zatanna by ~Strawberry-Photo on deviantART
Zatanna by ~Lola-Gainsborough on deviantART
Lady Z by ~Lola-Gainsborough on deviantART
Zatanna by ~Riddle1 on deviantART
My Zatanna Zatara Cosplay by *MissLola-art on deviantART
Zatanna Zatara by *MissLola-art on deviantART
Steampunk Zatanna by ~sphingosine on deviantART
Steampunk Zatanna Cosplay by Sphingosine by ~SNTP on deviantART
Zatanna Cosplay 5 by ~Refugeewolf on deviantART
Zatanna Zatara (YJ) by ~TrineMeincke on deviantART
Zatanna Zatara - Otakon 2012 by ~mariegreycosplay on deviantART
Zatanna Zatara - Otakon 2012 by ~mariegreycosplay on deviantART
Zatanna Zatara teaser 2 by *ParLitphotography on deviantART
Zatanna Zatara Is Here To Stay by ~AmeZaRain on deviantART
Zatanna Zatara Cosplay by *MissLola-art on deviantART
Zatanna Zatara Cosplay by *MissLola-art on deviantART
annataZ by ~Cujo-Escariot on deviantART
They all look fantastic!
I consider myself fairly knowledgeble and yet something still pops up that I either didn't know about or leaves me scratching my head.
This one though just irritates me.
Here are some links, you can read them. Long story short comic book illustrator Tony Harris doesn't like cosplayers.
http://www.buzzfeed.com/donnad/comic-book-illustrator-tony-harris-hates-women-co
http://dcwomenkickingass.tumblr.com/post/35644420254/tonyharris
and one from Other Side favorite Strikes Twice, http://strikes-twice.deviantart.com/#/d5l04ol
I am not going to have this conversation. Again. If there is someone in fandom and you don't like them or think they don't belong there then the trouble might be with you, and not them.
Today has been declared as Cosplay Appreciation Day!
http://sourcefednews.com/nerd-porn-google-tvs-and-sexist-geeks/
So I am going to celebrate the cosplayer today.
Thank you. To all the cosplayers out there that take the time, the money and the interest to share our fandom. Whether you are dressing up as a comic book character, game character or someone from a movie you have helped improve the total social standing of geeks and nerds (of which I am a proud member) everywhere.
Completed Zatanna by ~Strawberry-Photo on deviantART
Zatanna by ~Lola-Gainsborough on deviantART
Lady Z by ~Lola-Gainsborough on deviantART
Zatanna by ~Riddle1 on deviantART
My Zatanna Zatara Cosplay by *MissLola-art on deviantART
Zatanna Zatara by *MissLola-art on deviantART
Steampunk Zatanna by ~sphingosine on deviantART
Steampunk Zatanna Cosplay by Sphingosine by ~SNTP on deviantART
Zatanna Cosplay 5 by ~Refugeewolf on deviantART
Zatanna Zatara (YJ) by ~TrineMeincke on deviantART
Zatanna Zatara - Otakon 2012 by ~mariegreycosplay on deviantART
Zatanna Zatara - Otakon 2012 by ~mariegreycosplay on deviantART
Zatanna Zatara teaser 2 by *ParLitphotography on deviantART
Zatanna Zatara Is Here To Stay by ~AmeZaRain on deviantART
Zatanna Zatara Cosplay by *MissLola-art on deviantART
Zatanna Zatara Cosplay by *MissLola-art on deviantART
annataZ by ~Cujo-Escariot on deviantART
They all look fantastic!
Friday, November 16, 2012
Bathory for M&M3
As many of you all know I am huge fan of the Erzsébet Báthory story/mthyos. Well, fan is an od word for a woman that mostly likely killed hundreds of young girls. But you know what I mean.
Anyway there is a new product out now adding her to the Mutants & Masterminds 3rd Edition game and you all also know what a fan I am of that!
Bathory - AoV Solo (M&M3e) from Xion Studios is now out.
Here is my review:
--
Vampires have an odd role to play in a supers game, something this book recognizes.
This takes one of the most iconic vampires in myth and one of the most notorious real-life killer and adds her to the Mutants & Masterminds 3.0 game.
The author gives us an interesting back story that should be familiar to most anyone with an interest in vampires. There is a new, more up-to-date backstory of her activities from 2001 and on.
The crunch part, her stats and powers are good and they look "right" to me.
There is also a template for a Bathory-lineage vampire, which is a good one to use in a game. Her PL is only 9, which makes her a good threat against normal humans or PL5 young supers.
Her PL is 12. That puts her at the same level I would expect.
I am not 100% sold on her being in a Goth Metal Band myself, but it certainly looks like it works here.
6 pages: cover art, condensed OGL statement and a lot of stuff to use in your game. You are getting a lot for your buck here.
--
So yeah I am going to give this one a go. I have stated up Elizabeth many times including Mutants & Masterminds 2nd ed, so if I use her again I might stick with my own backstory. I DO like the idea of a vampire fronted goth band. Maybe I will save that for another vampire.
For your enjoyment here are the stats for Erzsébet Báthory other games. Mine are a little higher, but that is ok.
Anyway there is a new product out now adding her to the Mutants & Masterminds 3rd Edition game and you all also know what a fan I am of that!
Bathory - AoV Solo (M&M3e) from Xion Studios is now out.
Here is my review:
--
Vampires have an odd role to play in a supers game, something this book recognizes.
This takes one of the most iconic vampires in myth and one of the most notorious real-life killer and adds her to the Mutants & Masterminds 3.0 game.
The author gives us an interesting back story that should be familiar to most anyone with an interest in vampires. There is a new, more up-to-date backstory of her activities from 2001 and on.
The crunch part, her stats and powers are good and they look "right" to me.
There is also a template for a Bathory-lineage vampire, which is a good one to use in a game. Her PL
Her PL is 12. That puts her at the same level I would expect.
I am not 100% sold on her being in a Goth Metal Band myself, but it certainly looks like it works here.
6 pages: cover art, condensed OGL statement and a lot of stuff to use in your game. You are getting a lot for your buck here.
--
So yeah I am going to give this one a go. I have stated up Elizabeth many times including Mutants & Masterminds 2nd ed, so if I use her again I might stick with my own backstory. I DO like the idea of a vampire fronted goth band. Maybe I will save that for another vampire.
For your enjoyment here are the stats for Erzsébet Báthory other games. Mine are a little higher, but that is ok.
Witch Traditions
With print copy of the Witch on the way and the ebook/print version of Eldritch Witchery also coming along I thought I'd spend some time talking about Witch Traditions.
What is a Tradition for the Witch class?
Historically Tradition is like a style or even a denomination of Witchcraft. In my books Traditions are styles of witchcraft too, but it is also a bit more.
On the roleplaying side a Tradition helps define what sort of witch they are. Their background, how they learned to be a witch and how they get their Powers and Spells. It also help define what their familiar is like. For example a witch might roll and get "Toad", but for a Faerie witch this toad could be a nature spirit, for a Maleficia it is a small demon. In both cases it just happens to look and act like a toad.
On the crunch side it tells you what sort Occult Powers you gain
Each book has a different set of Traditions so if you do get them both then there is something new in each one (there are more difference than just this, but this is what I am talking about today). The Traditions are roughly set up the same way and have particulars according to their supported rules, but translation is easy.
The Witch
Aquarian
Classical
Faerie
Family
Maleficia
Eclectic
Demi-humans
Xothia (Dwarf)
Kuruni (Elf)
Good Walker (Gnome)
Bogglebos (Half-orc, orc, goblinoid)
Herb Woman (Halfling)
Eldritch Witchery
Witches (Traditions)
Craft of the Wise
Tradition of the Magna Mater (Great Mother)
Demonic
Faerie
Gypsy
Warlocks (Lodges)
Goetic Scholar
Hermetic Brother
Scholar of the Scholomance
Secret Masters of the Invisible College
There are even new Traditions in the upcoming Player's Companion for the Adventurer Conqueror King System. I had some input on how the new ACKS Witch works (not a lot but some) and some of it was based on some of my earlier work. Bottom line for you. The ACKS witch is very compatible with the witch from "The Witch" and "Eldritch Witchery". There are also Shaman and Warlock classes in ACK-PC that would mix in great with any game that has a witch in it.
ACKS though is based on 14 levels, Eldritch Witchery on 20 levels and The Witch on the classic B/X 36 levels. So you will need to move the powers across the levels some.
The ACKS-PC witch gains special powers by Tradition at 1st, 3rd, 5th and 7th level.
The Witch gets occult powers at 1st, 7th, 13th, 19th, 26th and 31st levels.
In Eldritch Witchery the witch gains her Occult powers at 1st, 7th, 13th and 19th level.
For my witches the 1st level power is a familiar. The Witch and EW can be played just as easily with 14 or 20 levels. Well...13 and 20 actually works better in my mind (make the 21st level witch the Queen of Witches).
I am not going to mention the traditions in the ACKS Player's Companion. I will wait till it comes out. Sufice it to say there are two that are roughly the same (and this gives a base to compare) and the others that are new. All of them are given the ACKS-world twist.
Charles Myers, a contibutor to the ACKS Witch class has even put up some new Traditions on his own blog.
I have not tried to convert these yet, but my rough eyeballing of them tells me they should work fine.
If you picked up Joesph Bloch's wonderful Adventures Dark and Deep Witch or Jonathan Becker's Witch from the Complete B/X Adventurer then you can also use this with them and visa versa by implementing the Tradition idea.
Joesph Bloch's presents a deliciously evil witch I really want to run under B/X rules. I would probably call her a Malevolent Witch (Malefic was already taken). This witch is limited to 13th level so she is a good fir with ACKS-PC. Or use this witch in place of my Malefic one. Joe makes a lot of great points in his book on how to play an evil witch.
Jonathan Becker's witch is harder to fit in, though I do love how it works. In this case choose one or the other witch and then take the things you like from the other books.
Daniel Proctor put together a "Diabolic Witch" for OSRIC that would also port over nicely.
One thing that ALL the books have that will thrill the witch player is spells. Lots and lots of spells
These are not the only Traditions you can use (but it is a lot!). You are certainly free to make up your own.
What is a Tradition for the Witch class?
Historically Tradition is like a style or even a denomination of Witchcraft. In my books Traditions are styles of witchcraft too, but it is also a bit more.
On the roleplaying side a Tradition helps define what sort of witch they are. Their background, how they learned to be a witch and how they get their Powers and Spells. It also help define what their familiar is like. For example a witch might roll and get "Toad", but for a Faerie witch this toad could be a nature spirit, for a Maleficia it is a small demon. In both cases it just happens to look and act like a toad.
On the crunch side it tells you what sort Occult Powers you gain
Each book has a different set of Traditions so if you do get them both then there is something new in each one (there are more difference than just this, but this is what I am talking about today). The Traditions are roughly set up the same way and have particulars according to their supported rules, but translation is easy.
![]() |
| Halfling Herb Woman - Daniel Brannan |
Aquarian
Classical
Faerie
Family
Maleficia
Eclectic
Demi-humans
Xothia (Dwarf)
Kuruni (Elf)
Good Walker (Gnome)
Bogglebos (Half-orc, orc, goblinoid)
Herb Woman (Halfling)
Eldritch Witchery
Witches (Traditions)
Craft of the Wise
Tradition of the Magna Mater (Great Mother)
Demonic
Faerie
Gypsy
Warlocks (Lodges)
Goetic Scholar
Hermetic Brother
Scholar of the Scholomance
Secret Masters of the Invisible College
There are even new Traditions in the upcoming Player's Companion for the Adventurer Conqueror King System. I had some input on how the new ACKS Witch works (not a lot but some) and some of it was based on some of my earlier work. Bottom line for you. The ACKS witch is very compatible with the witch from "The Witch" and "Eldritch Witchery". There are also Shaman and Warlock classes in ACK-PC that would mix in great with any game that has a witch in it.
ACKS though is based on 14 levels, Eldritch Witchery on 20 levels and The Witch on the classic B/X 36 levels. So you will need to move the powers across the levels some.
The ACKS-PC witch gains special powers by Tradition at 1st, 3rd, 5th and 7th level.
The Witch gets occult powers at 1st, 7th, 13th, 19th, 26th and 31st levels.
In Eldritch Witchery the witch gains her Occult powers at 1st, 7th, 13th and 19th level.
For my witches the 1st level power is a familiar. The Witch and EW can be played just as easily with 14 or 20 levels. Well...13 and 20 actually works better in my mind (make the 21st level witch the Queen of Witches).
I am not going to mention the traditions in the ACKS Player's Companion. I will wait till it comes out. Sufice it to say there are two that are roughly the same (and this gives a base to compare) and the others that are new. All of them are given the ACKS-world twist.
Charles Myers, a contibutor to the ACKS Witch class has even put up some new Traditions on his own blog.
- Razor Hag Tradition
- Kindred Witch Tradition (similar to my Family witch in many ways)
- Winter Witch Tradition (this one might be am favorite)
- Tempestarii Witch Tradition
I have not tried to convert these yet, but my rough eyeballing of them tells me they should work fine.
If you picked up Joesph Bloch's wonderful Adventures Dark and Deep Witch or Jonathan Becker's Witch from the Complete B/X Adventurer then you can also use this with them and visa versa by implementing the Tradition idea.
Joesph Bloch's presents a deliciously evil witch I really want to run under B/X rules. I would probably call her a Malevolent Witch (Malefic was already taken). This witch is limited to 13th level so she is a good fir with ACKS-PC. Or use this witch in place of my Malefic one. Joe makes a lot of great points in his book on how to play an evil witch.
Jonathan Becker's witch is harder to fit in, though I do love how it works. In this case choose one or the other witch and then take the things you like from the other books.
Daniel Proctor put together a "Diabolic Witch" for OSRIC that would also port over nicely.
One thing that ALL the books have that will thrill the witch player is spells. Lots and lots of spells
These are not the only Traditions you can use (but it is a lot!). You are certainly free to make up your own.
Thursday, November 15, 2012
Amazing Adventures!
I picked up Amazing Adventures at this past Gen Con and I have been having some fun with it.
Despite my fondness of Victorian and Modern games I am not a big "Pulp" gamer. I am however a new(ish) big fan of Castles and Crusades.
I have had this idea of mixing the games for some time now. AA has a lot of features I like. For example I like the idea of some mad science in my "D&D" like worlds. I like the AA sorcerers as well since they save the effort of coming up with a lot of new magic types (which I enjoy, but is time consuming).
I also like that one of "my" favorite house rules is now part of the game. Instead of the 12/18 split for primes for CBs AA has a flat CB of 15 with bonuses (and this gives it more of a cinematic feel in my mind).
This gives me the feel of a more pulpy-cinematic style C&C game. I mean that is how I played it in the 80s anyway, fresh out of Raiders of the Lost Ark!
Has anyone else picked this up?
Are you using it, mixing it with C&C or any other game?
Links
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748
http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
Despite my fondness of Victorian and Modern games I am not a big "Pulp" gamer. I am however a new(ish) big fan of Castles and Crusades.
I have had this idea of mixing the games for some time now. AA has a lot of features I like. For example I like the idea of some mad science in my "D&D" like worlds. I like the AA sorcerers as well since they save the effort of coming up with a lot of new magic types (which I enjoy, but is time consuming).
I also like that one of "my" favorite house rules is now part of the game. Instead of the 12/18 split for primes for CBs AA has a flat CB of 15 with bonuses (and this gives it more of a cinematic feel in my mind).
This gives me the feel of a more pulpy-cinematic style C&C game. I mean that is how I played it in the 80s anyway, fresh out of Raiders of the Lost Ark!
Has anyone else picked this up?
Are you using it, mixing it with C&C or any other game?
Links
http://rpg.drivethrustuff.com/product/106153/Amazing-Adventures%21?affiliate_id=10748
http://www.trolllord.com/store/product_info.php?cPath=22&products_id=211
More WotC Reprints and New Material
So you might have seen all of this in the blogs already. If not here are some links.
- http://greyhawkgrognard.blogspot.com/2012/11/wotc-to-publish-new-ad-material.html
- http://aventurasroleras.blogspot.com/2012/11/wizard-sigue-con-suplementos-old-school.html
- http://5stonegames.blogspot.com/2012/11/the-revolution-is-over-we-won-lets-play.html
Here are the links to the WotC pages for the upcoming products,
- Unearthed Arcana, http://wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/1Eunearthedarcana
- Hardcover A-series, http://wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/a-series
- Hardcover S-series, http://wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/s-series
This is awesome of course. The A-series even comes with an all new A0 introduction adventure.
My thoughts on these.
Unearthed Arcana. For me nothing draws a cleaner line between the "Generation 1" old-schoolers and the "Generation 2" old-schoolers than their opinions on Unearthed Arcana. Generation 1 hates it. Generation 2 loves it.
I loved Unearthed Arcana. Not just because it gave me new classes and spells but it meant that this wonderful game I had been playing will continue to grow. So yeah I loved the goofy Barbarian and Cavalier. I didn't care that the Paladin I had been playing all this time now suddenly was changed, I thought it was great.
I like how this new version looks. I will agree though with the Generation 1 old-schoolers on one point. The original UA had terrible binding. This one can only be an improvement and I understand that it includes all the errata.
I like how this new version looks. I will agree though with the Generation 1 old-schoolers on one point. The original UA had terrible binding. This one can only be an improvement and I understand that it includes all the errata.
The A Series is an odd one for me. I never sought out to collect it, never really considered it much back in the day except when going through it and my new Assassin character was killed. It is also the one I am looking forward to the most. For starters it will be perfect for my kids new AD&D game. Secondly and the most important is it will include the first new AD&D adventure to be published by WotC since they took over TSR. They are supporting an edition other the current version. I don't care how jaded you are this is a big deal. Yes, of course it is about making money. It is ALWAYS about making money, but they are doing it in a way that supports old-school gaming.
The S Series was one of my favorite series of modules. I have many copies of the original adventures and even some I have for all 4 editions of D&D/AD&D. I even have the softcover "Super module" they released years ago. I went and had it bound into a hard cover. So while I am happy about this one, I am less excited about getting it. I bet I still will though. My kids have already gone though half of the S modules though.
Again I will say if you are an "OSR" publisher I would be getting your A game ready. We seem to be in an odd lame-duck period between 4e and 5e. Maybe WotC (who has nothing else so far on their calendar) is going to fill this with 1e products.
Again I will say if you are an "OSR" publisher I would be getting your A game ready. We seem to be in an odd lame-duck period between 4e and 5e. Maybe WotC (who has nothing else so far on their calendar) is going to fill this with 1e products.
Wednesday, November 14, 2012
White Dwarf #39
White Dwarf #39 is another watershed issue for the series and for me in particular. Now typically I remember this as Issue 40 and always think of Issue 40 on as the time I began to get WD regularly. Up to this point my exposure to White Dwarf was either via photocopy or reading it through friends.
So this is going to be well covered ground for me. Maybe not easily remembered ground, but I have certainly been here before. This will continue till around the 60s or 70s.
Ok let's get going. What does March 1983 give us? Well we have the new White Dwarf logo for starters. This will be with us for the entire run of White Dwarf, well at least the entire run I plan on doing here (issue 100 or so).
The editorial is about all these changes and some coming up for 1983 including a new comic. Frankly I have been happy with the fact that there haven't been any comics in WD. We will see.
Up first is Fiend Factory with more non-human Deities. We get the gods of the Aarakocra, Bodachs (from WD 17), Bullywugs, Crabmen, Desert Raiders, and Dire Corbies. Not a bad collection really.
Open Box has a bunch of reviews. Marcus Rowland gives a mixed set of reviews to the first four D&D Endless Quest books (ranging 4 to 7/10). Nicholas JR Dougan gives a 7/10 to Flying Buffalo's Citybook 1. He likes the book for ideas but bemoans the lack of ready to use city. He particularly likes the adventure ideas. Both FASA and GDW offer a couple of books each for Traveller. Bob McWilliams gives the FASA books, Rescue on Galetea and the Trail of the Sky Raiders a 6/10 and 8/10 respectively. Andy Slack gives the more detail to the two GD books, Prison Planet and Night of Conquest/Divine Intervention. He gives them an overall score of 5/10 and 9/10 respectively.
Dave Morris gives us a new bit for Runequest, Runeblades. There is a lot of really cool swords here and I think we used a number of these. For us back in 83 playing our goofy hybrid of D&D and AD&D, Runequest was "serious fucking gaming" and anything from Runequest immediately had the air of being cool to us.
An Introduction to Traveller is back and this issue Andy Slack talks about Campaigns. I liked this article. I had my own ideas about what to do in Traveller and it usually had something more Star Treky in mind.
Marcus L. Rowland gives us something new for White Dwarf and in RPG mags in general, a new adventure for Champions. Slayground is designed for 3-5 player characters. The adventure is only 4 pages and I really have nothing to compare it to, but I really like seeing it here. Love to see more than just normal D&D stuff.
Starbase is up next with Starship Security for Traveller. Not bad, I don't think I have ever really read it before.
In a treat we get another adventure. This time it is one for AD&D. The Daughters of Danu using the monsters from the Fiend Factory from WD #37 and #38. Three pages, it is a good little adventure for a side quest.
Letters this month has a couple of letters focusing on the Necromancer debate.
A new feature is Critical Mass covers books in sci-fi and fantasy. This issue they cover the potential 1982 Hugo winners. Among my faves covered are Robert A. Heinlein's "Friday" and "2010" by Arthur C. Clarke.
Lew Pulsipher has more information on how to play monsters. Great stuff for the time really, but something I think we all kinda do now. OR at least I do.
There are some Runequest monsters that can be easily adapted to D&D, which is what I would do at the time. They are good as they are to be honest.
Treasure Chest has three new NPCs for AD&D including a neat 1/2 caveman, 1/2 frost giant barbarian like guy. Not sure how that guy came about, but he is a neat guy.
We end with a few pages of ads.
We are now in the time period I consider more "my" proper time frame of White Dwarf. I am really looking forward to the 40s.
So this is going to be well covered ground for me. Maybe not easily remembered ground, but I have certainly been here before. This will continue till around the 60s or 70s.
Ok let's get going. What does March 1983 give us? Well we have the new White Dwarf logo for starters. This will be with us for the entire run of White Dwarf, well at least the entire run I plan on doing here (issue 100 or so).
The editorial is about all these changes and some coming up for 1983 including a new comic. Frankly I have been happy with the fact that there haven't been any comics in WD. We will see.
Up first is Fiend Factory with more non-human Deities. We get the gods of the Aarakocra, Bodachs (from WD 17), Bullywugs, Crabmen, Desert Raiders, and Dire Corbies. Not a bad collection really.
Open Box has a bunch of reviews. Marcus Rowland gives a mixed set of reviews to the first four D&D Endless Quest books (ranging 4 to 7/10). Nicholas JR Dougan gives a 7/10 to Flying Buffalo's Citybook 1. He likes the book for ideas but bemoans the lack of ready to use city. He particularly likes the adventure ideas. Both FASA and GDW offer a couple of books each for Traveller. Bob McWilliams gives the FASA books, Rescue on Galetea and the Trail of the Sky Raiders a 6/10 and 8/10 respectively. Andy Slack gives the more detail to the two GD books, Prison Planet and Night of Conquest/Divine Intervention. He gives them an overall score of 5/10 and 9/10 respectively.
Dave Morris gives us a new bit for Runequest, Runeblades. There is a lot of really cool swords here and I think we used a number of these. For us back in 83 playing our goofy hybrid of D&D and AD&D, Runequest was "serious fucking gaming" and anything from Runequest immediately had the air of being cool to us.
An Introduction to Traveller is back and this issue Andy Slack talks about Campaigns. I liked this article. I had my own ideas about what to do in Traveller and it usually had something more Star Treky in mind.
Marcus L. Rowland gives us something new for White Dwarf and in RPG mags in general, a new adventure for Champions. Slayground is designed for 3-5 player characters. The adventure is only 4 pages and I really have nothing to compare it to, but I really like seeing it here. Love to see more than just normal D&D stuff.
Starbase is up next with Starship Security for Traveller. Not bad, I don't think I have ever really read it before.
In a treat we get another adventure. This time it is one for AD&D. The Daughters of Danu using the monsters from the Fiend Factory from WD #37 and #38. Three pages, it is a good little adventure for a side quest.
Letters this month has a couple of letters focusing on the Necromancer debate.
A new feature is Critical Mass covers books in sci-fi and fantasy. This issue they cover the potential 1982 Hugo winners. Among my faves covered are Robert A. Heinlein's "Friday" and "2010" by Arthur C. Clarke.
Lew Pulsipher has more information on how to play monsters. Great stuff for the time really, but something I think we all kinda do now. OR at least I do.
There are some Runequest monsters that can be easily adapted to D&D, which is what I would do at the time. They are good as they are to be honest.
Treasure Chest has three new NPCs for AD&D including a neat 1/2 caveman, 1/2 frost giant barbarian like guy. Not sure how that guy came about, but he is a neat guy.
We end with a few pages of ads.
We are now in the time period I consider more "my" proper time frame of White Dwarf. I am really looking forward to the 40s.
Tuesday, November 13, 2012
LL + MF + The Witch = ????
I 'd still love to do my Adventure Time (Labyrinth Lord + Mutant Future) mashup game sometime.
It would be a blast.
Plus I think I have found the perfect muse in adding my Witch class to the mix (since we have seen a lot of witches in Adventure time already).
Witchcraft by ~EllisSummer on deviantART
How awesome is that! Maybe it's just me, but I think it is awesome.
It would be a blast.
Plus I think I have found the perfect muse in adding my Witch class to the mix (since we have seen a lot of witches in Adventure time already).
Witchcraft by ~EllisSummer on deviantART
How awesome is that! Maybe it's just me, but I think it is awesome.
Another Review for the Witch
Woo hoo!
David Brawley over at Tower of the Archmage just put up his review of my new book The Witch.
Have a look: http://towerofthearchmage.blogspot.com/2012/11/review-witch.html
He gives it a solid 4 out of 5 on DriveThruRPG as well!
http://rpg.drivethrustuff.com/product_reviews_info.php?&reviews_id=82677&products_id=107132
We should be seeing a print copy soon. But to tide you over don't forget the PDF is still available.
http://rpg.drivethrustuff.com/product/107132/The-Witch%3A-A-sourcebook-for-Basic-Edition-fantasy-games?affiliate_id=10748
Thanks so much!!
David Brawley over at Tower of the Archmage just put up his review of my new book The Witch.
Have a look: http://towerofthearchmage.blogspot.com/2012/11/review-witch.html
He gives it a solid 4 out of 5 on DriveThruRPG as well!
http://rpg.drivethrustuff.com/product_reviews_info.php?&reviews_id=82677&products_id=107132
We should be seeing a print copy soon. But to tide you over don't forget the PDF is still available.
http://rpg.drivethrustuff.com/product/107132/The-Witch%3A-A-sourcebook-for-Basic-Edition-fantasy-games?affiliate_id=10748
Thanks so much!!
Confession Time: Gamma World
I have a dark confession to make.
I have never played Gamma World. Not even once.
I have barley even cracked open one of the books.
It hasn't been out of lack of want, more it has never been in the same place I have been for any amount of time. Also, and this is the biggest deal, I don't own a copy of any of the 7 editions of the game. Though if I were to play it I would want to play the original first edition (pictured).
Yes I know I have easy access to Mutant Future, it's not exactly the same thing is it. Very. very close yes, but not the same.
Part of the problem, for me at least, came from the fact that GW was always the 70s view of technology and by the time I had thought about playing it it was the mid 80s. We knew then (and even when it was written really) that mutations don't happen like that.
Trouble is I let that get in the way of what could have been a great time with a game.
It struck me that the time is right for a Gamma World like game again. Post-Apoc (with or without Zombies) is fashionable again. Hunger Games, Revolution and even specials on History Channel are all about what to do during and after The End.
What has has really got me thinking about shows like the obviously D&D and Gamma World influenced "Adventure Time". I did a couple of posts on the show a while back featuring the stars Finn the Human and Jake the Dog.
Honestly if I were to ever play a "Gamma World" style game it would most likely be Mutant Future. 1st Edition Gamma World typically goes for a lot of money on eBay whereas Mutant Future can be had for under $25. But still. Having a copy of this would make for a nice addition to my game collection. I'll have to keep looking and find one at a good price. I do enjoy the challenge of finding an out of print game.
I have never played Gamma World. Not even once.
I have barley even cracked open one of the books.
It hasn't been out of lack of want, more it has never been in the same place I have been for any amount of time. Also, and this is the biggest deal, I don't own a copy of any of the 7 editions of the game. Though if I were to play it I would want to play the original first edition (pictured).
Yes I know I have easy access to Mutant Future, it's not exactly the same thing is it. Very. very close yes, but not the same.
Part of the problem, for me at least, came from the fact that GW was always the 70s view of technology and by the time I had thought about playing it it was the mid 80s. We knew then (and even when it was written really) that mutations don't happen like that.
Trouble is I let that get in the way of what could have been a great time with a game.
It struck me that the time is right for a Gamma World like game again. Post-Apoc (with or without Zombies) is fashionable again. Hunger Games, Revolution and even specials on History Channel are all about what to do during and after The End.
What has has really got me thinking about shows like the obviously D&D and Gamma World influenced "Adventure Time". I did a couple of posts on the show a while back featuring the stars Finn the Human and Jake the Dog.
Honestly if I were to ever play a "Gamma World" style game it would most likely be Mutant Future. 1st Edition Gamma World typically goes for a lot of money on eBay whereas Mutant Future can be had for under $25. But still. Having a copy of this would make for a nice addition to my game collection. I'll have to keep looking and find one at a good price. I do enjoy the challenge of finding an out of print game.
Monday, November 12, 2012
Blast from the Past: Sun Priest
I was cruising around the blogs today and I discovered a link to a old Netbook released back in 1998.
Back then the members of the online mailing list ADND-L got together and collaborated on a netbook of new material for the then reigning edition of D&D, AD&D 2nd Ed. They took their project one step further and had an introduction written by none other than Gary Gygax himself.
The book was called "Unearthed Arcania" (note the spelling).
You can grab a copy here: http://www.saintsilver.com/zayix/new_site/Media/netbooks/Unearthed_Arcania.pdf
or here:
http://gnba.netdemons.com/books/olik/Files/UnearthedArcania11_W97.zip (zipped Word 97 format).
One of the contributors was none other than yours truly.
My contribution was a new Priest "Kit" (read sub-class), the Sun Priest.
The Sun Priest shares some DNA with the Witch. As I was working on the Witch class I also had plenty of research and material left over. I also created a Healer class, a Necromancer variant and the Sun Priest.
I think I should update it someday for either Basic Era (BFRPG, LL) or Advanced Era (OSRIC, LL-AE) play.
I had mentioned my Sun Priests very, very briefly before. I think it might be fun to revisit the class with 14+ more years of perspective.
Back then the members of the online mailing list ADND-L got together and collaborated on a netbook of new material for the then reigning edition of D&D, AD&D 2nd Ed. They took their project one step further and had an introduction written by none other than Gary Gygax himself.
The book was called "Unearthed Arcania" (note the spelling).
You can grab a copy here: http://www.saintsilver.com/zayix/new_site/Media/netbooks/Unearthed_Arcania.pdf
or here:
http://gnba.netdemons.com/books/olik/Files/UnearthedArcania11_W97.zip (zipped Word 97 format).
One of the contributors was none other than yours truly.
My contribution was a new Priest "Kit" (read sub-class), the Sun Priest.
The Sun Priest shares some DNA with the Witch. As I was working on the Witch class I also had plenty of research and material left over. I also created a Healer class, a Necromancer variant and the Sun Priest.
I think I should update it someday for either Basic Era (BFRPG, LL) or Advanced Era (OSRIC, LL-AE) play.
I had mentioned my Sun Priests very, very briefly before. I think it might be fun to revisit the class with 14+ more years of perspective.
Saturday, November 10, 2012
Zatannurday: Hero Clix 2!!
I didn't forget! I was waiting on this.
A while back I posted some Zatanna Heroclix.
Well now thanks to reader and fellow blogger Justin Isaac look what I got in the mail today!
Wish I could take a clearer picture, but it is the only Zatanna I didn't have!
And here is the "enjoy!" envelope it came in
She looks great with my others.
And with my other witches!
Thanks so much Justin for making my Zatannurday perfect!
Check out his blog (with cool ass supers) at the Halls of the Nephilim, http://punverse.blogspot.com/
A while back I posted some Zatanna Heroclix.
Well now thanks to reader and fellow blogger Justin Isaac look what I got in the mail today!
Wish I could take a clearer picture, but it is the only Zatanna I didn't have!
And here is the "enjoy!" envelope it came in
She looks great with my others.
And with my other witches!
Thanks so much Justin for making my Zatannurday perfect!
Check out his blog (with cool ass supers) at the Halls of the Nephilim, http://punverse.blogspot.com/
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