Monday, May 20, 2013

Review: Castles & Crusades Core

Three books make up the Castles & Crusades core.  The main one is the Castles & Crusades Players Handbook it focuses on character creation and leveling, plus many of the rules around equipment and combat.  The Castles & Crusades Castle Keepers Guide is a massive tome about running all sorts of C&C games. Finally, no old-school FRPG is complete without monsters or treasure so the Castles & Crusades Monsters & Treasure book had you covered.

Today I want to talk about the first two.

It is often said that Castles & Crusades is the Rosetta Stone of Old School Gaming.  It certainly is that, but there is a lot more going on here than just that.  Castles & Crusades is very much a stripped down version of the basic 3.x SRD.  As such there are lot of concepts that are modern including a one-roll mechanic for all sorts of situations.  Though if that were all then there would be nothing separating this from say True20 or other "lite" d20 iterations.  Castles & Crusades plays like good old fashioned D&D.  The aesthetic here is 1st Ed. AD&D, with the simplicity of Basic era D&D.  The concept is noble and one we see in many of the retro-clones.  But where the clones attempt to use the OGL to make an older version of the rules, Castles & Crusades makes it's own rules and instead goes for the feel or nature of the game.   So while you will see Thieve's abilities represented by percentage rolls in Basic Fantasy or OSRIC and as a skill in 3.x in C&C it will be a Dexterity check.  Simple, elegant and easy.  The Ability check, whether your abilities are Prime or Secondary, are a key element of C&C.

The Players Handbook

The Players Handbook is the first book you need for Castles & Crusades. At 140+ pages it is all about getting your character up and going.  The abilities here are the same six you have always used and they are even generated by rolling 3d6 and assigning.  If you have a different method that you liked back in the day OR if you have adopted some point by system from a new version I see no reason why it would not work here.  I am a fan of 4d6, drop the lowest myself.  The ability score modifications are a bit different than new OGL games, but are in fact much closer to older games.  Bottom line is just pay attention to how many pluses that 18 gives you if you are used to playing newer games.

Next you will choose a class based on your abilities.  Each class has a prime ability; one that is most associated with it.  So fighters have strength, clerics wisdom, wizards intelligence and so on.  Speaking of classes, all the "classics" are here and some new ones.  So you have Assassins, Barbarians, Bards, Clerics, Druids, Fighters, Illusionists, Knights, Monks, Paladins, Rangers, Rogues and Wizards.  There are some minor tweaks that make them different from other versions of the same class in another game, but nothing that made me scream "That's not right!" in fact in most cases I was more inclined to agree with what they did.  For example I like the Barbarian for the first time ever.  Each class has some special abilities and skills.
In C&C it is assumed that if a character wants to do something that instead of a skill roll an ability check is made.  There is Target Number, 12 for Primes (something you are good at) or an 18 for Secondary.  You add your mods, any class or race based modifications and there you go.  Simple.  Skills are no longer of a list of things you can or can't do, but now potential to do or at least try anything.  This is something we did back in the old days, but the newer twist here is that this is just the same as any d20 based roll. Be it skills or attack.  So Rangers and Barbarians are good at tracking, wizards at arcane lore and so on.  makes things pretty easy.  So improvement over 3.x games, no tracking skill points.
I have to add, that there is such a cool old-school vibe here that it is just like reading a book from the early 80s.  Only with far better layout and art.  As another aside, the art is fantastic.  I love my old school games and wizards in pointy hats and all, but the wizard in C&C looks AWESOME.  I would not mess with that guy, I don't care if he looks like a farmer or not.

Races are up next and all the usual suspects are here.
Races and Classes are built in such away that customization is REALLY easy.  If I wanted to play a Goblin here I bet I could rather easy.  Every race gets two Prime stats.  Typically you want one of these to correspond with your class.  Humans get three allowing for their flexibility.  All other races also get modifiers to abilities and/or special traits.  While the modularity of 3.x is obvious, the feel is still more 1st ed.
We end character creation on completing the character with persona, gods and alignment.
Up next are some lists of equipment and rules on encumbrance.  The rules are some of the easiest encumbrance rules I have seen.  So far so good? Well we have by this point gotten through roughly a third of the book.  Not too bad for 50 pages.

Magic and Spells take up the remaining bulk (65 pages) of the book.  Not a surprise given four spell casting classes.  Spells are listed alphabetically and range from 0-level cantrips to 9th level spells for each of the four classes. That is a major break from their old-school roots when only wizards had access to 9th level spells.
The spell format itself is also closer to that of 3.x, though no XP penalties that I could see.
The nest 20 or so pages deal with the Castle Keep (GM) of the game.  This includes all sorts of advice on how to handle conflict, award XP and even how to set up an adventuring party.  Good advice all around to be honest and enough to keep most groups going for a long time.
There is also an appendix on multi-classing as an optional rule.  I have not tried it yet, but it looks solid. Not as elegant as what you see in 3.x, but better than what we had in 1st or 2nd ed.

The Players Handbook is all most players will ever need and even some Castle Keepers.
I have the 4th ed version with the black and white interior art and the newer 5th ed with the full color art.  Rule wise they are the same, but the full color version is really, really nice and the art is just fantastic.
The book ends with a character sheet that is just goldenrod paper shy of being an awesome old-school sheet.

Castle Keepers Guide
The Castle Keepers Guide is the guide for Castles & Crusades Game Masters. It is a massive book at 291 pages. There are some obvious parallels between this book and the immortal Dungeon Master's Guide, but I am going to focus on this text.
Part 1, The Character largely parallels the Players Handbook with advanced discussions on abilities, classes and races in Chapter 1.  Magic is covered in detail in Chapter 2. Equipment is expanded on in Chapter 3 and non-player characters are discussed in Chapter 4.
Chapter 1 does give the CK more options than just what is detailed in the Players book.  For example the 4d6 method is discussed among others. If you prefer the newer attribute modifiers; ie the ones from the SRD, 3.x where 18 grants a +4, then those are also discussed and how they might affect the game.  Along with that abilities of 20 or greater (godlike abilities) are discussed.
For characters, more options are given and experience levels beyond what is listed in the Players Handbook, typically to 24th level.
Chapter 2 on Magic is a must read for anyone like me that loves magic using classes. In particular there lots of good bits on spell components and the prices of various items needed to research spells or make scrolls.  The effects of holy ground on clerics is very nice to see.
Chapter 3 details a number of mundane and exotic items not found in the Players book.
Chapter 4 covers NPCs as allies, adversaries or as hired help.
Part 2 covers Worlds of Adventure, or how to build your own fantasy game world. Everything from how many moons, to average tempertures by month and zones is covered.  Details you might not ever need, but here for your use when you do need them.   I rather liked the large portion devoted to urban settings; something I feel gets shorted in fantasy games.  Of course dungeons and other underground environments are covered. As well as air and sea adventures.
Other sections detail equipment usage, land as treasure (and running this land once you have it) and going to war.
Some discussion is had on Monster ecology as well. Trying to make sense of what monsters live in your world and why.  The standard monsters from Monsters and Treasure are discussed with an eye to what they are doing in the world; what is their purpose and ecological niche.
Chapter 13: Expanding the Genre is actually the first chapter that attracted me to buying this book.  On the outset it covers merging different times with your fantasy world. Say adding guns, Gothic Horror or Pulp Adventures.
Chapters 14 and 15 details some of the underlying assumptions of the SIEGE Engine rules powering Castles & Crusades.  This chapter makes a lot more sense in retrospective of reading Amazing Adventures.
Chapter 16 talks a little more about treasure. Chapter 17 about combat.
Chapter 18 adds some secondary Skills to the game.  Not needed to play, but certainly will add some more flavor.  A Rogue that only steals magical items for example might have a need for Ars Magica.
Finally we end with Character Deaths and Fates.

Castles & Crusades is constructed in such a way that most of the information a Castle Keeper needs is in the Player's book.  But if they plan on doing anything other than just dungeon crawls then Castle Keepers guide is a must have.  Like the Players Handbook the layout and art is fantastic.  I also could not help but notice some really nice pieces from Larry Elmore and Peter Bradley.  Always a bonus in my book.

If you are a Game Master of any FRPG based on or around the d20 SRD then I would highly recommend this book.  The advice is solid and the mechanics are so easy to translate that it hardly matters what game you are running, it will work with this.

EDITED TO ADD: Want more C&C insight? Check out Gaming Ronin today as well!

Castles & Crusades Week

So just about a year ago I asked for some advice on Castles & Crusades.
The response was overwhelming and overwhelmingly positive. I went out and picked up everything I thought I needed for the game, then picked up some extra copies for my kids.

Since then I have gotten the chance to play some more and some really awesome books like Amazing Adventures and Codex Celtarum have been released. I have picked up more books including some adventures.  So I figured that there was a need for me to spend some quality time with these books.


I am going to posting some reviews and my thoughts from the last year of playing, reading and generally loving this game.

Stay tuned for more!

Sunday, May 19, 2013

Bloghop Giveaway

To further help promote the Bloghop Against Homophobia and Transphobia I am going to give away a copy of The Witch.


The rules are pretty simple.
Share the url to this post or my blog far and wide to promote the bloghop.  Enter your name in Rafflecopter widget below and on the 27th when the hop has ended I'll pick a winner!

Make sure you leave a way for me to contact you.

Good luck!!
I am still giving money to charity, so that hasn't changed.  This is on top of that.

Edited to add: The Rafflecopter thingy wasn't working. So just post below. Thanks!

Saturday, May 18, 2013

Codex Celtarium / Troll Lord Swag

I got my box of Troll Lord goodness today including the Codex Celtarum.


The timing is perfect since I have a bunch of things I want to do with C&C.  So look forward to some reviews this week.

Zatannurday: Happy Birthday Gardner Fox

I have been meaning to do this every year and I forget.  So here I am this year finally remembering!

May 20th is the Birthday of Gardner Fox, the man that created Zatanna.  It is also, according to the 1978 DC Calendar, the birthday of Zatanna herself!





http://dcwomenkickingass.tumblr.com/post/5677896286/zeebirthday
http://dcwomenkickingass.tumblr.com/post/23412636790/520bd

By Mike Kevan

By Becca Rocks


So happy birthday Gardner Fox (and Zatanna)!

Friday, May 17, 2013

Willow & Tara: BASH! (and Hop Against Homophobia and Transphobia)

Today is the first day of the Hop Against Homophobia and Transphobia
http://hopagainsthomophobia.blogspot.com/2013/03/hop-against-homophobia-and-transphobia_15.html



As I mentioned earlier in the week that for the time period between May 17 to May 27 I will donate all the money I make from The Witch and from my DriveThruRPG Affiliate money to The Trevor Project.

I signed up for this hop to talk about characters. Honestly, who better to talk about than Willow and Tara. Plus Tara herself is a big fan of the Trevor Project.

Here is something that has been hanging out in my "drafts" for a long time. I think today is a GREAT day to finish it.

Willow & Tara: BASH!

Willow & Tara by Foxfire141

BASH! or as it was known, Basic Action Super Heroes is a great, fun game.

I have talked about it before with my super heroine "Justice", and of course I have done Willow & Tara as superheroes and as animated/cartoon/comic characters.  Bash is sort of the ultimate combination of all of that. While some supers games are "comics" games and others "supers in a real world" games, BASH is certainly a "supers by way of cartoons" game to me.  Trust me, this not a bad thing.

As always I am going with the "Dragon and the Phoenix/Season of the Witch" versions of the girls.  Though if I had stuck with my games this would have been part of Season 3.
The versions I am using are part of a game I never got to run; the Season 3 of my Willow and Tara game.  Basically they are attached to some school for magical/powerful students.  Tara is one of the teachers there so they appeared as NPCs/GMPCs only.  OR they would have been played if I had found someone to play them.  You can see more details of that game in their Cartoon Action Hour, M&M2, M&M3 and Icons write-ups.

Normally I'd do BASH! heroes about 40 points for a starting supers game.  That is what I did with Justice.  Here though the girls don't have any flashy powers.  They have magic and lot of it, but that is different.  Plus they are certainly more "Street Level" or 25 points.  I think I'll split the difference at put them at 30 or 35 points with 10-15 points for stats (like the 25 point level) and the rest for powers.  Plus the "Buffy" like character in the book is aimed at 20 points.  Depending on how I do magic they will end up in the 30 to 40 point range.

Willow Rosenberg
Name: Willow D. Rosenberg
DOB: August 1, 1981
Identity: Public, but unknown as a witch
Occupation: Part time computer instructor; Private Computer Security Systems Analyst.

Brawn: 1
Agility: 1
Mind: 5 (she is considered to be one of the smartest people in the game)

Soak: 1
Defense: 1
Mental Defense: 5

Powers
Super Senses (magical sensing, vision, hearing)  2
Clairvoyance 1
Telekinesis 5
Magic* (limitation: casting) 5 (use any power at 5)
- Force field
- Arcane blast
- Mind Control
Telepath (restricted to Tara only) 3

Skills
(1 physical, 5 mental +1)
Athletics (running)
Computers (hacking), Humanities (Religion), Investigation (Analysis), Occultism (Monsters), Science (Chemistry), Technology (Repair)

Advantages
Headquarters, Quick-thinking, Security Clearance

Disadvantages
In a Relationship (Tara), Minority (out married gay, jewish, witch), Susceptibility (anger issues)

Mental Malfunction: To right wrongs, punish the guilty.


Tara Maclay
Real Name: Tara A. Maclay
DOB: 11/07/1980
Identity: Public, but unknown as a witch
Occupation: Youth Counselor and Art instructor at <> Academy

Brawn: 1
Agility: 2
Mind: 4 (Tara is lot smarter than given credit for)

Soak: 1
Defense: 2
Mental Defense: 4

Powers

Super Senses (magical sensing, vision, hearing)  2
Clairvoyance 1
Telekinesis 4
Healing 3
Magic* (limitation: casting) 5 (use any power at 5)
- Force Field
- Arcane blast

Telepath (restricted to Willow only) 3

Skills
(2 physical, 4 mental)
Perform (Dancing), Riding (Gallop)
Humanities (Art), Medicine (first aid), Occultism (Rituals), Social Science (History)

Advantages
Grimoire (The Journal of Tamara Swift), Headquarters,

Disadvantages
In a Relationship (Willow), Minority (out married gay, witch)

Mental Malfunction: To protect the innocent

All in all similar to their Icons counter-parts.   Obviously this is a better choice of system for supers and not supernaturals.  But I expected that and wanted to try it out anyway.

Blogfest: The Best and Worst Remakes & Monster Madness

Today is:
The Best and Worst Remakes Blogfest
http://alexjcavanaugh.blogspot.com/2013/04/a-to-z-challenge-memento-meant-to-live.html


Hosted by:

Alex J. Cavanaugh  http://alexjcavanaugh.blogfest.com/
Stephen Tremp  http://authorstephentremp.blogspot.com/
Father Dragon Al  http://fatherdragon.blogspot.com/
Livia Peterson  http://leaveittolivia.blogspot.com/


And the last day of The May Monster Madness.
http://www.anniewalls.com/2013/04/may-monster-madness-sign-up-linky-list.html


So here are some "monster" movie remakes.

Best Remakes
Back in 2011 for my horror movie blogathon I covered the Swedish Horror film Let The Right One In (2008) and it's remake Let Me In (2010). It is rare when a remake can capture the same feel of the original and still have something new to say. Let Me In does that.   Many will claim that Let the Right One In is superior, and it is in some ways (Eli's backstory is very disturbing), but Let Me In is also very, very good.

Another one that is better than the original is The Omen.  The 2006 remake of The Omen is much better acted and better looking, just not sure if the story is any better (though I like Richard Donner as a director better).  The remake of the classic Amityville Horror is scarier, even if the movie itself isn't as good as the original.

Among my non-horror faves hats of to Yojimbo (1961) and Fistful of Dollars (1964) and Last Man Standing (1996).  Both added something new to the classic Yojimbo.  It should be remade again today with gang lands or drug cartels (maybe it has).

Worst Remakes
Halloween is notable. I like Rob Zombie and I think he has some great ideas, but his Halloween movies really do suck.  Same with the remake of Nightmare on Elm Street.  Nothing was as scary as the first time you saw Freddy in the theatres. The Ring was not as good as Ringu.
Though I keep a special loathing for Gus Van Sant's shot-for-shot remake of Psycho.  Sorry, but there is nothing here and even Psycho 4 was better.

I'll go as far as saying that most horror remakes come up short of the original.

ETA: forgot about the song!  Anyway, here is a cheat.  One song, two remakes. The Smith's "How Soon is Now". The original was teen-agnsty sitting in your bedroom crying because you are so deep sort of song.  Love Spit Love did it better in The Craft and it became the theme song to Charmed. Here it sounded more adult.  tATu redid it again for the worse version I have ever heard.

More Blogfest posting fun later today!

Thursday, May 16, 2013

May Monster Maddness: Monster Books

Monster Books



I can't beleive I almost forgot this today.  It is still Thursday where I am sitting.

So I am presently working three books with monsters.

Eldritch Witchery, which you all know about which includes all the demons and devils I have been talking about since February for the Spellcraft & Swordplay game.

Here There Be Dragons, is the book I am working on with my son.  It has all sorts of dragons, dragon like creatures and some new classes for Advanced Era Old School Games or OSRIC.

Lastly, and the one that I have been working on the most, is Darwin's Guide to Creatures.  It is for the Gaslight game, so both d20 (3.x era) and Savage Worlds.

Each one has a different focus, different feel and almost no overlap between the books.  I think there is one creature in both the Darwin's Guide and EW, but they are presented very differently.

So all in all I figure over the last 3 months I have written the stats and or backgrounds for some 400+ monsters.  I am getting a touch burned out by them to be honest!  But hey, you do what you can and I hope that all those years of reading monster books and my public library as a kid will now pay off.



Enjoy this? Please check out the other monster posts today!


Campaigns I'd Like to Run: RPG Blog Carnival for May

I am participating in my very first RPG Blog Carnival.  The topic this month is Campaigns I'd Like to Run, and is being hosted by Lowell Francis over at Age of Ravens.

In truth there is a lot I'd love to run.  But there are some that stick out.

Black Rose
Black Rose is my Ravenloft/Blue Rose mash-up.  I detailed it in a series of posts back in the early days of this blog.  Black Rose takes place in the same world as Blue Rose, but only after it had been pulled into Ravenloft.  I am using more of the 2nd Ed and 3.x versions of Ravenloft, not the 4e revisions. I played the hell out of Ravenloft during the 2nd Ed era.  I loved it, but there were things about it that I wanted to do that didn't quite mesh with the "kill things and take their stuff" mentality of AD&D.  The True20 system, while it still has the same roots, can go a little bit beyond that.  True20 is also quite good for doing horror as I discovered.

Generation HEX/Ordinary World
Both of these campaigns would be in the same world and preferably use the same system(s).  Both come out of my enjoyment of modern supernatural books and TV shows.
GenerationHEX is a game focused on kids in a magical school.  Somewhat like Smallville meets Harry Potter.
Ordinary World is a game about supernatural types trying to live in a world full of humans.  sort like Being Human, but also a bit like Charmed.
Unisystem seems like the logical choice here, but I also considered using a different system each time to get a real feel for the characters.  This would be character focused, not plot focus.
Given the character focus of these games I also wanted to try something different.  I wanted to use a different system for the different eras in the character's life.  So Little Fears for when they are all children, Witch Girls Adventures or Monsterhearts for high school, and then Unisystem or World of Darkness for adulthood.  I would sprinkle in other systems for one shots as needed, like ChillCall of Cthulhu or Mutants and Masterminds.
This is something I tried with Season of the Witch and I liked it.

Greyhawk 3000
This one is D&D in SPAAAAAACE!  I'd mix up D&D 3.x and Star Wars with ideas from Gamma world, Star Frontiers, Planescape and Spelljamer.  Have all the D&D worlds as planets and the planes as something like solar systems.  I'd also use some ideas from Starships & Spacemen and some other games.  A bit of Traveler too cause I like that.
I do want to use the D&D mythology, just advance it to something like Star Trek Next Gen level tech.  I think it would be a blast to be honest.

Those are the ones I'd love to do that I don't see me doing anytime soon.  Have too many games going now.

One though I am very likely to run is my Celtic-theme Fantasy Game.

Éire
This game has gone through a lot of changes over the years. Unisystem, True20, Spellcraft & Swordplay.  I think with the release of the Codex Celtarum I might start adapting it to Castles & Crusades.  This is one I would really like to play and am working on getting it done sometime soon.  While I'd love to play this one with my kids, I would also enjoy a more mature approach.  Not "Adult" per se, but a group that appreciates Irish myth and willing to play in a world like that.

These are the campaigns I'd like to run.

Wednesday, May 15, 2013

White Dwarf Wednesday #64

White Dwarf Issue 64 comes to us from April 1985.  I have fonder memories of this issue than some of the others.  I think it was the Mirkwood adventure.  I was huge into Lord of the Rings at this time and MERP to me was my idea of a perfect game.  Idea that is, not execution.  This was also one of the issues I had had in my collection before finding all the others. Anyway on to the issue.
Up first of course is the cover.   A barbarian looking dude with a bard watch a spaceship.  So very 80s to me.  The artist is Peter Andrew Jones, who is unknown to me.

The editorial covers what could be be the first time I have seen LARPs covered. Ian Livingstone discusses "Planet Photon" a Laser Tag like place.

Jon Smithers has an article on Government, Law and Conflict for any FRPG. I remember finding it neat and great material for the project I was working on then, The Urban Survival Guide.

Open Box reviews the new RuneQuest from Avon Hill.  It's a pricey one too for 1985.  The "DeLuxe" ed was £39.95, the Gamemaster's Box was £26.95 and the Player's Box was £20.95. There are minor tweaks from the 1st Ed/Chaosium rules.  Oliver Dickinson gives it a solid 9/10.  The only other product reviewed is one from Marcus Rowland, Traveller Adventure 12. It gets 7/10.

Next up is a Star Trek adventure using a Constitution-class starship's senior officers.   Starfall is a great idea I think. The adventure reads like so much of the FASA material of this time in the Movie era before TNG.  While there are some Trek specific plot points it could be adapted to any sort of SciFi game.

Heroes & Villains is a new feature catering to Super Hero RPGs.  The first article is about Megavillains and it uses the Golden Heroes system.   Let's be honest, without the Joker, Batman is just a psychopath in a bat costume. Megavillians make the game.  I have to admit when I went back to read this article this week I kept thinking about this scene.

The Dawn of Unlight is an AD&D/MERP adventure from Graham Staplehurst. I always loved the idea of playing in Middle Earth, but never found the right group to do it with.   The adventure is simple enough and there is not much here to mark it as "Tolkien" save the location, but it was still great fun for me when I first saw it.

Phil Masters has Modern day Ninjas for basically all other games except FRPGS.

Fiend Factory has some desert monsters including some Desert Orcs that are nothing at all like mine. Other monsters include Sand Golems, Cactus Cats and Sand Snipers which is like a sand dwelling squid.

More from Crawling Chaos. A new cult.
Treasure Chest has some cool AD&D spells that I remember using back in the day.

A full color ad for the first Dragonlance novel dominates the last part of the issue.

We end with ads, small ads and letters.

Ok. So this issue is a step up from the last few.  The FF monsters are not inspiring  but the spells and adventure is great for AD&D fans.  I liked seeing the Trek adventure and the addition of more games (Golden Heroes and MERP) was nice.

May Monster Maddness: Dracula

Dracula is an old favorite here at The Other Side.
I have seen just about every movie featuring the Count, read scores of books about him and I was even in the play back in High School.

So it is with some excitement and trepidation that I report on the new series coming to NBC.



The trailer looks interesting and I am glad it is set in the Victorian Era rather than modern times.



The trailer looks good, and it seems to be a retelling of the Dracula novel and/or play.  There is a character named "Browning" in the cast that I am sure is a nod to Todd Browning.

It stars Jonathan Rhys Meyers from The Tudors as Dracula, so that is a good start.
Sure he is a bit young looking, but that is not a big deal.
I see they are going with the "immortal love" angle from recent movies though.  Not fond of that idea BUT it does give Drac a reason not to kill Mina right away and prolong a series.

I would have preferred to see to see this on Showtime or HBO, but hey at least we are getting something right?

I am looking forward to this.  Should be on the air about the same time True Blood takes their season finale.




Enjoy this? Please check out the other monster posts today!


Tuesday, May 14, 2013

Blogfest: Hop Against Homophobia and Transphobia

Hop Against Homophobia and Transphobia
http://hopagainsthomophobia.blogspot.com/2013/03/hop-against-homophobia-and-transphobia_15.html


I have never been shy about the fact that I support equal rights for everyone. In particular I have been a strong supporter of gay rights and freedom to marry rights.  So I am very pleased to be part of this one.  Since this hop is focused on authors I am going to talk about some characters.

But this is not just a regular blog hop.  This one is about making a difference.

So. For the time period between May 17 to May 27 I will donate all the money I make from The Witch and from my DriveThruRPG Affiliate money to The Trevor Project.

This is a charity I have given money to in the past and they are a worthy cause.
In the unfortunate event I make no money then I will make it a function of the number of visitors I get. I get something like a 1,000 hits a day.  So that over ten days, maybe a penny a visitor would be like $100.  A drop in the bucket for their operating costs to be sure, but every little bit helps.  No idea yet. Gotta see how much I can budget for this.

So help me out and help out a group kids that really need some understanding.
We can certainly do more than debate the merits of ascending vs. descending AC right?

Review: Mazes & Perils (2012), Part 2

A while back I wrote a review for Mazes & Perils, a 2012 Holmes-Basic Retro-clone from Vincent Florio.
http://timbrannan.blogspot.com/2012/09/review-mazes-perils-2012.html

The 3rd printing/edition is now out (or rather it has been out for a bit) and I promised then I would re-review it.

This new version is cleaned up considerably and it does look like it has been rewritten.  It is still free and the idea here (I think) is to provide a means to play "D&D Basic" or provide a common ruleset to allow people to create Basic compatible works.  As a goal, that is a pretty solid one really.  At 61 pages it is also really tight.  It is also free.

I do want to address some of the issues that plagued the previous editions, but only as a means to talk about the improvements on this edition.
Like I said, the text has largely been rewritten.  It now reads less like someone with a copy of Holmes Basic on their lap, but instead someone that played Holmes Basic for years and scribbled what they could from memory.    The game now goes to 12th level, which is a good place to go to be honest.  Yes, it is only 3 more levels than the previous version, but those are three levels that really make a difference in terms of end game play.  Have a look of Adventurer Conquer King to see the same logic at work.

There are only the four basic classes (Cleric, Fighting Man, Magic-User, Thief) and the four basic races (Human, Elf, Dwarf Halfling).

I want to restate the things I did like about the previous versions.  Obviously the name of the game is a nod to John Eric Holmes' book "The Maze of Peril" and I can respect that. If you are going to do a Holmes' homage or pastiche then that is a perfect name really.  Clearly the author has done his research.

Others have complained about the art.  I rather like it to be honest.  The cover is very cool and the interior is no worse than what you would have seen in Holmes.  In fact I was under the impression that the art was exactly what the author wanted.  "Good" or "Bad" is subjective. To me it is perfect for this book.

What does this book do? OR What is it good for?
Well if you do want a simple game to give you the feel of D&D Basic, then it works well.
If you want an EASY book to create your own "Basic Era" products then it is also a good choice.
If you want a game with lots of options, then maybe Basic Fantasy, Labyrinth Lord, ACKS or even D&D Basic/Expert will work better.

This newer version is cleaned up and certainly an improvement over the previous versions.

Blogfest: May Monster Madness

May Monster REVIEW Madness


Continuing May Monster Madness here are some reveiws for some Monster books I have been enjoying of late.

The Teratic Tome

The Teratic Tome is an "old school" monster book for OSRIC or any old School "Advanced" version of the game.
What do you get? Well a lot. Let's start with some of the things that others have not all mentioned first. This book is 100% OGC. So if you want to use one of these horrors in one of your products go right ahead. Just abide by the OGL. There are a lot of reasons why you might want to use these monsters too. They are some of the most original horrors I have seen outside of indie horror games.
The layout and feel is evocative of those "monster manuals" of old. It does quite a nice job of it too. The art though is much better than what you would have seen circa 1980. The art varies in style, but all of it is quite good. Now is a good time to point out that the art and the monsters they depict are not for the faint of heart. There is a lot of "body horror" here. The grotesque mixed with the commonplace or even the erotic. The feeling is more Clive Barker than H.P. Lovecraft and I think that was a great direction to go.
Truthfully I would have picked this up for the demons and dragons alone, but there are 120 pages worth monsters here. Even the halflings are evil little buggers in this tome.
If you like horror and new creatures, and your players can handle it, then this is a great monster book.
If you like horror and monster books in general, then this is great to have as well.
Plus who can argue with a $6.66 price tag?
Who should not get this? I don't know really. I mean I am not going to use any of these creatures in my games with my kids. So that does lessen the utility for me, but I can still use some ideas. And that is just as good.

The Nemesis Bestiary Volume One

An interesting concept. 20 monsters complete with stat-blocks, art and description of their special abilities. There is almost no "fluff", just "crunch" to this book. The idea is you create the background yourself.
A lot of the monsters have origins that can be explained (undead, abberation) others just beg for their story to be told (whore eater and God Sperm for example).
Each monster was created in response to a piece of art. So somethings form can flow from function (Arm Stealer) or something else entirely.
If you want a book of ready use monsters, sans backgrounds, then this is a good choice.

Monster Focus: Skeletons

Six pages with cover and OGL.  Presents some material for customizing skeletons and those that deal with these low level monsters.  New uses for Knowledge (Religion), new feats, alchemical items and spells.  New magical items, new monsters and some adventure ideas.  Crammed into just half-a-dozen pages, pretty good really.

Monster Focus: Ghouls

Six pages with cover and OGL.  Presents some material for customizing ghouls and ghasts. New uses for Knowledge (Religion), new feats, alchemical items and spells.  New magical items, new monsters and some adventure ideas.


Swords and Wizardry Monstrosities

Swords and Wizardry Monstrosities is a new monster book. New in that is newly published, but some of the monsters we have before either in the SRD or other books. That though does not detract from it's value as this is a 560+ page book since in addition to that there are some new monsters. The cover is very evocative of the old-school (pre 1980) covers. I love this cover.
There is much in common between this book and The Tome of Horrors. Each monster is given a page of stats, description and a plot hook. While ToH used some recycled art, this all seems to be new art. Even Orcus (which we now have 3 listings for) is new. Actually the art is pretty darn good and I don't mind the occasional repeat of a monster to see some new art.
Honestly there is so much great stuff in this book that even with the occasional repeat monster this is still a top notch collection. If you play S&W then this is a great monster book to have. I am even going as far as to say it is a must have for any serious S&W GM.

Rappan Athuk Bestiary Swords and Wizardry Edition
Rappan Athuk Bestiary Pathfinder Edition

For under the price of a large latte you can get the S&W or Pathfinder versions of the monsters from Rappan Athuk.  There are some overlap here with other Fog God Games books, but this is still a solid collection of monsters.  26 monsters ready to use in any S&W or Pathfinder game.

101 Variant Monsters (PFRPG)

Like is says on the tin. 101 Variant monsters (44 pages), ordered by CR for Pathfinder.
Takes the normal monster from the Pathfinder Bestiary and provides an alternate or variant version.  Perfect to spring a little new life into that standard monster (some of which have their roots in the game going back 30+ years).
Sure you can come up with all of this on your own, but there are lot of clever ideas here and for $6 you get 101 "new" monsters.  Not a bad deal at all really.


Enjoy? Please check out the other monster posts today!


Monday, May 13, 2013

Monsters: Demon vs. Dæmon and Daimôn

In many RPGs the words "demon" and "dæmon" often lumped together into the same group or groups of creatures.  This reflects a Judeo-Christian bias in popular thought that a "demon" has to be an evil, malign creature.  This was not always the case with dæmon.  in the ancient Greek tradition these creatures were something more along the lines of creative, benevolent spirits.

The dæmon is most famous to AD&D players as being the Neutral Evil race found between the Abyss, home of the Demons and Hell, home of the devils from Monster Manual II.  I liked the idea of more variety to the fiends but thought about these guys in terms of what a normal human would think of them.  That is how does one say "demon" vs. "dæmon"?  That was the start of my disappointment in them as a D&D monster type.  They would later change the name Yugoloth, the only time I felt the 2nd ed name changes were an improvement.

Other games have taken the concept the other direction and made the "demon" more like the classical "dæmon" and had the name mean anything that came from somewhere else.  Also not preferable really.

I had forgotten about all of this until recently when I started working on demons for Eldritch Witchery.

Dæmons seem to be much creative, if chaotic types.  Somewhat like what Deborah Harkness has in her books, A Discovery of Witches.  But in truth her Dæmons feel more like Fae or Changelings to me.  Moving mine more to the "outsider" type I get a race that is very chaotic, but not really evil.  In a sense what Jim Butcher has done with the Fae  in the Dresden Files and maybe a little of what Kim Harrison has done (or is doing) with Demons (the ancient enemy of the fae) in her Rachel Morgan books.
More to the point I have a race I can swap with Slaadi.

Slaad began their life in the pages of the Fiend Folio as inhabitants of the Chaotic Limbo.  Trouble with the Slaad were that know one played them Chaotic Neutral. They always ended up as Chaotic Evil.  Plus Slaad are not open and are not found in the SRD.  Dæmon's though are chaotic, can be good or evil and somehow in my mind fit the idea of a creature living between the Chaotic Good fae (and planes of Olympus in the old D&D cosmology) and the chaotic evil demons living in the Abyss.

I have not detailed many dæmons yet except for a Personal Dæmon, which is a bit like a familiar dialed up to 11.  Given that they need more conceptual work I am not expecting dæmons to appear in Eldritch Witchery.  But do expect the monsters-formerly-known-as-daemons-or-yugoloths to appear as a demon type.  Too bad I can't use Slaad, but hey.

And just to make matters more confusing I think the ruling class of dæmons are known as daimôns.

Enjoy? Please check out the other monster posts today!


Old School Week at DriveThruRPG


DriveThruRPG is celebrating the best of the OSR this week.

For a limited time you can grab their selected 10 best OSR products for a special price.
You can use promotional code OSRF711F2 to get 15% off on these select titles till Sunday, May 19.

Personally I can't recommend these titles enough.  We have the immortal D&D Basic Book in new, clean PDF format, the awesome Astonishing Swordsmen & Sorcerers of Hyperborea and two of my favorite "what if" games, Spellcraft & Swordplay and Adventures Dark & Deep.  Plus three very different kinds of games with a great old-school feel, HackMaster, Dungeon Crawl Classics and one of my personal favorites Castles & Crusades.

Lots of great stuff here.

Monster Post later today.

Sunday, May 12, 2013

Second Edition Reprints

Wizards of the Coast has released the Limited Editions of the 2nd Edition of AD&D in some markets. I picked my copies on Friday.


These are the reprints of the second printing of the Second Edition rules.  Not the ones with the blue borders, but the ones with the red borders. So consequently the books these are the reprints of I don't actually own.  I do have the Monstrous Manual, my Monstrous Compendium long since gone.

Monstrous Manual
Dungeon Master Guide
Player's Handbook

AD&D 2nd Ed feels like the forgotten edition of D&D.  Sure there might be others, but between OSRIC and Pathfinder 2nd ed usually gets ignored, especially by me.  2nd ed was the game I ran in college but it is also the game that almost put me off of D&D for a while.

These books are not cheap, $50 each, but they are nice and like I said, they are still somewhat new to me.
I am going to enjoy going through these to be honest, the books look really nice and frankly I like sending the message to Wizards that these types of product are welcome.   I also like supporting my Favorite Local Game Store.

Plus they look nice with my special edition 3.5 and the 1st ed AD


Though unlike the above editions, the 2nd eds do not have a ribbon.  A little disappointing, but I didn't want to pay $75 each for them.  Might have to play some 2nd ed some time.


Saturday, May 11, 2013

Moms are Gamers too!

Bunch of sales coming up at DriveThru RPG.

Here is one of the first.


Tabletop Adventures, LLC is running their "Moms are Gamers too" sale for Mother's Day.
Get 20% off selected products between now and Wednesday.

Zatanna: Hellish Elementals

A couple of weeks back I put up a post about Zatanna vs Demons.

I wanted to come back to these monsters for the May Monster Madness.

In truth Zee doesn't fight a lot of monsters.  Bad guys, demons and arch fiends sure, but not your garden variety monsters.

The closest were a trio of demonic elementals that she fights in issues #4 and #5 of the recent Paul Dini run of Zatanna.

These creatures took the shape of old women, but underneath were hellish fire elementals in the shape of young women.

Zatanna wa able to defeat them by redirecting a swimming pool that had been blessed into holy water into her hotel room.








Hellions
Basic Era D&D / The Witch (because I can)

Armor Class:  3 [16]
Hit Dice: 6d8+4* (30 hp)
No. of Attacks: 2 claws /  breath weapon
Damage: 1d4+2 / 1d4+2 / 1d8 (fire)
Special: fear, flame body, ignite. Double Damage from Holy Water
Movement: 90’
No. Appearing: 1-3
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Evil
XP: 300

Hellions cause fear as per the spell (Save vs. Paralysis to negate).  They also breathe out a lick of flame while attacking, save vs Breath Weapon for half-damge.
Their bodies are made of flame, but they are not fire elementals in the strictest since. They are demonic spirits and thus unlike elemental they are intelligent and have individuality.  They can disguise themselves as human by finding a human and burning them from the inside out.  They then can crawl into their skin and use that as a suit.


Hellion
Ghosts of Albion, Unisystem

Creature Type: Demon
Life Points: 30
Drama Points: 1

Attributes
Str: 3
Dex: 3
Con: 4
Int: 3
Per: 4
Will: 5

Ability Scores
Muscle: 12, Combat: 12, Brains: 10
Special Abilities: Demon, Fear, Hard to Kill, Lesser Sensing, Water Vulnerability, Breathe Fire, Resistance (Fire).

Anyone seeing a Hellion for the first time must make a Fear check (Willpower x2).
Hellions do not take damage from fire but take double damage from water based attacks (treat water splash as acid).

Manoeuvres
Name Score Damage Notes
Claw x2 +12 6 bash + fire*
Fire Breath +12 12 fire* (extra fire damage based on SL)
Deflect +11 - Magic defence action; deflects spell 45˚

Friday, May 10, 2013

Blogfest: Ray Harryhausen Aprreciation

Today is a celebration of the work of Ray Harryhausen and is hosted by +R.J. Thompson at Gamers & Grognards.  Like many gamers my age I saw Clash of the Titans and IMMEDIATELY grabbed everything in it for D&D (yes. even that owl).  But that is not what I want to talk about today.

No, my favorite Ray Harryhausen movie is "The First Men in the Moon".


I am not sure exactly when I first saw this movie, but I am sure it was on WGN's Family Classics movies on Saturday Afternoon. (or was is Sunday) and it was the same time I was really into gaming. Anyway, the movie was a great distillation of all my interests at the time; sci-fi, horror, fantasy, Victorian England.  It was a heady brew to be sure.

Plus those aliens.  The stop motion was glorious for the time and those monsters were just so creepy.





I remember spending sometime trying to figure out how to get these creatures into my games, or at least some of these ideas.  There is though some obvious homages to this movie to be found in Q1 Queen of the Demonweb Pits.

The most obvious "child" though of this movie (and the H.G. Wells book) is Space: 1899. The game even features Selenites and an adventure on the moon.

For the longest time I wanted bugs on the moon because of this film.

Selenite
Selenites are a race native to Earth's Moon.  They are named after the Greek Goddess of the Moon, Selene.
They are smaller than humans, 4'6" to 5'3" tall, they are of a slight build and not very strong.  They appear to be some form of humanoid insect. They are hairless and large compound eyes.  They do require oxygen to breathe, but not as much as a human.  Most Selenites are members of a working caste.  They work on the Selenite cities and help harvest the great moon cows that they use for food. The Selenites psychology and behavior was very much like that of ants or other social insects. (creatures in the book had wings and could fly, I don't remember if they flew in the movie) When not needed a Selenite can go into a self-imposed coma-like suspended animation.
Selenite cities and machines are all solar powered. They were able to keep their cities lit and oxygenated, but during solar-earth eclipses all non essential machines shut down.  The Selenites would also use  this time to enter a rest phase of their own.
The leader of the Selenites is the Grand Lunar.  This being is smaller in size but commands a keen intellect.

Selenite (Ghosts of Albion)
Motivation: Serve the Colony
Critter Type: Alien
Attributes: Strength 2, Dexterity 2, Constitution 1, Intelligence 3, Perception 4, Willpower 3
Ability Scores: Muscle 8, Combat 7, Brains 9
Life Points: 30
Drama Points: 1
Qualities: Acute Senses (sight)
Drawbacks: Attractiveness -2
Skills: Armed Mayhem 1

Combat Maneuvers
Name Score Damage Notes
claw(x2) 7 4 bash
stun gun 7 6 +Con check stun

Selenite (OSR/Basic/S&W/D&D)
Hit Dice: 2
Armor Class: 8 [11]
Attacks: 2 claws (1d4) or solar gun (1d6 + stun, save vs. Paralysis)
Move: 18'
Save: F2
Alignment: Neutral
Challenge/XP: 2/200

The Grand Lunar has no move, lesser strength (1 and 5) but very high intelligence (7 and 20).
If you game uses psionics then there is a chance "he" has them.

Looking forward to seeing what everyone else does!

I am also participating in the May Monster Madness.  So today is my first post for that.
http://www.anniewalls.com/2013/04/may-monster-madness-sign-up-linky-list.html


Thursday, May 9, 2013

WIP it Good!

Ok so sue me.  I am participating in another blogfest.


The WIP It Good Blogfest
http://dlcruisingaltitude.blogspot.com/2013/05/the-wip-it-good-blogfest.html


I am going to be talking about Eldritch Witchery!

I know, I have been talking about EW since before The Witch came out.
But on May 31st I am also going to do my new cover reveal! I got a new cover that I am just dying to share.

May is another busy month here.

Wednesday, May 8, 2013

White Dwarf Wednesday #63

White Dwarf Wednesday is back!  Ok, I only took a week off, but hey.
We are up to issue 63 now which is from March 1985. So let's put on some old Cult, grab a New Coke jump into our Deloreans and have a go. The cover takes me back to some of the older WDs. Some orcs attacking courtesy of Gino D'Achille.

Ian Livingstone covers a lot of ground in his editorial on licenses and licensing.  The gist I get from it all. D&D is more or less a "brand" at this point (look at today in fact with Warner buying the D&D rights for a new film).

First up an article on Traveller vehicles, a follow-up to an article all the way back from Issue 43.

Open Box comes next with reviews of The Runemagic series, a game I have never heard of (there is an Obscure RPG!) from a company I have never heard of, Triffid Software Research.  Mike White gives it 8/10 but for the life of me I can't see why.  Not that the game sounds bad, it reads like RuneQuest Lite, but I can't figure out what the game is about beyond that.  This is followed by the classic Toon from Steve Jackson Games.  Interestingly enough the first RPG I ever knew about that did not have character death. Cause as we all know, cartoons can't die.  Stephen Kyle gives it a deserved 9/10 (10/10 for enjoyment).
We also get a couple of Starfleet Battles books (Star Trek III 8/10 and SFB Vol. II 7/10) and some D&D modules, B6 (9/10) and XL1 (4/10).  Graham Staplehurst saying the module XL1 is like everyone's first dungeon and this one seems to want to sell toys to you.

Part 5 of Eye of Newt is next. More on magic item creation for AD&D. This one focusing on Miscellanea.  I like this idea, but it also robs magic items a bit of their mystery.  Maybe the secret to crafting a Wand of Wonder is lost.
Part 3 of The Dark Usurper is after some ads.

The best entry in the issue is "Draw the Blinds on Yesterday" a Call of Cthuhlu adventure. A nice little adventure that draws together some neat ideas from the 1920s COC and modern age.

Tabletop Heroes covers doing settings for your minis.
Fiend Factory has some mountain encounters, only 4 creatures.
Starbase introduces "Imperial Trooper" to Traveller.
And Treasure Chest has some advice for the travelling Halfling in AD&D/D&D.

With the exception of the Call of Cthulhu adventure this was only a so-so issue. If you were not following some of the past issues then this one of Part 5s and Part3s would be lost on you.

Plays Well With Others: Amazing Adventures + Codex Celtarum

I am working on my review for the Castles & Crusades book Codex Celtarum (short version, I love it, I am so jealous I can't see straight, it is that brilliant!).  So I have been reading it and re-reading a bunch of my C&C books.  And it dawned on me.

Codex Celtarum is a "world book" so to speak for the C&C world.  It ads a Celt flavor to things, but most importantly it has rules for playing in a Fae inspired world.

Amazing Adventures is a Pulp Earth turned up to 11.

Since both are based on C&C they are 100% (or 95%) compatible with each other.  Here I thought I was going to gear up to play an awesome Celtic-infused game of Castles & Crusades, but I think now what would be 10x cooler is a Celtic/Fae soaked Amazing Adventures game!

Steal some ideas from Guardians of Order's Dreaming Cities and have a world where magic is real and everyone knows it and there are fae all over the place!

Yeah. This would be cool in the extreme.
Stay tuned for more on this.

Tuesday, May 7, 2013

Catgirls for Old Scool Games

Here is a version of the Catgirl for "Race as a Class" flavors of Old School Games.

Catgirl spotted at Gen Con 2009
Nekojin
Requirements: DEX 9
Prime Requisite: DEX and CHA
Hit Dice: 1d6
Maximum Level: 9
Weapons: Any (must be modified)
Armor: none or leather only
Poison/Oil/HolyWater: Yes to all

Nekojin, aka Catgirls/Catboys, are a humanoid race that have prominent cat-like features.  These include furry cat ears on the the top of their head, cat eyes, canine ..feline teeth and whiskers. Their pupils are slits like that of a cat. They also have long cat tails and their hands and feet resemble a cross between cat paws and humanoid hands and feet.  Their nails are in fact retractable claws.   They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Their human-ish faces give them the look of kittens. This, in addition their size, often lead non-Nekojin to treat them as if they were younger than they truly are.

The typical nekojin can live to about 50 years of age. They reach maturity by age 7 and will begin adventuring between  ages 6 and 8. Nekojin have their own language, but they can also learn the language of humans (Common) and Elves (Sylvan).

Nekojin can use any weapon that has been modified for their hands (increased cost +25%), but they avoid armor except for leather.   A nekojin  must have at least 12 in both prime requisites in order to get the +5% to experience. They must also have a DEX of 16 and a CHA of 13 to get the +10% bonus.

Nekojin see very well int eh dark and they have ultravision out 120'.  This combined with their sense of smell and superior hearing means a nekojin is only surprised on a roll of 1 on a 1d6.  Nekojin though can not see in color.  They gain a bonus when facing illusions, adding a +1 bonus to any save on illusion or phantasm based magic.  Due their sight nekojin can also detect an invisible creature when actively looking on a 1-2 on a 1d6. This includes creatures such as ghosts that might be ethereal rather than just invisible.

Nekojin also have the following thief skills of thief of the same level: Move Silently, Climb Walls, Hide in Shadows, and Hear Noise.  The nekojin can add +1 point of damage per level (max +9) to any sneak attack.

Falling: A nekojin can reduce falling damage by twisting and landing on her feet.  For each level of experience or HD she can ignore 10 feet worth of falling damage.  So a 7th level nekojin can fall 70 feet with no damage. At 100 ft she would only take damage as if she fell 30 feet.  This ability is partially due to her agility and biology, but many scholars also feel it is supernatural in nature.

Nekojin have a maximum level of 9th.  At 9th level they they may settle down to form a small Pride.

Table 1: Nekojin Advancement and Saving Throws
Nekojin HD Saves
Level XP Required 1d6 Death Wands Paralysis Dragon Breath Spells
1 0 1d6 12 14 12 16 15
2 2,000 2d6 12 14 12 16 15
3 4,000 3d6 12 14 12 16 15
4 8,000 4d6 10 12 11 14 13
5 16,000 5d6 10 12 11 14 13
6 32,000 6d6 10 12 11 14 13
7 64,000 7d6 8 10 9 12 11
8 128,000 8d6 8 10 9 12 11
9 256,000 9d6 8 10 9 12 11

Table 2: Nekojin to Hit vs. AC
To Hit
Level -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9
1 20 19 18 17 16 15 14 13 12 11 10 9 8 7
2 20 19 18 17 16 15 14 13 12 11 10 9 8 7
3 19 18 17 16 15 14 13 12 11 10 9 8 7 6
4 19 18 17 16 15 14 13 12 11 10 9 8 7 6
5 18 17 16 15 14 13 12 11 10 9 8 7 6 5
6 18 17 16 15 14 13 12 11 10 9 8 7 6 5
7 17 16 15 14 13 12 11 10 9 8 7 6 5 4
8 17 16 15 14 13 12 11 10 9 8 7 6 5 4
9 16 15 14 13 12 11 10 9 8 7 6 5 4 3


OGL Section 15
"Nekojin for Basic Era Games" Copyright 2013 Timothy S. Brannan
All text is released as Open under the Open Game License.

ETA: Thanks to +Benjamin Baugh for reminding me of falling.

Monday, May 6, 2013

Review: Tacky, Tawdry and Tasteless: the Reality Show RPG

I have been neglecting my reviews.
So I am going to feature some games I have bought in the last few months.

Tacky, Tawdry and Tasteless: the Reality Show RPG
From Spectrum Games

A great game that comes in at just under 10 pages. Spectrum Games has made a name for themselves in Genre Emulation.  Since Reality TV is often criticized as not needing any writers, the game brilliantly is equally as brief.  Foregoing the typical "this is an RPG" section, the game gets right into the various types of reality TV shows are discussed.  Once your group decides what sort of game they are going to do (or maybe your Director has decided for you) and then you go!
You then need to make your character. You figure out your name and stereotype then roll your stats. Figure out your positive and negative qualities and you are good to go!  Like other Spectrum Games these qualities are not listed; instead you decide what they need to be.  Typically these are needed to point out some character flaw your character has.
For rules, the only checks are ability checks (roll under, apply qualities as needed) and dramatic checks.
You also get "Edit Tokens" which work a lot like Drama Points.  Tokens are awarded for good roleplaying and Sticking to Genre.  You can also spend your tokens to change what is going on; such a "Oh No You Dit'unt!" and "I Ain't Goin' Nowhere!".
The basic structure of a game is also laid out, including Commercial Breaks.  These can affect the Shows "Popularity" this can affect the amount of Edit Tokens the players can get.

The game is fast and is great for a like minded group. Given the nature of reality TV you could have enough material here for several "episodes" of material.

Personally I'd like to try it out sometime with people bringing in characters from any game and do a reality "TV Show" where all these characters have to live together in a house in between their normal adventures.