Just watched this again last weekend and I am still amazed at the depth of this move I so off-handedly dismissed the first time I saw it. There is a lot here in this flick that many modern vampire shows/movies lack.
This has easily moved into one of my favorite vampire films, and Prince Mamuwalde as one of the more tragic figures in vampire storytelling.
Prince Mamuwalde "Blacula"
Blacula and Scream Blacula Scream were noble, and novel, experiments. It was 1972 and two things were popular in cinema, Blaxplotation films and Hammer's Vampire films. Blacula then seemed like a logical, if formulamatic, solution. Chances are it would have made a quick buck in a highly derivative market and it would have been forgotten.
Except someone forgot to tell William Marshall this.
William Marshall was a Shakespearean trained actor with a commanding presence and a booming voice, but more importantly he interject a style and nobility to the character of Blacula. Rumor has it that Blacula was going to be nothing more than some ghetto clone killing people in LA. But Marshall proposed the Mamuwalde, African Prince story-line that made the character more three-dimensional. His Blacula was more noble than any vampire before, or since, with the possible exception of Christopher Lee.
I wont ruin the story here, if you have not seen it. Nor will I reference Scream Blacula Scream too much except that the voodoo angle in it was really cool.
History
It is 1780 and European educated African Prince Mamuwalde returns to Europe, hoping to speak to the European heads of state as equals to end the slave trade that has been robbing his country of its citizens.
He has met with resounding failure, but no failure will compare to what waits for him and his lovely wife Luva when they go to Transylvania and meet with ruling lord, Count Dracula.
Dracula acts improper with Luva, raising Mamuwaldes ire some more. Dracula, insulted by the African prince bites him and curses him with vampire immortality. He seals the newly dead prince in a coffin and then seals the coffin and Luva in a room. Mamuwalde is forced to listen as Luva dies of starvation and he remains, his bloodlust and revenge unsaited for nearly 200 years.
1972
Dracula's castle, and its lands have fallen into decay, but two enterprising interior designers (maybe hoping to make a few bucks on the Hammer Films craze) make off with several of Dracula's possessions, including an ornately designed coffin. Back in LA the designers fatally discover that their coffin is not empty at all and Mamuwalde, aka "Blacula" is loose on the streets. He alternates from killing machine to suave royal, till he meets Tina. Tina is the reincarnation of Luva and Mamuwalde will do whatever he can to have her.
Today
So 1972 was a long time ago. What is Mamuwalde doing today in your games?
Well you have a couple of options. You can take the events of the movie and move them up nearly 40 years. Course you loose some the nice gritty feel of early 70s LA, but it would be easier to adapt the story.
Or you say that after the events of SBS Mamuwalde returned again (after all Dracula is his sire) and he is still search for Luva/Tina. Borrow a page from the Ravenloft playbook (or are they borrowing from Blacula?) and have Luva show up every generation to tempt the Prince. She would be about due again now.
The Soul Question
Does Mamuwalde have a soul? Absolutely. He is not tortured because he is angst filled and existential rather he is tortured because he know he is a monster, and yet he feels love, remorse and regret. This tends to make him a tad depressed and focus on his lost love even after all these centuries. He was, and remains, an honorable man. Winning him as ally would be a great boon to any group of characters, winning his enmity however is certainly inviting death.
Prince Mamuwalde
Life Points 110
Drama Points 15
Strength 8
Dexterity 4
Constitution 6
Intelligence 4
Perception 3
Willpower 5
Initiative +4
Actions 2
Gender Male
Age 250
Eyes Black
Hair Black
Height 63
Weight 250 lbs.
Qualities
Age 2
Attractiveness +2
Contacts, Financial 2 (for 2010 use)
Contacts, Governmental 2 (for 2010 use)
Fast Reaction Time
Hard to Kill 2
Hynosis
Increased Life Points
Nerves of Steel
Resources +7
Status +5
Vampire
Drawbacks
Antisocial Impulses, Cruel (Mild)
Dual Shape
Honorable (2)
Love, Tragic (Luva)
Mental Problems, Depression (Mild)
Minority
Skills
Acrobatics 1
Art 3
Computers 0
Crime 1
Doctor 1
Driving 1
Getting Medieval 5
Gun Fu 0
Influence 5
Knowledge 4
Kung Fu 2
Languages 3
Mr. Fix-it 0
Notice 1
Occultism 4
Science 0
Sports 1
Wild Card 0
Combat
Manoeuvre Bonus Base Damage Notes
Bite +8 27 Slash/stab; Grapple first to feed
Break neck +13 32
Punch +6 16 Bash
Dodge +9 Defence action
Grapple +8 Resisted by Dodge
Feint +9
Blacula, www.imdb.com/title/tt0068284/&e=9797
Scream, Blacula, Scream! www.imdb.com/title/tt0070656/
Wednesday, February 3, 2010
Tuesday, February 2, 2010
Yamil Zacra: The Infernal Star
I have been a fan of H.P. Lovecraft since high school. I like his works as much as the next gamer/horror geek (which is to say, a lot), but it was a chance discovery in my college library one day that I happened on a collection of unfinished stories by Clark Ashton Smith. I had known of CAS for a long time. I knew he was a friend of HPL and the D&D module X2: Castle Amber, was a pastiche of his ideas. One story in this collection of unfinished tales was The Infernal Star, a story of a evil star.
Accursed forevermore is Yamil Zacra, star of perdition, who sitteth apart and weaveth the web of his rays like a spider spinning in a garden. Even as far as the light of Yamil Zacra falleth among the worlds, so goeth forth the bane and the bale thereof. And the seed of Yamil Zacra, like a fiery tare, is sown in planets that know him only as the least of the stars .... -Fragment of a Hyperborean tablet.
This story grabbed a hold of my imagination and never really let go. I could never find that book again in the library, despite my best efforts at looking. But a couple of years ago I discovered the story online at Eldritch Dark, a CAS devoted website.
http://www.eldritchdark.com/writings/short-stories/101/the-infernal-star-%28fragment%29
This dredged up another half-forgotten memory of Nemesis, the hypothetical red- or brown-dwarf star that obits our sun. The theory is that Nemesis causes extinction events about 26 million years or so. The two certainly could be one and the same in a near-apocalyptic game.
Yamil Zacra: The Infernal Star
Somewhere between the stars Polaris and the acknowledged evil star Agol, lies a star nearly invisible to the naked eye; but a star whose ill light shines on Earth still.
The star, Yamil Zacra and it's darker, smaller companion Yuzh, though were once worshipped as evil gods by the Hyboreans and the twisted sorcerers of Mu. Astrologers say that it's foul light was visible when Atlantis sank and the contents moved. In the far future, when many stars have burned out their fuel, they will again be honored by the fell Necromancers of the last continent of Zothique when the Earth is dying.
The ancient Hyboreans believed that this evil star bore the seeds in which all foul magics have grown. That the greatest and most terrible of witches, necromancers and foul wizards were born under it's light.
These magics may be realized when certain amulets of black extraterrestrial metal are grafted into the skin, most often the chest, of those willing. These amulets fell to Earth in ancient times were from the solitary planetary body of Yamil Zacra, a twisted world know as Pnidleethon.
Once in the possession of one of these amulets the dreams of Pnidleethon and Yamil Zacra begin including the means to travel to this chthonic world. When the amulet is finally embedded into the prospective student's chest he forfeits forever his soul and Earthly shell in favor for a form to travel the distances across cold space to the immense world of Pnidleethon.
It is rumored that the possession of such an amulet will increase one's magical energies ten-fold. In game terms increase the character's Sorcery/Magic by +10 or increase their Essence 10 times. While this seems to be great remember at this time there are only two amulets left in the world and the user forfeits their own soul for this power. The soul is not given to some demon or even otherworldly god, but it is consumed whole.
In the Armageddon game I would have Yamil Zacra appear in the nigh sky, a brownish-red blotch on the night sky. It casts no light, save for those already under Leviathan's influence, but everyone can feel it's heat.
Yamil Zacra in All Tomorrow's Zombies In the present day it is difficult to travel to Yamil Zacra and Pnidleethon other than by eldritch or sorcererous means. But in the future worlds of ATZ such an expedition to a planet that is seemingly dead is different sort of tale.
Option 1: The planet is dead. The crew lands on a planet where there had once been a great, if evil, civilization. Yet something is still out there in the dark picking off the cast one by one. It's Cthulhu meets Aliens, or "Journey To The Seventh Planet" with less suck.
Option 2: The planet is alive. Here the civilization of seemingly advanced humans still thrives. But the cast is trapped. Think of the song Hotel California and apply it to the entire planet. Or, Planet Ravenloft.
Escaping in either case is the goal, the means in each option differ. In Option 1 it is just get back to the ship before you all die. In Option 2 it is figure out how to get back to the ship and get out.
Yamil Zacra in D&D4
Obviously one of the dread and fell stars that grant warlocks their power.
More Revelations of Melech
Yamil Zacra: When civilizations fall, it is the light of Yamil Zacra that falls on them. It is a dark red star barely seen by mortals, those that can see it know it is a portent of doom.
Level 23 Encounter Spell
The Doom of Yamil Zacra Warlock Attack 23
For brief, horrible moment the light of Yamil Zacra shine on your enemy, revealing the doom that must come to all.
Encounter ✦ Arcane, Radiant, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier Radiant damage, and the target grants combat advantage to all your allies until the end of your next turn.
Star Pact: If this attack hits, the target takes a penalty to Will equal to your Intelligence modifier until the end of your next turn.
Infernal Pact: If this attack hits, target also takes Fire damage equal to your Intelligence modifier.
Accursed forevermore is Yamil Zacra, star of perdition, who sitteth apart and weaveth the web of his rays like a spider spinning in a garden. Even as far as the light of Yamil Zacra falleth among the worlds, so goeth forth the bane and the bale thereof. And the seed of Yamil Zacra, like a fiery tare, is sown in planets that know him only as the least of the stars .... -Fragment of a Hyperborean tablet.
This story grabbed a hold of my imagination and never really let go. I could never find that book again in the library, despite my best efforts at looking. But a couple of years ago I discovered the story online at Eldritch Dark, a CAS devoted website.
http://www.eldritchdark.com/writings/short-stories/101/the-infernal-star-%28fragment%29
This dredged up another half-forgotten memory of Nemesis, the hypothetical red- or brown-dwarf star that obits our sun. The theory is that Nemesis causes extinction events about 26 million years or so. The two certainly could be one and the same in a near-apocalyptic game.
Yamil Zacra: The Infernal Star
Somewhere between the stars Polaris and the acknowledged evil star Agol, lies a star nearly invisible to the naked eye; but a star whose ill light shines on Earth still.
The star, Yamil Zacra and it's darker, smaller companion Yuzh, though were once worshipped as evil gods by the Hyboreans and the twisted sorcerers of Mu. Astrologers say that it's foul light was visible when Atlantis sank and the contents moved. In the far future, when many stars have burned out their fuel, they will again be honored by the fell Necromancers of the last continent of Zothique when the Earth is dying.
The ancient Hyboreans believed that this evil star bore the seeds in which all foul magics have grown. That the greatest and most terrible of witches, necromancers and foul wizards were born under it's light.
These magics may be realized when certain amulets of black extraterrestrial metal are grafted into the skin, most often the chest, of those willing. These amulets fell to Earth in ancient times were from the solitary planetary body of Yamil Zacra, a twisted world know as Pnidleethon.
Once in the possession of one of these amulets the dreams of Pnidleethon and Yamil Zacra begin including the means to travel to this chthonic world. When the amulet is finally embedded into the prospective student's chest he forfeits forever his soul and Earthly shell in favor for a form to travel the distances across cold space to the immense world of Pnidleethon.
The scene of these latter dreams was not the Earth, but an immense planet revolving around the sun Yamil Zacra and its dark companion, Yuzh. The name of the world was Pnidleethon. It was a place of exuberant evil life, and its very poles were tropically fertile; and the lowliest of its people was more learned in wizardry, and mightier in necromancy, than the greatest of terrene sorcerers. How he had arrived there, the dreamer did not know, for he was faint and blinded with the glory of Yamil Zacra, burning in mid-heaven with insupportable whiteness beside the blackly flaming orb of Yuzh. He knew, however, that in Pnidleethon he was no longer the master of evil he had been on Earth, but was an humble neophyte who sought admission to a dark hierarchy. As a proof of his fitness, he was to undergo tremendous ordeals, and tests of unimaginable fire and night.Yamil Zacra in WitchCraft/Buffy/Ghosts of Albion
It is rumored that the possession of such an amulet will increase one's magical energies ten-fold. In game terms increase the character's Sorcery/Magic by +10 or increase their Essence 10 times. While this seems to be great remember at this time there are only two amulets left in the world and the user forfeits their own soul for this power. The soul is not given to some demon or even otherworldly god, but it is consumed whole.
In the Armageddon game I would have Yamil Zacra appear in the nigh sky, a brownish-red blotch on the night sky. It casts no light, save for those already under Leviathan's influence, but everyone can feel it's heat.
Yamil Zacra in All Tomorrow's Zombies In the present day it is difficult to travel to Yamil Zacra and Pnidleethon other than by eldritch or sorcererous means. But in the future worlds of ATZ such an expedition to a planet that is seemingly dead is different sort of tale.
Option 1: The planet is dead. The crew lands on a planet where there had once been a great, if evil, civilization. Yet something is still out there in the dark picking off the cast one by one. It's Cthulhu meets Aliens, or "Journey To The Seventh Planet" with less suck.
Option 2: The planet is alive. Here the civilization of seemingly advanced humans still thrives. But the cast is trapped. Think of the song Hotel California and apply it to the entire planet. Or, Planet Ravenloft.
Escaping in either case is the goal, the means in each option differ. In Option 1 it is just get back to the ship before you all die. In Option 2 it is figure out how to get back to the ship and get out.
Yamil Zacra in D&D4
Obviously one of the dread and fell stars that grant warlocks their power.
More Revelations of Melech
Yamil Zacra: When civilizations fall, it is the light of Yamil Zacra that falls on them. It is a dark red star barely seen by mortals, those that can see it know it is a portent of doom.
Level 23 Encounter Spell
The Doom of Yamil Zacra Warlock Attack 23
For brief, horrible moment the light of Yamil Zacra shine on your enemy, revealing the doom that must come to all.
Encounter ✦ Arcane, Radiant, Fear, Implement
Standard Action Ranged 10
Target: One creature
Attack: Constitution vs. Fortitude
Hit: 4d8 + Constitution modifier Radiant damage, and the target grants combat advantage to all your allies until the end of your next turn.
Star Pact: If this attack hits, the target takes a penalty to Will equal to your Intelligence modifier until the end of your next turn.
Infernal Pact: If this attack hits, target also takes Fire damage equal to your Intelligence modifier.
Monday, February 1, 2010
Monks come from Blackmoor, part 2
So reflecting on my previous post, Monks come from Blackmoor, I went back and looked over my new (new as of Gen Con) 4e Blackmoor book. Right there, just as I remembered was the Mystic. Not what I liked about this Mystic class is it reminded me so much of the old D&D Rules Cyclopedia Mystic. I am not sure how they stack up against the official 4e Monks, but right now that doesn't matter much to me since these Mystic look like they fit the bill I want as is, right now. So well in fact I am going over my 4e Blackmoor book with a renewed interest.
Their power source is "Spiritual" rather than "Psychic", but that could just be splitting hairs. The effect is largely the same for my use. Though Spiritual is a bit better sounding for what I want to do with them.
They do compare well to some of the other 3rd party monk classes I have seen for 4e, so I Am inclined to say, balance or not, they are roughly compatible with the 4e monks.
Given the roots that Blackmoor share with Mystara I might even go out on a limb here and say Blackmoor has no clerics in the traditional sense. The people of Blackmoor worship, or at least honor, immortals. They are not gods and don't grant spells. Clerics, normally the healers of a group, can be replaced by nobles who have healing powers and the wokan who also have healing powers and herbalism. This is not really a big issue as one might think. D&D4 is using the paths to immortality that was fairly common in Basic D&D and with the Leader roll and everyone having access to healing now, the cleric can be left be things other than the party medic. Nobles then could gain this as part of their background fluff. They are trained as both healer and soldier. This also gives the the Nobel class something to do. The hands of the king are the hands of the healer anyone? The msytic/monk then can focus on the spiritual aspects of life.
The people then of Blackmoor do not believe in gods per se. They know their are supper powerful beings out there, but they are hardly owed worship. Honor in some cases yes, for their deeds, not their words.
I like this idea to be honest with you. Sets up a very different sort of culture for Blackmoor and I like that.
My game world is taking shape.
Their power source is "Spiritual" rather than "Psychic", but that could just be splitting hairs. The effect is largely the same for my use. Though Spiritual is a bit better sounding for what I want to do with them.
They do compare well to some of the other 3rd party monk classes I have seen for 4e, so I Am inclined to say, balance or not, they are roughly compatible with the 4e monks.
Given the roots that Blackmoor share with Mystara I might even go out on a limb here and say Blackmoor has no clerics in the traditional sense. The people of Blackmoor worship, or at least honor, immortals. They are not gods and don't grant spells. Clerics, normally the healers of a group, can be replaced by nobles who have healing powers and the wokan who also have healing powers and herbalism. This is not really a big issue as one might think. D&D4 is using the paths to immortality that was fairly common in Basic D&D and with the Leader roll and everyone having access to healing now, the cleric can be left be things other than the party medic. Nobles then could gain this as part of their background fluff. They are trained as both healer and soldier. This also gives the the Nobel class something to do. The hands of the king are the hands of the healer anyone? The msytic/monk then can focus on the spiritual aspects of life.
The people then of Blackmoor do not believe in gods per se. They know their are supper powerful beings out there, but they are hardly owed worship. Honor in some cases yes, for their deeds, not their words.
I like this idea to be honest with you. Sets up a very different sort of culture for Blackmoor and I like that.
My game world is taking shape.
Ansalon: Terra Incognita?
My son is starting to read the "Gold Dragon Codex" from Mirrorstone books. These are YA titles that are connected to the "Complete Guide to Dragons" the Mirrorstone/Wizards of the Coast has produced. Basically they are YA D&D novels, but not overtly so. Well I was flipping through it and I noticed that the map of area they were set in was Ansalon. I thought this was very cool to be honest.
It got me thinking about Mystoerth. There is a area on the map that I have always wanted to put a Terra Incognita/a lost missing land. I have roughly 2,000 miles east west and the same north south to play with. Well that sounds perfect to fit Ansalon in.
Like many in my age group I read the Dragonlance novels and enjoyed them. I read the second trilogy and enjoyed that one too. I had some of the Dragonlance game books but it was never a world I spent much time in, but gladly used all sorts of things from it (like their elves, ideas on dragons, gods, having three moons). When 3.x came around I looked at the Dragonlance stuff again and liked it in a whole different way.
Now the nice thing is Ansalon can fit in my little used southern region of my map. It's not too big so I am not worried about it fitting. It's far enough away that I can say that there has been no contact between the other continents for long enough to make it work for me. A quick edit with Photoshop and I am sure it will fit nice.
But here is the question. Am I giving up on the uniqueness of the land by just making it another continent? Can the stories I want to tell still be done if for example I am missing Taladas?
So now my world has Blackmoor, Mystara, Greyhawk and now Dragonlance. Not too bad really.
It got me thinking about Mystoerth. There is a area on the map that I have always wanted to put a Terra Incognita/a lost missing land. I have roughly 2,000 miles east west and the same north south to play with. Well that sounds perfect to fit Ansalon in.
Like many in my age group I read the Dragonlance novels and enjoyed them. I read the second trilogy and enjoyed that one too. I had some of the Dragonlance game books but it was never a world I spent much time in, but gladly used all sorts of things from it (like their elves, ideas on dragons, gods, having three moons). When 3.x came around I looked at the Dragonlance stuff again and liked it in a whole different way.
Now the nice thing is Ansalon can fit in my little used southern region of my map. It's not too big so I am not worried about it fitting. It's far enough away that I can say that there has been no contact between the other continents for long enough to make it work for me. A quick edit with Photoshop and I am sure it will fit nice.
But here is the question. Am I giving up on the uniqueness of the land by just making it another continent? Can the stories I want to tell still be done if for example I am missing Taladas?
So now my world has Blackmoor, Mystara, Greyhawk and now Dragonlance. Not too bad really.
Sunday, January 31, 2010
Books for February and later
So February is usually the darkest, coldest, most dreary month on the calendar. So it's a perfect time for some new books. Good for me some of my favorite authors (an some I consider friends) have some new books out.
First up. What's going on in the land of the dead? Amber Benson and Calliope Reaper-Jones know. The second book of the Death's Daughter series, "Cat's Claw" comes out on Feb 23. I really enjoyed the first one and it is different than the "vampire" fare that is out now. This book is firmly in the urban-fantasy camp and it's something like "Sex in the City" meets "Dante's Inferno". A very different mix that I like. What is really cool you can read this and then get a good feel for the sections in "Ghosts of Albion" Amber worked on. I have not quite warmed up to Callie yet, but that is only a matter of time. I like that despite her powers she is not all knowing. She is still basically a 20-something woman living in the city and that doesn't mean she has all the right answers, or even good ones.
Here is the Amazon link, http://www.amazon.com/Cats-Claw-Amber-Benson/dp/0441018432/ref=ntt_at_ep_dpi_3
Next is a series I have been reading non-stop since I discovered it about this time last year. The Hollows Series by Kim Harrison. The star of this series is Rachel Morgan, independent runner, witch, and soon to be target of a witch-hunt. I first mentioned Rachel and her roommate the living-vampire Ivy, in Play Ivy for Me, and I still want to d more with this world. The new book, Black Magic Sanction, has Rachel doing what Rachel does best; getting into trouble WAY over her head. Like Callie, I didn't like Rachel at first. I thought she was, well, stupid. She did things all the time that got her into trouble. But soon I figured out that Rachel isn't stupid. She is impulsive and being drawn into plots she would rather not have to deal with herself. Like Calli, Rachel has powers and that doesn't mean she knows what she needs to do with them. Rachel can be a total flake, but it works for her and now I love this character. The advantage Rachel has over Callie so far is I am 7 books deep into the Hollow's series now and only 1 in Death's Daughter. And Rachel has that whole red-headed witch thing going for her. ;)
Black Magic Sanction is also out Feb 23.
The Amazon link, http://www.amazon.com/Black-Magic-Sanction-Rachel-Morgan/dp/0061138037/ref=pd_sim_b_1
And last up, a new author, but one I met before I knew she was an author. Kimberly Pauley (her husband works with my wife) has part two of her YA/Modern Supernatural book, "It Still Sucks to be Me" the ongoing saga of teen-age vampire (maybe) Mina Hamilton. I don't have much to say here since I am still reading "Sucks to be Me", but I really like what I have read so far. Kim has a new take on vampires and there is not a sparkly on in the bunch! Yeah I am a bit beyond the demographic for this, but it is a fun read.
"Still Sucks to be Me" is not out till May.
Amazon link, http://www.amazon.com/Still-Sucks-Be-Me-Confessions/dp/0786955031/ref=sr_1_1?ie=UTF8&s=books&qid=1264958780&sr=1-1
Now here is the gamer in me. Mina, Callie and Rachel are all sitting together in a local coffee shop. What is each of them drinking?
My guesses:
Mina - hot chocolate, extra whipped cream.
Rachel - coffee, black, in a huge mug with a flaming bunny on it.
Callie - decaf green tea chai with soy milk.
And what happens next to put them all into an adventure. Ok, Mina is a bit young, so it has to be something that would be good to drag a high school kid into. Maybe Ivy is there and Mina was sent to learn from her by the head of the vampire council....too much of a stretch? Yeah maybe.
And why am I thinking of all of these women in terms of Cortex stats? Seems to work well.
Support these authors. They are good people and write good stuff.
First up. What's going on in the land of the dead? Amber Benson and Calliope Reaper-Jones know. The second book of the Death's Daughter series, "Cat's Claw" comes out on Feb 23. I really enjoyed the first one and it is different than the "vampire" fare that is out now. This book is firmly in the urban-fantasy camp and it's something like "Sex in the City" meets "Dante's Inferno". A very different mix that I like. What is really cool you can read this and then get a good feel for the sections in "Ghosts of Albion" Amber worked on. I have not quite warmed up to Callie yet, but that is only a matter of time. I like that despite her powers she is not all knowing. She is still basically a 20-something woman living in the city and that doesn't mean she has all the right answers, or even good ones.
Here is the Amazon link, http://www.amazon.com/Cats-Claw-Amber-Benson/dp/0441018432/ref=ntt_at_ep_dpi_3
Next is a series I have been reading non-stop since I discovered it about this time last year. The Hollows Series by Kim Harrison. The star of this series is Rachel Morgan, independent runner, witch, and soon to be target of a witch-hunt. I first mentioned Rachel and her roommate the living-vampire Ivy, in Play Ivy for Me, and I still want to d more with this world. The new book, Black Magic Sanction, has Rachel doing what Rachel does best; getting into trouble WAY over her head. Like Callie, I didn't like Rachel at first. I thought she was, well, stupid. She did things all the time that got her into trouble. But soon I figured out that Rachel isn't stupid. She is impulsive and being drawn into plots she would rather not have to deal with herself. Like Calli, Rachel has powers and that doesn't mean she knows what she needs to do with them. Rachel can be a total flake, but it works for her and now I love this character. The advantage Rachel has over Callie so far is I am 7 books deep into the Hollow's series now and only 1 in Death's Daughter. And Rachel has that whole red-headed witch thing going for her. ;)
Black Magic Sanction is also out Feb 23.
The Amazon link, http://www.amazon.com/Black-Magic-Sanction-Rachel-Morgan/dp/0061138037/ref=pd_sim_b_1
And last up, a new author, but one I met before I knew she was an author. Kimberly Pauley (her husband works with my wife) has part two of her YA/Modern Supernatural book, "It Still Sucks to be Me" the ongoing saga of teen-age vampire (maybe) Mina Hamilton. I don't have much to say here since I am still reading "Sucks to be Me", but I really like what I have read so far. Kim has a new take on vampires and there is not a sparkly on in the bunch! Yeah I am a bit beyond the demographic for this, but it is a fun read.
"Still Sucks to be Me" is not out till May.
Amazon link, http://www.amazon.com/Still-Sucks-Be-Me-Confessions/dp/0786955031/ref=sr_1_1?ie=UTF8&s=books&qid=1264958780&sr=1-1
Now here is the gamer in me. Mina, Callie and Rachel are all sitting together in a local coffee shop. What is each of them drinking?
My guesses:
Mina - hot chocolate, extra whipped cream.
Rachel - coffee, black, in a huge mug with a flaming bunny on it.
Callie - decaf green tea chai with soy milk.
And what happens next to put them all into an adventure. Ok, Mina is a bit young, so it has to be something that would be good to drag a high school kid into. Maybe Ivy is there and Mina was sent to learn from her by the head of the vampire council....too much of a stretch? Yeah maybe.
And why am I thinking of all of these women in terms of Cortex stats? Seems to work well.
Support these authors. They are good people and write good stuff.
Friday, January 29, 2010
What Should an OSR Witch Do or Be?
So Eldritch Witchery is on the (far) horizon and it has been getting me thinking.
What should an Old-School Witch do?
One of the strengths of the older games, and maybe something we have gotten away from in newer game design, is trying to do more with less. The older games had four classes (give or take) and these represented roles of the characters, it was then up to the player to detail and refine those roles and characters.
Lets look at the class "Magic User" for a bit. Magic User does not automatically mean "Wizard". It took me a while to get that (I blame 2nd Ed). We lost this distinction in later versions of the game and even in popular thought during the "golden age". But really Magic User should really mean anyone that uses magic, whether you call them Wizard, Wu-Jen, Sorcerer, Illusionist, Mystic, Necromancer or even Witch is up to the player (but not Cleric or Priest...). For most people this is fine. Others want more definition to the role.
In Spellcraft & Swordplay we already now have a Necromancer. One could argue there is a bit of "divine" magic that a Necromancer must channel to do his job. He is still a "magic user" just a very specific one. Same was seen in AD&D 1st Ed with the Illusionist, but that was a separate class. Druid, Ranger, Paladin and Assassin are the same way for their respective roles. It is is easy to see why it happens and even why it needs to happen. So accepting there are general roles and then some specific roles where can we go with a concept like a witch?
The witch then, as a class, should be something special. When I write for Buffy, WitchCraft or even Witch Girls Adventures, the witch is the defacto magic using class, but in a world where magic is largely unknown. In D&D and it's clones the Wizard is the main class. The role of the witch then should be to provide that air of mystery and "otherness" that the wizard and other magic-users no longer supply*.
*The caveat here being "in many games", there is nothing saying you can't have mysterious wizards in your game.
When I did the witch for 2nd Ed AD&D, she was basically a type of divine spell caster with access to various arcane spells and occult powers. In 3rd Ed/d20 I flipped that to make her an arcane spell caster with access to divine spells and occult powers. The same seems mostly true for all the other d20/3.x witches I have seen over the years. IF (that's a big if) I were to do a witch for 4th Ed then I would up the occult power angle with access to "divine" and "arcane" powers.
Looking to games like Spellcraft & Swordplay, Basic Fantasy RPG or Labyrinth Lord I think I want to keep the arcane power base, to make her mostly similar to the current "Magic Users" in those games, but continue to shuffle to spell list to offer some differences. Add things like some minor healing spells (at later levels than the Cleric gets them), and certainly increase her ability to make potions and other minor magics. Someone has to be stocking all those dungeons with potions and Amulets of Protection. To aid that air of mystery she should have some powers that wizards/magic-users don't have. Something that when she uses them the other characters need to be thinking "how did she do that?"
One thing I don't want though is class bloat. That seems too much against the Old-School thought. I have an edition of D&D with 100s of classes. Actually I have more than one edition. But an OSR game should be tight. Add what is needed and no more than that.
So what is a witch in an old-school game?
She is an arcane spell caster. So she learns her magic from other agents, be they familiars sent by powers unknown, the powers themselves or handed down mother to daughter. She also gains certain divine magics due her ties with the natural world. This puts her at odds with more traditional wizards, who see her as little more than a hedge wizard, and clerics, who see her as a heretic to their beliefs. Witches also gain a set of occult powers, magical effects she can use like spells, but come without study or practice. Witches learn in Traditions (how their magic is taught to them) and form Covens, groups of other, like minded witches.
The prime ability for magic-users is Intelligence. For clerics it is Wisdom. Witches have been called "the craft of the wise" and I have been using Wisdom as their prime ability for years. But I think a strong case can be made for Charisma here. This is the section on charisma from Spellcraft & Swordplay:
Why do witches go on adventures?
In the pulps and related fictions that had an influence on the fathers of role-playing games, witches occurred fairly frequently. But they were often the means of the quest, not on it. The heroes went to the the witch, or she was the one sending them on the quest or the reason they were questing. In games terms that puts them in the NPC category fairly squarely. A witch though might want to go on adventures for the same reasons that wizards and other magic users do; to learn more magic. Or maybe she is on a quest of her patron power. Or she is on a pilgrimage to a sacred site. In truth any reason why a wizard or cleric would adventure is a good reason for a witch. And let's not forget the most tried and true reasons, to become a hero or at the very least kill things and take their stuff.
Do witches belong in D&D? Well that would depend on your own games I think. But given all the attempts over the years, from the earliest Dragon magazines to Paizo's latest playtest, I think there is certainly a desire to include her by many.
Here is hoping that Eldritch Witchery lives up to all of that!
What should an Old-School Witch do?
One of the strengths of the older games, and maybe something we have gotten away from in newer game design, is trying to do more with less. The older games had four classes (give or take) and these represented roles of the characters, it was then up to the player to detail and refine those roles and characters.
Lets look at the class "Magic User" for a bit. Magic User does not automatically mean "Wizard". It took me a while to get that (I blame 2nd Ed). We lost this distinction in later versions of the game and even in popular thought during the "golden age". But really Magic User should really mean anyone that uses magic, whether you call them Wizard, Wu-Jen, Sorcerer, Illusionist, Mystic, Necromancer or even Witch is up to the player (but not Cleric or Priest...). For most people this is fine. Others want more definition to the role.
In Spellcraft & Swordplay we already now have a Necromancer. One could argue there is a bit of "divine" magic that a Necromancer must channel to do his job. He is still a "magic user" just a very specific one. Same was seen in AD&D 1st Ed with the Illusionist, but that was a separate class. Druid, Ranger, Paladin and Assassin are the same way for their respective roles. It is is easy to see why it happens and even why it needs to happen. So accepting there are general roles and then some specific roles where can we go with a concept like a witch?
The witch then, as a class, should be something special. When I write for Buffy, WitchCraft or even Witch Girls Adventures, the witch is the defacto magic using class, but in a world where magic is largely unknown. In D&D and it's clones the Wizard is the main class. The role of the witch then should be to provide that air of mystery and "otherness" that the wizard and other magic-users no longer supply*.
*The caveat here being "in many games", there is nothing saying you can't have mysterious wizards in your game.
When I did the witch for 2nd Ed AD&D, she was basically a type of divine spell caster with access to various arcane spells and occult powers. In 3rd Ed/d20 I flipped that to make her an arcane spell caster with access to divine spells and occult powers. The same seems mostly true for all the other d20/3.x witches I have seen over the years. IF (that's a big if) I were to do a witch for 4th Ed then I would up the occult power angle with access to "divine" and "arcane" powers.
Looking to games like Spellcraft & Swordplay, Basic Fantasy RPG or Labyrinth Lord I think I want to keep the arcane power base, to make her mostly similar to the current "Magic Users" in those games, but continue to shuffle to spell list to offer some differences. Add things like some minor healing spells (at later levels than the Cleric gets them), and certainly increase her ability to make potions and other minor magics. Someone has to be stocking all those dungeons with potions and Amulets of Protection. To aid that air of mystery she should have some powers that wizards/magic-users don't have. Something that when she uses them the other characters need to be thinking "how did she do that?"
One thing I don't want though is class bloat. That seems too much against the Old-School thought. I have an edition of D&D with 100s of classes. Actually I have more than one edition. But an OSR game should be tight. Add what is needed and no more than that.
So what is a witch in an old-school game?
She is an arcane spell caster. So she learns her magic from other agents, be they familiars sent by powers unknown, the powers themselves or handed down mother to daughter. She also gains certain divine magics due her ties with the natural world. This puts her at odds with more traditional wizards, who see her as little more than a hedge wizard, and clerics, who see her as a heretic to their beliefs. Witches also gain a set of occult powers, magical effects she can use like spells, but come without study or practice. Witches learn in Traditions (how their magic is taught to them) and form Covens, groups of other, like minded witches.
The prime ability for magic-users is Intelligence. For clerics it is Wisdom. Witches have been called "the craft of the wise" and I have been using Wisdom as their prime ability for years. But I think a strong case can be made for Charisma here. This is the section on charisma from Spellcraft & Swordplay:
Charisma is a combination of a character’s personal magnetism, presence, and appearance. The higher the charisma, the more impressive the character is. Whether this manifests as an ominous intimidation or an ethereal beauty is up to the player in question.If the witch is dealing with other-worldly agents to learn her magic, then only the most successful ones are the ones with the personality to hold their own. I think charisma then is the way to go here. Plus if we have three magic using classes now (magic-user, cleric and now witch) then it makes sense that each one uses a different mental stat for their magic workings. I would say though witches still need a high wisdom in order to be successful. Of course this leads to the all witches are therefore good looking cliché seen all too often in games and stories. Not that I have anything at all against a sexy witch (far from it), but Baba Yaga is also a witch and mentioned in the OD&D books. Obviously then Baba Yaga has a very high charisma, but in the terrifying and intimidation sense, not in the hot witch sense.
Why do witches go on adventures?
In the pulps and related fictions that had an influence on the fathers of role-playing games, witches occurred fairly frequently. But they were often the means of the quest, not on it. The heroes went to the the witch, or she was the one sending them on the quest or the reason they were questing. In games terms that puts them in the NPC category fairly squarely. A witch though might want to go on adventures for the same reasons that wizards and other magic users do; to learn more magic. Or maybe she is on a quest of her patron power. Or she is on a pilgrimage to a sacred site. In truth any reason why a wizard or cleric would adventure is a good reason for a witch. And let's not forget the most tried and true reasons, to become a hero or at the very least kill things and take their stuff.
Do witches belong in D&D? Well that would depend on your own games I think. But given all the attempts over the years, from the earliest Dragon magazines to Paizo's latest playtest, I think there is certainly a desire to include her by many.
Here is hoping that Eldritch Witchery lives up to all of that!
Thursday, January 28, 2010
Monks come from Blackmoor
I have been re-reading all my old original D&D books lately. Fun stuff.
But I caught something today that I know I have read before, but now it jelled differently.
The Monk Class was introduced in the Blackmoor supplement.
Monks come from Blackmoor.
Now I am thinking for my Blackmoor, whether I use an OSR game or 4e, will have monks. Sure it might not fit, but it is certainly an interesting concept.
Of course when most people think monks they think Kwai Chang Caine or Oriental Adventures. What if this sect of Monks were still psychic ascetics who trained their mind and body, not so much for a higher religious purpose, but more like something from the psychic awareness boom/New Age we saw in the 1970's. So less Caine and more Uri Geller.
Yeah, the more I think about this idea the more I like it. New Agey, crystal wearing hippie monks with psychic powers come from the "forgotten lands" of Blackmoor. In the community of Blackmoor they replace the clerics as the spiritual leaders, getting people to work out their problems through peace, love and understanding. When that doesn't work, they go all Neo on you and bend a spoon on your ass. I'll look over the "Mystic" class again in my 4e version of the Blackmoor book and see if there are any parallels that I can make work with this concept.
Blackmoor is quickly becoming my go to place for doing some cool Old School sandbox creating.
But I caught something today that I know I have read before, but now it jelled differently.
The Monk Class was introduced in the Blackmoor supplement.
Monks come from Blackmoor.
Now I am thinking for my Blackmoor, whether I use an OSR game or 4e, will have monks. Sure it might not fit, but it is certainly an interesting concept.
Of course when most people think monks they think Kwai Chang Caine or Oriental Adventures. What if this sect of Monks were still psychic ascetics who trained their mind and body, not so much for a higher religious purpose, but more like something from the psychic awareness boom/New Age we saw in the 1970's. So less Caine and more Uri Geller.
Yeah, the more I think about this idea the more I like it. New Agey, crystal wearing hippie monks with psychic powers come from the "forgotten lands" of Blackmoor. In the community of Blackmoor they replace the clerics as the spiritual leaders, getting people to work out their problems through peace, love and understanding. When that doesn't work, they go all Neo on you and bend a spoon on your ass. I'll look over the "Mystic" class again in my 4e version of the Blackmoor book and see if there are any parallels that I can make work with this concept.
Blackmoor is quickly becoming my go to place for doing some cool Old School sandbox creating.
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