Tuesday, April 6, 2010

Sanctuary

You feel lost. Hurt. 
Helpless. Desperate. 
Alone.

Something happened to you or to people you love.
And no one understands. 
No one believes.
And no one can help.

But we understand. 
We believe.
We can help.

We are Sanctuary.
Someday everything is going to be alright.

Sanctuary

Sanctuary began in my 1st Edition AD&D game.  Located in the Principalities of Glantri (from Mystara and Basic D&D), Sanctuary was a group of healers that specifically dealt with the attacks on normal people by supernatural creatures, werewolves and undead in particular.  Since many of the rulers of the land were the very monsters they were fighting Sanctuary had to become covert and hidden.  The only way to know you were in a "Sanctuary" was by a open palm hand in blue paint.
Eventually they were one of the groups that lead to the political coup of Glantri, tuning it in to a Theocratic Monarchy, but that was many years ago.

I revived the idea of Sanctuary for modern horror games back around 2004 or so.  They are  group that helps people deal with the after-math of a supernatural creature attack.  You or your loved ones are attacked by a vampire or werewolf?  Well going to the police or the hospital won't be much help (even if they do know) and talking to a therapist will either get you a nice quiet rest or hooked up with enough anti-psychotics to dull every pain (and in fact many do just that).

But Sanctuary is different.  They staff doctors, social workers, psychologists and even an array of computer experts to help rebuild lives.  Like all social services they are understaff, over worked, under funded and at least six months behind on their case loads.

I had wanted to introduce them in Season 2 of my Willow and Tara game, Season of the Witch.  But it never worked out.  Instead they worked out much better in my Season 3 Willow and Tara game, Generation HEX. Here the girls could contribute to Sanctuary a little more.

In the world they are a bit like occult social services and clinic as well as occult relocation program.

In an episode or adventure I use Sanctuary in my modern occult/supernatural games as part resource and part plot device.  Typically in their role of helping someone the monster of the week does not want helped.

I have not worked out any stats for the group, typically all I need is an NPC ready to go as a councilor or social worker and the monster.  Though in Generation HEX I did have an older Sarah Bailey working at Sanctuary.  She basically was there to yell at the cast saying she often had to clean up the messes and broken lives they left behind.

As a group they are not very old, game time wise.  I put their development around the 1990s.  Maybe they got their start up funds from the Clinton administration. But this goes along with my theory of supernatural games needing to up the ante each generation.  Back in the days of Chill monsters were rare, but as time went on more and more of the beasties were crawling out of the woodwork. So there has been more of an in-game and in-universe need for a group like this.

Those with a good memory might be able to guess where the name and the symbol of this group comes from.

Monday, April 5, 2010

Pathfinder: Going forward in reverse

So it is now official.  WE are moving our 4th Ed. D&D over to Pathfinder.



I am of two minds about this.

On one hand Pathfinder is a lot of fun.  It is easy to do and given the years long 3.x game I have been playing with my kids it is easy to teach them.  4e's combats just take so damn long, it is hard to do more than two encounters per day.

On the other, I really enjoy Fourth Edition and have a lot of nice toys for that too.  I love the DDi and I am lamenting that there is nothing similar for Pathfinder. Yes I know about Hero Lab, but I am not sure how well it works and whether it would work for me.

I am not going to debate the merits of one over the other.  I am sick to death of edition wars and I don't want to contribute to either side on this.   Both games are fun, both games "can do D&D" and both are good games.  Everything else is just details.

So I am in the process of converting back some of my 4e characters to Pathfinder.  Not difficult really, the systems have more in common than I think some people would like you to believe.  I focus more on concept than actual class.  So some warlocks become witches, other sorcerers.

Chances are some 4e-isms will enter our Pathfinder games.  Passive Insight and Passive Perception come to mind right away. Though we are not likely to use healing surges at all.  Though my son made a good joke about that on Saturday.  One of the boys (all of them 6/7 to 10 years old), made a joke about "being bloodied" and "needing a healing surge". Liam said, "sorry you have to wait for the universe to upgrade to 4th edition first!".  

So we will use terms like "bloddied" and that might mean something in the future, but not quite yet.  I also like some of the ideas behind skill challenges and I would like to import Dragonborn over for my son.  After all what is D&D if you can't house rule it?

I am certain we will come back to 4e, and it is also likely that my current 3.x game with my two kids will become a 4e game some day.  But now just to be honest I am happy to be gaming regularly and I hope we stick with this for a long time to come.  It's a new world, but no more new than 4e, and the adventures still feel like adventures.

Course now I have to figure out if a character I play in both games (which is likely to happen) is the same character or maybe a Mirror/Mirror, alternate universe deal.   These are important things to consider afterall...

More races of Mystoerth: Goblins

I have been thinking a bit about races, or rather species, in my world.  Last time I talked about D&D 4e and their 25 races.  I felt that was a bit much, but I got to thinking that my own home-brew efforts were just as bad. I have honestly no clue how many different types of elves I have.  And I don't just mean odd ones like grey, valley and grugach, but gypsy, rain-forest, snow and night elves too. I have at least 5 or 6 halfling subtypes and a couple of gnomes.

Hob-noblin with the Goblins

I have talked about races/species in general and a bit on orcs and elves.  But lately my thoughts have turned to Goblins.  I have to blame the work I did in Ghosts of Albion.  Pick up that game and you will see what my thoughts are currently on the various goblin type.  I have also been influenced of late by the goblins in Yet Another Fantasy Gamer Comic.  Part of the reasons too are that for the most part the monsters in D&D are taken from myth, legend and folklore, but a lot of monsters have more than one name and the same name sometime applies to very different creatures.  I talked about this briefly in my Succubus posts. Zak over at "Playing D&D With Porn Stars" is going over all this now with his alphabetical monster thing, and the posts on  Bugbears and Hobgoblins in particular.   Of course he is not the only one, we have ideas from Warhammer, regions from Greyhawk Grognard,  and the Asian inspired Hobgoblin.
I have also produced, mostly for Ghosts of Albion, a few goblin types such as the Blood Goblin and the goblin that is not a goblin at all, the Corn Goblin.

Goblins

Goblins in my world, and this is usually regardless of system, but *D&D, Ghosts of Albion and WitchGirls Adventures in particular, are short little nasties related to the faeries.  Goblins in fact share the same relationship to the fae that Tolkien Orcs share with Elves.  My initial concept of them was of course the 1986 Labyrinth movie.  Goblins are not outright evil, but certainly mischievous and opportunistic. They love commerce, not just the money, but all that brings with it; corruption, graft, drugs, crime.  So needless to say goblins are found in (and fond of) cities in my worlds. Back in the day we were playing in a lot of urban settings as opposed to dungeons per se.  Goblins were a big part of that.  As I moved on my goblins were influenced by Ferengi from Star Trek: TNG, GURPS Goblins, a bunch of other books and just a need to have a monster/humanoid type there.  So I like the Pathfinder Goblins better than the 4e ones, but they are really not that far off from each other.
In 4e and Ghosts of Albion, I place goblins in the Feywild and Avalon, respectively (different names for essentially the same thing).  Of course being goblins keeping them in one place is like trying to herd rats and they get out every chance they get.
Goblins have high infant mortality rates, which is probably a good thing given how quickly they reproduce.

In Ghosts of Albion and other modern supernatural games I run there is the Goblin Market.  Hidden from mundane eyes nearly everything and anything found in a magical world can be found here, for a price.  In *D&D the Market is more open, and more dangerous.  I will work this up one day, just need to figure out how to do it justice.

Hobgoblins

Somewhere along the line a hobgoblin went from trickster spirits like Puck to larger, military style goblins.  Of course we could thank (or blame) the Monster Manual for that, but it looks more like it is another bit of Tolkien in D&D. They do serve a certain roll in the game world.  Hobgoblins are larger, meaner, and certainly more evil. Maybe the Hob of Hobgoblin is not a "spirit" but "old Hob", the Devil.  In the 1st Ed Monster Manual they are lawful evil.  They are militaristic, big, evil, have redding skin.  Hobgoblins are devil-goblins.  Pretty easy I think. Plus I like the idea.  If we can have tieflings, alu-demons and cambions all as races then why not Hobgoblins as devil spawn among goblins.
Mağlubiyet,the god of the goblins then could be a type of devil. Maybe even a cast down fey god.

Maybe that helps explain why some goblins look so different, but most Hobgoblins all look the same.  The strict hierarchy and breeding program of the devils forces them to be more alike.  Now I would say that some of the more evil goblins, maybe the standard "D&D" goblin are goblin/hobgoblin hybrids. Or something.
The one thing they seem to be missing is horns.  I think Hobgoblins should have horns.  Like some of the orcs in the cartoon version of the Hobbit.

Bugbears
Many years ago I had a TRS-80 Color Computer with a Speech Pak and my DM at the time wrote a program for running a D&D game.  I added the speech parts to it.  Well it would always pronounce Bugbears  as "bug-beer".  It always made me think, what the hell is a Bugbear anyway?  A giant hairy goblin according to most of the books. For the longest time I thought why not just merge Bugbears and Hobgoblins into the same creature, their stats are not that off from each other really with the only big difference is that one is chaotic evil and the other lawful evil.    Well as I got into researching more I discovered that "bugbear" come from the same phonology that gives us boogies, boogey-man, bugaboos and the buckwan.  So another English fey type.  They are more animal like than Hobgoblin, which they are obviously related to.
I have been saying this for years, but I am now convinced after seeing their new Pathfinder incarnations, Bugbears are the offspring of goblins and demons. I can even see a situation where demons began impregnating their goblin slaves over the millennia till bugbears were produced.  Millennia more of letting them run amok in the planes of mortals has produced a race that is more or less stable.  Bugbears are then larger, nighmarish goblins that tend towards acts of random chaotic violence.  Given their chaotic nature, I might even introduce random mutations.  I have seen these for demons and for Gamma World, maybe their are some good ideas in the pages of Mutant Future for this.

Not to be outdone the Arch Dukes of Hell produce Hobgoblins in a strict engineered breeding program.

Other Goblins
Goblins are ripe for sorts of fun.  From the annoying to the dangerous to the outright evil, goblins can run the gambit.  Many years ago, so many in fact I was a kid ridding my bike listening to Thomas Dolby on my Walkman, I came up with a monster.  I have stats for him for various AD&D systems, but here is the most recent version.  I might do some retro stats for the little beastie for the various OSR books out there too.

Blood Goblin
The thing was no larger than a child, but no child could have such a malevolent countenance. It was nearly doubled over, with a hump on it’s back. It’s long gangly arms caused it to drag it’s knuckles like that of an ape. It’s face was piched, it’s mouth full of cruel sharp teeth, and it’s eyes empty pools of some milky substance. It’s skin was slick and glistening, it was only under closer inspection that we realised it was in fact covered in blood. The thing spoke to us, but it was incomprehensible. Not that we needed to understand it’s words when it’s actions were clear enough.
--From the Journal of Tamara Swift

Blood Goblins are nasty little beasties. Nominally part of the faerie, their essences have been corrupted by demonic power. The ritual to turn a faerie into a blood goblin is unknown to most mortals, but what is known is it is dark and evil and requires the demon binding the potential blood goblin to feed it some of it’s own demonic blood.
Once complete the faerie undergoes a horrible transformation. Their form becomes a twisted parody of what it once was. Wings (if they had them) wither and fall off. Teeth grow long and sharp. Their skin takes on the unhealthy look of a bruise or rotting flesh and thick acidic blood weeps from their pores. Arms grow long and their now taloned hands drag the ground. Their eyes turn completely milky white with no pupils visible.
They can speak, but it is difficult to understand them.
Blood goblins are bound to their master and will do his bidding. The trouble is most are far too dimwitted to be anything other than a nasty little killers. The enjoy hiding in alleys or darkened paths and ambush their targets. They have a keen sense of smell so often they need something that smells like the intended victim in order to attack them. A blood goblin can track their victim using an Observation check, modified as the Director needs to climate conditions and the like. Once on a mission they are too dim witted and too frightened of their masters to do anything else but complete it. Goblins that do not often will go rogue, preferring not to return their master in failure.

Name: Blood Goblin
Motivation: To serve their master
Creature Type: Faerie (goblin)
Attributes:
Strength 4, Dexterity 3, Constitution 3, Intelligence 1, Perception 4, Willpower 2
Ability Scores:
Muscle 12, Combat 13, Brains 9
Life Points: 38
Drama Points: 1
Special Abilities: Burning Blood (1 LP damage per contact with bare skin); Emotional Problems (Cruel); Faerie, Reduced Size (freakishly small); Unattractive (2)
Manoeuvres
Name Score Damage Notes
Dodge 13 — Defence action
Grapple 15 — Resisted by Dodge
Punch 13 8 Bash
Knife 13 8 Slash/Stab

Saturday, April 3, 2010

Pathfinder

Taking a break from smashing some goblins in Pathfinder on today's Family D&D day.

The combat is going REALLY fast, much faster than 4e or even 3.x.

Really digging my new witch too.  Though to be fair she does play similar to my 4e warlock.

More soon.

Wednesday, March 31, 2010

Player's Handbook 3

I wasn't originally going to pick up the 4th Edition Player's Handbook 3.   My DM is not using the new Hybrid rules and we both felt that the Skill Powers were neat as an idea, but not something either of us would use.  Plus I was not thrilled with any of the new races (we now have animal, vegetable and mineral) and two of the psionic classes.

But I am glad I picked it up.

The book is cool for a few things.  First off the Monk is just way cool.  The type of game that D&D 4 is now the monk just fits right in.  More so even that it did in any previous version of the game (especially 2nd Ed).  It has a different flavor than the 3.x monk.  Adding the Githzeri is just the icing on the cake there.  Can't wait to try out a Githzeri cenobite.  I will need to rework my whole "Monks are from Blackmoor" ideas.

I also like the inclusion of the Far Realm stuff as a reason for Psionics.  Right up my alley.  If the Far Realm is supposed to be the Cthulhoid alien/gods from Beyond then that is pretty awesome stuff.  Of course I do the same thing in my WitchCraft RPG games.  Plus the cool thing with this and the Githzeri is you can imagine the Githzeri on their lonely outposts fighting off the minions of the Far Realm/Mad Gods.  

The Hybrid stuff is still nice. Been doing that for a bit though. There are some nice ideas on good hybird choices.  Most is no brainer stuff, but still nice to see.  I am working on a Dragonborn Monk/Sorcerer hybrid now just to see how it works.

The Skill Powers are neater than I gave them credit for at first.  A nice way to customize each character.

There is still a lot here I am not going to use.  The Psionics stuff is neat, but I never liked to mix psionics and magic all that much.  The Minotaur are ok and since I just added Ansalon to my world I know where they come from now.  But in a world with Goliaths and Half-Orcs and Dragonborn the niche they fill is kind of taken.

I now count 25 classes (which includes the Assassin) and over 30 races (more if you get creative with the Monster Manuals).  That's a lot.  Maybe even too much.  I'll have to set some limits in my own 4e games.

The art is still fantastic and I only saw a couple of reused pieces.  More as I read more.

Monday, March 29, 2010

New Layout

Playing around with the layout here.
Have a new section called "Pages" to the right.  ->
That is for more static pages and links.

I also added the old background image from my "The Other Side" website.  I like it. What do you all think?

Review: It Sucks to Be Me

Sucks to Be Me

Mina Hamilton is your ordinary 16 year old girl who has ordinary problems.  She is worried about her Chemistry test, whether she can get Nathan, the boy she has liked since forever to like her back, or even notice her, there is Prom coming up and oh yeah, her parents are bloodsucking undead creatures of the night. Well...an accountant and a middle-school teacher, but still undead.
Yeah, Mina's parents (an her weird uncle) are vampires.
And now she has to decide if she is going to become one too.
In a few weeks.
Or else.

And that begins the tale "It Sucks to Be Me" by new(ish) author Kimberly Pauley.  I got the chance to read this book while on vacation and frankly I was very, very pleased.  Ok a few disclaimers out of the way.  Yes, I know this book is aimed squarely at the Young Adult crowd, and I do know Kim.  But all that aside, this is a really good book.  Lets look into it.

Ok, the hero of our tale is Mina Hamilton the aforementioned 16 year old.  Her parents are vampires, something she has known all her life (it happened just after she was born) and it no big deal to her.  It becomes a big deal when the Northwest Regional Vampire Council (think the Camarilla with more red tape) finds out.  Now Mina, on top of everything else, has to decide whether or not to become a vampire.  She has to take Vampire Classes (not even remotely as cheesy as it sounds, and it is supposed to sound cheesy) and learn all these laws of the undead.  All the time she can't even tell her BFF about it.  Sure it's teen girl melodrama, but Kim really  makes it work well.

I will be honest here, I liked it. A lot.  I am not the target audience, and neither are many of the people that read this blog, but it was a well written, funny book that never takes the vampire myth too seriously but you can tell that Kim really knows her stuff.  I bet she could turn out a vampire tale worthy of Laurel K. Hamilton or Anne Rice and be a thousand times better than Stephanie Meyer.  But I get the distinct feel that that is not where her muse or interests lie.  I think it is obvious that Mina here is running the show so to speak.

Mina is an interesting character.  Like so many Urban-Fantasy-Supernatural / Chick-Lit books out there today Mina is a strong female-or at least she is going to be.  She is still only 16 and all the insecurities and hang-ups related to that. She doesn't know all the answers or even really what the questions are.  She is not entranced by the whole "vampire culture", thinking that some of it is kinda gross, and is more concerned with what and older heroine my consider trivial.  That though is her charm really, and the cleverness of Kim's writing.

Things I liked, in no particular order.
- Weird Uncle Mortie.  One day I need to ask if he is based on a real person, her characterization of him was too vivid. I know exactly what this guy looked like from the moment he left his giant yellow Cadillac.
- Mina's book report on "Dracula".  Very clever and I actually wanted to read more of that.  But that is the teacher in me.
- The author of the vampire books.  She was a kook and she was the one who wasn't a vampire.
- The Black Talons. Are we going to see more than them?  They are certainly not kiddie fare and closer to something like a "Black Court" vampire.
- Can't wait to see more of Mina in the next book.
- Great debut novel.  Some novels from first time authors read like a lot of really cool ideas strung together with a thin plot.  Not this one.  The plot gets into high gear right away and brings you along for the ride.
- I loved that Mina's family was so central to the tale.  I get tired of books where the family is missing, underused, or outright killed off.  Mina's parents (and Uncle Mortie again) are just as important to the tale and to Mina.
- A quick and easy read.  Perfect for vacation or just a nice afternoon with a book.

So. what can you, the older gamer, get from these books?

Well there is a bit actually.  It is good to see a new(er) take on vampires that does not make them into some sort of fetish object or make them sparkle.  In fact this book pretty much dismisses those points of view completely.  Ok, so Mina's parents and uncle are not the vamps from Dusk till Dawn (her favorite movie) either, but they certainly seem the exception rather than the rule.  Or, maybe they are just laying low.  It is easy to see that this book could take place in a larger universe similar to that of any modern supernatural game.  My own "Mayfair's" would work well as a "Blood Bar" in this universe too.

But most importantly I think the book is just a fun read.  When the kids have graduated Harry Potter, and they haven't yet (or won't) moved on to Twilight, then this is perfect.  Actually this is much better than Twilight.

This book is the perfect antidote for angsty, sprakly or otherwise gothier-than-thou vampires.  I look forward to more of Mina's (mis)adventures and a whole new list of why it still sucks to be her.

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