Friday, January 28, 2011

New Game Group

Tonight will be the first meeting of my new game group.  Well, not so much new and not really mine.
"The Northlands Gaming Group" will be the same members of my "adult" Pathfinder/D&D4 group which is a larger set of my normal Unisystem playtest group.  The DM will be Greg aka Rhonin84.

Tonight is the prep meeting over some Chicago-style pizza.  I am expecting we will be doing more in Greg's own world, which will be a treat.  What I am not sure of yet is which system we will be using.  I have narrowed it down to a few guesses though.

D&D4
Why?  Well we both play it with our own kids separately now and when we get them together. It would be easy to do and between the two of us we have everything.  Plus we had a good Essentials based game recently that was a lot of fun.
Why not? For exactly the same reasons.
My take: I get to play a lot of D&D4 and with this group we will spend a lot of time in combat.  D&D4 combats do take a long time but there are ways to speed it up.

Pathfinder
Why? This is the odds on favorite I think. This is the system that this group started out in.
Why not? These reasons are fewer.  The main reason would be that one of the other systems has something in it that PF does not.
My take:  I like Pathfinder and unless we do it here I am not sure when I'd ever play it.

Retro-Clone
Why? Greg has been telling me for weeks now how much of a fan he is of OSRIC and S&W.  We both love the new B/X Companion. So there is some traction here.
Why Not? The other players are not as familiar with these games as we are.
My Take: I'd love to play in retro-clone game; if done right.

I think I am going to opt for a Paladin in this group; something against my typical witch or wizard.

Looking forward to the first meeting of the new Northlands Gaming Group!

Thursday, January 27, 2011

Reviews: Chill RPG

Reviews: Chill
Did some more reviews the other night.  Woefully behind schedule. So wanted to take a big chunk out of it with ones I really, really like first.

Longtime readers know of my love for Chill, my first true horror RPG.

Chill
To many role-players around my age their first introduction to Horror roleplaying was the venerable “Call of Cthulhu”, but not me. Mine was Chill. I had the Pacesetter version (1st Edition), which I remember quite fondly, even if I did not get much of a chance to play.
The Mayfair version (2nd Edition) is of course superior and it is great to see it here. Picking up a copy of the Mayfair version now I get the impression (true or not) that the makers of Kult saw it and thought, “yes this is good, but what if the world was much, much worse?”
I liked Chill also because it had Midwest sensibilities. Pacesetter was from Wisconsin; Mayfair was/is in Niles/Skokie, a suburb of Chicago than is not to far from where I live (and has one of my favorite pizza places). It was while playing Chill that learned that the best horror was horror close to home. I don’t know, or much care really, what Hollywood thinks is horror. How can a place that gets like 350 days of sunshine know what is horror? On the other hand East Coast horror (Lovecraft) has a completely different flavor. It’s almost alien. Chill may have had a global scope, but the horror is home grown. Chill remembers that there is simple horror in the haunted house, or the strange creature from the Unknown. It is not about the bigger-badder-more horror of some games, where every game has to up the ante on the last game.
Chill does look dated by today’s standards, but keep in mind that most of it was written in the early 80’s and updated in the 90’s. A lot of the rules in Chill can be found in one way or another in modern horror games. In fact one gets the feeling of seeing evolution in process when comparing similar rules in Chill and Unisystem or World of Darkness. Successes, Fear Checks, even proto-Drama point usage (of a sorts) are all here. If one is more used to modern games, the Chill versions do seem unwieldy and even a bit primitive, but looking at them the other way, the Chill rules were a landmark for the time. Indeed there are a lot of rules in existence today that we take for granted that were still cutting edge in Chill.
But that is not to say that Chill does not have something to offer the player of today.
If horror is your game, then Chill is worth your time and money.
5 out of 5 Stars.

Chill Companion
A must have if you are playing 2nd Edition/Mayfair Chill, AND a good buy for fans of any horror rpg.
Add more depth to your characters including (and most importantly to me) the use of magic and psionics. Nothing beats Chill and this was one of the best additions to the game.
5 out of 5 Stars.

Horrors of North America
What I loved most about Chill was it was American Horror. Not just New England, or even old England, but the Mid-West, the North and all over the place.
Horrors of North America is one part travel guide, one part monster manual and all parts awesome. Great even if you are not playing Chill as a guide to whats weird and supernatural out there.
5 out of 5 Stars.

Chill: Vampires
Chill Vampires is the standard to which all vampire related supplements to a horror game must be measured. Any game can produce a bunch of stats, some bad fiction and link them together, Chill: Vampires is a Master's Thesis on combating the undead. Not just notes for the would be vampire slayer (and game masters) but also detailed accounts of the most brazen of the undead. Complete with stats, history, motivations and the notes of previous investigators and SAVE agents.
This book is fantastic for any game but essential for a good Chill game. I would recommend it on the basis of the Dracula and Bathory write-ups alone, but there are more and even stranger and deadlier vampires in these pages.
All games before, and many after, dealt with vampires much the same way, little carbon copies of Hollywood Dracula. Sure, some made attempts at doing different things, but most were weak in implementation. But Chill (and to be fair a D&D article in Dragon about a year before) did something that no other game had done before, give us varieties of vampires. So it was not just pack your stake, holy water and crucifix, you had to know what species of vampire you were after. So that stake would be fine against a Common Carpathian and by luck the Macedonian Vampire, but completely useless against an Alpine Vampire. This played well into Chills other evolutionary concept, in game research.
Some of these vampires represented a type or species of vampire. The Common Carpathian, Macedonian and Oriental Vampires are of this kind. Others were most likely unique individuals with a specific vampirism curse, Elizabeth Bathory is a good example, she is most like a Common Carpathian with some things that are unique to her nature in life.
5 out of 5 Stars.

Unknown Providence: SAVE in New England
Part source guide to New England, part historical treatsie and part adventure Unknown Providence covers a lot of ground. Set firmly in the Chill/SAVE meta-plot this book was one of the first of what was to be the new direction in Chill. Sadly it was also one of the last.
The background and history of New England is awesome. Filled with all sorts of facts and ideas to use in any game as well as a cast on NPC, monsters and SAVE agents.
The adventure is less good, though perfectly fine.
4 out of 5 Stars.

Professor Elemental for Ghosts of Albion?

Why not.  Though Marquis of Queensbury rules did not exist yet in Ghosts of Albion, but it is hard to find Vicortian-era hip-hop.



How many points should a "Fighting Trousers" Quality be worth anyway?

Wednesday, January 26, 2011

Even Witches have itches

Saw this the other night on "That 70's Show", yeah I know I am behind a bit on my TV watching.


Cause even witches have itches... Made me laugh.

Justice is Blind, Issue 2: BASH!

Continuing on my development of a "new" superhero I want to first talk about a few things from my first post on Justice. I see Justice as a very conflicted sort of hero, but not angsty.  She is conflicted because she wants to do good, but is unsure what is the best way to that.  She knows she has a duty because of who her parents are and she has obligation because of who she is.

One thing that Justice is really needs is a nemesis.  All good heroes are defined by their enemies.  For the moment I'll leave that one to my GM.  Though I did just finish Batwoman: Elegy and I am thinking that the best nemesis for her would be her own twin sister.

Justice is sort of my anti-Witch.  She is smart, yes, but she is strong and has no affinity for magic whatsoever.  So this makes for a character that is more physical than I have done in the past.

Since this is a new character I think I need to use the game that was my first new game of 2010, BASH!.

BASH is a pretty simple system.  Basically it is kind of a modified point buy with points determined by the campaign setting.  Pretty common for a supers game.  The mechanic is kind of an odd one with multipliers (but I think it works for supers) and exploding doubles on 2d6, which I admit I like. It also has a cool FASRIP-looking chart for die results, so it gives it an old school feel (something all old school supers games had were charts, lots of them!). I like that the main Abilities have been reduced to just three; reminiscent of Tri-Stat, but these a Brawn, Agility Mind (BAM!).  Everything after that are skills and powers.

It has it's legions of fans and that is cool and I can see why.  I don't know if I'll ever play it myself.  I'll try it out one day to be sure, but if and when I do, I have a character ready to go.

Here is Justice based on a 40 point game.

Name: Justice
Real Name: Astra Kent / Astra Kal-el

Brawn: 4
Agility: 3
Mind: 2

Soak: 9
Defense: 4
Mental Defense: 2

Powers
Martial Arts Mastery (Tough, Fast, Wrestling styles) (+2 Brawn, +1 Agility) 2
Flight, 15 squares, 3
Armor, Impervious (+3 Brawn) 3
Super Senses, Vision and Hearing 3
X-Ray vision 3
Keen Senses, Vision
Skillful, +2 to Skills 1
Heat Vision, Special Attack 2
Super Speed

Skills
Social/Sci - Law
Social/Sci - History
Athletics - Acrobatics
Athletics - Running
Stealth - Prowl
Investigate - Finding Clues
Security - Surveillance

Advantages
Contacts
Never Surrender
Resources

Disadvantages
Outsider
Secret
Magic Weakness (Negates Armor)

Character Points: 39

Again I like the picture being put together here.
If this was an on going narrative, Issue #1 (Mutants & Masterminds) focuses on her powers and how much she is like her parents.  Issue #2 here (BASH!) then is told in flashbacks to talk about her training as an Amazon and then her later training with Bruce on martial arts and how to be a detective.  Issue #3?  Well not sure yet, either Icons or Villains and Vigilantes.

Either way tune in next time for the exciting new adventures of Justice!

Tuesday, January 25, 2011

Reviews, True20 Edition

Some more reviews from DriveThruRPG.  Since I have been on a True20 kick again of late, here are some True20 products.

Colonial Gothic (True20 version)
The world of Colonial Gothic using the True20 system instead of it's normal house system. Typically when a product is converted to a "generic" system some of the style and feel is lost. Though I will say that CG survived with much more of it's soul intact. The system is normally a very easy one to learn so the conversion here does not sacrifice complexity. The game is still same, one of a supernatural New World as it becomes a new country, America.
The conversion does highlight many of the pluses of the game including it's atmosphere and style of play. It also allows you know to bring other True20 that might be helpful. In some ways I prefer this to the original. This one also gets a plus from me as a fan of this time period for play. So kudos for giving revolutionary era America a go.
5 out of 5 stars.

Legends of Excalibur: Arthurian Adventures (True20)
Legends of Excalibur, True20 edition. This conversion of the very, very good d20 edition is also very, very good. In some ways I prefer it since it takes much of the d20 overhead and trims it out. Instead we are now focused on a game that strives to emulate Arthurian Legends with a very tight and neat system. Everything in the d20 version is also here, so this is not a "trimmed down" version of anything except rules. Maybe some of the unique flavor is lost (no prestige classes or new magic systems), but they are all there expressed in terms of the True20 system, so what would have been a class in d20 is now a background feat in true20. I think the system works well in presenting that low fantasy, high romance feel that one often associates with Arthur too. In the end I think the True20 version works better than the d20 one.
I think I even like this better than Pendragon.
5 out of 5 stars.

Gearcraft: Amazing Machines and Their Construction: The True20 Steampunk Sourcebook
Gearpunk and Steampunk for your True20 games. It is in interesting book. Not set in any particular genre or time the illustrations are evocative of Victorian Steampunk, Pulp and even weird science. The rules are fairly straight-forward on how to build various machines; almost as if they were characters in their own right. Feats and skills are discussed. If you have True20 or a TRue20-based game and want to add some gear based machines (no Matric here yet) to it then this a great little book.
4 out of 5 stars.

World of Nevermore (True20)
Ever wonder what the lands of dream are like? Wonder no more with this world guide book, World of Nevermore. Filled cover to cover with a fantastic world where dreams live. A perfect world for someone with True20 and desire to do something very different. Take your characters (and players) out of their reality and into this one. The book reads like one part Lovecraft's dreamlands, one part Shakespeare's land of the fae and one part Ravenloft.
Plenty of new rules for characters including roles, feats and powers. Plenty of new monsters and 200 pages worth of world to play with them. Really fun stuff here.
5 out of 5 stars.

Shadows of Cthulhu
Any game that tries to do H.P. Lovecraft mythos has an uphill battle against the very venerable "Call of Cthulhu" which is arguably not just the best Mythos game, but maybe the best horror game ever. That is some steep competition. Shadows of Cthulhu holds up quite well really. Looking at it as a Modern Supernatural game using True20 it works out really, really well. There are plenty of new roles and backgrounds for characters. SoC does what only CoC has been able to do well and this incorporate a sanity system into the game that makes sense. Here SoC makes good use of the True20 rules and gives us the Sanity Save. Works just like the damage track already used by True20 it works very, very well with the system.
There is a great section on role-playing in the 1920s (as it should have) and a great section on sanity and the Mythos, which includes the magic common to the HPL games. All regulars are here in the bestiary and some of the "gods" of the Cthulhu mythos. I didn't notice anyone was missing. The book ends with a bit on the town of Innsmouth.
SoC had an uphill battle, but I think it did a great job of giving us a good mythos-based RPG. You would think that we were all Cthulhued-out by now, but SoC is so good and makes True20 really shine. Fantastic use of True20 and the rule additions, while not earth shaking, are great all the same. A must buy if you are Cthulhu fan or a True20 fan.
5 out of 5 stars.

The Imperial Age: True20 Edition
True 20 has become a great solution for all sorts of Modern d20 based games for me and Imperial Age shows why. The rules are adapted from the Imperial Age supplements for d20, so a lot here has been seen before, but all of it looks new through the lens of True 20.
All the Imperial Age products ooze style and this one is no different. There may be better Victorian Age games out there, but one can't deny that this is a great product and a welcome addition to any Victorian gaming library.
5 out of 5 stars.


Unlike some of the d20 books, the True20 games even by 3rd party publishers, seem to work together a bit better.  Hope these games are as fun for you as they were for me.

Sunday, January 23, 2011

Red Sonja: Mutants and Masterminds 3rd Edition

Was re-reading my Mutants and Masterminds 3rd Edition book here and thought I should give Sonja a try.
I put her at PL 9, which is about where she would be for the Warriors and Warlocks book for M&M 2nd Ed.  Plus it puts on par with Tarot Witch of the Black Rose. The two certainly seem distantly related. Or maybe not so distantly really.

Red Sonja

Real name: Sonja
Gender: F
Age: mid-20s
Height: 5'9"
Weight: 140 lbs
Hair: Red
Eyes: Green

Power Level: 9


Abilities
STR: 5 (1)AGL: 3FGT: 14 (4)AWE: 2
STA: 6 (1)DEX: 5 (1)INT: 2PRE: 4

Dodge: 9
Parry: 9/14
Fortitude: 8
Toughness: 9
Will: 4

Armor (Chain mail)
Sword

Advantages
Accurate Attack, All out attack, Attractive 2, Close Attack, Diehard, Equipment (Sword and Armor), Extraordinary Effort, Fascinate (Intimidation), Fearless, Great Endurance, Improved Critical +3 (Sword), Improved Defense +2, Languages (Hyrkanian), Precise Attack (all), Prone Fighting

Skills

Athletics +7, Close combat (sword) +19, Deception +4, Insight +3, Intimidation +10, Investigation +3, Perception +5, Persuasion +4, Stealth +7

Powers
Gift of the Red Goddess Scáthach
-Enhanced Ability: Dexterity 4
-Enhanced Ability: Strength 4
-Enhanced Ability: Stamina 5
-Enhanced Ability: Fighting 10
Cold Immunity 1

Complications
Compulsion: Must never lie with a man unless he has beaten her in single combat
Fame: Sonja is known throughout the land

Power Points
Abilities: 36 Powers: 47 Advantages: 28 Skills: 14 Defenses: 10 = 135 pp

Fairly pleased with this build.  I am sure it is a matter of opinion where fighting skills vs her agility vs her strength lie, but this woks out well.

Cross-posted here:
http://redsonjashedevilwithasword.blogspot.com/2011/01/red-sonja-mutants-and-masterminds-3rd.html
http://www.atomicthinktank.com/viewtopic.php?f=14&t=39403