Thursday, April 14, 2011

L is for Little Fears

Fairy Tales don't teach children that monsters are real, all children know that. 
Fairy tales teach children that monsters can be defeated.

Not exactly the quote from G. K. Chesterton, but close enough for today's letter.


Little Fears has the distinction of being one of only five games my FLGS will not carry.  I didn't press them why or ask to order it (they said they would order it for me, they just don't stock it), they are my FLGS for a reason and I have many other means of getting the books I need.
I had the original edition from some time ago and picked up the nightmare edition, promising the author Jason Blair I'd have a review up.  I still don't.  But I hope to fix that now.

LF is a game of Childhood Horrors.  Simple enough.  As a father I have been up many nights sleepily fighting one bogeyman or another.  Thankfully most bogeymen are terrified of my "huh? go back to sleep" speech cause I have never seen them.  But maybe once apon a time I did.  I am reminded of a Charmed episode where a little girl was being attack by little bogey like creatures and the Charmed Ones, being adults, could not see them.  They had to cast a spell to be more childlike (with accompanied wackiness) to see the threat.  That was the hook I was going to use to get my group to play LF one day.  Turn their characters into kids and to keep them off guard I was going to take their Unisystem sheets and give them Little Fears sheets instead and then not tell them all the rules.  The Little Fears book makes a big issue about kids living in an adult world and not knowing or understanding the rules.  Frankly I thought it was brilliant, but it never happened.

Little Fears plays like that.  Only more so.  Monsters are defined by the character's fear but also by their belief.  In some ways playing LF with adults is a bit like playing D&D with really young kids.  They want to be the player AND the DM.  In LF the characters and players can change the nature of the game in overt or subtle ways.

The rules are very simple really.  The system is a d6 dicepool based on abilities or qualities.  Monsters are built similar to characters though are tougher generally speaking.  The damage system reminds me of Mutants and Masterminds a bit and is also pretty simple.   Emphasis though in this game is not how many monster you can kill, but how well you role-play the monster you nearly escaped from and lived to tell your friends about (because they have seen the same monster, but have been too afraid to tell you).  Little Fears is one of the most role-play heavy games I have read in a very long time.  If you only like to hit things with pointy metal sticks or throw fireballs, then this might not be your game.  If the idea of playing something that is akin to "Kult Jr." or "C.J. Carella's WitchCraft Babies" then this is the game for you.

There is an over-arching malaise though over Little Fears.  I get depressed reading it I have to admit.  Maybe it is because I am a father and I know how those little kids feel to be afraid and alone and powerless.  I guess the counter argument is they are not powerless or alone really.

Given the mythology of Little Fears, I could easily adapt a couple of my Bogeys to use in the game.

Buttons the Bear
Buttons is either a Monster (but a good one) or a Hand Me Down (p 114).

Buttons the Bear began just like another childhood toy. He was a handmade stuffed bear given to a now forgotten child one Christmas morning in the early 1800's. As his child grew older Buttons (and this was not yet his name) was discarded for newer playthings. That is till he ended up as a donation to an orphanage. By this time Buttons had seen a fair amount of use, in particular his glass eyes were gone. The matron of the house, a young Irish nun sewed two buttons on his face for eyes; one green the other red. She gave him to a small child who had nothing and had never received a Christmas present before. It was there that Buttons felt the first tinges of Awakening, the love of this young child stirred up the spark of divinity that is in everything; even in a stuffed bear with mis-matched buttons for eyes.

An orphanage, especially one in what was now the mid Victorian era, was ripe for all sorts of bogeys. Generally these were the pestering kind, but every so often something more dangerous would prey on the unfortunates. Buttons (as he was now known) went from merely scaring them off to actively hunting them down at night. For many years Buttons protected the children here and in return he knew he had their love.
Things changed shortly after the Blight. Taking advantage of the suffering and death many demons moved into Ireland, one chose to use the orphanage as a staging area. He would hide in wait, corrupting the adults and torturing the children. It was not though till the demon had fully manifested itself and prepared to kill a child did Buttons attack. Though he was no longer a child's stuffed plaything; instead he had manifested into a towering black bear with razor sharp claws and a mouthful of teeth. He attacked the demon full on.

The demon, while still very powerful, was only expecting some starving children, not seven feet, 1,200 pounds of fur, claws, and fangs. Within a few seconds the demon was not only on the defense, but nearly ripped to shreds.

On the demon's home plane a portal opened. The demons there were awaiting their Lord's return to bring them the bounty from the orphanage. Instead the bloodied corpse of their lord was flung through followed by a huge bear with a fire red ruby for one eye and a burning emerald for the other. It let out a deafening roar; a clear warning to the demons. Since that time Buttons has killed no fewer than 17 demon lords and wounded many others. The orphanage suffered no more attacks as long as there was one child holding a tattered old bear with buttons for eyes.

Mrs. Cully Mully and her Pink Dog
Mrs. Cully Mully is one of the Good People (p 111)

No one is really sure who, or what, Mrs. Cully Mully is. Was she a human witch that became more imaginary over time. Or an imaginary friend that became more like a real human? No one knows for sure. Mrs. Cully Mully appears to be a woman in her 70's wearing a pinkish frock coat, horned rimmed glasses, and carring a small handbag purse.

She is known to walk the areas between Dream and Reality, between this world and the next one, and between childhood and the end of innocence. Always between worlds, but never in any one world properly. She will say thing to make you believe she was once human, like "when I taught kindergarten…" and things to make you think she is imaginary, or at least question her sanity; "…of course the sky was pink then and we had three moons."

She walks the "in betweens" helping those who are lost, or of need information. In her bag she almost anything the Cast could need, almost. She has no (and no use for) weapons. If the Cast is hungry then she might have their second-favorite sandwich (she is always out of their first favorite) or some magical bauble that may not seem to be useful now but will be priceless later on. She will of course claim she is just walking her dog.

Her dog, who is completely pink, will bark constantly in it's small yippish barks. It is only when it stops barking is there reason to fear. That usually means bogeys, spirits or demons are near.

She will try to hastily retreat, pulling the Cast in-tow. If she has to fight then her true nature (or is it?) is revealed. She has never been known to get into a fight, but in one case an occult scholar (who has since retired to working on a small farm) was lost in the in-betweens when he encountered Mrs. Cully Mully. He described her as pleasant, if seemingly addled. She agreed to walk the man home, since it was "on her way" when the object of the scholar's search appeared, the Great Demon Abraxas (so he claimed). Abraxas demanded the scholar's soul and threatened to kill everyone else. Mrs. Cully Mully, he then claimed, walked right up to the demon lord and called him by his true name (also, so the scholar claims) and proceeded to scold him like a schoolboy. She was stern, but never once raised her voice. The demon, angered beyond rage, roared and disappeared in a pillar of flame. She took the man's hand and told him that were taking a short cut, walked two or three steps and were in front of the man's home. She told him to give up this life, get a real job and find himself a nice quiet girl to marry.

Some say she is a good natured aspect of the Crone, Goddess of the Witches. Others say she is really the Goddess Ceriweden. And still others say she is a retired kindergarten teacher out walking her dog.

She does not engage in combat. She does have a handbag and small pink, yippy dog.


Using Little Fears
Little Fears works fine on it's own and you can do a lot with it.  But for me there are other great advantages to using this game.

1. Character Building Device
Want to know more about your character's history?  Then stat them in LF and maybe even run a session or two with them as young kids.   Imagine a supers game where you play Bruce at age 9. He is not the Batman yet, he doesn't even know that is coming, he is just Bruce a scared, lost and hurting little boy and these are the moments that define him and make the Batman.  This type of episode I call the Crucible Episodes, where the impurities of their character are burned off leaving only the hero you know will be.

2. The "Special Episode"
In my long running Willow and Tara game I was going to have a Season 3 that had an episode called "Hell is for Children" were the cast had to go into the Closetland of LF to find a monster preying on magical children.  To do this they needed to become kids themselves.

I think it behooves anyone playing any modern supernatural game to give Little Fears a shot using 6-12 year old versions of your characters.  It would be a fantastic experience.

Plus like I said, I want to run a Buffy/Little Fears crossover episode one day based on this image alone.



Little Fears might also be one of the most effective horror games I have ever played.  Chill, Kult, WoD, CoC, WitchCraft are all great and I love them all, but Little Fears is different and the power structure between what you can do and what you need to do is such that it is a scary, scary game.

Buy it. Play it. And even if you don't like it you will never look a butterflies the same way again.

Wednesday, April 13, 2011

K is for Kittenboard

Back in the day I spent a lot of time on Discussion Boards.  Lots and lots of time.  The board though arguably I spent the most time on was The Kitten Board.

The Kitten Board, also known as "The Kitten" is short for "The Kitten, The Two Witches, and  The Bad Wardrobe".  As can be gleaned from the name, it is a board dedicated to Willow and Tara.  Members are also known as Kittens.




The Kitten was my place to go back in the early part of the 2000s.  I had started my WitchCraft based Willow and Tara game back in 2001 and was told I really need to visit "the Kitten" since it was the place for Willow and  Tara fans.  I did and was hooked.  It was through the Kitten that I met all sorts of great people.  All of the authors and players in my Willow & Tara games "The Dragon and the Phoenix" and "Season of the Witch" as well as meeting Christopher Golden and Amber Benson.

Back in 2001 I lost my dot com job like so many others so I was at home for a while looking for a new job.  I was laid off on Sept. 10, 2001.  So I was at home on Sept 11, 2001 and watched the whole World Trade Center on TV.  I worked back and forth between the Kitten and the TV to see what was going on.  That was the start of my time there.

Of course we were the first to also learn that Tara was going to be killed.  It was my rather vocal opposition to this on the Kitten that got me the attention of several of the shows writers.  While some were pissed at us, I also had others that secretly agreed with me and were sending my copies of the scripts as soon as he could.

We ran a charity event and raised over $8,000.00 to support the Trevor Project.  That was at the time (and I think of all time) that any "Buffy" based board had ever raised for charity.  Recently Amber Benson herself donated to the Trevor Project with the help of the Kitten Board.

One thing the Kitten is most remembered for is of course the "Dead/Evil Lesbian Cliché FAQ".   IF you have not read it, then please do.  While Whedon/Mutant Enemy may not have set out to tell a clichéd, ultimately they did exactly that. Intentions are good for the Road to Hell.  Before you start quoting Season 7 or the godawful comic keep in mind when this was written and that all those later things happened after Whedon and co had to answer the question of why Tara had to die a 1000 times and are still be asked about today. they were wrong and now ten years later I see more people saying "the Kittens were right".

10 years later the Kitten is still going when many of the other boards that were around at the same time are distant memories.

I don't get into boards much anymore.  I hated the fighting between them that made the Edition Wars look like two first graders pushing each other on the play ground.  I hated some of the cliqueness of it all.   I still have close to 5000 posts there, which is not a lot given that it is 10 years old, but a lot if you consider I did most of those in the first 3 years.

I know one thing though, I'll always have a home at the Kitten.

Tuesday, April 12, 2011

Justice is Blind, Issue 4: Icons

Yesterday I talked about Icons.  Today I want to see how my paragon, Justice would fare.

I have detailed Justice in previous posts.  Her introduction and Mutants and Masterminds 2nd Ed stats, stats for the BASH! RPG and for Mutants and Masterminds 3rd Ed / DC Adventures.  This would be issue #4 of the Justice is Blind comic.  Each issue and each build had a "theme".  Issue 1 of course is her origin story and her current situation, Issue 2 is told in flashbacks with the current tale of her training with the Amazons and her early life.  Issue 3 was more flashbacks though now her training with Bruce.
Issue 4 will be more recent flashbacks, her work with DA Barbara Gordon and her getting into Law School.  I should suppose that here would be the best time to introduce some boy friend for her, but allude that ended really badly, possibly refrigerator badly.
Icons is really about action, so this would be the episode where she gets to conk some heads.

Since one of the things I like most about Icons is the presentation of their character sheets, here is Justice in an Icons style character sheet. Click for larger.



Over all the game reminds me a bit of Bash and M&M. Which should be no surprise.  The one thing we don't have yet is an arch villain for her.   I am going to have to think of something.  Something appropriate to her.  So the archvillain should be someone all about anarchy.  Maybe that is it.  Her nemisis is Anarchy (not Anarky).

Just a thought.

DriveThru April Codes

It's a new month, and once again DriveThruRPG has provided codes for my loyal readers.

This month’s code is DTRPGAprilPodBlog2011 and you can use it to get 20% these PDFs
AND there is a special code to get all these products for FREE.  

To get that code here is what I need:

In the comments section please post an adventure idea that uses elements from all these games.
Please include your contact in the post (such as email if it is not on your profile) so I can email you the code.

Have fun!!



J is for Jabberwock

Jabberwocky for Ghosts of Albion.

Beware the Jabberwock, my son!
The jaws that bite, the claws that catch!
Beware the Jub Jub bird
And shun the frumious bandersnatch!

The Jabberwock might be a type of dragon, a creature of faerie or even a demon of some sort.  Two things are know for sure.  The seemingly non-sense poem, Jabberwocky by Lewis Caroll is a clever bit of occult poetry in disguise, designed to keep the Jaberwock away from Albion's shores.
The second thing that is known is that the Jabberwock elsewhere is a very real threat.

There are very, very few occult texts on the Jabberwock, and the ones that do mention it refer to it simplly as a type of dragon.  The Jabberwock though is no mere dragon but a force of pure chaos; a creature of insanity made whole.  There is debate on whether or not Caroll actually encountered the Jabberwock himself, but if he did it would have been before his 1872 poem "Jaberwocky", and even possibly before 1855.

The Jabberwock is a terrible foe.  Difficult to hit and even harder to kill. It can reattach limbs that have been severed by common weapons, and even magic is deflected away from it.  It is usually found only in the tulgey wood where it can be heard "burbling" by the Tumtum trees.


Name: Jabberwock
Motivation: To cause chaos
Creature Type: Unknown
Attributes: Str 14, Dex 6, Con 9, Int 3, Per 6, Will 3
Ability Scores: Muscle 34, Combat 24, Brains 12
Life Points: 220
Drama Points: 2
Special Abilities: Armour Value 8, Attractiveness –6, Breathe Fire, Flash, Flight, half damage from Bash attacks, Increased Life Points, Innate Magic, Resilience, Unique Kill (Decapitation, Vorpal Sword).

Manoeuvres
Name              Score   Damage           Notes
Bite                 22        47                    Slash/stab
Claw               24        34                    Slash/stab
Eyes of Flame 24         10+SLx3         Fire damage 
Deflect            15                           Magic defence action; deflects spells 45º


The Jabberwock can send fire from it's eyes..  All bu the greatest magics will bounce off the Jabberwock.

Reducing it to 0 or fewer Life Points only slows down the might Jabberwock as it will begin to regenerate itself.  The Jabberwock can not regenerate lost LP during combat, but once it is dead it will regnerate at the rate of 9 LP per hour.  The only way to kill a Jabberwock is to cut off it's head with a Vorpal Sword.

The Vorpal Sword
All is known about a vorpal sword is that it is the finest weapon of the land and that even in the hands of a novice it can lead them to victory over a great opponent.  What is most well know about the vorpal sword is that on a perfect strike, it will sever the head from an opponent in one swoop.
There are many theories about the vorpal sword including ascertaining if there is more than one or if it is an unique weapon.   Rumors also include that it is the Word of Law, forged into a weapon. It would make it oddly appropriate then that the only thing that can kill a chaotic creature like this, is the Word of Law forged into a sword.
The vorpal sword adds +2 to die rolls for sword combat and is deadly sharp.  Damage is Strx6 and must be wielded in both hands. Decapitation damage for it is x6 regular damage.

Though if the true Jabberwock is unkown, the other creatures are a complete mystery; The Frumious Bandersnatch, believed to be some large pack animal, and the Jub Jub Bird.

Monday, April 11, 2011

My First Award!

Back when the Other Side was just my website and not a blog I used to love getting awards.  Well I finally got one for this site as a blog!

Deirdra Eden-Coppel of "A Storybook World" sent me her award!


Go over to her site and check it out.  I had been to her site before, so I knew of her and her award.  Her site is cute and quirky and I like that.  I am going to have to check out her books sometimes as well.

So here is my very first blog award and I display proudly.

Besides, I can't say no to a woman in cute faerie wings no matter how hard I try.  It's a personal failing I know.

I is for Icons


ICONS

I enjoy Supers games. I don't get to play them as often as I would like, but I enjoy them all the same.  I had been playing M&M 2ed and just picked up BASH! so I was hesitant to also get Icons.  But Icons comes with a pretty good pedigree.  First it is written by Steven Kenson, who gave us Mutants and Masterminds and also worked on Silver Age Sentinels.  Steve obviously knows his supers.  It has Gareth-Michael Skarka of Adamant Entertainment and one of the minds behind "Hong Kong Action Theater". Walt Ciechanowski has a ton of game systems under his belt too including M&M, True20 and Victoriana (1st ed). And Morgan Davie, whom I'll admit I am not as familiar with.  But he is one of the guys that wrote Icons, so that makes him good in my book.

Comics are a visual medium.  Full of art and color and eye catching action.  Icons is the same.  It is a really good looking book, especially one that has such a "retro" or even "indie" feel to it.  It lives somewhere between the free flowing cartoon fun of Cartoon Action Hour and the slick, high production values of Mutants and Masterminds.  All three of these games are fantastic and their style really tells us a lot about what they are about.  Icons is a comic book game that is close to a Saturday Morning Super Heroes cartoon.  The art, which some people have disliked, I think sets the perfect mood for this book.  It is simple art, but it is good art and has a earnestness about that I like.  That is also true for the rules.

Icons, as you may or may not have heard, is powered by FATE. Though the typical FATE/Fudge trappings of naming the power levels is gone in favor of numbers (sort of a step backwards from the FATE perspective, but fine for me). There is the option for named levels too, and I think it would fit the style of comic book action, but I myself prefer numbers. The scale is pretty simple, 1 to 10, with 3 an average.  So very similar already to a lot of games I play.

The rules themselves are really simple.  It is a modification of the dF system.  Use 2d6 with one as positive and one as negative, roll and add, apply mods.  Easy.  You can be up and running in less time than it takes to say "Meanwhile back at the Hall of Justice..."

Hero creation is unique for a modern game, it is random.  Not that you couldn't do it as a "point buy" system, but the randomness is what I think sets it away from BASH which can fill similar needs.

I feel I must at this point call out the Character Sheet.  Long ago I was a reader of Marvel and I  loved their "Whos Who" of the Marvel universe where they would have bar charts to rank their heroes on various attributes.  It was almost very game-like and I loved them.  Icons does something similar and it really gives their characters a different feel.

I would be lying if I didn't see bits of pieces of Silver Age Sentinels or Mutants and Masterminds peeking out every so often.  That is fine with me.  That familiarity is a good thing in my mind.

Icons is not really the game I would use if I were going to run a multi-year, multi-arc long game; that's what Mutants and Masterminds is for.  But if I needed to run a supers game on a rainy afternoon or a convention or just something to have some fun with, then Icons is a great choice.

I also picked up The Mastermind Affair and it is a great little adventure that gives you the feel on how to run an Icons game.