One of the complaints I hear about Zee as that she can do anything she wants, all she needs to do is say it backwards.
That's a lot harder than is sounds as this page from Zatanna #12 out this past week shows.
Yup, even Earth's Sorceress Supreme has to use flash cards to practice her magic.
Saturday, April 23, 2011
Friday, April 22, 2011
S is for Strahd
As a follow-up to yesterday's post on Ravenloft, I think I want to share some different takes on Ravenloft's most famous vampire, Count Strahd von Zarovich. Master of Baroivia.
Strahd is an interesting character for D&D, or at least D&D back in those days. This is pre-Drizzt, pre-Lestat (well, Pre-Lestat popularity) and pre-Vampire the Masquerade. Strahd was one of the first fully realized monsters as a character. We were given his stats, his backgrounds, his motivations. We knew more about him that the characters going through the adventure!
Strahd has been considered one of the greatest D&D villains by more than one source (Topless Robot, Dragon mag in it's final print edition). I think it is because his story, forbidden love turned to dark obsession, is one that resonates with people. People always want something they can't or shouldn't have. Most never go to great lengths to get it, and hopefully none go to the lengths that Strahd did, but you can pick up the paper any day and read about someone that came close.
Motives aside, in D&D before you can kill the monster you need to stat him up. Thankfully you don't have to be a complete obsessive compulsive type to collect everything ever made for Ravenloft (but it helps) to use Strahd in your games, you can go to Wizard's site where they keep Strahd hidden away for just such occasions.
You can see his original 1st Ed stats here, http://www.wizards.com/default.asp?x=dnd/alumni/20061027a
His 3.5 stats are here, http://www.wizards.com/default.asp?x=dnd/ex/20061006a&page=2
and in 4e he is found in Open Grave and is a Level 20 solo skirmisher.
Even looking at these you can see some power creep. Each edition of the rules he had to be more powerful. He wasn't just a powerful vampire, he had to be the most powerful vampire in the game. I think that is a disservice to the character really. Strahd was about power, but that was not everything he was.
I also stated him up for Ghosts of Albion, where I pictured him being played by Timothy Dalton.
Strahd von Zarovich
Motivation: To escape Ravenloft; to be reunited with his love, Tatyana.
Creature Type: Vampire
Quote: "I am The Ancient. I am The Land"
Attributes: Strength 9, Dexterity 6, Constitution 7, Intelligence 7, Perception 6, Willpower 6
Life Points: 98
Drama Points: 10
Qualities
Acute Senses
Age 5
Attractiveness +3
Hard to Kill 8
Hypnosis 3
Nerves of Steel 2
Magic 7
Magical Philosophy: Necromancy
Mesmerize
Protector of Barovia
Scale Walls
Soldier, Officer (Retired)
Supernatural Form (Bat, Wolf, Mist)
Vampire
Drawbacks
Adversary (all other Darklords, monster hunters, rival vampires, some gypsies) 8
Cruel 3
Haunted
Home Soil
Honorable 3
Love, Tragic
Natural Barrier (Cant leave Barovia)
Obsession (Tatyana) 6
Obsession (leaving Ravenloft) 6
Secret 2 (many, including a tome of his history; locals think he is human)
Skills
Acrobatics 7
Art 2
Computer NA
Crime 7
Doctor 2
Driving 2 (Coaches)
Getting Medieval 7 (Bastard Sword 9)
Gun Fu NA
Influence 6
Knowledge 9 (he has done nothing for the last few centuries but read)
Kung Fu 6
Languages 6, though all are "Ravenloft" languages.
Mr. Fix-It 2, limited to dark ages technology.
Notice 10
Occultism 9
Science 4
Sports 5
Combat Maneuvers
Name Score Damage Notes
Punch 12 18 Bash
Break neck 16 36 Special
Sword 13 36 Slash/stab
Sword, bastard 15 40 Slash/stab
Bite (vampire) 14 22 Must Grapple first; no defense action
Bat 20 -- +8 to Crime when hiding
Bite (bat) 14 8 Slash/stab
Wolf 20 -- Double movement; +3 to Crime at night
Bite (wolf) 14 15 Slash/stab
Claws (wolf) 14 15 Slash/stab
Dodge 13 -- Defense action
Grapple 15 -- Resisted by Dodge
Magic 22/24 Varies By spell
Using the Ghosts of Albion rules, Strahd becomes a Protector of Barovia, with the Drawbcak that he can never leave his lands. I upped his occultism and knowledge, but he is not really an occult scholar, just a very well practiced amateur.
Strahd is an interesting character for D&D, or at least D&D back in those days. This is pre-Drizzt, pre-Lestat (well, Pre-Lestat popularity) and pre-Vampire the Masquerade. Strahd was one of the first fully realized monsters as a character. We were given his stats, his backgrounds, his motivations. We knew more about him that the characters going through the adventure!
Strahd has been considered one of the greatest D&D villains by more than one source (Topless Robot, Dragon mag in it's final print edition). I think it is because his story, forbidden love turned to dark obsession, is one that resonates with people. People always want something they can't or shouldn't have. Most never go to great lengths to get it, and hopefully none go to the lengths that Strahd did, but you can pick up the paper any day and read about someone that came close.
Motives aside, in D&D before you can kill the monster you need to stat him up. Thankfully you don't have to be a complete obsessive compulsive type to collect everything ever made for Ravenloft (but it helps) to use Strahd in your games, you can go to Wizard's site where they keep Strahd hidden away for just such occasions.
You can see his original 1st Ed stats here, http://www.wizards.com/default.asp?x=dnd/alumni/20061027a
His 3.5 stats are here, http://www.wizards.com/default.asp?x=dnd/ex/20061006a&page=2
and in 4e he is found in Open Grave and is a Level 20 solo skirmisher.
Even looking at these you can see some power creep. Each edition of the rules he had to be more powerful. He wasn't just a powerful vampire, he had to be the most powerful vampire in the game. I think that is a disservice to the character really. Strahd was about power, but that was not everything he was.
I also stated him up for Ghosts of Albion, where I pictured him being played by Timothy Dalton.
Strahd von Zarovich
Motivation: To escape Ravenloft; to be reunited with his love, Tatyana.
Creature Type: Vampire
Quote: "I am The Ancient. I am The Land"
Attributes: Strength 9, Dexterity 6, Constitution 7, Intelligence 7, Perception 6, Willpower 6
Life Points: 98
Drama Points: 10
Qualities
Acute Senses
Age 5
Attractiveness +3
Hard to Kill 8
Hypnosis 3
Nerves of Steel 2
Magic 7
Magical Philosophy: Necromancy
Mesmerize
Protector of Barovia
Scale Walls
Soldier, Officer (Retired)
Supernatural Form (Bat, Wolf, Mist)
Vampire
Drawbacks
Adversary (all other Darklords, monster hunters, rival vampires, some gypsies) 8
Cruel 3
Haunted
Home Soil
Honorable 3
Love, Tragic
Natural Barrier (Cant leave Barovia)
Obsession (Tatyana) 6
Obsession (leaving Ravenloft) 6
Secret 2 (many, including a tome of his history; locals think he is human)
Skills
Acrobatics 7
Art 2
Computer NA
Crime 7
Doctor 2
Driving 2 (Coaches)
Getting Medieval 7 (Bastard Sword 9)
Gun Fu NA
Influence 6
Knowledge 9 (he has done nothing for the last few centuries but read)
Kung Fu 6
Languages 6, though all are "Ravenloft" languages.
Mr. Fix-It 2, limited to dark ages technology.
Notice 10
Occultism 9
Science 4
Sports 5
Combat Maneuvers
Name Score Damage Notes
Punch 12 18 Bash
Break neck 16 36 Special
Sword 13 36 Slash/stab
Sword, bastard 15 40 Slash/stab
Bite (vampire) 14 22 Must Grapple first; no defense action
Bat 20 -- +8 to Crime when hiding
Bite (bat) 14 8 Slash/stab
Wolf 20 -- Double movement; +3 to Crime at night
Bite (wolf) 14 15 Slash/stab
Claws (wolf) 14 15 Slash/stab
Dodge 13 -- Defense action
Grapple 15 -- Resisted by Dodge
Magic 22/24 Varies By spell
Using the Ghosts of Albion rules, Strahd becomes a Protector of Barovia, with the Drawbcak that he can never leave his lands. I upped his occultism and knowledge, but he is not really an occult scholar, just a very well practiced amateur.
Thursday, April 21, 2011
Quest of the Ancients Follow-up
I totally caved.
I bought the 2nd Edition copy of Quests of the Ancients.
I plan on reviewing it, coming up with characters and then maybe, just maybe, come up with a bunch of adventures for it based on Stevie Nicks songs.
Maybe I have been doing too many curriculum edits this week.
Watch this space.
I bought the 2nd Edition copy of Quests of the Ancients.
I plan on reviewing it, coming up with characters and then maybe, just maybe, come up with a bunch of adventures for it based on Stevie Nicks songs.
Maybe I have been doing too many curriculum edits this week.
Watch this space.
R is for Ravenloft
Ravenloft.
This might very well be the best module I have ever played, run or mined for ideas. I remember buying this at my then-FLGS (Waldenbooks remember) and then giving it to my then DM and saying in no uncertain terms "run me in this". I went through it, nearly died, lost a lot of levels and got my ass handed to me many times by Strahd, but in the end I got out, Sunsword in hand.
Since then I have run it many times. I will go as far as to say it is one of the few modules I have completely memorized.
Ravenloft was TSR's great experiment. Take the central monster and make him a fully realized character. Seems odd to ask to do this now, but back then, that was crazy talk. Gothic Horror in Heroic Fantasy? Crazy! But it worked. Sure, Strahd can be thought of as a poor man's Dracula, but he has since become his own monster.
When I got to college and switched over to 2nd ed Ravenlof became my campaign world. I had everything. All the boxed sets, all the modules. Everything. I never got to run it as much as I wanted too, but it more or less became my defacto world. I even bought most, if not all, the Ravenloft novels. Looking back it is amusing to see names like P.N. Elrod, Christie Golden, Tanya Huff and Laurell K.Hamilton among the authors.
For 3rd Edition I did get the Ravenloft books from Sword & Sorcery Studios/White Wolf and expected them to do, well, more with it. I still enjoyed the books, but I didn't get all obsessive about it like I did before.
I also picked up "Expedition to Castle Ravenloft" too, but was fairly disappointed.
With 4th ed, we now have Ravenloft all over the place. The Ravenloft board-game (which is awesome), Ravenloft as part of the Shadowfell (which is really cool) and now the Heroes of Shadow book which is full of Ravenloft inspired ideas.
Regardless of the system. Regardless of the world around it though Ravenloft is about adding a bit of darkness to your game. To take that love of Hammer horror and mix it in with the likes of Conan, Elric, the Grey Mouser and Merlin.
I also played Ravenloft using other systems such as Black Rose, a Ravenloft/True20 mix and even tried doing it under Unisystem a couple of times (WitchCraft works REALLY nice for it, but I also like using Ghosts of Albion).
I'd love to run it for my kids someday. I am not sure how well it would work under 4e, since it is more of a "mood" module than a combat one. Maybe a one-shot special using OSRIC or True 20 or even Unisystem would work out.
This might very well be the best module I have ever played, run or mined for ideas. I remember buying this at my then-FLGS (Waldenbooks remember) and then giving it to my then DM and saying in no uncertain terms "run me in this". I went through it, nearly died, lost a lot of levels and got my ass handed to me many times by Strahd, but in the end I got out, Sunsword in hand.
Since then I have run it many times. I will go as far as to say it is one of the few modules I have completely memorized.
Ravenloft was TSR's great experiment. Take the central monster and make him a fully realized character. Seems odd to ask to do this now, but back then, that was crazy talk. Gothic Horror in Heroic Fantasy? Crazy! But it worked. Sure, Strahd can be thought of as a poor man's Dracula, but he has since become his own monster.
When I got to college and switched over to 2nd ed Ravenlof became my campaign world. I had everything. All the boxed sets, all the modules. Everything. I never got to run it as much as I wanted too, but it more or less became my defacto world. I even bought most, if not all, the Ravenloft novels. Looking back it is amusing to see names like P.N. Elrod, Christie Golden, Tanya Huff and Laurell K.Hamilton among the authors.
For 3rd Edition I did get the Ravenloft books from Sword & Sorcery Studios/White Wolf and expected them to do, well, more with it. I still enjoyed the books, but I didn't get all obsessive about it like I did before.
I also picked up "Expedition to Castle Ravenloft" too, but was fairly disappointed.
With 4th ed, we now have Ravenloft all over the place. The Ravenloft board-game (which is awesome), Ravenloft as part of the Shadowfell (which is really cool) and now the Heroes of Shadow book which is full of Ravenloft inspired ideas.
Regardless of the system. Regardless of the world around it though Ravenloft is about adding a bit of darkness to your game. To take that love of Hammer horror and mix it in with the likes of Conan, Elric, the Grey Mouser and Merlin.
I also played Ravenloft using other systems such as Black Rose, a Ravenloft/True20 mix and even tried doing it under Unisystem a couple of times (WitchCraft works REALLY nice for it, but I also like using Ghosts of Albion).
I'd love to run it for my kids someday. I am not sure how well it would work under 4e, since it is more of a "mood" module than a combat one. Maybe a one-shot special using OSRIC or True 20 or even Unisystem would work out.
Wednesday, April 20, 2011
Q is for Quest of the Ancients
Q is for Quest of the Ancients, an RPG I discovered back in the days when I was getting "out of" D&D and looking for something else.
Quest of the Ancients can be described as a D&D clone, a D&D add on or as a collection of someone's house rules. The author, Vince Garcia, had some publications before QotA came out including some material for AD&D2 and White Wolf magazine. So he was not a noob to this.
QotA fills that same slot of near-D&D that you will sometimes find other games living in. Similar to the Atlantean series from Bard Games. Lejendary Adventures is one that comes to mind as well.
Why did I pick it up? Simple, it was advertised as having the most complete Witch class ever made. I forget where I read that, but I knew I had to pick up a copy. So I did. I was a bit underwhelmed, but there were some good bits.
While the game certainly has it's impressive moments, it never struck me as bringing anything new to my table. I liked the Gypsy class, the Witch class was interesting, but everything else seemed like a poor-man's copy of AD&D. There were a ton of classes in this book, something like 15 or more, and a bunch of spells.
I want to talk about the witch class for a bit. Now in general I liked the witch. Garcia was obviously pulling from some of the same books I was when he wrote up his witch. Also (and you can tell by looking at the cover) this was a thinly-veiled attempt to have a "Stevie Nicks" character class. I can't say I disapprove of that. There was also a gypsy class which was divided into Male and Female gypsy. I kinda made sense, kinda didn't. I see what the author was trying to do, but I don't think it worked out as well as he liked.
I have always wanted to pick up the second edition. I don't know if much has changed in it, but the cover art is much better (featuring the same characters).
I like this cover to be honest. The Witch looks more like Stevie Nicks than ever and the wizard looks like he has gained a few levels.
I have wanted to get this, but can't actually bring myself to buy it until I see what some of the differences are between the editions. I am hoping that there is something here above and beyond the first edition, but I am fairly sure there is not. In the beginning of the 90's this might have been a cool game to play, but today it looks a little a dated. A+ for effort though.
Links
http://en.wikipedia.org/wiki/Quest_of_the_Ancients
http://index.rpg.net/display-entry.phtml?mainid=8756
Buy
Noble Knight Games (best place to get it really)
ETA: And check out Jeff Grubb, also doing QotA for his Q post. http://grubbstreet.blogspot.com/2011/04/q-is-for.html
Quest of the Ancients can be described as a D&D clone, a D&D add on or as a collection of someone's house rules. The author, Vince Garcia, had some publications before QotA came out including some material for AD&D2 and White Wolf magazine. So he was not a noob to this.
QotA fills that same slot of near-D&D that you will sometimes find other games living in. Similar to the Atlantean series from Bard Games. Lejendary Adventures is one that comes to mind as well.
Why did I pick it up? Simple, it was advertised as having the most complete Witch class ever made. I forget where I read that, but I knew I had to pick up a copy. So I did. I was a bit underwhelmed, but there were some good bits.
While the game certainly has it's impressive moments, it never struck me as bringing anything new to my table. I liked the Gypsy class, the Witch class was interesting, but everything else seemed like a poor-man's copy of AD&D. There were a ton of classes in this book, something like 15 or more, and a bunch of spells.
I want to talk about the witch class for a bit. Now in general I liked the witch. Garcia was obviously pulling from some of the same books I was when he wrote up his witch. Also (and you can tell by looking at the cover) this was a thinly-veiled attempt to have a "Stevie Nicks" character class. I can't say I disapprove of that. There was also a gypsy class which was divided into Male and Female gypsy. I kinda made sense, kinda didn't. I see what the author was trying to do, but I don't think it worked out as well as he liked.
I have always wanted to pick up the second edition. I don't know if much has changed in it, but the cover art is much better (featuring the same characters).
I like this cover to be honest. The Witch looks more like Stevie Nicks than ever and the wizard looks like he has gained a few levels.
I have wanted to get this, but can't actually bring myself to buy it until I see what some of the differences are between the editions. I am hoping that there is something here above and beyond the first edition, but I am fairly sure there is not. In the beginning of the 90's this might have been a cool game to play, but today it looks a little a dated. A+ for effort though.
Links
http://en.wikipedia.org/wiki/Quest_of_the_Ancients
http://index.rpg.net/display-entry.phtml?mainid=8756
Buy
Noble Knight Games (best place to get it really)
ETA: And check out Jeff Grubb, also doing QotA for his Q post. http://grubbstreet.blogspot.com/2011/04/q-is-for.html
Tuesday, April 19, 2011
Elisabeth Sladen 1948 - 2011
Elisabeth Sladen has passed today at the age of 63.
For those of you not in the know she played the character Sarah Jane Smith, companion to two different Doctors in Doctor Who.
http://www.bbc.co.uk/news/entertainment-arts-13137674
Sarah Jane was one of my favorite companions and I loved seeing her come back in the new Who series with David Tennent and then in the Sarah Jane Adventures. There was a time in my life that I seriously thought that if I even had a daughter I'd name her Sarah Jane. Mostly cause I didn't want anyone picking on Romanadvoratrelundar Brannan.
She will be missed.
For those of you not in the know she played the character Sarah Jane Smith, companion to two different Doctors in Doctor Who.
http://www.bbc.co.uk/news/entertainment-arts-13137674
Sarah Jane was one of my favorite companions and I loved seeing her come back in the new Who series with David Tennent and then in the Sarah Jane Adventures. There was a time in my life that I seriously thought that if I even had a daughter I'd name her Sarah Jane. Mostly cause I didn't want anyone picking on Romanadvoratrelundar Brannan.
She will be missed.
P is for Psychoses and Pet-Peeves
I have an undergraduate and a graduate degree in Psychology. I spent three years working at a facility for the mentally ill that were trying to integrate back into society. Most never had a chance in hell of doing this, but they still worked towards it.
So naturally you might think that I would like to see mental illnesses represented in RPGs.
Well that would be wrong.
Most of my pet peeves revolve around how mental illness or "craziness" is often represented in RPGs. For a group of intelligent, literate people, this get bolloxed up more times than I can count.
I think Call of Cthulhu does it right. I think the True20 "Shadows of Cthulhu" also does a good job on representing them and does a great job with their mechanics. Many horror games make a good attempt, but others fall short.
Here are some of the things I hate the most.
1. Most severe mental illnesses are debilitating if not treated and cared for. In today's world we have doctors, medicines and support systems so people with mental illnesses can live a relatively normal life. That is not the case in many games. In Call of Cthulhu for example characters often go shit-eating crazy and that is the end game. But in other games people use it as an excuse to act like an idiot or an asshole, or both. Often both.
2. Schizophrenia is NOT "Split Personality". They are not even close. Having schizophrenia is grounds for a character to removed from play. Split Personality, or Dissociative Identity Disorder is so rare that I can count the case I have know about on one hand and still have enough fingers left over to give you the thumbs up, the peace sign and show you my wedding ring. A lot of games use this as an excuse to allow characters to do thing they could not otherwise do. In that case, multi-class.
3. Chaotic Neutral is not "Insane". In my games Chaotic Neutral is not insane. Nor should it be in anyone's game. Chaotic Neutrals should be loners, often anti-social, often assholes. OR they could be happy go lucky, but if they are on the happy side then why are they not Chaotic Good? Alignment is a moral and ethical stance, not a mental stability one.
4. Most games should not have Insanity Rules. Players don't know how to use them, Game masters don't how to run them and I'll go a step further and say most designers don't know how to write them. A rule of thumb. If you are playing in a time period that lacked mental health care then there is no such thing as insanity. Yes there are mental illnesses, but insanity is a legal definition and often a societal one.
Fantasy RPGS like D&D should never have insanity rules. Horror games should, but handled correctly. Modern games can have them, but should avoid them; games like Spycraft and James Bond they might make good plot points, but avoid using them as a means to get points.
5. If you are going to use them, use them in the time they are given. I said games like D&D should not have them and that is correct. People were not insane, they were possessed by evil spirits. A cleric with Remove Curse or something will clear that up. If you are playing in a Victorian age game, then use Victorian notions of mental illness. Talk about "floating organs" and then apply to appropriate remedy.
Now full disclosure time.
I have written a number of different takes on Psychoses for games over the years. I have never been totally satisfied with any of them. Most recent was one for Mutants and Masterminds based book that sadly will not see publication. I like the mechanics of that one, but the representation was not my best work. I did one for Ghosts of Albion too. I tried to fit it to the Victorian ideas of mental illness the best I could AND still make it compatible with Eden's other books.
I also did one for Ravenloft that I liked at the time, but now see it as coming up very, very short of the mark.
And lets be honest here. Player Characters are all insane anyway.
Rushing into dungeons, killing monsters in their lairs to get a gold piece here or there. Digging through obscure and forgotten texts to discover not only are we insignificant specs in the universe but the universe is so freaking dangerous we should just hide under the covers or any of the other 100 things we have our characters do.
We don't need a game version of the DSM-IV, we all need therapists.
So naturally you might think that I would like to see mental illnesses represented in RPGs.
Well that would be wrong.
Most of my pet peeves revolve around how mental illness or "craziness" is often represented in RPGs. For a group of intelligent, literate people, this get bolloxed up more times than I can count.
I think Call of Cthulhu does it right. I think the True20 "Shadows of Cthulhu" also does a good job on representing them and does a great job with their mechanics. Many horror games make a good attempt, but others fall short.
Here are some of the things I hate the most.
1. Most severe mental illnesses are debilitating if not treated and cared for. In today's world we have doctors, medicines and support systems so people with mental illnesses can live a relatively normal life. That is not the case in many games. In Call of Cthulhu for example characters often go shit-eating crazy and that is the end game. But in other games people use it as an excuse to act like an idiot or an asshole, or both. Often both.
2. Schizophrenia is NOT "Split Personality". They are not even close. Having schizophrenia is grounds for a character to removed from play. Split Personality, or Dissociative Identity Disorder is so rare that I can count the case I have know about on one hand and still have enough fingers left over to give you the thumbs up, the peace sign and show you my wedding ring. A lot of games use this as an excuse to allow characters to do thing they could not otherwise do. In that case, multi-class.
3. Chaotic Neutral is not "Insane". In my games Chaotic Neutral is not insane. Nor should it be in anyone's game. Chaotic Neutrals should be loners, often anti-social, often assholes. OR they could be happy go lucky, but if they are on the happy side then why are they not Chaotic Good? Alignment is a moral and ethical stance, not a mental stability one.
4. Most games should not have Insanity Rules. Players don't know how to use them, Game masters don't how to run them and I'll go a step further and say most designers don't know how to write them. A rule of thumb. If you are playing in a time period that lacked mental health care then there is no such thing as insanity. Yes there are mental illnesses, but insanity is a legal definition and often a societal one.
Fantasy RPGS like D&D should never have insanity rules. Horror games should, but handled correctly. Modern games can have them, but should avoid them; games like Spycraft and James Bond they might make good plot points, but avoid using them as a means to get points.
5. If you are going to use them, use them in the time they are given. I said games like D&D should not have them and that is correct. People were not insane, they were possessed by evil spirits. A cleric with Remove Curse or something will clear that up. If you are playing in a Victorian age game, then use Victorian notions of mental illness. Talk about "floating organs" and then apply to appropriate remedy.
Now full disclosure time.
I have written a number of different takes on Psychoses for games over the years. I have never been totally satisfied with any of them. Most recent was one for Mutants and Masterminds based book that sadly will not see publication. I like the mechanics of that one, but the representation was not my best work. I did one for Ghosts of Albion too. I tried to fit it to the Victorian ideas of mental illness the best I could AND still make it compatible with Eden's other books.
I also did one for Ravenloft that I liked at the time, but now see it as coming up very, very short of the mark.
And lets be honest here. Player Characters are all insane anyway.
Rushing into dungeons, killing monsters in their lairs to get a gold piece here or there. Digging through obscure and forgotten texts to discover not only are we insignificant specs in the universe but the universe is so freaking dangerous we should just hide under the covers or any of the other 100 things we have our characters do.
We don't need a game version of the DSM-IV, we all need therapists.
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