Monday, June 13, 2011

They didn't kill the Ubues.

A while back my kids group, the Dragon Slayers, completed an adventure I was calling "Return to the Palace of the Silver Princess".  I used elements of both the "Orange" and "Green" versions (sounds like something I might have bought in Northern Ireland), the Tome of Horrors books and a bunch of other materials.   I turned it from a  low level dungeon crawl to a high-mid level campaign.



But I am not here to talk about my mad DMing skillz.

I want to talk about my players, my boys.

They got to the kitchen area, which is on the second level. They had been through the first level and fought goblins, giant rats, and mutant kobolds all as warm ups. The second level was where Arik's magic was in greater force and there were a couple of beholders floating around and some dwarves that had been turned into orcs and a giant prehistoric were creature that had elements of both bear and wolf (Aliegha*).  The Ubues were up next.  Like many of the creatures I increased their HD and attacks.  Either I multiplied their levels by 3 (which is what I did here) or added 10 levels.

The kitchen was of course home of the Ubues, and home to the art that got the Orange (or Loyalist, wait wrong orange again) version turned into a collector's item.
The boys rationalized that the Ubues, being all weird looking but living in the evil glow, were not really evil, but mutated innocent humans.
So instead of killing them they put them all to sleep (usign one of the sleep spells from my d20 Witch book).  They then moved them all to a room and Locked the door with a spell.

Now I could have played this by the book and kept them evil monsters.  I didn't, I like their idea so much I decided it was the truth.  In fact each Ubue was in fact three servants merged into one creature and that had driven them a little mad.  Also by the book rules would have also said they did not get an experience points for this "encounter" I gave them full XP.  I decided that since they did in fact defeat them and caused them not to be a threat anymore then they deserved full XP.

I am pleased with what the boys did and glad they were less bloodthirsty than others.

*Coming back to this, they did kill Aliegha.  In the Orange version she was a werebear and in the Green she was a werewolf.  Since I had already had the dwarves (orange) mutating into orcs (green), I had Aliegha mutating into were creature that was somewhere between bear and wolf.  I had just finished reading "Frostbiten" by Kelley Armstrong and I had been curious about the prehistoric Amphicyonidae (Bear-dog) since a trip to the Natural History Museum and seeing one on TV.  I figure she was changing into some creature that was the ancestor of the "modern" werewolf and werebears.  They did kill her, but now I kinda wish she had gotten away.  She would have made an interesting character.

Sunday, June 12, 2011

Pathfinder

Today is my Pathfinder game with the "big kids".  The Northlands group.
To help explain my absence since late-February the GM has decided that my character was kidnapped.

We will see how it all goes.

Saturday, June 11, 2011

Testing

New blogging software test.

Zatannurday: Deviant Art


I am a huge fan of Deviant Art.  I love that they give up and coming artists a place to showcase their talent. And there is quite a bit of talent there!

So here are some of my favorite Zatanna pics from Deviant Art.


zatanna and raven by ~gianmac on deviantART


zatanna and raven colored by ~gianmac on deviantART


Zatanna quick sketch by *mainasha on deviantART


Zatanna - DSC by *zet on deviantART


Zatanna by ~Kawuamo on deviantART

More soon!

Friday, June 10, 2011

Even Witches have Itches, Part 2

Happy Harry?  Hogwarts Hanky-panky?

Please let that be the last time I ever say "hanky-panky" on this blog.

Anyway new easter egg from the 3rd Harry Potter film.
Found by the Daily What?  http://geeks.thedailywh.at/2011/06/09/harry-potter-innuendo-of-the-day/ 

Thursday, June 9, 2011

Madam Vastra and Jenny for Doctor Who RPG

AGAIN WARNING: There are some MINOR Spoilers here for the new Doctor Who episode, A Good Man Goes to War.  If you have not seen it yet, you might want to come back here after you do.

My post about Vastra and Jenny for Ghosts of Albion was very popular.  No surprise really given how popular the  characters currently are.

So it seems only proper then that I also stat them up for Cubicle 7's Doctor Who Adventures in Time and Space RPG.  Maybe if I get cheeky I'll even stat them up in Traveler and FASA's Doctor Who game.


You can re-read the background for them on my Ghosts of Albion post.

Madame Vastra
"The Great Detective"
Story Points: 10

Attributes
Awareness 4
Coordination 6
Ingenuity 4
Presence 4
Resolve 4
Strength 3

Skills
Athletics 4
Convince 2
Craft 1
Fighting 5
Knowledge 2
Marksman 3
Medicine 1
Science 2
Subterfuge 2
Survival 2
Technology 2
Transport 2

Traits
Alien (Silurian), Alien Apperance, Brave, Code of Conduct, Eccentric (Mild Cruelty, Speciesm), Gadget (Perception Filtre), Last of My Kind (sorta, only awake Silurian in Victorian London), Tough

Tongue Lash (Strength +2, poison)

Equipment
Perception Filtre (Major Gadget)
Katana (Strength +4)

Home Tech Level: 5-6 (higher than 21st Century Earth, but no indication of FTL travel).


Vastra as a human. 
(in reality Neve McIntosh who played Vastra)

The Silurian Tongue Lash has a lethal poison.  Vastra, like all female Silurians, can choose whether or not her lash injects the poison or not.

Vastra is very devoted to Jenny, her companion and love.

Jenny Flint

Story Points: 10

Attributes

Awareness 3
Coordination 4 
Ingenuity 3
Presence 3
Resolve 4
Strength 3



Skills
Athletics 3
Convince 2
Craft 1
Fighting 4
Knowledge 2
Marksman 2
Medicine 3
Science 1 
Subterfuge 2
Survival 2 
Technology 0
Transport 1

Traits
Attractive, Brave, Face in the Crowd, Obligation (Madame Vastra)

Equipment
Katana (Strength +4)

Home Tech Level: 4

Jenny is the human companion and paramour of Madame Vastra.  To normal people they keep up the façade of a Lady and her servant girl. Jenny had been a servant but she was also already knowledgeable in the healing arts. A skill that has served the combat prone Vastra well.  Jenny herself is not slouch at combat, having trained with Vastra many times.  She is just as deadly with her katana as is her mistress.

Using Vastra and Jenny in Your Game
If you are going to go to Victorian London anytime soon (and you must if you are playing Doctor Who) then Madame Vastra and Jenny are going to be there.  They can be the focal point of an episode, important side characters (as they were in AGMGTW) or just a rumor.


There has been discussion and a post of stats for DW:AITAS already on the Doctor Who boards.
http://dwaitas.proboards.com/index.cgi?action=display&board=characters&thread=1469&page=1

But, shouldn't we aspire to be the Hero?

Back in the late 80s, but mostly in the early 90s there was a trend towards "dark" games.  Not just in terms of horror, but dark, grim subjects.  Obviously the ultimate expression of this zeitgeist was the classic "Vampire: The Masquerade", but you could see it in the FRPGs of the time too.  I called it sort of the anti-D&D mentality.   D&D was, at the time, about being a hero-even a super-hero, in a world that needed them.  Sure there was still plenty of "killing things and taking their stuff" but often the things killed were black and white evil, and saving the world was still the end game of many campaigns or at least the published ones.
This anti-D&D mentality was drawn out of the then perceived watering down of AD&D2's content.  In fact there are a number of publishers and authors from the time that I have talked too that have said they published their game in opposition to the loss of demons and devils from AD&D2 or as reaction to the popular media's stance on D&D.  "You think D&D is evil? Wait till you see my game!! ".  Such was the design philosophy of the products from Death's Edge Games.

We kinda got out of that for a while.  But now it seems we are heading back into it again only this time without some sort of reactionary motivation to account for it.

I like horror games. I have worked on a fair number of them over the years and one thing all horror games struggle with is the desire to motivate their players while putting fear into their characters.  Sometimes this is via mechanics.  The Fear saves/checks of many games are usually the first thing used.  The Sanity checks of Call of Cthulhu is also a prime example of a mechanical feature that has effects on the character and the player.  The game Dread does this brilliantly with Jenga blocks.  You can instill a sense of foreboding and doom in players IF you are willing to try.

The latest batch of supposedly Grim-Dark FRPGs don't do that.  They are more akin to the reactionary games of the early 90s.

I am going to pick on one as an example, but there have been and will be others.

I don't like "Lamentations of the Flame Princess: Weird Fantasy Role-Playing".

It tries, oh so hard, to be edgy, but really all I see is like watching a little kid dress up in their mother's or father's clothes and pretending to be big.

Let's start with the suggested reading.  This is now nearly boilerplate text in any RPG these days.  Not just to include it, but to include these exact same authors.  There is a reason though, the works of Clark Ashton Smith, H.P. Lovecraft, Poe, Howard and Tolkien are all fantastic as sources for a game.  Each had a level of storytelling that was sublime.   LotFP is not sublime and I wonder truthfully if the author actually read those books.

The idea, as I take it, is that LotFP is supposed to be "wierd", but outside of the splatter-porn art and questionable abundance of violence on women, there is nothing in the game that I don't have already in Swords and Wizardry, Labyrinth Lord or Basic Fantasy.  Except with those games I get monsters.
Now the author claims there are no monsters because monsters should be unique.
Frankly that is not only lazy, it's bullshit as well.  The game has an introduction book aimed at new players, yet goes on to tell these new players to make monsters without ever giving them anything to work from?  That's also just bad design. This of course is the bias of an author who has not seemed to have played many games outside of AD&D; I am not sure what games Raggi has played, but venture outside of AD&D and there are a lot of ways to have monsters and make each and every encounter with them unique and fearful.

Let's compare this to Call of Cthulhu the pinnacle of horror gaming for most.  There is a whole chapter on monsters, right there in front of everyone.  In fact there is even a skill in the game so characters can know something, maybe a lot of something, about each and every one.  It still does not do them a bit of good.  Raggi quotes Lovecraft and Smith, but his depiction of what you do with those elements are almost antithetical to what the authors were actually doing.  Browsing through the art (which is fantastic by the way, when it is not over doing it with the violence on women) there is nothing here that would actually have appeared in any Lovecraft or Smith book.  Yeah, there is the vague Nyarlathotep-looking creature on the back cover of one of the books, but that was the exception rather than the rule.   He took the time (and use that phrasing rather loosely) to not include monsters, but didn't bother to say much at all about mood, tone and how to generate a sense of horror that doesn't involve a disemboweling.

Horror is not the only factor in these newer Grime Dark games, there is after all the Grim.
Well to get a good idea on how to best do this I'll take a very recent example, The Northlands, which I reviewed a while back is grim game. The stakes in this game are high; you screw up you will freeze to death and that is your best option.  It very successfully impresses on you the feeling of doom; yet people still live here and make a life out of it.  The Scarred Lands from Sword and Sorcery Studios a few years back is another grim world.  They are grim, but not to the point of nihilism. People/Characters still can rise up and be something more than they are now.

And so far I don't like Dungeon Crawl Classics.

Why are we looking at a game and extolling it's "non-heroic" mien as a virtue?

Plus, on a pragmatic point, neither of these games are particularly original or new.  What new has been added?  Specialists (LotFP) are new and I'll grant that something that would work well in a Swords & Wizardry game.  DCC? Well I am still reading through the BETA to be honest with you.  The art reminds me of the old school art, but lacks the charm of it.

I like the old school games. I still love playing B/X and it's modern clones.

Butt what I did then is what I like to still do now.

Play the game, save the village, town, kingdom,  or even just the princess (or prince), defeat the monster, and be the Hero.

I have both the Deluxe and Grindhouse versions of LotFP and I'll pick up DCC too.
I doubt I'll play either.