We continue our trek through time and space back to England of the late 1970s with White Dwarf #14 from Aug/Sept 1979.
How do you know you are reading White Dwarf and not The Dragon? The ads have topless women in them. This was not the first time I noticed this, but 6 pages into the issue and already I have seen 4 topless women. Mind you I am not complaining, but I am pointing out how different the attitudes were between the American game circles and the overseas ones. This is the same theme (differences between the two groups, not nudity) of the editorial. Ian Livingstone discusses the differences between British conventions and American ones. Ian mentions his recent trip to America and we get more of that later.
Andy Slack is back with more expansions to the Traveller Universe. White Dwarf was the reason I picked up Traveller in the first place. I never quite wrapped my head around it to be honest. I would love to try it again someday.
Don Turnbull is also back with the fiends of the Fiend Factory. This seems to be the also-rans of the bunch since non of these made it to the Fiend Folio. We get a demonic elphant (the Gurgotch), the group entity Mindweb, an Energy Cyclone, the Gazer (a weird beholder-like creature made of 1000s of eyes) and a frozen naked girl, the Ice Maiden. But there is something else to note here. Along with last issue alignments are now presented in AD&D format, so Chaotic Evil, Neutral Good. But this issue the Monstermark scores are gone. We knew it was coming, but they are now gone. Another interesting bit, a note added later (but before publication) mentions "The Folio" for the first time.
Open Box we have reviews of Traveller book 4 (Mercenary) and 1001 Characters. They get a 9 and 6 respectively from Don Turnbull. Some Judges Guild books, The Dragon Crown and Of Skulls and Scrapfaggot Green. Both of these were used as Convention adventures but they were not particularly well liked by Don Turnbull giving them only a 5 and 7 respectively. Mostly due to spelling and print errors but alos for some odd rule interpretations.
We are treated to a Runequest adventure "Lair of the White Wyrm" by John Bethell which would work for D&D with some tweaks. But I want to try it with CoC to be honest.
Treasure Chest gives us a one-page dungeon (see, there is nothing new under the sun), The Bath-House of the Pharaoh. Well it's one page, front and back.
The letters page concerns itself with various attacks and defenses of the Monstermark and Fiend Factory.
The big feature of the issue is an interview with Gary Gygax.
A lot of this is stuff we now know and take for granted. Highlights: At the time of the interview TSR had 20-25 employees and expected that to grow to over 30 or 40 by August of 1980. He does credit Dave Arneson's campaign and Dave Megarry's Dungeon board game as influences. At the time WD estimates there are 30,000 D&D players in the UK and GG estimates that there are 250,000 to 300,000 in the US and Canada. When asked what extent have other games (RPGs) have had on D&D Gary says "None to speak of." The World of Greyhawk is planned for the summer of 1980.
We end the magazine with the few pages of ads.
Certainly more ads this time around, but not as strong of issue as the last one was.
Wednesday, May 2, 2012
Pop o-Matic d20 Kickstarter. Only 12 hours!!
Remember a bit ago when I posted this:
http://timbrannan.blogspot.com/2012/03/i-think-i-need-one-of-these.html
Well I got one and it is great! It is perfect for that critical roll and there is always a lot of drama around popping a 20!
Now the guy who makes them is running a Kickstarter and there is only 12 hours to go!
http://www.kickstarter.com/projects/2067825909/attacks-of-opportunity
What I like most about this is that he is giving the option for you to donate a Pop-able die to a Veteran's gaming group or to a disabled gamer.
Please have a look at this and support if you can.
http://timbrannan.blogspot.com/2012/03/i-think-i-need-one-of-these.html
Well I got one and it is great! It is perfect for that critical roll and there is always a lot of drama around popping a 20!
Now the guy who makes them is running a Kickstarter and there is only 12 hours to go!
http://www.kickstarter.com/projects/2067825909/attacks-of-opportunity
What I like most about this is that he is giving the option for you to donate a Pop-able die to a Veteran's gaming group or to a disabled gamer.
Please have a look at this and support if you can.
Tuesday, May 1, 2012
Oh the Places You'll Go!
I love maps. Old maps, new maps, maps that never were.
Here are few that catch my fancies, and fantasies.
I'd love to plan a game sometime for the far future of Earth. Maybe something along the lines of Dying Earth or Clark Ashton Smith's Zothique cycle.
(image from here, http://www.scotese.com/earth.htm)
Given my love for the roots of D&D, Victorian adventure and weird SciFi I have also had a desire to play on a Mars that Never Was, a Mars with oceans.
Likely using some of the Warriors of Mars ideas from Jason Vey's site.
The Places I Could Go, indeed.
Here are few that catch my fancies, and fantasies.
I'd love to plan a game sometime for the far future of Earth. Maybe something along the lines of Dying Earth or Clark Ashton Smith's Zothique cycle.
(image from here, http://www.scotese.com/earth.htm)
Given my love for the roots of D&D, Victorian adventure and weird SciFi I have also had a desire to play on a Mars that Never Was, a Mars with oceans.
Likely using some of the Warriors of Mars ideas from Jason Vey's site.
The Places I Could Go, indeed.
What a Fiasco
Lots of things to discuss this fine day in May.
But lets start with this one.
Has anyone out there played Fiasco?
http://www.bullypulpitgames.com/
But lets start with this one.
Has anyone out there played Fiasco?
http://www.bullypulpitgames.com/
Monday, April 30, 2012
Z is for Zombie
"Zombies are the new Vampires." - True Blood
Funny quote and mostly true. Thanks to the various "Dead" and "Resident Evil" movies, not to mention new TV shows, Zombies have never been more popular.
Actually I have never cared for Zombies. Sure I enjoy them as much as the next horror guy, but I'd rather read about ghosts, vampires or almost anything else really.
Same is true for games. But I have to admit that one of my favorite games is All Flesh Must Be Eaten.
WotC may have D&D and White Wolf has the vampires, but when it comes to wipping out hordes of the walking dead then you need this book and Eden has it.
All Flesh Must Be Eaten (AFMBE) is THE premire Zombie roleplaying game. Everything you need to know is here and it uses the fantastic Unisystem game system so beginners can play it fast and pros still enjoy it. Plus it is 100% compatible with all of Eden's games like "WitchCraft", "Armageddon", "Ghosts of Albion" and "Buffy the Vampire Slayer". With the d20 conversion guide in back, it is also compatible with tons of d20 games.
I enjoy it because it is so flexible. The power rating can be altered to suit your mood. So street level normals armed with baseball bats to gods walking the earth again.
What makes AFMBE so nice is the collection of Dead Worlds that Eden publishes for it. And like the core book, these are also compatible with other Eden games.
All Tomorrow's Zombies takes AFMBE and makes it Zombies...IN SPACE!! And in Cyberspace and all sorts of "SF" tropes with zombies thrown in. An excellent "Zombie World" book from Jason Vey and Eden. If you like AFMBE and are a fan of Sci-Fi then this is a must buy. Even if you don't then there are plenty of high tech devices to use in other games, such as Conspiracy X.
Pulp Zombies is a collection of Pulp Era Deadworlds. This one focuses on the two-fisted action adventures of the 1930s. A special emphasis is given on the mystical side of the pulps and of course Nazi Zombies.
Enter the Zombie is Kung Fu action theatre at's its best. Emulate the action from Enter to Dragon to Crouching Tiger, Hidden Dragon to the latest John Wu film to Big Trouble in Little China. There is more though too. Expanded Chi powers, role-playing in mytho-historical Japan and China or the streets of Hong Kong and San Francisco. Plenty of options for characters, players and Zombie Masters.
Fistful o' Zombies where the Quick and the Dead are often the same thing. Plenty of new character archetypes for a wild west game. Whether the wild west of Clint Eastwood or Gene Autry. New qualities and drawbacks and plenty of weapons from the time. I use this along with other Victorian era games. The gem though in this one is the conversion notes between the original Deadlands game and AFMBE.
Zombie Smackdown. I was not sure what to think about this one. But I am glad I got it. I am not a fan of Professional Wrestling, but the mix of wrestling and zombies is too cool to pass up. Plus there are plenty of good rules for matches and even Luchador wrestlers. You can do your Santo-inspired character justice.
Dungeons and Zombies brings D&D to the Classic Unisystem fold. There are rules for using more WitchCraft like magic in your AFMBE game. This book covers all the tropes including many new races such as elves, dwarves, halflings and orcs. High Fantast, Low Fantasy. King Arthur and Lord of the Rings-style play. Combine it with WitchCraft to get a full range of magical abilities. Combine with Terra Primate for tons of new adventure ideas and races. And of course use the AFMBE-Revised appendix to converst any d20 information you need. Far more flexible than most d20 based fantasy games. Really well written and one of my favorite Dead World books from Eden.
ARRGH! Thar Be Zombies! I'll admit I am not a fan of pirates. I enjoy the recent round of pirate movies, but that is the exception rather than the rule. What makes this book so good is that pirates and zombie just seem to go together well. And while I may not be a fan of pirates I am a fan of ghost ships crewed by zombies. So I use this in a modern WitchCraft game instead. The ship to ship battle rules are great and provide an extra layer when using them with All Tomorrow's Zombies. The voodoo in this book is a short hand version of the Vodun from WitchCraft, but still nice to have.
One of the Living is something akin to a "Players Handbook" for AFMBE. The focus is more on new skills, qualities and drawbacks for the characters; not so much for the zombies. Though there is plenty of Zombie Master only information. In particular is how to run long campaigns instead of the one shots that AFMBE are really good at.
Worlds of the Dead: A Collection of Deadworlds is a collection of smaller "Dead Worlds" that don't have enough material for their own books. Great for a starting idea, fleshing out an game of your own or adding to one of the other Dead Worlds from the other books. Since it is also 100% compatible with Eden's other games, they can be added to those as well.
Atlas of the Walking Dead. Part Monster Manual, part scholarly overview of the myths of the world. Full of creatures including some I had never heard of (and that is saying something!) A must have for any of the Dead Worlds or any of Eden's other games. If you are a Zombie Master then you need this book. If you play horror games then is one of the best works on various zombies you can buy.
Book of Archetypes, Book 1 and Book 2. Pre-generated archetypes for AFMBE, but usable in any Eden Unisystem game. Players can use these as starting points for characters. Zombie/Game Masters can use them as pre-gens, NPCs or anything they set their mind too. Over 30 archetypes in each book plus new qualities and drawbacks.
With these you will be ready for the upcoming Zombie Apocalypse.
Funny quote and mostly true. Thanks to the various "Dead" and "Resident Evil" movies, not to mention new TV shows, Zombies have never been more popular.
Actually I have never cared for Zombies. Sure I enjoy them as much as the next horror guy, but I'd rather read about ghosts, vampires or almost anything else really.
Same is true for games. But I have to admit that one of my favorite games is All Flesh Must Be Eaten.
WotC may have D&D and White Wolf has the vampires, but when it comes to wipping out hordes of the walking dead then you need this book and Eden has it.
All Flesh Must Be Eaten (AFMBE) is THE premire Zombie roleplaying game. Everything you need to know is here and it uses the fantastic Unisystem game system so beginners can play it fast and pros still enjoy it. Plus it is 100% compatible with all of Eden's games like "WitchCraft", "Armageddon", "Ghosts of Albion" and "Buffy the Vampire Slayer". With the d20 conversion guide in back, it is also compatible with tons of d20 games.
I enjoy it because it is so flexible. The power rating can be altered to suit your mood. So street level normals armed with baseball bats to gods walking the earth again.
What makes AFMBE so nice is the collection of Dead Worlds that Eden publishes for it. And like the core book, these are also compatible with other Eden games.
All Tomorrow's Zombies takes AFMBE and makes it Zombies...IN SPACE!! And in Cyberspace and all sorts of "SF" tropes with zombies thrown in. An excellent "Zombie World" book from Jason Vey and Eden. If you like AFMBE and are a fan of Sci-Fi then this is a must buy. Even if you don't then there are plenty of high tech devices to use in other games, such as Conspiracy X.
Pulp Zombies is a collection of Pulp Era Deadworlds. This one focuses on the two-fisted action adventures of the 1930s. A special emphasis is given on the mystical side of the pulps and of course Nazi Zombies.
Enter the Zombie is Kung Fu action theatre at's its best. Emulate the action from Enter to Dragon to Crouching Tiger, Hidden Dragon to the latest John Wu film to Big Trouble in Little China. There is more though too. Expanded Chi powers, role-playing in mytho-historical Japan and China or the streets of Hong Kong and San Francisco. Plenty of options for characters, players and Zombie Masters.
Fistful o' Zombies where the Quick and the Dead are often the same thing. Plenty of new character archetypes for a wild west game. Whether the wild west of Clint Eastwood or Gene Autry. New qualities and drawbacks and plenty of weapons from the time. I use this along with other Victorian era games. The gem though in this one is the conversion notes between the original Deadlands game and AFMBE.
Zombie Smackdown. I was not sure what to think about this one. But I am glad I got it. I am not a fan of Professional Wrestling, but the mix of wrestling and zombies is too cool to pass up. Plus there are plenty of good rules for matches and even Luchador wrestlers. You can do your Santo-inspired character justice.
Dungeons and Zombies brings D&D to the Classic Unisystem fold. There are rules for using more WitchCraft like magic in your AFMBE game. This book covers all the tropes including many new races such as elves, dwarves, halflings and orcs. High Fantast, Low Fantasy. King Arthur and Lord of the Rings-style play. Combine it with WitchCraft to get a full range of magical abilities. Combine with Terra Primate for tons of new adventure ideas and races. And of course use the AFMBE-Revised appendix to converst any d20 information you need. Far more flexible than most d20 based fantasy games. Really well written and one of my favorite Dead World books from Eden.
ARRGH! Thar Be Zombies! I'll admit I am not a fan of pirates. I enjoy the recent round of pirate movies, but that is the exception rather than the rule. What makes this book so good is that pirates and zombie just seem to go together well. And while I may not be a fan of pirates I am a fan of ghost ships crewed by zombies. So I use this in a modern WitchCraft game instead. The ship to ship battle rules are great and provide an extra layer when using them with All Tomorrow's Zombies. The voodoo in this book is a short hand version of the Vodun from WitchCraft, but still nice to have.
One of the Living is something akin to a "Players Handbook" for AFMBE. The focus is more on new skills, qualities and drawbacks for the characters; not so much for the zombies. Though there is plenty of Zombie Master only information. In particular is how to run long campaigns instead of the one shots that AFMBE are really good at.
Worlds of the Dead: A Collection of Deadworlds is a collection of smaller "Dead Worlds" that don't have enough material for their own books. Great for a starting idea, fleshing out an game of your own or adding to one of the other Dead Worlds from the other books. Since it is also 100% compatible with Eden's other games, they can be added to those as well.
Atlas of the Walking Dead. Part Monster Manual, part scholarly overview of the myths of the world. Full of creatures including some I had never heard of (and that is saying something!) A must have for any of the Dead Worlds or any of Eden's other games. If you are a Zombie Master then you need this book. If you play horror games then is one of the best works on various zombies you can buy.
Book of Archetypes, Book 1 and Book 2. Pre-generated archetypes for AFMBE, but usable in any Eden Unisystem game. Players can use these as starting points for characters. Zombie/Game Masters can use them as pre-gens, NPCs or anything they set their mind too. Over 30 archetypes in each book plus new qualities and drawbacks.
With these you will be ready for the upcoming Zombie Apocalypse.
Sunday, April 29, 2012
New Podcast Interview
I recently gave an interview over at Penny Red, website of Victoria author Daniel Hodges.
You can hear it here:
http://victoriaroleplaying.blogspot.com/2012/04/post-36-i-lex-luthor.html
We talk about Victoria RPG, Ghosts of Albion and why Lex Luthor is really the hero of the Superman world.
Enjoy!
ETA: Looks like the file is not working yet.
ETA2: File is working fine now!
You can hear it here:
http://victoriaroleplaying.blogspot.com/2012/04/post-36-i-lex-luthor.html
We talk about Victoria RPG, Ghosts of Albion and why Lex Luthor is really the hero of the Superman world.
Enjoy!
ETA2: File is working fine now!
Saturday, April 28, 2012
Zatannurday: Y is for Young Justice Zatanna
As Zatanna fans we have been living is some really great times of late. We had a great Zatanna comic from Paul Dini. Now we have Justice League Dark and best of all, teen Zatanna in Young Justice.
Of course according to Action Figure Insider we are not going to be getting a Young Justice Zatanna figure.
http://www.actionfigureinsider.com/main/afis-ask-matty-mattel-qa-answers-for-april-16th-2012
Though the Wal-Mart exclusive Zatanna looks pretty close.
We do still have Green Ronin's DC Adventures game.
The official game has Zee's stats, but these are closer to what she was when she had her own title. Zatanna from Young Justice is just getting into her powers.
Here is the Young Justice version of Zatanna. I did this from my memory of what she could do in the episodes.
Zatanna (YJ)
Zatanna (YJ) - PL 7 (104 points)
Strength 0, Stamina 1, Agility 2, Dexterity 3, Fighting 1, Intellect 3, Awareness 3, Presence 3
Advantages
Artificer, Attractive, Benefit, Wealth (well-off), Connected, Fascinate (Deception), Languages 3, Luck, Ritualist, Teamwork
Skills
Acrobatics 2 (+4), Athletics 2 (+2), Deception 4 (+7), Expertise: Magic 8 (+11), Insight 4 (+7), Perception 4 (+7), Persuasion 2 (+5), Ranged Combat: tsalB: Blast 8 6 (+9), Sleight of Hand 8 (+11)
Powers
Magic
!ediH: Concealment 0
dleihS: Force Field 8 (+8 Toughness)
sehtolC egnahC: Transform 4 (Affects: 1 Thing > 1 Thing, Transforms: 12 lbs., DC 14)
sthguohT yM raeH: Mental Communication 4
tegroF: Affliction 2 (mind, 1st degree: Impaired, 2nd degree: Exhausted, 3rd degree: Unaware, Resisted by: Will, DC 12)
tropeleT: Teleport 4 (500 feet in a move action, carrying 50 lbs.)
tsalB: Blast 8 (DC 22)
Mystic Senses: Senses 5 (Acute: Mystic, Analytical: Mystic, Detect: Mystic 2: ranged, Ranged: Mystic)
Offense
Initiative +2
Grab, +1 (DC Spec 10)
sehtolC egnahC: Transform 4, +1 (DC Dog 14)
tegroF: Affliction 2, +1 (DC Will 12)
Throw, +3 (DC 15)
tsalB: Blast 8, +7 (DC 22)
Unarmed, +1 (DC 15)
Complications
Motivation: Responsibility: Zatanna feels responsible for her father's current state as Dr. Fate.
Power Loss: Needs to say spells/powers backwards to use them.
Languages
English, Greek, Italian, Latin
Defense
Dodge 6, Parry 4, Fortitude 4, Toughness 1, Will 7
Power Points
Abilities 32 + Powers 27 + Advantages 11 + Skills 20 (40 ranks) + Defenses 14 = 104
Not quite yet the powerhouse she will grow up to be.
Of course according to Action Figure Insider we are not going to be getting a Young Justice Zatanna figure.
http://www.actionfigureinsider.com/main/afis-ask-matty-mattel-qa-answers-for-april-16th-2012
Though the Wal-Mart exclusive Zatanna looks pretty close.
We do still have Green Ronin's DC Adventures game.
The official game has Zee's stats, but these are closer to what she was when she had her own title. Zatanna from Young Justice is just getting into her powers.
Here is the Young Justice version of Zatanna. I did this from my memory of what she could do in the episodes.
Zatanna (YJ) - PL 7 (104 points)
Strength 0, Stamina 1, Agility 2, Dexterity 3, Fighting 1, Intellect 3, Awareness 3, Presence 3Advantages
Artificer, Attractive, Benefit, Wealth (well-off), Connected, Fascinate (Deception), Languages 3, Luck, Ritualist, Teamwork
Skills
Acrobatics 2 (+4), Athletics 2 (+2), Deception 4 (+7), Expertise: Magic 8 (+11), Insight 4 (+7), Perception 4 (+7), Persuasion 2 (+5), Ranged Combat: tsalB: Blast 8 6 (+9), Sleight of Hand 8 (+11)
Powers
Magic
!ediH: Concealment 0
dleihS: Force Field 8 (+8 Toughness)
sehtolC egnahC: Transform 4 (Affects: 1 Thing > 1 Thing, Transforms: 12 lbs., DC 14)
sthguohT yM raeH: Mental Communication 4
tegroF: Affliction 2 (mind, 1st degree: Impaired, 2nd degree: Exhausted, 3rd degree: Unaware, Resisted by: Will, DC 12)
tropeleT: Teleport 4 (500 feet in a move action, carrying 50 lbs.)
tsalB: Blast 8 (DC 22)
Mystic Senses: Senses 5 (Acute: Mystic, Analytical: Mystic, Detect: Mystic 2: ranged, Ranged: Mystic)
Offense
Initiative +2
Grab, +1 (DC Spec 10)
sehtolC egnahC: Transform 4, +1 (DC Dog 14)
tegroF: Affliction 2, +1 (DC Will 12)
Throw, +3 (DC 15)
tsalB: Blast 8, +7 (DC 22)
Unarmed, +1 (DC 15)
Complications
Motivation: Responsibility: Zatanna feels responsible for her father's current state as Dr. Fate.
Power Loss: Needs to say spells/powers backwards to use them.
Languages
English, Greek, Italian, Latin
Defense
Dodge 6, Parry 4, Fortitude 4, Toughness 1, Will 7
Power Points
Abilities 32 + Powers 27 + Advantages 11 + Skills 20 (40 ranks) + Defenses 14 = 104
Not quite yet the powerhouse she will grow up to be.
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