Miss me? Sorry for the delay last week. This has been a busy time at work and I have been taking it home with me at night to do instead of this.
Let's get down to business.
Issue #21 is from Oct/Nov 1980 and it is off to a good start with some cool late 70s/early 80s wizard art. A lone star focused through gems reveals a fighter in battle. If it were redone today the gem would be d20 shaped.
We have an ad for Ariel games which in a bit of neat synchronicity features a game reviewed earlier today by James at Grognardia, The Mystic Wood. This and four other pages of ads follow.
The editorial is another "Ripped from todays blog roll" on whether or not the Vancian magic system is outdated. Interesting really. This is 1980, not 2012 and the D&DNext playtest discussion. Though maybe they should read this editorial. Not that the offered solution, the power point system in RuneQuest, is much more modern today, but it bears thinking about.
There is also a note about their production artist, Robert Owens, who was killed in a crash.
Andrew Finch gives us a new D&D class based on The Chronicle of Thomas Covenant. "Lore of the Land" features the Lore Lords. They are an uber spell casting class that can combine their spell casting levels to cast more powerful spells and increasing the fighting ability of others. Something like a hyper-bard. Also detailed are Rhadmaerl, or a new type of magic user based on the Lore of Stone and the Hirebrand or Lillianrill, magic uses based on the Lore of Wood. And finally the Bloodgurd, a type of fighter. If you are a fan of the novels then these might be fine, but as character classes they look a little over powered, with the exception of the Bloodguard.
Roger E. Moore gives us a bit on Merchants. Including what they do and an NPC class for them. Very much an example of the early days when every profession had to be detailed as a class.
Open Box review Azhanti High Lightning, one of the classic classics of Travleler. Andy Slack gives it 8/10, James gives it a little bit more detail. Roger Sandell reviews Intruder from Task Force Games, giving it a 6/10. He states it is a "good idea, but needs improvement". John Lambshed reviews another Task Force Games entry, Valkenburg Castle. This one fares better at 8/10.
Letters deals with important issues like alignment and why does a lantern burn for 24 hours but the same flask of oil thrown lasts only a round.
Up nest is another complete mini-game Survival by Bob McWilliams. Seems simple and quick to play.
Treasure chest is upping their game this issue with a bunch (15) new spells.
Fiend Factory gets a huge makeover this issue. For starters the layout is better and the monsters are all grouped by a theme. In this case wilderness monsters for characters of 5th to 7th level.
The font used to write the monsters' names is now a plain one, not the stylized art font unique to every monster. Monstermarks are still included. The monsters themselves also seem to have been taking up a notch in terms of design. The jokey monsters are gone, replaced with real threats. This issue gives us The Brothers of the Pine (undead full of magical pine sap), Chthon (a living rock), Enslaver (a small pool of mercury that controls others), Micemen (the results of Brownie/Orc crossbreeding), Dragon Warriors (created from the teeth of dragons), Grey Sqaargs (a race of evil automata) and a Cyclops.
Starbase, the Traveller feature, continues with a mini "situation" for Traveller. We would call these an Encounter today.
S. Hartley presents the Tomb of the Maharaja, an AD&D mini-module for 6-10 3rd and 4th level characters. It is a nice little dungeon crawl that could be completed in one night.
Up next are some ads, including this one from Games Workshop that really got my attention.
Remember when I said at the start of this that anything British was automatically cool in my teenaged mind.
Here is a better scan of the Doctor Who board game that I mentioned last time.
With issues 20 and 21 we see a shift in WD to a more mature gaming magazine. The jokey monsters and classes are going away and focus on other games, like Traveller, is keeping the focus more of serious gaming material.
Let's see if this trend continues.
Links
Some links to other White Dwarf retrospective reviews
An older RPG Net thread that goes issue by issue
http://forum.rpg.net/showthread.php?405199-In-which-I-read-White-Dwarf-from-issue-1
A newer EN World one that reviews 10 issues at a time to get a better perspective on the overall trends.
http://www.enworld.org/forum/general-rpg-discussion/325009-white-dwarf-first-100-issues-read-through-review.html
And other Magazine retrospectives:
Grognardia takes us back to the future every Tuesday with his Ares retrospectives.
Land of Nod does Dragon by Dragon every Sunday.
Wednesday, June 27, 2012
Tuesday, June 26, 2012
EN World Game Day Sign-up
The Sign-ups are now open at EN World for Ghosts of Albion on Chicago Game Day 32.
http://www.enworld.org/forum/general-rpg-discussion/325572-chicago-gameday-32-july-14th-sign-up-play.html
Stop by and post to sign up for Ghosts of Albion!
http://www.enworld.org/forum/general-rpg-discussion/325572-chicago-gameday-32-july-14th-sign-up-play.html
Stop by and post to sign up for Ghosts of Albion!
Monday, June 25, 2012
Victoriana 1st Edition
Back when I was working on Ghosts of Albion I became aware of the game Victoriana.
I picked up the game, but since I was deep into playing Ghosts at the time I didn't look at it much. Finally I did and then learned a 2nd Ed was going to come out. Of course I did eventually get the 2nd edition (and signed no less!) and know I hear there is a 3rd Edition on the way.
I spent some time reading the 1st Edition rules and thought it was interesting, if odd. For starters I am not sure why there was no U.S. Civil War. I was also not a fan of the Fuzion system. I liked all the odd races for the game (even if it did lead to the infamous Orc from Africa debate) and felt like it was, as it has been later described, Victorian Age Steampunk.
The thing that struck me though is how similar that cover is to the Ghosts of Albion BBC logo. In particular the silhouettes of William and Tamara. I am sure it is nothing but coincidence, but I could not help but notice it all the same. Save for the pointy ears on the Victoriana cover that *could* be Tamara and William.
I still like this game though. It has a soft spot in my heart really. It is like Ghosts of Albion gone all gonzo and turned up to 11. Plus it is one of the few games I always try to play at Gen Con; well it or 2nd Ed.
Here are the books I own. What I feel they lack in system, they make up for in style. They can be used with the 2nd Edition of the game with the conversion guide in the back of the 2nd Ed core book.
Victoriana: 1867 Edition
http://rpg.drivethrustuff.com/product/1612/Victoriana%3A-1867-Edition?src=s_pi&affiliate_id=10748
This is the core book of the "1867" or 1st edition rules.
The Hounds of Fate
http://rpg.drivethrustuff.com/product/2241/The-Hounds-of-Hate%2C-A-Penny-Dreadful-for-Victoriana?affiliate_id=10748
What if "Hounds of the Baskervilles" was a true story? Well in the world of Victoriana, it can be!
This is a "Penny Dreadful" or an adventure for Victoriana 1st Edition (aka 1867 Edition).
This adventure though is based more on the old legends of the Black Dog or Old Shuck on the English countryside. As such it is a good adventure for any Victorian era game with a heavy emphasis on magic or the supernatural. One could easily run this under Ghosts of Albion or Cthulhu by Gaslight.
The Smoke: 1867 Edition
http://rpg.drivethrustuff.com/product/2240/The-Smoke%3A-1867-Edition?affiliate_id=10748
This is one of the best Victoriana 1st Ed products. At 128 pages it is a very comprehensive guide to London in 1867.
Granted there is the Victoriana-universe spin on everything, but otherwise it is perfect for use with ANY Victorian era game. It especially works well with the 2nd Edition of the Victoriana game. The book is sans-game stats, so there is no system conversion to worry about, just thematic conversions.
The maps are fantastic and I especially enjoyed the descriptions of all the neighborhoods.
Very good resource indeed.
The Dragon in the Smoke
http://rpg.drivethrustuff.com/product/1613/The-Dragon-In-The-Smoke?affiliate_id=10748
Another adventure for Victoriana 1st Ed. The set up is very nice and it captures the feel of the game right away.
The adventure itself deals with strange eastern magic and mysticism, missing children and a cursed statute. Plenty of really good plot elements to keep your players guessing.
This adventure also includes some rules on using martial arts.
While I am not likely to play Victoriana 1st Ed these days, it still holds a special place for me. Though these products listed here are my favorite.
I picked up the game, but since I was deep into playing Ghosts at the time I didn't look at it much. Finally I did and then learned a 2nd Ed was going to come out. Of course I did eventually get the 2nd edition (and signed no less!) and know I hear there is a 3rd Edition on the way.
I spent some time reading the 1st Edition rules and thought it was interesting, if odd. For starters I am not sure why there was no U.S. Civil War. I was also not a fan of the Fuzion system. I liked all the odd races for the game (even if it did lead to the infamous Orc from Africa debate) and felt like it was, as it has been later described, Victorian Age Steampunk.
The thing that struck me though is how similar that cover is to the Ghosts of Albion BBC logo. In particular the silhouettes of William and Tamara. I am sure it is nothing but coincidence, but I could not help but notice it all the same. Save for the pointy ears on the Victoriana cover that *could* be Tamara and William.
I still like this game though. It has a soft spot in my heart really. It is like Ghosts of Albion gone all gonzo and turned up to 11. Plus it is one of the few games I always try to play at Gen Con; well it or 2nd Ed.
Here are the books I own. What I feel they lack in system, they make up for in style. They can be used with the 2nd Edition of the game with the conversion guide in the back of the 2nd Ed core book.
Victoriana: 1867 Edition
http://rpg.drivethrustuff.com/product/1612/Victoriana%3A-1867-Edition?src=s_pi&affiliate_id=10748
This is the core book of the "1867" or 1st edition rules.
The Hounds of Fate
http://rpg.drivethrustuff.com/product/2241/The-Hounds-of-Hate%2C-A-Penny-Dreadful-for-Victoriana?affiliate_id=10748
What if "Hounds of the Baskervilles" was a true story? Well in the world of Victoriana, it can be!
This is a "Penny Dreadful" or an adventure for Victoriana 1st Edition (aka 1867 Edition).
This adventure though is based more on the old legends of the Black Dog or Old Shuck on the English countryside. As such it is a good adventure for any Victorian era game with a heavy emphasis on magic or the supernatural. One could easily run this under Ghosts of Albion or Cthulhu by Gaslight.
The Smoke: 1867 Edition
http://rpg.drivethrustuff.com/product/2240/The-Smoke%3A-1867-Edition?affiliate_id=10748
This is one of the best Victoriana 1st Ed products. At 128 pages it is a very comprehensive guide to London in 1867.
Granted there is the Victoriana-universe spin on everything, but otherwise it is perfect for use with ANY Victorian era game. It especially works well with the 2nd Edition of the Victoriana game. The book is sans-game stats, so there is no system conversion to worry about, just thematic conversions.
The maps are fantastic and I especially enjoyed the descriptions of all the neighborhoods.
Very good resource indeed.
The Dragon in the Smoke
http://rpg.drivethrustuff.com/product/1613/The-Dragon-In-The-Smoke?affiliate_id=10748
Another adventure for Victoriana 1st Ed. The set up is very nice and it captures the feel of the game right away.
The adventure itself deals with strange eastern magic and mysticism, missing children and a cursed statute. Plenty of really good plot elements to keep your players guessing.
This adventure also includes some rules on using martial arts.
While I am not likely to play Victoriana 1st Ed these days, it still holds a special place for me. Though these products listed here are my favorite.
Do we need these?
The 1st Edition reprints are on their way and I am quite excited about it.
WotC just also announced new reprints of the 3.5 version of D&D.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/20120625
This one has me scratching my head. I can still buy 3.5 books new at my FLGS. My 3.5 books are actually in really good shape (picked up the leather bound ones a while back).
I think I would rather see the Rules Cyclopedia reprinted than 3.5.
WotC just also announced new reprints of the 3.5 version of D&D.
http://www.wizards.com/DnD/Article.aspx?x=dnd/4news/20120625
This one has me scratching my head. I can still buy 3.5 books new at my FLGS. My 3.5 books are actually in really good shape (picked up the leather bound ones a while back).
I think I would rather see the Rules Cyclopedia reprinted than 3.5.
Sunday, June 24, 2012
EN World Game Day Chicago 32
Once again I am going to be running a game at EN World Game Day Chicago!
I'll be running Ghosts of Albion: Blight. I have had requests to run this one, so here it is for what might be the last time. Working on some new adventures.
Here is the blurb for the game:
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5-6, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/324478-chicago-gameday-32-event-planning.html
I have an afternoon slot 3:30pm to 8:30pm on Saturday, July 14 at Games Plus in Mount Prospect, IL.
You can read more about Chicago Game Day here, http://gameday.buzzmo.com/faq/
Hope to see you there!
I'll be running Ghosts of Albion: Blight. I have had requests to run this one, so here it is for what might be the last time. Working on some new adventures.
Here is the blurb for the game:
Ghosts of Albion: Blight
Ireland is dying.
Her Protector has been murdered and you are the primary suspects. Can you clear your name, regain your magic and stop whatever necromancies befoul the land? Time is short, yours and one million lives hang in the balance. Set in 1847 this is an adventure for the Ghosts of Albion RPG.
Game System: Cinematic Unisystem
Rules Edition: Ghosts of Albion
Players: Minimum 5-6, Max 8.
Minimum Age: Teen (13+) (PG for some violence, and problem solving)
Experience Required: None (never played before), some knowledge of "Ghosts of Albion" is helpful.
Materials Provided: Yes, materials are provided for this game. You do not need to bring your own. One d10 is needed.
There is a sign-up thread over at EN World, http://www.enworld.org/forum/general-rpg-discussion/324478-chicago-gameday-32-event-planning.html
I have an afternoon slot 3:30pm to 8:30pm on Saturday, July 14 at Games Plus in Mount Prospect, IL.
You can read more about Chicago Game Day here, http://gameday.buzzmo.com/faq/
Hope to see you there!
Saturday, June 23, 2012
Zatannurday: Strikes-Twice Cosplay
Back in the start of June I posted some random Zatanna Cosplayers. One that really got my attention was Strikes-Twice on Deviant art.
I loved her style and thought she made a great Zatanna.
She tells us on her DeviantArt site that loves Zatanna and she is her favorite "DC Chick". I can't disagree.
So here are some of her pics. Please enjoy!
AH! Zatanna by ~strikes-twice on deviantART
Party time, tnellecxe! by ~strikes-twice on deviantART
Deviant ID 1.0 by ~strikes-twice on deviantART
Showstopper! Zatanna and Catwoman by ~strikes-twice on deviantART
Spellaholic. by ~strikes-twice on deviantART
Z VS. H by ~strikes-twice on deviantART
Cats and Wands by ~strikes-twice on deviantART
OOH MR. BATMAN OOH by ~strikes-twice on deviantART
So stop by her page to see more and say hi!
I loved her style and thought she made a great Zatanna.
She tells us on her DeviantArt site that loves Zatanna and she is her favorite "DC Chick". I can't disagree.
So here are some of her pics. Please enjoy!
AH! Zatanna by ~strikes-twice on deviantART
Party time, tnellecxe! by ~strikes-twice on deviantART
Deviant ID 1.0 by ~strikes-twice on deviantART
Showstopper! Zatanna and Catwoman by ~strikes-twice on deviantART
Spellaholic. by ~strikes-twice on deviantART
Z VS. H by ~strikes-twice on deviantART
Cats and Wands by ~strikes-twice on deviantART
OOH MR. BATMAN OOH by ~strikes-twice on deviantART
So stop by her page to see more and say hi!
Friday, June 22, 2012
New Game, New World
I am gearing up for my new game. I posted about it already a couple days back. Since then I have picked up another new player.
What I have been considering for this game is moving it away from my normal world of Mystoerth to something new. Or at least new for me. I am considering, very seriously, the Forgotten Realms.
I talked about this a while back. I picked up the Player's Guide then, and just got the Campaign Guide.
I own some Realms books as PDFs. They were one of the things I grabbed in the mad dash before DriveThru took them all down.
I mentioned before that I was never a fan of the Realms. I considered it to be a pretender to Greyhawk and not a very worthy one at that. In fact one of the first examples of my own Nerd Rage was how Anti-Realms I used to be because it took the spotlight away from my beloved Greyhawk.
I picked up the 3.0 Realms Guide when it came out and I admit I liked it. I felt it was a good book and all it really was missing was monsters. The new 4e campaign books are a good model too. Though this time I feel I have enough monsters.
But what I like the most about the 4e Realms book is how completely gonzo it is. Smash two planets together to get one world! I love that! Spell plagues? Bring it on! Races from Abeir now showing up? Fantastic!
I will be honest. I know next to nothing about the Realms. Nada. Zip.
Never read the novels, never played in the Realms EVER.
In fact most of what I know comes not from books or games, but from Wikipedia and the Forgotten Realms Wiki.
Normally I think this would be an issue. But since I am using the 4e material and it is about 100 years after all the events in 3e, not to mention world-changing events at that, that it is ok if that the players know nothing. All I need to worry about is their local part of the world.
The iconic NPCs are never going to show up, nor in fact will my sons' characters from our 3.x game.
I want this story to be about these characters right now.
I am also still planning to use the HPE modules for these characters to fight Orcus. Since it is the Realms I am going to add some of the materials from the old H-series, The Bloodstone Wars.
So here are my questions to those of you far more familiar with the Realms than me.
Thanks!
I am feeling really excited about this and want it to work out well.
What I have been considering for this game is moving it away from my normal world of Mystoerth to something new. Or at least new for me. I am considering, very seriously, the Forgotten Realms.
I talked about this a while back. I picked up the Player's Guide then, and just got the Campaign Guide.
I own some Realms books as PDFs. They were one of the things I grabbed in the mad dash before DriveThru took them all down.
I mentioned before that I was never a fan of the Realms. I considered it to be a pretender to Greyhawk and not a very worthy one at that. In fact one of the first examples of my own Nerd Rage was how Anti-Realms I used to be because it took the spotlight away from my beloved Greyhawk.
I picked up the 3.0 Realms Guide when it came out and I admit I liked it. I felt it was a good book and all it really was missing was monsters. The new 4e campaign books are a good model too. Though this time I feel I have enough monsters.
But what I like the most about the 4e Realms book is how completely gonzo it is. Smash two planets together to get one world! I love that! Spell plagues? Bring it on! Races from Abeir now showing up? Fantastic!
I will be honest. I know next to nothing about the Realms. Nada. Zip.
Never read the novels, never played in the Realms EVER.
In fact most of what I know comes not from books or games, but from Wikipedia and the Forgotten Realms Wiki.
Normally I think this would be an issue. But since I am using the 4e material and it is about 100 years after all the events in 3e, not to mention world-changing events at that, that it is ok if that the players know nothing. All I need to worry about is their local part of the world.
The iconic NPCs are never going to show up, nor in fact will my sons' characters from our 3.x game.
I want this story to be about these characters right now.
I am also still planning to use the HPE modules for these characters to fight Orcus. Since it is the Realms I am going to add some of the materials from the old H-series, The Bloodstone Wars.
So here are my questions to those of you far more familiar with the Realms than me.
- Should I read over any of the older material?
- Where is a good place to start the characters? IE. What is "The Village of Hommlet" for the Realms?
- Anything I should about running the Realms say as opposed to running Greyhawk?
Thanks!
I am feeling really excited about this and want it to work out well.
Subscribe to:
Posts (Atom)