It has been announced that City of Heroes, the Supers MMORPG is closing up shop.
http://na.cityofheroes.com/en/news/news_archive/thank_you.php
I never played CoH, but I did playtest the RPG version that Eden was working on back in the day.
Of course I stated up some characters.
What can I say? This was at the height of my involvement with The Dragon and the Phoenix.
I have to admit I liked how these turned out.
Sunday, September 2, 2012
Saturday, September 1, 2012
Zatannurday: Hero Clix!
I really enjoy my minis for Fantasy RPGs.
I also enjoy them for Supers games, I just don't have as many.
I do have some HeroClix. Ok, I have (or rather had) 2.
I stopped by my favorite local game store and saw they had some new ones, so I bought one.
Guess what I got?
A Justice League Dark Zatanna! I was hoping for this but really did not expect it.
She looks cool next to my classic Zatanna.
And Raven. That is all three of the HeroClix I own. I just need the other Zatanna one.
They look pretty cool next to my Little Witches and Lego Witch.
I also enjoy them for Supers games, I just don't have as many.
I do have some HeroClix. Ok, I have (or rather had) 2.
I stopped by my favorite local game store and saw they had some new ones, so I bought one.
Guess what I got?
A Justice League Dark Zatanna! I was hoping for this but really did not expect it.
She looks cool next to my classic Zatanna.
And Raven. That is all three of the HeroClix I own. I just need the other Zatanna one.
They look pretty cool next to my Little Witches and Lego Witch.
Friday, August 31, 2012
D&D Zombies vs. The Walking/Running Dead
"Zombies are the new Vampires" - True Blood
Zombies are a great threat for lower level characters in any version of D&D. They can be deadly in groups, but are slow. They are affected by all the same magics other undead are, so Clerical turning or Radiant Powers really get to ..er...shine.
The trouble is that D&D-style zombies are stuck in in a old modality of just being undead shamblers. Think Shaggy from Scooby-Doo only more dead.
Zombies in the game All Flesh Must Be Eaten by Eden Studios are much more deadly and their bite is lethal, just not right away. Plus there are all sorts of Zombies in AFMBE including what we now call "quick" or ""fast" zombies.
Of course the question has been and will be asked again, "why not just use Ghouls?". Well simply put Ghouls are eaters of the dead. If thought about I'd add subtle demonic influences to them as well to reflect the Ghoul/Ghul relationship.
Improved Zombies
Let's take a page from modern interpretations via AFMBE and define a few new zombies. Instead of full blown stat blocks, I'll just talk about how to make changes to your current game's Zombie. Let's assume a couple of basics. First, Zombies have no intelligence, they are slow, attack last in any round and had HD roughly equal to twice a normal human (so 2 HD in older games). XP awarded for these needs to recalulated up.
The Hungry Dead
This zombies appear to be most like Ghouls. Their stats are the same as a regular zombie but once they kill a victim they begin to eat it. They turn as if they were one slot higher ("Ghoul" for older games).
Plague Zombies
These might be the scariest of all. They do not appear to be any different than a regular Zombie until they bite a victim. Then the differences are more apparent. They look and act like The Hungry Dead, but their bite spreads the zombie infection. Anyone that is bitten (a roll of a Natural 20) becomes infected and will become a mindless zombie in 1d6 rounds. They can be healed by a cure disease, but once dead they are dead forever. These zombies typically have twice the HD as their counterparts.
The Fast Dead
These zombies also appear as normal, until the move. These are no shamblers, these zombies know the value of running. They have an effective Dexterity of 16 and can attack normally (not last).
Alchemical Zombie
Stats-wise this is the same as any other zombie. The difference lie in how the zombie was made. The alchemical zombie comes for a vat of foul smelling liquids produced by an alchemist and not a necromancer. These zombies can not be turned.
These types can also be combined, so a Fast Plauge Zombie or a Hungry Alchemical zombie is possible.
Zombies are a great threat for lower level characters in any version of D&D. They can be deadly in groups, but are slow. They are affected by all the same magics other undead are, so Clerical turning or Radiant Powers really get to ..er...shine.
The trouble is that D&D-style zombies are stuck in in a old modality of just being undead shamblers. Think Shaggy from Scooby-Doo only more dead.
Zombies in the game All Flesh Must Be Eaten by Eden Studios are much more deadly and their bite is lethal, just not right away. Plus there are all sorts of Zombies in AFMBE including what we now call "quick" or ""fast" zombies.
Of course the question has been and will be asked again, "why not just use Ghouls?". Well simply put Ghouls are eaters of the dead. If thought about I'd add subtle demonic influences to them as well to reflect the Ghoul/Ghul relationship.
Improved Zombies
Let's take a page from modern interpretations via AFMBE and define a few new zombies. Instead of full blown stat blocks, I'll just talk about how to make changes to your current game's Zombie. Let's assume a couple of basics. First, Zombies have no intelligence, they are slow, attack last in any round and had HD roughly equal to twice a normal human (so 2 HD in older games). XP awarded for these needs to recalulated up.
The Hungry Dead
This zombies appear to be most like Ghouls. Their stats are the same as a regular zombie but once they kill a victim they begin to eat it. They turn as if they were one slot higher ("Ghoul" for older games).
Plague Zombies
These might be the scariest of all. They do not appear to be any different than a regular Zombie until they bite a victim. Then the differences are more apparent. They look and act like The Hungry Dead, but their bite spreads the zombie infection. Anyone that is bitten (a roll of a Natural 20) becomes infected and will become a mindless zombie in 1d6 rounds. They can be healed by a cure disease, but once dead they are dead forever. These zombies typically have twice the HD as their counterparts.
The Fast Dead
These zombies also appear as normal, until the move. These are no shamblers, these zombies know the value of running. They have an effective Dexterity of 16 and can attack normally (not last).
Alchemical Zombie
Stats-wise this is the same as any other zombie. The difference lie in how the zombie was made. The alchemical zombie comes for a vat of foul smelling liquids produced by an alchemist and not a necromancer. These zombies can not be turned.
These types can also be combined, so a Fast Plauge Zombie or a Hungry Alchemical zombie is possible.
Thursday, August 30, 2012
I Hate Myself for Loving You
Interesting article up on the whole Graz'zt/Iggwilv love affair.
http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201208history#82019
Rule specific material is minor and can be adapted to any version of the game. I am going to use this with my 1st ed game in fact.
As can be expected I like Iggwilv. To my knowledge no one has ever penned her "biography" in full, but it would make for a good read I think. Raised by Baba Yaga, infiltrating the Circle of Eight, her years with Graz'zt as master, lover, prisoner and bitter rival. The authoring of the Demonomicon. The Rise and Fall of the Witch Queen.
Iggwilv is a great villain not because she is evil (though she is that) it is because she lack any moral compass whatsoever. If she needs a tome of magic and entire village stands between her then she had no issues burning it down to the ground. It isn't because she doesn't care, it because she has no concept that anyone other than herself matters.
I am sure she is going to play some role in my 3.x and 1st ed games.
http://www.wizards.com/DnD/Article.aspx?x=dnd/dra/201208history#82019
Rule specific material is minor and can be adapted to any version of the game. I am going to use this with my 1st ed game in fact.
As can be expected I like Iggwilv. To my knowledge no one has ever penned her "biography" in full, but it would make for a good read I think. Raised by Baba Yaga, infiltrating the Circle of Eight, her years with Graz'zt as master, lover, prisoner and bitter rival. The authoring of the Demonomicon. The Rise and Fall of the Witch Queen.
Iggwilv is a great villain not because she is evil (though she is that) it is because she lack any moral compass whatsoever. If she needs a tome of magic and entire village stands between her then she had no issues burning it down to the ground. It isn't because she doesn't care, it because she has no concept that anyone other than herself matters.
I am sure she is going to play some role in my 3.x and 1st ed games.
Wednesday, August 29, 2012
Not to sound like a broken record...
But there are a couple of Kickstarters worth having another look at.
First is the D&D Documentary
http://www.kickstarter.com/projects/andrewpascal/dungeons-and-dragons-a-documentary
18 days to go and still more than 100k to make.
You funding other games, show this one some love too!
Band of Zombies for All Flesh Must Be Eaten has just under 2 hours left.
http://www.kickstarter.com/projects/1801360072/all-flesh-must-be-eaten-rpg-band-of-zombies-source
The stretch goals make this one worth some of your attention. And money.
First is the D&D Documentary
http://www.kickstarter.com/projects/andrewpascal/dungeons-and-dragons-a-documentary
18 days to go and still more than 100k to make.
You funding other games, show this one some love too!
Band of Zombies for All Flesh Must Be Eaten has just under 2 hours left.
http://www.kickstarter.com/projects/1801360072/all-flesh-must-be-eaten-rpg-band-of-zombies-source
The stretch goals make this one worth some of your attention. And money.
White Dwarf Wednesday #29
February/March 1982. England sends over Iron Maiden as Number of the Beast is released in the US and White Dwarf #29 hits the stands.
For this issue's cover we are treated to two dragons fighting. It's a very nice cover and shows how the production values are going up for WD.
Ian Livingstone gives us a little background on why White Dwarf is called White Dwarf. Simply because the White Dwarf has special meanings in both SciFi and Fantasy gaming. A small dense star and a small dense humanoid (I am kidding). The last issue he asked people to send in their most wanted themes for future role-playing games. It generated an all time low of responses, which he took as maybe people have what they want. The largest number of requests they did get was Private Eyes.
Paul Vemon is up first with some guidelines with Designing a Quasi-Medieval Society for D&D. Part 1, the Economy - Workers and Craftsmen. This was part of the new wave of gamers who wanted to add more realism to their games. In Dragon we get long articles on the physics of falling damage. This is at least easier to read (though for the record I loved those physics and falling damage articles). There is a lot here and all of it can still be used today.
Next up is the start of a series from Oliver Dickinson. "Lucky Eddi" details the adventures of the titular character in a Runequest universe. For years I never read the stories (I am not much for reading gaming fiction in WD or Dragon) so I thought Lucky Eddi referred to the woman in the art. Not so much.
We have reviews from Open Box. The Fifth Frontier War a game from the Traveller Universe. It gets an 8/10 but it also got something from me; loss of my joy of Traveller. Not this game in particular, but all these near-universe games for Traveller. I felt it was too much and there was no way I was going to collect or learn about all of it. So I ended up not playing Traveller. Adding to this is SORAG, a supplement for Traveller. It gets 9/10 and almost gets a 10/10 but falls down due to what amount to editorial issues. Barbarian Prince is a new mini-game that gets an 8/10. Though what get my attention is what got it back then. There is a game to play Elric in the form of Chasosium's Stormbringer. It only gets a 7/10, but I thought it was much better than that.
Starbase gives us the Mudskipper a multi-terrain vehicle for Traveller. I often used articles like this for Star Frontiers. I am sure I had this one too. It looks too familiar.
I have a basic rule in my games. Unless I am playing Doctor Who, no time travel. There is no time-hopping magic in D&D in my games and none in my sci-fi ones. So what do we have here from Marcus Rowland? "This Is, Of Course, Impossible: Time Travel in AD&D". Shit.
Well the article is long, but good and has some great ideas. I might not ever allow time travel, but I use alternate time lines and parallel worlds all the time.
Going back to Traveller, we have a scenario for 2-8 players called Weed War. I looks interesting enough, but I am so far removed from my Traveller days that I have little else I can say about it.
Character Conjuring has Grey and Sylvan elves as character races from Roger E. Morre years before they appear in Unearthed Aracna. Bob Lock also has stats for Brownie characters.
Fiend Folio has some desert monsters this issue including the Giant SAndcrab, Anubi, Kail, Shim-shari and the Argorian Wormkin. They seem fine and would be a nice change up for a desert based adventure. Of note we still have Monstermark scores.
Lew Pulsipher is back and as usual his article is something that interests me right away. Amulets & Talismans are discussed including how they are made. I have gone over similar ground, but I made talismans the weaker of the two. He has them much stronger. In any case there is still a lot of good stuff here.
The rest is ads, but there is a cool Judges Guild ad in back.
A solid, but not spectacular issue. I suppose if you were playing Traveller back then there would have been a lot of gold here. Stylistically the magazine still looks like it did at the beginning of the 80s. Though that is all going to change soon enough.
For this issue's cover we are treated to two dragons fighting. It's a very nice cover and shows how the production values are going up for WD.
Ian Livingstone gives us a little background on why White Dwarf is called White Dwarf. Simply because the White Dwarf has special meanings in both SciFi and Fantasy gaming. A small dense star and a small dense humanoid (I am kidding). The last issue he asked people to send in their most wanted themes for future role-playing games. It generated an all time low of responses, which he took as maybe people have what they want. The largest number of requests they did get was Private Eyes.
Paul Vemon is up first with some guidelines with Designing a Quasi-Medieval Society for D&D. Part 1, the Economy - Workers and Craftsmen. This was part of the new wave of gamers who wanted to add more realism to their games. In Dragon we get long articles on the physics of falling damage. This is at least easier to read (though for the record I loved those physics and falling damage articles). There is a lot here and all of it can still be used today.
Next up is the start of a series from Oliver Dickinson. "Lucky Eddi" details the adventures of the titular character in a Runequest universe. For years I never read the stories (I am not much for reading gaming fiction in WD or Dragon) so I thought Lucky Eddi referred to the woman in the art. Not so much.
We have reviews from Open Box. The Fifth Frontier War a game from the Traveller Universe. It gets an 8/10 but it also got something from me; loss of my joy of Traveller. Not this game in particular, but all these near-universe games for Traveller. I felt it was too much and there was no way I was going to collect or learn about all of it. So I ended up not playing Traveller. Adding to this is SORAG, a supplement for Traveller. It gets 9/10 and almost gets a 10/10 but falls down due to what amount to editorial issues. Barbarian Prince is a new mini-game that gets an 8/10. Though what get my attention is what got it back then. There is a game to play Elric in the form of Chasosium's Stormbringer. It only gets a 7/10, but I thought it was much better than that.
Starbase gives us the Mudskipper a multi-terrain vehicle for Traveller. I often used articles like this for Star Frontiers. I am sure I had this one too. It looks too familiar.
I have a basic rule in my games. Unless I am playing Doctor Who, no time travel. There is no time-hopping magic in D&D in my games and none in my sci-fi ones. So what do we have here from Marcus Rowland? "This Is, Of Course, Impossible: Time Travel in AD&D". Shit.
Well the article is long, but good and has some great ideas. I might not ever allow time travel, but I use alternate time lines and parallel worlds all the time.
Going back to Traveller, we have a scenario for 2-8 players called Weed War. I looks interesting enough, but I am so far removed from my Traveller days that I have little else I can say about it.
Character Conjuring has Grey and Sylvan elves as character races from Roger E. Morre years before they appear in Unearthed Aracna. Bob Lock also has stats for Brownie characters.
Fiend Folio has some desert monsters this issue including the Giant SAndcrab, Anubi, Kail, Shim-shari and the Argorian Wormkin. They seem fine and would be a nice change up for a desert based adventure. Of note we still have Monstermark scores.
Lew Pulsipher is back and as usual his article is something that interests me right away. Amulets & Talismans are discussed including how they are made. I have gone over similar ground, but I made talismans the weaker of the two. He has them much stronger. In any case there is still a lot of good stuff here.
The rest is ads, but there is a cool Judges Guild ad in back.
A solid, but not spectacular issue. I suppose if you were playing Traveller back then there would have been a lot of gold here. Stylistically the magazine still looks like it did at the beginning of the 80s. Though that is all going to change soon enough.
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