Evil Red on eBay
.
My youngest brother is selling some artwork.
Frankly I'd love find a good game for this as a cover. Some sort of twisted childhood idea where you play ultraviolent kids rampaging through fairy tale land.
Friday, November 9, 2012
Thursday, November 8, 2012
Mega Review: Class Acts
I picked up a bunch of Abandon Arts' Class Act books. Each is just under a buck and offers some additional features for the Pathfinder classes.
In almost every case the books are 4-5 pages with 1 page for the cover, 1 page for the OGL and the rest the bulk of the new class material. There is no art, but really it doesn't need any. Perfect for under a buck really. Also in nearly every case these are for the die-hard fans of the classes.
In all cases if there is a class you like get the "Class Acts" for it and the "Archetypes".
Class Acts: Alchemists
4 pages. 18 new alchemical discoveries, 3 of which are grand discoveries.
Class Acts: Alchemist Archetypes
4 pages. 1 page for cover, 1 for OGL. The rest covers four different Alchemist archetypes.
Class Acts: Barbarians
4 pages. 32 new rage powers. They look good, but Barbarians are just not my thing.
Class Acts: Barbarian Archetypes
4 pages. Three archetypes. Favorite is the Viking Marauder It might not really be historically accurate but it does look fun.
Class Acts: Clerics
5 pages. At this point in the evolution of the 3.x rules we have covered every domain out there. This book then presents 18 new sub-domains. Some of the powers of the cleric are swapped out for other powers. Of course these could be used as alternate Domains.
Class Acts: Cleric Archetypes
4 pages. Clerics historically have lended themselves well to different archetypes. Only two new archetypes here, but they are rather good. I like the Voodoo priest in particular in fact. In addition to the archetype there is some great domains associated with the Voodoo Loa. There is some really nice crossover with the Witch here.
Class Acts: Druids
5pages. A dozen new Druid Animal domains. could work with clerics too.
Class Acts: Druid Archetypes
4 pages. Three new druid archetypes. Of the three the Faeriethrall looks the most interesting to me.
Class Acts: Fighters
5 pages. Cover a lot of new combat feats for fighters of all sorts. Useful for other classes too.
Class Acts: Fighter Archetypes
4 pages, 3 new archetypes. I think these would also work well for Paladins, Cavaliers or any other class to be truthful.
Class Acts: Gunslingers
5 pages and 18 new "Grit" feats. I like the idea of how this works, I am just not sure if I am a fan of Gunslingers in general. But that is nothing against this product.
Class Acts: Magi
4 pages. This one has 32 new Magi Arcana. All of them look very useful and could even work as other power for other classes.
Class Acts: Magus Archetypes
4 pages, 3 new archetypes. Of the three I like the Magus Mysterion the best. Lots of potential for this archetype if you really enjoy roleplaying your characters.
Class Acts: Monks
4 pages. This one has 18 new style feats in 6 feat trees of the styles. Great if you are playing a monk.
Class Acts: Monk Archetypes
4 pages. Only 2 archetypes here, but very complete.
Class Acts: Oracles
5 pages. This one includes new curses and new mysteries and revelations. A lot of good material here really and needed for this class.
Class Acts: Oracle Archetypes
4 pages. Four new archetypes for the Oracle. This class could use some more archetypes to be honest, so this is a good addition. I like the Oracular Opiate, I would love to make one of these for a game except play him as sort of this Rastafarian-like dude.
Class Acts: Rangers
5 pages. Three new combat styles and a bunch of new feats. Great collection for fans of Rangers.
Class Acts: Ranger Archetypes
4 pages. Three new archetypes. All are variations on a theme, but they work well.
Class Acts: Rogues
4 pages. 32 new Rogue talents and advanced rogue talents (7). Great if you enjoy playing rogues and looking to expand an already very expandable class.
Class Acts: Rogue Archetypes
4 pages. 4 new archetypes for rogues. The Urban Stalker and the Lookout might actually be complete diametrically opposed to each other and still be based on the same class.
Class Acts: Witches
4 pages. Obviously one I am very interested in. This one has 18 new witch Hexes. All of them look good and I'd love to try them all out. Scrying Cauldron is one of my favorites, very witchy.
Class Acts: Witch Archetypes
4 pages. Three new archetypes. The Desert Witch is a very neat one and one I need to try out sometime. I even have a great name picked out. The Grisly Fetishist is very cool and familiar ground as is the Maleficium. All three are good and look like great fun.
Class Acts: Wizards
4 pages. 32 new Arcane discoveries. I haven't played a PF Wizard, but these look fine to me. Certainly a lot of varieties of powers.
Class Acts: Wizard Archetypes
4 pages. Two new Archetypes. Not much in the way of new ground here though. Animist is new-ish and the Guild Scholar has been done in the past. Would have liked to have seen more I think.
So many of these I would love to try out.
In almost every case the books are 4-5 pages with 1 page for the cover, 1 page for the OGL and the rest the bulk of the new class material. There is no art, but really it doesn't need any. Perfect for under a buck really. Also in nearly every case these are for the die-hard fans of the classes.
In all cases if there is a class you like get the "Class Acts" for it and the "Archetypes".
Class Acts: Alchemists
4 pages. 18 new alchemical discoveries, 3 of which are grand discoveries.
Class Acts: Alchemist Archetypes
4 pages. 1 page for cover, 1 for OGL. The rest covers four different Alchemist archetypes.
Class Acts: Barbarians
4 pages. 32 new rage powers. They look good, but Barbarians are just not my thing.
Class Acts: Barbarian Archetypes
4 pages. Three archetypes. Favorite is the Viking Marauder It might not really be historically accurate but it does look fun.
Class Acts: Clerics
5 pages. At this point in the evolution of the 3.x rules we have covered every domain out there. This book then presents 18 new sub-domains. Some of the powers of the cleric are swapped out for other powers. Of course these could be used as alternate Domains.
Class Acts: Cleric Archetypes
4 pages. Clerics historically have lended themselves well to different archetypes. Only two new archetypes here, but they are rather good. I like the Voodoo priest in particular in fact. In addition to the archetype there is some great domains associated with the Voodoo Loa. There is some really nice crossover with the Witch here.
Class Acts: Druids
5pages. A dozen new Druid Animal domains. could work with clerics too.
Class Acts: Druid Archetypes
4 pages. Three new druid archetypes. Of the three the Faeriethrall looks the most interesting to me.
Class Acts: Fighters
5 pages. Cover a lot of new combat feats for fighters of all sorts. Useful for other classes too.
Class Acts: Fighter Archetypes
4 pages, 3 new archetypes. I think these would also work well for Paladins, Cavaliers or any other class to be truthful.
Class Acts: Gunslingers
5 pages and 18 new "Grit" feats. I like the idea of how this works, I am just not sure if I am a fan of Gunslingers in general. But that is nothing against this product.
Class Acts: Magi
4 pages. This one has 32 new Magi Arcana. All of them look very useful and could even work as other power for other classes.
Class Acts: Magus Archetypes
4 pages, 3 new archetypes. Of the three I like the Magus Mysterion the best. Lots of potential for this archetype if you really enjoy roleplaying your characters.
Class Acts: Monks
4 pages. This one has 18 new style feats in 6 feat trees of the styles. Great if you are playing a monk.
Class Acts: Monk Archetypes
4 pages. Only 2 archetypes here, but very complete.
Class Acts: Oracles
5 pages. This one includes new curses and new mysteries and revelations. A lot of good material here really and needed for this class.
Class Acts: Oracle Archetypes
4 pages. Four new archetypes for the Oracle. This class could use some more archetypes to be honest, so this is a good addition. I like the Oracular Opiate, I would love to make one of these for a game except play him as sort of this Rastafarian-like dude.
Class Acts: Rangers
5 pages. Three new combat styles and a bunch of new feats. Great collection for fans of Rangers.
Class Acts: Ranger Archetypes
4 pages. Three new archetypes. All are variations on a theme, but they work well.
Class Acts: Rogues
4 pages. 32 new Rogue talents and advanced rogue talents (7). Great if you enjoy playing rogues and looking to expand an already very expandable class.
Class Acts: Rogue Archetypes
4 pages. 4 new archetypes for rogues. The Urban Stalker and the Lookout might actually be complete diametrically opposed to each other and still be based on the same class.
Class Acts: Witches
4 pages. Obviously one I am very interested in. This one has 18 new witch Hexes. All of them look good and I'd love to try them all out. Scrying Cauldron is one of my favorites, very witchy.
Class Acts: Witch Archetypes
4 pages. Three new archetypes. The Desert Witch is a very neat one and one I need to try out sometime. I even have a great name picked out. The Grisly Fetishist is very cool and familiar ground as is the Maleficium. All three are good and look like great fun.
Class Acts: Wizards
4 pages. 32 new Arcane discoveries. I haven't played a PF Wizard, but these look fine to me. Certainly a lot of varieties of powers.
Class Acts: Wizard Archetypes
4 pages. Two new Archetypes. Not much in the way of new ground here though. Animist is new-ish and the Guild Scholar has been done in the past. Would have liked to have seen more I think.
So many of these I would love to try out.
Random Pre-Coffee Thoughts
Still thinking through some of my ideas for Ordinary World. I did not get to go over all my notes for the various games I have laying around though.
Swords & Wizardry was mentioned as a contender for the rule set and that idea has merits. I am also still looking into Labyrinth Lord as well. Regardless what system I use I think I want to have it use a compatibility logo. I did not do that with the Witch because I wanted the broadest appeal and frankly to make it work with ALL the games I had to make some assumptions and changes. So while it works great (in my playtests) with BFRPG, LL, S&W and the original game, it is not beholden to any one of those.
Rob Conley over at Bat in the Attic has posted link to all the current "big" SRDs for playing various d20 and OSR games.
The S&W one is new to me, so thanks Rob for pointing it out.
This got me thinking.
Would you like to see a S&W version of The Witch?
It would be stripped down to just the class and spells. Maybe some magic items.
I would include notes on making covens, but I think my goal needs to be 20 pages.
I would include a new Tradition to make it have some value above what you already have from The Witch or Eldritch Witchery. The Witch has five traditions plus the Eclectic, EW also has five traditions (only 1 that is the same) and five Warlock lodges. So that is 15 so far. I am going to do a web freebie when EW comes out for a new total of 16.
I'd like to aim it at $1.50. Though to be honest I have paid a buck for classes in the past and have gotten about 4 pages. I am going to struggle to keep this one under 20 pages.
What do you think?
Edited to add: I suppose I could also do a Free one that did not include any new spells, just the class, a new tradition (that is important to me), some Occult powers and some art.
Weigh in on that as well.
Swords & Wizardry was mentioned as a contender for the rule set and that idea has merits. I am also still looking into Labyrinth Lord as well. Regardless what system I use I think I want to have it use a compatibility logo. I did not do that with the Witch because I wanted the broadest appeal and frankly to make it work with ALL the games I had to make some assumptions and changes. So while it works great (in my playtests) with BFRPG, LL, S&W and the original game, it is not beholden to any one of those.
Rob Conley over at Bat in the Attic has posted link to all the current "big" SRDs for playing various d20 and OSR games.
The S&W one is new to me, so thanks Rob for pointing it out.
This got me thinking.
Would you like to see a S&W version of The Witch?
It would be stripped down to just the class and spells. Maybe some magic items.
I would include notes on making covens, but I think my goal needs to be 20 pages.
I would include a new Tradition to make it have some value above what you already have from The Witch or Eldritch Witchery. The Witch has five traditions plus the Eclectic, EW also has five traditions (only 1 that is the same) and five Warlock lodges. So that is 15 so far. I am going to do a web freebie when EW comes out for a new total of 16.
I'd like to aim it at $1.50. Though to be honest I have paid a buck for classes in the past and have gotten about 4 pages. I am going to struggle to keep this one under 20 pages.
What do you think?
Edited to add: I suppose I could also do a Free one that did not include any new spells, just the class, a new tradition (that is important to me), some Occult powers and some art.
Weigh in on that as well.
Wednesday, November 7, 2012
Ordinary World
Ordinary World
Ordinary World was the working title of a new game I was working on. It was going to be modern supernatural and use this new system I was developing that I had code named "The Power of Three" system.
The basic premise of Ordinary World was the players would be playing supernatural types just trying to get along in a world that didn't believe they existed and considered them monsters. In a way sorta like "Being Human" the RPG, but also elements of all the things I like in modern supernatural fiction.
I wanted to have the experience of writing a new game from the ground up and I wanted to do something in a realm I am really familiar with. Trouble is every time I would bring this game up to friends they would remind me I already did all of that with Ghosts of Albion.
So sometime this past Summer I shelved Ordinary World.
No sooner had I done that than I had this great idea for an Old-School game that I was calling Monster Mash. The rules would have been Labyrinth Lord compatible and instead of heroes you would have played the monsters. In particular the old Universal Pictures Monsters, so vampires, golems, werewolves and ghosts. I would have made it compatible with The Witch since one of my big influences for this was the video to the Rob Zombie song, American Witch. I thought it might have been a fun beer and pretzels sort of game.
In truth I probably came up with it while listening to Hellbilly Deluxe one too many times. I even had an adventure partially written "Dr. Satan Needs Blood!".
Last week I was still thinking about these two when I had an idea of bringing them together. When it also dawned on me that I had other WiPs, some from the earliest days of this blog.
Generation Hex was this really cool, awesome idea I had for Unisystem/True 20/Mutants & Masterminds or whatever system I happen to really enjoy at the time. Simply put it was a game to play kids in a magical school. Since that time this sort of thing has been better done by Witch Girls Adventures.
I also have material laying around for Licensed properties that never saw the light of day and I am now the owner of again (the RPG material, not the properties). One was d20 and the other True20.
So. What's a guy to do?
Well the natural thing is to bring them all together under one system to do the one thing they all kinda of were doing anyway.
A few caveats though.
I want to use an old-school system. I think it would be a great addition to all the material we have out there now and NOT redo something everyone else has already done.
I want to be able to play any character I want. If I come up with an idea or see something in a book then I need to have a system that can do that.
While it is an Old-School game, I don't want to forget about the advances made in other games. There are a lot of great games out there and they are great for a reason. This my chance to distill that into a new game.
So. Look for more information coming from me on this. I think this is one I will design live on the blog. Posting ideas, sending up files for playtests. Things like that.
First thing I need to figure out. What system should I use?
Ordinary World was the working title of a new game I was working on. It was going to be modern supernatural and use this new system I was developing that I had code named "The Power of Three" system.
The basic premise of Ordinary World was the players would be playing supernatural types just trying to get along in a world that didn't believe they existed and considered them monsters. In a way sorta like "Being Human" the RPG, but also elements of all the things I like in modern supernatural fiction.
I wanted to have the experience of writing a new game from the ground up and I wanted to do something in a realm I am really familiar with. Trouble is every time I would bring this game up to friends they would remind me I already did all of that with Ghosts of Albion.
So sometime this past Summer I shelved Ordinary World.
No sooner had I done that than I had this great idea for an Old-School game that I was calling Monster Mash. The rules would have been Labyrinth Lord compatible and instead of heroes you would have played the monsters. In particular the old Universal Pictures Monsters, so vampires, golems, werewolves and ghosts. I would have made it compatible with The Witch since one of my big influences for this was the video to the Rob Zombie song, American Witch. I thought it might have been a fun beer and pretzels sort of game.
In truth I probably came up with it while listening to Hellbilly Deluxe one too many times. I even had an adventure partially written "Dr. Satan Needs Blood!".
Last week I was still thinking about these two when I had an idea of bringing them together. When it also dawned on me that I had other WiPs, some from the earliest days of this blog.
Generation Hex was this really cool, awesome idea I had for Unisystem/True 20/Mutants & Masterminds or whatever system I happen to really enjoy at the time. Simply put it was a game to play kids in a magical school. Since that time this sort of thing has been better done by Witch Girls Adventures.
I also have material laying around for Licensed properties that never saw the light of day and I am now the owner of again (the RPG material, not the properties). One was d20 and the other True20.
So. What's a guy to do?
Well the natural thing is to bring them all together under one system to do the one thing they all kinda of were doing anyway.
A few caveats though.
I want to use an old-school system. I think it would be a great addition to all the material we have out there now and NOT redo something everyone else has already done.
I want to be able to play any character I want. If I come up with an idea or see something in a book then I need to have a system that can do that.
While it is an Old-School game, I don't want to forget about the advances made in other games. There are a lot of great games out there and they are great for a reason. This my chance to distill that into a new game.
So. Look for more information coming from me on this. I think this is one I will design live on the blog. Posting ideas, sending up files for playtests. Things like that.
First thing I need to figure out. What system should I use?
White Dwarf Wednesday #38
Sorry about missing last weeks WDW. The end of October is crazy for me.
One note before I move on. James at Grognardia is covering Imagine Magazine on Tuesdays. Imagine is the sister magazine to Dragon that had a limited run in the UK starting in 1983. So roughly the same span I am doing with White Dwarf now. I had also planned on doing Imagine as well, but James is already doing it, so I'll just comment on his site.
You can read his first three entries here: http://grognardia.blogspot.com/search/label/imagine%20magazine
The nice thing about this is I noticed I had some holes in my collection so it would not have been as complete as my White Dwarf run.
On with the show!
White Dwarf #38 opens up February of 1983.
I think we see here a bit about what James might have been talking about in Imagine from June of the same year in regards to censorship. The cover for WD#38 features a bloody sword, a severed head, and a topless woman.
We follow with seven pages of ads till we get to the first page proper. The editorial is brief one of idyll remarks on the growing popularity of RPGs and what the next year will bring. D&D is now referred to as a "brand".
Andy Slack is back with Part 3 of An Introduction to Traveller. This time covering Scenarios. I always thought it was interesting that most games had "Adventures" and Traveller had "Scenarios". D&D/RuneQuest/T&T characters sought out their adventures, but Traveller characters (to me) always had something happen to to them. I think this was my weakest point in Traveller. I was still thinking of Traveller in terms of D&D. Reading this article (and the next one) again made think back to all the great SciFi shows I loved at this time; Doctor Who, Blakes 7, Sapphire and Steele. They all could have been Traveller Scenarios (with some tweaks I guess). It also made me think of another show that was popular at the time that really was, in my retrospect, the perfect model for a Traveller game; The A Team. Think about it. Instead of 4 guys from the Army, they are now Space Marines and instead of a van it's a small, but tricked out, space ship. It really would have worked.
Next up is Open Box. Phil Masters hits us up with a review of "The Traveller Book" I have very fond memories of this book. It was my last ditch effort to finally understand and play Traveller. In retrospect again I actually made a good choice. It was designed as a new game to introduce new players to Traveller. Masters gives it 9/10. It remains to date my favorite version of the rules.
M.L.Rowland gives us Dicing with Dragons, one of the first books about RPGs I can recall. RPGs were finally getting big enough that there could be books talking about them. We were on the verge of the big "Satanic Panic" of the 80s and D&D was going to get pulled into that, but we were also just fresh from seeing "E.T." where the kids played D&D (or something like it). It was a good time for this book. Rowland praises it for covering it's subject but downgrades it slightly for the sample game included for a total of 9/10.
Oliver Dickson also gives us some FASA books for Thieve's World. Traitor and The Spirit Stones. They get 7/10 collectively.
Fiend Factory is an interesting one this issue with Faerie Folk. All sorts of interesting fae creatures that look like they were taken out Brian Froud's 1978 book "Faeries". I say this with some level of conviction since I have gone to that book many, many times for my own books (notably Ghosts of Albion) and I recognize all of these creatures. Frankly I would use any of these as is in an AD&D game now. It also seems that White Dwarf's on-again, off-again love affair with Monstermark is finally off for good.
Oliver Dickson and Bob McWilliams introduce us to Questworld for RuneQuest.
Lew Pulsipher takes on the herculean task of presenting the Mines of Moria/Khazad-dûm in AD&D terms. Some interesting choices are made (Gandalf is a Cleric, Aragorn is a Ranger/Paladin) but what strikes me most is that outside of the trappings I am not sure "how" this is Moria vs. some other dungeon. The sense of size I got from the books (and later the movies) is not here.
Microview is back and Noel Williams talks about some the tasks that computers can do in an RPG game. Many of which we can take for granted these days, this was the wild west back then. I even think back to the programs I wrote for the Tandy Color Computer back in the day that did a number of these "donkey" task Williams talks about (dice roller, rulebook, record keeper) as well as number no mentioned (monster database, combat simulator).
Oliver McDonald gives us "Monsters Have Feelings Too" which basically gives us tips on how to have monsters act intelligently. These ideas have creeped into various games over the years till now it is sometime difficult to tell the monster stats and PC stats apart. These are not exactly "Tucker's Kobolds" but calling "McDonald's Orcs" is not too far off.
Letters includes a couple of backlash's against Don Turnbull's letter on his distaste of the Necromancer, one of which is Lew Pulsipher. A letter asking for more adventures for other games. And a fairly detailed one on his dislike for AC equaling a chance to be hit. Stepping outside of all of this for a bit I think we have all established that AC is an abstraction on damaged causing hits, not hits in general.
RuneRites has Lords of the Spirit worlds. Something between mortal and man. I think I used this for AD&D back in the day. Demigods were humans that had been born with god-like power, "Saints" were ascended humans and spirit lords were still something else. Despite it being a "Runequest" article there is not much in the way of crunch.
Treasure Chest has some new spells. Most seem useful. Maybe for the Necromancer.
We follow that with the Classifieds. Nothing as interesting as last months. The final 9 or so pages are ads.
The difference in the ads between White Dwarf and Dragon is the same as I remember of UK and US television. In the US the ads (commercials) are through out the show, in the UK they are at the beginning and end of shows.
I see what are the beginnings of the White Dwarf I remember so fondly.
One note before I move on. James at Grognardia is covering Imagine Magazine on Tuesdays. Imagine is the sister magazine to Dragon that had a limited run in the UK starting in 1983. So roughly the same span I am doing with White Dwarf now. I had also planned on doing Imagine as well, but James is already doing it, so I'll just comment on his site.
You can read his first three entries here: http://grognardia.blogspot.com/search/label/imagine%20magazine
The nice thing about this is I noticed I had some holes in my collection so it would not have been as complete as my White Dwarf run.
On with the show!
White Dwarf #38 opens up February of 1983.
I think we see here a bit about what James might have been talking about in Imagine from June of the same year in regards to censorship. The cover for WD#38 features a bloody sword, a severed head, and a topless woman.
We follow with seven pages of ads till we get to the first page proper. The editorial is brief one of idyll remarks on the growing popularity of RPGs and what the next year will bring. D&D is now referred to as a "brand".
Andy Slack is back with Part 3 of An Introduction to Traveller. This time covering Scenarios. I always thought it was interesting that most games had "Adventures" and Traveller had "Scenarios". D&D/RuneQuest/T&T characters sought out their adventures, but Traveller characters (to me) always had something happen to to them. I think this was my weakest point in Traveller. I was still thinking of Traveller in terms of D&D. Reading this article (and the next one) again made think back to all the great SciFi shows I loved at this time; Doctor Who, Blakes 7, Sapphire and Steele. They all could have been Traveller Scenarios (with some tweaks I guess). It also made me think of another show that was popular at the time that really was, in my retrospect, the perfect model for a Traveller game; The A Team. Think about it. Instead of 4 guys from the Army, they are now Space Marines and instead of a van it's a small, but tricked out, space ship. It really would have worked.
Next up is Open Box. Phil Masters hits us up with a review of "The Traveller Book" I have very fond memories of this book. It was my last ditch effort to finally understand and play Traveller. In retrospect again I actually made a good choice. It was designed as a new game to introduce new players to Traveller. Masters gives it 9/10. It remains to date my favorite version of the rules.
M.L.Rowland gives us Dicing with Dragons, one of the first books about RPGs I can recall. RPGs were finally getting big enough that there could be books talking about them. We were on the verge of the big "Satanic Panic" of the 80s and D&D was going to get pulled into that, but we were also just fresh from seeing "E.T." where the kids played D&D (or something like it). It was a good time for this book. Rowland praises it for covering it's subject but downgrades it slightly for the sample game included for a total of 9/10.
Oliver Dickson also gives us some FASA books for Thieve's World. Traitor and The Spirit Stones. They get 7/10 collectively.
Fiend Factory is an interesting one this issue with Faerie Folk. All sorts of interesting fae creatures that look like they were taken out Brian Froud's 1978 book "Faeries". I say this with some level of conviction since I have gone to that book many, many times for my own books (notably Ghosts of Albion) and I recognize all of these creatures. Frankly I would use any of these as is in an AD&D game now. It also seems that White Dwarf's on-again, off-again love affair with Monstermark is finally off for good.
Oliver Dickson and Bob McWilliams introduce us to Questworld for RuneQuest.
Lew Pulsipher takes on the herculean task of presenting the Mines of Moria/Khazad-dûm in AD&D terms. Some interesting choices are made (Gandalf is a Cleric, Aragorn is a Ranger/Paladin) but what strikes me most is that outside of the trappings I am not sure "how" this is Moria vs. some other dungeon. The sense of size I got from the books (and later the movies) is not here.
Microview is back and Noel Williams talks about some the tasks that computers can do in an RPG game. Many of which we can take for granted these days, this was the wild west back then. I even think back to the programs I wrote for the Tandy Color Computer back in the day that did a number of these "donkey" task Williams talks about (dice roller, rulebook, record keeper) as well as number no mentioned (monster database, combat simulator).
Oliver McDonald gives us "Monsters Have Feelings Too" which basically gives us tips on how to have monsters act intelligently. These ideas have creeped into various games over the years till now it is sometime difficult to tell the monster stats and PC stats apart. These are not exactly "Tucker's Kobolds" but calling "McDonald's Orcs" is not too far off.
Letters includes a couple of backlash's against Don Turnbull's letter on his distaste of the Necromancer, one of which is Lew Pulsipher. A letter asking for more adventures for other games. And a fairly detailed one on his dislike for AC equaling a chance to be hit. Stepping outside of all of this for a bit I think we have all established that AC is an abstraction on damaged causing hits, not hits in general.
RuneRites has Lords of the Spirit worlds. Something between mortal and man. I think I used this for AD&D back in the day. Demigods were humans that had been born with god-like power, "Saints" were ascended humans and spirit lords were still something else. Despite it being a "Runequest" article there is not much in the way of crunch.
Treasure Chest has some new spells. Most seem useful. Maybe for the Necromancer.
We follow that with the Classifieds. Nothing as interesting as last months. The final 9 or so pages are ads.
The difference in the ads between White Dwarf and Dragon is the same as I remember of UK and US television. In the US the ads (commercials) are through out the show, in the UK they are at the beginning and end of shows.
I see what are the beginnings of the White Dwarf I remember so fondly.
DTRPG Red Cross Hurricane Sandy Relief
Once again DriveThruRPG is offering a bundle of RPG products to donate money to the America Red Cross for Hurricane Sandy Relief.
Your $20 donation gets you about $500 worth of RPG pdfs. So please check it out.
http://rpg.drivethrustuff.com/product/107618/Red-Cross-Hurricane-Sandy-Relief-Charity-Bundle-%5BBUNDLE%5D?affiliate_id=10748
Your $20 donation gets you about $500 worth of RPG pdfs. So please check it out.
http://rpg.drivethrustuff.com/product/107618/Red-Cross-Hurricane-Sandy-Relief-Charity-Bundle-%5BBUNDLE%5D?affiliate_id=10748
Tuesday, November 6, 2012
Vote
Normally I try to keep my political beliefs out of this blog.
But I will say this to my American readership.
Vote. Get up, get out and vote.
It isn't just your right, it is your civic duty. Our country depends on an informed and involved electorate.
But I will say this to my American readership.
Vote. Get up, get out and vote.
It isn't just your right, it is your civic duty. Our country depends on an informed and involved electorate.
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