Wednesday, November 14, 2012

White Dwarf #39

White Dwarf #39 is another watershed issue for the series and for me in particular.  Now typically I remember this as Issue 40 and always think of Issue 40 on as the time I began to get WD regularly.  Up to this point my exposure to White Dwarf was either via photocopy or reading it through friends.  
So this is going to be well covered ground for me.  Maybe not easily remembered ground, but I have certainly been here before.  This will continue till around the 60s or 70s.

Ok let's get going.  What does March 1983 give us?  Well we have the new White Dwarf logo for starters.  This will be with us for the entire run of White Dwarf, well at least the entire run I plan on doing here (issue 100 or so).

The editorial is about all these changes and some coming up for 1983 including a new comic.  Frankly I have been happy with the fact that there haven't been any comics in WD.  We will see.

Up first is Fiend Factory with more non-human Deities.  We get the gods of the Aarakocra,  Bodachs (from WD 17), Bullywugs,   Crabmen, Desert Raiders, and Dire Corbies. Not a bad collection really.

Open Box has a bunch of reviews.  Marcus Rowland gives a mixed set of reviews to the first four D&D Endless Quest books (ranging 4 to 7/10).   Nicholas JR Dougan gives a 7/10 to Flying Buffalo's Citybook 1. He likes the book for ideas  but bemoans the lack of ready to use city.  He particularly likes the adventure ideas.  Both FASA and GDW offer a couple of books each for Traveller. Bob McWilliams gives the FASA books, Rescue on Galetea and the Trail of the Sky Raiders a 6/10 and 8/10 respectively.  Andy Slack gives the more detail to the two GD books, Prison Planet and Night of Conquest/Divine Intervention. He gives them an overall score of 5/10 and 9/10 respectively.

Dave Morris gives us a new bit for Runequest, Runeblades.  There is a lot of really cool swords here and I think we used a number of these.  For us back in 83 playing our goofy hybrid of D&D and AD&D, Runequest was "serious fucking gaming" and anything from Runequest immediately had the air of being cool to us.

An Introduction to Traveller is back and this issue Andy Slack talks about Campaigns.   I liked this article. I had my own ideas about what to do in Traveller and it usually had something more Star Treky in mind.

Marcus L. Rowland gives us something new for White Dwarf and in RPG mags in general, a new adventure for Champions.  Slayground is designed for 3-5 player characters.   The adventure is only 4 pages and I really have nothing to compare it to, but I really like seeing it here.  Love to see more than just normal D&D stuff.

Starbase is up next with Starship Security  for Traveller.  Not bad, I don't think I have ever really read it before.

In a treat we get another adventure.  This time it is one for AD&D.  The Daughters of Danu using the monsters from the Fiend Factory from WD #37 and #38.  Three pages, it is a good little adventure for a side quest.

Letters this month has a couple of letters focusing on the Necromancer debate.

A new feature is Critical Mass covers books in sci-fi and fantasy.  This issue they cover the potential 1982 Hugo winners.  Among my faves covered are Robert A. Heinlein's "Friday" and "2010" by Arthur C. Clarke.

Lew Pulsipher has more information on how to play monsters. Great stuff for the time really, but something I think we all kinda do now.  OR at least I do.

There are some Runequest monsters that can be easily adapted to D&D, which is what I would do at the time.  They are good as they are to be honest.

Treasure Chest has three new NPCs for AD&D including a neat 1/2 caveman, 1/2 frost giant barbarian like guy. Not sure how that guy came about, but he is a neat guy.

We end with a few pages of ads.

We are now in the time period I consider more "my" proper time frame of White Dwarf.  I am really looking forward to the 40s.

Tuesday, November 13, 2012

LL + MF + The Witch = ????

I 'd still love to do my Adventure Time (Labyrinth Lord + Mutant Future) mashup game sometime.
It would be a blast.

Plus I think I have found the perfect muse in adding my Witch class to the mix (since we have seen a lot of witches in Adventure time already).


Witchcraft by ~EllisSummer on deviantART


How awesome is that!  Maybe it's just me, but I think it is awesome.

Another Review for the Witch

Woo hoo!

David Brawley over at Tower of the Archmage just put up his review of my new book The Witch.
Have a look: http://towerofthearchmage.blogspot.com/2012/11/review-witch.html

He gives it a solid 4 out of 5 on DriveThruRPG as well!
http://rpg.drivethrustuff.com/product_reviews_info.php?&reviews_id=82677&products_id=107132

We should be seeing a print copy soon.  But to tide you over don't forget the PDF is still available.
http://rpg.drivethrustuff.com/product/107132/The-Witch%3A-A-sourcebook-for-Basic-Edition-fantasy-games?affiliate_id=10748

Thanks so much!!

Confession Time: Gamma World

I have a dark confession to make.

I have never played Gamma World.  Not even once.
I have barley even cracked open one of the books.

It hasn't been out of lack of want, more it has never been in the same place I have been for any amount of time.  Also, and this is the biggest deal, I don't own a copy of any of the 7 editions of the game.  Though if I were to play it I would want to play the original first edition (pictured).

Yes I know I have easy access to Mutant Future, it's not exactly the same thing is it.  Very. very close yes, but not the same.

Part of the problem, for me at least, came from the fact that GW was always the 70s view of technology and by the time I had thought about playing it it was the mid 80s.   We knew then (and even when it was written really) that mutations don't happen like that.
Trouble is I let that get in the way of what could have been a great time with a game.

It struck me that the time is right for a Gamma World like game again.  Post-Apoc (with or without Zombies) is fashionable again.  Hunger Games, Revolution and even specials on History Channel are all about what to do during and after The End.

What has has really got me thinking about  shows like the obviously D&D and Gamma World influenced "Adventure Time".  I did a couple of posts on the show a while back featuring the stars Finn the Human and Jake the Dog.

Honestly if I were to ever play a "Gamma World" style game it would most likely be Mutant Future.  1st Edition Gamma World typically goes for a lot of money on eBay whereas Mutant Future can be had for under $25.  But still. Having a copy of this would make for a nice addition to my game collection.  I'll have to keep looking and find one at a good price.  I do enjoy the challenge of finding an out of print game.


Monday, November 12, 2012

Blast from the Past: Sun Priest

I was cruising around the blogs today and I discovered a link to a old Netbook released back in 1998.

Back then the members of the online mailing list ADND-L got together and collaborated on a netbook of new material for the then reigning edition of D&D, AD&D 2nd Ed.  They took their project one step further and had an introduction written by none other than Gary Gygax himself.

The book was called "Unearthed Arcania" (note the spelling).
You can grab a copy here: http://www.saintsilver.com/zayix/new_site/Media/netbooks/Unearthed_Arcania.pdf
or here:
http://gnba.netdemons.com/books/olik/Files/UnearthedArcania11_W97.zip (zipped Word 97  format).

One of the contributors was none other than yours truly.
My contribution was a new Priest "Kit" (read sub-class), the Sun Priest.

The Sun Priest shares some DNA with the Witch.  As I was working on the Witch class I also had plenty of research and material left over.  I also created a Healer class, a Necromancer variant and the Sun Priest.

I think I should update it someday for either Basic Era (BFRPG, LL) or Advanced Era (OSRIC, LL-AE) play.

I had mentioned my Sun Priests very, very briefly before.   I think it might be fun to revisit the class with 14+ more years of perspective.

Saturday, November 10, 2012

Zatannurday: Hero Clix 2!!

I didn't forget!  I was waiting on this.

A while back I posted some Zatanna Heroclix.
Well now thanks to reader and fellow blogger Justin Isaac look what I got in the mail today!



Wish I could take a clearer picture, but it is the only Zatanna I didn't have!
And here is the "enjoy!" envelope it came in



She looks great with my others.



And with my other witches!



Thanks so much Justin for making my Zatannurday perfect!
Check out his blog (with cool ass supers) at the Halls of the Nephilim, http://punverse.blogspot.com/

Friday, November 9, 2012

Willow and Tara: Call of Cthulhu

I was talking with my good friend Dr. Lloyd from my days on the Kittenboard.  He was interested in my old RPG sessions of The Dragon and the Phoenix.  I updated him and he was thrilled.  He shared with me this idea he has had to run his own "Call of Cthulhu" game with Willow and Tara.
We talked back and forth for a while and this is what he came up with.

He came up with this "Uber" campaign. What is Uber you ask? Uber has it's roots in Xena fandom.
You can read more about it here: http://en.wikipedia.org/wiki/Uberfic

Well where Xena and Gabriel go, Willow and Tara often follow.  This is some I have used in my games many times. It was a central feature in The Dark Druid, Heaven Bleeds, and This Blessed Plot.

And of course I am not the only the only one who does this.  There is an entire subsection of fandom that is dedicated to this.  You can see some of them on the "Uber Willow & Tara" site "Through the Looking Class".

Below is an "uber" version of Willow & Tara for the Call of Cthulhu RPG.  This one is set in the 1920s.  These would be the prior incarnations of the girls prior to their appearance in the 1980s (birth) to the present day.

The following was all created by Dr. Lloyd & Rebecca Ashling, enjoy!

When Buffy met Lovecraft

 This is a character build out for a BTVS campaign centering on Willow and Tara that is set in the 1920's world of HP Lovecraft.
There are two build outs for these characters.  One is the "Canon" one, where Buffy is the slayer abet 75 years earlier and everything is the same otherwise.  The other is the "Uber" campaign where Buffy is merely far too inquisitive young woman investigating the super natural.

Willow Rosenberg

Investigator Name: Willow Rosenberg
Occupation: Student/Witch
Colleges, Degrees: Sunnydale
Birthplace: Sunnydale, CA
Mental Disorders: Insecurity, Monomania, also Homosexuality was treated as one
Sex: Age: 20
STR: 8 DEX: 11 INT: 18 Idea: 90
CON: 11 APP: 14 POW: 22 Luck: 110
SIZ: 8 SAN: 110 EDU: 20 Know: 100
99-Cthulhu Mythos: 74 Damage Bonus: -1D4

Accounting 10% Anthropology 11% Archaeology 11%
Astronomy 46% Bargain 5% Biology 41%
Chemistry 46% Climb 40% Conceal 25%
Credit Rating 30% Cthulhu Mythos 25% Dodge 22%
Drive Auto 20% Electrical Repair 30% Fast Talk 25%
First Aid 40% Geology 21% Handgun 20%
Hide 10% History 50% Jump 25%
Law 20% Library Use 60% Listen 25%
Locksmith 1% Machine Gun 15% Martial Arts 1%
Mechanical Repair 20% Medicine 35% Natural History 30%
Navigate 10% Occult 40% Operate Hvy. Machine 1%
Other Language: Hebrew 36% Other Language: Latin 36% Persuade 25%
Pharmacy 26% Photography 10% Physics 56%
Psychoanalysis 16% Psychology 25% Ride 5%
Rifle 25% Shotgun 30% Sneak 30%
Spot Hidden 25% Submachine Gun 15% Swim 25%
Throw 25% Track 10% Fist/Punch 50%
Head Butt 10% Kick 25% Grapple 25%

Willow Rosenberg is a Jewish, Lesbian, Wiccan, and well educated young woman, which in 1920s America *any*of those qualifiers will drawn unwanted attention.  Her father ,Ira, is an investor in the shipping business, and her mother Shelia has a Masters degree in Sociology and is very active in local philanthropic and charitable women’s groups as well as supporting her husband in any business functions. Her father travels a good deal, and her mother is frequently involved in social work. As such this means Willow is almost always left to her own devices.

Her closest friend and companion growing up was the son of the housekeeper, Xander Harris.  They went to school together and while Shelia isn't too happy about their friendship, it makes her feel progressive that her Daughters best friend is a working class child.   Xander's father died of Influenza years before.  In many ways Xander is her "beard" to deflect unwanted questions about marriage.

Willow met Buffy in school in a similar way to "Welcome to the Hellmouth" and worked under the mentor ship of local antiquarian and librarian  Rupert Giles.   She met Tara and fell in love with her as a Freshman in college.  While their closest friends know about their relationship, almost no one outside that circle do and would be hostile if they did.

Having said this, two single women living together for the entirety of their lives itself would not raise any eyebrows even if it led to them both being termed spinsters.
In the uber campaign she and Tara have limited access to magic, and almost all of it is complex ritual magic.  However, because of the emotional, romantic, and spiritual connection between the girls, they are able to work as a Coven of 2.

 This means for the purposes of spells they can combine their POW and Magic points, and loose 50% less sanity from ritual magic when together.

In the "Canon" campaign they have a wider list of spells, and when holding hands use 50% less MP for a spell.

Tara Maclay

Investigator Name: Tara Maclay
Occupation: Student/Shop girl
Colleges, Degrees: Student in California college
Birthplace: Birmingham, Ala
Mental Disorders: Shy, beleaves she may be evil
Sex: F Age: 21
STR: 8 DEX: 12 INT: 15 Idea: 75
CON: 13 APP: 14 POW: 18 Luck: 90
SIZ: 9 SAN: 90 EDU: 19 Know: 95
99-Cthulhu Mythos: 99 Damage Bonus: none

Accounting 10% Anthropology 21% Archaeology 1%
Astronomy 26% Bargain 25% Biology 1%
Chemistry 41% Climb 40% Conceal 40%
Credit Rating 15% Cthulhu Mythos 0% Dodge 24%
Drive Auto 20% Electrical Repair 10% Fast Talk 5%
First Aid 50% Geology 1% Handgun 20%
Hide 50% History 35% Jump 25%
Law 5% Library Use 55% Listen 50%
Locksmith 1% Machine Gun 15% Martial Arts 1%
Mechanical Repair 20% Medicine 5% Natural History 20%
Navigate 10% Occult 50% Operate Hvy. Machine 1%
Persuade 15% Pharmacy 21% Photography 10%
Physics 1% Pilot: Read Latin 55% Psychoanalysis 1%
Psychology 40% Ride 5% Rifle 25%
Shotgun 30% Sneak 50% Spot Hidden 60%
Submachine Gun 15% Swim 25% Throw 25%
Track 10% Fist/Punch 50% Head Butt 10%
Kick 25% Grapple 25%

Tara Maclay is an independent young woman who is a student as well.  She lives far from her estranged family in Alabama, and lives on meager resources.  She works as a shop girl in a local book store and has a small inheritance from her dead mother that was ostensibly for her Hope chest.  Her stutter is more pronounced in this world, and her knowledge of occult even great that Willow's because of her family traditions.   She formerly was sure she was damned for her Witch tendencies, but has learned from Willow and Buffy that this is not the case.

To help set the structure of the campaign, here is a description of Buffy.


Buffy Summers

Investigator Name: Buffy Summers
Occupation: Slayer
Colleges, Degrees: Sunnydale HS
Birthplace: Los Angeles, CA
Mental Disorders: None, but suspected
Sex: F&nbspAge: 20
STR: 21 DEX: 21 INT: 13 Idea: 65
CON: 20 APP: 15 POW: 16 Luck: 80
SIZ: 18 SAN: 80 EDU: 12 Know: 60
99-Cthulhu Mythos: 79 Damage Bonus: +1D6

Accounting 10% Anthropology 1% Archaeology 16%
Astronomy 1% Bargain 25% Biology 11%
Chemistry 1% Climb 65% Conceal 55%
Credit Rating 35% Cthulhu Mythos 20% Dodge 42%
Drive Auto 20% Electrical Repair 10% Fast Talk 50%
First Aid 40% Geology 1% Handgun 20%
Hide 45% History 20% Jump 55%
Law 15% Library Use 35% Listen 55%
Locksmith 1% Machine Gun 15% Martial Arts 66%
Mechanical Repair 20% Medicine 10% Natural History 10%
Navigate 10% Occult 35% Operate Hvy. Machine 1%
Persuade 35% Pharmacy 1% Photography 10%
Physics 1% Pilot: Detect Vampires 70% Psychoanalysis 1%
Psychology 35% Ride 15% Rifle 25%
Shotgun 30% Sneak 50% Spot Hidden 65%
Submachine Gun 15% Swim 50% Throw 65%
Track 60% Detect Undead 65% Fist/Punch 50%
Head Butt 10% Kick 25% Grapple 25%
Stake 65% Sword 55% Axe 55%

Buffy is the daughter of the  well off and often wooed widow Joyce Summers.  Her father was a well off Military officer  but died in the great war.  Her mother took the loss hard, and turned to spiritualism and mediums to deal with the loss.

In the "Uber" campaign Buffy tried to use the numerous magical paraphernalia her mother had to divine her future, and accidentally got a tiny glimpse of the horrors about us.
Her strength,  speed, and fighting skills are all within normal human parameters but are very high.  She was close to her father and he taught her some martial arts he learned in Philippines during the rebellion, and now she is determined to make the best of it.

In the "Canon" campaign the above is still true, but the trigger to her adventuring  was her watcher contacting her as in the show.

The Buffy in both of these worlds is far more fatalistic than the one in the show, she is aware that the cosmic deck is stacked against her and is not optimistic of her having a normal life.   There would be a feeling from her and the other Irregulars that the horrors of the Great War were part of a larger scheme to end the world by unknown forces.