Tuesday, January 29, 2013

Review: Barbarians of Lemuria + Red Sonja

I had the chance to pick up Barbarians of Lemuria: Legendary Edition recently and I have to admit I was quite pleased.  The game was not at all what I expected it to be.  Well...the setting and the tone was, the mechanics were not.  This is the best combination really.

Ok, so tone.  Barbarians of Lemuria is what I expected in that it is a fantasy game of mighty barbarians, evil warlocks, sly thieves and semi-naked women.   Very much the stereotype of the Pulp Age of fantasy I expected it to be.  Except it plays it with an honesty and earnestness that I really want to play a big, dumb barbarian with might thews and a giant axe.

The game is full of sorts of great background that I could adapt it to any old-school fantasy game with no issues and run with it.  I mean honestly look at the cover.  Barbarian standing in a pit surrounded by vaguely eldritch horrors as a tribal shaman gorilla prepares to sacrifice a slave girl.  If you think the next scene is the girl's spilled blood and horrors unleashed over the land, then go play a horror game.  If you think the next scene is that sword cleaving through the bodies of the horrors and the barbarian killing the shaman and saving the girl.  Then this is the game you want.

The system I have to admit took me aback, in a good way.
I was expecting another OGL-based or D&D-clone, but instead we get a very nice, very simple system.  Character creation is all point-buy, and not dozens of points, but 4.  The real joy here is being able to create a character is minutes and get going.

The underlying mechanic is a simple 2d6+mods vs target number of 9.  This makes it very, very similar to Unisystem and also to Spellcraft & Swordplay.  I suppose that if you wanted a more flat game then you could use a d12.  But d6s are great and they give us boons and flaws.  Boons and Flaws are a neat mechanic. In either case you roll 3d6 instead of 2d6.  If you have a boon, drop the lowest d6. If you have a flaw, drop the highest.  Each character gets a boon or two boons and a flaw.

There is plenty for everyone to do in combat since fighting style can vary.  I like that the emphasis here is that everyone has a chance to be the hero.  Sure you might be a lowly thief or slave, but you still have something to contribute.

The careers are nice touch and helps give your character some background on what they were or did, or what they can do now.  Frankly I enjoy how it is all put together.

The art is good, not up to the level one expects from say Pathfinder, but perfect for the tone and the feel of this game.  And I liked it, so that is great for me.

The magic system is very open and reminds me a lot of magic from the time period.  These are sorcerers that gained their power through evil pacts or forbidden knowledge.  There are no Hogwarts grads here.

It really is a lot of fun and the rules-lightness of it is a huge benefit.
Even if I didn't like the rules I could use this for my own fantasy games since the background information is so great.

Of course I should stat up a character and who better than Red Sonja.

Jettie Monday as Red Sonja
Red Sonja
Attributes  Combat 
 Strength          2 Brawl                1
 Agility  1 Melee    3
 Mind  0 Ranged  -1
 Appeal  1        Defense   1

Careers
 Barbarian   2   Lifeblood   14
 Mercenary   1  Hero Points    5
 Noble   1
 Assassin   1

Protection: d6-2 (light armour)
Weapons Sword d6+1, Knife d6-2

Languages
Spoken: Hyrkanian
Written: as spoken

Boons: Attractive, Hard to Kill

Flaws: Scáthach's Curse (never lie with a man unless he bests her in single combat)

Not a bad build.

You can find more at Beyond Belief Games'  website, http://beyondbeliefgames.webs.com/

Monday, January 28, 2013

Please Allow Me to Re-Introduce Myself

I am a man of wealth and taste....oops. Wrong introduction.

Today (and I almost forgot about it) I am participating in the "Please Allow Me to Re-Introduce Myself" blogfest. It is hosted by Stephen Tremp, C.M. Brown, Mark Koopmans, and Elise Fallson.  Plus I should mention I saw this first on L. Diane Wolfe's Spunk on a Stick blog.


The purpose of today's blogfest is to re-introduce yourself to your readers.  I think that is a great idea since The Other Side has gone through quite a bit a growth over the years.

So, hello. My name is Tim Brannan, and I have been running the Other Side blog now since 2007, though I really didn't get going till 2008.  The name "The Other Side" came my old website, The Other Side that I have been running since the mid 90s.  Back around 2003 or so my site began to wane a bit so I took it down.   Creating this blog was supposed to be a band-aid or temporary solution till I got my site back up.

Things didn't really happen that way.

I started to blog, and not run a website, so I could have a design journal for some of gaming books.  In particular The Witch and Eldritch Witchery.

I started playing RPGs back in 1979 with a copy of the Holmes Blue book.  My small group played during recess with that and a copy of the Monster Manual.  That Monster Manual changed my life.  I got into gaming hard core with the Molvay Red book and then later moved to AD&D.  I have played scores of games, but mostly horror games and versions of D&D.

I have been writing games and game books on my own for years. I "released" by first netbook back in 1999. It was every bit the amateur effort you would expect, but it was mine and based on things I had been working for years.  That lead me to doing some freelance work on some d20 products, including some work at Eden Studios.  There I worked on a WitchCraft book and then moved on to Buffy the Vampire Slayer.
This lead to my big break, writing the Ghosts of Albion corebook.

Working on Ghosts was awesome. I got work with Amber Benson and Christopher Golden on their world. Plus get a lot of acclaim for it.  It has been great.

In my "other life" I was a university professor. I taught research design, statistics and ed psych.  I later moved to online teaching and now online curriculum development.

I live in the Chicago burbs with my wife and two great kids.

That's me.

Sunday, January 27, 2013

Going Back to Glantri, Glantri, Glantri...

Just picked the old GAZ3 Glantri Gazetteer.
I had it before, but lost it in one of my purges over the years.


Glantri was my old stomping ground since I first picked up the Expert Set all those years ago.

Course I changed it around 8th grade (82-83), the population was tired of being controlled by creatures they barely recognized as humans, so there there was an uprising.
Eventually a king was named and the country converted to a Lawful Good religion.   I began calling this "The Holy Lands of Glantri".  If you were on the old MYSTARA-L lists you might have seen me post somethings about it.


I loved that the city of mostly waterways.  And of course how could I not love the Glantri School of Magic.

Re-reading this now I am still impressed and can't wait to use it again.  Though I wonder if I should run it as is?  With the Princes in power.   I really kinda like the political intrigue though I have now.

Great stuff here really.  Even without my own additions.

Saturday, January 26, 2013

Zatannurday: Tempting Fate

I have talked about Dr. Fate here before in relationship to Zatanna.

Over at the Tower of Fate there are some new Zatanna/Fate "crossover" images and posts.

DC Dark Characters
http://toweroffate.blogspot.com/2013/01/some-dc-dark-characters-art-by-eddy.html

DC Mystic Cosplay
http://toweroffate.blogspot.com/2013/01/dc-mystic-characters-cosplay.html
More images are here: http://rarityfleur.deviantart.com/

Dr. Fate Art featuring Zatanna
http://toweroffate.blogspot.com/2013/01/dr-fate-art-featuring-zatanna.html
With more images here: http://mantisstudiocomics.deviantart.com/

Despite their similar powers I have not found too many stories that feature them both.
There is the Young Justice episode, but I can't find anything in the comics proper.

So here are some of YJ Zatanna as Dr. Fate,


Zatanna's Fate by *inspector97 on deviantART


Zatanna is Doctor Fate by *Glee-chan on deviantART


Doctor Fate by ~King-of-Losers on deviantART


Doctor Fate Zatanna. by ~Hero-sketch on deviantART


Fated by ~Sherlockmysteries on deviantART

Friday, January 25, 2013

Let's Talk About Sex(y)

Here is a question I am pondering this snowy Friday.

How much sex and/or nudity is "too much" in an RPG?

I know the stock answer is "depends on the person".  Well in this case the person is you.

I recently bought some art for inclusion in a new book.  One piece I got is a full frontal of a woman. It's line art, and not "porn" but certainly more than you would have seen in say the Monster Manual of 1979.

briefly touched on this before.

I have picked up some books recently that featured a fair bit of nudity of some sort another.
In the Teratic Tome it is meant to horrify, in Sisters of Rapture it is meant to be alluring.

For me. I guess I don't really know.
I mean I buy these games to play so the art is great, but are the words with it good?
I am an adult, but my kids also like to play and read my books.  So some books I stick on the higher shelf for now. My oldest does have his own 1st Ed Monster Manual, but he also has access to the internet.
I try to be honest with myself and say yes I like looking at sexy women, but don't want to objectify people either.
Plus why am I squeamish about this and not the violence?  I have spells in The Witch that send out waves of necromatic power to twist, break and slash people for crying out loud.
I do know what I like.

Share your thoughts.
What would you buy?


D&D PDF reveiws

For these D&D PDFs I will review the content as it is with the intended version in mind. I'll also look at these in terms what you can get out of this for any other version of D&D. Finally I'll look PDF conversion itself.

Deities & Demigods (1e)
Deities & Demigods was the first Hardcover D&D book I ever purchased. So it is fitting then it is the first of the re-release (1/22/2013) of the D&D PDFs that I have purchased.

First of this is book is an update on the old OD&D Gods, Demigods and Heroes. Presented here are the gods (greater and lesser), demigods and heroes of 15 pantheons. Included are: American Indian Mythos, Arthurian Heroes, Babylonian Mythos, Celtic Mythos, Central American Mythos, Chinese Mythos, Egyptian Mythos, Finnish Mythos, Greek Mythos, Indian Mythos, Japanese Mythos, Nehwon Mythos, Nonhumans' Deities, Norse Mythos, and Sumerian Mythos.

There is plenty of information for build your world myths and the multivesre around your world. This also features the first update to known planes that appeared in the Player's Handbook.

The layout is somewhat like a Monster Manual, which is unfortunate. I can say that back in 82-83 that is exactly how we used it.

The art is now classic in my mind, with some of the biggest names in D&D/TSR at the time.

If you are playing newer editions then all the gods you know about had their start here in this book. All the other deities books are sequels to this one.

The PDF is clean and easy to read. There has been some post-scan cleanup on it so the pages appear very white and not scanned in white.

I feel as good about my purchase today as I did 30 years ago.

D&D Basic Set Rulebook (Basic)

If you are like me then this is it.  THIS is what D&D was.  Sure I had read a friends Holmes/Blue-book Basic set and I knew of AD&D through the Monster Manual.  But this is the D&D book that started it all for me. This is the one that set fire to my imagination.

This is a complete set of rules.  Character creation through to 3rd level. Monsters, treasures, dungeons.  Everything that ever was or will be D&D had it's start right here (more or less).  Honestly this book is not worth 5 stars here.  It is worth 6 out of 5.

I almost would say that if I could only play one version of D&D ever, then this might be the one.  It lacks the complexity of AD&D or 3e, but anymore I see this as a feature.

64 pages plus cover.  Marbleized dice and crayon not included.


D&D RPG Starter Set "Quickstart" (4e)

Everything you need to start playing D&D 4e except for people, dice and some monsters.

You have heard a lot about this game to be sure, but the proof is always in the playing.  At the incredibly low price of Nothing you can see how the most current version of D&D (as of this writing) plays.

H1 Keep on the Shadowfell & Quick-Start Rules (4e)
The first module of the great Orcus/Raven Queen campaign for 4e.  The module itself tries to harken back to another Keep; The Keep on the Borderlands, but the feel here is very, very different.  There is a lot more going on and it can feel very combat heavy and even a touch predictable.  But that is fine for a 1st adventure.  Everyone is still too busy figuring out moves and markingins and surges to worry whether or not rumor X or rumor Y turns out to be true.
The big feature of this module though is also the quick start play rules.  There is lot here that can help the new 4e player and DM.  So it you are at all curious about 4e then give this one a look.


Adventurer's Vault (4e)
Tons and tons of magic items for your 4e games.  Broken up basically the same way they always have been.  Armors, Weapons, Swords, Potions, Wands, Rods, Staves, and Miscellaneous. At 250+ pages with multiple items per page this is a packed book and there is something here for everyone.

Looking at this with an eye towards other editions, you could convert these to 3e without much difficulty.  Other editions have more or less the same items (or similar ones) in edition specific books (The Book of Marvelous Magic comes to mind).  But still a good selection for the money and a must have for the serious 4e player.

The art is top notch and the PDF is straight from the digital source file.

Return to the Temple of Elemental Evil (3e)

The 3rd edition update to the classic Gygax intro adventure.

Return to the The Temple of Elemental Evil has a new generation of characters returning to the Village of Hommlet (where time seems to have stood still) to investigate the new uprising of evil.
Designed obviously to appear to adults who were kids when the original T1 and ToEE came out, it looses none of it's appeal.

Regardless what version of the game you play, if you ever played the original ToEE then pick this up.
If you have never played or run the original, but are a fan of the 3rd game, then certainly pick this up.

This is one of those adventures that should be republished for every edition of D&D.  Great to start with and run some 1st level characters through but dangerous enough to merit coming back to at a later time.

Besides who doesn't want to go up against ultimate evil, stare in into it's ugly face and say "come get some!"

This PDF is in great shape.