Ok so sue me. I am participating in another blogfest.
The WIP It Good Blogfest
http://dlcruisingaltitude.blogspot.com/2013/05/the-wip-it-good-blogfest.html
I am going to be talking about Eldritch Witchery!
I know, I have been talking about EW since before The Witch came out.
But on May 31st I am also going to do my new cover reveal! I got a new cover that I am just dying to share.
May is another busy month here.
Thursday, May 9, 2013
Wednesday, May 8, 2013
White Dwarf Wednesday #63
White Dwarf Wednesday is back! Ok, I only took a week off, but hey.
We are up to issue 63 now which is from March 1985. So let's put on some old Cult, grab a New Coke jump into our Deloreans and have a go. The cover takes me back to some of the older WDs. Some orcs attacking courtesy of Gino D'Achille.
Ian Livingstone covers a lot of ground in his editorial on licenses and licensing. The gist I get from it all. D&D is more or less a "brand" at this point (look at today in fact with Warner buying the D&D rights for a new film).
First up an article on Traveller vehicles, a follow-up to an article all the way back from Issue 43.
Open Box comes next with reviews of The Runemagic series, a game I have never heard of (there is an Obscure RPG!) from a company I have never heard of, Triffid Software Research. Mike White gives it 8/10 but for the life of me I can't see why. Not that the game sounds bad, it reads like RuneQuest Lite, but I can't figure out what the game is about beyond that. This is followed by the classic Toon from Steve Jackson Games. Interestingly enough the first RPG I ever knew about that did not have character death. Cause as we all know, cartoons can't die. Stephen Kyle gives it a deserved 9/10 (10/10 for enjoyment).
We also get a couple of Starfleet Battles books (Star Trek III 8/10 and SFB Vol. II 7/10) and some D&D modules, B6 (9/10) and XL1 (4/10). Graham Staplehurst saying the module XL1 is like everyone's first dungeon and this one seems to want to sell toys to you.
Part 5 of Eye of Newt is next. More on magic item creation for AD&D. This one focusing on Miscellanea. I like this idea, but it also robs magic items a bit of their mystery. Maybe the secret to crafting a Wand of Wonder is lost.
Part 3 of The Dark Usurper is after some ads.
The best entry in the issue is "Draw the Blinds on Yesterday" a Call of Cthuhlu adventure. A nice little adventure that draws together some neat ideas from the 1920s COC and modern age.
Tabletop Heroes covers doing settings for your minis.
Fiend Factory has some mountain encounters, only 4 creatures.
Starbase introduces "Imperial Trooper" to Traveller.
And Treasure Chest has some advice for the travelling Halfling in AD&D/D&D.
With the exception of the Call of Cthulhu adventure this was only a so-so issue. If you were not following some of the past issues then this one of Part 5s and Part3s would be lost on you.
We are up to issue 63 now which is from March 1985. So let's put on some old Cult, grab a New Coke jump into our Deloreans and have a go. The cover takes me back to some of the older WDs. Some orcs attacking courtesy of Gino D'Achille.
Ian Livingstone covers a lot of ground in his editorial on licenses and licensing. The gist I get from it all. D&D is more or less a "brand" at this point (look at today in fact with Warner buying the D&D rights for a new film).
First up an article on Traveller vehicles, a follow-up to an article all the way back from Issue 43.
Open Box comes next with reviews of The Runemagic series, a game I have never heard of (there is an Obscure RPG!) from a company I have never heard of, Triffid Software Research. Mike White gives it 8/10 but for the life of me I can't see why. Not that the game sounds bad, it reads like RuneQuest Lite, but I can't figure out what the game is about beyond that. This is followed by the classic Toon from Steve Jackson Games. Interestingly enough the first RPG I ever knew about that did not have character death. Cause as we all know, cartoons can't die. Stephen Kyle gives it a deserved 9/10 (10/10 for enjoyment).
We also get a couple of Starfleet Battles books (Star Trek III 8/10 and SFB Vol. II 7/10) and some D&D modules, B6 (9/10) and XL1 (4/10). Graham Staplehurst saying the module XL1 is like everyone's first dungeon and this one seems to want to sell toys to you.
Part 5 of Eye of Newt is next. More on magic item creation for AD&D. This one focusing on Miscellanea. I like this idea, but it also robs magic items a bit of their mystery. Maybe the secret to crafting a Wand of Wonder is lost.
Part 3 of The Dark Usurper is after some ads.
The best entry in the issue is "Draw the Blinds on Yesterday" a Call of Cthuhlu adventure. A nice little adventure that draws together some neat ideas from the 1920s COC and modern age.
Tabletop Heroes covers doing settings for your minis.
Fiend Factory has some mountain encounters, only 4 creatures.
Starbase introduces "Imperial Trooper" to Traveller.
And Treasure Chest has some advice for the travelling Halfling in AD&D/D&D.
With the exception of the Call of Cthulhu adventure this was only a so-so issue. If you were not following some of the past issues then this one of Part 5s and Part3s would be lost on you.
Plays Well With Others: Amazing Adventures + Codex Celtarum
I am working on my review for the Castles & Crusades book Codex Celtarum (short version, I love it, I am so jealous I can't see straight, it is that brilliant!). So I have been reading it and re-reading a bunch of my C&C books. And it dawned on me.
Codex Celtarum is a "world book" so to speak for the C&C world. It ads a Celt flavor to things, but most importantly it has rules for playing in a Fae inspired world.
Amazing Adventures is a Pulp Earth turned up to 11.
Since both are based on C&C they are 100% (or 95%) compatible with each other. Here I thought I was going to gear up to play an awesome Celtic-infused game of Castles & Crusades, but I think now what would be 10x cooler is a Celtic/Fae soaked Amazing Adventures game!
Steal some ideas from Guardians of Order's Dreaming Cities and have a world where magic is real and everyone knows it and there are fae all over the place!
Yeah. This would be cool in the extreme.
Stay tuned for more on this.
Codex Celtarum is a "world book" so to speak for the C&C world. It ads a Celt flavor to things, but most importantly it has rules for playing in a Fae inspired world.
Amazing Adventures is a Pulp Earth turned up to 11.
Since both are based on C&C they are 100% (or 95%) compatible with each other. Here I thought I was going to gear up to play an awesome Celtic-infused game of Castles & Crusades, but I think now what would be 10x cooler is a Celtic/Fae soaked Amazing Adventures game!
Steal some ideas from Guardians of Order's Dreaming Cities and have a world where magic is real and everyone knows it and there are fae all over the place!
Yeah. This would be cool in the extreme.
Stay tuned for more on this.
Tuesday, May 7, 2013
Catgirls for Old Scool Games
Here is a version of the Catgirl for "Race as a Class" flavors of Old School Games.
Nekojin
Requirements: DEX 9
Prime Requisite: DEX and CHA
Hit Dice: 1d6
Maximum Level: 9
Weapons: Any (must be modified)
Armor: none or leather only
Poison/Oil/HolyWater: Yes to all
Nekojin, aka Catgirls/Catboys, are a humanoid race that have prominent cat-like features. These include furry cat ears on the the top of their head, cat eyes, canine ..feline teeth and whiskers. Their pupils are slits like that of a cat. They also have long cat tails and their hands and feet resemble a cross between cat paws and humanoid hands and feet. Their nails are in fact retractable claws. They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Their human-ish faces give them the look of kittens. This, in addition their size, often lead non-Nekojin to treat them as if they were younger than they truly are.
The typical nekojin can live to about 50 years of age. They reach maturity by age 7 and will begin adventuring between ages 6 and 8. Nekojin have their own language, but they can also learn the language of humans (Common) and Elves (Sylvan).
Nekojin can use any weapon that has been modified for their hands (increased cost +25%), but they avoid armor except for leather. A nekojin must have at least 12 in both prime requisites in order to get the +5% to experience. They must also have a DEX of 16 and a CHA of 13 to get the +10% bonus.
Nekojin see very well int eh dark and they have ultravision out 120'. This combined with their sense of smell and superior hearing means a nekojin is only surprised on a roll of 1 on a 1d6. Nekojin though can not see in color. They gain a bonus when facing illusions, adding a +1 bonus to any save on illusion or phantasm based magic. Due their sight nekojin can also detect an invisible creature when actively looking on a 1-2 on a 1d6. This includes creatures such as ghosts that might be ethereal rather than just invisible.
Nekojin also have the following thief skills of thief of the same level: Move Silently, Climb Walls, Hide in Shadows, and Hear Noise. The nekojin can add +1 point of damage per level (max +9) to any sneak attack.
Falling: A nekojin can reduce falling damage by twisting and landing on her feet. For each level of experience or HD she can ignore 10 feet worth of falling damage. So a 7th level nekojin can fall 70 feet with no damage. At 100 ft she would only take damage as if she fell 30 feet. This ability is partially due to her agility and biology, but many scholars also feel it is supernatural in nature.
Nekojin have a maximum level of 9th. At 9th level they they may settle down to form a small Pride.
Table 1: Nekojin Advancement and Saving Throws
Table 2: Nekojin to Hit vs. AC
OGL Section 15
"Nekojin for Basic Era Games" Copyright 2013 Timothy S. Brannan
All text is released as Open under the Open Game License.
ETA: Thanks to +Benjamin Baugh for reminding me of falling.
Catgirl spotted at Gen Con 2009 |
Requirements: DEX 9
Prime Requisite: DEX and CHA
Hit Dice: 1d6
Maximum Level: 9
Weapons: Any (must be modified)
Armor: none or leather only
Poison/Oil/HolyWater: Yes to all
Nekojin, aka Catgirls/Catboys, are a humanoid race that have prominent cat-like features. These include furry cat ears on the the top of their head, cat eyes, canine ..feline teeth and whiskers. Their pupils are slits like that of a cat. They also have long cat tails and their hands and feet resemble a cross between cat paws and humanoid hands and feet. Their nails are in fact retractable claws. They typically weigh about 110 pounds and are between 5 and 5½ feet tall. Their human-ish faces give them the look of kittens. This, in addition their size, often lead non-Nekojin to treat them as if they were younger than they truly are.
The typical nekojin can live to about 50 years of age. They reach maturity by age 7 and will begin adventuring between ages 6 and 8. Nekojin have their own language, but they can also learn the language of humans (Common) and Elves (Sylvan).
Nekojin can use any weapon that has been modified for their hands (increased cost +25%), but they avoid armor except for leather. A nekojin must have at least 12 in both prime requisites in order to get the +5% to experience. They must also have a DEX of 16 and a CHA of 13 to get the +10% bonus.
Nekojin see very well int eh dark and they have ultravision out 120'. This combined with their sense of smell and superior hearing means a nekojin is only surprised on a roll of 1 on a 1d6. Nekojin though can not see in color. They gain a bonus when facing illusions, adding a +1 bonus to any save on illusion or phantasm based magic. Due their sight nekojin can also detect an invisible creature when actively looking on a 1-2 on a 1d6. This includes creatures such as ghosts that might be ethereal rather than just invisible.
Nekojin also have the following thief skills of thief of the same level: Move Silently, Climb Walls, Hide in Shadows, and Hear Noise. The nekojin can add +1 point of damage per level (max +9) to any sneak attack.
Falling: A nekojin can reduce falling damage by twisting and landing on her feet. For each level of experience or HD she can ignore 10 feet worth of falling damage. So a 7th level nekojin can fall 70 feet with no damage. At 100 ft she would only take damage as if she fell 30 feet. This ability is partially due to her agility and biology, but many scholars also feel it is supernatural in nature.
Nekojin have a maximum level of 9th. At 9th level they they may settle down to form a small Pride.
Table 1: Nekojin Advancement and Saving Throws
Nekojin | HD | Saves | |||||
Level | XP Required | 1d6 | Death | Wands | Paralysis | Dragon Breath | Spells |
1 | 0 | 1d6 | 12 | 14 | 12 | 16 | 15 |
2 | 2,000 | 2d6 | 12 | 14 | 12 | 16 | 15 |
3 | 4,000 | 3d6 | 12 | 14 | 12 | 16 | 15 |
4 | 8,000 | 4d6 | 10 | 12 | 11 | 14 | 13 |
5 | 16,000 | 5d6 | 10 | 12 | 11 | 14 | 13 |
6 | 32,000 | 6d6 | 10 | 12 | 11 | 14 | 13 |
7 | 64,000 | 7d6 | 8 | 10 | 9 | 12 | 11 |
8 | 128,000 | 8d6 | 8 | 10 | 9 | 12 | 11 |
9 | 256,000 | 9d6 | 8 | 10 | 9 | 12 | 11 |
Table 2: Nekojin to Hit vs. AC
To Hit | ||||||||||||||
Level | -4 | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
1 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
2 | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 |
3 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 |
4 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 |
5 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
6 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 |
7 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 |
8 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 |
9 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 |
OGL Section 15
"Nekojin for Basic Era Games" Copyright 2013 Timothy S. Brannan
All text is released as Open under the Open Game License.
ETA: Thanks to +Benjamin Baugh for reminding me of falling.
Monday, May 6, 2013
Review: Tacky, Tawdry and Tasteless: the Reality Show RPG
I have been neglecting my reviews.
So I am going to feature some games I have bought in the last few months.
Tacky, Tawdry and Tasteless: the Reality Show RPG
From Spectrum Games
A great game that comes in at just under 10 pages. Spectrum Games has made a name for themselves in Genre Emulation. Since Reality TV is often criticized as not needing any writers, the game brilliantly is equally as brief. Foregoing the typical "this is an RPG" section, the game gets right into the various types of reality TV shows are discussed. Once your group decides what sort of game they are going to do (or maybe your Director has decided for you) and then you go!
You then need to make your character. You figure out your name and stereotype then roll your stats. Figure out your positive and negative qualities and you are good to go! Like other Spectrum Games these qualities are not listed; instead you decide what they need to be. Typically these are needed to point out some character flaw your character has.
For rules, the only checks are ability checks (roll under, apply qualities as needed) and dramatic checks.
You also get "Edit Tokens" which work a lot like Drama Points. Tokens are awarded for good roleplaying and Sticking to Genre. You can also spend your tokens to change what is going on; such a "Oh No You Dit'unt!" and "I Ain't Goin' Nowhere!".
The basic structure of a game is also laid out, including Commercial Breaks. These can affect the Shows "Popularity" this can affect the amount of Edit Tokens the players can get.
The game is fast and is great for a like minded group. Given the nature of reality TV you could have enough material here for several "episodes" of material.
Personally I'd like to try it out sometime with people bringing in characters from any game and do a reality "TV Show" where all these characters have to live together in a house in between their normal adventures.
So I am going to feature some games I have bought in the last few months.
Tacky, Tawdry and Tasteless: the Reality Show RPG
From Spectrum Games
A great game that comes in at just under 10 pages. Spectrum Games has made a name for themselves in Genre Emulation. Since Reality TV is often criticized as not needing any writers, the game brilliantly is equally as brief. Foregoing the typical "this is an RPG" section, the game gets right into the various types of reality TV shows are discussed. Once your group decides what sort of game they are going to do (or maybe your Director has decided for you) and then you go!
You then need to make your character. You figure out your name and stereotype then roll your stats. Figure out your positive and negative qualities and you are good to go! Like other Spectrum Games these qualities are not listed; instead you decide what they need to be. Typically these are needed to point out some character flaw your character has.
For rules, the only checks are ability checks (roll under, apply qualities as needed) and dramatic checks.
You also get "Edit Tokens" which work a lot like Drama Points. Tokens are awarded for good roleplaying and Sticking to Genre. You can also spend your tokens to change what is going on; such a "Oh No You Dit'unt!" and "I Ain't Goin' Nowhere!".
The basic structure of a game is also laid out, including Commercial Breaks. These can affect the Shows "Popularity" this can affect the amount of Edit Tokens the players can get.
The game is fast and is great for a like minded group. Given the nature of reality TV you could have enough material here for several "episodes" of material.
Personally I'd like to try it out sometime with people bringing in characters from any game and do a reality "TV Show" where all these characters have to live together in a house in between their normal adventures.
Is the OSR Fundamentalism?
D&D, and by extension much of the OSR, has a problem. It must innovate, or be considered "old fashioned" and yet it must also adhere to a certain set of expectations of be considered too far away from the concept. For many 4e was a step too far, for others 3e was.
Wizards of the Coast gets to chart out the next version of D&D once more and they will have to make some changes to game to keep it financially viable.
Boing Boing has an interesting point of view on this in a new article by Peter Bebergal.
http://boingboing.net/2013/05/06/old-school-dungeons-dragons.html
You can read that article and come to your own conclusions and thoughts. I want to focus on one bit of it though; is the OSR D&D Fundamentalism?
Certainly a lot of us are here because we think "the old ways are best" or even out nostalgia.
I have been pretty much focused on B/X D&D over the last year or so myself. Part of it is fun, part of it is nostalgia for sure.
Do we though as a group eschew innovation for an "old school" feel? Or more to the point, a "proper old school" feel. For example I like drama points in my games. It gives the characters a chance to do heroic things, it works great in other games AND I can find examples of their use in the various "Appendix N" games. Honestly, read the John Carter books and tell me he wasn't burning drama points when fighting the Green Martians, Thakrs or First Born in various books.
Sometimes using ability checks are nice, but so are skills. Multiclassing in 3e was far better than anything before (or after). Swords & Wizardry has some nice ideas above and beyond OD&D. I have seen add-ons that allow skills, feats and other such "improvements" to older games.
I suppose the question lies in what sort of experience you want to have. If that is the case I have had some fantastic "D&D experiences" using WitchCraft and Ghosts of Albion, while having some games where I felt I was nothing more than a ref with some (unnamed) versions of the Grand Old Game.
I do know this. Wizards will have to update D&D. It is going to be impossible to make it all things to all players. Look at all the various retro-clone rules we have now. We can't even as a group agree on what cloned version we like the best and we represent a tiny, mostly homogeneous, demographic.
True, all these games are really 95% or better compatible out of the box and 100% compatible with a little imagination.
What do you think?
Wizards of the Coast gets to chart out the next version of D&D once more and they will have to make some changes to game to keep it financially viable.
Boing Boing has an interesting point of view on this in a new article by Peter Bebergal.
http://boingboing.net/2013/05/06/old-school-dungeons-dragons.html
You can read that article and come to your own conclusions and thoughts. I want to focus on one bit of it though; is the OSR D&D Fundamentalism?
Certainly a lot of us are here because we think "the old ways are best" or even out nostalgia.
I have been pretty much focused on B/X D&D over the last year or so myself. Part of it is fun, part of it is nostalgia for sure.
Do we though as a group eschew innovation for an "old school" feel? Or more to the point, a "proper old school" feel. For example I like drama points in my games. It gives the characters a chance to do heroic things, it works great in other games AND I can find examples of their use in the various "Appendix N" games. Honestly, read the John Carter books and tell me he wasn't burning drama points when fighting the Green Martians, Thakrs or First Born in various books.
Sometimes using ability checks are nice, but so are skills. Multiclassing in 3e was far better than anything before (or after). Swords & Wizardry has some nice ideas above and beyond OD&D. I have seen add-ons that allow skills, feats and other such "improvements" to older games.
I suppose the question lies in what sort of experience you want to have. If that is the case I have had some fantastic "D&D experiences" using WitchCraft and Ghosts of Albion, while having some games where I felt I was nothing more than a ref with some (unnamed) versions of the Grand Old Game.
I do know this. Wizards will have to update D&D. It is going to be impossible to make it all things to all players. Look at all the various retro-clone rules we have now. We can't even as a group agree on what cloned version we like the best and we represent a tiny, mostly homogeneous, demographic.
True, all these games are really 95% or better compatible out of the box and 100% compatible with a little imagination.
What do you think?
Kickstarters for Monday
Here are some Kickstarters I am tracking this fine Monday morning.
The Victorian Academy of Magick Book
http://www.kickstarter.com/projects/415194828/the-victorian-academy-of-magick-book
Cartoon Action Hour: Season 3
http://www.kickstarter.com/projects/800609645/cartoon-action-hour-season-3
Adventure Maximus!
http://www.kickstarter.com/projects/1801360072/adventure-maximus
Tome of Horrors Complete - 28mm Heroic Scale Miniatures
http://www.kickstarter.com/projects/centerstageminis/tome-of-horrors-complete-28mm-heroic-scale-miniatu
Adventures Dark and Deep Bestiary
http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-bestiary
Re-Creating AD&D Module Cover Paintings Part 1, by Jeff Dee
http://www.kickstarter.com/projects/jeffdee/1227941745?token=95c6d060
That's quite a bit. Most are already funded and are now hitting some cool stretch goals.
Adventure Maximus! is a new game by Eden Studios' own George Vasilakos. It is an introduce kids to RPGs RPG and I think it has a quite a lot of potential. It's a bit more ambitious than the others I think. Not in terms of amount needed to be raised, but also the audience. I'd like to see it do well to be honest.
The Victorian Academy of Magick Book
http://www.kickstarter.com/projects/415194828/the-victorian-academy-of-magick-book
Cartoon Action Hour: Season 3
http://www.kickstarter.com/projects/800609645/cartoon-action-hour-season-3
Adventure Maximus!
http://www.kickstarter.com/projects/1801360072/adventure-maximus
Tome of Horrors Complete - 28mm Heroic Scale Miniatures
http://www.kickstarter.com/projects/centerstageminis/tome-of-horrors-complete-28mm-heroic-scale-miniatu
Adventures Dark and Deep Bestiary
http://www.kickstarter.com/projects/623939691/adventures-dark-and-deep-bestiary
Re-Creating AD&D Module Cover Paintings Part 1, by Jeff Dee
http://www.kickstarter.com/projects/jeffdee/1227941745?token=95c6d060
That's quite a bit. Most are already funded and are now hitting some cool stretch goals.
Adventure Maximus! is a new game by Eden Studios' own George Vasilakos. It is an introduce kids to RPGs RPG and I think it has a quite a lot of potential. It's a bit more ambitious than the others I think. Not in terms of amount needed to be raised, but also the audience. I'd like to see it do well to be honest.
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