Wednesday, August 28, 2013

White Dwarf Wednesday #77

White Dwarf #77 does nothing whatsoever to change my impression that White Dwarf  shares a lot with Heavy Metal Magazine.  The cover is the famous Heavy Metal magazine cover of September 1981 and movie poster by Chris Achilleos.

The editorial mentions the magazine's movie to Nottingham...and how the staff is not moving with them.  What?  Paul Cockburn will be running the magazine from the new offices.  Paul is ex of Imagine Magazine.  Interesting time of change here.

Open Box is up. One of my favorites is reviewed, DC Heroes by Mayfair Games. Marcus Rowland like the game (8/10) but laments the limited supply. I had played a bit of DC Heroes around this time as well. My DM was huge into Teen Titans (as was pretty much everyone), but interesting enough I was more into Marvel and X-men at this time.  Another fave, though I wasn't playing it much, is the Stealer of Souls scenario from Chaosium for Stormbringer it gets a 8/10.  I mentioned a bit ago I found my old FASA Doctor Who game.  This issue has supplements The Daleks and The Master, neither of which I owned but had wanted at one time.  I was a bit cautious of FASA's material after this when I picked up the Officers Manual for Star Trek the Next Gen and it was just all over the place. These feel similar, though I would still like to read them someday. They get 7/10 and 6/10 respectively.

Critical Mass is back covering Anne McCaffery and the then current Stainless Steel Rat book (Stainless Steel Rat is Born). I tried to get into both of the these series but they never clicked with me.  I felt I just wasn't getting something that every else got.  Now I just see it for what it was.  I was drifting into horror at this time so SciFi and Fantasy wasn't going to interest me for much longer.

2020 Vision covers Jewel of the Nile, Enemy Mine, The Evil Dead and Young Sherlock Holmes among others.  All really fun movies.

The Crazy File is a new article for Judge Dredd. It details the latest Crazes for the Judge Dredd RPG.  There might more here than I am getting, not being all that familiar with the comic (just the game and the bad Sly Stallone movie. No I have not seen the Karl Urban one).  But it also looks like something that might work for Traveller.   It occurs to me that Dredd + Traveller might equal Cowboy Bebop.

Ok this one is close to my heart.  Spellbound discusses magic in superhero games.  It's a good read talking about the nature, and a little bit of the source, of magic.  How it works in the game, both rule wise and narratively, and how it can be used.  The author, Phil Masters, has a the "street cred" in my mind to discuss this.  Reading this I am struck with the similarities of a review on Harry Potter's use of magic.
There are rules to comic book science, and magic seems to violate those. Doesn't matter that supposedly being born under a red sun gives a man super strength, the ability to fly and to shoot laser beams from his eyes. That's science. (supposedly). Cast a few spells and you are breaking the game. Or at least you shouldn't have to break it.  Years before Aberrant made it their thing the article also discusses how to run a Supers game without any magic at all.

Another good article, and one I wish I had back then, is The Final Frontier: Roleplaying in the Star Trek Universe.  The article briefly touches on the massive cultural impact of Star Trek (and this is still 25 years before George Takei would take to the Internet) has, but it focuses mostly on the new FASA game. IT talks about how, maybe more than any other game, how the players can come to it with more knowledge than the GM.

A Simple Wish is another really interesting adventure for AD&D and MERP.  This one strikes me less as Middle Earth and more of MERP. Yeah there is a slight distinction.  Like the distinction between Star Trek and Star Fleet Battles.  It uses the trappings of Middle Earth; even my current favorite The Silmarillion.  But  it plays like an AD&D adventure and could take place in the Realms just as easy.   It still has the problem of the PCs being "lesser players" to "Big Names", but not as bad as past MERP adventures WD had published.  Dual stat anything and I am going to be interested.

A Cast of Thousands covers NPCs and their motivations.  It's not a bad article, but we live in a post World of Darkness world were every NPC has a huge backstory.  Heck, the MERP adventure in this same issue has this issue.

Treasure Chest has an article ripped from todays' blog posts.  How to run non-sexist Heroines.

Tabletop Heroes has more photography tricks.

Fracas, the new rumors page, has a bunch of news.  Most interesting is a new game based on Ghostbusters.

We end with ads.

Ok. So if this is the last of the old guard issues, then they did great job. This is one of the better recent issues.


Tuesday, August 27, 2013

Damn. There goes *that* idea!

So I am reading Christopher Hitchen's Arguably and I had the great idea for new RPG.

It was going to to be a game where all the characters are investigative reporters of various types.  The idea then you work for a paper, tabloid, news service or blog and investigate.  Their could be supernatural elements (if the "Editor" chooses) or the stories could be played straight.

I'd use something like Fate since it really fits this idea well.  Plus that would give me mechanics for bribery and addictions of various types (or as Hitch might say, Bribery, Boozing and Buggery).

While most of the fiction I read is supernatural in flavor, most of the non-fiction I read deals with news items and the journalists that uncover it.  I just I was just as much impacted by The Hobbit as I was by All the President's Men.

I was going to call it "Scoop! The RPG of Muckrakers, Tabloids and Yellow Journalism".

Turns out that this game already exists.  Of sorts.
"Scoop! An Investigative Reporter RPG" is talked about here, http://www.escapistmagazine.com/news/view/99471-Scoop-An-Investigative-Reporter-RPG-With-Dinosaurs

Ok. So their's has dinosaurs. My wouldn't.
But it is very, very, very close to the same idea.

Damn.  Plus Machine Age Productions, the company that came up with this game also does some games with Fate.

Hmm.  Not sure what I want to do yet.  The easiest of course is not to do it, but that is not very satisfying.
*IF* I still do it, then at least I need to change the name.

Back to the drawing board I guess.

Monday, August 26, 2013

Everyone loves Sparlock

I just discovered JaclynGlenn on YouTube and she discovered Sparlock.


She rips the video too.  Watch her channel, it's great.

Got that feeling again...

That "I have too many games and I need to get rid of them to make room for more".

It usually ends in remorse. I end up selling something I wish I had held on to.

While I am not  parting with my 4e collection (just yet) I am thinking of getting rid of one or two of the basic sets that were out for 2e, Quest of the Ancients (I have 2 copies) and maybe SuperBabes.

A few other items from the recent Free RPG day.   No idea just yet.

I have a game auction I normally sell these things at, but that is not till October.


Sunday, August 25, 2013

Couple of great Utility sites

Two older sites came up for me this weekend from various places.  Thought I would share.

RPG Sheets Archive
http://www.rpgsheets.com/
This site goes all the way back to the RPG Host days.  I can recall going here over 10 years ago to get various sheets for games.  It was down for a while and now it seems it is back.
The site is simple.  Need a sheet for a game? Go here.
I used to just go to this site and download sheets for games I never knew about to check out their sheets.

TSR & WotC Font Usage FAQ
http://www.hahnlibrary.net/rpgs/tsrfonts.html
Ok it's really more of a list.  The only question being asked (and answered) here is "What font was that?"
This one focus mostly on the TSR side of the publications, with some 3rd edition.
It's an interesting read really.

Friday, August 23, 2013

Sparlock The Warrior Wizard!

And now for something completely different.

It is no secret I am an atheist.  In truth I am pretty much an anti-theist.  So yeah I mostly play witches and paladins in my D&D games.

It should also then come as no surprise I find the following so damn funny and not for any of the reasons the group that produced it, The Jehovah Witness', wanted me too.  Yeah I know, Gary Gygax was a Jehovah Witness, but he was "disfellowshiped".  Not because of D&D but his hair was too long.  Or so says the internet.



Thanks for crushing the imagination of a child you douchebag.

Anyway read more here:
http://sparlock.info/
https://www.facebook.com/SparlockTheWizard
https://www.facebook.com/groups/sparlock/
https://www.facebook.com/SaveSparlock
http://www.youtube.com/watch?v=HBfthrsq2i0&feature=youtube_gdata
and of course why these people fear the internet, http://www.bible.ca/Jw-internet.htm

Here he is, Sparlock the Warrior Wizard, ready for your Pathfinder game!

Sparlock
Male Human Fighter 5 Wizard 5
LG Medium Humanoid (human)
Init +2; Senses Perception +4

Defense

AC 10, touch 10, flat-footed 10
hp 74 (5d10+5d6+10)
Fort +7, Ref +2, Will +7 (+1 vs. fear); +2 trait bonus vs. illusion
Defensive Abilities bravery +1

Offense

Speed 20 ft.
Melee Heavy Shield Bash +9/+4 (1d4+2/x2) and
   Flame tongue (1/day) +10/+5 (1d8+3+1d6 fire/19-20/x2+1d10 fire)
Special Attacks weapon training abilities (light blades +1)
Wizard Spells Prepared (CL 5):
3 (2/day) Fireball (DC 17), Arcane Sight, Lightning Bolt (DC 17)
2 (3/day) Scare (DC 16), See Invisibility, Acid Arrow, Burning Gaze
1 (4/day) True Strike, Cause Fear (DC 15), Mage Armor, Charm Person (DC 15), Ill Omen
0 (at will) Detect Magic, Light, Arcane Mark, Flare (DC 14)

Statistics

Str 15, Dex 11, Con 12, Int 18, Wis 14, Cha 13
Base Atk +7; CMB +9; CMD 19
Feats Alertness, Arcane Armor Training, Arcane Strike, Arcane Vendetta, Combat Casting, Combat Reflexes (1 AoO/round), Craft Magic Arms & Armor, Dazing Spell, Eschew Materials, Persistent Spell, Scribe Scroll
Traits Resilient, Skeptic
Skills Acrobatics +7 (+3 jump), Appraise +9, Bluff +7, Climb +9, Diplomacy +11, Escape Artist +2, Fly +1, Handle Animal +5, Heal +8, Intimidate +14, Perception +4, Ride +1, Sense Motive +5, Spellcraft +17, Stealth -3, Survival +10, Swim -1
Languages Celestial, Common, Daemonic, Elven, Gnome
SQ diviner's fortune +2 (7/day), forewarned +2, opposition schools (illusion, transmutation), specialized schools (divination)
Combat Gear Wand of call lightning; Other Gear Dwarven plate, Absorbing shield (1/two days), Flame tongue (1/day), 150 GP

Special Abilities

Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Arcane Vendetta +2 bonus on damage vs. arcane spellcasters
Bravery +1 (Ex) +1 to Will save vs. Fear
Combat Casting +4 to Concentration checks to cast while on the defensive.
Combat Reflexes (1 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazing Spell You can cast a spell that dazes those injured by it (duration = spell's level in rounds, Fort negates).
Divination Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Diviner's Fortune +2 (7/day) (Sp) Creature touched gains +2 to attack rolls, skill checks, ability checks, and saving throws for 1r.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Forewarned +2 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Persistent Spell Foes must succeed at 2 saves or suffer the spell's full effects.
Skeptic +2 save vs. illusion.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Weapon Training (Blades, Light) +1 (Ex) +1 Attack, Damage, CMB, CMD with Light Blades