Eldritch Witchery is now live!
Here is the official press release:
ELF LAIR GAMES PRESS RELEASE 10/21/2013
Elf Lair Games is pleased to announce that our long-awaited second sourcebook for Spellcraft & Swordplay, entitled Eldritch Witchery, is now available for purchase as an ebook! The print edition will follow soon.
A Return to the New Class of Old School!
Witches & Warlocks.
Monsters, demons and devils. What horrors await you in dark caves and passages forgotten by mortal-kind? What eldritch secrets await in the dark? Will they be yours to claim or will you be claimed by them?
Eldritch Witchery takes you back to the roots of fantasy role playing, back to a time when witches cast mighty spells and demons were new to the lands. Inside this book you will find:
- Two new elite paths, the Witch and the Warlock
- Hundreds of new spells
- New monsters, such as the vile Hags
- Demons, including the vile Calabim, the rageful Shedim, the seductive Lilim, and the Baalseraph, the rulers of the Nine Hells, amongst others.
- New magic items and treasure
- Complete guidelines for running witch-centric adventures or incorporating these spellcasters into your existing game
- And more!
Everything you need to add witches, warlocks, and demons to your Spellcraft & Swordplay game is here...what are you waiting for? Eldritch Witchery awaits...
Due to the nature and content of this book, as well as to some of the artwork involved, we are marking it as an adult product. User discretion is advised.
Get your eBook/PDF copy now. Print book on the way.
Monday, October 21, 2013
Sunday, October 20, 2013
October Movie: Requiem pour un Vampire (1971)
Still on my Jean Rollin kick. I have one more after this. Requiem pour un Vampire or
Requiem for a Vampire is an interesting flick. It features Marie-Pierre Castel without her sister as a thief that hides out in an old castle with her accomplice Mireille Dargent. Her they discover a bunch of degenerate men, a couple of vampire women and an old vampire.
The vampires try to bring them into their vampire cult saying that the old vampire is the last true vampire and he is changing the women.
Lots of scenes of near pornographic content makes this one of the more hard core of Rollin's movies I have seen so far (though I do know there are others that cross that line).
The idea of the last vampire in interesting and I'll give Rollin credit, he goes down this vampire road many times, but it is always a little different each time.
Again, not a particularly scary movie but it does have a cool art-house vibe to it.
Tally: Watched 23, New 19
What are you watching?
Requiem for a Vampire is an interesting flick. It features Marie-Pierre Castel without her sister as a thief that hides out in an old castle with her accomplice Mireille Dargent. Her they discover a bunch of degenerate men, a couple of vampire women and an old vampire.
The vampires try to bring them into their vampire cult saying that the old vampire is the last true vampire and he is changing the women.
Lots of scenes of near pornographic content makes this one of the more hard core of Rollin's movies I have seen so far (though I do know there are others that cross that line).
The idea of the last vampire in interesting and I'll give Rollin credit, he goes down this vampire road many times, but it is always a little different each time.
Again, not a particularly scary movie but it does have a cool art-house vibe to it.
Tally: Watched 23, New 19
What are you watching?
hosted by Krell Laboratories |
Friday, October 18, 2013
October Movie: Lèvres de Sang (1975)
Lèvres de Sang or Lips of Blood is another Jean Rollin Vampire movie. Like his previous works this one features a lot vampires, lots of nudity, the Castel twins and like La Vampire Nue, a story that doesn't get interesting till the end.
The story focuses on Frédéric. He is at a party for a photographer and notices a castle in one of the photos. He flashes back to a time when he was 12 and was lost. He found this castle and a girl, Jennifer, helped him. He complains to his mother that he can't remember anything from his childhood since his father died.
He seeks out the photographer (ie more excuses for Rollin to film young women nude. Mind you, I approve) and she says she can't tell him the castle, but if he comes to the aquarium she will tell him.
Meanwhile four mostly naked female vampires are roving about town and killing people.
Frédéric goes at the Aquarium, which turns out to be a movie theater; (bad translation maybe?) We do get a nice little 1975 version of the Easter Egg.
He sees what he thinks is Jennifer but he doesn't catch her. Later he finds out she isn't Jennifer, only pretending to be (she is later killed by the vampires). He is then chased by a man with a gun (whom the vampire girls kill), he finds the dead photographer and is even put into a psych ward by his own mother. The Castel Twins (Vampires, nach) kill the psychiatrist and Frédéric gets away. During all this time he sees visions of the real Jennifer.
We find out that Jennifer is a vampire and the other four are her vampire minions. Frédéric's mother and father tried to kill them but only managed to seal them up. Fred's father is killed by Jennifer.
For what ever reason the villagers are now not afraid of the vampires and hunt down and kill the four girls. Frédéric is the one that must kill Jennifer. They throw the bodies in a fire and Frédéric tosses in Jennifer's head. We soon discover the the head was from a statue and Jennifer is still in her coffin. Many scenes of Jennifer telling Frédéric that they belong to each other now which I guess must be done while both of them are standing on a beach naked.
They climb into Jennifer's coffin and let the tide take them out to sea where they will live on an island and feed on rich sailors.
I thought the bit where Jennifer was trapped but projecting her astral self out to lead Fred to her was kind of cool.
Special shout out to Fascination: The Jean Rollin Experience for providing me a list of "must see" for this year.
Tally: Watched 22, New 18
What are you watching?
The story focuses on Frédéric. He is at a party for a photographer and notices a castle in one of the photos. He flashes back to a time when he was 12 and was lost. He found this castle and a girl, Jennifer, helped him. He complains to his mother that he can't remember anything from his childhood since his father died.
He seeks out the photographer (ie more excuses for Rollin to film young women nude. Mind you, I approve) and she says she can't tell him the castle, but if he comes to the aquarium she will tell him.
Meanwhile four mostly naked female vampires are roving about town and killing people.
Frédéric goes at the Aquarium, which turns out to be a movie theater; (bad translation maybe?) We do get a nice little 1975 version of the Easter Egg.
He sees what he thinks is Jennifer but he doesn't catch her. Later he finds out she isn't Jennifer, only pretending to be (she is later killed by the vampires). He is then chased by a man with a gun (whom the vampire girls kill), he finds the dead photographer and is even put into a psych ward by his own mother. The Castel Twins (Vampires, nach) kill the psychiatrist and Frédéric gets away. During all this time he sees visions of the real Jennifer.
We find out that Jennifer is a vampire and the other four are her vampire minions. Frédéric's mother and father tried to kill them but only managed to seal them up. Fred's father is killed by Jennifer.
For what ever reason the villagers are now not afraid of the vampires and hunt down and kill the four girls. Frédéric is the one that must kill Jennifer. They throw the bodies in a fire and Frédéric tosses in Jennifer's head. We soon discover the the head was from a statue and Jennifer is still in her coffin. Many scenes of Jennifer telling Frédéric that they belong to each other now which I guess must be done while both of them are standing on a beach naked.
They climb into Jennifer's coffin and let the tide take them out to sea where they will live on an island and feed on rich sailors.
I thought the bit where Jennifer was trapped but projecting her astral self out to lead Fred to her was kind of cool.
Special shout out to Fascination: The Jean Rollin Experience for providing me a list of "must see" for this year.
Tally: Watched 22, New 18
What are you watching?
hosted by Krell Laboratories |
Review: Adventures Dark & Deep The Darker Paths
Nearing the end of my delve into Adventures Dark and Deep so here are two older products. In fact I picked them up about a two years ago and reviewed them then.
These two classes appeared under the subtitle "Darker Paths" and they are two favorite classes of mine.
Darker Paths 1: The Necromancer
The Necromancer is the first in a set of alternate classes for the Adventures Dark and Deep RPG.
The Necromancer is one of the more popular "alternate classes" developed for any fantasy RPG. Almost always an alternate class and never a core one, the necromancer is the ultimate foe in many games or the ultimate PC in others. But as long as horror and undead are popular in game, then the necromancer is right there with them.
Darker Paths 1: The Necromancer packs a lot of punch in a small book. At only 24 pages, we get a new class, a "new" race and 75 new spells. No small feat really. The material is for the Adventures Dark and Deep game, but it certainly can be used with any retro-clone, near-clone or any other game that emulate AD&D 1st ed or Basic D&D. The art is mixed, but very evocative of the era. Some new pieces and some public domain works (and it looks like the editor did his research too).
If you like Necromancers and play an older edition of the game, whether an honest older edition or a newer clone, then this is a good choice.
Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other. In the end I think I just need to review the product as is. Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D. Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales. This must be recalled when reading the rest of this book. These witches are more Baba Yaga and not Circe for example. There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom. Their Charisma must start high, but it degrades as the witch rises in level. Interesting. I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one. It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules. That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid. She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons. Like other witches of folklore, this witch can also have multiple familiars. A nice touch in my mind.
The spells are the real gem of this book. Nearly 50 new spells there are a lot of classics here. There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).
Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book. In the end this is a very good evil witch class.
One thing that is nice about these classes is they are sub-classes of the Mage and Cleric respectively. So you multi-class them. Well...it's not in the rules per se but you should be able to. Of course I have teh perfect test character for this. My latest acquisition, Light Core Hex!
Hex
CE Female Dark Elf
Witch 5 / Necromancer 5
Abilities
STR: 10
INT: 15
WIS: 18
DEX: 9
CON: 10
CHA: 13
Saving Throws
Paralyzation, Poison, Death: 9
Petrification, Polymorph: 12
Rod, Staff, Wand: 11
Breath Weapon: 15
Spells: 12
Special Abilities (class)
Magic bonus: +6 to magical saves
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar
Limited to 13th level in Witch
Charisma degradation
Special Abilities (race)
Infravision 120'
Speed 150'
Bonus Spells
Sunlight Vulnerability
HP: 13
AC: 6 (Bracers)
Experience: 38,050 (19,025 each)
Spells
Witch
Blue Flame, Ghostly Hands, Witch's Mark, Blight Field, Fascinate, Magic Broom, Fear, Hand of Glory, Spit Poison
Necromancer
Chattering Skull, Death Mask, Detect Bones, Ectenic Blast, Eyes of the Dead, Animate Dead
Bonus (race)
Faerie Fire, Dancing Lights, Darkness 5' radius, Detect Magic, Know Alignment, Levitation, Clairvoyance, Detect Lie, Suggestion, Dispel Magic
Bonus (wisdom)
Detect Good, Ears of a Bat, Charm Monster, Misfortune, Magic Missile, Sleep
That's a lot of magic!
I have done Skylander's Hex before for other systems:
So +Joseph Bloch, if I ever play Adventures Dark & Deep with you at a convention can I use this character?!
These two classes appeared under the subtitle "Darker Paths" and they are two favorite classes of mine.
Darker Paths 1: The Necromancer
The Necromancer is the first in a set of alternate classes for the Adventures Dark and Deep RPG.
The Necromancer is one of the more popular "alternate classes" developed for any fantasy RPG. Almost always an alternate class and never a core one, the necromancer is the ultimate foe in many games or the ultimate PC in others. But as long as horror and undead are popular in game, then the necromancer is right there with them.
Darker Paths 1: The Necromancer packs a lot of punch in a small book. At only 24 pages, we get a new class, a "new" race and 75 new spells. No small feat really. The material is for the Adventures Dark and Deep game, but it certainly can be used with any retro-clone, near-clone or any other game that emulate AD&D 1st ed or Basic D&D. The art is mixed, but very evocative of the era. Some new pieces and some public domain works (and it looks like the editor did his research too).
If you like Necromancers and play an older edition of the game, whether an honest older edition or a newer clone, then this is a good choice.
Darker Paths 2: The Witch
I am always a bit hesitant to review other peoples work on witch-related classes since I have products of my own out there. I fear of being too critical or too lax, each to out weigh the other. In the end I think I just need to review the product as is. Like DP1: The Necromancer this product is for the "Adventures Dark and Deep" RPG, OR any other near-clone of AD&D. Also like the first Darker Path book this presents the witch as an evil character class; not the Earth loving priestess of old faiths or even the spiritual seeking witches of modern tales. This must be recalled when reading the rest of this book. These witches are more Baba Yaga and not Circe for example. There is the obligatory disclaimer on Contemporary Witches and how this game is not that. (As an aside, as someone that has written these myself this one does seem more of a disclaimer of "don't email me" rather than a "I am not trying to offend", but that could just be me. EDITED: I did get an email clarification on this and the author was very much in the "I am not trying to offend, but these are different things" camp, which is cool by me.)
Witches in this game are all evil and their main ability is Wisdom. Their Charisma must start high, but it degrades as the witch rises in level. Interesting. I am not sure I like that since it seems here that Charisma is used as an "Appearance" proxy and not as a "Force of Personality" one. It would make it hard to make a character like Circe, who was evil, attractive and had a lot of force of personality, as a witch in these rules. That is fine, she would have to be something else, but I do want to point it out.
Witches advance to 13th level; so reminiscent of the druid. She has a nice variety of spells to choose from (more on this) and there are rules for her brewing potions and poisons. Like other witches of folklore, this witch can also have multiple familiars. A nice touch in my mind.
The spells are the real gem of this book. Nearly 50 new spells there are a lot of classics here. There are spells on Candle Magic (and done differently than my own) and nearly every base is covered (curses, storm summoning, afflicting others).
Like with DP1, the art is a mix of new and public domain art, but all of it is appropriate to the feel of the book. In the end this is a very good evil witch class.
One thing that is nice about these classes is they are sub-classes of the Mage and Cleric respectively. So you multi-class them. Well...it's not in the rules per se but you should be able to. Of course I have teh perfect test character for this. My latest acquisition, Light Core Hex!
Hex
CE Female Dark Elf
Witch 5 / Necromancer 5
Abilities
STR: 10
INT: 15
WIS: 18
DEX: 9
CON: 10
CHA: 13
Saving Throws
Paralyzation, Poison, Death: 9
Petrification, Polymorph: 12
Rod, Staff, Wand: 11
Breath Weapon: 15
Spells: 12
Special Abilities (class)
Magic bonus: +6 to magical saves
Spell casting
Create Magic Items
Affect Undead
Bell, Book & Candle
Brew Poison
Call Familiar
Limited to 13th level in Witch
Charisma degradation
Special Abilities (race)
Infravision 120'
Speed 150'
Bonus Spells
Sunlight Vulnerability
HP: 13
AC: 6 (Bracers)
Experience: 38,050 (19,025 each)
Spells
Witch
Blue Flame, Ghostly Hands, Witch's Mark, Blight Field, Fascinate, Magic Broom, Fear, Hand of Glory, Spit Poison
Necromancer
Chattering Skull, Death Mask, Detect Bones, Ectenic Blast, Eyes of the Dead, Animate Dead
Bonus (race)
Faerie Fire, Dancing Lights, Darkness 5' radius, Detect Magic, Know Alignment, Levitation, Clairvoyance, Detect Lie, Suggestion, Dispel Magic
Bonus (wisdom)
Detect Good, Ears of a Bat, Charm Monster, Misfortune, Magic Missile, Sleep
That's a lot of magic!
I have done Skylander's Hex before for other systems:
- 4th Edition Dungeons & Dragons (witch class)
- Pathfinder (witch class)
- Spellcraft & Swordplay (warlock class)
- Basic Era, The Witch (witch class)
So +Joseph Bloch, if I ever play Adventures Dark & Deep with you at a convention can I use this character?!
Review: Adventures Dark and Deep Bestiary
If you ever only buy ONE product from BRW and the Adventures Dark & Deep line then make sure it is this one.
I love monster books. I have said so many, many times. But I also hold them to a high standard. While I Will gladly buy any monster book, few get my high praise. Adventures Dark and Deep Bestiary is one of those few.
Let be honest up front. We have seen most if not all the monsters somewhere else before.
Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.
And none of that matters. This is still a great book.
At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in. So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes. But I am getting ahead of myself.
The book begins with two monster spell casters, the Shaman and the Witch Doctor. Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day. Heck I once tried a Wemic Shaman in early 2e days myself. Maybe I'll see if I can do that here. The classes are not detailed and they don't need to be. The do what they need to do.
The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions.
Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not score but an adjustment. Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules. Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt. Each monster then gets a couple of paragraphs of text. Many are illustrated thanks to the highly successful kickstarter for this (more on that later). The illustrations are great too as you can see here and here.
All the monsters have General, Combat and Appearance sections in their write-ups.
Unlike 2e (and 4e) monsters are not confined to one-page entries. Some have paragraphs, others just a few lines. This is good since I think we would have something like 1000+ pages. I think I read there are 1100 monsters in this book. Maybe 900. Anyway it's a lot. I spot checked a few monsters I thought might not be there, but sure enough they were. Ok so the ones that are Closed via the OGL are not here, but I was not expecting those. There are some alternates and stand ins if you really, really need them though.
The book sections are:
Wilderness and Dungeon, aka Most of the Monsters
Underwater and Waterborne, larger than expected, but not surprised given the material in the core books.
Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals.
Extra Planar Monsters, your Outsiders.
Appendix A details creating your own monsters.
Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes.
Appendix C covers random creatures from the Lower Planes. This is the first "Gygaxian" touch I have noticed in this book. Reminds me of a really old Dragon magazine article from years ago..
Appendix D is magic resistance table
and Appendix E covers the abilities of Gods.
All of this in a PDF for just under $15.
I have mentioned before that Joe gets his work done and gets it done fast. Well this is not only no exception but it is the new benchmark. Joe ended his kickstarter and then got printed books out to people 6 months early. Let that sink in for a moment. In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months, Joe and BRW are out there, turning out product and getting it to people early.
You should buy a copy of this book on that principle alone.
So should you get this book?
If you like monsters then yes. If you need monsters for your oldschool game then yes. If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.
Lots of good reasons to get in my book. It is also the best book in his line. Kudos to +Joseph Bloch .
I love monster books. I have said so many, many times. But I also hold them to a high standard. While I Will gladly buy any monster book, few get my high praise. Adventures Dark and Deep Bestiary is one of those few.
Let be honest up front. We have seen most if not all the monsters somewhere else before.
Most are in the SRD or from other Open sources. The new ones are great, but they are ideas we have seen.
And none of that matters. This is still a great book.
At 457 pages (pdf) it is a beast. Monsters are alphabetically listed by areas you would find them in. So Wilderness and Dungeon is by far the bulk of them, but there are also Waterborne (fitting in with the rules) and "Outsiders" or monsters from the other planes. But I am getting ahead of myself.
The book begins with two monster spell casters, the Shaman and the Witch Doctor. Shades of similar classes from the BECMI RC to be sure. But they work here great and frankly I know someone will want to use these rules to play a Shaman one day. Heck I once tried a Wemic Shaman in early 2e days myself. Maybe I'll see if I can do that here. The classes are not detailed and they don't need to be. The do what they need to do.
The Monster descriptions are a bit like those found in OSRIC though there are some interesting additions.
Each Monster has a Morale, like that found in Basic and 2nd ed, though it is not score but an adjustment. Attacks are listed in the stat block, though they are the attack types. This is most similar to "Special Attacks" in other rules. Also wholly new are "Weaknesses" which is an interesting idea and one I think other OSR publishers should adopt. Each monster then gets a couple of paragraphs of text. Many are illustrated thanks to the highly successful kickstarter for this (more on that later). The illustrations are great too as you can see here and here.
All the monsters have General, Combat and Appearance sections in their write-ups.
Unlike 2e (and 4e) monsters are not confined to one-page entries. Some have paragraphs, others just a few lines. This is good since I think we would have something like 1000+ pages. I think I read there are 1100 monsters in this book. Maybe 900. Anyway it's a lot. I spot checked a few monsters I thought might not be there, but sure enough they were. Ok so the ones that are Closed via the OGL are not here, but I was not expecting those. There are some alternates and stand ins if you really, really need them though.
The book sections are:
Wilderness and Dungeon, aka Most of the Monsters
Underwater and Waterborne, larger than expected, but not surprised given the material in the core books.
Prehistoric Monsters, always nice to have; Dinosaurs and Ice Age mammals.
Extra Planar Monsters, your Outsiders.
Appendix A details creating your own monsters.
Appendix B has something I didn't even realize was missing till I started reading the stats; a basic psionic system for psychic strikes.
Appendix C covers random creatures from the Lower Planes. This is the first "Gygaxian" touch I have noticed in this book. Reminds me of a really old Dragon magazine article from years ago..
Appendix D is magic resistance table
and Appendix E covers the abilities of Gods.
All of this in a PDF for just under $15.
I have mentioned before that Joe gets his work done and gets it done fast. Well this is not only no exception but it is the new benchmark. Joe ended his kickstarter and then got printed books out to people 6 months early. Let that sink in for a moment. In a hobby where we tolerate (although not quietly) Kickstarters with delays of 18 months, Joe and BRW are out there, turning out product and getting it to people early.
You should buy a copy of this book on that principle alone.
So should you get this book?
If you like monsters then yes. If you need monsters for your oldschool game then yes. If you want to support Joe and the Adventures Dark & Deep system then yes. If you want to reward good Kickstarter behavior then absolutely yes.
Lots of good reasons to get in my book. It is also the best book in his line. Kudos to +Joseph Bloch .
Thursday, October 17, 2013
October Movie: La Vampire Nue (1969)
An odd French movie. Men is weird masks hunt down a nearly naked girl and shoot her.
We see another girl kill herself in front of the supposed dead girl who now gets up to drink her blood.
This movie has all the trappings of a horror film but I thin it might actually be more Sci-Fi. The girl is believed to be a vampire (the "Nude Vampire" of the title) and is kept a prisoner by these scientists (the men in masks) who experiment on her and feed her blood from a suicide cult.
The lead scientist's son discovers all of this and falls in love with the girl.
For me the movie did not get interesting till the very end. Turns out the girl, the son and some others (including Jean Rollin staples the Castel twins) are mutants and represent the next stage of human evolution. They are immortal and time travelers it seems. I liked the bit about the older couple sitting out in front welcoming Georges (the son), it was like they had seen this same exchange 1,000 of times. Maybe the exact same exchange.
So as a vampire movie it was weak and I was ready to write it off. It was slow, but the end redeemed it and made it far more enjoyable.
Tally: Watched 21, New 17
What are you watching?
We see another girl kill herself in front of the supposed dead girl who now gets up to drink her blood.
This movie has all the trappings of a horror film but I thin it might actually be more Sci-Fi. The girl is believed to be a vampire (the "Nude Vampire" of the title) and is kept a prisoner by these scientists (the men in masks) who experiment on her and feed her blood from a suicide cult.
The lead scientist's son discovers all of this and falls in love with the girl.
For me the movie did not get interesting till the very end. Turns out the girl, the son and some others (including Jean Rollin staples the Castel twins) are mutants and represent the next stage of human evolution. They are immortal and time travelers it seems. I liked the bit about the older couple sitting out in front welcoming Georges (the son), it was like they had seen this same exchange 1,000 of times. Maybe the exact same exchange.
So as a vampire movie it was weak and I was ready to write it off. It was slow, but the end redeemed it and made it far more enjoyable.
Tally: Watched 21, New 17
What are you watching?
hosted by Krell Laboratories |
Review: Adventures Dark and Deep Game Masters Toolkit
One of the greatest books ever produced for any game is the 1st Edition Dungeon Master's Guide. One of the most disappointing books ever made was the 2nd Edition Dungeon Master's Guide.
The logic for this was good. All the information that all players need should be in the Player's Handbook. The rest goes into the DMG. The result should be a larger Player's Book than a Game Master's book. That is what we got for 2nd ed. Somehow it didn't quite work as well.
Adventures Dark & Deep follows the same logic but gain a different result.
The Adventures Dark and Deep Game Masters Toolkit is the book that BRW and Joseph Bloch didn't have to do a Kickstarter for. The statement that Joe put out at the time was Kickstarters are for projects he needed to finish the funding for. The Game Masters Toolkit did not need it.
The GMTK is smaller than the Player's Book at 174 pages. Not as small as the 2nd ed DMG, but the comparison is there. The GMTK also includes some information from A Curious Volume of Forgotten Lore but it also has a lot more.
The GMTK also follows an example from 2nd ed and it largely mirrors the layout and placement of sections form the Players Book. Something that the 1st ed DMG could have done better.
We start with a discussion on "alternate" races like the Dark Elf or Deep Gnome.
Various NPC types are discussed including class distribution and some non-classes like noble and hirelings.
There are tables to generate personalities and physical traits for random NPCs, as well as alignment and possessions.
We get into the Game Environment that is a hold over from A Curious Volume.
Swimming, Underwater travel and Flying are also discussed along with various terrains and hazards. A little bit down we have a section on ships that is greatly expanded. Again, could have used this when I was wrapping up my 1st Ed AD&D game.
The feel of these is similar to the classic DMG, but better organized.
Social Encounters come from A Curious Volume, but having them here in context with the other rules is much nicer.
Treasure types are discussed and magic item distribution.
The most interesting bits to me are coming up. To me this shows the influence of the 3e DMG or just a natural progression. Bloch covers not just the campaign world, the campaign mythos as well. So whether you like playing in a Classical world, a Lost Golden Age, Underground or even in a Lovecraftian-inspired world is up to you. You are given the tools to build what you need, but not the worlds themselves (this is Feature, not a Bug!).
Religion and Gods are covered next. Various reasons to have a god or a patron deity are covered and what sorts of powers they all have. The list of powers and abilities is more 1st Ed than 2nd Ed. I will also admit I don't know much off the top of my head about what Gygax said about gods and religions. I know he said some things. On a personal note I had conversations with Mr. Gygax himself on the topic of religion and I know he was no great fan despite his own history.
Bloch though moves on and gives us a sample Pantheon to use in our game, the Norse gods. Again from personal knowledge I know that Joseph Bloch is a fan of the Norse mythology and gods, so this is a good fit really. Though I do wonder at the utility of listing the XP for permanently slaying Odin (1,022,000 XP btw).
The Planes of Existence is up next and it is cut from the Gygaxian cloth. Wholly compatible to what we have seen in 1st and 2nd ed, there are some nice twists. I like the art depicting the planes in relationship to each other.
Next we get into a section on Designing Adventures. Covered are Dungeons, Wilderness and Urban. The section is not long, but very useful.
Magic Items are next. Personally I would have liked the charts for the Magic Items and the descriptions to all be in one place. This takes up quite a bit of the book at 70 pages.
Appendix A is last and it collects and reprints all the useful tables.
Correction: Appendix A is a whole new set of random tables. Sorry for the oversight on that!
With the GMTK you can really see the utility of Adventures Dark & Deep over a reference guide like OSRIC. Not a slight at OSRIC at all, but this book has a slight edge in just by being a seperate Game Masters book.
To me the advantages of this book, all this information is one place, is better than say OSRIC or Labyrinth Lord + what is missing.
That being said, there are still some things I would have done differently. Most involve the placement of various section. Others I know are "locked" into the Gygazian visions or at least how Joseph Bloch interprets them. For me, I think I would have expanded the sections on adventuring in Dungeons, Wilderness and Urban settings more. I would have expanded the section on how to create magic items and even changed somethings. But that is me.
All in all this is a good addition to the game line. I felt less of the Gygax connection here. Hard to say if that is me not knowing what he said on these subjects OR these are things that need to be here logically to make the rest of the game work. In any case I am happy with what I got.
The logic for this was good. All the information that all players need should be in the Player's Handbook. The rest goes into the DMG. The result should be a larger Player's Book than a Game Master's book. That is what we got for 2nd ed. Somehow it didn't quite work as well.
Adventures Dark & Deep follows the same logic but gain a different result.
The Adventures Dark and Deep Game Masters Toolkit is the book that BRW and Joseph Bloch didn't have to do a Kickstarter for. The statement that Joe put out at the time was Kickstarters are for projects he needed to finish the funding for. The Game Masters Toolkit did not need it.
The GMTK is smaller than the Player's Book at 174 pages. Not as small as the 2nd ed DMG, but the comparison is there. The GMTK also includes some information from A Curious Volume of Forgotten Lore but it also has a lot more.
The GMTK also follows an example from 2nd ed and it largely mirrors the layout and placement of sections form the Players Book. Something that the 1st ed DMG could have done better.
We start with a discussion on "alternate" races like the Dark Elf or Deep Gnome.
Various NPC types are discussed including class distribution and some non-classes like noble and hirelings.
There are tables to generate personalities and physical traits for random NPCs, as well as alignment and possessions.
We get into the Game Environment that is a hold over from A Curious Volume.
Swimming, Underwater travel and Flying are also discussed along with various terrains and hazards. A little bit down we have a section on ships that is greatly expanded. Again, could have used this when I was wrapping up my 1st Ed AD&D game.
The feel of these is similar to the classic DMG, but better organized.
Social Encounters come from A Curious Volume, but having them here in context with the other rules is much nicer.
Treasure types are discussed and magic item distribution.
The most interesting bits to me are coming up. To me this shows the influence of the 3e DMG or just a natural progression. Bloch covers not just the campaign world, the campaign mythos as well. So whether you like playing in a Classical world, a Lost Golden Age, Underground or even in a Lovecraftian-inspired world is up to you. You are given the tools to build what you need, but not the worlds themselves (this is Feature, not a Bug!).
Religion and Gods are covered next. Various reasons to have a god or a patron deity are covered and what sorts of powers they all have. The list of powers and abilities is more 1st Ed than 2nd Ed. I will also admit I don't know much off the top of my head about what Gygax said about gods and religions. I know he said some things. On a personal note I had conversations with Mr. Gygax himself on the topic of religion and I know he was no great fan despite his own history.
Bloch though moves on and gives us a sample Pantheon to use in our game, the Norse gods. Again from personal knowledge I know that Joseph Bloch is a fan of the Norse mythology and gods, so this is a good fit really. Though I do wonder at the utility of listing the XP for permanently slaying Odin (1,022,000 XP btw).
The Planes of Existence is up next and it is cut from the Gygaxian cloth. Wholly compatible to what we have seen in 1st and 2nd ed, there are some nice twists. I like the art depicting the planes in relationship to each other.
Next we get into a section on Designing Adventures. Covered are Dungeons, Wilderness and Urban. The section is not long, but very useful.
Magic Items are next. Personally I would have liked the charts for the Magic Items and the descriptions to all be in one place. This takes up quite a bit of the book at 70 pages.
Correction: Appendix A is a whole new set of random tables. Sorry for the oversight on that!
With the GMTK you can really see the utility of Adventures Dark & Deep over a reference guide like OSRIC. Not a slight at OSRIC at all, but this book has a slight edge in just by being a seperate Game Masters book.
To me the advantages of this book, all this information is one place, is better than say OSRIC or Labyrinth Lord + what is missing.
That being said, there are still some things I would have done differently. Most involve the placement of various section. Others I know are "locked" into the Gygazian visions or at least how Joseph Bloch interprets them. For me, I think I would have expanded the sections on adventuring in Dungeons, Wilderness and Urban settings more. I would have expanded the section on how to create magic items and even changed somethings. But that is me.
All in all this is a good addition to the game line. I felt less of the Gygax connection here. Hard to say if that is me not knowing what he said on these subjects OR these are things that need to be here logically to make the rest of the game work. In any case I am happy with what I got.
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