Two recent articles have come out reflecting on the past of Dungeons & Dragons and the rumors of satanic involvement in the 1980s.
http://blogs.villagevoice.com/runninscared/2014/04/are_dungeons_dragons_players_in_a_cult.php
http://www.bbc.com/news/magazine-26328105
While today it is easy, and expected, to laugh at these ideas back then we were embroiled in a war, excuse me, I meant WAR!, against Satan and his chief tools to corrupt were Heavy Metal music and Dungeons & Dragons.
To get something of an idea of what this was all like back then here is a bit of the infamous 1985 60 Minutes feature on it.
If that doesn't work here is the link, http://www.liveleak.com/view?i=445_1232224067
I have to admit I did a lot of searching and while I wanted to find some sites that were still up in arms about D&D I mostly found sites and forums on "I played D&D and I am still a good Christian" and "How D&D Taught me morality". So much for my "Atheist Agenda".
Though to be fair they might not care for Carcosa. But I don't care for Carcosa either, so that is not an indictment.
I was going to ask if you ever still feel pressure from religious groups about D&D. But let's be honest. 90% of feel more pressure about playing from our spouses who would rather we be out doing yard work.
So here is a better question.
We live in a time where we have unprecedented access to games. Many really good ones that are even free. Geek culture has never been more accepted than it is now. We have access to players around the world, not just in our own neighborhoods. Even our former critics has been silenced and time has shown them to be the fools we knew them for.
Are we in a new Golden Age of RPGs?
And don't forget my Kickstarter! over 50% funded in under 3 days.
https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war?ref=card
Friday, May 16, 2014
Thursday, May 15, 2014
My Familiar Can Beat Up Your Familiar
By now I am sure you have seen this.
Video link, http://gawker.com/hero-cat-rescues-toddler-from-evil-dog-1576302597/all
If your familiar isn't this awesome then you need to re-roll.
And yes my familiars can do this.
Video link, http://gawker.com/hero-cat-rescues-toddler-from-evil-dog-1576302597/all
If your familiar isn't this awesome then you need to re-roll.
And yes my familiars can do this.
Wednesday, May 14, 2014
Gen Con 2014
Gen Con 2014 is approaching fast.
In case you are going and want to plan out your gaming the listing of 9,000 events is now out.
Registration is this Sunday and promises to be just as hectic as the last couple of years. I worked out several alternate calendars to get everything in (scheduling for 4 is a pain).
Lots of Pathfinder, but not as much D&D as I would have liked.
And I'll be honest, out side of a couple of token games, the OSR is really no where to be found. Ok to be fair there are a lot of DCC games, but it's that and Labyrinth Lord
The vendor map is also out now. So you can plan your shopping I guess.
http://images.gencon.com/GenCon2014-ExhibitHallmapwithlinks.pdf
The cool thing though is this is hot linked, so you can also go to the website of the vendors.
A couple of things jumped out at me.
First, Where is WotC?
Second, where is the group that sells all the OSR games? I know that in 2012 they had their own booth but other years had been sharing one.
I was reading somewhere, can't remember where now, but it was earlier in the week, that the number of events is actually down a little from last year.
In case you are going and want to plan out your gaming the listing of 9,000 events is now out.
Registration is this Sunday and promises to be just as hectic as the last couple of years. I worked out several alternate calendars to get everything in (scheduling for 4 is a pain).
Lots of Pathfinder, but not as much D&D as I would have liked.
And I'll be honest, out side of a couple of token games, the OSR is really no where to be found. Ok to be fair there are a lot of DCC games, but it's that and Labyrinth Lord
The vendor map is also out now. So you can plan your shopping I guess.
http://images.gencon.com/GenCon2014-ExhibitHallmapwithlinks.pdf
The cool thing though is this is hot linked, so you can also go to the website of the vendors.
A couple of things jumped out at me.
First, Where is WotC?
Second, where is the group that sells all the OSR games? I know that in 2012 they had their own booth but other years had been sharing one.
I was reading somewhere, can't remember where now, but it was earlier in the week, that the number of events is actually down a little from last year.
The Downside of a Big Kickstarter Project
I am so pleased to report that in the first 36 hours the Strange Brew Kickstarter has reached a third of it's potential funding.
https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war
I am quite excited about this. And a bit overwhelmed! So I have been working on the 1000 or so spells for the book and deciding what to keep and what to get rid of. No small task. This is after all the "Ultimate" book and I just don't want a rehash of my Witch book or Eldritch Witchery. Those are fine book but the Pathfinder system requires different things.
So it is off to work (day job) now and editing spells tonight.
In the meantime here is my new favorite dice bag. I picked it up from BlessedBe Garden.
Ready to go for my Unisystem games.
https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war
I am quite excited about this. And a bit overwhelmed! So I have been working on the 1000 or so spells for the book and deciding what to keep and what to get rid of. No small task. This is after all the "Ultimate" book and I just don't want a rehash of my Witch book or Eldritch Witchery. Those are fine book but the Pathfinder system requires different things.
So it is off to work (day job) now and editing spells tonight.
In the meantime here is my new favorite dice bag. I picked it up from BlessedBe Garden.
Ready to go for my Unisystem games.
Tuesday, May 13, 2014
Strange Brew: The Ultimate Witch & Warlock
The Kickstarter for Strange Brew: The Ultimate Witch & Warlock is back on.
https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war
From the KS text:
A 256-page, full-color hardback Pathfinder book on witches and warlocks, featuring spells, ritual magic, patrons, covens, familiars, an
Strange Brew: The Ultimate Witch & Warlock contains everything you need to play every kind of witch, warlock, or pythoness you can imagine, detailing an expansive list of new options for use in the Pathfinder Roleplaying Game. In this fantastic new tome you'll find...
Make your witch much more than a distaff wizard with Strange Brew: The Ultimate Witch & Warlock!
So what makes this different from The Witch or Eldritch Witchery? Plenty!
I have taken the d20 witch classes and picked the best of the best OGC. I have also included my original d20 witch refined over 13 years of play. Added to this all is the Pathfinder witch and a brand new Warlock class.
We dropped the page count, made the book full color and dropped our funding goal.
I want to do for witches what Deep Magic and Ultimate Psionics did for wizards and psychics respectively.
If you have liked the work I have done it the past then you will love this.
https://www.kickstarter.com/projects/962794554/strange-brew-pathfinder-the-ultimate-witch-and-war
From the KS text:
A 256-page, full-color hardback Pathfinder book on witches and warlocks, featuring spells, ritual magic, patrons, covens, familiars, an
Strange Brew: The Ultimate Witch & Warlock contains everything you need to play every kind of witch, warlock, or pythoness you can imagine, detailing an expansive list of new options for use in the Pathfinder Roleplaying Game. In this fantastic new tome you'll find...
- new alternate classes for the occult
- the warlock base class
- several traditions
- innovative uses for skills
- new feats
- hexes and powers
- dozens of new prestige classes
- class archetypes
- familiars and patrons
- multi-class paths
- hundreds of spells
- ritual magic
- and more—no two witches need ever be the same again!
Make your witch much more than a distaff wizard with Strange Brew: The Ultimate Witch & Warlock!
So what makes this different from The Witch or Eldritch Witchery? Plenty!
I have taken the d20 witch classes and picked the best of the best OGC. I have also included my original d20 witch refined over 13 years of play. Added to this all is the Pathfinder witch and a brand new Warlock class.
We dropped the page count, made the book full color and dropped our funding goal.
I want to do for witches what Deep Magic and Ultimate Psionics did for wizards and psychics respectively.
If you have liked the work I have done it the past then you will love this.
Monday, May 12, 2014
Review: Masque of the Red Death and Other Tales (AD&D 2nd)
A couple of caveats. I love Victorian RPGs. Also, I primarily reviewing the PDF release.
Wizards of the Coast and their partner DNDClassics.com has released the latest PDF from the TSR/WotC back catalog, this time a product I know very, very well.
Masque of the Red Death and Other Tales is nominally released under the Ravenloft line and you will need one of the Ravenloft core books to be able to play this along with the AD&D 2nd Edition rules. However if you know the AD&D rules well enough you might be able to get by. The premise of the game it rather a simple one. What if the Dark Powers from Ravenloft found their way to Earth? Well...I should state out and out that they never actually say that, but imply it rather heavily. The is a dark, malignant force controlling things on Earth, known here as The Red Death, and this Earth of the 1890s certainly has a lot more in common with Ravenloft.
Pretty much from the time it was published to the onset of the new 3rd Edition rules, Masque of the Red Death was my campaign world of choice. I still played AD&D2 in Ravenloft, or rather, I ran AD&D2 in Ravenloft, but the lines between Ravenloft proper and "Gothic Earth" became very, very blurry.
For this review I am going to talk specifically about the PDF and only discussing the original boxed set format when appropriate.
To begin with we get five PDFs in this package. These correspond to the four books and the DM's screen.
Book I is the main Masque of the Red Death book. It is 130 pages of a high quality, OCR scan. Some the images are fuzzy, but I feel that is more due to the source images rather than the scan itself. The scan comes in at just over 35 meg.
We begin with an overview of what this campaign guide is about. I might be mistaken, but this is the first official AD&D product to take place on Earth. This followed up with a history of Gothic Earth. Things began to go downhill for everything around 2700 BC when Imhoptep (yes, same as the Mummy movies) began experimenting with darker magics. The next dozen or so pages bring us to the present day (1890s). The history is a fast read and I would not ignore it. It sets the tone for the entire game.
Chapter II details character creation. There are different methods used than the PHB to reflect that characters are not your sword wielding barbarians of a bygone age. So characters are more average.
There are rough parallels to all the classic AD&D classes, Soldiers, Adepts, Mystics, and Tradesmen. The AD&D Proficiency system is used here as well. Interestingly the system seems make more sense here (since skills are really what sets characters apart) but also shows its wear and tear.
Money and Equipment is also detailed in Chapter IV. Interestingly this one of the few Victorian era games where the default currency is listed as American Dollars rather than Pounds Sterling.
It should be of note that this also the book that adds guns to AD&D2. Quite a number of guns are detailed here as well.
Chapter V covers magic and you really need the Player's Handbook for this section.
Chapter VI covers the changes to combat.
Getting back to what really makes this special is Chapter VII An Atlas of Gothic Earth. I should point out at this point that the large poster sized map that came with the boxed set is not included here. It gives a brief overview of the world. This section is done much better in the full fledged product that shares it's name.
The first Appendix covers various character kits. If you remember 2e at all, you remember kits. Quite a few interesting ideas are detailed, but you could also do these with the base four classes and good roleplaying.
Appendix II covers some villains of Gothic Earth. There are plenty of old favorite here and some new takes on old characters. Though I will admit the one thing that still gets on my nerves is Moriarty re-done as a Rakshasa. In my games he was human. And yes, Dracula is there as well.
And finally Appendix III covers adventuring in Gothic Earth.
Book II is an adventure in 3 parts by future Pinnacle Entertainment head honcho Shane Hensley and featuring the rock star of Gothic fiction, Dracula. The advantage of this PDF over my boxed set copy? I can print this out and make changes to it. Yeah it is a good adventure, but I can't help but feel it is a pastiche of Hammer and Stoker's original work.
Book III is a Jack the Ripper adventure, Red Jack. Unlike Moriarty's change into a supernatural creature, this adventure make "Jack" into something more mundane. Normally I would be fine this, but the name of the adventure itself and some of the elements BEGS it to be tied to the old Star Trek episode The Wolf in The Fold and Redjac.
Book IV is the Red Death, an adventure based around elements of the Edgar Allen Poe story. Some details have been changed and added, but the spirit is the same. Again, I am tempted to make the main antagonist, Prospero, the Prospero.
Book V is the DM's screen.
Again I'll point out that the large poster sized map is missing.
Once upon a time this boxed captured my imagination like no other game. This PDF makes me want to crack open some 2e.
Wizards of the Coast and their partner DNDClassics.com has released the latest PDF from the TSR/WotC back catalog, this time a product I know very, very well.
Masque of the Red Death and Other Tales is nominally released under the Ravenloft line and you will need one of the Ravenloft core books to be able to play this along with the AD&D 2nd Edition rules. However if you know the AD&D rules well enough you might be able to get by. The premise of the game it rather a simple one. What if the Dark Powers from Ravenloft found their way to Earth? Well...I should state out and out that they never actually say that, but imply it rather heavily. The is a dark, malignant force controlling things on Earth, known here as The Red Death, and this Earth of the 1890s certainly has a lot more in common with Ravenloft.
Pretty much from the time it was published to the onset of the new 3rd Edition rules, Masque of the Red Death was my campaign world of choice. I still played AD&D2 in Ravenloft, or rather, I ran AD&D2 in Ravenloft, but the lines between Ravenloft proper and "Gothic Earth" became very, very blurry.
For this review I am going to talk specifically about the PDF and only discussing the original boxed set format when appropriate.
To begin with we get five PDFs in this package. These correspond to the four books and the DM's screen.
Book I is the main Masque of the Red Death book. It is 130 pages of a high quality, OCR scan. Some the images are fuzzy, but I feel that is more due to the source images rather than the scan itself. The scan comes in at just over 35 meg.
We begin with an overview of what this campaign guide is about. I might be mistaken, but this is the first official AD&D product to take place on Earth. This followed up with a history of Gothic Earth. Things began to go downhill for everything around 2700 BC when Imhoptep (yes, same as the Mummy movies) began experimenting with darker magics. The next dozen or so pages bring us to the present day (1890s). The history is a fast read and I would not ignore it. It sets the tone for the entire game.
Chapter II details character creation. There are different methods used than the PHB to reflect that characters are not your sword wielding barbarians of a bygone age. So characters are more average.
There are rough parallels to all the classic AD&D classes, Soldiers, Adepts, Mystics, and Tradesmen. The AD&D Proficiency system is used here as well. Interestingly the system seems make more sense here (since skills are really what sets characters apart) but also shows its wear and tear.
Money and Equipment is also detailed in Chapter IV. Interestingly this one of the few Victorian era games where the default currency is listed as American Dollars rather than Pounds Sterling.
It should be of note that this also the book that adds guns to AD&D2. Quite a number of guns are detailed here as well.
Chapter V covers magic and you really need the Player's Handbook for this section.
Chapter VI covers the changes to combat.
Getting back to what really makes this special is Chapter VII An Atlas of Gothic Earth. I should point out at this point that the large poster sized map that came with the boxed set is not included here. It gives a brief overview of the world. This section is done much better in the full fledged product that shares it's name.
The first Appendix covers various character kits. If you remember 2e at all, you remember kits. Quite a few interesting ideas are detailed, but you could also do these with the base four classes and good roleplaying.
Appendix II covers some villains of Gothic Earth. There are plenty of old favorite here and some new takes on old characters. Though I will admit the one thing that still gets on my nerves is Moriarty re-done as a Rakshasa. In my games he was human. And yes, Dracula is there as well.
And finally Appendix III covers adventuring in Gothic Earth.
Book II is an adventure in 3 parts by future Pinnacle Entertainment head honcho Shane Hensley and featuring the rock star of Gothic fiction, Dracula. The advantage of this PDF over my boxed set copy? I can print this out and make changes to it. Yeah it is a good adventure, but I can't help but feel it is a pastiche of Hammer and Stoker's original work.
Book III is a Jack the Ripper adventure, Red Jack. Unlike Moriarty's change into a supernatural creature, this adventure make "Jack" into something more mundane. Normally I would be fine this, but the name of the adventure itself and some of the elements BEGS it to be tied to the old Star Trek episode The Wolf in The Fold and Redjac.
Book IV is the Red Death, an adventure based around elements of the Edgar Allen Poe story. Some details have been changed and added, but the spirit is the same. Again, I am tempted to make the main antagonist, Prospero, the Prospero.
Book V is the DM's screen.
Again I'll point out that the large poster sized map is missing.
Once upon a time this boxed captured my imagination like no other game. This PDF makes me want to crack open some 2e.
Seven Wonders - Examining the Witches of the d20 Era
Strange Brew: The Ultimate Witch & Warlock Kickstarter will go live again tomorrow.
Today I want to spend some time talking about the Seven (yes, 7!) Witch classes that have appeared for the d20 game in various shape and forms. I want to discuss their pros and cons, and why Strange Brew: The Ultimate Witch will be all the better for it.
Witch #1: The DMG Witch – Wizards of the Coast
Let's not forget that the very first witch was a "sample" character in the 3.0 edition DMG. She was basically a sorcerer with a different spell list. She dropped some of the iconic damage spells of the wizard in favor of some minor Cleric spells. I always considered this the baseline witch. Though since it was not in the SRD, I avoided reading about it. When working on Liber Mysterium back in the day, I was very, very strict about what I would read. In fact, I have a spreadsheet full of spells, and I would have discussions on what was and was not a witch spell. In the end, I ended up with a list that was not too unlike the witch spell list in the DMG, but I have tons of documentation of how I got to that point—we were more concerned back then that WotC was going to stomp out any d20 infraction they found. Still glad I did all the work, though. I was able to go back to it for all my other witch books.
I still use that very same spreadsheet. Maybe I could share it someday, if people are curious about how I go about doing this sort thing.
Witch #2: Liber Mysterium - Timothy S. Brannan
Back when d20 and OGL was still new (2001), I began updating all my notes on witches for publication quality book. This book became known as Liber Mysterium, and was released in 2003. There are a lot of things I REALLY liked about this book. There were a few things I really wanted to do with witches that became a lot easier with the d20 rules. In particular, I had a bunch of “Kiss” spells that had more effectiveness because they were delivered with a kiss. With d20, that became a metamagic feat. Coven spells were covered well, as were occult powers. Though 10 years later, I can admit it was not perfect. There was my own overriding opinion that most witches were going to be good. My bias. While there are tons of spells, some were redundant or a little over- or under-powered, 10 years of playing witches in my ongoing 3.x game has helped me work out a lot of the bugs.
One of the coolest things from the this project though is it really taught me how to work with a team of designers. I carried over these lessons to Buffy and to Ghosts of Albion.
Witch #3: The Witch's Handbook - Green Ronin; Author Steven Kenson
This one is certainly a great effort. There is a lot I really like about this book. The gems of this book are the ideas for skills, and, of course, the fantastic cover art by Stephanie Pui-Mun Law. Like my own Liber Mysterium, this witch uses Wisdom to cast arcane spells. I still kinda like that, to be honest. There are a lot of nice prestige classes here. In particular were the Witch Priestess and the Witch's Champion, which was similar to something I was calling the Cowan in my games. The Diabolic Witch and the Witch Hag were also nice and gave some balance to the "mostly good" Witch Priestess. There are new spells, and like Way of the Witch below, it uses the Ritual Casting rules from Relics & Rituals, which were very much in vogue at the time. Covens in this book were covered, but not as much as in Liber or Way of the Witch.
What this book lacks in page count, it makes up for in utility; there is something useful on every page. More to the point, there is something I wanted to use on every page.
Witch #4: Way of the Witch - Citizen Games; Authors Janet Pack, Jean Rabe, Megan Robertson, Christina Stiles
Style-wise this is the best of the lot of the early witch books for d20. Hardcover, with some of the most beautiful art I have seen in a book. I mean, go look at that Thomas Denmark cover.
The witch is basic and has a lot of really nice features. The prestige classes are simple, but functional, dividing the witch into white, black, grey, and brown witches. There are some other nice ideas, as well including how witches lived in this world and their much greater affinity to the magical rhythms of the world. The authors really took their time and care with this one, and it really shows.
There is so much I love about this book that it made want to make my own books better. The nice flow between the art and the text made this feel much more like a single creative endeavor. Even if the material wasn't good (and the material was good) it was a joy to look at. I bought this one before I was done with Liber Mysterium, but I put it up until Liber was out the door. I remember sitting in my car one afternoon to pick up my kids from daycare and wishing I had done some of the things in this book.
Alas, Citizen games did not make it out of the d20 boon alive. They were going to come out with a second witch book, Seasons of the Witch, and I had heard a little about it. I had high expectations really.
Witch #5: The Quintessential Witch – Mongoose Publishing; Author Robert Schwalb
I am not a huge fan of the older Mongoose books. There are number of issues with the classes being all over the place, odd editing, and art that runs the gambit. This book is not any different. The witch class is pretty typical of the time (early days of the d20 boom). There is a wide variety of prestige classes such as the Caller to the Veil, Diabolist, Gypsy Matron, Witch Doctor and even a Witch Hunter, which is nice, but not all of them are usable. For example I am not sure why the Medium has a Charisma loss, or why the Occultist spells are the way they are. The book also tends to be full of a lot clichés. The art for the Vamp prestige class comes to mind, actually the entire Vamp prestige class is pretty much a huge cliché. An evil woman scorned by a member of the opposite sex using her "feminine whiles" to corrupt others. Oh and lets show her in bed with an innocent looking girl. Not really forward thinking there. Though the material that was good (Patron of the Five Sprits, Puppet Mistress), was very good. There is a good section on new uses for skills, including telling fortunes and a good section of feats. There are new spells and new magic items, as expected, but the coolest thing might be the Places of Power. I also liked the Times of Power and the very detailed Herbal section. What made the Herbal so nice was not all of the herbs used, but that the ones they did included art. It looked like an old-school herbal.
Witch #6: Pantheon and Pagan Faiths – Mystic Eye Games
This was part of Mystic Eye Games: Hunt the Rise of Evil product line. It was also a great effort, and it captured my attention early on. I liked this one because it was the other end of the spectrum from the Green Ronin one, but still not quite Way of the Witch - the book had an implied world setting with witches as a part of it, but not quite as integrated into the fabric of the world as we see in Way of the Witch. The witch still existed in a rich world, and a lot was expected of her. She had the spells and the powers to meet these expectations, too.
This witch was a divine spellcaster, not an arcane one. This was also a nice change of point of view.
I also liked the prestige classes. They were a nice selection of orders with Divine backgrounds and really what I wanted to see in a Prestige Class. The Furies of Destruction were similar to my own War Witch, but far more deadly. The Beast Friend looked like a fun class to try out for a Druid, but it's alignment restrictions (Lawful Good only) didn't quite make sense to me. Slaughter Priests should be in every game.
Witch #7: The Pathfinder Witch (Advanced Player’s Guide)
This is the current Witch. I have spoken about the pros and cons of this witch many times. But I have to admit what I really like are the Hexes. These are such a nice addition to the witch class. The Patrons here are very, very similar to the Patrons I used. Also, if I made the error of assuming that all witches are mostly good, I think this book has the bias that witches are mostly evil. I also can’t get past how weak the covens are in this book.
All seven (and some others here and there) all offer me something fun and unique to the game play. What I want now though is something that allows me to play all these experiences.
Or, to put it another way, the Ultimate Witch.
Today I want to spend some time talking about the Seven (yes, 7!) Witch classes that have appeared for the d20 game in various shape and forms. I want to discuss their pros and cons, and why Strange Brew: The Ultimate Witch will be all the better for it.
Witch #1: The DMG Witch – Wizards of the Coast
Let's not forget that the very first witch was a "sample" character in the 3.0 edition DMG. She was basically a sorcerer with a different spell list. She dropped some of the iconic damage spells of the wizard in favor of some minor Cleric spells. I always considered this the baseline witch. Though since it was not in the SRD, I avoided reading about it. When working on Liber Mysterium back in the day, I was very, very strict about what I would read. In fact, I have a spreadsheet full of spells, and I would have discussions on what was and was not a witch spell. In the end, I ended up with a list that was not too unlike the witch spell list in the DMG, but I have tons of documentation of how I got to that point—we were more concerned back then that WotC was going to stomp out any d20 infraction they found. Still glad I did all the work, though. I was able to go back to it for all my other witch books.
I still use that very same spreadsheet. Maybe I could share it someday, if people are curious about how I go about doing this sort thing.
Witch #2: Liber Mysterium - Timothy S. Brannan
Back when d20 and OGL was still new (2001), I began updating all my notes on witches for publication quality book. This book became known as Liber Mysterium, and was released in 2003. There are a lot of things I REALLY liked about this book. There were a few things I really wanted to do with witches that became a lot easier with the d20 rules. In particular, I had a bunch of “Kiss” spells that had more effectiveness because they were delivered with a kiss. With d20, that became a metamagic feat. Coven spells were covered well, as were occult powers. Though 10 years later, I can admit it was not perfect. There was my own overriding opinion that most witches were going to be good. My bias. While there are tons of spells, some were redundant or a little over- or under-powered, 10 years of playing witches in my ongoing 3.x game has helped me work out a lot of the bugs.
One of the coolest things from the this project though is it really taught me how to work with a team of designers. I carried over these lessons to Buffy and to Ghosts of Albion.
Witch #3: The Witch's Handbook - Green Ronin; Author Steven Kenson
This one is certainly a great effort. There is a lot I really like about this book. The gems of this book are the ideas for skills, and, of course, the fantastic cover art by Stephanie Pui-Mun Law. Like my own Liber Mysterium, this witch uses Wisdom to cast arcane spells. I still kinda like that, to be honest. There are a lot of nice prestige classes here. In particular were the Witch Priestess and the Witch's Champion, which was similar to something I was calling the Cowan in my games. The Diabolic Witch and the Witch Hag were also nice and gave some balance to the "mostly good" Witch Priestess. There are new spells, and like Way of the Witch below, it uses the Ritual Casting rules from Relics & Rituals, which were very much in vogue at the time. Covens in this book were covered, but not as much as in Liber or Way of the Witch.
What this book lacks in page count, it makes up for in utility; there is something useful on every page. More to the point, there is something I wanted to use on every page.
Witch #4: Way of the Witch - Citizen Games; Authors Janet Pack, Jean Rabe, Megan Robertson, Christina Stiles
Style-wise this is the best of the lot of the early witch books for d20. Hardcover, with some of the most beautiful art I have seen in a book. I mean, go look at that Thomas Denmark cover.
The witch is basic and has a lot of really nice features. The prestige classes are simple, but functional, dividing the witch into white, black, grey, and brown witches. There are some other nice ideas, as well including how witches lived in this world and their much greater affinity to the magical rhythms of the world. The authors really took their time and care with this one, and it really shows.
There is so much I love about this book that it made want to make my own books better. The nice flow between the art and the text made this feel much more like a single creative endeavor. Even if the material wasn't good (and the material was good) it was a joy to look at. I bought this one before I was done with Liber Mysterium, but I put it up until Liber was out the door. I remember sitting in my car one afternoon to pick up my kids from daycare and wishing I had done some of the things in this book.
Alas, Citizen games did not make it out of the d20 boon alive. They were going to come out with a second witch book, Seasons of the Witch, and I had heard a little about it. I had high expectations really.
Witch #5: The Quintessential Witch – Mongoose Publishing; Author Robert Schwalb
I am not a huge fan of the older Mongoose books. There are number of issues with the classes being all over the place, odd editing, and art that runs the gambit. This book is not any different. The witch class is pretty typical of the time (early days of the d20 boom). There is a wide variety of prestige classes such as the Caller to the Veil, Diabolist, Gypsy Matron, Witch Doctor and even a Witch Hunter, which is nice, but not all of them are usable. For example I am not sure why the Medium has a Charisma loss, or why the Occultist spells are the way they are. The book also tends to be full of a lot clichés. The art for the Vamp prestige class comes to mind, actually the entire Vamp prestige class is pretty much a huge cliché. An evil woman scorned by a member of the opposite sex using her "feminine whiles" to corrupt others. Oh and lets show her in bed with an innocent looking girl. Not really forward thinking there. Though the material that was good (Patron of the Five Sprits, Puppet Mistress), was very good. There is a good section on new uses for skills, including telling fortunes and a good section of feats. There are new spells and new magic items, as expected, but the coolest thing might be the Places of Power. I also liked the Times of Power and the very detailed Herbal section. What made the Herbal so nice was not all of the herbs used, but that the ones they did included art. It looked like an old-school herbal.
Witch #6: Pantheon and Pagan Faiths – Mystic Eye Games
This was part of Mystic Eye Games: Hunt the Rise of Evil product line. It was also a great effort, and it captured my attention early on. I liked this one because it was the other end of the spectrum from the Green Ronin one, but still not quite Way of the Witch - the book had an implied world setting with witches as a part of it, but not quite as integrated into the fabric of the world as we see in Way of the Witch. The witch still existed in a rich world, and a lot was expected of her. She had the spells and the powers to meet these expectations, too.
This witch was a divine spellcaster, not an arcane one. This was also a nice change of point of view.
I also liked the prestige classes. They were a nice selection of orders with Divine backgrounds and really what I wanted to see in a Prestige Class. The Furies of Destruction were similar to my own War Witch, but far more deadly. The Beast Friend looked like a fun class to try out for a Druid, but it's alignment restrictions (Lawful Good only) didn't quite make sense to me. Slaughter Priests should be in every game.
Witch #7: The Pathfinder Witch (Advanced Player’s Guide)
This is the current Witch. I have spoken about the pros and cons of this witch many times. But I have to admit what I really like are the Hexes. These are such a nice addition to the witch class. The Patrons here are very, very similar to the Patrons I used. Also, if I made the error of assuming that all witches are mostly good, I think this book has the bias that witches are mostly evil. I also can’t get past how weak the covens are in this book.
All seven (and some others here and there) all offer me something fun and unique to the game play. What I want now though is something that allows me to play all these experiences.
Or, to put it another way, the Ultimate Witch.
Labels:
d20,
pathfinder,
uw&w,
witch
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