Wednesday, September 3, 2014

Owl & Weasel Wednesday #8 September 1975

Going back 29 years today for Owl & Weasel #8.

The front page news if England's first Play By Mail D&D game.  Interestingly there is a mention of a "computerised" one in America.  D&D is barely a year old and someone put it onto a computer!
Also covered is the first Northern Go Tournament in Manchester.

Steve Jackson moves to Brighton from London, but will still be working on O&W.

As we move on there is a brief guide on Patents for people designing their own games. The guide is fairly specific to the place and time, but still an interesting read.  Maybe not for the content but for the mere fact it is here and the dedicated so much (a page and an 1/6) to it.   Yes even back then, or maybe especially back then, people wanted to do things their own way.

Speaking of which the next page (the remaining 5/6ths) covers some of the "house rules" contributor Graham Buckell has been allowing for in his D&D games.  Also some that Steve Jackson has been using in his games. Party members get two attempts at opening a door for example.  Clerics also get an extra chance per level to pray for a specific spell.  The math is typical of the time P(granting spell) = (Spells needed/spells used) x (char. level/spell level) x 0.6.  They are only granted a number of these extra spells on a per year basis.
A house rule to give Fighting Men more hits (hp) is introduced. Basically they can't have less than 3 hp at 1st level.

A lengthy review/overview of the game Kingmaker is the "centerfold".
The new Sci-Fi war game "Galactic War" is discussed by the designer.  I don't know if the game was every produced or caught on.  I'll keep an eye out in future issues.

Third part of the article on Mah Jong is up.

The most interesting bit is shoved into the corner of page 11.  A "preview" of a new game "Empire of the Petal Throne" with the promise of a review after they have played it.

Last page has some ads including the TSR one and, yup there it is, Galactic War for £1.00.

A solid issue covering the ground well established by O&W at this time.

Tuesday, September 2, 2014

New Page: Witch Links

There is one thing people keep coming back to my blog for time and time again.

Witches.

My email says so. My Google Analytics say so. And posts I am tagged in say so.

But there is no way  could (or even should) be the one writing everything there is to say on witches. So to that end I have created a new page, Witch Links, that links out to other blog posts or resources about witches.

I am still in the process of building it, but if you have something you want to share then let me know.

Amazing Adventures: Plays Well With Others

The best thing, or at least one of the best things, about Amazing Adventures is the fact that it is based all around Castles & Crusades.  So not only is everything for C&C compatible with it, everything that works great with C&C also works for Amazing Adventures.

This means a lot of classic AD&D adventures can be played with little conversions needed.

Ravenloft


I spent some time this past weekend going through the original I6 Ravenloft Module.  Pretty much everything in the adventure is covered in the Amazing Adventure Rules.  In fact things might work out a little bit better.  Imagine your party of world travelling adventurers. You have a big game hunter, a scientist, a gadgeteer, maybe a socialite.  All travelling by train to some dark corner of Eastern Europe.  That is till the mists roll in and train has to stop.  A carriage comes to pick you up and takes you to small village of Barovia where is looks like time has stood still.  People are fearful of you. Soon you learn of the castle in the mountains and the Lord of the castle is inviting you to dinner.

Count Strahd von Zarovich
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 14d12 (84 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 25 (cloak, ring of protection)
ATTACKS: Slam (1d6)
SPECIAL: Blood Drain, Children of the Night, Dominate, Create Spawn, Energy Drain, Alternate Form, Gaseous Form, Entourage, Electrical Resistance (half), Spider Climb
SANITY: 1d8/1d10
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 10450+14 (10534)

Additionally Strahd can cast spells as an 10th level Arcane Spellcaster (Int based). He is protected by a ring of protection and an amulet that prevents him from being turned.

Expedition to the Barrier Peaks


If Hammer Horror is not to your liking then change the location to the deep jungles of South America or Africa and replace the castle with a crashed spaceship.

Expedition to the Barrier Peaks is one of the odder adventures out there, and certainly one of the most fun for my money.  The high tech works just as well on the characters of the Pulp era as they do on quasi-medieval fantasy.  But AA offers something a bit more to the mix.

First off I replaced the Mind Flayers in the adventure with a malevolent type of Grey.  When the adventurers arrive the ship is just waking up and will soon begin it's conquest of the world.  The Pulp Era though predates "saucer men" by a few years at least in the public consciousness.  Compare for example the serials of the 30s vs. that of the 50s in how aliens were depicted and treated.
If you want pure pulp action then replace the creatures in the modules with the various Lovecraft Mythos monsters found in the book.  Mind Flayers afterall have a vaguely "Cthulhu-ness" about them anyway.  Fill it full of shoggoths and Spawn of Shub-Niggurath. The plant spawn make for good vegipygmies.
Add more fun and have it so the ship had crashed into the Earth 65 Billion years ago and have all these dinosaurs in stasis.  That is of course until the ship systems start to wake up.

The Isle of Dread


A monster romp on a tropical island. The Isle of Dread has far more in common with the 1933 King Kong than it does with fantasy swordplay.

The Amazing Adventures core book already has a number of dinosaurs (and the d20SRD has more) and monsters that work well with this adventure.  Plus going by steam liner makes much more sense for our Pulp Adventurers.   Isle of the Dread is essentially a "Lost World" sort of adventure and that fits the Pulp story telling perfectly.

What About Guns?
Ok so our intrepid Pulp adventurers will fight vampires, aliens and dinosaurs. Unlike their fantasy counterparts they will be armed with guns instead of swords.

This is not a problem.

As we have seen in movies time and time again a gun is not very effective against the undead.  A pistol is about as effective (pro and con) as an arrow against a rampaging dino or giant beast. And in Barrier Peaks? Well they have the chance to find "ray guns".  So guns may not really give the character the edge you might think.

I am sure there are others that would work equally as well, but these are the big three genre-bending modules with roots near the pulp era.  In any case there is enough here to keep your players happy for a while even if they played these classics in the past.

Monday, September 1, 2014

Amazing Adventures Week!

I love doing posts where I take a deep dive into a particular book or system.

This week I want to cover Amazing Adventures by Jason Vey and produced by Troll Lord games.
They are currently working on a 2nd Edition (which will still be compatible with the 1st) and have a Kickstarter up to support it.



I have covered AA in the past.  My review of it can be found here.
http://timbrannan.blogspot.com/2012/12/review-amazing-adventures.html

One of the best things about AA is it is built around the streamlined Castles & Crusades rules.  So if you play 3.x or an OSR game then you can jump into this right away.

Not only that, if you play Castles & Crusades, an OSR game or something similar to old-school D&D then AA has a great psionics system you can use.


I am going to spend some quality time with this book all week.  I hope you enjoy.


Sunday, August 31, 2014

#RPGaDAY Day 31st, Favourite RPG of all time

#RPGaDAY Day 31st, Favourite RPG of all time

Here we are. At the end of another blog-fest.  It has been a lot of fun and I have really enjoyed reading everyone's posts.  I want to thank +Dave Chapman for doing this it's been a lot of fun.

Favorite RPG of all time?
How can you even choose such a thing?

D&D has been there the longest, but I am partial to Ghosts of Albion and WitchCraft too.  All three are my "favorites".

If I am allowed to pick myself then Ghosts of Albion.  If not, then Dungeons & Dragons.

Saturday, August 30, 2014

#RPGaDAY Day 30, Rarest RPG Owned

#RPGaDAY Day 30, Rarest RPG Owned

I honestly don't know.

I do have a copy of the original White Box rules of D&D, 3rd Printing.  But I think they had made a lot of those.  I also have a limited edition 1st Spellcraft & Swordplay which was not as expensive but far less were made.

I have Dracula RPG based on the 90s movie which is rare only because it is so bad.

But I collect things I like because I like them, not so much because they rare.  And all my games get played and/or used.  Even Dracula. It might be bad, but it has a great collection of Victorian era fire-arms.

Looking forward to seeing what gems everyone else has for this one.

Friday, August 29, 2014

#RPGaDAY Day 29, Most memorable encounter

#RPGaDAY Day 29, Most memorable encounter

That would have to be the very first time I encountered a Lich back in the AD&D1 days. I am thinking it was the summer of 82 or so.

The DM read the monster description and she decided that because it was a former high-level magic-user that it had all these new spells. She played the monster as would have today, but back then that was kind of a new thing.

Needless to say it kicked our 6th to 7th level asses.

While I was annoyed, I later looked back on it and thought about how well she had done it all.