A while back I did a series of posts for Superbabes. It was a lot fun. Part of the conceit of the posts was that all these various super-women like Kim Possible and Justice were gathered together to face an evil so bad that it takes all of them. Well that evil was a mad scientist by the name of the Refrigerator.
Here is what I posted then:
The big bad is this mad scientist known as The Refrigerator. He captures women and freezes them. Plenty of subtle and overt S&M and dominance context that makes this guy a bit creepier than Mr. Freeze or Captain Cold, yet fits rather well in this. After all the perfect foil for a Good Girl is a creepy misanthrope. All these heroes are gathered together, kick his ass and rescue the original team.
I also found this the other day from the August 1937 issue of Horror Stories.
Now here is the deal. This guy came, literally, out of a nightmare. Around 1982 or so (I was 12) I was hit with a double shot of women being frozen alive, the movies were "In Like Flint" and "Kiss the Girls and Make them Die". It really bugged the hell out of me and gave me nightmares for a long time.
Still kind of bugs me. Of course later I learned there is a whole creepy fetish thing related to this. I think my issue is far more basic. I hate being cold and think being frozen is quite possibly the worst thing ever.
But that picture above deserves a villain. I have not found the issue yet so I can't say if there is a story that goes with that cover. But I have enough of my own nightmare fuel.
History of The Refrigerator
Dr. Andreas Gelé was born to wealth and privilege but never to love. His father was a was a rich industrialist who made his money on the work of others and his mother was a noted and beautiful stage actress. From his father he gained his intellect and from his mother he learned lessons in cruelty.
As his mother aged she became more and more cruel. In his mind's eye he saw her as beautiful. This was reinforced by all the pictures of her on the wall of their estates where she was young, beautiful and happy. Frozen in time. Gelé began to work on a process to forever keep the beautiful women young. He was drawn to beautiful women, and his prestige later as a doctor and his wealth made that easy. But he never could talk to or relate to them having grown up socially stunted. So Gelé embarked on a plan so he could have his desires met.
His first experiments in cryonoics were failures. Animals would not return to life when frozen and even when he perfected the process they still had damage. Finally through a combination of fluids and gases at super cooled temperatures. He tested it first on his hated father. He died soon after he was free of the ice, but Gelé expected that since the old man's heart was now weak. He froze his mother next. He was overjoyed that the ice preserved her remaining beauty.
All his research though has left his fortunes depleted so he robs banks to keep himself funded for more research and to keep his "beauties" on ice.
Dr. Andreas Gelé "The Refrigerator"
12th level Gadgeteer, Male, Chaotic Evil
STR: 10 (0)
DEX: 13 (+1)
CON: 14 (+1)
INT: 18 (+3) P
WIS: 14 (+1)
CHA: 9 (0)
AC: 16 (protective lab coat, gloves, goggles)
HP: 51 (d6)
BtH: +3
Sanity
- Starting: 70
- Current: 55
- Max: 85* (Using his science as roughly the same as Arcana)
Fate Points: 10
Abilities: Medicine (removed Jury rig)
Background: Scientist (medical doctor, cryonics)
Trait: Focused
Languages: English, French, German, Russian
Gadget: Refrigeration Gun (self-created gadget)
Powers
- Freezing Stun (Sleep, 1st level)
- Freeze (Hold Person, 3rd level)
- Wall of Ice (Wall of Ice, 4th level)
- Freeze Ray (Cold of Cold, 5th level)
All in all a nasty piece of work. But a good bad guy. I can't wait to try him in other systems too.
Don't forget to support the Amazing Adventures Kickstarter.
https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg
Thursday, September 4, 2014
Wednesday, September 3, 2014
Amazing Adventures: Universal Monsters
It is no secret. I love horror movies.
A large part of that is growing up on a steady diet of Universal Studios' classic Monsters. My dad had a bunch of book about the Golden Age of Cinema. Most I never bothered with, but the one of the horror stories and monsters. I wore that sucker out. When I got older (11 or 12) I bought a used B/W TV that still used tubes. The thing got so hot you could warm a slice of pizza on it (not really, but it was hot). This was not a big deal for me since I could watch all my favorite "Monster Movies" when they came on KPLR-TV out of St. Louis.
One of the things I discover later is that almost in every case the stories were updated to the (then) modern times. Dracula hung out with 1930s fashionistas. The Wolfman smoked modern cigarettes in his John Talbot guise. Yes Frankenstein seemed set in earlier time, but the sequels were thoroughly modern.
Makes them perfect for Amazing Adventures.
Dracula (1931)
The OD (original Dracula...not counting Orlock) is Bela Lugosi.
Count Dracula
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 15d12+10 (100 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 22 (cloak 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: 1d6/1d8 (Dracula tones down his horror)
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 11050+15 (12400)
Dracula never carries weapons relying on his Dominate and physical strength.
Frankenstein's Monster & The Bride (1931, 1935)
Both the Monster and the Bride (Frankenstein is the name of their creator) are Awakened Golems.
Awakened Flesh Golem
NO. ENCOUNTERED: 1 (typically a unique creature)
SIZE: Medium to Large
HD: 10d10 (55 hp)
MOVE: 20 ft. (Typically these Golems are slow moving)
AC: 20
ATTACKS: 2 Slam (2d8)
SPECIAL: Berserk, Immunity to Magic*
SANITY: 1d6/1d8
SAVES: P
INT: High to Genius
ALIGNMENT: Neutral (Evil)
TYPE: Construct
XP: 900+10 (1450)
The Mummy (1932)
Imhotep / Ardath-bey
NO. ENCOUNTERED: 1 (unique)
SIZE: Medium
HD: 10d12 (60 hp)
MOVE: 30ft.
AC: 22
ATTACKS: Slam (1d12) or by weapon
SPECIAL: Despair, Darkvision 60ft, Energy Drain, Fire Vulnerability, Magic*
SANITY: 1d8/1d10 (1d4/1d6 while in his "Ardath-bey" persona)
SAVES: P, M
INT: High
ALIGNMENT: Lawful Evil
TYPE: Undead
XP: 60+2 (94)
The Invisible Man (1933)
The Invisible Man, aka Dr. Jack Griffin is a 5th level Gadgeteer who created a potion of permenant invisibility, but at the cost of his sanity. Dr. Griffin is currently in the 10-15 SAN point range and looses more all the time.
The Wolf-Man (1941)
Even a man who is pure in heart
and says his prayers by night
may become a wolf when the wolfbane blooms
and the autumn moon is bright.
Larry Talbot, AKA the Wolf Man
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 4d8 (16 hp)
MOVE: 30 ft., 50 ft. (as wolf-man)
AC: 16
ATTACKS: Bite (2d4)
SPECIAL: Beserke Curse of Lycanthropy, Wolf Empathy, Trip, Alternate Form*, Twilight Vision
SANITY: 1d8/1d10
SAVES: P
INT: Average
ALIGNMENT: Chaotic Good as human, chaotic evil in wolf form
TYPE: Humanoid
XP: 120+4 (184)
The Gill-man (The Creature from the Black Lagoon) (1954)
NO. ENCOUNTERED: 1 (2-4)
SIZE: Medium
HD: 3d8 (12 hp)
MOVE: 30 ft., 60 ft. (swim)
AC: 16
ATTACKS: Weapon (by weapon), Talon (1d4), Bite (1d4)
SPECIAL: Breeding, Darkvision 60 ft., Saltwater Sensitivity, Water Dependent
SANITY: 1d6/1d8
SAVES: P, M
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
XP: 30+3 (66)
Now I want to rewatch all of these!
Don't forget about the Kickstarter: https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg
A large part of that is growing up on a steady diet of Universal Studios' classic Monsters. My dad had a bunch of book about the Golden Age of Cinema. Most I never bothered with, but the one of the horror stories and monsters. I wore that sucker out. When I got older (11 or 12) I bought a used B/W TV that still used tubes. The thing got so hot you could warm a slice of pizza on it (not really, but it was hot). This was not a big deal for me since I could watch all my favorite "Monster Movies" when they came on KPLR-TV out of St. Louis.
One of the things I discover later is that almost in every case the stories were updated to the (then) modern times. Dracula hung out with 1930s fashionistas. The Wolfman smoked modern cigarettes in his John Talbot guise. Yes Frankenstein seemed set in earlier time, but the sequels were thoroughly modern.
Makes them perfect for Amazing Adventures.
Dracula (1931)
The OD (original Dracula...not counting Orlock) is Bela Lugosi.
Count Dracula
Vampire
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 15d12+10 (100 hp)
MOVE: 40 ft., 60 ft. (fly), 20 ft. (climb)
AC: 22 (cloak 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: 1d6/1d8 (Dracula tones down his horror)
SAVES: M, P
INT: Genius
ALIGNMENT: Chaotic Evil
TYPE: Undead
XP: 11050+15 (12400)
Dracula never carries weapons relying on his Dominate and physical strength.
Frankenstein's Monster & The Bride (1931, 1935)
Both the Monster and the Bride (Frankenstein is the name of their creator) are Awakened Golems.
Awakened Flesh Golem
NO. ENCOUNTERED: 1 (typically a unique creature)
SIZE: Medium to Large
HD: 10d10 (55 hp)
MOVE: 20 ft. (Typically these Golems are slow moving)
AC: 20
ATTACKS: 2 Slam (2d8)
SPECIAL: Berserk, Immunity to Magic*
SANITY: 1d6/1d8
SAVES: P
INT: High to Genius
ALIGNMENT: Neutral (Evil)
TYPE: Construct
XP: 900+10 (1450)
An Awakened Flesh Golem possesses self-awareness, usually keen intellect and the self-reflection to abhor what they are. This tends to make the creatures either tragic or villainous.
While immune to magic Frankenstein's Monster has been shown to be held under the thrall of Dracula from time to time. Controlling the Monster though takes most of Dracula's attention.
The Mummy (1932)
Imhotep / Ardath-bey
NO. ENCOUNTERED: 1 (unique)
SIZE: Medium
HD: 10d12 (60 hp)
MOVE: 30ft.
AC: 22
ATTACKS: Slam (1d12) or by weapon
SPECIAL: Despair, Darkvision 60ft, Energy Drain, Fire Vulnerability, Magic*
SANITY: 1d8/1d10 (1d4/1d6 while in his "Ardath-bey" persona)
SAVES: P, M
INT: High
ALIGNMENT: Lawful Evil
TYPE: Undead
XP: 60+2 (94)
*Imhotep does not have a mummy rot ability, instead he can drain life energy as if he were a vampire. Also due to his curse he can not be raised.
The Invisible Man (1933)
The Invisible Man, aka Dr. Jack Griffin is a 5th level Gadgeteer who created a potion of permenant invisibility, but at the cost of his sanity. Dr. Griffin is currently in the 10-15 SAN point range and looses more all the time.
The Wolf-Man (1941)
Even a man who is pure in heart
and says his prayers by night
may become a wolf when the wolfbane blooms
and the autumn moon is bright.
Larry Talbot, AKA the Wolf Man
NO. ENCOUNTERED: 1
SIZE: Medium
HD: 4d8 (16 hp)
MOVE: 30 ft., 50 ft. (as wolf-man)
AC: 16
ATTACKS: Bite (2d4)
SPECIAL: Beserke Curse of Lycanthropy, Wolf Empathy, Trip, Alternate Form*, Twilight Vision
SANITY: 1d8/1d10
SAVES: P
INT: Average
ALIGNMENT: Chaotic Good as human, chaotic evil in wolf form
TYPE: Humanoid
XP: 120+4 (184)
Larry Talbot's curse of lycanthropy turns him into a human/wolf hybrid creature. Him mind is gone and all he knows is animalistic desires such as hunger and killing. While in human form LArry searches for the wolf that infected him hopping to find a cure.
The Gill-man (The Creature from the Black Lagoon) (1954)
NO. ENCOUNTERED: 1 (2-4)
SIZE: Medium
HD: 3d8 (12 hp)
MOVE: 30 ft., 60 ft. (swim)
AC: 16
ATTACKS: Weapon (by weapon), Talon (1d4), Bite (1d4)
SPECIAL: Breeding, Darkvision 60 ft., Saltwater Sensitivity, Water Dependent
SANITY: 1d6/1d8
SAVES: P, M
INT: Average
ALIGNMENT: Chaotic Evil
TYPE: Humanoid
XP: 30+3 (66)
Gill-men are the rarer freshwater cousins of the Spawn of Dagon also called Fish men. Biology though will keep them forever seperate since the Gill Man can no more tolerate salt water than the Fish Men can tolerate Fresh water. It is suspected that like Fish Men the Gill Man needs human females for breeding purposes.
Now I want to rewatch all of these!
Don't forget about the Kickstarter: https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg
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.
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.
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.
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.
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.
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.
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