I saw this map on the internet last night.
It is Great Britain and North West Europe circa 15,000 BCE.
Tell that doesn't just fill you with all sorts of ideas. This was during the Upper Paleolithic era, or late Stone Age.
NOW. compare that to this map we all all know and love.
I don't know about you all, but my head is full of ideas!
Friday, September 26, 2014
Thursday, September 25, 2014
The Amazing Adventures of Rachel Morgan
Wow. What a great week. I finally got copy of "The Witch With No Name" and I have been doing a lot of stuff with Amazing Adventures. I have also been going through all my material for the Castles & Crusades witch class.
So I am seeing a lot of convergence here.
Amazing Adventures works well as a fully modern game as well as a Pulp era one.
I am toying with the idea that WIS is for casting Earth Magic, INT is good for Ley Line magic and CHA for Demonic and Elf magic. Though I also really need for Rachel to be able to cast Astral Projection, she is 18th level. True, the only real Astral plane is the Ever After so it should be a lower level spell. But Rachel in WWNN is pretty damn powerful.
Rachel Morgan
18th Level Witch (Amazing Adventures/C&C) (Arcanist)
Eclectic Tradition* (I have not worked out any traditions yet)
Race: Witch, now uncursed Demon
Strength: 12 (0)
Dexterity: 11 (0)
Constitution: 12 (0)
Intelligence: 15 (+1) P
Wisdom: 13 (+1) P
Charisma: 18 (+3) P
Hit Points: 70
Alignment: Chaotic Good
AC: 13 (Rachel likes leather)
BtH: +4
MEP: 114
Languages: English, Latin, Elven (native language is English)
Background: Runner (Law Enforcment) +4,
Traits: Spellgifted (demon curses)
Skill: Knowledge (Arcana)
Powers
Familiar: Bis the Gargoyle (ok Bis is not really her familiar, but close in this world).
Herb Use
Ritual Magic
Spells
Cantrips: (9) Arcane Mark, Dancing Lights, Detect Illusion, Detect Magic, Light, Magical Aura, Mage Hand, Prestidigitation, Stun
First: (5+1) Change Self, Command, Daze, Identify, Shield, Sleep
Second: (5+1) Blur, Burning Hands, Hold Person, Knock, Pyrotechnics, Scare
Third: (4+1) Aid, Fear, Heat Metal, Nondetection, Remove Curse
Fourth: (4) Dispel Magic, Fear, Polymorph Self/Other, Seeming
Fifth: (4) Contact Other Plane, Magic Jar, Projection, True Seeing
Sixth: (3) Guards and Wards, Mislead, Veil
Seventh: (3) Power Word Stun, Teleport without Error, Word of Recall
Eighth: (2) Symbol, Trap the Soul
Ninth: (1) Astral Projection
Magic Items
Splat-ball gun* (a paint ball gun with sleep potions in the paint balls).
Various charms, pain amulets, charmed handcuffs.
I like her! I might need to fiddle with her stats just a bit to get the right feel, but I like what I have here.
Plus this will give a chance to try that Hollows/Dresden Files crossover I have been dying to do.
Don't forget the Amazing Adventures Kickstarter. Last Days!
https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg
BTW Witch With No Name is Awesome! Love it.
So I am seeing a lot of convergence here.
Amazing Adventures works well as a fully modern game as well as a Pulp era one.
I am toying with the idea that WIS is for casting Earth Magic, INT is good for Ley Line magic and CHA for Demonic and Elf magic. Though I also really need for Rachel to be able to cast Astral Projection, she is 18th level. True, the only real Astral plane is the Ever After so it should be a lower level spell. But Rachel in WWNN is pretty damn powerful.
Camille as Rachel Morgan |
Rachel Morgan
18th Level Witch (Amazing Adventures/C&C) (Arcanist)
Eclectic Tradition* (I have not worked out any traditions yet)
Race: Witch, now uncursed Demon
Strength: 12 (0)
Dexterity: 11 (0)
Constitution: 12 (0)
Intelligence: 15 (+1) P
Wisdom: 13 (+1) P
Charisma: 18 (+3) P
Hit Points: 70
Alignment: Chaotic Good
AC: 13 (Rachel likes leather)
BtH: +4
MEP: 114
Languages: English, Latin, Elven (native language is English)
Background: Runner (Law Enforcment) +4,
Traits: Spellgifted (demon curses)
Skill: Knowledge (Arcana)
Powers
Familiar: Bis the Gargoyle (ok Bis is not really her familiar, but close in this world).
Herb Use
Ritual Magic
Spells
Cantrips: (9) Arcane Mark, Dancing Lights, Detect Illusion, Detect Magic, Light, Magical Aura, Mage Hand, Prestidigitation, Stun
First: (5+1) Change Self, Command, Daze, Identify, Shield, Sleep
Second: (5+1) Blur, Burning Hands, Hold Person, Knock, Pyrotechnics, Scare
Third: (4+1) Aid, Fear, Heat Metal, Nondetection, Remove Curse
Fourth: (4) Dispel Magic, Fear, Polymorph Self/Other, Seeming
Fifth: (4) Contact Other Plane, Magic Jar, Projection, True Seeing
Sixth: (3) Guards and Wards, Mislead, Veil
Seventh: (3) Power Word Stun, Teleport without Error, Word of Recall
Eighth: (2) Symbol, Trap the Soul
Ninth: (1) Astral Projection
Magic Items
Splat-ball gun* (a paint ball gun with sleep potions in the paint balls).
Various charms, pain amulets, charmed handcuffs.
Plus this will give a chance to try that Hollows/Dresden Files crossover I have been dying to do.
Don't forget the Amazing Adventures Kickstarter. Last Days!
https://www.kickstarter.com/projects/676918054/amazing-adventures-rpg
BTW Witch With No Name is Awesome! Love it.
Strange Brew Updates
You may have noticed a drop in posts here over the last month and half or so.
That is because I am working diligently on Strange Brew.
So far the spells, feats and skills are all done. I should finish hexes in the next day or so.
I have completely re-worked my idea for witch traditions to play nicer with Pathfinder and I really like them a lot.
The Warlock class is done and we getting feedback from the backers now.
Still to do:
- Rework the base witch class just a little. Mostly some minor edits.
- Get the chapters on traditions, covens and patrons done.
When that is all done I will move on to the Castles & Crusades version. I am so excited about that one. I have so much I want to do with that. The trick now is to edit things down to our promised page count. Right now I am at 230% OVER page count.
I have other games on other burners too. Lots of new Victorian stuff for at least 3, maybe three, different systems.
It's good to be busy!
That is because I am working diligently on Strange Brew.
So far the spells, feats and skills are all done. I should finish hexes in the next day or so.
I have completely re-worked my idea for witch traditions to play nicer with Pathfinder and I really like them a lot.
The Warlock class is done and we getting feedback from the backers now.
Still to do:
- Rework the base witch class just a little. Mostly some minor edits.
- Get the chapters on traditions, covens and patrons done.
When that is all done I will move on to the Castles & Crusades version. I am so excited about that one. I have so much I want to do with that. The trick now is to edit things down to our promised page count. Right now I am at 230% OVER page count.
I have other games on other burners too. Lots of new Victorian stuff for at least 3, maybe three, different systems.
It's good to be busy!
Labels:
CnC,
pathfinder,
update,
uw&w,
witch
Wednesday, September 24, 2014
Owl & Weasel Wednesday #11 December 1975
Today's look into the Owl & Weasel takes us all the way back to December 1975. What do we have this month? Well O&W has increased in size to 20 pages. True the cover is now a proper cover and there are a lot more ads, oh and one page is for "notes" but still there is more content.
The biggest feature of this issue is the Game Day guide. I love how intimate these old cons used to be. Whether true or not it seems like everyone knew about everyone else. The only thing I can relate it too was back in the 80s meeting up with various computer user groups; small, intimate and while not a lot to see, all of it very exciting.
Steve Jackson talks a bit on the changing nature of the British Gaming Scene and the "Adult Gaming Scene" in general. His discussion links Monopoly to Diplomacy and to various "Com-Sim" games (Combat Simulation) and bookcase games (see Avalon Hill). He discusses the growth of game magazines from 1974 on as well. Of course he squarely puts the future of games on Dungeons & Dragons and Empire of the Petal Throne. Though he also mistakenly states that games could give television a run for it's money. Maybe not such a crazy idea in mid-70s Britain, but crazy by American standards (though TV here in the 70s was fairly dreadful).
Letters section is the first full page devoted to Empire of the Petal Throne. A reader expresses his enjoyment of the game and Ian Livingstone gives us some more details about the game. It's obvious that most fantasy is very Tolkien inspired at this point so EotPT must have felt like something so new and exciting. Actually I still get that reading articles like this and only learning about the game much later in my gaming career.
There is another set of Chess variants mentioned. Some ads. Actually, a lot of ads.
The "centerfold" covers Game Day events and a map.
The last page (ok page 18) is the Dungeons & Dragons page. It discusses hirelings and, interestingly enough, the release of the Strategic Review 4. I guess at this point O&W and SR did not see themselves as competition to each other. A nice change from how magazines today often work or act. Even in the early days of White Dwarf and The Dragon there was more of a give and take between the two, at least until Imagine came on the scene.
I think what I am getting most out of these, as opposed to my overviews of White Dwarf, was the origins of the gaming culture. Sure this is a very particular viewpoint based on a particular set of ethos. The picture painted here is one were Wargamers and Role-Players (even if that word wasn't used just yet) got along in harmony or at the very lease stayed out of each other's way. Given some of the posts on other gaming blogs, particularly Grognardia, that this was not always the case.
That being said there is a certain "yes we can do this!" attitude that is infectious and one I think would be good to adopt. A time before edition wars. I am not trying to glorify the "good old days" at all . But the feeling of it is rather nice.
The biggest feature of this issue is the Game Day guide. I love how intimate these old cons used to be. Whether true or not it seems like everyone knew about everyone else. The only thing I can relate it too was back in the 80s meeting up with various computer user groups; small, intimate and while not a lot to see, all of it very exciting.
Steve Jackson talks a bit on the changing nature of the British Gaming Scene and the "Adult Gaming Scene" in general. His discussion links Monopoly to Diplomacy and to various "Com-Sim" games (Combat Simulation) and bookcase games (see Avalon Hill). He discusses the growth of game magazines from 1974 on as well. Of course he squarely puts the future of games on Dungeons & Dragons and Empire of the Petal Throne. Though he also mistakenly states that games could give television a run for it's money. Maybe not such a crazy idea in mid-70s Britain, but crazy by American standards (though TV here in the 70s was fairly dreadful).
Letters section is the first full page devoted to Empire of the Petal Throne. A reader expresses his enjoyment of the game and Ian Livingstone gives us some more details about the game. It's obvious that most fantasy is very Tolkien inspired at this point so EotPT must have felt like something so new and exciting. Actually I still get that reading articles like this and only learning about the game much later in my gaming career.
There is another set of Chess variants mentioned. Some ads. Actually, a lot of ads.
The "centerfold" covers Game Day events and a map.
The last page (ok page 18) is the Dungeons & Dragons page. It discusses hirelings and, interestingly enough, the release of the Strategic Review 4. I guess at this point O&W and SR did not see themselves as competition to each other. A nice change from how magazines today often work or act. Even in the early days of White Dwarf and The Dragon there was more of a give and take between the two, at least until Imagine came on the scene.
I think what I am getting most out of these, as opposed to my overviews of White Dwarf, was the origins of the gaming culture. Sure this is a very particular viewpoint based on a particular set of ethos. The picture painted here is one were Wargamers and Role-Players (even if that word wasn't used just yet) got along in harmony or at the very lease stayed out of each other's way. Given some of the posts on other gaming blogs, particularly Grognardia, that this was not always the case.
That being said there is a certain "yes we can do this!" attitude that is infectious and one I think would be good to adopt. A time before edition wars. I am not trying to glorify the "good old days" at all . But the feeling of it is rather nice.
Tuesday, September 23, 2014
Feiya, Pathfinder Iconic Witch
I have been thinking and working a lot in Pathfinder for the last few weeks. Gearing up for the release of Strange Brew. I have been reading over all their witch material and that includes material on their iconic witch Feiya.
She certainly has an interesting background and one tailored to the Pathfinder/Golarian world. But I have wondered, on a few occasions, on how she would fare in one of my worlds where witches have, how shall I say it, a bit more freedom of expression.
So here is the Pathfinder Iconic Feiya as a Basic Witch.
In Pathfinder we have stats for her at 1st level, 7th level and 12th level. Since I typically like to do stats at 1st, 7th and 13th level for witches this sounds good to me.
I am going to start with her 1st level stats and move out from there. In the Basic Era abilities did not improve over time so they are locked in at 1st level. I am going to swap her Intelligence and Charisma to reflect the different spell casting abilities.
Also given her background of being taught by Hags I am giving her the Faerie Tradition.
Feiya
Witch stats for the Witch for Basic Era Games
1st level Witch, Faerie (Hag) Tradition
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18
Saves
Death Ray or Poison: 13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15
Hit Points: 3
Alignment: Neutral
AC: 7 (Leather Armor)
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Sickly
To hit AC 0: 20
Weapons: Dagger, Quaterstaff
Feiya
7th level Witch, Faerie (Hag) Tradition
Saves
Death Ray or Poison: 11
Magic wand or devices: 12
Paralysis, Polymorph or Turn to Stone: 11
Dragon Breath: 14
Rods, Staffs and Spells: 13
Hit Points: 19
Alignment: Neutral
AC: 6 (Leather Armor, Ring of Protection +1)
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Sickly
Second: Levitate, Rose Garden
Third: Bestow Curse, Dispel Magic
Fourth: Emotion
To hit AC 0: 18
Feiya
13th level Witch, Faerie (Hag) Tradition
Saves
Death Ray or Poison: 9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11
Hit Points: 33
Alignment: Neutral
AC: 4 (Leather Armor, Ring of Protection +1, Bracers of defense +2 )
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Minor: Fae Shape (Hag)
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh:Wave of Mutilation
To hit AC 0: 16
All in all similar powers but overall not as powerful. But that is also part of the power growth between the Basic Era games and Pathfinder/3rd Era games.
But I really liked how she turned out. I would love to use this character in a game someday.
She certainly has an interesting background and one tailored to the Pathfinder/Golarian world. But I have wondered, on a few occasions, on how she would fare in one of my worlds where witches have, how shall I say it, a bit more freedom of expression.
So here is the Pathfinder Iconic Feiya as a Basic Witch.
In Pathfinder we have stats for her at 1st level, 7th level and 12th level. Since I typically like to do stats at 1st, 7th and 13th level for witches this sounds good to me.
I am going to start with her 1st level stats and move out from there. In the Basic Era abilities did not improve over time so they are locked in at 1st level. I am going to swap her Intelligence and Charisma to reflect the different spell casting abilities.
Also given her background of being taught by Hags I am giving her the Faerie Tradition.
Feiya
Witch stats for the Witch for Basic Era Games
1st level Witch, Faerie (Hag) Tradition
Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18
Saves
Death Ray or Poison: 13
Magic wand or devices: 14
Paralysis, Polymorph or Turn to Stone: 13
Dragon Breath: 16
Rods, Staffs and Spells: 15
Hit Points: 3
Alignment: Neutral
AC: 7 (Leather Armor)
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Sickly
To hit AC 0: 20
Weapons: Dagger, Quaterstaff
Feiya
7th level Witch, Faerie (Hag) Tradition
Saves
Death Ray or Poison: 11
Magic wand or devices: 12
Paralysis, Polymorph or Turn to Stone: 11
Dragon Breath: 14
Rods, Staffs and Spells: 13
Hit Points: 19
Alignment: Neutral
AC: 6 (Leather Armor, Ring of Protection +1)
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Sickly
Second: Levitate, Rose Garden
Third: Bestow Curse, Dispel Magic
Fourth: Emotion
To hit AC 0: 18
Feiya
13th level Witch, Faerie (Hag) Tradition
Saves
Death Ray or Poison: 9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11
Hit Points: 33
Alignment: Neutral
AC: 4 (Leather Armor, Ring of Protection +1, Bracers of defense +2 )
Occult Powers
Familiar: Fox (+1 to Intelligence and Wisdom checks) "Daji"
Herb use
Lesser: Speak to Plants/Animals
Minor: Fae Shape (Hag)
Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh:Wave of Mutilation
To hit AC 0: 16
All in all similar powers but overall not as powerful. But that is also part of the power growth between the Basic Era games and Pathfinder/3rd Era games.
But I really liked how she turned out. I would love to use this character in a game someday.
Girls on Games
One of the things I will be forever thankful for from White Wolf is that it showed that gaming is for everyone. Men, Women, diverse gender fluidity and sexual identities.
Yes D&D opened with Women in Gaming years before, but the approach was well...70s and 80s at best. D&D is doing better these days, but if watching the battles our younger cousins over in video gaming are having then we still have a way to go yet.
To that end we have a new Kickstarter with just 3 days to go.
Girls on Games: A Look at the Fairer Side of the Industry
https://www.kickstarter.com/projects/625614616/girls-on-games-a-look-at-the-fairer-side-of-the-in
It doesn't matter to me what your gender politics or your position on feminism is.
ANYTHING that make our hobby more inviting and inclusive is a good thing.
Plus, and here is the important bit, women still make the household buy choices in nearly all families (anywhere from 70% to 90%, Google it) and getting women into games gets the next generation into games.
So check out this Kickstarter and through some cash their way.
Yes D&D opened with Women in Gaming years before, but the approach was well...70s and 80s at best. D&D is doing better these days, but if watching the battles our younger cousins over in video gaming are having then we still have a way to go yet.
To that end we have a new Kickstarter with just 3 days to go.
Girls on Games: A Look at the Fairer Side of the Industry
https://www.kickstarter.com/projects/625614616/girls-on-games-a-look-at-the-fairer-side-of-the-in
It doesn't matter to me what your gender politics or your position on feminism is.
ANYTHING that make our hobby more inviting and inclusive is a good thing.
Plus, and here is the important bit, women still make the household buy choices in nearly all families (anywhere from 70% to 90%, Google it) and getting women into games gets the next generation into games.
So check out this Kickstarter and through some cash their way.
Monday, September 22, 2014
Advice for the Lapsed Gamer
+Erik Tenkar over at his eponymous Tavern is starting a series on "OSR for the Lapsed Gamer" which is basically advice for people that have left the game and are now coming back.
http://www.tenkarstavern.com/search/label/osr%20for%20the%20lapsed%20gamer
This is a great thing. I was just helping out someone this past weekend that wasn't really lapsed, but had no idea what to do with the OSR.
Looking forward to seeing what all he does with this.
http://www.tenkarstavern.com/search/label/osr%20for%20the%20lapsed%20gamer
This is a great thing. I was just helping out someone this past weekend that wasn't really lapsed, but had no idea what to do with the OSR.
Looking forward to seeing what all he does with this.
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