A while back I sang the praises of Melissa Hunter (+melissahunter) and her web series Adult Wednesday Addams.
Well the for the longest time it looked like 6 episodes was all we were going to get, but now she is back with an Indiegogo campaign to bring us Season 2.
https://www.indiegogo.com/projects/adult-wednesday-addams-season-2#home
She is already at her goal, but a few more buck wouldn't hurt. Plus at the bargain price of only $5 Wednesday promises not to kill you.
If you have not checked out the first 6 videos please do so. Melissa does a FANTASTIC Wednesday. And it is a lot of fun to see her in new situations like Internet dating, one-night stands, part time jobs and looking for an apartment. Sounds mundane, but not when it is Gomez and Morticia's youngest daughter.
Friday, November 14, 2014
Thursday, November 13, 2014
Cinematic Unisystem: Witches of East End
It really should be no surprise that I enjoy Lifetime's Witches of East End.
Yes it is a "chick show" and yes it is soap opera-y but really I don't care. It is a a fun show and it has witches in it. Plus I love Mädchen Amick and was drawn in because of her.
But a few surprising things happened. First I was not prepared to walk away saying "wow Julia Ormond was really great in that!" I NEVER liked Julia Ormond, I never liked her work. Yet this show made me do a complete 180. I think she is great in this and now I am wondering if I was just underestimating her as an actress. OR I think she needed to mature a bit more (and maybe me too) so I could appreciate how good she is.
Rachel Boston and Jenna Dewan-Tatum are both great as the younger witches Ingrid and Freya respectively.
Honestly it is like the a crossover between "Charmed" and "Practical Magic".
Of course I was bummed out when Lifetime canceled it after Season 2.
Though there maybe hope yet. There is a massive campaign to get the show back and it seems to be making a lot of head way. Even William Shatner is Tweeting that it should not have been canceled.
Checking on the #RenewWitchesOfEastEnd hashtag on Twitter it seems to be gaining more and more ground.
Witches of East End for Cinematic Unisystem
My normal mode here is to use Classic Unisystem for books and Cinematic for TV shows. Well Witches of East End is both. For this posting I am going to focus soley on the TV show and do Cinematic Unisystem. This is mostly Buffy/Angel stats, but a lot of Ghosts of Albion added in since it is a better fit for the show.
The Beauchamp witches are considered to be a supernatural race so they can choose some supernatural qualities and drawbacks normally denied to humans.
Joanna Beauchamp
Witch
Str: 2 Dex: 2 Con: 2 Int: 5 Per: 4 Wil: 7
Life Points: 39
Drama Points: 10
Qualities
Age 10, Attractive 1, Contacts 2 (occult), Control Weather 5, Hard to Kill 5, Healing Touch 3, Immortal, Magic 7, Nerves of Steel, Occult Library 3 (The Grimoire), TK 7, Unique Kill (Argentium)
Drawbacks
Adversary 5 (various witches, warlocks and members of Asgard that support her father), Emotional Problems (must protect her girls above all else) 1, Honorable 2, Love (Tragic), Obsession (Find a cure for her family curse), Secret (is immortal from another world) 2
Skills
Acrobatics 1, Computer 1, Crime 1, Doctor 3, Driving 3, Engineering 1, Getting Medieval 3, Gun Fu 1, Influence 3, knowledge 6, Languages 4 (English, Latin, Greek, Asgardian), Notice 5, Occultism 8, Science 2, Sports 1
Spellcasting: +22
Deflect: +22
Joanna is the matriarch of the Beachamp witches. She is sister to Wendy and mother to Ingrid and Freya. Joanna is over 1,000 years old and has been living on earth in exile. She tries to maintain a low profile when she can in order to keep her girls safe.
She works as an art teacher in the small town of North Hampton
Wendy Beauchamp
Witch
Str: 3 Dex: 4 Con: 2 Int: 4 Per: 4 Wil: 5
Life Points: 54
Drama Points: 10
Qualities
Acute Senses 2 (night vision, smell), Age 9, Attractive 2, Contacts 2 (occult), Control Weather 4, Hard to Kill 8, Healing Touch 2,Immortal, Magic 6, Nerves of Steel, Occult Library 3 (The Grimoire), Supernatural Form (dual form, human and cat), TK 6, Unique Kill (kill all her nine lives)
Drawbacks
Addiction 1 (mild lechery), Adversary 4 (various witches, warlocks and members of Asgard that support her father), Love (Tragic), Secret (is immortal from another world) 2
Skills
Acrobatics 3, Crime 2, Doctor 2, Driving 3, Engineering 1, Getting Medieval 4, Gun Fu 1, Influence 4, Knowledge 6, Languages 3 (English, Latin, Asgardian), Notice 6, Occultism 8, Science 2, Sports 3
Spellcasting: +19
Deflect: +19
Wendy is Joanna's younger sister. She is flighty and free spirited, but is fiercely devoted to her sister and nieces. Wendy and Joanna were estranged for while when Wendy accidentally killed one of Ingrid's incarnations.
Ingrid Beauchamp
Witch
Str: 3 Dex: 2 Con: 2 Int: 6 Per: 4 Wil: 4
Life Points: 39
Drama Points: 10
Qualities
Attractive 2, Bookish, Control Weather 1, Hard to Kill 2, Healing Touch 2, Magic 3, Nerves of Steel, Occult Library 3 (The Grimoire), TK 3,
Drawbacks
Adversary 2 (various witches, warlocks), Honorable 2, Love (Tragic), Secret (is a semi-immortal from another world) 2
Skills
Acrobatics 1, Computer 4, Crime 1, Doctor 3, Driving 3, Engineering 1, Getting Medieval 3, Gun Fu 1, Influence 3, Knowledge 6, Languages 3 (English, Latin, Greek), Notice 5, Occultism 5, Research 4, Science 5, Sports 1
Spellcasting: +12
Deflect: +12
Ingrid is the oldest daughter. She has only discovered that she is in fact a witch. She spent most of her life as a rational skeptic. She has similar powers to her mother but can also write new spells.
Ingrid currently works at the local East End library. She is also working on her dissertation on witches and witchcraft.
Freya Beauchamp
Witch
Str: 3 Dex: 2 Con: 3 Int: 4 Per: 4 Wil: 3
Life Points: 37
Drama Points: 10
Qualities
Attractive 3, Control Weather 1, Hard to Kill 1, Healing Touch 1, Magic 3, Nerves of Steel, Occult Library 3 (The Grimoire), TK 3,
Drawbacks
Adversary 2 (various witches, warlocks), Honorable 2, Love (Dash, Killian), Secret (is a semi-immortal from another world) 2
Skills
Acrobatics 2, Computer 2, Crime 2, Doctor 3, Driving 3, Engineering 1, Getting Medieval 3, Gun Fu 1, Influence 3, Knowledge 5, Languages 1 (English), Notice 4, Occultism 4, Research 3, Science 2, Sports 2, Wild Card (Making Potions) 3
Spellcasting: +10
Deflect: +10
Frey is the youngest and usually the first to fall in love. She is not as strong in her magic as her sister or mother, but has a special affinity for making potions. She is also the daughter that gets along the best with Aunt Wendy.
Freya has calmed down a lot since her "wild child" days (which also makes her Wendy's favorite) to get married to a man named Dash. Though she falls in love with his brother, Killian. Both brothers are warlocks though. Freya currently works as a bartender.
Personally I think they would work great in any Cinematic Unisystem game.
I'd love to see more of this show (and so would the rest of the fans).
If you feel so inclined, send a Tweet to @Lifetime with the hashtag #RenewWitchesOfEastEnd.
I would consider is a personal favor.
Also if you are so inclined then please check out this petition.
http://www.ipetitions.com/petition/renew-witches-of-east-end
But a few surprising things happened. First I was not prepared to walk away saying "wow Julia Ormond was really great in that!" I NEVER liked Julia Ormond, I never liked her work. Yet this show made me do a complete 180. I think she is great in this and now I am wondering if I was just underestimating her as an actress. OR I think she needed to mature a bit more (and maybe me too) so I could appreciate how good she is.
Rachel Boston and Jenna Dewan-Tatum are both great as the younger witches Ingrid and Freya respectively.
Honestly it is like the a crossover between "Charmed" and "Practical Magic".
Of course I was bummed out when Lifetime canceled it after Season 2.
Though there maybe hope yet. There is a massive campaign to get the show back and it seems to be making a lot of head way. Even William Shatner is Tweeting that it should not have been canceled.
Checking on the #RenewWitchesOfEastEnd hashtag on Twitter it seems to be gaining more and more ground.
Witches of East End for Cinematic Unisystem
My normal mode here is to use Classic Unisystem for books and Cinematic for TV shows. Well Witches of East End is both. For this posting I am going to focus soley on the TV show and do Cinematic Unisystem. This is mostly Buffy/Angel stats, but a lot of Ghosts of Albion added in since it is a better fit for the show.
The Beauchamp witches are considered to be a supernatural race so they can choose some supernatural qualities and drawbacks normally denied to humans.
Joanna Beauchamp
Witch
Str: 2 Dex: 2 Con: 2 Int: 5 Per: 4 Wil: 7
Life Points: 39
Drama Points: 10
Qualities
Age 10, Attractive 1, Contacts 2 (occult), Control Weather 5, Hard to Kill 5, Healing Touch 3, Immortal, Magic 7, Nerves of Steel, Occult Library 3 (The Grimoire), TK 7, Unique Kill (Argentium)
Drawbacks
Adversary 5 (various witches, warlocks and members of Asgard that support her father), Emotional Problems (must protect her girls above all else) 1, Honorable 2, Love (Tragic), Obsession (Find a cure for her family curse), Secret (is immortal from another world) 2
Skills
Acrobatics 1, Computer 1, Crime 1, Doctor 3, Driving 3, Engineering 1, Getting Medieval 3, Gun Fu 1, Influence 3, knowledge 6, Languages 4 (English, Latin, Greek, Asgardian), Notice 5, Occultism 8, Science 2, Sports 1
Spellcasting: +22
Deflect: +22
Joanna is the matriarch of the Beachamp witches. She is sister to Wendy and mother to Ingrid and Freya. Joanna is over 1,000 years old and has been living on earth in exile. She tries to maintain a low profile when she can in order to keep her girls safe.
She works as an art teacher in the small town of North Hampton
Wendy Beauchamp
Witch
Str: 3 Dex: 4 Con: 2 Int: 4 Per: 4 Wil: 5
Life Points: 54
Drama Points: 10
Qualities
Acute Senses 2 (night vision, smell), Age 9, Attractive 2, Contacts 2 (occult), Control Weather 4, Hard to Kill 8, Healing Touch 2,
Drawbacks
Addiction 1 (mild lechery), Adversary 4 (various witches, warlocks and members of Asgard that support her father), Love (Tragic), Secret (is immortal from another world) 2
Skills
Acrobatics 3, Crime 2, Doctor 2, Driving 3, Engineering 1, Getting Medieval 4, Gun Fu 1, Influence 4, Knowledge 6, Languages 3 (English, Latin, Asgardian), Notice 6, Occultism 8, Science 2, Sports 3
Spellcasting: +19
Deflect: +19
Wendy is Joanna's younger sister. She is flighty and free spirited, but is fiercely devoted to her sister and nieces. Wendy and Joanna were estranged for while when Wendy accidentally killed one of Ingrid's incarnations.
Ingrid Beauchamp
Witch
Str: 3 Dex: 2 Con: 2 Int: 6 Per: 4 Wil: 4
Life Points: 39
Drama Points: 10
Qualities
Attractive 2, Bookish, Control Weather 1, Hard to Kill 2, Healing Touch 2, Magic 3, Nerves of Steel, Occult Library 3 (The Grimoire), TK 3,
Drawbacks
Adversary 2 (various witches, warlocks), Honorable 2, Love (Tragic), Secret (is a semi-immortal from another world) 2
Skills
Acrobatics 1, Computer 4, Crime 1, Doctor 3, Driving 3, Engineering 1, Getting Medieval 3, Gun Fu 1, Influence 3, Knowledge 6, Languages 3 (English, Latin, Greek), Notice 5, Occultism 5, Research 4, Science 5, Sports 1
Spellcasting: +12
Deflect: +12
Ingrid is the oldest daughter. She has only discovered that she is in fact a witch. She spent most of her life as a rational skeptic. She has similar powers to her mother but can also write new spells.
Ingrid currently works at the local East End library. She is also working on her dissertation on witches and witchcraft.
Freya Beauchamp
Witch
Str: 3 Dex: 2 Con: 3 Int: 4 Per: 4 Wil: 3
Life Points: 37
Drama Points: 10
Qualities
Attractive 3, Control Weather 1, Hard to Kill 1, Healing Touch 1, Magic 3, Nerves of Steel, Occult Library 3 (The Grimoire), TK 3,
Drawbacks
Adversary 2 (various witches, warlocks), Honorable 2, Love (
Skills
Acrobatics 2, Computer 2, Crime 2, Doctor 3, Driving 3, Engineering 1, Getting Medieval 3, Gun Fu 1, Influence 3, Knowledge 5, Languages 1 (English), Notice 4, Occultism 4, Research 3, Science 2, Sports 2, Wild Card (Making Potions) 3
Spellcasting: +10
Deflect: +10
Frey is the youngest and usually the first to fall in love. She is not as strong in her magic as her sister or mother, but has a special affinity for making potions. She is also the daughter that gets along the best with Aunt Wendy.
Freya has calmed down a lot since her "wild child" days (which also makes her Wendy's favorite) to get married to a man named Dash. Though she falls in love with his brother, Killian. Both brothers are warlocks though. Freya currently works as a bartender.
Personally I think they would work great in any Cinematic Unisystem game.
I'd love to see more of this show (and so would the rest of the fans).
If you feel so inclined, send a Tweet to @Lifetime with the hashtag #RenewWitchesOfEastEnd.
I would consider is a personal favor.
Also if you are so inclined then please check out this petition.
http://www.ipetitions.com/petition/renew-witches-of-east-end
Wednesday, November 12, 2014
Owl & Weasel Wednesday #17 June 1976
O&W #17 comes to us from June 1976. The editorial staff are head out for "Ian's & Steve's Crazy US Adventure" so this is the last issue till September.
The editorial tries to be funny, but just isn't. Nothing against Ian Livingstone, but seriously stick to what you know and off-beat humor isn't it. They are hosting a Subscriber Article Competition though to get more fresh blood in. Winners will get their entry published and goods from the staff equal to £5.00. Not a bad deal really for 1976 and a zine.
We start out with a review of "Lose Your Shirt" from Waddingtons. It is a racing games with pieces, cards and various props. Ian praises it for it fun and guesswork in not knowing who is backing what till the end. I want to take a moment here and reflect one what must have felt like a boardgame Golden Age then. Looking back we might even call it the end of the golden age, but I am not sufficiently knowledgeable enough to be able to say. Often I thought that having someone from this time to chat with might help. To get more of a context into this side of our hobby.
If anyone knows more about this time and wishes to share insights then please feel free to comment below.
More book reviews on board games. They are very brief really.
What I find more interesting on this page is the ad for NOVA Enterprises, a game store (or mail order) in Brooklyn. What is great about it (other than it is a Game Store ad) is that they boast about having over 30 F&SF games! We are at best 2.5 years out from the earliest D&D could have been published and there are 30 some odd games in the same general genre. While that is a low number by today's standards it strikes me as being huge for then! Also all the prices are in $ not £.
Were some O&Ws sold in the States? Though the ad does ask for $0.25 or 2 IRCs (international reply coupons) so they must be expecting some orders from O&W regular subscribers.
Ian Waugh has an article on the growth of Fantasy games, though it includes Sci-Fi games as well. Again this makes it feel like it was a boom time for RPGs. While it predates my personal experiences it was in the experience of people I gamed with. It did seem (from them) to be a time of endless possibility. Maybe not endless choice as compared to now. I can see how the DIY spirit infused the game at this time too. It was the same as the early computer days to me.
Moving on to Letters later in the issue we have yet another "Ripped from the Blog Posts of Today" submission. This one is an interesting method of reducing the HD, and thus the attack ability, of monsters in combat. The premise is simple, weaker monsters have weaker attacks. Therefore a weakened monster should also have weaker attacks. The attacks are refigured based on the monster's current HP with the following formula. Monster Fighting Level = (Monster HP)/4. The author, Ian Moseley, also offers a table. To simple it up every loss of 4 hp results in a -1 to hit.
It is an interesting idea and even one that was flirted with in D&D 4 and something I had used in Unisystem years ago. But it is easy to see why it never caught on even if it makes a certain level of common sense. Still though. Nothing new under sun right?
We end with some more alt-rulings on Diplomacy and the ads.
While there is a lot of talk about other games, I have not seen them yet in the pages. This is still a general games magazine with a board game focus and the occasional RPG, nee F&SF Games, element.
The editorial tries to be funny, but just isn't. Nothing against Ian Livingstone, but seriously stick to what you know and off-beat humor isn't it. They are hosting a Subscriber Article Competition though to get more fresh blood in. Winners will get their entry published and goods from the staff equal to £5.00. Not a bad deal really for 1976 and a zine.
We start out with a review of "Lose Your Shirt" from Waddingtons. It is a racing games with pieces, cards and various props. Ian praises it for it fun and guesswork in not knowing who is backing what till the end. I want to take a moment here and reflect one what must have felt like a boardgame Golden Age then. Looking back we might even call it the end of the golden age, but I am not sufficiently knowledgeable enough to be able to say. Often I thought that having someone from this time to chat with might help. To get more of a context into this side of our hobby.
If anyone knows more about this time and wishes to share insights then please feel free to comment below.
More book reviews on board games. They are very brief really.
What I find more interesting on this page is the ad for NOVA Enterprises, a game store (or mail order) in Brooklyn. What is great about it (other than it is a Game Store ad) is that they boast about having over 30 F&SF games! We are at best 2.5 years out from the earliest D&D could have been published and there are 30 some odd games in the same general genre. While that is a low number by today's standards it strikes me as being huge for then! Also all the prices are in $ not £.
Were some O&Ws sold in the States? Though the ad does ask for $0.25 or 2 IRCs (international reply coupons) so they must be expecting some orders from O&W regular subscribers.
Ian Waugh has an article on the growth of Fantasy games, though it includes Sci-Fi games as well. Again this makes it feel like it was a boom time for RPGs. While it predates my personal experiences it was in the experience of people I gamed with. It did seem (from them) to be a time of endless possibility. Maybe not endless choice as compared to now. I can see how the DIY spirit infused the game at this time too. It was the same as the early computer days to me.
Moving on to Letters later in the issue we have yet another "Ripped from the Blog Posts of Today" submission. This one is an interesting method of reducing the HD, and thus the attack ability, of monsters in combat. The premise is simple, weaker monsters have weaker attacks. Therefore a weakened monster should also have weaker attacks. The attacks are refigured based on the monster's current HP with the following formula. Monster Fighting Level = (Monster HP)/4. The author, Ian Moseley, also offers a table. To simple it up every loss of 4 hp results in a -1 to hit.
It is an interesting idea and even one that was flirted with in D&D 4 and something I had used in Unisystem years ago. But it is easy to see why it never caught on even if it makes a certain level of common sense. Still though. Nothing new under sun right?
We end with some more alt-rulings on Diplomacy and the ads.
While there is a lot of talk about other games, I have not seen them yet in the pages. This is still a general games magazine with a board game focus and the occasional RPG, nee F&SF Games, element.
Tuesday, November 11, 2014
Reviews: Victorian Era Games, LPJ Design Edition
I love Victorian Era games. I own most of the classics and many of the non-classics in dead tree versions and nearly everything on PDF. I am a tad bit obsessive. But I also play most of these games too. It is just a fun time to play in.
Here are a few that I have enjoyed, but have not talked about much. First up a few from LPJ Design. These were released in the d20 days and have been retooled for Pathfinder.
Victorian Age Feats
14 pages of new feats (12 of content and 2 of OGL). While there is a Victorian sensibility to these, most, if not all could be used in Pathfinder or d20 Modern. In particular I liked the Astrology, Bookworm, Charmed, Empathy, Expert Healer and Look Harmless feats. Others like Puritan Witchfinder might be more suited for 200 years before the Victorian times. A bit of a different feel to feats which I like. With a price of under 2 bucks this is a pretty good deal really.
Victorian Age Feats 2
Like Victorian Age Feats, this product is 14 pages (11.5 for content, 2.5 for OGL). It offers a wide variety of interesting feats to use with your d20/Pathfinder based game. Again what strikes me the most about these is how well they work with Pathfinder out of the box. A minor quibble though. Some of the feats are related to guns, this is fine, but the Victorian era saw a wide variety in technology related to firearms. The "Rip a Clip" feat is fine, but only useful for firearms created after 1890 (near the end of the era). Also not appropriate for Pathfinder even with the Gunslinger (but that is not a strike against this product).
For under 2 bucks it is a good deal, but I didn't like it as much as the first.
Victorian Horrors: Jack the Ripper
It is very difficult to talk about the late Victorian period and NOT mention Jack the Ripper. This 6 page PDF covers how to use Jack in your games and assumes that he will be an adversary of the Characters. Two possible means of link Jack to the PCs as a nemesis are discussed. Some detail is given on the public and police reaction to the Ripper case. Some basic d20 crunch is given to help move the players along.
Stats are given for Jack the Ripper (d20 Modern) and some ideas are given based on the level of magic in your games.
The text of the "Jack the Ripper letters" are reproduced.
While I think this is a good starting effort a lot more could have been done. For example a time-line of the Ripper case should have been included and the names of his victims. Also a map of the killings would have been extremely helpful. While all of this is readily available, that is also the exact reason why it should have been included. As it stands this is just a PDF of a potential threat to the PCs with not much in it that says it is Jack the Ripper.
Victorian Horrors: Martian Invaders
A much better effort here than the Jack the Ripper product. This details the Martian invasion ala H.G. Wells. This product details the Martians, their crafts and their technology. Though curiously missing are stats for the Martian alien themselves. Also while the inspiration is obviously Wells, he is not mentioned in this product. Quotes from the War of the Worlds text would have also been nice. Plus there is not much here that says "Victorian" to me. This could have been about the Wells book or the classic 1953 movie. Actually it seemed more similar to "Day of the Triffids" to me.
7 pages, 6 of content, 1 of OGL.
All four of these are available in the D20 Victorian Era Bundle from LPJ.
Here are a few that I have enjoyed, but have not talked about much. First up a few from LPJ Design. These were released in the d20 days and have been retooled for Pathfinder.
Victorian Age Feats
14 pages of new feats (12 of content and 2 of OGL). While there is a Victorian sensibility to these, most, if not all could be used in Pathfinder or d20 Modern. In particular I liked the Astrology, Bookworm, Charmed, Empathy, Expert Healer and Look Harmless feats. Others like Puritan Witchfinder might be more suited for 200 years before the Victorian times. A bit of a different feel to feats which I like. With a price of under 2 bucks this is a pretty good deal really.
Victorian Age Feats 2
Like Victorian Age Feats, this product is 14 pages (11.5 for content, 2.5 for OGL). It offers a wide variety of interesting feats to use with your d20/Pathfinder based game. Again what strikes me the most about these is how well they work with Pathfinder out of the box. A minor quibble though. Some of the feats are related to guns, this is fine, but the Victorian era saw a wide variety in technology related to firearms. The "Rip a Clip" feat is fine, but only useful for firearms created after 1890 (near the end of the era). Also not appropriate for Pathfinder even with the Gunslinger (but that is not a strike against this product).
For under 2 bucks it is a good deal, but I didn't like it as much as the first.
Victorian Horrors: Jack the Ripper
It is very difficult to talk about the late Victorian period and NOT mention Jack the Ripper. This 6 page PDF covers how to use Jack in your games and assumes that he will be an adversary of the Characters. Two possible means of link Jack to the PCs as a nemesis are discussed. Some detail is given on the public and police reaction to the Ripper case. Some basic d20 crunch is given to help move the players along.
Stats are given for Jack the Ripper (d20 Modern) and some ideas are given based on the level of magic in your games.
The text of the "Jack the Ripper letters" are reproduced.
While I think this is a good starting effort a lot more could have been done. For example a time-line of the Ripper case should have been included and the names of his victims. Also a map of the killings would have been extremely helpful. While all of this is readily available, that is also the exact reason why it should have been included. As it stands this is just a PDF of a potential threat to the PCs with not much in it that says it is Jack the Ripper.
Victorian Horrors: Martian Invaders
A much better effort here than the Jack the Ripper product. This details the Martian invasion ala H.G. Wells. This product details the Martians, their crafts and their technology. Though curiously missing are stats for the Martian alien themselves. Also while the inspiration is obviously Wells, he is not mentioned in this product. Quotes from the War of the Worlds text would have also been nice. Plus there is not much here that says "Victorian" to me. This could have been about the Wells book or the classic 1953 movie. Actually it seemed more similar to "Day of the Triffids" to me.
7 pages, 6 of content, 1 of OGL.
All four of these are available in the D20 Victorian Era Bundle from LPJ.
Monday, November 10, 2014
Returning to the Manor
One of the cool things about the early days of this hobby was finding great little zines of new content. Sometimes it was an alternate rule, or new monster or class. Some of these were good, many were mediocre but all of them were a lot of fun. Back then I didn't care how good or bad it was, I was just glad to have something new and exciting to try out.
The Manor reminds me of the best parts of that time. The Manor is the digital zine from +Tim Shorts over at Gothridge Manor. I have always enjoyed Tim's blog. He began his blogging around the same time I really started blogging in earnest. Plus he is a fellow Tim so I am inclined to like it!
I while back I reviewed the first three issues and some other publications from him. Today I want to look into the next four issues; The Manor #4 to #7.
The Manor #4
At 39 pages this issue takes the Manor beyond the Zine world and puts it more firmly in "magazine" territory. Even the Owl & Weasel or the Strategic Review got to this size.
We start out with an adventure for Swords & Wizardy for 4 to 6 characters of 5th to 7th level. The adventure is 15 pages and includes 2 new monsters including a very cool, Lovecraftian-feeling "big bad". The last part of this adventure with the monster (the Or'Drog) and it's lair are worth the price of this Zine alone. Slap this bad guy into your generic Caves of Chaos and suddenly the stakes have gone up a lot. I am kicking myself for not reading this sooner. This was out in July of 2013. I could have used this very monster in exactly what I mentioned above when playing Keep on the Borderlands with my kids. Yes, this 11 HD monster would have been too much for them, but it would have up the stakes considerably.
SO if you have copies of these laying around, READ THEM! There is good stuff in here.
"From Beneath the Manor" is so great. It is a feature that I hope to see more of; Contributors send in their monsters to be stated up for any OSR compatible game and illustrated by Jason Sholtis. It reminds me of the old Fiend Factory from White Dwarf.
We end with a couple of ads (for that full Zine feel).
Seriously though, The Manor #4 is awesome and I can't wait to read the next ones.
The Manor #5
The Manor #5 is a bit shorter than #4, but at 28 pages it is still a great deal.
First up is the "Vineyard of Villain. Four Evil NPCs to use in your game and illustrated by Jay Penn.
"Cursed Concoctions" by Chris Coski is a collection of 7 new poisons/potions for evil GMs. There is a random table of tavern names if you need a dive in a hurry. The "Sullen Hagfish" has good food I am sure.
There is a lengthy article on doors. With a nice font for the header. Made this feel like a cool 70s Zine, The article itself is a good one and a good read for GMs.
There is another longish article on random city encounters.
Like before, we end it with an ad (of sorts).
I am not as overtly enthusiastic about #5 as I was for #4; but there is a lot great stuff here all the same. Taken as a body of work it is still fun and still gives me that same thrill that I got when discovering Zines in the 80s.
The Manor #6
AKA the Issue with the Halfling with the Epic Pimp Hat.
The Manor #6 is back to 28 pages and jam packed by the looks of the Table of Contents.
The first adventure/setting is "The Brothel at Wargumn". It might be a little to risque for the youngest gamers, but it is sure a lot less risque than things I was reading at the time when zines were popular (70s and 80s). Easy to drop this into any game, any world or even any town.
The Guard class is next. It would not be right unless a new class showed up every now and then. I am not sure that this class adds anything above and beyond say a dedicated fighter, but it still looks solid and looks like it plays well.
"Getting from Point A to Point B" is an interesting addition from Ken Harrison. It details three portal traps/puzzles of getting from A to B in a dungeon setting. A great little addition to any dungeon where a magic-user may want to keep something hidden (Point B) but still need to get to it time to time.
"Witches of the Dark Moon" is a great little one-shot written by Tim Shorts himself using a lot of elements he had at his disposal. This includes using my own Witch Class for the witches. You don't need my book to play this, but it does add a little extra to the mix. Consequently this one shot also does the one thing my witch DIDN'T do well and that is provide a ready to play adventure for witches. The adventure it self is a lot of fun.
The only "ad" at the end is one for a the Manor Compilation of issues #1 thru #5. Now I do want to point out. I LIKE the ads at the end. I do. It gives the Manor a nice zine feel and reminds me of reading the Owl & Weasel or older White Dwarf magazines.
The Manor #7
This is the newest one on the batch (for now) and it shows. The evolving layout and feel of the zine gives it a nice organic feel. I love the PDFs, but this issue makes me want them all in print form too.
The other big difference here is that creator Tim Shorts is only the editor of this, he has no content of his own in it. I am taking that as a sign of good growth.
"Boltswitch's Mobile Potion Emporium" by Boric Glanduum is a great throwback to the traveling snake-oil salemen of the previous turn of the century. Whether his potions work is up to the GM I guess, but I like the idea enough to steal it! I hope he has some Guards from Issue #6 to protect him.
"The Skinwalker (Coyote)" by Joshua De Santo is a Native American feeling lycanthropic class for S&W. It looks fun, but leaves me wanting more to be honest.
Chris Coski is back an he has a number of magical mirrors in "Mirror, Mirror". His penchant for alliteration is amusing, but it could have gotten tiresome quick.
A couple of smaller adventures are next. "Trouble Down the Well" by Simon Forester and "Horrid Caves" by Garrison James. Horrid Caves is the larger of the two. It has some new spells and a couple of new monsters.
Rusty Battle Axe brings us some Mind Flayer art and an Illithid haiku. Two words that I have never used that close to each other.
We end with an ad for Tenkar & the Badger's OSR Radio podcast. Though no URL is provided. Here it is just in case, http://www.tavernradio.com/.
All in all these are great additions to your gaming library. Take them, cut them up and paste the bits you like into your own notebook and run with it like it was 1981.
The Manor reminds me of the best parts of that time. The Manor is the digital zine from +Tim Shorts over at Gothridge Manor. I have always enjoyed Tim's blog. He began his blogging around the same time I really started blogging in earnest. Plus he is a fellow Tim so I am inclined to like it!
I while back I reviewed the first three issues and some other publications from him. Today I want to look into the next four issues; The Manor #4 to #7.
The Manor #4
At 39 pages this issue takes the Manor beyond the Zine world and puts it more firmly in "magazine" territory. Even the Owl & Weasel or the Strategic Review got to this size.
We start out with an adventure for Swords & Wizardy for 4 to 6 characters of 5th to 7th level. The adventure is 15 pages and includes 2 new monsters including a very cool, Lovecraftian-feeling "big bad". The last part of this adventure with the monster (the Or'Drog) and it's lair are worth the price of this Zine alone. Slap this bad guy into your generic Caves of Chaos and suddenly the stakes have gone up a lot. I am kicking myself for not reading this sooner. This was out in July of 2013. I could have used this very monster in exactly what I mentioned above when playing Keep on the Borderlands with my kids. Yes, this 11 HD monster would have been too much for them, but it would have up the stakes considerably.
SO if you have copies of these laying around, READ THEM! There is good stuff in here.
"From Beneath the Manor" is so great. It is a feature that I hope to see more of; Contributors send in their monsters to be stated up for any OSR compatible game and illustrated by Jason Sholtis. It reminds me of the old Fiend Factory from White Dwarf.
We end with a couple of ads (for that full Zine feel).
Seriously though, The Manor #4 is awesome and I can't wait to read the next ones.
The Manor #5
The Manor #5 is a bit shorter than #4, but at 28 pages it is still a great deal.
First up is the "Vineyard of Villain. Four Evil NPCs to use in your game and illustrated by Jay Penn.
"Cursed Concoctions" by Chris Coski is a collection of 7 new poisons/potions for evil GMs. There is a random table of tavern names if you need a dive in a hurry. The "Sullen Hagfish" has good food I am sure.
There is a lengthy article on doors. With a nice font for the header. Made this feel like a cool 70s Zine, The article itself is a good one and a good read for GMs.
There is another longish article on random city encounters.
Like before, we end it with an ad (of sorts).
I am not as overtly enthusiastic about #5 as I was for #4; but there is a lot great stuff here all the same. Taken as a body of work it is still fun and still gives me that same thrill that I got when discovering Zines in the 80s.
The Manor #6
AKA the Issue with the Halfling with the Epic Pimp Hat.
The Manor #6 is back to 28 pages and jam packed by the looks of the Table of Contents.
The first adventure/setting is "The Brothel at Wargumn". It might be a little to risque for the youngest gamers, but it is sure a lot less risque than things I was reading at the time when zines were popular (70s and 80s). Easy to drop this into any game, any world or even any town.
The Guard class is next. It would not be right unless a new class showed up every now and then. I am not sure that this class adds anything above and beyond say a dedicated fighter, but it still looks solid and looks like it plays well.
"Getting from Point A to Point B" is an interesting addition from Ken Harrison. It details three portal traps/puzzles of getting from A to B in a dungeon setting. A great little addition to any dungeon where a magic-user may want to keep something hidden (Point B) but still need to get to it time to time.
"Witches of the Dark Moon" is a great little one-shot written by Tim Shorts himself using a lot of elements he had at his disposal. This includes using my own Witch Class for the witches. You don't need my book to play this, but it does add a little extra to the mix. Consequently this one shot also does the one thing my witch DIDN'T do well and that is provide a ready to play adventure for witches. The adventure it self is a lot of fun.
The only "ad" at the end is one for a the Manor Compilation of issues #1 thru #5. Now I do want to point out. I LIKE the ads at the end. I do. It gives the Manor a nice zine feel and reminds me of reading the Owl & Weasel or older White Dwarf magazines.
The Manor #7
This is the newest one on the batch (for now) and it shows. The evolving layout and feel of the zine gives it a nice organic feel. I love the PDFs, but this issue makes me want them all in print form too.
The other big difference here is that creator Tim Shorts is only the editor of this, he has no content of his own in it. I am taking that as a sign of good growth.
"Boltswitch's Mobile Potion Emporium" by Boric Glanduum is a great throwback to the traveling snake-oil salemen of the previous turn of the century. Whether his potions work is up to the GM I guess, but I like the idea enough to steal it! I hope he has some Guards from Issue #6 to protect him.
"The Skinwalker (Coyote)" by Joshua De Santo is a Native American feeling lycanthropic class for S&W. It looks fun, but leaves me wanting more to be honest.
Chris Coski is back an he has a number of magical mirrors in "Mirror, Mirror". His penchant for alliteration is amusing, but it could have gotten tiresome quick.
A couple of smaller adventures are next. "Trouble Down the Well" by Simon Forester and "Horrid Caves" by Garrison James. Horrid Caves is the larger of the two. It has some new spells and a couple of new monsters.
Rusty Battle Axe brings us some Mind Flayer art and an Illithid haiku. Two words that I have never used that close to each other.
We end with an ad for Tenkar & the Badger's OSR Radio podcast. Though no URL is provided. Here it is just in case, http://www.tavernradio.com/.
All in all these are great additions to your gaming library. Take them, cut them up and paste the bits you like into your own notebook and run with it like it was 1981.
Friday, November 7, 2014
Kickstart Your Weekend: Barrel Rider Games
James Spahn over at Barrel Rider Games has been quietly releasing a steady stream of work for Labyrinth Lord and Old-School Games for a couple of years now.
I have posted a number of times about BRG over the years and reviewed a lot of his work.
http://timbrannan.blogspot.com/search?q=barrel+rider+games
Where BRG really shines is getting out PDFs of a single class for a buck. You don't have to buy everything they make, but there is certainly something for everyone.
So it is my pleasure to let you all know about BRG's fund-raising drive to get some new equipment to put out the Class Compendium. Promising to over 200 pages (and I expect it will be more than that even) the BRG Class Compendium will feature some of class from his catalog with plenty of updates to some of the earlier ones.
https://www.indiegogo.com/projects/class-compendium-for-labyrinth-lord
He is asking for a modest $550 via Indiegogo. Which honestly I feel is reasonable. You are making an investment in his company and getting nice book of classes in return. Also this means the BRG can keep doing what they have been doing the best; short sweet pdfs for a buck.
I think this is a good cause. You spend some money, you get a book.
You can also find him on the web at:
https://www.facebook.com/BarrelRiderGames
I have posted a number of times about BRG over the years and reviewed a lot of his work.
http://timbrannan.blogspot.com/search?q=barrel+rider+games
Where BRG really shines is getting out PDFs of a single class for a buck. You don't have to buy everything they make, but there is certainly something for everyone.
So it is my pleasure to let you all know about BRG's fund-raising drive to get some new equipment to put out the Class Compendium. Promising to over 200 pages (and I expect it will be more than that even) the BRG Class Compendium will feature some of class from his catalog with plenty of updates to some of the earlier ones.
https://www.indiegogo.com/projects/class-compendium-for-labyrinth-lord
He is asking for a modest $550 via Indiegogo. Which honestly I feel is reasonable. You are making an investment in his company and getting nice book of classes in return. Also this means the BRG can keep doing what they have been doing the best; short sweet pdfs for a buck.
I think this is a good cause. You spend some money, you get a book.
You can also find him on the web at:
https://www.facebook.com/BarrelRiderGames
Wednesday, November 5, 2014
Owl & Weasel Wednesday #16 May 1976
It's Spring of 1976. I remember my parents putting up this red, white and blue wallpaper in my room around this time. It had all sorts of colonial pictures with it including one of the declaration of Independence. Why is this important? It isn't! But it was what I remember from the time.
The time is May 1976 and the magazine is Owl & Weasel #16.
Well the BIG news of this issue is of course the overview/review of Supplement III Eldritch Wizardry. EW is, without a doubt one of the most influential books introduced to me back in the days of my early game playing. Depsite the fact that all this material later became part of AD&D, the fact that at one time additional material was a revelation to me. Druids, Demons, Psionics, Artifacts. Really. It was everything I loved about AD&D in a "Basic" D&D package. It is no wonder then that I own 4 copies today. My favorite part of this? The last paragraph where Ian Livingstone mentions that there is so much in this book that Gygax and Blume can't possibly dream up more material for the game!
The Page 2 Editorial talks about how Ian and Steve will be going to America the first week of July till September. They plan to visit the TSR headquarters. There is also talk of the UK's first D&D Con when they get back. I find this interesting because I wrote a Chill adventure that begins on a TransAtlantic Flight from London to New York in July 1976. I think for my own amusement I might place Steve and Ian on that same flight and they can interact briefly with the characters!
Page 3 has more on EW and the D&D Society news.
Page 4 to 5 has some book reviews on game books. They are written though as if all the readers are already familiar with the books. Was this an artifact of the time, the place or the hobby? Not sure.
Letters. Hmmm. One looks sincere and legit, the others all look like fakes/bad attempts at humor. We occasionally saw these in White Dwarf as well.
Pages 6 and 7 have a true oddity for me. "Friday in Dundee" is a basic sort of RPG where players can take on the persona of nearly any sort of character; though only a couple of characters are provided. You are given some basic information and you are supposed to collect Benefit Points. I failed to mention that this game was made in Japan by a company that usually makes surgery equipment. I did some looking and I can't find anything on it. Anyone know anything more?
Moving on there are articles of "Competitive" D&D, which has some interesting ideas, but I see why it never caught on.
In other news, Avon Hill buys the American game company 3M gaining the rights to Speed Circuit, Feudal, Stocks & Bonds among others.
So this issue goes to show that once again the past is not really as far back as I sometimes thought it was. A lot of what passes for RPG history or lore is often shrouded in some mysterious "bygone age". It wasn't, not really. Once D&D was brand new and people felt three supplements were enough. Actually, I have run into people like that this week.
The time is May 1976 and the magazine is Owl & Weasel #16.
Well the BIG news of this issue is of course the overview/review of Supplement III Eldritch Wizardry. EW is, without a doubt one of the most influential books introduced to me back in the days of my early game playing. Depsite the fact that all this material later became part of AD&D, the fact that at one time additional material was a revelation to me. Druids, Demons, Psionics, Artifacts. Really. It was everything I loved about AD&D in a "Basic" D&D package. It is no wonder then that I own 4 copies today. My favorite part of this? The last paragraph where Ian Livingstone mentions that there is so much in this book that Gygax and Blume can't possibly dream up more material for the game!
The Page 2 Editorial talks about how Ian and Steve will be going to America the first week of July till September. They plan to visit the TSR headquarters. There is also talk of the UK's first D&D Con when they get back. I find this interesting because I wrote a Chill adventure that begins on a TransAtlantic Flight from London to New York in July 1976. I think for my own amusement I might place Steve and Ian on that same flight and they can interact briefly with the characters!
Page 3 has more on EW and the D&D Society news.
Page 4 to 5 has some book reviews on game books. They are written though as if all the readers are already familiar with the books. Was this an artifact of the time, the place or the hobby? Not sure.
Letters. Hmmm. One looks sincere and legit, the others all look like fakes/bad attempts at humor. We occasionally saw these in White Dwarf as well.
Pages 6 and 7 have a true oddity for me. "Friday in Dundee" is a basic sort of RPG where players can take on the persona of nearly any sort of character; though only a couple of characters are provided. You are given some basic information and you are supposed to collect Benefit Points. I failed to mention that this game was made in Japan by a company that usually makes surgery equipment. I did some looking and I can't find anything on it. Anyone know anything more?
Moving on there are articles of "Competitive" D&D, which has some interesting ideas, but I see why it never caught on.
In other news, Avon Hill buys the American game company 3M gaining the rights to Speed Circuit, Feudal, Stocks & Bonds among others.
So this issue goes to show that once again the past is not really as far back as I sometimes thought it was. A lot of what passes for RPG history or lore is often shrouded in some mysterious "bygone age". It wasn't, not really. Once D&D was brand new and people felt three supplements were enough. Actually, I have run into people like that this week.
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