This is something I wanted to start the year off with, but for some reason didn't get it set up.
Maybe it is the age I started playing or the time, but there was a strange alchemy that has forever link D&D (and most RPGs) and music together for me. When I was in Jr. High we would not start playing until we saw at least one Iron Maiden video on the then commercial free MTV. And in High School it was through D&D that I was introduced to scores of new bands and music that I remain a fan of to this day.
So it is with that in mind that I introduce my newest weekly feature.
Friday Night Videos. I'll post a couple of videos, maybe around a theme, and talk about how they tied into my games. I won't just focus on the 80s, though there will be a lot of that, nor will my focus be purely D&D related.
For my first post I want to include a video that I first saw on the show "Friday Night Videos" on NBC back in the day. Just like the original, I'll have this up on Friday nights at 11:30 PM Central time.
First up is Ozzy Osbourne with the title track from his 1983 album, Bark at the Moon.
Honestly to this day I can write about werewolves and NOT think about this video. I put this album on repeat when I was working on the monster section of Ghosts of Albion.
My Jr. High DM introduced me to Ozzy and my High School DM introduced me to Rush.
Of course the song has more to do with paranoia (and Paranoia) and a police state, I took it more literally as an enemy within yourself. From 1984's Grace Under Pressure, "The Enemy Within".
Finally. Really how can we talk about werewolves and not include Warren Zevon's classic.
Excitable Boy was one of those albums that my DM threw at me and told me I had to listen to it before I came back for our next game (we were doing the Slave Lords adventures then). The album is fantastic and it is almost regrettable that people usually only know "Werewolves of London". You do get people that know about "Lawyers, Guns and Money", but most don't know what album it is from. "Lawyers, Guns and Money" of course I used in my Buffy/Angel games.
"Werewolves of London" is honored in my games a number of ways but the most obvious is my vampire run strip club Mayfairs.
So what songs remind you of gaming? Put in your requests below and I might pick them up on next weeks Friday Night Videos! (People posting on Friday nights get to move to the front of the request lines).
Friday, January 23, 2015
Return to Dolmvay
So on a whim (and to celebrate the fact I sold like 6 print copies of the Witch in December) I spent some of my hard earned freelancer money on +Pete Spahn's hardcover of the Guidebook to the City of Dolmvay (Special Edition).
Sorry for the blur on the spine. But I wanted to show that this is a thick book.
What I have said in my earlier review of the PDF version still applies here.
The font size is larger than I expected. This is both good and bad. Good for my Grognard eyes but a smaller book might have been nice too. In the end, I think it is a good thing.
The book will look great on my "OSR" shelf. It will help build up that shared world idea I have.
So what makes this the "Special Edition"? Well it includes the adventure "Oak Grove Whispers" adventure for 1st to 3rd level characters. The pdf of this adventure lists at $4.95, so to including this in the special edition is a real treat.
The book really nice to be honest. A nice hefty tome at 261 pages. If you want to see what it looks like, grab the PDF, it is Pay What You Want.
Still want to make a Witch Cover for it. Now that I have the Oak Grove adventure I have some better ideas.
Sorry for the blur on the spine. But I wanted to show that this is a thick book.
What I have said in my earlier review of the PDF version still applies here.
The font size is larger than I expected. This is both good and bad. Good for my Grognard eyes but a smaller book might have been nice too. In the end, I think it is a good thing.
The book will look great on my "OSR" shelf. It will help build up that shared world idea I have.
So what makes this the "Special Edition"? Well it includes the adventure "Oak Grove Whispers" adventure for 1st to 3rd level characters. The pdf of this adventure lists at $4.95, so to including this in the special edition is a real treat.
The book really nice to be honest. A nice hefty tome at 261 pages. If you want to see what it looks like, grab the PDF, it is Pay What You Want.
Still want to make a Witch Cover for it. Now that I have the Oak Grove adventure I have some better ideas.
Thursday, January 22, 2015
Gog and Magog for Advanced Era Games
Don't you love it when you are doing a bit of research on a couple of different things and suddenly you read one thing and all these disparate threads come together as a nice whole? Jung used to call it Synchronicity. I say that if you bury your head in something for long enough your research numbed brain will see connections everywhere. In either case this is some thing that clicked for me the other day.
I was doing research on the the original Balor/Type VI demons in 1st Ed AD&D and how there are only six of them. The DMG lists them as Balor (their leader and the largest), Errtu, Ndulu, Ter-Soth, Alzoll, and Wendonai. Wendonai. Doesn't exactly fill you with fear does it. Since I am using the OGC Balor as the basis of my own Baalor in my games I wanted to expand them a bit. So these names are purely off limits (save for Balor).
That tied in with all the myths I have been reading (well, since forever) of Ireland, England, Scotland and Wales (er Walesland?). There was a Balor there too. Only he was a giant with one eye on his forehead and another on the back of his head. I was reading about all these giants when I came across Gogmagog.
I had been familiar with Gog and Magog and Gogmagog because of an off-hand reference on Doctor Who years and years before. I had scribbled down that Gog and Magog were akin to Ogres, but divine. I choose ogres because of something the Doctor said "Gog, Magog and Ogre", pronounced 'O-gree'. In the book of Revelations Gog and Magog were the ultimate enemies of God's people. Though to be fair Gog and Magog hopscotch all over the Bible and one is never really sure if they are individuals, peoples, or lands. Gog and Magog also appear in the Qur'an as a monster (the monster of Gog and Magog) or again as a land.
Recently I reread the Silmarillion by J.R.R. Tolkien. The chief of the Balrogs was a being known as Gothmog. I knew I was on to something. Obviously Tolkien, a professor of English literature and languages (especially Old English) knew of Gogmagog. In some early versions of Tolkien's work Gothmog is even described as a "son of Melkor and the ogress Fuithluin", Later a "Gothmog" was also the orc in charge of Mordor's army in the Return of the King. Obviously named after the Balrog (and less confusing than Glorfindel of Rivendell vs. Glorfindel of Gondolin).
All of this though has given me some ideas.
Here they are using OSRIC and LL Advanced Edition Companion. All text below is considered Open for use under the OGL.
Section 15: OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Frugé and Matthew James Stanham.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Adventures Dark and DeepTM Bestiary, Copyright 2011-2013 BRW Games, LLC.
Gog and Magog for Advanced Era Games, Copyright 2015 Timothy S. Brannan.
Gog and Magog
Class F Standard Order (true) Demons
Frequency: Very Rare (Unique Demons)
No. Encountered: 2
Size: Large, 13' (Gog), 13' 5" (Magog)
Move: 60 ft; 150 ft flying (AA:III)
Armor Class: -3 (Gog) / -4 (Magog)
Hit Dice*: 10d8+10 (Gog), 10d8+21 (Magog)
Attacks: 1 bite or by special attack
Damage: 1d12+4
Special Attacks: Flaming great sword (2d8) (Gog) or Flaming great axe (2d8) (Magog) + 3d6 fire
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 75%
Lair Probability: 0%
Intelligence: High
Alignment: Chaotic evil
Level/XP: 9/3,750 + 13/hp**
Gog and Magog are two unique demons of the same sort of Balor. While they are larger and more aggressive than their kin, their natures preclude them from ruling large numbers of lower demons as their brethren might. Gog and Magog are described as "brothers" and this has never been proven by any occult scholar. They share a physical similarity to each other. Gog is large, predominantly red in color with black hair and beard. He wields a large flaming sword in battle. Magog is larger, predominantly black in color with red hair and beard. He wields a large flaming great axe. Either causes an extra 3d6 points of fire damage per hit.
Gog and Magog can also use the following powers at will: detect invisibility, detect magic, dispel magic, fear (as the wand), pyrotechnics, read languages, read magic, suggestion, telekinesis (600 lbs.), and symbol (despair, fear, sleep, and stunning). A +2 or better magical weapon to hit.
Unlike other demons, Gog and Magog cannot gate in lesser true demons. Instead they may summon 2d6 demonic Ogres each. These creatures appear as normal ogres save that their skin is red and they are immune to fire, poison, sleep and charm spells. They also need a +1 or better magical weapon to hit. Demonic ogres always have the maximum hitpoints for ogres.
Much like other demons, these two will bicker and fight and even plot against each other. However when confronted with a common foe the will work together to defeat them. They are completely loyal only to each other. They are often found in each other's company.
They are most often found on the Material Plane, the summoning ritual for one will also summon the other and only rarely in the Abyss.
They are violent, aggressive and constantly angry. Neither is much for planning, but when pressed they are good strategists and have been used as generals by stronger Demon Lords and Princes. They have even been known to serve the Baalseraph Ahriman, also known as Angra Mainyu. A common tactic among the Demon Lords that engage their services are to choose a location and let the brothers go.
*Many "Advanced Era Games" use a d8 for monster HD. I prefer to use a d10 myself.
** Adjust according to your preferred system.
I was doing research on the the original Balor/Type VI demons in 1st Ed AD&D and how there are only six of them. The DMG lists them as Balor (their leader and the largest), Errtu, Ndulu, Ter-Soth, Alzoll, and Wendonai. Wendonai. Doesn't exactly fill you with fear does it. Since I am using the OGC Balor as the basis of my own Baalor in my games I wanted to expand them a bit. So these names are purely off limits (save for Balor).
That tied in with all the myths I have been reading (well, since forever) of Ireland, England, Scotland and Wales (er Walesland?). There was a Balor there too. Only he was a giant with one eye on his forehead and another on the back of his head. I was reading about all these giants when I came across Gogmagog.
I had been familiar with Gog and Magog and Gogmagog because of an off-hand reference on Doctor Who years and years before. I had scribbled down that Gog and Magog were akin to Ogres, but divine. I choose ogres because of something the Doctor said "Gog, Magog and Ogre", pronounced 'O-gree'. In the book of Revelations Gog and Magog were the ultimate enemies of God's people. Though to be fair Gog and Magog hopscotch all over the Bible and one is never really sure if they are individuals, peoples, or lands. Gog and Magog also appear in the Qur'an as a monster (the monster of Gog and Magog) or again as a land.
Recently I reread the Silmarillion by J.R.R. Tolkien. The chief of the Balrogs was a being known as Gothmog. I knew I was on to something. Obviously Tolkien, a professor of English literature and languages (especially Old English) knew of Gogmagog. In some early versions of Tolkien's work Gothmog is even described as a "son of Melkor and the ogress Fuithluin", Later a "Gothmog" was also the orc in charge of Mordor's army in the Return of the King. Obviously named after the Balrog (and less confusing than Glorfindel of Rivendell vs. Glorfindel of Gondolin).
All of this though has given me some ideas.
Here they are using OSRIC and LL Advanced Edition Companion. All text below is considered Open for use under the OGL.
Section 15: OSRIC Chapter V copyright 2007-08 by Stuart Marshall, Chris Hopkins, James Boney, Robert Ross, Jeremy Goehring, Mike Davison, Daniel Proctor, B. Scot Hoover, Chris Cain, Bill Silvey, Floyd Canaday, Vincent Frugé and Matthew James Stanham.
Advanced Edition Companion, Copyright 2009-2010, Daniel Proctor. Author Daniel Proctor.
Adventures Dark and DeepTM Bestiary, Copyright 2011-2013 BRW Games, LLC.
Gog and Magog for Advanced Era Games, Copyright 2015 Timothy S. Brannan.
Gog and Magog
Class F Standard Order (true) Demons
Frequency: Very Rare (Unique Demons)
No. Encountered: 2
Size: Large, 13' (Gog), 13' 5" (Magog)
Move: 60 ft; 150 ft flying (AA:III)
Armor Class: -3 (Gog) / -4 (Magog)
Hit Dice*: 10d8+10 (Gog), 10d8+21 (Magog)
Attacks: 1 bite or by special attack
Damage: 1d12+4
Special Attacks: Flaming great sword (2d8) (Gog) or Flaming great axe (2d8) (Magog) + 3d6 fire
Special Defenses: +2 or better magic weapon to hit
Magic Resistance: 75%
Lair Probability: 0%
Intelligence: High
Alignment: Chaotic evil
Level/XP: 9/3,750 + 13/hp**
Gog and Magog are two unique demons of the same sort of Balor. While they are larger and more aggressive than their kin, their natures preclude them from ruling large numbers of lower demons as their brethren might. Gog and Magog are described as "brothers" and this has never been proven by any occult scholar. They share a physical similarity to each other. Gog is large, predominantly red in color with black hair and beard. He wields a large flaming sword in battle. Magog is larger, predominantly black in color with red hair and beard. He wields a large flaming great axe. Either causes an extra 3d6 points of fire damage per hit.
Gog and Magog can also use the following powers at will: detect invisibility, detect magic, dispel magic, fear (as the wand), pyrotechnics, read languages, read magic, suggestion, telekinesis (600 lbs.), and symbol (despair, fear, sleep, and stunning). A +2 or better magical weapon to hit.
Unlike other demons, Gog and Magog cannot gate in lesser true demons. Instead they may summon 2d6 demonic Ogres each. These creatures appear as normal ogres save that their skin is red and they are immune to fire, poison, sleep and charm spells. They also need a +1 or better magical weapon to hit. Demonic ogres always have the maximum hitpoints for ogres.
Much like other demons, these two will bicker and fight and even plot against each other. However when confronted with a common foe the will work together to defeat them. They are completely loyal only to each other. They are often found in each other's company.
They are most often found on the Material Plane, the summoning ritual for one will also summon the other and only rarely in the Abyss.
They are violent, aggressive and constantly angry. Neither is much for planning, but when pressed they are good strategists and have been used as generals by stronger Demon Lords and Princes. They have even been known to serve the Baalseraph Ahriman, also known as Angra Mainyu. A common tactic among the Demon Lords that engage their services are to choose a location and let the brothers go.
*Many "Advanced Era Games" use a d8 for monster HD. I prefer to use a d10 myself.
** Adjust according to your preferred system.
Wednesday, January 21, 2015
Monster Guides over at The Power Score
The Power Score, a great blog that could use some more attention has been doing some great D&D monster guides.
In these Sean has been taking various monsters and looking at their growth and changes across as many editions of D&D he can as well as supplementary products.
So far he has covered:
Plenty of art and comparisons between the editions.
The thing I like is he treating the editions as evolving understanding of the monsters.
So pop over and check these out. A leave a comment or two. That's the neighborly thing to do really.
In these Sean has been taking various monsters and looking at their growth and changes across as many editions of D&D he can as well as supplementary products.
So far he has covered:
Plenty of art and comparisons between the editions.
The thing I like is he treating the editions as evolving understanding of the monsters.
So pop over and check these out. A leave a comment or two. That's the neighborly thing to do really.
Owl & Weasel Wednesday #25 April 1977
Here we are, at the end of all things. Err. Not really. It is April, 1977 and this is the last issue of Owl & Weasel. I missed noting last issue's price increase to 20p. It could have just been for the double sized issue, but the increase remains here. Maybe it is the special Silver Jubilee price.
Our editorial details the end of Owl & Weasel and the start of White Dwarf. Well at least overtly. It is loaded with a bunch faked melodrama that frankly I would have been happier not reading. I am going to chalk it up to actual emotion and the separation of an entire ocean and nearly 38 years.
The index for the Article Competition is up and on page 3. Ian Livingstone spends some time talking about them and mentioning that they will be looking for more material like this for White Dwarf.
Page 5 covers various news items. One item mentions the Dungoneer magazine. That is one I would like to cover sometime too, but I am missing some issues and the ones I am missing tend to be quite expensive on eBay when they show up.
Page 6 is the "Big Reveal" of the White Dwarf contents and cover. Of course at they only have an artist mock up and it doesn't look like how the magazine will later look. But that is ok. They talk about what they will be doing; D&D articles, society news, letters and "The Other World" a section on non-SF/F gaming. That never really happened. They also talk about what they are looking for in terms of contributions.
Pages 7 and 8 cover D&D Society news including more names and addresses.
Next up we actually have some content. There is a review of FGU's Gladiators game. It is a board game, with no board or pieces. Seems a bit odd to me.
Next up is a reader contribution on what makes an interesting dungeon. The advice is solid, if a bit dated. Make sure it is interesting, has some traps, some new monsters...that sort of thing. It is 1977, benefit of the doubt here. The next page is another reader contribution. This time about how to store counters for games. No Container Stores or Ikea's yet in England of 1977 I am guessing.
We end the issue with the Games Workshop price lists.
Wow. What a run. I have a few more things in mind for White Dwarf Wednesday; mostly book keeping sort of things. But I Really hope you have enjoyed all of this. 125 issues of both White Dwarf and Owl & Weasel. It's been a great deal of fun.
Our editorial details the end of Owl & Weasel and the start of White Dwarf. Well at least overtly. It is loaded with a bunch faked melodrama that frankly I would have been happier not reading. I am going to chalk it up to actual emotion and the separation of an entire ocean and nearly 38 years.
The index for the Article Competition is up and on page 3. Ian Livingstone spends some time talking about them and mentioning that they will be looking for more material like this for White Dwarf.
Page 5 covers various news items. One item mentions the Dungoneer magazine. That is one I would like to cover sometime too, but I am missing some issues and the ones I am missing tend to be quite expensive on eBay when they show up.
Page 6 is the "Big Reveal" of the White Dwarf contents and cover. Of course at they only have an artist mock up and it doesn't look like how the magazine will later look. But that is ok. They talk about what they will be doing; D&D articles, society news, letters and "The Other World" a section on non-SF/F gaming. That never really happened. They also talk about what they are looking for in terms of contributions.
Pages 7 and 8 cover D&D Society news including more names and addresses.
Next up we actually have some content. There is a review of FGU's Gladiators game. It is a board game, with no board or pieces. Seems a bit odd to me.
Next up is a reader contribution on what makes an interesting dungeon. The advice is solid, if a bit dated. Make sure it is interesting, has some traps, some new monsters...that sort of thing. It is 1977, benefit of the doubt here. The next page is another reader contribution. This time about how to store counters for games. No Container Stores or Ikea's yet in England of 1977 I am guessing.
We end the issue with the Games Workshop price lists.
Wow. What a run. I have a few more things in mind for White Dwarf Wednesday; mostly book keeping sort of things. But I Really hope you have enjoyed all of this. 125 issues of both White Dwarf and Owl & Weasel. It's been a great deal of fun.
Tuesday, January 20, 2015
Reviews: Titles from Sacrosanct Games
I picked up a few PDFs over the last couple of weeks for ideas for my big 5e game. The rule system is 5e, but the adventures themselves are all 1st ed or Basic.
In the process I noticed that I had picked up a few titles from Sacrosanct Games and I thought I would share what I found.
B1 Journey to Hell
This one grabbed this because I needed an adventure geared toward 18-20th level. Also it is about Hell, so that got my attention. I bought it on a whim based solely on level and "hell".
First off you get a lot of adventure for your buck. 45 pages of adventures and maps (granted it is the same adventure twice, but still).
The artwork is great, coming primarily from sources like The Inferno. This is quite fitting given that the adventure itself is quite reminiscent of Dante's great tale. It does include some art from the Larry Elmore CD that was out years ago, but doesn't properly cite it in their OGL page.
It is dual stated for the OSRIC and Altus Adventum Role-Playing Game, always a plus in my book, but it can be played with any number of OSR systems or their fore-bearers.
4 out of 5 Stars
Classes of the Far East
Grabbed this because my youngest wants to play a ninja like character. It has a ninja, as well as a monk, a mahoutsukai (spell caster that uses both magic user and cleric spells, and a lot of them), and the yokai which is a race as a class of animalistic humanoids, and of course the Samurai.
Weapons are listed (damage and cost) but no descriptions are given and no artwork of the weapons. And that is pretty much it. If you don't know what these weapons look like, then you are on your own really.
Looking over the mahoutsukai it is grossly overpowered. It basically advances as cleric and a magic user at the same time. So by 14th level it has 12 each of 1st through 5th level spells, 7 6th level and 1 7th level. It has limits, namely limited to the same arms and armor choices as a magic-user, limited to 14th level and can't turn undead. But that is still a lot of spells. Honestly it should one spell list that combines select magic-user and cleric spells and it should have some limits on what it can and cannot do. Right now it is not a class I can recommend using.
3 out of 5 Stars
Reclaiming the Caves on the Borderlands
I picked this up because I do enjoy seeing what others can do with such well trodden ground as the Keep and the Caves of Chaos. The cover claims to be 5th Edition compatible and uses the current OGL to get there. Personally if I were a publisher I would be staying away from this. It is murky legal ground right now and one I would not tread on. But lets move on.
The cover is nice and drew me in right away. The book is 24 pages, but minus 1 for cover, 1 for ogl, 1 for a blank page, 1 for an ad, 4 for maps and 1 more for a character sheet. So 15 pages of text.
The Good: There is a good section on pages 4 and 5 on playing humanoid races such as orcs, bugbears, gnolls and so on. Just the stats, nothing really on "how to play them" No big, these are the standard baddies for the last 40 years. We know them.
There is detail on how the caves are controlled and what can be the expected losses of the various groups of humanoids living in the caves over time.
The Not As Good For Me: The caves and the rooms themselves are not detailed. There are blanks left for the DM to write in what is there from monsters to items. The main conceit here is that the inhabitants of the Keep have taken over the Caves now. It is all very sandboxy which is fine, but not what I was expecting. I am perfectly fine with sandboxes, but that it not why I buy pdfs. I buy graph paper for that.
The Bad: This PDF uses scanned images from the original map of the Caves of Chaos from B2. It has been run through Photoshop and some alterations have been made, but I can overlay a scan of the blue/white Caves map and line it up perfectly (including grids) to the "Reclaiming" maps. Not very professional at all.
The Ugly: Additionally there is a really bad scan of the old D&D Basic era Character sheet. It has been edited (poorly) to make it more in line with 5th Edition, but honestly it is just plain ugly. The artist would have been better off starting from scratch and making a 5e sheet that looked a bit like the Basic one rather than include this. Better still would be not to include one at all. It is just ugly, shows really poor Photoshop skills and a copyright infringement to boot.
So in the end, despite some promise and high hopes, this falls really flat.
2 out of 5 Stars
In the process I noticed that I had picked up a few titles from Sacrosanct Games and I thought I would share what I found.
B1 Journey to Hell
This one grabbed this because I needed an adventure geared toward 18-20th level. Also it is about Hell, so that got my attention. I bought it on a whim based solely on level and "hell".
First off you get a lot of adventure for your buck. 45 pages of adventures and maps (granted it is the same adventure twice, but still).
The artwork is great, coming primarily from sources like The Inferno. This is quite fitting given that the adventure itself is quite reminiscent of Dante's great tale. It does include some art from the Larry Elmore CD that was out years ago, but doesn't properly cite it in their OGL page.
It is dual stated for the OSRIC and Altus Adventum Role-Playing Game, always a plus in my book, but it can be played with any number of OSR systems or their fore-bearers.
4 out of 5 Stars
Classes of the Far East
Grabbed this because my youngest wants to play a ninja like character. It has a ninja, as well as a monk, a mahoutsukai (spell caster that uses both magic user and cleric spells, and a lot of them), and the yokai which is a race as a class of animalistic humanoids, and of course the Samurai.
Weapons are listed (damage and cost) but no descriptions are given and no artwork of the weapons. And that is pretty much it. If you don't know what these weapons look like, then you are on your own really.
Looking over the mahoutsukai it is grossly overpowered. It basically advances as cleric and a magic user at the same time. So by 14th level it has 12 each of 1st through 5th level spells, 7 6th level and 1 7th level. It has limits, namely limited to the same arms and armor choices as a magic-user, limited to 14th level and can't turn undead. But that is still a lot of spells. Honestly it should one spell list that combines select magic-user and cleric spells and it should have some limits on what it can and cannot do. Right now it is not a class I can recommend using.
3 out of 5 Stars
Reclaiming the Caves on the Borderlands
I picked this up because I do enjoy seeing what others can do with such well trodden ground as the Keep and the Caves of Chaos. The cover claims to be 5th Edition compatible and uses the current OGL to get there. Personally if I were a publisher I would be staying away from this. It is murky legal ground right now and one I would not tread on. But lets move on.
The cover is nice and drew me in right away. The book is 24 pages, but minus 1 for cover, 1 for ogl, 1 for a blank page, 1 for an ad, 4 for maps and 1 more for a character sheet. So 15 pages of text.
The Good: There is a good section on pages 4 and 5 on playing humanoid races such as orcs, bugbears, gnolls and so on. Just the stats, nothing really on "how to play them" No big, these are the standard baddies for the last 40 years. We know them.
There is detail on how the caves are controlled and what can be the expected losses of the various groups of humanoids living in the caves over time.
The Not As Good For Me: The caves and the rooms themselves are not detailed. There are blanks left for the DM to write in what is there from monsters to items. The main conceit here is that the inhabitants of the Keep have taken over the Caves now. It is all very sandboxy which is fine, but not what I was expecting. I am perfectly fine with sandboxes, but that it not why I buy pdfs. I buy graph paper for that.
The Bad: This PDF uses scanned images from the original map of the Caves of Chaos from B2. It has been run through Photoshop and some alterations have been made, but I can overlay a scan of the blue/white Caves map and line it up perfectly (including grids) to the "Reclaiming" maps. Not very professional at all.
The Ugly: Additionally there is a really bad scan of the old D&D Basic era Character sheet. It has been edited (poorly) to make it more in line with 5th Edition, but honestly it is just plain ugly. The artist would have been better off starting from scratch and making a 5e sheet that looked a bit like the Basic one rather than include this. Better still would be not to include one at all. It is just ugly, shows really poor Photoshop skills and a copyright infringement to boot.
So in the end, despite some promise and high hopes, this falls really flat.
2 out of 5 Stars
Monday, January 19, 2015
Grimm
Have had a few colds or upper respiratory tract infections running through the house the last few days. Not a big deal, but my efforts have been more focused on taking care of others rather than gaming. But I did manage to get something fun in.
My wife, my youngest son and I have all been binge watching Grimm. We burned through Season 1 and are not 3/4 ths of the way through Season 2.
It's great fun and my youngest (much like me at that age) loves all sorts of spooky, mystical stuff.
I was, as I typically do, working on some projects while watching. I was also spending more time with my D&D 5 DMG. It got me thinking about what sort of system would be the best for Grimm.
Typically if it is mystical or is modern monster hunting, then I first look to Unisystem; and Cinematic Unisystem at that. After all, it is TV and I quickly figured out several Qualities and Drawbacks that the star Nick Burkhardt could have as a Grimm (Enhanced Senses, Honor, Increased Strength, Hard to Kill...and so on). It's not a difficult exercise. But CineUnisystem, as much as I love it, is not really a perfect fit.
Despite some potions and some odd powers, there really is nothing along the lines (well yet) as magic as I defined it Ghosts of Albion or as was defined in Buffy/Angel. Sure, Army Darkness might work but still not just right.
So I was thinking Chill and it's more modern cousins, Majus and Cryptworld. I even know already there is a zombie episode coming up, so Rotworld is also in.
Why these games vs. the Unisystem line? Well I believe that system strikes a tone with how you play. Which is also why I ruled out Call of Cthulhu (despite how much I enjoy it). People in the Grimm world are, well, regular people. There are some monsters, some Wessen. But Cryptworld can deal with that. If I would opt to have Wessen as PCs then I can use some cues from Majus.
I thought about looking into the Fantasy Flight Games RPG "Grimm", and it looks like it could work a little too. But I don't own it and only know it through reputation. Other than that there does not seem to be a Grimm tie in RPG. I did a search and seems like most people would use Buffy/Angel/Ghosts of Albion, which does give me a bit of professional pride, even if I am not agreeing with them.
Does anyone watch the show? NO Spoilers please! If so, what system would you use? What do you think about Chill vs. Unisystem.
My wife, my youngest son and I have all been binge watching Grimm. We burned through Season 1 and are not 3/4 ths of the way through Season 2.
It's great fun and my youngest (much like me at that age) loves all sorts of spooky, mystical stuff.
I was, as I typically do, working on some projects while watching. I was also spending more time with my D&D 5 DMG. It got me thinking about what sort of system would be the best for Grimm.
Typically if it is mystical or is modern monster hunting, then I first look to Unisystem; and Cinematic Unisystem at that. After all, it is TV and I quickly figured out several Qualities and Drawbacks that the star Nick Burkhardt could have as a Grimm (Enhanced Senses, Honor, Increased Strength, Hard to Kill...and so on). It's not a difficult exercise. But CineUnisystem, as much as I love it, is not really a perfect fit.
Despite some potions and some odd powers, there really is nothing along the lines (well yet) as magic as I defined it Ghosts of Albion or as was defined in Buffy/Angel. Sure, Army Darkness might work but still not just right.
So I was thinking Chill and it's more modern cousins, Majus and Cryptworld. I even know already there is a zombie episode coming up, so Rotworld is also in.
Why these games vs. the Unisystem line? Well I believe that system strikes a tone with how you play. Which is also why I ruled out Call of Cthulhu (despite how much I enjoy it). People in the Grimm world are, well, regular people. There are some monsters, some Wessen. But Cryptworld can deal with that. If I would opt to have Wessen as PCs then I can use some cues from Majus.
I thought about looking into the Fantasy Flight Games RPG "Grimm", and it looks like it could work a little too. But I don't own it and only know it through reputation. Other than that there does not seem to be a Grimm tie in RPG. I did a search and seems like most people would use Buffy/Angel/Ghosts of Albion, which does give me a bit of professional pride, even if I am not agreeing with them.
Does anyone watch the show? NO Spoilers please! If so, what system would you use? What do you think about Chill vs. Unisystem.
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