We are sticking with the Philippines today. Why? Because they have some awesome freaky fantastic vampires there. I swear they have the Carpathians and Eastern Europe beat.
The Berbalang blur the line between vampire and ghoul. They are described as "bat winged creatures that live underground and eat corpses. They make a loud moaning sound that can be heard for miles when they feed."
The Berbalang appeared in the Fiend Folio for AD&D 1st Edition and it was something like an astral ghoul. It changed a bit over the editions to what we have below.
https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/undead/berbalang
Berbalang
CR 6
XP 2,400
CE Medium undead
Init +4; Senses darkvision 60 ft.; Perception +14
DEFENSE
AC 20, touch 15, flat-footed 15 (+4 Dex, +1 dodge, +5 natural)
hp 68 (8d8+32)
Fort +6, Ref +6, Will +9
Defensive Abilities projection DR 10/good or silver; Immune undead traits
OFFENSE
Speed 40 ft., fly 60 ft. (good)
Melee* bite +10 (1d6+3 plus paralysis), 2 claws +9 (1d6+3 plus paralysis) or incorporeal touch +10 (1d4 Con damage)
Special Attacks paralysis (1d4+1 rounds, DC 18)
Spell-Like Abilities (CL 9th; concentration +13)
At will—bleed, ghost sound (DC 14)
3/day—alter self, charm person (DC 15)
STATISTICS
Str 17, Dex 19, Con —, Int 13, Wis 16, Cha 18
Base Atk +6; CMB +9; CMD 26
Feats Defensive Combat Training, Dodge, Flyby Attack, Mobility
Skills Bluff +10, Escape Artist +10, Fly +17, Knowledge (local) +5, Knowledge (religion) +6, Perception +14, Stealth +15
Languages Common
SPECIAL ABILITIES
Projection (Su)
Once per day as a full-round action, a berbalang can enter a trance that separates the creature's spirit from its body. This splits the berbalang's current hit points in half between its body and its spirit. The berbalang's spirit body gains the incorporeal subtype and special ability; otherwise, it retains the same statistics as its physical self with the following changes: AC 19, touch 19, flat-footed 10 (+4 Dex, +4 deflection, +1 dodge), single incorporeal touch attack that deals 1d4 Constitution damage on a hit as its sole attack. This spirit projection can travel no more than 1 mile away from the berbalang's body. Because the creature is only partially in existence when in this state, its body gains displacement as the spell. When separated in this way, the berbalang's body is unconscious and helpless. If the berbalang's body is injured while in this state, the separated projection immediately returns to its body, and the body loses displacement. If the physical body is slain, the spirit body immediately dies as well. If the spirit is reduced to 0 or fewer hit points, it returns to the body immediately. A berbalang in spirit form can end the effect at any time as a standard action, at which point the spirit immediately returns to the body. When a berbalang's spirit form returns to the body, add both the spirit body's hit points and the physical body's hit points back together to determine the creature's current hit point total.
ECOLOGY
Environment any land
Organization solitary or pack (2-8)
Treasure standard
Berbalangs prefer to make their homes within a day's travel of humanoid settlements. These lairs are well hidden and sometimes protected by other undead creatures. Some berbalangs set themselves up as secluded shamans or wise old crones, using alter self to appear human. Ultimately cowardly, berbalangs rarely attack a settlement directly, preferring to pluck its meals from those who stray too far from civilization. A berbalang stands as tall as a human and rarely weighs more than 100 pounds.
OGL Section 15: Copyright Notice - Pathfinder Roleplaying Game Bestiary 3
Pathfinder Roleplaying Game Bestiary 3, © 2011, Paizo Publishing, LLC; Authors Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Thursday, April 2, 2015
Wednesday, April 1, 2015
A to Z of Vampires, Aswang
Welcome the the 2015 A to Z blogging challenge.
This year I am going to take on Vampires. Talk some history and present some stats for various games. It should be fun.
So it's April 1st. Lets get started.
Aswang
A creature from the Philippines. This evil vampire appears to be something like a cadaverous dog with large bat wings when in it’s natural form. It can assume any shape such as a humanoid, wolf or something inbetween. This often leads many occult scholars to classify them as werewolves or even a type of witch. These creatures though are undead. The creature is known to cause miscarriages and infertility.
The Aswang is a shapeshifter. It can appear as a normal townsperson, an animal like a dog, cat or pig or as a horrible monster like a ghoul or werewolf. The creature can move about during the day in it’s “human” form but can’t use any of it’s special attacks.
Also the subject of a 1994 horror movie, http://en.wikipedia.org/wiki/Aswang_(1994_film) and an episode of Grimm.
Aswang
Armor Class: 2 [17]
Hit Dice: 6d8+2** (34 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell)
Movement: 30’ 90' fly
No. Appearing: 1 (3-9 in nest)
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Chaotic (Chaotic Evil)
XP: 1,500
The Aswang can cause fear as per the wizard spell up to 3 times per day. It can also shapeshift into dogs, cats or pigs like any other vampire can turn into wolves or bats. An aswang can not become mist, but can grow large bat like wings and fly away.
The bite of an aswang drains blood. An successful combat roll of 19 or 20 while biting means the aswang has locked onto the victim. The aswang will then drain 1 point of Constitutions worth of blood each round. The aswang will typically feed for 1d4 rounds and then try to flee. Anyone brought to 0 points of Constitution will die and rise an aswang on the next full moon.
A holy symbol will keep an aswang away like a normal vampire. As will garlic and a line of salt.
It is rumored that the only way to capture an aswang is to use a whip made from a stingray's tail. Once captured the aswang can not use their magical abilities. The only way to defeat the creature is to cut off it's head.
The creature can only be hit by magical weapons, but a weapon coated with oils prepared by a village priest (an albularyos) will also be effective.
This year I am going to take on Vampires. Talk some history and present some stats for various games. It should be fun.
So it's April 1st. Lets get started.
Aswang
A creature from the Philippines. This evil vampire appears to be something like a cadaverous dog with large bat wings when in it’s natural form. It can assume any shape such as a humanoid, wolf or something inbetween. This often leads many occult scholars to classify them as werewolves or even a type of witch. These creatures though are undead. The creature is known to cause miscarriages and infertility.
The Aswang is a shapeshifter. It can appear as a normal townsperson, an animal like a dog, cat or pig or as a horrible monster like a ghoul or werewolf. The creature can move about during the day in it’s “human” form but can’t use any of it’s special attacks.
Also the subject of a 1994 horror movie, http://en.wikipedia.org/wiki/Aswang_(1994_film) and an episode of Grimm.
Aswang
Armor Class: 2 [17]
Hit Dice: 6d8+2** (34 hp)
No. of Attacks: 2 claws, 1 bite (monster form) OR 1 (human form)
Damage: 1d6+2 / 1d8+1 OR by weapon type.
Special: Blood drain, cause fear (as per spell)
Movement: 30’ 90' fly
No. Appearing: 1 (3-9 in nest)
Saves As: Fighter 6
Morale: 8
Treasure: None
Alignment: Chaotic (Chaotic Evil)
XP: 1,500
The Aswang can cause fear as per the wizard spell up to 3 times per day. It can also shapeshift into dogs, cats or pigs like any other vampire can turn into wolves or bats. An aswang can not become mist, but can grow large bat like wings and fly away.
The bite of an aswang drains blood. An successful combat roll of 19 or 20 while biting means the aswang has locked onto the victim. The aswang will then drain 1 point of Constitutions worth of blood each round. The aswang will typically feed for 1d4 rounds and then try to flee. Anyone brought to 0 points of Constitution will die and rise an aswang on the next full moon.
A holy symbol will keep an aswang away like a normal vampire. As will garlic and a line of salt.
It is rumored that the only way to capture an aswang is to use a whip made from a stingray's tail. Once captured the aswang can not use their magical abilities. The only way to defeat the creature is to cut off it's head.
The creature can only be hit by magical weapons, but a weapon coated with oils prepared by a village priest (an albularyos) will also be effective.
Tuesday, March 31, 2015
Strahd Von Zarovich for Blue Rose / True20
True20 might be dead, but that's doesn't mean I have to like it. So to celebrate the new version of Blue Rose AND the start of my month of vampires here at the Other Side. Here is D&D's first "Vampyre", Strahd as he appears in my Black Rose games.
STRAHD VON ZAROVICH
Type: 15th level Undead (Adept 4/Expert 1/Warrior 9)
Size: Medium
Speed: 30 ft
Abilities: Str +8, Dex +7, Con -, Int +3, Wis +1, Cha +3
Skills: Acrobatics 18 (+25), Bluff 7 (+10), Climb 8 (+16), Concentration 6 (+7), Diplomacy 10 (+13), Disable Device 2 (+5), Disguise 2 (+5), Escape Artist 2 (+9), Gather Info. 7 (+10), Handle Animal 2 (+5), Intimidate 13 (+16), Jump 2 (+10), Languages 5 (+5), Medicine 4 (+5), Notice 2 (+3), Ride 6 (+13), Search 4 (+7), Sense Motive 2 (+3), Sleight of Hand 2 (+9), Stealth 5 (+12), Survival 7 (+8), Swim 0 (+8), Knowledge (History) 2 (+5), Knowledge (Arcane) 2 (+5), Knowledge (Religion) 2 (+5)
Feats: Iron Will, Menacing, Leadership, Armor Training (Heavy), Armor Training (Light), Weapon Training, Armor Training (Heavy), Weapon Training (Long Sword), All-out Attack, Canny Dodge, Attack Focus (Long Sword), Defensive Attack, Diplomatic, Improved Strike, Dedicated, Influential, Fascinate, Uncanny Dodge, Power (Imbue Unlife), Smite Opponent, Greater Attack Focus, Power (Suggestion), Power (Summon Beasts), Power (Corrupting Shadow)
Traits: No Constitution, Dark Vision (60ft), Proficiency (Natural Weapons), Immunity (Mind Influencing Effects), Immunity (Sleep,Poison,Paralysis,Stunning), Immunity (Critical Hits,Fatigue), Immunity (Fortitude Saves), Unhealing, Healed by Harm (Harmed by Heal)
Powers: Imbue Unlife 7 (+10) DC 15, Suggestion 7 (+10) DC 15, Corrupting Shadow 7 (+10) DC 15, Summon Beasts 7 (+10) DC 15
Combat: Unarmed +18, Damage +8 (20/+3), Longsword +18, Damage +11 (19/+3), Defence +18/+19, Initiative +7
Saving Throws: Toughness +7, Fortitude +5, Reflex +11, Will +10
Not too bad I think. Poor Queen Jaellin isn't going to know what hit her.
STRAHD VON ZAROVICH
Type: 15th level Undead (Adept 4/Expert 1/Warrior 9)
Size: Medium
Speed: 30 ft
Abilities: Str +8, Dex +7, Con -, Int +3, Wis +1, Cha +3
Skills: Acrobatics 18 (+25), Bluff 7 (+10), Climb 8 (+16), Concentration 6 (+7), Diplomacy 10 (+13), Disable Device 2 (+5), Disguise 2 (+5), Escape Artist 2 (+9), Gather Info. 7 (+10), Handle Animal 2 (+5), Intimidate 13 (+16), Jump 2 (+10), Languages 5 (+5), Medicine 4 (+5), Notice 2 (+3), Ride 6 (+13), Search 4 (+7), Sense Motive 2 (+3), Sleight of Hand 2 (+9), Stealth 5 (+12), Survival 7 (+8), Swim 0 (+8), Knowledge (History) 2 (+5), Knowledge (Arcane) 2 (+5), Knowledge (Religion) 2 (+5)
Feats: Iron Will, Menacing, Leadership, Armor Training (Heavy), Armor Training (Light), Weapon Training, Armor Training (Heavy), Weapon Training (Long Sword), All-out Attack, Canny Dodge, Attack Focus (Long Sword), Defensive Attack, Diplomatic, Improved Strike, Dedicated, Influential, Fascinate, Uncanny Dodge, Power (Imbue Unlife), Smite Opponent, Greater Attack Focus, Power (Suggestion), Power (Summon Beasts), Power (Corrupting Shadow)
Traits: No Constitution, Dark Vision (60ft), Proficiency (Natural Weapons), Immunity (Mind Influencing Effects), Immunity (Sleep,Poison,Paralysis,Stunning), Immunity (Critical Hits,Fatigue), Immunity (Fortitude Saves), Unhealing, Healed by Harm (Harmed by Heal)
Powers: Imbue Unlife 7 (+10) DC 15, Suggestion 7 (+10) DC 15, Corrupting Shadow 7 (+10) DC 15, Summon Beasts 7 (+10) DC 15
Combat: Unarmed +18, Damage +8 (20/+3), Longsword +18, Damage +11 (19/+3), Defence +18/+19, Initiative +7
Saving Throws: Toughness +7, Fortitude +5, Reflex +11, Will +10
Not too bad I think. Poor Queen Jaellin isn't going to know what hit her.
The Return of Blue Rose
Green Ronin has announced the return of Blue rose for the AGE system.
http://greenronin.com/blog/2015/03/23/ronin-round-table-blue-rose-returns/
And as you can imagine there are posting of varying degrees of interest.
http://therpgpundit.blogspot.com/2015/03/blue-rose-is-meaningless-until-someone.html
http://towerofthearchmage.blogspot.com/2015/03/blue-rose-review-part-1-again.html
http://spriggans-den.com/?p=1189
I am on the record many times over on the side of liking Blue Rose. I liked the idea, I liked the play and I liked the system. Sure I ended up doing some very different things with it, but there was something there that I really enjoyed and never quite understood why the masses hated it so.
I have seen some people complaining about this new game and others praising it.
Currently I am in a "discussion" with RPGPundit. His stance is that most people praising it have never played it. I take something of the contrary position: most people that criticize it have never played it. We might be the exceptions to each other's claims, but I do stand by mine.
Here are my thoughts. While I get why they want to use AGE (and it might even be a great fit) I am going to miss True20.
I hope that Green Ronin puts more support into this version of Blue Rose. There Dragon Age products are very nice, but as a licenced product they can only go so far with it. Blue Rose gives them a campaign background and a world to play in.
You can still find all the True20 versions of the books on DriveThruRPG
I hope Green Ronin does not pull these. I still hope against hope that the True20 system will resurge one day.
http://greenronin.com/blog/2015/03/23/ronin-round-table-blue-rose-returns/
And as you can imagine there are posting of varying degrees of interest.
http://therpgpundit.blogspot.com/2015/03/blue-rose-is-meaningless-until-someone.html
http://towerofthearchmage.blogspot.com/2015/03/blue-rose-review-part-1-again.html
http://spriggans-den.com/?p=1189
I am on the record many times over on the side of liking Blue Rose. I liked the idea, I liked the play and I liked the system. Sure I ended up doing some very different things with it, but there was something there that I really enjoyed and never quite understood why the masses hated it so.
I have seen some people complaining about this new game and others praising it.
Currently I am in a "discussion" with RPGPundit. His stance is that most people praising it have never played it. I take something of the contrary position: most people that criticize it have never played it. We might be the exceptions to each other's claims, but I do stand by mine.
Here are my thoughts. While I get why they want to use AGE (and it might even be a great fit) I am going to miss True20.
I hope that Green Ronin puts more support into this version of Blue Rose. There Dragon Age products are very nice, but as a licenced product they can only go so far with it. Blue Rose gives them a campaign background and a world to play in.
You can still find all the True20 versions of the books on DriveThruRPG
- Blue Rose - The Roleplaying Game of Romantic Fantasy
- Blue Rose Narrator's Journal
- Blue Rose Companion
- World of Aldea
I hope Green Ronin does not pull these. I still hope against hope that the True20 system will resurge one day.
Monday, March 30, 2015
Woodwose for Basic Era Games
The Woodwose is a creature from English mythology that is part wild man, part bigfoot, part fae and part demonic spirit...depending on who you ask. But interestingly enough they never have really graced the pages of any official D&D product; though Brownies come close and there has been a Woodwose for Pathfinder.
This is not based on those, this a new take.
Woodwose
AC: 6 [13]
Hit Dice: 2d8* (9 hp)
No. of Attacks: 1 club
Damage: 1d6
Special: Spell use*, takes 2x damage from cold iron
Movement: 45’
No. Appearing: 2-12 (2d6)
Saves As: Fighter 2
Morale: 8
Treasure: None
Alignment: Chaotic
XP: 55
The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green. These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall. They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.
As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures and their women. Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler. They are only brave in packs and rarely venture out of their burrows alone. Despite their size a woodwose will attack any creature up to and including ogre sized, if they have the numbers. Woodwose fear and avoid elves.
For every 6 woodwose encountered 1 will be a shaman capable of casting spells as an 2nd level druid. For every 12 one of those 2 shamans will be 3rd level. At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day. They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.
This is not based on those, this a new take.
Woodwose
AC: 6 [13]
Hit Dice: 2d8* (9 hp)
No. of Attacks: 1 club
Damage: 1d6
Special: Spell use*, takes 2x damage from cold iron
Movement: 45’
No. Appearing: 2-12 (2d6)
Saves As: Fighter 2
Morale: 8
Treasure: None
Alignment: Chaotic
XP: 55
The Woodwose, or "the Wild-Man of the Wood" is faerie creature related to the brownie and buckwan. These creatures typically look like small, old men completely covered in hair. Their hair can vary from brown, to light yellow to even green. These creatures stand about 4' to 4 1/2' tall though some have been reported as small at 2' and others as tall 7' tall. They have a language, a very early form of Sylvan, that they use among themselves but they can speak elven when talking to others.
As their name would suggest the woodwose are a wild, barely civilized race. Much of their time is spent in raiding the homes of other faerie creatures stealing food, treasures and their women. Woodwose that live close to human settlements have also been known to attack an outlying farm or prey on a lone traveler. They are only brave in packs and rarely venture out of their burrows alone. Despite their size a woodwose will attack any creature up to and including ogre sized, if they have the numbers. Woodwose fear and avoid elves.
For every 6 woodwose encountered 1 will be a shaman capable of casting spells as an 2nd level druid. For every 12 one of those 2 shamans will be 3rd level. At 24 woodwose, a small community, there will be a shaman with the powers and spells as a 4th level druid.
In any case all woodwose are capable of casting the druid spell Shillelagh on their club once per day. They are also capable of casting Pass Without a Trace at will as many times as they need.
Woodwose will be wary of adventurers unless they can outnumber them 2-3 to 1.
Witches & Witchcraft Reading Challenge: March Reviews
Here are the reviews for March for the Witches & Witchcraft Reading Challenge.
First up this month is a continuation of last month.
Harry Potter and the Goblet of Fire
Ok this is the book where everything changes. The saga of Harry Potter stops being a "boy's adventure" and becomes something deadly serious. We are treated to generous helpings of lies, betrayal, pain and death. Time to grow up Harry and face your enemy face to face.
This is also the book with so much more in it that the movie. So much in fact that entire characters, plot lines and development was missing from the movie. I marvel at that fact that the movie script writers were able to do.
In any case this middle point of the Harry Potter books raises the bar.
Witch Count: Hundreds if not thousands.
Bewitching Brews and Devilish Desserts: A Collection of Cocktail and Dessert Recipes
This free book by Roxanne Rhoads ("Sex and the Single Witch"). It's a neat little book where various Modern Supernatural authors submitted a drink or dessert recipe from their witch characters. A cool idea really.
Witch Count: a few dozen.
Tanith by Jack D. Shackleford
This is a classic tale of British occultism. What makes it "British", well there is the dark underlying current of something old and evil pervading every page. There is also plenty soft core smut that it feels like a Hammer Horror film. Plus there is that cover. It is from the great Chris Achilleos, so it really invokes the feel of the old White Dwarf/Heavy Metal covers. The scene is lurid and right out of the book. The cover talks about "demonic possession", but really this is about one witch battling another for the control of yet a third witch. No demons to speak of really. There is a lot of well researched details on various rituals; but Shackleford has a name for himself in this sort of supernatural fiction. Enough that I want to check out more of his work.
Without getting into details or spoilers I think it might be an interesting story to come back to today, see where some of the characters in 2015 vs 1975. The characters of Tanith and Virginia are really interesting and I'd would have loved to know more about them to be honest.
I should also stat up the Woodwose for a system or two.
Witch Count: 3 (or 4 depending).
Books read: 8
Current Level: Maiden: Read 6 – 10 Witchy Books
First up this month is a continuation of last month.
Harry Potter and the Goblet of Fire
Ok this is the book where everything changes. The saga of Harry Potter stops being a "boy's adventure" and becomes something deadly serious. We are treated to generous helpings of lies, betrayal, pain and death. Time to grow up Harry and face your enemy face to face.
This is also the book with so much more in it that the movie. So much in fact that entire characters, plot lines and development was missing from the movie. I marvel at that fact that the movie script writers were able to do.
In any case this middle point of the Harry Potter books raises the bar.
Witch Count: Hundreds if not thousands.
Bewitching Brews and Devilish Desserts: A Collection of Cocktail and Dessert Recipes
This free book by Roxanne Rhoads ("Sex and the Single Witch"). It's a neat little book where various Modern Supernatural authors submitted a drink or dessert recipe from their witch characters. A cool idea really.
Witch Count: a few dozen.
Tanith by Jack D. Shackleford
This is a classic tale of British occultism. What makes it "British", well there is the dark underlying current of something old and evil pervading every page. There is also plenty soft core smut that it feels like a Hammer Horror film. Plus there is that cover. It is from the great Chris Achilleos, so it really invokes the feel of the old White Dwarf/Heavy Metal covers. The scene is lurid and right out of the book. The cover talks about "demonic possession", but really this is about one witch battling another for the control of yet a third witch. No demons to speak of really. There is a lot of well researched details on various rituals; but Shackleford has a name for himself in this sort of supernatural fiction. Enough that I want to check out more of his work.
Without getting into details or spoilers I think it might be an interesting story to come back to today, see where some of the characters in 2015 vs 1975. The characters of Tanith and Virginia are really interesting and I'd would have loved to know more about them to be honest.
I should also stat up the Woodwose for a system or two.
Witch Count: 3 (or 4 depending).
Books read: 8
Current Level: Maiden: Read 6 – 10 Witchy Books
Sunday, March 29, 2015
I'm Home Muggles!
So last week I had the ole blog here on auto-post while the family and I spent some quality time at the Wizarding World of Harry Potter. All I can say is wow.
If you haven't been it is located at Universal Studios in Orlando Florida. It is split up into two parks Hogsmeade and Diagon Alley. The attention to detail was amazing. We spent maybe half our time in just these two parks. More or less ignoring the rest of Universal.
We spent a ton of time in Diagon Alley. Drinking Butter Beer, eating at the Leaky Cauldron, buying souvenirs at all the shops and checking out all the details.
We all got these interactive wands that would do all sorts of cool things to various shop windows.
Really. It was a great time. Oh. I have to add that the staff at Universal from our hotel all the way to the shops of Hogsmeade were all top-notch. Each and everyone of them was great.
But it got me thinking more and more about a Harry Potter RPG. I know there is no chance of if ever occurring, but I think it would be great. You can start with the adventures of young wizards and move out from there. While there I talked to my kids about how such a game would work.
D&D seems like a good choice, use levels to indicate year in school or something like that. But I don't really need things like "Strength" or "Constitution". These are kids after all, not mighty thewed warriors. No abilities like "Courage", "Loyalty" or "Wisdom" are better suited to this sort of game.
Also the appeal to a Harry Potter game would be the same as a Harry Potter theme park; the vast history created for the novels by JKR. I want a game that captures that same feeling of walking down Knock Turn Alley and seeing the little details. THATs what I want. Not to recreate the books, but to feel like I am experiencing them a new way.
There are lots of game systems out there that I think might work well; Ghosts of Albion, Witch Girls Adventures, but none are exactly right for it.
I am going to be giving this one some serious thought.
If you haven't been it is located at Universal Studios in Orlando Florida. It is split up into two parks Hogsmeade and Diagon Alley. The attention to detail was amazing. We spent maybe half our time in just these two parks. More or less ignoring the rest of Universal.
We spent a ton of time in Diagon Alley. Drinking Butter Beer, eating at the Leaky Cauldron, buying souvenirs at all the shops and checking out all the details.
Really. It was a great time. Oh. I have to add that the staff at Universal from our hotel all the way to the shops of Hogsmeade were all top-notch. Each and everyone of them was great.
But it got me thinking more and more about a Harry Potter RPG. I know there is no chance of if ever occurring, but I think it would be great. You can start with the adventures of young wizards and move out from there. While there I talked to my kids about how such a game would work.
D&D seems like a good choice, use levels to indicate year in school or something like that. But I don't really need things like "Strength" or "Constitution". These are kids after all, not mighty thewed warriors. No abilities like "Courage", "Loyalty" or "Wisdom" are better suited to this sort of game.
Also the appeal to a Harry Potter game would be the same as a Harry Potter theme park; the vast history created for the novels by JKR. I want a game that captures that same feeling of walking down Knock Turn Alley and seeing the little details. THATs what I want. Not to recreate the books, but to feel like I am experiencing them a new way.
There are lots of game systems out there that I think might work well; Ghosts of Albion, Witch Girls Adventures, but none are exactly right for it.
I am going to be giving this one some serious thought.
Subscribe to:
Posts (Atom)