Friday, December 4, 2015

Conceptual Continuity: The World that Frank Zappa Built

Today is sad day. 22 years ago one of the greatest performers in music died.  Frank Zappa.
ETA: We also just learned that form leader singer of Stone Temple Pilots, Scott Weiland has also died today.


I love Zappa's music after being introduced to it by both a friend and my older brother Mike.  Zappa was a genius and I could spend the next dozen posts talking about him, his music and his contributions.  But instead in a move that might amuse Frank himself I am going for the cheap (but well thought out) gag.

Here are some Zappa inspired items, people, places and things for your game.

Oh I can't explain Conceptual Continuity. It is something that has to be experienced.

Barking Pumpkin
This looks like a normal jack-o-lantern, but once lit it acts an alarm ward. Anyone approaching withing 10' of this pumpkin will cause it to starting barking like a large dog.   Only the command "Sit, Fido, sit." followed by "good dog" will stop it from barking.



Python Boot (magic item)
These boots look like they are made of a skin of a large python.  They give the wearer a +2 on any roll that might involve Charisma (though not magical rolls).  It is assumed that anyone wearing such a boot must be interesting to talk to.

Python Boot, Stinkfoot (cursed)
This cursed version of the Python Boot gives the same powers as a regular python boot.  Though the wearer will not be able to remove them.  Once they try the boot will begin to emit an order like a Stinking Cloud spell.  All Charisma based rolls are now at a -4.

St. Alphonzo (and his Pancake Breakfast)
Saint Alphonzo was one a kindly friar that believed that breakfast was the most important meal of the day.   Special pancakes blessed by the saint keep adventures full and warm till nightfall when consumed in the morning.
St. Alphonzo's is currently run by portly cleric by name of Father O'Blivion, who may or may not be plagued by leprechauns.

Camarillo Brillo by farlo
The Witch of The Short Forest
13th level Witch, Aquarian Tradition, Female (Neutral)

Strength: 10
Dexterity: 14
Constitution: 12
Intelligence: 13
Wisdom: 10
Charisma: 18

Saves
Death Ray or Poison:  9
Magic wand or devices: 10
Paralysis, Polymorph or Turn to Stone: 9
Dragon Breath: 12
Rods, Staffs and Spells: 11

Hit Points: 41
Alignment: Neutral
AC: 5 (Ponch [equal to Leather Armor], Amulet of Protection +2 )

Occult Powers
Familiar:  Snake
Herb use
Lesser: Astromancy
Minor: Moon Blessing

Spells
Cantrips: Chill, Daze, Detect Curse, Object Reading, Open, Sound
First: Cause Fear, Charm Person, Chill Touch, Sickly
Second: Agony, Evil Eye, Levitate, Rose Garden
Third: Bestow Curse, Bewitch III, Dispel Magic
Fourth: Animal Growth, Emotion, Withering Touch
Fifth: Baleful Polymorph, Bull of Heaven
Sixth: Eye Bite, True Seeing
Seventh: Wave of Mutilation

The witch of The Short Forest is notable for many reasons. First are her looks. Her hair is bright red and curled. Her skin is gray-green and all she seems to wear is an old poncho and an amulet.  She is also sometimes seen with her snake.  She will attempt to read your fortune with a deck of old tarot cards.  Or she will try to seduce any male, particularly adventurers but especially Bards (she loves the guys in the band).  If asked she will play a pair of castanets.
She lives in a small two story hut in the valley in the middle of the Short Forest. She will tell you she was born there and that makes her a valley girl.
She had a sister that drowned and doesn't want to talk about it. She will mention many times that she doesn't want to talk about it. (Ship Arriving Too Late to Save a Drowning Witch).

She created the Barking Pumpkin and has a many of them outside her home.  She also has a cat (not a familiar) that speaks fluent Chinese (a language she does not know).

The witch's real name is Dinah, but she never answers to that.

Goblin Girl
Armor Class: 14 (5)
Hit Dice: 1 (6 hp)
No. of Attacks: 1 weapon (dagger)
Damage: 1d6
Movement: 20' Unarmored 30'
No. Appearing: 1
Save As: Fighter: 1
Morale: 8
Treasure Type: R
XP: 12

Goblin Girl is a short, kind of pretty little goblin lass. She isn't evil, per se, but she does tend to get into a lot of mischief.  She is very fond of ale, and for a sip she will help out adventurers.  She is also overly amorous and will adopt a "boyfriend" in the party very early.  She will get upset and even suicidal if affection is not returned.  She won't actually kill herself, but she loves the attention.
She wears a green dress and a black witch hat.  She isn't really a witch, she just likes the hat.  It also covers up her head, which is flat on top.

She is friends with the Witch but has been kicked out of St. Alphonzo's many times for stealing margarine.  She has a boyfriend that is a hobgoblin, but she will claim they "are not serious".

Discorporate (Absolutely Free) (spell)
Level: Witch 5, Wizard 5
Duration: 1 hour + 10 mins per level
Range: Touch

By means of this spell the witch can leave her body and project herself anywhere on the current plane she is inhabiting.  She can not affect objects or people unless they are also astral, ethereal or in spirit form.  She can pass through walls and travel great distances, but she must return to her own body before the duration ends or be lost.
The witchcan bring the astral forms of five other willing creatures, provided all subjects are linked in a circle at the time of the casting. These fellow travelers are dependent upon the caster and must accompany her at all times. If something happens to the caster during the journey, her companions are stranded.
Like the Astral Spell, a physical body is left behind attached by a silver cord.
Material Component: A bit of velvet.

Zomby Woof
Armor Class: 15 (4)
Hit Dice: 4+1 (20 hp)
No. of Attacks: 1 bite
Damage: 2d6
Movement: 20'
No. Appearing: 1d6
Save As: Fighter: 4
Morale: 12
Treasure Type: None
XP: 270

This is a large werewolf zombie stuck in mid-transformation. It is very ungainly and moves slow. It's right foot is larger than the left one and only one paw has claws.
It is a mindless monster that attacks anything in The Short Forest.
A Zomby Woof is turned as a ghoul.

Thursday, December 3, 2015

DIY D&D

One of the great things about the whole self-publish, self-produce, osr movements is the ability to  not only have games we loved in no forms, or books we never had (B/X Companion and Adventures Dark and Deep) but it has allowed us unprecedented access to all sorts of material both new and old.

My fondness for PDFs is pretty well known.  But I love books, first and foremost. Hardcovers especially.  Thankfully I grew up in a town that had a book bindery so I managed to get this done:


It's not great, but it is a hard cover of the old Realms of Horror "super module" of the S series.
The nice thing is it has lasted me nearly 30 years.  So I guess I should not complain.

Today we have Lulu.com and DriveThruRPG/PRGNow (and I assume others) for our PDF or physical book needs.  We just have to provide the digital files.

Since I already was providing the files for the print copies of The Witch and Eldritch Witchery, I thought I would make my own hardcovers as well.


I like the hardcover a lot.  I generally like the hardcover Witch better than the softcover one, but prefer the softcover Eldritch Witchery to the hardcover.

Since I was at I thought why not round out the whole collection.


I am not selling these.  You can still find my old netbooks online somewhere. But these were for my own collections.

You might see where I am going here.

So what am I supposed to do when I have this:


But my Rules Cyclopedia looks like this:


Sad. I know.

Well. I love the RC, but cover never really struck me as being "D&D" enough.  But you know what is D&D enough? Uriah Heep's "Demons & Wizards".  So some scanning. Some work late night when I couldn't sleep and I have this:



I will freely admit I am unsure of the legality of this.  I mean I will never sell it (I have my name in it now anyway).  It looks like if I own the PDF I can print it for my own use. Of course I don't own that cover art.  This would be a "table copy".
That aside I think it looks pretty sweet.


It has been a nice little challenge to put together versions of book I have physical copies and pdfs into something new.

My favorites are this combined Basic and Expert hardcover and a combined World of Greyhawk one.


Again, just my own private use at the game table.  But I think they are pretty nice.

I have done something similar to some print outs I made of the Basic and Expert PDFs, which can see here: I Cut up My B/X books!   I think I am going to have to print out the B/X Companion as well and stuff it into this binder.

Now we just need Wizards of the Coast to start giving us more POD options for classic D&D books.

Wednesday, December 2, 2015

Class Struggles: The Wizard, Part 1 Customizing Options


Posting about the Dresden Files yesterday and talking about psychics, witches and other classes has got me thinking about Wizards and Magic Users today. In truth you can't read, write and think about witches as much as do and not have wizards come up every so often.

In many fantasy genres wizards and witches are very nearly the same thing (and let's not get into what is a warlock today). While I can see the subtle differences as huge gaps I do appreciate that this might really just be my own biases.

When I first began to play D&D (Holmes and then Moldvay/Cook/Marsh B/X) I saw the "Magic-User" class. I always wondered about that. Why was it called "Magic User" and not "Magician" or "Wizard"? I will be honest and say it was not till years later that I fully appreciated what Gary was doing with the "Magic User". It really was meant to be ANY type of magic user. While I can really see the utility of this sort of class it still doesn't give me the customization that I really wanted in a magic-user/wizard class. For starters the biggest and best means of customization for any magic using class is the spell list. Build a magic user, take a bunch of necromantic spells and bingo you have a necromancer, take illusions and you have an illusionist. This is certainly implicit in the rules, if not explicit in some older Dragon magazine articles.

During the work on my witch class I began creating a lot of custom classes. These include some I have mentioned before: The Necromancer/Mara, the Sun Priest, and the Healer. These all kind of rotate around an axis related to the cleric. While working on them I really could not help but notice what powers and spells I was giving them vs. what the magic-user already had. Also I could not help but recognize the disparity in XP per level. It takes a lot to be a magic-user. The argument has always been that it pays off in then end, if you survive.
This disparity was also noticed by others.

Dragon Magazine #109 from May 1986 gave us Paul Montgomery Crabaugh's "Customized Classes" article for the D&D (not AD&D) game. The idea was that the D&D game supported this sort of flexibility. I used this for the first set of XP values per level for my witch, but altered them to something I liked better for the publication of The Witch. Others have picked up on this article as well.

The Dragon article goes into a lot of great detail and my hat is off to Paul Crabaugh for going through all this effort. He made it really easy to add everything to a spreadsheet and auto calculate XP values.
His analysis of the magic-user is quite telling.

Magic User XP per level, per Dragon Magazine #109

Current Level XP Points needed Next Level
1
1,840
2
2
3,680
3
3
7,360
4
4
14,720
5
5
29,440
6
6
58,880
7
7
115,000
8
8
230,000
9
9
345,000
10
10
485,000
11
11
606,250
12
12
727,500
13
13
848,750
14
14+
+121,250
per level

Magic-users, when analyzed come up really short.

Erin Smale over at Breeyark.org took the original Dragon values and worked out a spreadsheet of his own in Building the Perfect Class. His numbers track a lot better than Crabaugh's do, but the magic-user still comes up very short. He provides both a PDF and an Excel file to help in building. My biggest peeve though he no where acknowledges the work done by Crabaugh in this even though there are distinct parallels. He does address this though in his update, Building a More Perfect Class.

A while back Perdustin over at Thoul's Paradise posted a reflection on the Crabaugh article and got me thinking about the custom classes I had made then. Later he posted a little on his analysis of the classes with his tweaks. Here are his posts:
Customized Classes (part I) and
Customized Classes (part II)

He challenged me to look at my witch class as well.

In this case as the previous ones, the Magic-User comes up a little short.

Thoul's Paradise analysis

For me the solution is obvious since it also addresses the issue I have with magic-users in classic D&D games. It's not that their XP is too high, it's that there is so little for them to do in the beginning.

Think about every wizard stereotype; an old man, with white hair, beard, pointy hat and robes. Just page through any pre-1985 D&D book and see if you can find something different. Ok. Now what can these old guys do? Cast magic missile once per day. Honestly that doesn't make much sense to me. If these guys have been training at wizard school since they were young they should have learned more magic by now. Hell, Hermione knew more magic on the train to Hogwarts before school ever started than what your average 1st level magic-user knows.

I know classic D&D is about "resource management" and that struggle upwards. I am not suggesting that we play O/B/AD&D magic-users like D&D4 wizards (but I am going to talk about them next week). I do think the wizard needs a little more punch.

Using the same rules in my Witch book I give Wizards (a sub-class or type of Magic User) the ability to cast cantrips (up to 6 at 1st level, 3 + Int mod), the ability to cast Read Magic once per day, that ability to identify magic items (only that they are magic, not what they do). They may also cast a Find Familiar spell. Remember, in 3rd Edition D&D wizards got a familiar for free at 1st level and no reduction in spells.

Find Familiar (Spell)
Level: Wizard (Magic-user) 1
Range: 1-mile radius per caster level
Duration: See below
Magic-users of higher level often summon familiars to assist them with various tasks. Indeed, a familiar can also be of considerable benefit to a lower level magic-user (even increasing others’ estimation of his or her power), but the risks inherent in losing a familiar can be daunting to a weaker spell caster. To summon a familiar, the magic-user must intone the words of the spell over a well-stocked fire source, sprinkling the flames with expensive incense and powders (100 gp in total value). The caster must maintain his or her casting for as long as necessary (2d12 hours) until a familiar arrives (or the casting time expires without success).
The spell may be attempted only once per year, and the caster has no control over the type of animal that will respond. When it arrives, the familiar is a faithful servant and ally to the caster.
Normal familiars have 1d3+1 hit points, AC 7, and are as intelligent as a lower-than-average human. When the familiar is within 120 feet of the magic-user, the magic-user gains additional hit points equal to the familiar’s. However, if the familiar is ever killed, the magic-user permanently loses twice the familiar’s hit points.

For me the Read Magic and the identifying of magic items (based on an Int + Level check) sets the magic-user apart from not only other classes, but the witch as well. I decided that this was part of their training and experiences in school. I should also detail some of my ideas for a magic school but that would have to be for another time.

Next week a deep look at wizards and magic users with these customizations and XP values in mind.

Tuesday, December 1, 2015

Dear Harry, It's Not You, it's Me...

No. Actually. It's You.

I LOVE modern supernatural and horror games.  Just love them.  Even ones I don't get to play often I still enjoy reading.  Heck I have not played Mage in close to 10 years and I still want that giant Mage 20th anniversary book.

So why can't I get myself to love, or even like, The Dresden Files?

I am talking about the Fate-powered RPG, but I'll talk a bit about the books too.

I got these books for Christmas after they first came out in 2010.  Dresden Files (the books) were all the rage and that Summer my group had been playing a Chicago-based Ghosts of Albion/Angel/WitchCraft game.  It had some Dresden-esque elements, but mostly it was White Wolf's World of Darkness' Mage, Vampire and Werewolf as the backdrop.
I had started reading the books that September. I was commuting to work everyday for about an hour in and hour back not to mention doing a lot of flying, so I had plenty of time for audiobooks.   I devoured them.  It was especially fun when I was driving around Chicago hearing about Harry driving around Chicago.  Though I have to admit it is always amusing hearing/reading a non-Chicago native talk about the city in ways no native ever would. It's the Kennedy, not the JFK, and no one can get from the Loop to O'Hare in a few minutes. Ever. Jim Butcher has gotten better with this.

Around about the middle of the series I felt it was getting stale, but then it picked up with the new "Outsider" threat.  I will admit I have not read the last one yet and I have not been itching to do so.

The game on the other hand surprised me with it's production values and how nice it looked.  I loved the "hunter's notebook" feel to it.  Though to be 100% fair other games had done that long before.

But I never really ever got Fate.


Sure I had played around with Fudge in the past and I enjoyed the free-form it gave me.  I have even played around with Fate and many good starts.  But in the end the system falls flat for me.  Maybe. Maybe there is something good there I could use, but it's been 5 years, or 6+ if you count my experimentations with Fudge.

The Dresden Files RPG is the most complicated "simple" game I have ever read or played.  Seriously, 407 pages for a "simple" ruleset?  I know the Fate Core books are much smaller so a lot of this is setting and world-specific rules, but I can't help but feel it is overwrought.

It's not the mechanics. Mechanics are easy and in Fate ridiculously so.
It's not the aspects.  Though how the aspects could be used is certainly an issue for me.  Let's take Wolverine for example. He could easily have an aspect "Best at What I Do".  Will he get a re-roll or a +1 for "everything"?  No. I know this, but in the hands of a less deft game master this becomes little more than a ruleless game of pretend.

I know to people in the in-crowds of Fate I will be completely dismissed as an "old-school gamer" but the truth is I play a lot of games. Hell, Castle Falkenstein is one of my favorite games and it is hard to go more free-form than that.  I could also just as easily dismiss them for their smugness, but that does not make either of us correct.

Sitting net to my desk at home is a folder. It is full of character sheets for various systems.  I try them out, pick at them and sometimes those efforts show up here.  So far I have never been happy with my creations for Fate.  I picked up the new 3rd Edition of Chill and had characters in minutes. Fate is more of a collective role-playing experience.  That is great, if you want that or have a stable group.  I have a stable group, but I want "organic" characters.  Characters that feel and act like individuals, not part of a collective.

Fate tries to model a story. Either a book, movie or what have you.  Where the larger outcome is usually known.  I am not done reading this book but I am sure the protagonist survives.   Role-playing games are not books Their story telling techniques are different.

I think Fate works with the right groups, but it does require a degree of "playing well with others" that I don't often see in games.   I like the idea, I dislike the execution.  Which is interesting, because some of the die hard Fate players I have met at Cons are such ass-hats. Sorry if that is over generalization, but it has been remarkably and painfully consistent for me over the last 5 years. Yet in the same period of time I have played dozens of other games with various groups that have been great.

There are also pragmatic concerns for me.  Not to invoke the "douche" rule, but really what can I do with Fate that I can't do with Unisystem?  What can I do with the Dresden Files that I haven't already done with Ghosts of Albion?   Hell. I remember Fred Hicks back in the day on the old Eden boards talking about the Dresden Files and how WitchCraft 95% of what he wanted to do with it.  I'll contend that the other 5% can be found in Cinematic Unisystem.

I want to give Dresden Files one more chance, but in truth I know it is over.  We are done.
Don't know if I am going to sell off my Dresden Files game yet. I have one other "last fling" to do with it, but my Fate books are now gone.

Not looking for a reason to keep it, I am pretty sure it will end up on the auction block in the spring.
Better luck in your next home Harry.

Monday, November 30, 2015

Playing In Hyperborea

I have been wanting to run a campaign using Astonishing Swordsmen & Sorcerers of Hyperborea for some time now.

+Eric Fabiaschi over at "Swords & Stitchery - Old Time Sewing & Table Top Rpg Blog" has been doing a great set of Retro-Reviews of what I have been dubbing my "Second Campaign"

N1 Against the Cult of the Reptile God
U1 Sinister Secret of Saltmarsh
U2 Danger At Dunwater
U3 The Final Enemy
C1 The Hidden Shrine of Tamoachan

Now I just need some adventures for levels 7-12/13 (I like the idea of going to 13).

Originally I had a bunch of desert themed adventures, but they really never felt right to me to be honest.  Maybe I should be looking towards some of the newer OSR adventures like The Islands of Purple-Haunted Putrescence to fill out the other levels.

I like the idea of some stygian cult. Something that was a cross between Lovecraft, Howard and Clark Ashton Smith.  I think it might be fun if this cult was a Demogorgon cult too, just because.

He also reviewed some adventures I have already run or used under different systems.

B1 In Search of the Unknown
B3 Palace of the Silver Princess
B4 The Lost City
X1 Ilse of Dread
X2 Castle Amber
S4 The Lost Caverns of Tsojcanth

If you get a chance, stop by his blog and read the reviews.

Edited to Add: U3

Buried Alive!

Well sort of.

I have about a week's worth of email to get caught up on and a ton of blog postings to read.

Back when I can!

Saturday, November 28, 2015

Zatannurday: Legends of Tomorrow

The newest trailer for DC's Legends of Tomorrow is now out.

It looks fantastic!




Rip Hunter, the Atom, Firstorm, Hawkgirl, White Canary?  Yeah sign me the hell up!
Damn even Captain Cold is great in this.

How cool would it be to see 1940s Zatara and 1960s Zatanna?

Here is a longer one.



Seriously sweet time to be a DC fan.