The Order of the Platinum Dragon picked up a new character this weekend. Crowley, a tiefling warlock had been captured by the Slavers in A1, he decided to stay with the group as they journeyed up the Drachenslab hills to A2.
So far the Order has done well. They have killed Markessa and are about to encounter the Ogre Mage.
The maps from the new Against the Slave Lords PDF came in very handy!
They have all already looted close to 50,000gp worth. I might need to adjust the treasure for future modules.
Tuesday, January 12, 2016
Monday, January 11, 2016
Satisfied with Alpha Blue
Alpha Blue is the latest release from Kort'thalis Publishing and +Venger Satanis.
Alpha Blue is a Space Station where the party never ends. The book is 111 pages (114 if you count covers and extra page). The art is what you would expect from Venger; good and on the creepy side. Some I *think* I have seen before, but I can't be sure really. But all of it really comes with a nice vibe of late 70s/early 80s sci-fi cheese. Basically if you grew up in the 70s and 80s watching any sci-fi you will recognize something here. If you are like me then something you will like. They layout is clean and easy to read. I also appreciate the color and b/w versions of the character sheet.
The book has a basic system attached to it, mostly, as the author describes to set the tone for a game. The character generation system actually would well as an additional bit of character information for your standard OSR game. There is some good material here that can be used for something like White Star or Starships & Spacemen. Print out your game's regular sheet and an Alpha Blue sheet back to back.
The rest of the book is the reall meat of the book and might not really be most people's cup of tea. Alpha Blue is a Space Brothel. The obvious nod here is to the old adult movie The Satisfiers of Alpha Blue. I will happily admit I have seen and enjoyed the movie. Actually the movie is an interesting social commentary that all the best sci-fi movies have. But that is for another discussion.
Alpha Blue, the book, is thankfully devoid of social commentary. I am not trying to say the book is nothing but sleazy encounters, but there is a lot here that can be great setting material...and some sleaze.
I think that Venger missed a good opportunity here to call the game master a "Blue Dungeon Space Master" or a BDSM. A little awkward? Yeah. No worse than Dungeon Master I guess.
I mentioned in the past that this premise reminds me of the +Shon Richards' story Pleasure Station Sigma. The comparison still holds, but there is more to Alpha Blue than just that.
Honestly there are so many hidden gems and easter eggs here that I am still finding them weeks in to reading this game. Which brings up a point.
The one thing this book lacks, and really could use, is it's own "Appendix N". A collection of late 70s early 80s B and C grade Sci-Fi movies and TV shows. Off the top of my head I saw influences of Logan's Run, Barbarella (ok 60s), Battlestar Galactica, Star Trek (TOS), Star Wars (the first trilogy only), Doctor Who (explictly mentioned), Galaxina, Cherry 2000, Westworld, Heavy Metal, Weird Science, the Buck Rodgers RV series, the Flash Gordon movie and of course, Satisfyers of Alpha Blue.
There are a lot of random tables in this book too. Personally I am not a fan of a bunch of random tables, but here it works. After all this is a space station with a lot going on. Plus it fits not only the Gonzo-Sci-Fi style VS has going here, but also the Gonzo-OSR style all his books have.
Alpha Blue is not for the easily offended. It is also not really for anyone that did not grow up in the 70s or 80s; too much of the content will be lost on anyone that hears "Starbuck" and thinks coffee or Katee Sackhoff. There is the right group out there for this book, and for that group it will be a lot of fun. Some reviews have called this an "adult" title. Maybe. Personally I would say it is R-rated at the worst. Though now I do know how much damage a jelly-double headed dildo will do if used in combat.
ETA: Just learned of the death of David Bowie. I think some stats for Ziggy Stardust, Aladdin Sane or The Thin White Duke are in order.
Alpha Blue is a Space Station where the party never ends. The book is 111 pages (114 if you count covers and extra page). The art is what you would expect from Venger; good and on the creepy side. Some I *think* I have seen before, but I can't be sure really. But all of it really comes with a nice vibe of late 70s/early 80s sci-fi cheese. Basically if you grew up in the 70s and 80s watching any sci-fi you will recognize something here. If you are like me then something you will like. They layout is clean and easy to read. I also appreciate the color and b/w versions of the character sheet.
The book has a basic system attached to it, mostly, as the author describes to set the tone for a game. The character generation system actually would well as an additional bit of character information for your standard OSR game. There is some good material here that can be used for something like White Star or Starships & Spacemen. Print out your game's regular sheet and an Alpha Blue sheet back to back.
The rest of the book is the reall meat of the book and might not really be most people's cup of tea. Alpha Blue is a Space Brothel. The obvious nod here is to the old adult movie The Satisfiers of Alpha Blue. I will happily admit I have seen and enjoyed the movie. Actually the movie is an interesting social commentary that all the best sci-fi movies have. But that is for another discussion.
Alpha Blue, the book, is thankfully devoid of social commentary. I am not trying to say the book is nothing but sleazy encounters, but there is a lot here that can be great setting material...and some sleaze.
I think that Venger missed a good opportunity here to call the game master a "Blue Dungeon Space Master" or a BDSM. A little awkward? Yeah. No worse than Dungeon Master I guess.
I mentioned in the past that this premise reminds me of the +Shon Richards' story Pleasure Station Sigma. The comparison still holds, but there is more to Alpha Blue than just that.
Honestly there are so many hidden gems and easter eggs here that I am still finding them weeks in to reading this game. Which brings up a point.
The one thing this book lacks, and really could use, is it's own "Appendix N". A collection of late 70s early 80s B and C grade Sci-Fi movies and TV shows. Off the top of my head I saw influences of Logan's Run, Barbarella (ok 60s), Battlestar Galactica, Star Trek (TOS), Star Wars (the first trilogy only), Doctor Who (explictly mentioned), Galaxina, Cherry 2000, Westworld, Heavy Metal, Weird Science, the Buck Rodgers RV series, the Flash Gordon movie and of course, Satisfyers of Alpha Blue.
There are a lot of random tables in this book too. Personally I am not a fan of a bunch of random tables, but here it works. After all this is a space station with a lot going on. Plus it fits not only the Gonzo-Sci-Fi style VS has going here, but also the Gonzo-OSR style all his books have.
Alpha Blue is not for the easily offended. It is also not really for anyone that did not grow up in the 70s or 80s; too much of the content will be lost on anyone that hears "Starbuck" and thinks coffee or Katee Sackhoff. There is the right group out there for this book, and for that group it will be a lot of fun. Some reviews have called this an "adult" title. Maybe. Personally I would say it is R-rated at the worst. Though now I do know how much damage a jelly-double headed dildo will do if used in combat.
ETA: Just learned of the death of David Bowie. I think some stats for Ziggy Stardust, Aladdin Sane or The Thin White Duke are in order.
The stars look very different today.
Friday, January 8, 2016
Birthday Witches
Today is a special day for two of my friends. Not only do they have new witch books out but it is also their birthdays!
Amber Benson's new book in the Witches of Echo Park series came out this week. "The Last Dream Keeper" continues the story of the Echo Park coven and the discover that one among them, Lizbeth, is the last Dream Keeper. In this book their enemies outnumber their friends and the coven will need to protect Lizabeth no matter the cost.
+Elizabeth Chaipraditkul also has a birthday today. Her new game is "WITCH: Fated Souls". I am still reading this one, but enjoy what I see so far. I supported her Kickstarter for the book and I am quite pleased to have done so. From the book:
It *seems* like to me you could use Elizabeth's game to play in Amber's world. I need to read more of each book to know for sure. But I do know I will have a great time trying to find out!
Please wish these wonderful ladies happy birthday today by buying their books. I consider them both to be freinds and I know the time, energy and love they put into their writing.
Happy Birthday to you both!
Amber Benson's new book in the Witches of Echo Park series came out this week. "The Last Dream Keeper" continues the story of the Echo Park coven and the discover that one among them, Lizbeth, is the last Dream Keeper. In this book their enemies outnumber their friends and the coven will need to protect Lizabeth no matter the cost.
+Elizabeth Chaipraditkul also has a birthday today. Her new game is "WITCH: Fated Souls". I am still reading this one, but enjoy what I see so far. I supported her Kickstarter for the book and I am quite pleased to have done so. From the book:
You are a member of the Fated. An entire new world has opened up to you. This new world is filled with different planes to explore, each more beautiful and terrifying then the next. It has magical creatures, beasts woven from dreamstuff and monsters wrapped in nightmares. It is filled with a deep and beautiful history, some which only seems like a fairy tale. Your world will never be the same.
Together with your coven, other witches and warlocks who have been Fated, you will explore all the world and planes have to offer. Your coven will protect you, share in your joy, but also be the group of people who understand the harsh realities the life of being Fated brings. You’ll deal with the society, other Fated who have formed groups and government, ruled over by a group of Fated called the Council.
It *seems* like to me you could use Elizabeth's game to play in Amber's world. I need to read more of each book to know for sure. But I do know I will have a great time trying to find out!
Please wish these wonderful ladies happy birthday today by buying their books. I consider them both to be freinds and I know the time, energy and love they put into their writing.
Happy Birthday to you both!
Thursday, January 7, 2016
Game of the Year 2015: White Star
For me it really is no contest what last year's biggest and best game was.
It was +James Spahn's White Star.
Not that it is faux-Star Wars in a year of Star Wars (but that helps).
Not that it is a Swords & Wizardry reskinned (but that also helps).
No, it is because it is just so damn fun. You can tell that James must have been having a great time writing this. It shows in his work. Plus it is such a good seller on RPGNow and DriveThruRPG others must find it fun as well.
I also give it this nod for all the great supplements that have been coming out for it. You can find some of them in this nifty little guide, The White Star Catalog.
White Star isn't just a cool set of rules, it is also a nice sandbox with some minor assumptions on a game universe. The best elements are left open for others to play with and develop further.
Between Star & Void is a great example.
This book covers the Star Knights and their enemies, the Void Knights, in greater detail. +Matthew Skail has done a great job of showing us what both groups of Knights can do. I came away not so much wanting to run "Jedi" or "Sith" but something more akin to the Green Lantern Corps. At 109 pages it is a pretty full (101 pages of content) of material for Star Knights and Void Knights. This book also includes Mystics, Star Pilot, Way Adapt and Alien Star Knight, and of course, Void Knights and an extra special group, the Eclipse Knights.
There are plenty of new Meditations for the Knights and Mystics and new Empowerments for Void Knights. The Void Knights really kind of steal the show here a bit. I think everyone loves a good bad guy. Though the Star Pilot will get a lot of love in some game groups I am sure.
We also have a chapter on Star Knight Martial Styles and a chapter on Star Sword construction. They really put the "Tao" in "Way" here. I have to admit reading this feels just like playing games in the late 70s early 80s when sci-fi was king and everywhere. I had toys from various franchises and freely mixed them all together is a crazy, and mostly incoherent, whole. But I didn't care, it was fun.
This book is like that. Not crazy and incoherent, but certainly a lot of fun.
There are some great Appendices here too. There is an alternate Meditation system in Appendix A.
Appendix B includes some "Fantasy Conversions" for Swords & Wizardry, Labyrinth Lord, Adventurer Conqueror King, or higher level White Star games. This includes higher level Meditations
The art is a mixed lot, but I love the cover.
There are some obvious typos and the text needs some cleaning up here and there, but nothing that impacts readability or use. There is a lot of fun in this book and I can't wait to try it out.
Even given my long complicated relationship with Sci-Fi RPGs, I think I may have found my game.
It was +James Spahn's White Star.
Not that it is faux-Star Wars in a year of Star Wars (but that helps).
Not that it is a Swords & Wizardry reskinned (but that also helps).
No, it is because it is just so damn fun. You can tell that James must have been having a great time writing this. It shows in his work. Plus it is such a good seller on RPGNow and DriveThruRPG others must find it fun as well.
I also give it this nod for all the great supplements that have been coming out for it. You can find some of them in this nifty little guide, The White Star Catalog.
White Star isn't just a cool set of rules, it is also a nice sandbox with some minor assumptions on a game universe. The best elements are left open for others to play with and develop further.
Between Star & Void is a great example.
This book covers the Star Knights and their enemies, the Void Knights, in greater detail. +Matthew Skail has done a great job of showing us what both groups of Knights can do. I came away not so much wanting to run "Jedi" or "Sith" but something more akin to the Green Lantern Corps. At 109 pages it is a pretty full (101 pages of content) of material for Star Knights and Void Knights. This book also includes Mystics, Star Pilot, Way Adapt and Alien Star Knight, and of course, Void Knights and an extra special group, the Eclipse Knights.
There are plenty of new Meditations for the Knights and Mystics and new Empowerments for Void Knights. The Void Knights really kind of steal the show here a bit. I think everyone loves a good bad guy. Though the Star Pilot will get a lot of love in some game groups I am sure.
We also have a chapter on Star Knight Martial Styles and a chapter on Star Sword construction. They really put the "Tao" in "Way" here. I have to admit reading this feels just like playing games in the late 70s early 80s when sci-fi was king and everywhere. I had toys from various franchises and freely mixed them all together is a crazy, and mostly incoherent, whole. But I didn't care, it was fun.
This book is like that. Not crazy and incoherent, but certainly a lot of fun.
There are some great Appendices here too. There is an alternate Meditation system in Appendix A.
Appendix B includes some "Fantasy Conversions" for Swords & Wizardry, Labyrinth Lord, Adventurer Conqueror King, or higher level White Star games. This includes higher level Meditations
The art is a mixed lot, but I love the cover.
There are some obvious typos and the text needs some cleaning up here and there, but nothing that impacts readability or use. There is a lot of fun in this book and I can't wait to try it out.
Even given my long complicated relationship with Sci-Fi RPGs, I think I may have found my game.
Wednesday, January 6, 2016
Class Struggles: Race as Class
My love for D&D Basic era play is well known and well documented, but my love is tempered and not complete. I have a confession. I really am not a fan of B/X or BECMI style Race as Class.
In the D&D Basic rules Dwarves and Halflings are basically fighters with level limits. Elves are multiclassed fighter/magic-users, also with level limits. While this certainly works, it also seems rather, well... limiting. I mean really, the archetypical halfling/hobbit is a thief. This was one of the reasons I think so many people went over to AD&D. I know it was true, partially, for me.
Over the years of game-play I have worked around this, but I never quite got used to it.
Now one thing I do like is the idea that different races should different class expressions. So not a "thief" per se but a "burgler" would be cool. Something special.
The ACKS Player's Companion does a great job of this really. This includes such new classes as the dwarven delver, dwarven fury, dwarven machinist, elven courtier, elven enchanter, elven ranger, and the gnomish trickster. While these could, at the surface level, be viewed as mere renaming of the basic four classes, there is a little more to play with here in terms of special abilites.
As mentioned in the past, this is also the book you need when you want to create new classes.
+James Spahn's Barrel Rider Games has a number of demi-human classes in the Class Compendium. These include various dwarven classes; Raging Slayer, Rune-Smith and the Warchanter. Some elves, Dark Elf, Greensinger, Half-Elf and the Sylvan Elf. And as to be expected, Halfling classes, Burglar, Feast Master, Huckster, Lucky Fool, and the Tavern Singer.
I think there are a lot of options for race-specific classes or archetypes.
Back in the 2nd Ed days we had "kits" for various classes and some of these were racial archetypes. The Complete Book of Elves is a good example. There is a lot of fluff and some backgrounds, but the real meat comes in when we get into the sub-races. I was never a fan of the Drow-fetish that plagued much of post 1st ed D&D, but a sylvan elf or something stranger like a snow elf, would have been cool to play. Heck I even created my own elf race, the Gypsy Elf, to fill this need. We don't get to any of the class kits till Chapter 10. There are some nice choices but we also get the nearly 'broken'* Bladesinger. *I say broken, but really I just don't like it all that much, and it was abused a lot in groups I was in.
The books for the Dwarves and the Halflings & Gnomes book are similar. What gets me though is really how much we are lacking in race-specific classes. Sure the entire idea behind "Fighting-Man" and "Magic-User" is so they can be generic enough to cover all possibilities. But I think after we got past 0e and certainly into AD&D we would be at a point where there should have been more race-specific expressions of class archetypes.
Something like what I did for the Dwarven witch, the Xothia. Still a recognizable archetype (witch) but presented through the lens of a specific race (dwarf). Honestly I would like to see a reason, given in a similar format, for the gnome illusionist. Why are there gnome illusionists? What are they called?
The Companion Expansion from Barrataria Games does cover gnomes and wild-wood (sylvan) elves, half-orcs, half-ogres and half-elves as race-classes. Wood elves share the same spell lists as do druids and gnomes share a list with Illusionists and bards. All for the B/X system. Maybe something +Gavin Norman and +Nathan Irving could look into for their updates for their respective spellcaster books.
I think in the end I would like to see more racial, or read that as cultural, applications of classes.
In the D&D Basic rules Dwarves and Halflings are basically fighters with level limits. Elves are multiclassed fighter/magic-users, also with level limits. While this certainly works, it also seems rather, well... limiting. I mean really, the archetypical halfling/hobbit is a thief. This was one of the reasons I think so many people went over to AD&D. I know it was true, partially, for me.
Over the years of game-play I have worked around this, but I never quite got used to it.
Now one thing I do like is the idea that different races should different class expressions. So not a "thief" per se but a "burgler" would be cool. Something special.
The ACKS Player's Companion does a great job of this really. This includes such new classes as the dwarven delver, dwarven fury, dwarven machinist, elven courtier, elven enchanter, elven ranger, and the gnomish trickster. While these could, at the surface level, be viewed as mere renaming of the basic four classes, there is a little more to play with here in terms of special abilites.
As mentioned in the past, this is also the book you need when you want to create new classes.
+James Spahn's Barrel Rider Games has a number of demi-human classes in the Class Compendium. These include various dwarven classes; Raging Slayer, Rune-Smith and the Warchanter. Some elves, Dark Elf, Greensinger, Half-Elf and the Sylvan Elf. And as to be expected, Halfling classes, Burglar, Feast Master, Huckster, Lucky Fool, and the Tavern Singer.
I think there are a lot of options for race-specific classes or archetypes.
Back in the 2nd Ed days we had "kits" for various classes and some of these were racial archetypes. The Complete Book of Elves is a good example. There is a lot of fluff and some backgrounds, but the real meat comes in when we get into the sub-races. I was never a fan of the Drow-fetish that plagued much of post 1st ed D&D, but a sylvan elf or something stranger like a snow elf, would have been cool to play. Heck I even created my own elf race, the Gypsy Elf, to fill this need. We don't get to any of the class kits till Chapter 10. There are some nice choices but we also get the nearly 'broken'* Bladesinger. *I say broken, but really I just don't like it all that much, and it was abused a lot in groups I was in.
The books for the Dwarves and the Halflings & Gnomes book are similar. What gets me though is really how much we are lacking in race-specific classes. Sure the entire idea behind "Fighting-Man" and "Magic-User" is so they can be generic enough to cover all possibilities. But I think after we got past 0e and certainly into AD&D we would be at a point where there should have been more race-specific expressions of class archetypes.
Something like what I did for the Dwarven witch, the Xothia. Still a recognizable archetype (witch) but presented through the lens of a specific race (dwarf). Honestly I would like to see a reason, given in a similar format, for the gnome illusionist. Why are there gnome illusionists? What are they called?
The Companion Expansion from Barrataria Games does cover gnomes and wild-wood (sylvan) elves, half-orcs, half-ogres and half-elves as race-classes. Wood elves share the same spell lists as do druids and gnomes share a list with Illusionists and bards. All for the B/X system. Maybe something +Gavin Norman and +Nathan Irving could look into for their updates for their respective spellcaster books.
I think in the end I would like to see more racial, or read that as cultural, applications of classes.
Tuesday, January 5, 2016
Against the Slave Lords Reprint now in PDF
2016 starts out with a bang as WotC gives us the reprint of Against the Slave Lords in PDF.
I just grabbed it (since that is the adventure my kids are now going through) and it looks exactly like the print copy.
I has the A1 to A4 adventures and the introductory A0 adventure. Sadly not the A5 adventure, The Last Slave Lord.
I can now print out maps and mark them up all I like!
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